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#1

Having trouble making something

Archive: 16 posts


I'm trying to finish my tech demo by friday to enter it in the Gadder's contest. But, I'm having trouble with the piston and motor objects I need. I never really made a level before so I shouldn't have jumped so far ahead with no experience. After the contest and tech demo I'm going to put a hold on my levels till I get more experience with this since I want to be able to build all my levels my self. I plan on taking each step at a time.

However, I still want to enter the contest and tomorrow is my last day off from work till next wednesday(7 days in a row v_v). I was hoping someone could build me what I need and give it to me through a prized bubble or walk me (baby steps) through each step. They aren't really that complex, I just only have experience with sensors and keys. I feel bad that I had to resort to this because I really did want to do it myself. But, I also want to see how my techdemo could do in the contest.

I am drawing out what I need right now and will scan it to the computer so you know what I need for anyone willing to help. Also, if anyone wants to be my teacher afterwards that would be fun. So, what do you think?
2009-08-18 05:45:00

Author:
Roanoake
Posts: 166


Well, I'm not so keen on you entering something I create into a contest, but I'm certainly willing to offer assistance and guidance. Post your scan we you get it done, and I'll take a look.2009-08-18 06:57:00

Author:
v0rtex
Posts: 1878


Sorry, couldn't figure out how to work the scanner and lost internet connection for awhile.


Well, I'm not so keen on you entering something I create into a contest, but I'm certainly willing to offer assistance and guidance. Post your scan we you get it done, and I'll take a look.

That's why I'm trying to make what I need really simple and want help afterwards also.

Anyways here is what I could get from a camera phone.

1. I need a wheel spinning (speed I can adjust, aslong as it won't break) with a sensor and piston above. The piston will go down close enough to activate sensors spinning on the wheel. Has to be fast and only for an instant. I want to make the piston stay up till triggered to go down.

2. I need a piston that moves the health bar left or right (depending on the key triggerd) slowly. I don't want it to go to fast.

3. I want a block spinning around the wheel. There are 7 dissolveable materials that block it's path and it stops at eachone till it dissolves. I need them to be emitted and able to be re-emitted. I just need it to work with no chance of breaking down. I need seven dissolveable things on it.

I can work out all the sensors. This is all I need help with.
2009-08-18 08:40:00

Author:
Roanoake
Posts: 166


Sorry for double post, but I really am stuck. I am useless when it comes to pistons and motors and I can't get any farther without help. Right now I am doing everthing I can in my level that doesn't involve these things (which is pretty much only design.)

I'm getting sort of desperate since I'm running out of time. I need some advice or help. I guess the main problem is that I understand gates really well, I just can't make them.
2009-08-18 21:46:00

Author:
Roanoake
Posts: 166


I think I can help. The third one is a tough one though... emitting objects on a moving target can be troublesome.

Let me see what I can come up with. When is the deadline? Today? What time (I am in CDT zone).
2009-08-19 01:10:00

Author:
v0rtex
Posts: 1878


Yay someone is willing to help me ^_^

The deadline isn't till friday. I'm finishing building the creatures right now so I think I can do it.

For the third one, the block shouldn't be moving to fast. Also, since the block will stop at each emitted objects, the object can be re-emitted at pretty much anytime after it's passed.

I really appreciate the help. If you tell me what will be hard about it I will try to work it around my system. I want everything to be really simple yet still work.
2009-08-19 01:17:00

Author:
Roanoake
Posts: 166


Okay - so I got 1 and 2 made. Am still sorting out the third one. The dissolve keeps breaking when it comes around. Also, I re-read your post and saw that you want the wheel to be stationary and the block to revolve? That will definitely make the emit problems easier. But I still have to sort out how to keep it from breaking. Can you tell me how this will be used? Is it off-screen logic or what?

So... for the first two, I have published a copyable level:

Level name: Stuff for Roanoake
Location: Middle of Africa
My PSN: v0rtex2002 (the 0's are zeros)

I also included prize bubbles in it for each of the two objects.

