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#1

Heat Seeking Rockets

Archive: 13 posts


This was an idea I toyed with a bit after I finished my first Heat Seeking Turret (Sack Seeking, technically, but Heet Seeking gets the idea across better.)

I had some success with it, but little in some areas. My rockets would follow you, but only if you got close to them. At long range you'd think they'd work better, but they never seemed to find their way close enough to me. I think this is because detection radius's change when an object move in LBP, which caused them to be unable to detect me although their detection areas were huge.

Anyway, this is a fun project, thermo-friendly, and a cool thing to put in your level if you manage to perfect it. My design was something like this, but I'm sure there are several that can work.

.. O<--- impact explosive
.. || Pink Floaty, to reduce weight
<||> Rockets
.. v

I'd just use a picture, but I've apparently deleted this level in one of my profile space sprees.

It worked using player sensors, which were tweaked to detect which side of the rocket you are on. The rocket on bottom gave thrust about equal to the gravity based on the weight of the rocket. One difficulty in these is that their weight changes dramatically at different sizes: A working rocket can easily become like a balloon you've let the air out of if you change its size. The rockets on the sides also have to be backwards, assuming the center of gravity is above them. For example, if the player is to the left of the rocket, the left rocket must active- and in doing so rotate the rocket around it's center of gravity.

It's a cool idea, but not one I'm really interested in using in any of my levels. So, if it sounds fun, hopefully some of that information will help you bring it to life. Good luck!
2009-08-07 02:55:00

Author:
Shredator
Posts: 151


Wow, that sounds really fun. I may try to fiddle with this when I get back from my trip. I can see problems if the player manages to get behind the rocket, but it would be awesome to make a survival challenge involving many slow moving sack-seeking rockets (jetpack included)2009-08-07 04:35:00

Author:
comphermc
Posts: 5338


On mine all of the rockets simply turned off when you were behind it, but that never really worked well. Occasionally that would put you back in front of it, but only because the rocket then began to fall... at which point it's recovery was always futile. I'm sure there are better solutions, it would be interesting to see what can be done with on-board logic.

The most difficult thing to overcome is the constant gravity, which affects the rocket in different ways based on which direction they're headed. It's not a big deal when they're headed up, but on the way down they don't have much of a chance to seek.

My original design was actually like some flash game I played at some point (you'd float around in the square flash screen, collecting objects for points while little seeking missiles constantly appear and head towards you. The best method of survival was always leading your bombs into each other as you played.) So, it would be a survival challenge with floating bubbles, while you're constantly avoiding emitted missiles. I think it still has potential, if someone can work it out.
2009-08-07 06:12:00

Author:
Shredator
Posts: 151


this sounds really interesting. I made something similar a few weeks ago. However, my creation was more like an electrified ball that tracks the player. It has two jets on each side of a square and sensor switches on each side facing the oposite direction to the jet it is wired to.
I've published it in a level called "Swarm Concept" because when more than one of them chase the player it reminded me of a swarm of insects.
2009-08-11 17:53:00

Author:
Altair1911
Posts: 15


Whoa, that's an amazing concept! Your swarm works far better than my rockets ever did!

Their mobility is most impressive, despite their fairly simple mechanism. I still haven't been able to ace the level, these locusts are beastly at finding and shocking me. There are really lots of cool possibilities that you could use those for (I'm thinking of the Resistance 2 level where the swarm chases you, and you have to run through the tunnels using doors and vents to block it).

