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#1

Bi-directional teleporter!

Archive: 34 posts


I am currently working on another odd idea. And...it almost already works.....just need a bit o' tweaking.

Simply put, these are two interlinked pedistals with "portals" in them. if you step back into the back layer, you are automatically killed and spawned to.....errr.....I mean "teleported" to the other. nothing special there, right? its not like that hasn't been seen before...

but you can jump back and forth between these!

thats about it. I'm gonna put screenies up when i get the chance.

I'm gonna put them in a level called "Gnomish Emporium - Portals!"
2009-08-28 12:28:00

Author:
Memodrix
Posts: 879


Have you got it working?
That could create some awesome puzzles. Like the ones in that suicide puzzle one where you push the checkpoint through gas and die to get to the other side.
2009-08-28 14:02:00

Author:
Jedi_1993
Posts: 1518


A two directional teleport? As in, grab one sponge get teleported to the next, grab that other sponge and teleport back?

I've done that

In fact, I think most people have done that.

Not trying to take away from the thread...
2009-08-28 15:53:00

Author:
goldenclaw13
Posts: 224


Have you got it working?
That could create some awesome puzzles. Like the ones in that suicide puzzle one where you push the checkpoint through gas and die to get to the other side.

Indeed I do. its up now.


A two directional teleport? As in, grab one sponge get teleported to the next, grab that other sponge and teleport back?

I've done that

In fact, I think most people have done that.

Not trying to take away from the thread...


Nope. No grabbing required. You just move from the middle plane to the back plane. I'd post a vid if i had the ability.

heres some screenies.

http://www.lbpcentral.com/forums/picture.php?albumid=542&pictureid=6160

http://www.lbpcentral.com/forums/picture.php?albumid=542&pictureid=6161

http://www.lbpcentral.com/forums/picture.php?albumid=542&pictureid=6159
2009-08-28 16:39:00

Author:
Memodrix
Posts: 879


Nope. No grabbing required. You just move from the middle plane to the back plane.

The principle is the same. I think goldenclaw was saying a lot of people have done two way teleports in some form or another. If it makes you feel better, I haven't I've never even bothered to make a one way teleporter.

Other plus points are that your portals look very nice.



I do have this concept for a deathless teleport which is far nicer on the poor little sackpersons.
2009-08-28 17:07:00

Author:
rtm223
Posts: 6497


Ah. I was thinking he was just talking about how one gets ganked/respawned.

And yea. teleporting has been done. this just really was an experiment in how to do it that turned out entertaining so i wanted to share it.
2009-08-28 17:10:00

Author:
Memodrix
Posts: 879


I do have this concept for a deathless teleport which is far nicer on the poor little sackpersons.

Be sure to share this when you get it working

Your teleporters look rather nice, i like how switching planes is all you need to do.
2009-08-28 17:26:00

Author:
Burnvictim42
Posts: 3322


Be sure to share this when you get it working Actually it's very limited. Probably one way only, there are various design limitations for a level that would include it.

Can you say, "demitters"?


Your teleporters look rather nice, i like how switching planes is all you need to do.
I meant to say that, it feels more magical, and that really fits the aesthetic. I wich they'd give us prox switches that were limited to one plane as well. I was thinking it'd be cool if when you step into the teleport archway, it charges up - speed signal to sounds and lights and some kinda spinny thing. That'd be cooooool
2009-08-28 17:34:00

Author:
rtm223
Posts: 6497


I wich they'd give us prox switches that were limited to one plane as well. I was thinking it'd be cool if when you step into the teleport archway, it charges up - speed signal to sounds and lights and some kinda spinny thing. That'd be cooooool

Single layer prox switches would be awesome! they'd cut out some of the garbage i ended up having to do here, pretty much making that logic controller obsolete. or redundant...or....one of those big words for "wasting my precious thermo"
2009-08-28 17:44:00

Author:
Memodrix
Posts: 879


I wich they'd give us prox switches that were limited to one plane as well.

The closest thing we have now are spotlights, which work pretty well if you have the MGS Pack.
2009-08-28 17:54:00

Author:
BSprague
Posts: 2325


The closest thing we have now are spotlights, which work pretty well if you have the MGS Pack.

Hmm. I never thought of that. but.....I do want to try and limit use of any nonfree packs for the base design of most of my stuff, that way even the newes little-big-planeteers (har!) can use it. however i think i'll start tinkering and see what i come up with....mwahahahaaaaa!!!!

on a less important note....I need to go to bed before i go to work in...a couple of hours.
2009-08-28 18:20:00

Author:
Memodrix
Posts: 879


The closest thing we have now are spotlights, which work pretty well if you have the MGS Pack.

