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#1

Story level Magic??

Archive: 14 posts


In the introduction level, the light that is used is a lie, i am 100% convinced that there is no way to build that thing, after building 4 levels of sack following lights (last one was smooth) there just isn't a way to copy what Mm level designers have done here, the way that it moves and the light itself seem strange.

This is an example of Magic, as it is something that we the players of the game can not do, are there any others?
2009-08-19 22:54:00

Author:
springs86
Posts: 785


You make no sense. O_o2009-08-19 23:04:00

Author:
Unknown User


You make no sense. O_o

I just made an epic edit
2009-08-19 23:09:00

Author:
springs86
Posts: 785


Are you talking about the spotlight that follows you? I think somewhere around here there's a thread about it. Let me see if I can find it.


EDIT: Found this - it wasn't exactly the thread I was thinking of but I can't find that one. Maybe someone else has a better memory than mine.

I think the light is set up with a player tracker. Here's the thread discussing the player tracker - starts with post #4


https://lbpcentral.lbp-hub.com/index.php?t=t=14681&highlight=player+tracker
2009-08-19 23:12:00

Author:
Morgana25
Posts: 5983


I've noticed this as well. It's possible to recreate the tracker, but it just doesn't work as smoothly as the one in the intro. You have to set the speed of the tracker for one sack-speed (generally, sprint). If you walk slower than a dead sprint, then the tracker will have jerky motions. It might be possible to do it with speed switch logic gates, but seeing as there was no such thing as tweakable proximity angles when the game was released, I believe that this is a case of MM magic.

Good question about other MM magic tricks. I can't think of any right off, but I'm sure there are some... (excluding the obvious, like longer speech bubbles and red text or things like a sticker editor).
2009-08-19 23:47:00

Author:
comphermc
Posts: 5338


How does the global lighting change color? They didn't have that tool back then, did they? Another example of this magic is the videos triggered by buttons.2009-08-20 05:13:00

Author:
TheMarvelousHat
Posts: 542


I think the one in the intro was indeed programmed and opposed to built using what we have. Another example in the same level is the names of the Mm staff, their faces are stickers (as wexfordian made great use of) but their names are more programmed in, i.e. not stickers, some of them even defy gravity and float above their respective owners.2009-08-20 08:42:00

Author:
croissantbuncake
Posts: 572


It might be possible to do it with speed switch logic gates, but seeing as there was no such thing as tweakable proximity angles when the game was released, I believe that this is a case of MM magic. Hmmmmm. This looks like an excuse to show off: I was making angular tracking devices before Yarg and angle sensors <insert "smug" smiley>

Using a triangulation / negative feedback system based upon the addition of 2 widely spaced, opposing, speed signals you can create an angular following spotlight that will move faster when the angular offset from sackboy's position is larger. In this way you get faster movement when the sackperson is running (the offset becomes greater so the angular velocity increases).

It also displays various characteristics that are often seen in animals with only low level cognitive functions: insects, amphibians etc. (though I'm guessing that's not a fascinating to everyone else as it was to me)

@crossantbuncake - hovering names could be attached to invisible rubber that travels off screen, to simulate invisble connectors, before they were available.
2009-08-20 10:18:00

Author:
rtm223
Posts: 6497


When they released the MGS pack, I thought maybe the spotlight we got for that would be the same... I was disappointed.2009-08-20 18:48:00

Author:
alexbull_uk
Posts: 1287


Hmmmmm. This looks like an excuse to show off: I was making angular tracking devices before Yarg and angle sensors <insert "smug" smiley>

Using a triangulation / negative feedback system based upon the addition of 2 widely spaced, opposing, speed signals you can create an angular following spotlight that will move faster when the angular offset from sackboy's position is larger. In this way you get faster movement when the sackperson is running (the offset becomes greater so the angular velocity increases).

It also displays various characteristics that are often seen in animals with only low level cognitive functions: insects, amphibians etc. (though I'm guessing that's not a fascinating to everyone else as it was to me)

@crossantbuncake - hovering names could be attached to invisible rubber that travels off screen, to simulate invisble connectors, before they were available.


You sir - are WAY too smart to be completely trustworthy... you sure you don't have an underground lair somewhere with hundreds of minions plotting world domination? j/k but - dang! rtm223 = clever trousers (smarty pants for the non-creative)
2009-08-20 23:13:00

Author:
Morgana25
Posts: 5983


Using a triangulation / negative feedback system based upon the addition of 2 widely spaced, opposing, speed signals you can create an angular following spotlight that will move faster when the angular offset from sackboy's position is larger. In this way you get faster movement when the sackperson is running (the offset becomes greater so the angular velocity increases).

It also displays various characteristics that are often seen in animals with only low level cognitive functions: insects, amphibians etc. (though I'm guessing that's not a fascinating to everyone else as it was to me)



I wish i could understand this, i never used speed settings to make a sackfollowing light, the idea seems fascinating, i'll mess around with it
2009-08-20 23:43:00

Author:
springs86
Posts: 785


You sir - are WAY too smart to be completely trustworthy... you sure you don't have an underground lair somewhere with hundreds of minions plotting world domination?

I never said I was trustworthy...

No underground layer or minions, sadly... and the killbot production is looking rather bleak (credit crunch and all that)

@ springs: the trick is spread the sensors wide and connect them to motor bolts that move in opposite directions, set to the same speed.

You can do all sorts of stuff with this actually, its very simple to reposition the sensors using pistons and get a variable lead on the sackboy. This is useful for turrets that you want to be uber deadly. The problem really is that you need 3 layers to build it on, you have to contend with connectors upon connectors which leads to the lowered strength issue, spacing the sensors is also hassle - do you put them on rods / pistons and risk having them bend all over the place or do you have arms coming out which looks ugly. It's just not very practical for turrets, which is the only thing I ever really wanted it for
2009-08-20 23:53:00

Author:
rtm223
Posts: 6497


They were preventing epic tools from ya

They used a follower gimmick that's only available in LittleBigPlanet 2 sorry, seems kinda impossible in LittleBigPlanet1
Mm prevented us from using a lot of neat tools to make their levels, cooler
2011-04-22 18:31:00

Author:
GreenGhost28
Posts: 85


Back to sleep necro thread.

Please check the date of the last post in a thread before posting. Threads this old are considered too old to resurrect.

Locking.... and rtm is indeed still WAY too clever to be trustworthy.
2011-04-22 18:41:00

Author:
Morgana25
Posts: 5983


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