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#1

For a level to bank left and right...

Archive: 19 posts


I was wondering how you guys would proceed if you'd want a whole level to rotate left of right (by 22 degree max).
I mean, can possibly a bolt support a whole level? I don't think so.
And what if there's multiple cogs around the level (out of view) that would actually move in synch so the level turn??

....
2010-01-08 02:03:00

Author:
RangerZero
Posts: 3901


A single bolt should be able to move the entire level as long as it is bolted to dark matter. I've been able to move enormous, hollowed-out wheels at extreme speeds on a motor bolt that was bolted to DM with no breaking. However, the problem will be that every piston, bolt and winch attached to the "level" will be weakened to some degree because the level itself is not glued to dark matter/the floor.

If the part that moves is heavy and big enough, the weakening should be negligible.
2010-01-08 02:08:00

Author:
Gilgamesh
Posts: 2536


A single bolt should be able to move the entire level as long as it is bolted to dark matter. I've been able to move enormous, hollowed-out wheels at extreme speeds on a motor bolt that was bolted to DM with no breaking. However, the problem will be that every piston, bolt and winch attached to the "level" will be weakened to some degree because the level itself is not glued to dark matter/the floor.

If the part that moves is heavy and big enough, the weakening should be negligible.

This is spot on.

Also, obviously everything will have to be glued together and that's not easy to do. Both in terms of it limiting your options of what is possible gameplay wise and the fact that gluing can be a right biiitch!

Anyway, it is definitely possible with one bolt...it's just not easy!
2010-01-08 02:37:00

Author:
jackofcourse
Posts: 1494


You would have to glue, alot.2010-01-08 04:01:00

Author:
Unknown User


That's cool!
I think you're saving me some experimenting there. This bods well for this new level idea I have

I don't fear gluing, I glue everything all the time. (to dark matter but whatever, know what I mean).

.
2010-01-08 04:17:00

Author:
RangerZero
Posts: 3901


Keep the rotating level at two thick planes or less so you have room for static gear (lighting, effects, and what not).2010-01-08 04:29:00

Author:
IStwisted
Posts: 428


Should work like a charm with a wobble bolt. Pistons might get a bit wonky though due to the movement of the level.

What's everybodies problem with glueing? How do you people connect stuff? One precaution with the gluing is that I create my levels in seperate blocks and glue 'm together when I'm done. This prevents that my entire level unglues completely...
2010-01-08 07:39:00

Author:
Wyth
Posts: 263


Should work like a charm with a wobble bolt. Pistons might get a bit wonky though due to the movement of the level.

What's everybodies problem with glueing? How do you people connect stuff? One precaution with the gluing is that I create my levels in seperate blocks and glue 'm together when I'm done. This prevents that my entire level unglues completely...
I'm not sure if that bug exists anymore, can anyone confirm this?
2010-01-08 07:48:00

Author:
warlord_evil
Posts: 4193


I'm not sure if that bug exists anymore, can anyone confirm this?


Oh could be. I didn't really keep up with the news, not taking any chances though! Has a lot more advantages so...
2010-01-08 10:09:00

Author:
Wyth
Posts: 263


The unglue bug still exists, happened to me yesterday. I was corner editing away without a worry in the world until I remembered thbug, hit play and watched a third of my level fall apart... pretty funny to watch, not so much to undo.2010-01-08 11:40:00

Author:
croissantbuncake
Posts: 572


Hehehe, problem is if you realize it an hour creating later 2010-01-08 11:51:00

Author:
Wyth
Posts: 263


Hehehe, problem is if you realize it an hour creating later

This bug didn't happen to me in ages and when you're creating and always testing while you create it wouldn't happen at a large scale.

.
2010-01-08 14:29:00

Author:
RangerZero
Posts: 3901


I found a definite cause of the unglue bug a while back, and since I discovered how to avoid it I've never come unglued again.

Here's how to recreate it, and thus how to avoid it...

1. Glue a cluster of thick layer cubes together

2. Glue a thin layer piece of material to the cube cluster

3. Edit the corners of the thin material so that it no longer touches the cube cluster

4. Unpause the game and the cluster of cubes will fall apart, in spite of the fact that you never actually unglued any of the cubes from each other.

Now imagine that the cube cluster is your entire level and you can see how disaster strikes!

Hope that helps.
2010-01-09 13:51:00

Author:
Ungreth
Posts: 2130


Stuff and things

Yep, this defininitely was a cause, but sometimes it would happen if you partially corner edited it out of the way, this seemed less predictable to me, although I don't know.

Could be that they have partially fixed the unglue bug(s). Creators have always considered it to be one bug, but there could be a whole bunch of "causes" in the software. It's just a modification to the data of a complex object and there is a tonne of different ways that can be modified.
2010-01-09 14:27:00

Author:
rtm223
Posts: 6497


Hey Ranger, using one piston I once built a level that does what you seem to be asking...

I just had a big fulcrum in the center, center-notched my 'new' creative field. and then attached the piston on one end to the bottom of the level. (think see-saw or wave machine) At the time I was trying to create current/ ebb/ flow feel with great and hysterical results! Jumping was the best on that level--and timing was everything-- as I recall It was one of the few times I used 'elastic' joiners--all that stretch and pull...

Alot of the pistons stretched... but again this was like a year ago and so much has changed...
2010-01-09 15:20:00

Author:
Gravel
Posts: 1308


I will try a wobble bolt but I hope its possible to stop them in the middle. I will need 3 positions and working with a motorbolt would be complicated and maybe unprecise. Anyhow, I didn't start experimenting yet, I'm taking a little break from my LBP release crunch. (A Bark In The Dark and Space Sack's Adventures within 2-3 weeks).

.
2010-01-09 15:46:00

Author:
RangerZero
Posts: 3901


I used a triangle cut out and an emitted key to make a wobble bolt stop "mid-wobble" in "the Twister"2010-01-09 23:22:00

Author:
IStwisted
Posts: 428


I also suppose that if you link a 3 way switch to a wobble it will stop in the middle...
I really need to go experiment stuff
2010-01-10 02:38:00

Author:
RangerZero
Posts: 3901


well I had to use the emitted key cuz I needed it to wobble at varying speeds. when you hook up the 3 way you lose the speed control. I used an inverted speed mag switch in the path of my emmited key.2010-01-10 17:33:00

Author:
IStwisted
Posts: 428


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