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#1

How do I do this?

Archive: 10 posts


I would like to know, in making a level, how to make it so when you die you're automatically sent to the goal. I've seen this in various levels and have no idea how to do it...2009-10-24 17:37:00

Author:
Phthalo
Posts: 3


just break the checkpoint by crushing it or move the checkpoint over the scoreboard2009-10-24 17:45:00

Author:
Littlebigdude805
Posts: 1924


Likke littlebigdude said, you can crush the checkpoint by letting something heavy fall on it or you can put it on a piston and move it to the end. Are you making a survival challenge or something? If so, the best is to move it because crushing makes a sound that you'll have to cover and you have to be out of the screen 2009-10-24 18:15:00

Author:
Kn0cked-0ut
Posts: 562


Instead of crushing it, I'll normally place it on a stiff piston attached to some dark matter, but put another block of dark matter somewhere along the path the piston has to travel on, and the checkpoint will disappear. It will make the "crushing" sound, but it will be too far away from the player (depending on where the dark matter is placed) to register.2009-10-24 20:27:00

Author:
BSprague
Posts: 2325


Alternatively, capture a start gate and emit it from an emitter with a finite lifetime, say 10 seconds. Pause as soon as it's emitted and capture it. If you want it to float on it's own, attach a thin piece of dark matter to the backside of it before capturing it initially. Now, when your level is good to go, pause and place your captured 10-second start gate . Save and enjoy. When you enter the level, the start gate will just disappear after 10 seconds. You can decrease this time, but 10 seconds is a large enough window to allow everyone to spawn in the level.

This is what I did in my Brain Chain level. If you have no other checkpoints, you'll automatically respawn at the scoreboard.
2009-10-24 20:46:00

Author:
comphermc
Posts: 5338


Thanks everyone for your input, gosh I wish there was a tool to just de-emit stuff without an emitter. I got another problem, I'm trying to figure out how to make a wobble bolt activate with a switch but I want the bolt to activate and stay activated once i use the switch and exit its radius. I cannot for the life of me figure this out....2009-10-24 20:48:00

Author:
Phthalo
Posts: 3


Here's a video of MM showing examples :

MM Tips Special - Survival Challenges (1:30 to 3:15 for moving entrance)

http://www.youtube.com/watch?v=PsbjrXMi0AM

Hope this helps!
2009-10-24 20:48:00

Author:
dajdaj03
Posts: 1486


Thanks again, that video was very helpful2009-10-24 21:01:00

Author:
Phthalo
Posts: 3


Alternatively, capture a start gate and emit it from an emitter with a finite lifetime, say 10 seconds. Pause as soon as it's emitted and capture it. If you want it to float on it's own, attach a thin piece of dark matter to the backside of it before capturing it initially. Now, when your level is good to go, pause and place your captured 10-second start gate . Save and enjoy. When you enter the level, the start gate will just disappear after 10 seconds. You can decrease this time, but 10 seconds is a large enough window to allow everyone to spawn in the level.

This is what I did in my Brain Chain level. If you have no other checkpoints, you'll automatically respawn at the scoreboard.

I didn't realize this. that's very handy. I've never made a survival challenge, but this is absolutely the way I'd do it. You don't get the "CRACK' of a broken checkpoint, and it's nearly hassle-free.

This gets the Teebonesy Seal of Approval!

http://i73.photobucket.com/albums/i202/teebonesy/teebonesy_seal.jpg
2009-10-24 23:56:00

Author:
Teebonesy
Posts: 1937


It doesn't get my Seal of Approval though

Avoid auto-started timed events at all costs. There's a number of reasons why you wouldn't want to put timed events at the start of any level. First off, depending on the internet connections of both the host and his party, spawning of all players may be quite delayed. I've got quite a fast connection, but whilst playing with other people, we experienced delays of up to 30 seconds - even if we did already party up in my pod. Having an auto-dissolving checkpoint will make it impossible for such groups to play the respecting level together. There's another problem: Always keep in mind that many players out there just don't like playing on their own. Now, there will always be players who are likely to choose "Play Online" and just sit in front of the checkpoint until another player (or PSN friend) joins them. Having a 10 second-timeframe for this is an unnecessary obstacle.

The easiest way of letting your checkpoint "dissolve" is sticking an enemy brain to it. You can add a sound effect to hide the "Oh, I'm dead"-sound from the brain. It earns you a 50 points (which are distributed equally amongst all players), but this isn't too much of a disadvantage.

But hey, there's tons of ways of transforming the checkpoint's movement to the scoreboard into a cool part of your survival. You could, for example, glue the checkpoint to a background object and then move the whole object in a cool way.

If you put some effort and thought into your contraption, it will look way more interesting and proffessional than just crushing or dissolving your checkpoint.
2009-10-25 15:13:00

Author:
Treas
Posts: 223


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