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Infinite Rising and Falling Plats

Archive: 15 posts


I'm needing help with an idea that I know has been done. Although the platforms in my obstacle are different.

You know the platforms that appear from bottom of screen and disappear at top? Or even the other way around? Well I have an obstacle planned using that same idea, but I don't know how to do it. I know it involves emmiters.

Let's say you come to an obstacle and there are platforms rising infinitly but at same pace and same distance apart from each other and they disappear at top of screen. So you jump to a platform and ride it up like an elevator, then as it passes an open gap you jump to a platform on the other side on platforms doing the same thing but going down, then up and so on.

How is this done?

Since I know an emitter has to be used, I can't figure out how. If I set an emitter shooting the platforms up a certain speed, then there's the problem of jumping on the platform and your weight slowing it down and moving the platform, which is suppose to be in a fixed position on its course of movement.

Another idea is to put spacers that also emit between the platforms, but then how would they all move up in a steady pace?

Please help!
2010-03-29 00:04:00

Author:
Unknown User


Check out my waterfall tech demo (https://lbpcentral.lbp-hub.com/index.php?t=23075-New-%28-%29-Waterfall-Mechanic-Tech-Demo). It should be able to achieve the effect you require unless i have misunderstood2010-03-29 00:10:00

Author:
rtm223
Posts: 6497


Or read Rtm's blog post on Emitter blocking theory. You would create an object that consists of dark matter, a piston, and a platform then emit it. That is probably the worst explanation but if you read the blog it explains it much better.2010-03-29 00:24:00

Author:
shebhnt
Posts: 414


@rtm:

Okay, I read the waterfall thread, and like sheb suggested the entire emitter blocking part of your blog.

But it's very confusing. I got some of it. It was very interesting, what I could understand anyways.

The waterfall part is what I need going up and down. The up parts would do the same as the down parts.

Is there any way I could show you my plats and layout of obstacle on my moon sometime? Today? Or tomorrow?

It's the only way I could think of to best show what I plan, and maybe to better understand the method.

Well it's done the way you mention it. So maybe I don't need to show you as you already know what I'm trying to do. I just need a better understanding of how to do it. It's like in the old Mario games how the platforms come from bottom of screen and disappear at top, then you jump to another row of platforms doing the same in the opposite direction.

I just don't get it. Or maybe I do. Is it like the same object, which is the platform attached to piston on dark matter emits in the same place and by the time the piston pushes the platform down (assuming plats are moving down) then another one will emit above it (all emitting at fixed intervals) so the process repeats, and the timing of emitted plats must be so that the piston has moved the other plat far enough down so as to not block the new emitted plat which will follow right behind?

Does that sound right? If that's right then it should be easy. That would be easier than making a waterfall, but using same concept. Because for the platforms there is more roomto adjust settings since there is a wide gap between plats.
2010-03-29 01:09:00

Author:
Unknown User


Make a platform that moves at the desired speed, ensuring that it has dark matter on one side and non-dark matter on the other, connected via a stiff piston. Attach a grab switch to the dark matter, set it to directional, and wire it to the piston. Using the grid, move the piece all the way into its minimum length. Pause. Set the switch to inverted. Capture the object.

Emit it and observe what happens. There no sense working out for you... I think it will make perfect sense when you play around with it.
2010-03-29 01:18:00

Author:
comphermc
Posts: 5338


@comphermc and rtm:

I had already messed with it before I saw your post. Why the grab switch? Is the grab switch to prevent the following problem I had . . .

Okay, I tested it and it worked and didn't work. Here was the problem . . .

The first emitted platform moved down just fine and disappeared when it was suppose to, and right speed too. But the piston of the 2nd platform did not move its full length, then the 3rd behind that stopped even shorter. These plats were not even remotely close to each other, so I don't see why each one emitted the piston moved shorter and shorter distance each time like something preventing it from moving full distance. Then once the piston distance backed up to the minimum, then the process repeated with the next plat moving full distance again, and then each one after a shorter distance until backed up. This didn't make sense. Each one should have moved full distance.

And yes, I messed with the settings plenty of times. Is that what the grab switch is suppose to prevent?
2010-03-29 02:02:00

Author:
Unknown User


The grab switch is to ensure that the piston only moves outward. If you weren't using a grab switch, then the platform may sometimes move outward and sometimes not. It all has to do with the sync on the piston. What happens if you put a grab switch on a piston. It moves to one side. Invert it and it moves to the other side. Try it with the grab and it will make sense.2010-03-29 02:25:00

Author:
comphermc
Posts: 5338


Just an additional note to go along with what comphermc is saying... don't get confused by the grab switch... it could be ANY switch.

Here's how I do it:

I connect a piece of material and a piece of dark matter using a piston.
Then, I put a mag switch (set to directional) on the dark matter and attach it to the piston. The piston immediately retracts to minimum.
Pause
Set the mag switch to reverse.
Capture.
Emit it.

Now.... if you want, use a grab switch instead of the mag switch. The only reason I use a mag switch personally is because in create mode I can keep a mag key near it to keep it at minimum while not in pause.

(rtm and compher... I KNOW I pretty much said the same thing - just simplifying a bit)
2010-03-29 03:26:00

Author:
CCubbage
Posts: 4430


I always use a grab switch because there is no way for it to possibly be activated (considering it is on something that is not grabbable). If you use a mag key switch, there is a minute possibility that you could activate it by accident. But, if you are paying attention, it shouldn't be too hard to design the level/logic in a way that it's not an issue.

2010-03-29 04:19:00

Author:
comphermc
Posts: 5338


It sounds like you're on the right track, but hitting issues with sync as comphermc says. Remember that the switch (mag/grab) needs to be set to directional and you should be fine.2010-03-29 09:51:00

Author:
rtm223
Posts: 6497


@rtm and compher:

Well I did it and now it works fine with the grab. Thank you so much for the help guys! Your conveyer method rtm is truely the real thing. I can't believe it. Real thing meaning no belts, wheels, or clunky block dividers, etc powering it. It can now work just like they do in any non-LBP platformer where you can see the platforms, and just the platforms with nothing supporting them (visibly) rising or falling infinitly, like magic, lol.

Now that I know dark matter can overlap dark matter, this opens up so many possibilities for other tricks or obstacles. ^_^

@sheb and CCubbage:

And thank you sheb for recommending I read his blog. And thank you CCubbage for bringing the option of using other switches to my attention.
2010-03-29 17:53:00

Author:
Unknown User


Now that I know dark matter can overlap dark matter, this opens up so many possibilities for other tricks or obstacles. ^_^




I'm intrigued by this statement. Care to elaborate a little?
2010-03-29 19:34:00

Author:
Frogmeister
Posts: 236


I'm intrigued by this statement. Care to elaborate a little?

Are you looking for elaboration on the first part, or the second part?

If the first part, then you should hopefully find more than enough elaboration here (http://www.lbpcentral.com/forums/entry.php?1041-Emitter-Blocking-Theory)
2010-03-29 19:55:00

Author:
rtm223
Posts: 6497


Thanks rtm. There's still loads of info on here I'm yet to discover. I've never read blogs before, but now you've opened my eyes!2010-03-29 22:15:00

Author:
Frogmeister
Posts: 236


If the first part, then you should hopefully find more than enough elaboration here (http://www.lbpcentral.com/forums/entry.php?1041-Emitter-Blocking-Theory)

Which reminds me - you ought to fix the list code in that blog post. Just before the bit that reads "Dark matter will not block emitted dark matter".
2010-03-30 11:00:00

Author:
Aya042
Posts: 2870


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