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#1
The check point is in the way....
Archive: 11 posts
I have a sequence where the player would shoot targets ontop of a suspending platform. The little fuzzy eyeball thingies move around and have fire beneath them, so if the player comes in contact with them, they will die. Problem is.... the player can just avoid the little fuzzy eyeball thingies by just standing infront of the checkpoint while shooting at them. http://img185.imageshack.us/img185/576/aphoto5.jpg I want the player to stay in one single layer in this sequence so moving the checkpoint to another layer is a no no. I also want the player to respawn on the suspended platform because it also moves during the event. Can anyone give me ideas? | 2009-09-08 11:45:00 Author: snowyjoe Posts: 509 |
Could you spawn from above, and drop onto the platform? Might cause some cheap deaths though, as you fall into one of the fuzzballs. You could put the checkpoint on a very fast (flipper setting??) piston, and drop it down into the scene any time the player is killed (proximity switch set to inverted). | 2009-09-08 13:25:00 Author: v0rtex Posts: 1878 |
Checkpoint rises from inside the platform with a screen above it so you are safe during spawning, then have the paintenator away from the checkpoint. When you choose to leave your cover, the checkpoint drops down again so there is no more cover. You have a safe zone when you spawn, but you can't attack from it and you can't return to it once you have started to attack (unless you die ) | 2009-09-08 13:29:00 Author: rtm223 Posts: 6497 |
Or rebuild the fuzzballs using a golfball or golfball thick piece of material, that way they can move in the same plane as the checkpoint. | 2009-09-08 13:31:00 Author: croissantbuncake Posts: 572 |
You could use Gas? | 2009-09-08 13:38:00 Author: TheMarvelousHat Posts: 542 |
Checkpoint rises from inside the platform with a screen above it so you are safe during spawning, then have the paintenator away from the checkpoint. When you choose to leave your cover, the checkpoint drops down again so there is no more cover. You have a safe zone when you spawn, but you can't attack from it and you can't return to it once you have started to attack (unless you die ) Yup, if you want an example of rtm's suggestion, it's in one of the last levels of story mode. The checkpoint is inside a small room below the floor. When you die and spawn on the checkpoint it rises so you can get out, then goes back down. | 2009-09-08 14:15:00 Author: CCubbage Posts: 4430 |
As rtm suggested, the best method would be to add a pop-up checkpoint. The best example of how to use this is in the new level from Steve_Big_Guns (the final boss). You'd want to put your background in the third layer, the checkpoint in the middle layer, and the platform and baddies in the front layer. Then, put a spotlight under the platform so that it rises when you are in the middle layer (i.e. when you respawn). You'd have to wire it up through an OR logic gate so that it starts out in the up position until something like a PERMANENT proximity switch triggers it to go back down. If you need more help with that, let us know. | 2009-09-08 14:17:00 Author: comphermc Posts: 5338 |
Just use gas! It will go through the checkpoint. end of story | 2009-09-08 15:26:00 Author: javi haguse Posts: 744 |
Just a point about using gas and flamey golfball material - you're going to get unavoidable death on respawn. Deaths on respawn = cheap or lazy or both, as far as I'm concerned. | 2009-09-08 15:44:00 Author: rtm223 Posts: 6497 |
From that screenshot, I can't see what would be wrong with placing the checkpoint in the layer behind the dark matter, and (whether by demitting or pistons or whatever means you so choose) having the checkpoint open to the playing field only when the player just spawns. You can check this with a spotlight (assuming you have the MGS Pack), and perform actions accordingly. The other suggestions are fine though, so it really comes down to personal preference. | 2009-09-08 20:05:00 Author: BSprague Posts: 2325 |
Thanks for all the suggestion guys! I shall try everything out and see which one would fit best! As for the gas idea.... I can't use gas because it's just an instant death once you come in contact with the fuzz balls and the player must be able to shoot them and destroy them. Since gas avoids everything... the paint would just shoot through the gas >.< Also Rtm's point on pointless death is also another reason. | 2009-09-08 23:02:00 Author: snowyjoe Posts: 509 |
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