Here are some pics and instructions:

http://i168.photobucket.com/albums/u180/v0rtex2002/APhoto_6.jpg
The whole thing.
The white stickered dark matter is superfluous and only there to help get around in play mode.

http://i168.photobucket.com/albums/u180/v0rtex2002/APhoto_5.jpg
Object 1

The red button can be replaced with whatever switch mechanism you want. These are just easier to test with. Just make sure whatever switch you use is set to One-Shot and attached to the emitter.
The emitter controls the duration, so if you want the piston near the circle for longer or shorter, just tweak the duration on the emitter.
I didn't put any keys or switches on the piston block or circle - I figured you can handle that.


http://i168.photobucket.com/albums/u180/v0rtex2002/APhoto_7.jpg
Object 2
Actually more than one object.

The red switches again can be replaced to fit your level's mechanics. And again they need to be set to Directional One-Shot and this time attached to the two winches on the three way switch.
Once again the emitters control the duration. Tweak to your desire.
The piston on the health bar is set to a very slow speed (40, I think?), so again tweak it at your leisure.
The health bar is encased in dark matter just for convenience sake. The dark matter is not glued to it, so delete it when you're ready to use it, if you like.

Of course all the materials can be changed to suit your tastes.

Let me know if you have questions or problems with it. I will keep playing with the dissolve circle thingy.



EDIT: Okay the dissolve isn't going to do it. Just keeps breaking no matter what settings I use for the motor bolt. So I need to know if it really must be dissolve (again... is this off-screen logic, or a presentable portion of the level)? I mean, I could achieve a similar effect with pistons. When you trigger it, the tab/barrier that is preventing further progress of the revolving block could just be retracted into the circle (rather than dissolving). Then extended again when you want to reset it (rather than re-emitting). Could this work for you?
2009-08-19 03:03:00

Author:
v0rtex
Posts: 1878


Thanks for doing this. I had to leave so sorry for not replying right away.

They are all off screen so it doesn't matter what it looks like. As long as it can run smoothly with no falws (well, as much as possible).

The first object works perfectly. I'm just a little confused about what you meant by setting the switch to "one-shot." I don't know what for. And I'm going to be using a sticker switch in case that changes anything. I have a question. How did you get the piston to stay still?

The second object also worked well. Really well actually. I will have to tweak everything because there are multiple attacks that give off different amounts of damge. But getting the basic skeleton of the system is what I wanted. So thanks.

For the third one, yes, the block is the thing moving, not the wheel. It is definately off screen so aslong as the block can be stopped at each point until triggered to move again then it is fine. I was planning on using dissolve because pistons were to confusing.

Since there are prizes in the level would there still be a reason to copy the level? I am really greatful for the help. I will make sure I tell you as soon as I finish the level. It's going to be close though. I work from 8-5 on both wednesday and thursday and have church on wednesday. The contest ends at 4 in the morning on friday (time difference). But, it will be fun and I'm finally going to finish the beta for my level. I'm going to get back to work. Thanks again!
2009-08-19 05:42:00

Author:
Roanoake
Posts: 166


Thanks for doing this. I had to leave so sorry for not replying right away.

They are all off screen so it doesn't matter what it looks like. As long as it can run smoothly with no falws (well, as much as possible).

The first object works perfectly. I'm just a little confused about what you meant by setting the switch to "one-shot." I don't know what for. And I'm going to be using a sticker switch in case that changes anything. I have a question. How did you get the piston to stay still?Well both questions kinda lead to the same answer. The piston is controlled by the mag switch set to Directional - so it's either extended or retracted, depending on the state of the switch. The One-Shot setting is for the switch (right now the red button; in your level, a sticker switch) that controls the emitter (we only want it to emit one mag key into the hole above the mag switch). The emitted mag key causes the mag switch to extend the piston, but the duration (Lifetime, I think is the actual name of the setting in the emitter tweak menu) limits how long it will be activated. Once the emitted key disappears, the mag switch is reset and the piston retracts. Hope that made sense.


