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#1

Emitted "scape"

Archive: 11 posts


I'm making my first level and got stuck.
Basically I'm planning to realize a platforming section where there are small bridges collapsing one after each other when the sackboy get to the last part of the bridge.
The section is only on the front plane, only one block.

The tech behind the collapsing bridges works quite well, I put a part of dissolving material in every pillar that reacts to a proximity switch, and the bridge slides and falls quite realistically, but once everything gets broken you can't get past that part of the level anymore.

So I put emitters that spawn the bridges, and the bridges after a few times vanishes and respawn, but that's not good.
So I set the time to infinite and activate the emitters with a proximity switch near the sackboy respawning point.
But now, when one bridge falls it doesn't disappear anymore, and since its ruins remains on the level, nothing can respawn.

How can I tweak this mess?
Thanks in advance guys
2009-07-05 07:26:00

Author:
OmegaSlayer
Posts: 5112


Hmmm this sounds really difficult to fix, considering the complexity of what you're trying to do. I'm sure that there are a lot of people around here (far more intelligent than I am) who could help you get this up and running though.

But if it was up to me, I'd take another approach and have a checkpoint at the start of the bridge section which immediately moves, so that if a player dies during on the collapsing bridge, they will respawn safe on the other side, at the end of the bridge section. This way, the player would have only one chance to cross the bridge, and you could have points all along the bridge, so that there is incentive for the player to make it all the way across without dying. But the benefit of doing it this way is that the bridge doesn't magically reset when you die, instead the player just keeps moving (and is motivated to replay the level so that they can try and make it further along the bridge the next time they play).
2009-07-05 10:29:00

Author:
CheesyMcFly
Posts: 211


You could also make something to swing on fall.

Otherwise, you'll need to make the bridge entirely of dissolve material, attaching a magnetic switch to every single part and linking the switch to the attached part; then you have to make a lane of magnetic keys on the lower part (where the pieces are going to collapse) so that everything that falls disappears, then add a sensor linked to the emitters of every part of the bridge AFTER the previous checkpoint (so that if someone dies on the bridge, the emitters won't fail because of the falling pieces that are going to be dissolved); also, the sensors that make the bridge parts fall must me on the parts themselves, so that they can work every time

Here's an image, maybe that'll explain better; feel free to ask if you didn't understand something http://img237.imageshack.us/img237/2627/dissolvingbridge.png
those black things on the upper blocks are sensors, the blue things on the parts are mag switches, and the blue lane below are magnetic keys

you could cover everything with gas if the visual effect sucks
2009-07-05 11:11:00

Author:
Shadowheaven
Posts: 378


So I set the time to infinite and activate the emitters with a proximity switch near the sackboy respawning point.
But now, when one bridge falls it doesn't disappear anymore, and since its ruins remains on the level, nothing can respawn.

Just set the Max Emitted At Once = 1. Then when you emit again, the prior instance will disappear (despite being set to Infinite Lifetime).

EDIT: Or perhaps not, as the rubble from the original is in the way of where it needs to spawn again? Sorry. Perhaps create a false "floor" for the collapsed bridge pieces to land on. Then when it's time to respawn, dissolve or move the floor away, letting the pieces fall out of the way immediately prior to respawning the new ones.
2009-07-05 14:48:00

Author:
v0rtex
Posts: 1878


This could be a pain if your bridge falls into tiny bits, but you could string all the ruins together with invisible string and have them connected via more string to a cube of material sat on some dark matter (Not glued) in the sky. Stick a brain on the cube and have a proximity switch on the checkpoint before the bridge set to one shot.

You could also pop a magnetic key on the ruins and have your emitters powered by magnetic key switches set to invert. So every time the key gets dissolved via the brain, they'll emit a new bridge.

This could cause problems with more than one player if your checkpoint is still in view though.

Hope that made sense.
2009-07-05 15:46:00

Author:
Kiminski
Posts: 545


Hi OmegaSlayer. If I'm understanding your issue correctly, it's simply a matter of providing a means for the player to get across the void if they are unable to make it across the bridge.

Since you already have working mechanics and a realistic visual of a collapsing bridge, I would leave that as it is, without emitting more bridges. Emitting more bridges wouldn't seem realsitic anyway.

So, CheesyMcFly's suggestion would work, if you filled the area underneath the bridge with gas. Then the player could respawn on the other side of the void.

Another option would be to create a structure under the bridge, on the far right of the void, which resembles a bridge support. This support would not collapse when the bridge falls, and could be made to provide the player a means of platforming up and out of the void to safety, without losing a life.

Just a thought, and it would require negligible Thermo.

