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#1
A multi-vehicle controlling sackpod concept give-away
Archive: 9 posts
Alright, just to clear up that confusing thread title, what I mean is level that takes place with the sackboy entirely in a pod with controls in it, and the pod will get mechanically moved to different vehicles and the controls will all overlap perfectly. I know this works, i've made a few vehicles with it, the only problem I haven't overcome is getting the pod moved between vehicles. The precision required is very hard. Thus I am announcing this level idea to anyone that wishes to make it happen (so long as you mention me in your level comments at least once ) Without further ado, this is the way I made it work; (as this poorly illustrated image depicts) http://img193.imageshack.us/img193/4500/podschematic.png The sack sits inside the big empty white bit at the top, and has 3 grab sponges (those yellow bits). The point of those 3 switches is 2 for any motion that the vehicle its in might have, and one for context (fire a gun, close grabbers, toot horn etc) The grab sponges activate a piston which lowers a keyswitch. This is on a paper thin layer. The vehicles you create would have 3 corresponding keyswitches in them which activate when a key is lowered into range. The left and right side keyswitches activate the chains that pull the 3 way switch that operates the wheels on the example car. The middle keyswitch would operate the vehicle context control. With this alone, i've madea few vehicles, all of which work when you place a pod in it. My problem is getting the pod between vehicles. I tried a little hook on the top that articulated arms could grab, no luck with that. Also you'd put the entrance in the pod, so that you spawn and are instantly inside it. You could either put a glass plane on the front or have it in the very foremost layer to prevent jumping out. I've been sat on this idea for ages, not working on it, so i'm just putting it out there. I'm sure you guys will have some cunning use for this concept | 2009-09-08 01:04:00 Author: Asbestos101 Posts: 1114 |
It's a cool concept all right. I'd love to see it used well in a level. | 2009-09-08 01:27:00 Author: Killian Posts: 2575 |
It's awesome. | 2009-09-08 01:33:00 Author: michaelplacke Posts: 39 |
Sounds like a great concept. I can see that making the mechanics for transferring the pod would take a bit or work though. | 2009-09-08 03:17:00 Author: Burnvictim42 Posts: 3322 |
Sounds like a great concept. I can see that making the mechanics for transferring the pod would take a bit or work though. Hence why I gave up I had built a tank with gun, an all terrain vehicle with horn and was building an arcade machine grabber when I realised I couldn't reliably make the pod move from one vehicle to another. Hence why I never got any further. Also, I get a sneaking suspicion that the best pod shape might be an upside down triangle, so then it'll sit snugly into a crack. I also had little grabby arms on the vehicles that came out and slotted into the pod to stop it moving around in the more violent vehicles. | 2009-09-08 08:41:00 Author: Asbestos101 Posts: 1114 |
Well if you're just going straight down into the vehicle, it shouldn't be that bad. How about using something in the thin plane behind it? With some precise pistonry, you could easily lift up the pod from the thin layer, and drop it into the next one. | 2009-09-08 20:05:00 Author: Burnvictim42 Posts: 3322 |
Well if you're just going straight down into the vehicle, it shouldn't be that bad. How about using something in the thin plane behind it? With some precise pistonry, you could easily lift up the pod from the thin layer, and drop it into the next one. It gets annoying when you have the back plane of your pod right next to the backplane of the vehicle and then trying to manipulate cunning pistonry in the back plane around the vehicle. I tried having a little hook on the top of the pod but it looked a bit goofy and wasn't ever precise. Getting it to look streamlined and flash is another problem to overcome. | 2009-09-08 20:34:00 Author: Asbestos101 Posts: 1114 |
hmmm.... i dunno then =/ I'd really have to go into create mode to mess with this stuff now lol. | 2009-09-09 01:12:00 Author: Burnvictim42 Posts: 3322 |
hmmm.... i dunno then =/ I'd really have to go into create mode to mess with this stuff now lol. If you get a system to work, make it into a level. I make levels that I want to play, but I haven't been able to make (or put in the time commitment to find out how to make) this one smooth enough for my liking | 2009-09-10 15:11:00 Author: Asbestos101 Posts: 1114 |
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