The second object also worked well. Really well actually. I will have to tweak everything because there are multiple attacks that give off different amounts of damge. But getting the basic skeleton of the system is what I wanted. So thanks.Cool - glad to hear it! Let me know if you need help tweaking that for varying damage amounts (it will require more emitters).

For the third one, yes, the block is the thing moving, not the wheel. It is definately off screen so aslong as the block can be stopped at each point until triggered to move again then it is fine. I was planning on using dissolve because pistons were to confusing.Still no luck with this, I'm afraid. It doesn't like the physics of it. Either the tab or the block keeps breaking. I had it working pretty nicely with the piston solution I described, but only for about one full revolution, then stuff starts to break again. I need to sleep now, but I will give it another try tomorrow night, if you like.


Since there are prizes in the level would there still be a reason to copy the level? You don't need to do both, but there is a known bug with copied objects where pistons and stuff stop working properly. I've not experienced it personally so I'm not really sure what causes it, but I figured this way you'd have it either way (I like to cover my ***).
I am really greatful for the help. I will make sure I tell you as soon as I finish the level. It's going to be close though. I work from 8-5 on both wednesday and thursday and have church on wednesday. The contest ends at 4 in the morning on friday (time difference). But, it will be fun and I'm finally going to finish the beta for my level. I'm going to get back to work. Thanks again!
No problem. It was fun and I always enjoy helping. Just give me credit (unless it would disqualify you :0).
2009-08-19 07:03:00

Author:
v0rtex
Posts: 1878


Cool - glad to hear it! Let me know if you need help tweaking that for varying damage amounts (it will require more emitters).


Well I can tweak everything just fine, it's the adding more emitters that is hard for me. How long would it take you to add more emitters to the system? I need 6 for damage and two for healing. If it's not wo much trouble that would help a lot. You can keep them all the same damage, I will adjust it later.

Now, about the problem mechanic. I'm trying to think of an alternative and this is what I have now. The block is at the top of a vertical line. It falls down and stops at every bar (7 again). Those could either desolve or move by pistons out of the way. Whichever is more thermo friendly. When the block reaches the bottom it instantly respawns at the top again. I think this solves it. But, I'm not sure if there are some problems.

Oh, last question! About the health bar, can I put a barrier up whever I want to change the amount of health each thing has without the risk of anything breaking? Or should I just increase/decrease length or speed?
2009-08-19 08:11:00

Author:
Roanoake
Posts: 166


Well I can tweak everything just fine, it's the adding more emitters that is hard for me. How long would it take you to add more emitters to the system? I need 6 for damage and two for healing. If it's not wo much trouble that would help a lot. You can keep them all the same damage, I will adjust it later.No problem - I can do that. It will just have to wait until tonight (at work - shouldn't even be here on LBPC right now ).


Now, about the problem mechanic. I'm trying to think of an alternative and this is what I have now. The block is at the top of a vertical line. It falls down and stops at every bar (7 again). Those could either desolve or move by pistons out of the way. Whichever is more thermo friendly. When the block reaches the bottom it instantly respawns at the top again. I think this solves it. But, I'm not sure if there are some problems.No that should work.


Oh, last question! About the health bar, can I put a barrier up whever I want to change the amount of health each thing has without the risk of anything breaking? Or should I just increase/decrease length or speed?I don't understand the question. Put up a barrier? Where? For what purpose?
2009-08-19 15:49:00

Author:
v0rtex
Posts: 1878


I don't understand the question. Put up a barrier? Where? For what purpose?

I just got off of work. I'm trying to think of a way to give some creaturs different health. I decided to just change the speed of the piston so don't worry about what I said.

