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#1

Simple-Medium complex-extream complex boss?

Archive: 19 posts


How do you make a simple boss?

And medium complex-to really complex?

Like a sort of boss like the MGS rex one.

Once a part destroyed another part apears?
Any guides? I couldn't find one.
2009-07-21 14:23:00

Author:
Adam9001
Posts: 744


I'd check out NinjaMicWZ's simple boss logic tutorial level. He has a system which works like Rex, in the basis of attacks.

but its kinda ironic that you say "simple", as rex is somewhat complicated with all the pistons and wobbly bolts on his person
2009-07-21 16:05:00

Author:
Burnvictim42
Posts: 3322


ha , burnvictim you said 'wobbly bolts' oh wait thats not much help is it 2009-07-22 12:52:00

Author:
theamilien
Posts: 485


ha , burnvictim you said 'wobbly bolts' oh wait thats not much help is it

No itss not..
2009-07-22 13:03:00

Author:
Adam9001
Posts: 744


Adam, a question like this is very very hard to answer - a boss is generally quite a complex thing and it can take many forms. To my mind this is like asking how to make a level. It's not something you can really answer. What sort of technical skill level do you have in terms of logic, mechanics and control systems in LBP? Knowing this will help us point you in the right direction.2009-07-22 13:24:00

Author:
rtm223
Posts: 6497


As rtm223 said it's a fairly broad question. At best, I can give you my opinion on what determines boss complexity.

First off, there is a notion of whether one is referring to complexity for the player or complexity for the creator. Since you mention Rex, I'm going to assume you are talking about complexity for the creator. For the player, Rex is just a boss that you shoot with the paintinator. You have different targets throughout the fight, but it's fairly simple for the player. On the creator side, it's probably what I'd refer to as a medium complexity boss. It operates in several stages. When each stage is completed the next stage begins. Mm uses 'key carts' to control their mechanisms, which are basically a magnetic key on wheels that moves along an offscreen track. The track has magnetic key switches, which are activated by the cart, and control everything else. Rex is a fairly involved object. It has lots of moving parts for the key carts operate. Furthermore, its designed so the targets are only exposed in a specific order. As each target's paint switch is depleted the current key cart is removed and a new one, on a different track, takes its place. This exposes a different target and begins a different set of motions in Rex.

Simple bosses, at least in my mind, are ones that are just big creatures where you need to reach lots of brains to defeat them or just hit them with paint lots of times. There's no stages. The boss does the same thing over and over again and the fight goes on until all the brains or paint switches are dealt with.

Medium complexity bosses, like Rex, make use of behind the scenes mechanisms to control the action on the screen. There's clearly a large range of complexity that can be incorporated behind the scenes so this is a fairly large field.

The most complex bosses (again this is behind the scenes) are ones that incorporate some sort of AI. Rather than relying on predefined sequences, they incorporate behind the scenes mechanisms that take into account the player's actions and adapt.

This sequence has a fairly significant impact on gameplay. The first case, with the simplest bosses, the gameplay tends to be no different than platforming. Typically, one could remove the brains and just have the player try to get to the top for the same effect.

The second type, the medium complexity bosses, are about pattern recognition. The player learns the patterns of the attack sequences to find what to do and when.

The final type, the most complex bosses, are about player reflexes and skill. There is no pattern so the player is kept on his toes and must out-maneuver the boss.

There is nothing that says a complex boss is better or worse than a simple one. Simple bosses can be done extremely well, as can complex ones. It really comes down to the amount of design, effort and testing one does to make the boss fun.
2009-07-22 18:57:00

Author:
dcf
Posts: 468


Idk what to say TBH, im just looking for a basic tutorial on how to make a boss, xD.2009-07-22 20:13:00

Author:
Adam9001
Posts: 744


well like RTM was saying, its like asking how to build a level.

First you need to decide what you want to make, then decide what the boss should do (ie, attacks, movements or anything), then figure out how to implement said things (which is the hardest at times and can involve messy logic, especially the more complicated your boss gets)

If you want your boss to attack in stages like Rex, again, i reccomend NinjaMicWZ's boss tutorial. If you want to learn about some more complex bosses, you may wish to check DCF's boss tutorial, which explains some rudimentary player tracking. If you wish to see some bosses in action, i reccomend you check out the LBPC Boss Rush competitions and recent entries (BR3 is still being compiled and debugged)

We can't tell you how to build a boss, its your project and noone thinks the same necessarily. However, we CAN help you with how to build parts of your boss, or how to set up logic systems so your boss does certain things. But again we need guidance, noone knows what you want to build but you!
2009-07-22 20:49:00

Author:
Burnvictim42
Posts: 3322


Idk what to say TBH, im just looking for a basic tutorial on how to make a boss, xD.
Sorry buddy, I don't think such a thing exists! It's a big job, and you need to give us a starting point before we can give any advice.


