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#1

Non-permanent bridge?

Archive: 17 posts


Can anybody answer this:

Question: I'm creating a level and how do I create a kind of bridge where I
step on the first part of the bridge and then the next part appears. Then when I step on the next part, the first part disappears, and so on. I want to use blocks of wood.
2009-07-30 14:48:00

Author:
Syroc
Posts: 3193


You are going to have to work with demitters. They are a little creation of member rtm223, and he has a level explaining how to use them. He gives away the demitter as a prize, and you are going to have to hook up the demitters using proximity switches.

Although, I feel that if you put the platforms on pistons that move fast enough, it will look convincing (just make them pop up from below and drop back down once you're past them).
2009-07-30 14:56:00

Author:
comphermc
Posts: 5338


Hmmm.... there's a couple ways I can think of that would come close.

1. Create a block of wood glued to dark matter with an emitter that emits a block of wood glued to dark matter (which also has an emitter on it) to the right of the original object. Have an emitter at the start of the bridge create the first block so that as the player walks across each block creates the next one. Use rtm's de-emitter to make them disappear. The block of wood would be a fairly complex object, but it should work.

2. Crap - Comphermc suggested it above while I was typing. He's faster than me. (the piston solution). I was going to suggest looking at the level Simplexity for a great example of pistons creating bridges.
2009-07-30 15:00:00

Author:
CCubbage
Posts: 4430


I'm not sure how well this would work with more than one player though...2009-07-30 15:02:00

Author:
Gilgamesh
Posts: 2536


Demitters will do it. Or emitted dissolve stickered to look like wood.

edit - gah my internet is slow today. Late to the party

For multiplayer you would be fine, set up the sensors so that each player would have a section below them and one either side, any overlap will be dealt with automagically.
2009-07-30 15:04:00

Author:
rtm223
Posts: 6497


Cheers guys. I have a look at your level, rtm, and will pass the info a long.2009-07-30 15:13:00

Author:
Syroc
Posts: 3193


BTW if you choose to go the demitters route, glue the bridge pieces to dark matter and use the first circuit in the giveaway level (can't remember what I called them ), you should just need a prox set to directional at each point of the bridge.

The pistons idea should work, but you just have to make sure there is a wide enough field of view that the sackboy can't get fired across the screen I had a similar problem at one point lol.
2009-07-30 15:17:00

Author:
rtm223
Posts: 6497


You could use the cow glitch, dissolve material that looks like wood, sensor switch hooked up to the cow dissolve. Not the best idea though.2009-07-30 15:43:00

Author:
Adam9001
Posts: 744


It's an alright method. It's basically the same as my stickered dissolve method. It's kinda awkward though: you have to match up the prox trigger areas well. If not you run the risk of losing a piece if you change direction (using 1 shot and the dissolve triggers in such a way that the one-shot emitter is not triggered again), or run the risk of a constant dissolve-emit cycle as you reach the edge of detection (if using on/off emitter signals). The latter can be avoided by making dissolve radius > emit radius actually. But you would also want to emit onto an invisible rail, so that you don't have residual dark matter or suffer from the object overlay glitch.

It's possible, but awkward.
2009-07-30 16:21:00

Author:
rtm223
Posts: 6497


Ask Dr.Vab, the guy who made The Unfair Platformer 1 & 2. He used pistons to make his "Faith Walk" in The Unfair Platformer 2.2009-07-30 18:12:00

Author:
BSprague
Posts: 2325


I just remembered that I had done that with pistons many month ago in an unpublished level, which had the slide site effect that it looked like the player were mid-jump for the entire length of the bridge.

Pistons really is the easiest and most efficient way, but emitters with a short lifetime work just as well. Illusion > Reality
2009-07-30 18:18:00

Author:
Syroc
Posts: 3193


This has given me an idea 2009-07-31 13:07:00

Author:
rtm223
Posts: 6497


This has given me an idea

Care to tell us?
2009-07-31 13:12:00

Author:
BSprague
Posts: 2325


Yeah, that was rather pointless...

I'm thinking of extending the idea so the bridge will appear for a sackboy or coloured mag keys. In essence a put the cushions in the holes puzzle with a magic bridge in between. Swap two cushions across the bridge and then the bridge breaks and you can go down the hole.

Nothing that exciting but could be kinda cool. I like the idea that you could leave the cushions on the bridge and it would stay kinda thing. IDK why.

I also think I can get the bridge pieces to appear in a puff of smoke as well as disappear that way, which could be quite nice visually...
2009-07-31 13:19:00

Author:
rtm223
Posts: 6497


You could use the cow glitch, dissolve material that looks like wood, sensor switch hooked up to the cow dissolve. Not the best idea though.

Cow glitch what is that i dont understand...
2009-08-02 16:52:00

Author:
Dexist
Posts: 570


Cow glitch what is that i dont understand...
It's giving one material the properties, and sometimes partial appearance, of another material. It was patched a while ago.
2009-08-02 23:19:00

Author:
BSprague
Posts: 2325


It's giving one material the properties, and sometimes partial appearance, of another material. It was patched a while ago.

ah that, i know that, but i didnt know it was called "the cow glitch"
2009-08-03 15:14:00

Author:
Dexist
Posts: 570


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