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#1

What is better (about timing in a level)

Archive: 14 posts


In my halloween spooktacular level that I am making, I have a puzzle with a clock, what happens is that at a certain time, A door is opened and then closed at another time.

Currently what happens is that it takes approximately 2 minutes to do a full revolution and the door stays open for 20 seconds.

My question is, Would it be better to to make it take only 60 seconds to rotate but the door only stay open for 10 seconds, the reason why I'm trying to work this out is because if the player does not realise what happens, and misses the time when the door is open, The player would then have to wait another 2 minutes to try it again.
2009-10-24 05:50:00

Author:
Unknown User


Perhaps you should make it so that the door opens permanently?2009-10-24 06:07:00

Author:
warlord_evil
Posts: 4193


Because of the way I have set it up, If i did that, there would be no point in having the clock.2009-10-24 06:15:00

Author:
Unknown User


well perhapps instead of having a clock you could use a stiff piston in a block of dark matter then put a block of wood inside a hollowed out peice of dark matter so u have a hollow piece of dark matter with a stiff piston inside attached to a block of wood have a magnetic key attached to the block of wood and place two magnetic key switches at diferent intervals cange the time the piston takes then the door wll open then close at diferent points and the idea of waiting 2 minutes is good because if the player gets it wrong the player is punished so i think you should stick with your original idea2009-10-24 11:49:00

Author:
lbpholic
Posts: 1304


Yes it would be better to reduce the time because "waiting" is the worst ennemi in videogames. Everybody hates that. You wouldn't believe how people are impatient. Most people don't even READ stuff because it's too long and boring. Imagine them waiting 2 mins, they would commit suicide if ever they wouldn't have their Ritalin bottle by their hand.

.
2009-10-24 16:46:00

Author:
RangerZero
Posts: 3901


Maybe you could add a device in the room that makes the clock "speed up" while the player is grabbing it?2009-10-24 17:21:00

Author:
Gilgamesh
Posts: 2536


In my level which is supposed to be a haunted house, In the central area, There is a clock, In another part of the level a switch starts the clock, The clock is used so that the player knows when the door will be open, Because of that I can't remove the clock.

Anyway thanks for the help, I've decided that it would be better to make it take only 60 seconds to do a full revolution, I chose that because:

1. If you miss it, you wouldn't want to have to wait another 2 minutes.
2. If you run from where you pull the switch, to the clock, The hand will be at about halfway, so you will have 30 seconds to work out what you have to do next, and the door isn't very far away.
3. I found out that if the clock moves faster, the chime sounds better.
2009-10-24 21:52:00

Author:
Unknown User


How about adding a hidden sticker of the clockface showing the time the door opens. When this is stuck on the clockface, the door would automatically open. Could be used as an extra little hint?2009-10-24 23:15:00

Author:
Frogmeister
Posts: 236


why not just do a little cutscene showing the door open? Include a magic mouth on the door, triggered when it opens. Just like in Zelda games - you throw a switch, or meet some condition, and it shows a little scene showing a door across the room open up.2009-10-24 23:54:00

Author:
Teebonesy
Posts: 1937


why not just do a little cutscene showing the door open? Include a magic mouth on the door, triggered when it opens. Just like in Zelda games - you throw a switch, or meet some condition, and it shows a little scene showing a door across the room open up.

Thanks for the great idea

I will give you credit in my level
2009-10-25 03:17:00

Author:
Unknown User


How about you make a timer that quickly resets when it is retriggered? - no more waiting around... The idea is that a strong winch will overpower a weak piston. Here, I'll attach something I wrote earlier:


Quick Reset: This little contraption allows your timer to "instantaneously" reset, so you don't have to wait for it to "charge up". This is very useful for the timed puzzle you have in the level.

The setup:

http://www.lbpcentral.com/forums/attachment.php?attachmentid=1280&d=1252370703

You should have a stiff piston and a winch, both set the same max and min lengths. The winch should have a strength of 10, and piston should have a strength of 5. Then you want to place a grab switch, attached to nothing in particular, inverted and set to directional. Wire it to the piston; the piston will now be constantly pushing outward, when not held in place by the stronger winch. Set the timing of the piston to the length of time that you want the timer to last for (well, actually double the amount of time, but you get the picture).

Next, set your button to directional, invert it, and wire it to the winch. Set the timing of the winch to be .1 - this is why it's called a quick reset.

When you step on the button, the strong winch will overpower the weak piston and pull it all the way in, to the minimum length of both. Then, once you let off the button, the winch will instantaneously lengthen back out, but it cannot push the block (properties of winches 101). The piston, however, will now be able to push the block out slowly, according to its timing setting. Put a key on the block, and you are all set.

This is also convenient because standing on the button will keep it in the shortest length state. Also, if you step on the button again when it is halfway extended back out, it will still reset to the shortest length. If you have any additional questions, feel free to ask.

Good luck.

Put a magnetic key on the cardboard and put a magnetic key switch on the Dark Matter. Invert the switch so that it is activated only when the key is furthest away (outside the trigger radius). Set your switch to directional and wire it to your door.

Viola, no more recharge.

Edit: I just realized that a tech demo level I have, called "Slow Motion (something or other)," has a quick reset timer in it. The level is copyable, so you can just yank it from the level.
2009-10-25 03:40:00

Author:
comphermc
Posts: 5338


Thanks for the help, however I want there to be a time when the door is closed, it's supposed to be a puzzle, The waiting around was intentional, And thanks to Teebonesy I have made it easier for the player, It now shows the player when the door is opening and closing so the player knows where to go.2009-10-25 04:01:00

Author:
Unknown User


How about you make a timer that quickly resets when it is retriggered? - no more waiting around... The idea is that a strong winch will overpower a weak piston. Here, I'll attach something I wrote earlier:


I can't believe this. I never knew you could play with the connections forces like that. Call me impressed. This is very useful!!

.
2009-10-25 16:50:00

Author:
RangerZero
Posts: 3901


I can't believe this. I never knew you could play with the connections forces like that. Call me impressed. This is very useful!!

.

https://lbpcentral.lbp-hub.com/index.php?t=t=10537 Look in the first post under "here is a better solution".
2009-10-25 16:58:00

Author:
rtm223
Posts: 6497


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