Yeah I know... the "as well" was referring to that, but probably not clear. They woul dbe significant'y more useful as they aren't objects and can be made invisible. It's what I use for elevators and I assumed what memodrix had used here. Now he's said it isn't, I'm very curious what workaround he's used....
2009-08-28 18:30:00

Author:
rtm223
Posts: 6497


Yeah I know... the "as well" was referring to that, but probably not clear. They woul dbe significant'y more useful as they aren't objects and can be made invisible. It's what I use for elevators and I assumed what memodrix had used here. Now he's said it isn't, I'm very curious what workaround he's used....

The only other thing that would make sense is some type of button, Media Molecule's or a custom one that uses springs most likely.
2009-08-28 18:33:00

Author:
BSprague
Posts: 2325


I'll try and draw an illistration or something in a couple of minutes....just got in from work. and yes, my workaround is convoluted. it consists of plasmafied glass, dark matter and what.....6 pistons total.....? eh.

Edit: I just realized that my logic is not even needed. thats right. it shouldn't matter. give me about an hour and i'll have a simplified version without the logic and with a nice teardown.

Edit again!: I hate finding flaws in my stuff. it seems that my design had a 1 in about 2 dozen (roughly) chance of failing. i've since tossed the thing and just finished the inner workings of one that didn't game over ya.

edit again again!: I'm really sleepy. i'll fix it when i have time...hopefully tomorrow. blech....stupid job.....

Final edit, I promise!!! i have one with all the stuff out in the open to see and an example in a level called "teleporter example". it'll show you the how that you were wanting to know. now i just need to make it all pretty again. as well as give you the big bulky demo unit as a prize so you can play wit it yerself.
2009-08-29 06:38:00

Author:
Memodrix
Posts: 879


Final edit, I promise!!! i have one with all the stuff out in the open to see and an example in a level called "teleporter example". it'll show you the how that you were wanting to know. now i just need to make it all pretty again. as well as give you the big bulky demo unit as a prize so you can play wit it yerself.
I just tested it, it doesn't work at all. Hitting the plasmafied glass just kills you and sends you to the scoreboard.
2009-08-29 13:39:00

Author:
BSprague
Posts: 2325


Yeah, the scoreboard acts as a checkpoint. You are probably going to want to emit the scoreboard at the push of a button and then tell the players what's up. I had this problem too.2009-08-29 13:47:00

Author:
comphermc
Posts: 5338


Actually it's very limited. Probably one way only, there are various design limitations for a level that would include it.Can you say, "demitters"?
Even if you demitted the checkpoint, you would still have to kill Sackboy to get him to come through the remitted one. Unless you are physically moving Sackboy or popping him, there is no other way.
2009-08-29 14:52:00

Author:
BSprague
Posts: 2325


Yeah, the scoreboard acts as a checkpoint. You are probably going to want to emit the scoreboard at the push of a button and then tell the players what's up. I had this problem too.

yea. heh. i kinda forgot about that whilst i was trying to stay awake. eh,,,anyway... i'll go fix that then.....
2009-08-29 20:22:00

Author:
Memodrix
Posts: 879


Even if you demitted the checkpoint, you would still have to kill Sackboy to get him to come through the remitted one. Unless you are physically moving Sackboy or popping him, there is no other way.

I think what he's getting at is to demit the entire level that sackboy is in. That would blow some people's minds if you did it that way, as they'd be all, "WTF? Sackboy didn't even die! And the camera remained fixed!"

I just may have to try that out next time I'm on.
2009-08-29 20:28:00

Author:
comphermc
Posts: 5338


i think i remember seeing a demo level where he did that with a simple puzzle from the lower pits of hades......

and yea, i have the level working this time.
2009-08-29 20:34:00

Author:
Memodrix
Posts: 879


ok. so with this one there is much less chance of failure, but....at the moment it can't be used in multiple sets. for example, if you use two sets, the first one will work, and the second set will send you to the one of the first ones. not quite the bestest thing in the world, eh? so i'm going to be updating it with a little fix for that in a little while. it should be a simple matter to make it work right, just a couple of pistons, a mag switch, and 2 more prox sensors....but we'll see....2009-08-31 06:29:00

Author:
Memodrix
Posts: 879


I think what he's getting at is to demit the entire level that sackboy is in. That would blow some people's minds if you did it that way, as they'd be all, "WTF? Sackboy didn't even die! And the camera remained fixed!"

