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Media Molecule Help! - The Introduction

Archive: 11 posts


From The Introduction in The Story Levels how did Media Molecule make the follow light? Im making a level like that.. I really need it for one of my levels please post on how to..2010-02-12 10:24:00

Author:
LittleBigMonster
Posts: 13


The easiest way to make a following spotlight is to use a sackboy tracker. There are many ways to build one of these but the general idea is to wire two proximity switches to a 3-way switch control. the three way switch is set to directionally control a piston that drives a block of material that the prox switches are mounted on.

I don't have a picture right now, but I'll try to explain clearly.

Make a thin layer rectangle a bit wider than sackboy. Place a prox switch on either end of the rectangle, orienting them to point to the left and right sides of the screen, respectively. Set their radius to 180 degrees. They should be inactive when sackboy is standing in the middle of the rectangle, but one of them will activate whenever sackboy approaches the edge of the rectangle.

This block should be attached via piston to a block of DM somewhere on the far left or right side. The piston should be horizontal.

Create a remote 3-way switch by attaching winches to either side of a 3-way switch. Set this switch to directional and connect it to the piston controlling the prox rectangle. Connect the prox switches to the winches controlling the 3-way. Set the speed of the piston to be the same as sackboy's walking speed.

That's it. When sackboy moves left, the prox switch will turn on the 3-way pulling the prox block to the left, and vice versa when he runs right. The block should follow your movements. you can attach a spotlight to this block or set up another piston block driven by the same 3-way.
2010-02-12 14:26:00

Author:
Thegide
Posts: 1465


All it is, is two censor switches on either side of the light. When you set one off… it’ll activate a chain pulling a directional 3-way switch that controls a wobble bolt, tilting the light to one side.

Im pretty sure that SteveBigGuns gives one away in one of their levels… Digital Lab or something like that I think its called.

Their not hard to make though… so if you still wonna give making it a shot but don’t understand what I meant above, try playing my level Taliban Firing Squad… if you play the level and don’t join the Taliban, youll unlock a tutorial that explains the player tracking concept.
2010-02-12 14:37:00

Author:
oLMCo
Posts: 96


ladylyn1 has a player tracker level that is copyable.2010-02-12 14:57:00

Author:
warlord_evil
Posts: 4193


I checked the intro level, and I found something else that MM didn't give to us. The spotlight that follows you at the beginning is way too accurate...2010-02-12 15:09:00

Author:
Shadowheaven
Posts: 378


Its far too smooth, But if you want to recreate it, Logic Pack has a pretty neat Spotlight2010-02-12 16:07:00

Author:
Kern
Posts: 5078


Its far too smooth, But if you want to recreate it, Logic Pack has a pretty neat Spotlight

Wait, we do? Where? It's been so long, lol.

---

But, yes - this has been brought up before. The spotlight in the Intro is using some MM magic that they have not yet graced us with. It can be replicated, but not to the same quality. I think I may try again tonight to see what I can come up with, but smooth tracking is tough.
2010-02-12 16:24:00

Author:
comphermc
Posts: 5338


I've requested the spotlight tech in the wishlist thread over on the official forum (what I requested was an accurate player tracking object). I don't know if multiple requests for the same thing make it more likely, but assuming it does, I would encourage anybody who wants a super-accurate tracker to head over to the wishlist and ask.

Another point of interest about the intro spotlight is it will track player one, completely ignoring player two (unless player one turns off his controller). If you kill yourself, when you pop out of the checkpoint, the spotlight will have already snapped back to it.
2010-02-12 18:36:00

Author:
Sehven
Posts: 2188


I tried to make a smoother tracker, and was mostly successful. The only problems I had were due to the limitations of the tools at hand. I got super smooth tracking, but it would sometimes become misaligned (I used a smooth linear tracker, and fed speed switches on it into stacked bolts). I may have been able to get it to work more nicely, but I gave up knowing that it would never be multiplayer friendly.2010-02-13 04:10:00

Author:
comphermc
Posts: 5338


the odd thing about it is it only follows player 1. its a mystery i guess, but maybe its like the end of the level, maybe it wasn't made in littlebigplanet like everything else.....2010-02-13 04:19:00

Author:
tomodon246
Posts: 624


but I gave up knowing that it would never be multiplayer friendly.

Isn't is as simple as making one direction require all? If the left sensors require all, then it will track the player on the right as if he were alone (until the players switch places, at which point the other player takes over). Note that this isn't the case for Mm's tracker: it tracks player one regardless of who is further in either direction.
2010-02-13 06:01:00

Author:
Sehven
Posts: 2188


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