Rick
2009-07-05 18:08:00

Author:
RickRock_777
Posts: 1567


My personal opinion on this is that the player shouldn't respawn the other side of the bridge. A lot of levels I've played have sections where the checpoint moves to the end of a hazard in if they die. Largely I assume it is done because the creator could not work out a way to reset the section. Apparently though I'm flying against popular opinion here again

Essentially, I feel cheated if I don't get the chance to have a second punt at a section if I fail it, and I can't help but feel that the creator hasn't tried hard enough and just went for a cop out if they did that! As for not being realistic... This is LBP we are talking about and, well multiple lives isn't realistic either I would treat something like this as a "set piece" within the level and the new life takes you back in time. I view this as a perfectly acceptable gameplay mechanic. But each to their own. Interesting to see other people completely disagree with that.

Rick's second option is quite good, you just have to make sure that the sackboy falling and influencing the falling materials CANNOT block off the second structure.

Now, my personal opinions on the matter out of the way...

https://lbpcentral.lbp-hub.com/index.php?t=t=11861&highlight=Demitters

The method I describe in that thread will allow you to reset anything, should you choose to go down the reset route.

Edit - I just uploaded some "plug and play" logic switches that can be used for this. If you go to the thread above and view the update section. You would likely want reset switch 2, although reset switch 1 might do the job.
2009-07-05 20:37:00

Author:
rtm223
Posts: 6497


Hmmm this sounds really difficult to fix, considering the complexity of what you're trying to do. I'm sure that there are a lot of people around here (far more intelligent than I am) who could help you get this up and running though.

But if it was up to me, I'd take another approach and have a checkpoint at the start of the bridge section which immediately moves, so that if a player dies during on the collapsing bridge, they will respawn safe on the other side, at the end of the bridge section. This way, the player would have only one chance to cross the bridge, and you could have points all along the bridge, so that there is incentive for the player to make it all the way across without dying. But the benefit of doing it this way is that the bridge doesn't magically reset when you die, instead the player just keeps moving (and is motivated to replay the level so that they can try and make it further along the bridge the next time they play).

Well, I thought about it, but I would have preferred to avoid that solution, I want people who play all my level since I sweated a lot on it.


You could also make something to swing on fall.

Otherwise, you'll need to make the bridge entirely of dissolve material, attaching a magnetic switch to every single part and linking the switch to the attached part; then you have to make a lane of magnetic keys on the lower part (where the pieces are going to collapse) so that everything that falls disappears, then add a sensor linked to the emitters of every part of the bridge AFTER the previous checkpoint (so that if someone dies on the bridge, the emitters won't fail because of the falling pieces that are going to be dissolved); also, the sensors that make the bridge parts fall must me on the parts themselves, so that they can work every time

Here's an image, maybe that'll explain better; feel free to ask if you didn't understand something
those black things on the upper blocks are sensors, the blue things on the parts are mag switches, and the blue lane below are magnetic keys

you could cover everything with gas if the visual effect sucks

I liked this solution, but it needed a lot of work, and I had to rework a big part of the level.
I tried it on a blank level and it works just fine, so I'll use it another time.


Just set the Max Emitted At Once = 1. Then when you emit again, the prior instance will disappear (despite being set to Infinite Lifetime).

EDIT: Or perhaps not, as the rubble from the original is in the way of where it needs to spawn again? Sorry. Perhaps create a false "floor" for the collapsed bridge pieces to land on. Then when it's time to respawn, dissolve or move the floor away, letting the pieces fall out of the way immediately prior to respawning the new ones.

It's what I did before asking help, and the outcome is exactly what you describe.


This could be a pain if your bridge falls into tiny bits, but you could string all the ruins together with invisible string and have them connected via more string to a cube of material sat on some dark matter (Not glued) in the sky. Stick a brain on the cube and have a proximity switch on the checkpoint before the bridge set to one shot.

You could also pop a magnetic key on the ruins and have your emitters powered by magnetic key switches set to invert. So every time the key gets dissolved via the brain, they'll emit a new bridge.

This could cause problems with more than one player if your checkpoint is still in view though.

Hope that made sense.

Yeah, this would e a mess anyway with more than a player, and thanks you made me consider it.


Hi OmegaSlayer. If I'm understanding your issue correctly, it's simply a matter of providing a means for the player to get across the void if they are unable to make it across the bridge.

Since you already have working mechanics and a realistic visual of a collapsing bridge, I would leave that as it is, without emitting more bridges. Emitting more bridges wouldn't seem realsitic anyway.

So, CheesyMcFly's suggestion would work, if you filled the area underneath the bridge with gas. Then the player could respawn on the other side of the void.