More demit a large section of level and control movement and cameras to ensure that the old level section cannot be seen. With good lighting and sound effects it would indeed blow people's minds.
2009-08-31 08:48:00

Author:
rtm223
Posts: 6497


well yee-haw.... i got it working! the teleporter example shows the guts and the gnomish emporium - portals! level just lets you use them and gives em as prizes.

Edit: Ah ha! it was the level with the puzzle from hades that i saw that in. isn't that the demitter lvl in your sig? I forget.
2009-08-31 09:40:00

Author:
Memodrix
Posts: 879


Just had a looksee, pretty cool. Although I would look into crushing the checkpoints, or alternatively just emitting them for a predetermined period of time - otherwise people can just clock up a big score by jumping back and forth.


Edit: Ah ha! it was the level with the puzzle from hades that i saw that in. isn't that the demitter lvl in your sig? I forget.

Puzzle from hades - you mean the deliberately obtuse puzzle that tricks you. Yeah that's my demitter level, unless someone else is touting demitter tech behind my back.
2009-08-31 11:16:00

Author:
rtm223
Posts: 6497


Just had a looksee, pretty cool. Although I would look into crushing the checkpoints, or alternatively just emitting them for a predetermined period of time - otherwise people can just clock up a big score by jumping back and forth.

I was looking at that too. definitely would have to crush them though. the predetermined amount of time thing had to many issues with occasionally failing (sometimes for no obvious reason)
2009-08-31 13:09:00

Author:
Memodrix
Posts: 879


I was looking at that too. definitely would have to crush them though. the predetermined amount of time thing had to many issues with occasionally failing (sometimes for no obvious reason)

I have a block that I made, it's perfect for crushing. It's a one big grid sized chuck of metal, and it weighs 30x more than a normal piece of metal of the same size.

I made it for this exact reason, because yesterday I was fooling around with the teleporter idea.
2009-08-31 13:31:00

Author:
BSprague
Posts: 2325


It's a one big grid sized chuck of metal, and it weighs 30x more than a normal piece of metal of the same size.


WTH? how'd you do that?

Anyway, i've been wanting to try my hand at making a teleporter for awhile now, im gonna have to check out yours later.
2009-08-31 17:15:00

Author:
Comet Wolf
Posts: 99


WTH? how'd you do that?

Anyway, i've been wanting to try my hand at making a teleporter for awhile now, im gonna have to check out yours later.

A simple glitch that basically merges objects. I just kept doubling the effect, and then added a couple more to make it heavier. I can publish a key room and send you the code for it if you want.
2009-08-31 17:48:00

Author:
BSprague
Posts: 2325


Yeah, that'd be nice, thanks. I think i saw the thread about that glitch the other day....2009-08-31 19:07:00

Author:
Comet Wolf
Posts: 99


Yeah, that'd be nice, thanks. I think i saw the thread about that glitch the other day....

I'll publish the level sometime today or tomorrow, then I'll PM you the code and information.
2009-08-31 22:41:00

Author:
BSprague
Posts: 2325


Eh. it turns out the gate crushing mechanism is easier to do than any of the others. Meh, hindsight is always 20/20 right?

At any rate it seems to be working pretty well, and the levels are updated.
2009-08-31 23:37:00

Author:
Memodrix
Posts: 879


For anyone who cares about the checkpoint-crushing block, I won't be publishing it today because I can't go online without downloading the 3.00 update, and I don't want to download it now because of the adverse effects it has on LittleBigPlanet data and the system in general.2009-09-01 23:48:00

Author:
BSprague
Posts: 2325


If it makes you feel any better, I downloaded it just fine. I'm not sure how widespread the problems are, but since most people aren't posting here, I think it's safe to assume you'd be in the minority if it screwed up some stuff.

Not to take away from the annoyance of those who have experienced problems. Hope you all get it sorted out.

Edit: sorry, off topic. I didn't realize which thread this was in. Carry on...
2009-09-01 23:59:00

Author:
comphermc
Posts: 5338


Alright, so I installed the 3.00 firmware without issue, and now have the key room level up. It is incredibly simple. It's called "Key Room" and it's published over Australia. There are eight color-coded grab switches, and a prize bubble on the other side of a block of dissolve. Grabbing the colors in the correct order will make the dissolve disappear and release the prize bubble. I basically copied rtm223's key room setup, though I don't use any of his fancy ordered input tools.

The combination you need to get the crushing-block is RRYYRGYB, though other combinations will do other things (like teleport you to an entirely different section of the level with a different lock ). Don't bother guessing though because with 5,764,801 combinations, it's unlikely you'll guess it, and even if you do, you have to deal with another one after being teleported.
2009-09-05 02:33:00

Author:
BSprague
Posts: 2325


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