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#1
Magic Mouth Camera Zone Switch
Archive: 7 posts
I want an additional option on magic mouths so they can be connected to other things like switches. That way, say in the middle of a string of magic mouths, one of them could have a camera zone that zooms up on something and triggers an event at that exact moment. Like if a character said a few things, and then one the 3rd mouth in a row said "ok, I opened the door for you" - and it zooms over, and shows the door opening. Right now, the best that can be done is trigger things to happen when all the mouths are triggered and autoplay them, where the door would open (example) on the first mouth, even if the camera zone isn't showing that area or action at that moment... but then you have to falsely assume the player's reading speed, which only really works for "movie" levels, and not story levels with key dialogue. The magic mouth could basically function like a sensor switch with it's own radius, but also be tabbed to be controlled and activated by traditional switches if needed. I think that multi-string tab function would also allow for some really interesting logic sequences too. | 2009-07-08 00:32:00 Author: Unknown User |
I've wished for a similar functionality. Basically that the closing of a magic mouth be a switch trigger. So I know as creator/controller/programmer/animator that the player is finished with that bit and I can move on to the next bit of logic/animation/dialogue/etc. | 2009-07-08 01:37:00 Author: v0rtex Posts: 1878 |
This would be infinitely easier than guessing how long it take the average player to read, and then scripting the magic mouths to appear/disappear smoothly. It's a nightmare doing these things as it is now. | 2009-07-08 02:22:00 Author: comphermc Posts: 5338 |
i don't have an exact solution for you, but i have a possible alternative / suggestion. if you're ok with automatically scrolling through the magic mouths for the player (Rather than having them close out of each one to read the next), you could trigger all of the magic mouths with magnetic key switches. putting a magic key on a slow moving piston that passes past magnetic key switches. each magnetic key switch deletes the dissolve material that the current magic mouth is on and activates the next magic mouth (since both dissolve and 'trigger magic mouth' use the 'on' feature of a switch, the same switch can control both behaviors). then you could have one of the switches ALSO trigger your door. i'd imagine you could also use the 'direction' feature of the switch to trigger dissolve and magic mouth behavior, but i'm not sure. but unfortunately it will be important to trigger the magic mouth and the door with the same switch as magic mouths seem to pause all other level movement when active. hope that was at least mostly clear. | 2009-07-08 15:00:00 Author: Conall-Star Posts: 157 |
Yes - and I've used this technique before. It just would be so much better if the mm could trigger as a switch. | 2009-07-08 15:51:00 Author: v0rtex Posts: 1878 |
i don't have an exact solution for you, but i have a possible alternative / suggestion. if you're ok with automatically scrolling through the magic mouths for the player (Rather than having them close out of each one to read the next), you could trigger all of the magic mouths with magnetic key switches. putting a magic key on a slow moving piston that passes past magnetic key switches. each magnetic key switch deletes the dissolve material that the current magic mouth is on and activates the next magic mouth (since both dissolve and 'trigger magic mouth' use the 'on' feature of a switch, the same switch can control both behaviors). then you could have one of the switches ALSO trigger your door. i'd imagine you could also use the 'direction' feature of the switch to trigger dissolve and magic mouth behavior, but i'm not sure. but unfortunately it will be important to trigger the magic mouth and the door with the same switch as magic mouths seem to pause all other level movement when active. hope that was at least mostly clear. Yeah, I know. That's the current fix, but there's no way to accurately gauge the speed at which players read (or don't read), which was my main motivation behind wanting a magic mouth specific trigger. | 2009-07-08 18:53:00 Author: Unknown User |
What about 4 player? That wouldn't work so well... | 2009-07-08 22:15:00 Author: tjb0607 Posts: 1054 |
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