What sort of technical skill level do you have in terms of logic, mechanics and control systems in LBP?

Please, please answer that question.

People here aren't trying to stand in your way, but we need to know your skill level before we can give you anything useful. From your response I'd guess you are a beginner at these things, which is fine, we are all happy to help here Just bear in mind that there isn't a "quick fix" for this, making a boss is complecated and there is a learning curve involved. SO give us an indication of where you are on that curve and we will help you progress.
2009-07-22 23:31:00

Author:
rtm223
Posts: 6497


hmmm yeah is kinda hard making a boss like that, you can make a circle attach with motor bolt to dark matter, make it spin with few magnetic key switch, and down the circle put a magetic key so the magnetic key switch activates when it pass there, that helps me alot in my boss, making it do diferent atacks etc. if you want you can add me XTrophx so i can explain you in my lvl that i have few things that can help you i left you the pic so you can see the form of it 2009-07-24 23:39:00

Author:
Joey
Posts: 758


if your looking for the logic needed for the attack and movements of a boss (like rex) ive currently adapted ninjamicwz's boss logic to start with a primary attack (the plasma balls in rex s case) and then move to a secondary attack (the rockets) this repeats over and over again till you destroy a weak point and the secondary attack changes (to the death ray or whatever it is ) but it keeps cycling to the primary attack. Im making a level/tech demo thing with it in and explianing how it works. ill give you a shout when its done2009-07-26 12:06:00

Author:
theamilien
Posts: 485


Sorry buddy, I don't think such a thing exists! It's a big job, and you need to give us a starting point before we can give any advice.



Please, please answer that question.

People here aren't trying to stand in your way, but we need to know your skill level before we can give you anything useful. From your response I'd guess you are a beginner at these things, which is fine, we are all happy to help here Just bear in mind that there isn't a "quick fix" for this, making a boss is complecated and there is a learning curve involved. SO give us an indication of where you are on that curve and we will help you progress.

Okay i understand logic, and stuff, but im not a logic king im amature at anything like logic.


And how do you make it walk, like, one leg steps forward, then the next, and so on? Thats a start?
2009-07-26 14:52:00

Author:
Adam9001
Posts: 744


And how do you make it walk, like, one leg steps forward, then the next, and so on? Thats a start?
That's not really a start, that's really how you would finish. Making fluid and working bipedal motion is near impossible and takes the perfect combination of timing, materials, balance, weighting, motor bolts, wobble bolts, and a bunch of other hard to tune factors. I would start with the boss's other aspects before making him move. You have to crawl before you can run. ;p
2009-07-26 15:34:00

Author:
BSprague
Posts: 2325


but if you really want to start making a walker as your first project, i reccomend checking out these threads:
https://lbpcentral.lbp-hub.com/index.php?t=t=11977&highlight=bipedal+motion
https://lbpcentral.lbp-hub.com/index.php?t=t=8255&highlight=bipedal+motion
https://lbpcentral.lbp-hub.com/index.php?t=t=8398&highlight=bipedal+motion
they're on bipedal motion and balancing and whatnot.
2009-07-26 18:48:00

Author:
Burnvictim42
Posts: 3322


Okay then how would you go about it firing stuff?


I would like some sort of creature where it walks, controled by a grab switch then another grab switch for it to fire.
2009-07-27 14:51:00

Author:
Adam9001
Posts: 744


well firing stuff is generally accomplished via emitters. Capture the object you want to fire, then set the emitter to fire it. Your requirements are simple, just attatch a grab switch to something sacky can grab, then put the wire on the emitter. Edit emitter settings based on how you want it to fire (ie: 1 shot at a time, rapid fire, etc)2009-07-27 21:08:00

Author:
Burnvictim42
Posts: 3322


well firing stuff is generally accomplished via emitters. Capture the object you want to fire, then set the emitter to fire it. Your requirements are simple, just attatch a grab switch to something sacky can grab, then put the wire on the emitter. Edit emitter settings based on how you want it to fire (ie: 1 shot at a time, rapid fire, etc)
I thought he was making a boss? The boss surely wouldn't be player-controlled.
2009-07-27 21:21:00

Author:
BSprague
Posts: 2325


Okay then how would you go about it firing stuff?


I would like some sort of creature where it walks, controled by a grab switch then another grab switch for it to fire.

Sounds more like he's making a mech at this point. no i haven't lost my marbles... yet
2009-07-27 21:25:00

Author:
Burnvictim42
Posts: 3322


Sounds more like he's making a mech at this point. no i haven't lost my marbles... yet

Ok then, my post relied solely on a double-take of the thread title, which says "Simple-Medium complex-extream complex boss", so I naturally figured he was making a boss. How silly of me.
2009-07-27 21:55:00

Author:
BSprague
Posts: 2325


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