Another option would be to create a structure under the bridge, on the far right of the void, which resembles a bridge support. This support would not collapse when the bridge falls, and could be made to provide the player a means of platforming up and out of the void to safety, without losing a life.

Just a thought, and it would require negligible Thermo.

Rick


Yes, I came to the idea that an escapeway is really needed.


My personal opinion on this is that the player shouldn't respawn the other side of the bridge. A lot of levels I've played have sections where the checpoint moves to the end of a hazard in if they die. Largely I assume it is done because the creator could not work out a way to reset the section. Apparently though I'm flying against popular opinion here again

Essentially, I feel cheated if I don't get the chance to have a second punt at a section if I fail it, and I can't help but feel that the creator hasn't tried hard enough and just went for a cop out if they did that! As for not being realistic... This is LBP we are talking about and, well multiple lives isn't realistic either I would treat something like this as a "set piece" within the level and the new life takes you back in time. I view this as a perfectly acceptable gameplay mechanic. But each to their own. Interesting to see other people completely disagree with that.

Rick's second option is quite good, you just have to make sure that the sackboy falling and influencing the falling materials CANNOT block off the second structure.

Now, my personal opinions on the matter out of the way...

http://www.lbpcentral.com/forums/sho...ight=Demitters

The method I describe in that thread will allow you to reset anything, should you choose to go down the reset route.

Edit - I just uploaded some "plug and play" logic switches that can be used for this. If you go to the thread above and view the update section. You would likely want reset switch 2, although reset switch 1 might do the job.

I read what you wrote, but couldn't connect and see the demo, anyway my stuff is not glued so I don't think the demitters will work

Finally I decided to make the bridges a little longer to make the jumping easier even if you play multiplayer, then I made them collapse in the same way, but I added proximity switches where the bridges stop when they collapse, the switch turns on only if the bridge has collapsed.
The proximity switch controls a grabbable fabric chained to the roof.
The chain is blocked and the fabric is near the roof until you get near the proximity switch.
But now my problem is that when you grab the fabric and you get lifted up, the chain stops just little before you're at the unfallen bridge heighth.
The proximity switch is set on ON/OFF, when I set it on 1 shot, the chain doesn't stop moving, and actually it moves in an odd way.

2009-07-06 07:28:00

Author:
OmegaSlayer
Posts: 5112


OmegaSlayer, I just updated the demitters thread (again) with a bit of extra info for clarity.



edit - To clarify. There are 4 switches available. 2 are for demit / remit at will, and 2 are for reset (which is just a demit followed immediately by remit). The reason there are two for each is that the method has issues dealing with emitting objects at speed. Essentially, the piston is still moving when the emitter emitts, so the object is emitted with a velocity. In some cases this will be fast enough to break things. Version 1 of the circuits does not account for this so is only useful for "solid" objects, where everything is glued together. The version 2 of the circuits is more complex, and completely solves the issue of fast emitting. 2 is the better circuit, 1 is the streamlined and easier to understand version.

So the circuits would work for your application. All you need to do is have some permanent structure (the bottom of the valley for eg) that the emitted landscape rests upon and it should just work. Up to you if you want to give it a go or not.

With regards to the 1 shot input to the chain. When set to 1 shot, a chain will extend fully, instantaneously, then it will slowly pull back in. Bear in mind that although the chain will extend instantaneously, the object will fall due to gravity, so will go slower. By the time the object reaches the end of the chain, the chain will already be retracting, so it will never go the full distance. Does this sound like the effect you are seeing?
2009-07-06 10:02:00

Author:
rtm223
Posts: 6497


My personal opinion on this is that the player shouldn't respawn the other side of the bridge. A lot of levels I've played have sections where the checpoint moves to the end of a hazard in if they die. Largely I assume it is done because the creator could not work out a way to reset the section. Apparently though I'm flying against popular opinion here again

Essentially, I feel cheated if I don't get the chance to have a second punt at a section if I fail it, and I can't help but feel that the creator hasn't tried hard enough and just went for a cop out if they did that!


Totally agree with this, although also guilty of taking the easy route myself in one of my levels. More so for lack of thermometer space than anything else, but it has always bugged me, as it's probably the most exciting part of the level. Checkpoints with a reset option would be nice..

Gonna go check out your Demitters level now.
2009-07-06 10:29:00

Author:
Kiminski
Posts: 545


Regarding the winch issue, what you'll want to do is connect the Proximity switch to a permanent switch, which is set to directional and hooked up to the winches. This will mean when the Proximity switch is triggered, the fabric lowers itself then stops.
Feel free to drop me a PM if you don't understand anything.
SP
2009-07-06 20:53:00

Author:
Cpt_Sainsburys
Posts: 187


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