Well done!
2009-08-12 01:45:00

Author:
Shredator
Posts: 151


You stink! That was my idea!!! Just once I'd like to complete something that hasn't already been done. Lol just once....
Comphermc that's been done,one of my friends did it hehe it was awesome. It would be cool if they started out with 1, and added one more every minute or so that would rule
2009-08-12 02:58:00

Author:
Incinerator22
Posts: 3251


I'm glad you liked it, Shredator. I've put one of my upgraded locusts (octagonal shape and 8 sensor switches making them more accurate) in my new level "The Games Master" but your idea of having them chase you through some sort of building and using doors to stop them sounds really interesting! i would be happy to give you a locust if you want to make that into a level. just add my psn and I'll happily send you one!2009-08-17 18:17:00

Author:
Altair1911
Posts: 15


You stink! That was my idea!!! Just once I'd like to complete something that hasn't already been done. Lol just once....
Comphermc that's been done,one of my friends did it hehe it was awesome. It would be cool if they started out with 1, and added one more every minute or so that would rule

I'm not sure that you're talking to me, but my rendition was far, far from perfect. If you'd like to play with it and perfect the swarm/rocket idea, there's plenty of open real estate in LBP for it.

Altair's locusts really, really impress me though. They are quick and mobile, as well as quick to reorient themselves when they've flipped and switched directions... Beastly little things. I'm wondering if they can be shrunk and still work, as well as how thermo-friendly they are. The only problem I really found is that sometimes when they form into a large swarm they can crush each other's pink floaty leaving little useless boxes of rockets. That, and I would probably use fire instead of lightning, for a more frightening appearance as well as the second-chance that comes with it.

Lots of possibilites and lots of different ways the idea can be taken though, I'd encourage anyone interested to give it a shot and see what they come up with.
2009-08-19 04:00:00

Author:
Shredator
Posts: 151


i gave this a shot the other day, my rockets ended up circling the player, dunno how to fix it XD anyway i think triggerd exsplosives work a lot better, just attach a sensor switch to it.

and another cool idea i played around with, make a dud which has an emiter to spawn other rockets nearby.
2009-08-19 08:09:00

Author:
Comet Wolf
Posts: 99


With regards to the problems with distance, you need to bear in mind that the triger radius, and the hard edges, become increasingly more inaccurate as the distance from the sensor increases.

Basically it's another case of MM putting in a rather sophisticated feature (hysteresis) and not actually letting anyone know about it, in order to maintain the veneer of simplicity.
2009-08-19 09:23:00

Author:
rtm223
Posts: 6497


Wow! Genius!

I may have to toy with this idea sometime and see what I can come up with. Thanks for sharing this.
2009-08-19 09:54:00

Author:
Unknown User


I'm wondering if they can be shrunk and still work, as well as how thermo-friendly they are. The only problem I really found is that sometimes when they form into a large swarm they can crush each other's pink floaty leaving little useless boxes of rockets. That, and I would probably use fire instead of lightning, for a more frightening appearance as well as the second-chance that comes with it.

they're as small as possible. i wanted to make them half the size of sackboy but the size limitations of the jets or the creature brains stopped me. I might try making ones with less parts (one jet on each side and one brain in the middle) and see if that will let me shrink them more.

I did have them on fire when i first made them but it became annoying if you were playing with more than one person. One person would get burned, drop their jetpack and fall out of the camera's view or causing the camera to follow that person meaning that the person with a jetpack would not be able to see what they were doing and the other person would be a sitting duck on the ground waiting for a locust to come and pick them off, resulting in the death of both players. Also, they were vertualy invisible when its dark. this was quite scary to begin with, however, it made it nearly impossible to get to the crusher on the ceiling or the scoreboard.

I have made a new arena with my friend. its pretty simple aestheticaly as we made it quite quickly but is really fun to mess around in. Its more of a maze with doors rather than an open area. if want to check it out just add my psn and I'll show you.
oh, and I'll set the locusts on fire
2009-08-19 12:04:00

Author:
Altair1911
Posts: 15


I'll be definitely giving this a go!

As for the size issues, use the emitter trick repeatedly to shrink them, I've used it to make near invisible MGS missile thrusters for smoke generators and thrusters for my tanks and fighter ships respectively.
2009-08-22 17:55:00

Author:
croissantbuncake
Posts: 572


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