Anyways, do you think you could build the new version of the object I mentioned? I feel bad that I keep asking for stuff Also, I need a timed piston just like the health sytem. When activated, it lowly moves towards a enor it will activate in about 2 seconds.

I want to repay you more then just thanking you and giving you credit way credit is due, so if there i anything I can do let me know.
2009-08-20 01:47:00

Author:
Roanoake
Posts: 166


I just got off of work. I'm trying to think of a way to give some creaturs different health. I decided to just change the speed of the piston so don't worry about what I said. Okay


Anyways, do you think you could build the new version of the object I mentioned?Just republished it (see pics below)

I feel bad that I keep asking for stuff Also, I need a timed piston just like the health sytem. When activated, it lowly moves towards a enor it will activate in about 2 seconds. I actually have to do some real world work tonight, so I think this is it for me. Can you just copy the health bar?


I want to repay you more then just thanking you and giving you credit way credit is due, so if there i anything I can do let me know.
Nope - just giving me credit for my work is enough. Building the stuff and helping out a fellow creator is very rewarding to me. (Although... I might ask you to do some play testing for me later on )

So here's the new stuff:

http://i168.photobucket.com/albums/u180/v0rtex2002/APhoto_9.jpg
This is my attempt at the wheel concept. I left it in the level so you could see what I was doing. Don't use it - it doesn't work. I tried many different materials but the physics of it all just never worked out: either the block or the pistons always broke. There is no prize bubble for this.

http://i168.photobucket.com/albums/u180/v0rtex2002/APhoto_8.jpg
This is the modified health bar logic with multiple emitters. I wasn't sure if you meant that you needed six more or six total (on the damage; 2 more or 2 total on the health), so I erred on the side of caution and made 7 and 3. They are attached to dummy mag keys, so only replace the switches for what you need.

http://i168.photobucket.com/albums/u180/v0rtex2002/APhoto_10.jpg
This is the new object. It gets a bit complex.

I've added a Start switch: a three way switch and an emitter at the bottom to emit (for a split second) a key that will activate the emitter at the top and start the process. This is needed because any object emitted in create mode will not be demitted once in play. So before you save your level, make sure you delete the emitted key if there is one. You'll need to activate this Start emitter at the beginning of your level (or sometime before the rest of the logic is required). Any perm switch should do the trick - the three-way here is just for our testing purposes, just like the red buttons.
I'm emitting a circle rather than a block - guarantees that it wont get hung up on any corners as it drops.
Each switch retracts the corresponding piston, and the key drops.
When it reaches the bottom, the mag switch there triggers the emitter at the top again, thus demitting the current key.


Lemme know what you think, or if you have any problems or questions. And good luck with your entry!!
2009-08-20 02:33:00

Author:
v0rtex
Posts: 1878


Yeah i will just tweak and copy the health bar for the thing I needed. Don't know why I didn't think of that

As far as I can tell everything works perfectly. Thanks for the advice about the emitted objects. And I decided that to repay you I would try to amaze you as much as possible. Not sure how it will turn out, but I will try my best. I've been tweaking this system since december. Gave up a couple times. But, I feel really confident about it this time.

Thank you for giving me the help I needed to continue
2009-08-20 03:19:00

Author:
Roanoake
Posts: 166


And I decided that to repay you I would try to amaze you as much as possible. Not sure how it will turn out, but I will try my best. I've been tweaking this system since december. Gave up a couple times. But, I feel really confident about it this time.

Thank you for giving me the help I needed to continue
You're welcome. And that sounds like excellent payment for my services. I like being amazed!

(but I still might ask you to play test for me later )
2009-08-20 05:32:00

Author:
v0rtex
Posts: 1878


Of course I will play test! I like doing that sort of stuff. It's my specialty to try and break stuff and cause problems and levels. Oh and find secrets. Finding all of rtm's secrets in his testing was really fun.2009-08-20 12:54:00

Author:
Roanoake
Posts: 166


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