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Creature Help

Archive: 14 posts


I am trying to make one of my first creatures. I want to have them appear to be still when approaching them, but when the player gets close, they "come alive." I know I can do this with the proximity sensors in the brains, easy enough.

However, at the same time the creature becomes "alive" spikes protrude from the side. Here's a rough sketch of what I'm talking about:

http://i49.photobucket.com/albums/f277/schm01978/stage1.jpg

At first it just looks like a block from the outside. The front and back will be covered on the thin layer, so the player just sees a giant square rock. Then, once the player nears:

http://i49.photobucket.com/albums/f277/schm01978/stage2.jpg

The thing is, I need the parts in green to dissolve or somehow go away. However, they need to look like the rest of the object while it is still "dead." In other words, the parts in green are made of something other than dissolve material (i.e. stone). (EDIT: I'd prefer to use stone if possible and avoid the "sticker' method.)

The spikes, brain and wheels will be placed on retracted pistons that should be activated at the same time, so the green sections disappear and the platforms slowly push out on a delay. This happens at the same time as the retracted wheels push downwards and lift the creature slightly off the ground so it can move. I am fairly certain I can implement the pistons and wheels rather easily, it's the making the sides and top disappear that I am completely stuck on.

Is there away to "break" the stone and make it dissolve?
2010-03-31 18:37:00

Author:
schm0
Posts: 1239


well you can put small creature protected brains on the inside and make the proximity switch trigger them to be 1 shot (they must NOT be stuck to the creature however) OR you can just sticker dissolve with your chosen material, i.e take a picture of it and use it as a sticker.2010-03-31 18:39:00

Author:
flamingemu
Posts: 1872


Yeah, I am trying to avoid the sticker method. I know aesthetically I will never be pleased with the results. If that's the only way to do it, though...

I thought about putting retracting doors on the sides and tops, but I don't want it to look to Star Trek-ish. The theme of these creatures is basically an ancient stone guardian that comes to life when the player gets close, not some stone transforming robot thing.
2010-03-31 18:52:00

Author:
schm0
Posts: 1239


Cool concept!

Since you really want to use stone, It might be a bit more expensive on thermo, but wonder if you could just de-emit the doors.

I've have had pretty good success at stickering dissolve in looking similar to a particular material. The key is getting the right cast of lighting since it tends to go a bit darker and more green.
2010-03-31 19:21:00

Author:
jwwphotos
Posts: 11383


I've have had pretty good success at stickering dissolve in looking similar to a particular material. The key is getting the right cast of lighting since it tends to go a bit darker and more green.

Yeah, that's why I wanted to avoid it. I want it to be completely hidden from the player until they get close. After thinking some more, I think I can do it with doors without it looking too "futuristic."

Any other thoughts would be great, too!
2010-03-31 19:27:00

Author:
schm0
Posts: 1239


Any other thoughts would be great, too!

You can get dissolve which is glitched to look like another material. I have versions which look like every story mode material.

Otherwise a demitter trick might work.
2010-03-31 19:37:00

Author:
Aya042
Posts: 2870


If you're going to make a stone sticker, take the picture in front view. It makes it look far more like the original material IMO. You also might want to try looking for cow glitched materials. The cow glitch is a realllly old LBP glitch (since patched) where the properties of one material could be merged with the look/properties of another. Someone out there on the interwebs may very well have some cow glitched stone/dissolve.2010-03-31 19:43:00

Author:
Burnvictim42
Posts: 3322


I will try out the sticker method and/or retractable doors this evening, as I'd really like to save on the thermo and don't even know where to begin when it comes to emitters. 2010-03-31 20:13:00

Author:
schm0
Posts: 1239


You know I completely forgot about cow glitch stuff!! :blush:

If Aya has the material you are looking for or one that is close enough to work, it shouldn't be that expensive as well as easier than doors.
2010-03-31 20:23:00

Author:
jwwphotos
Posts: 11383


I will try out the sticker method and/or retractable doors this evening, as I'd really like to save on the thermo and don't even know where to begin when it comes to emitters.

The cow-glitch option would probably be the most thermo-friendly. As long as the material you make the dissolve look like is already present somewhere in the level, you pay no additional thermo costs for it.

The sticker option means paying the additional cost of the sticker, and for the dissolve if you're not using it elsewhere. And if you are using it elsewhere, you can replace it with the same cow-glitched dissolve, and you get an extra texture for free.
2010-03-31 20:29:00

Author:
Aya042
Posts: 2870


EDIT: I figured out a much better way to deal with the spikes. I placed the spikes on a plane facing inwards and used wobble bolts to rotate them out. To get them to stick, I simply have to rotate them half-way.

http://i49.photobucket.com/albums/f277/schm01978/APhoto.jpg

Unfortunately, the logic to get them to stop during the "delay" portion is proving much more difficult. I basically need a one-shot proximity sensor that will pull a switch, start a timer, then turn off the switch. But I have no idea how to acheive this.

Anyone?
2010-03-31 20:44:00

Author:
schm0
Posts: 1239


@schm0: Are you talking about a timer that makes the spikes and the brain go back inside the creature once it hits 0?
I think a quick reset thingy can do that. It's in the Intermediate logic pack if I remember correctly.
2010-04-05 07:32:00

Author:
Jazve
Posts: 341


Unfortunately, the logic to get them to stop during the "delay" portion is proving much more difficult. I basically need a one-shot proximity sensor that will pull a switch, start a timer, then turn off the switch. But I have no idea how to acheive this.

Anyone?

This a definite way of making it work but I bet someone else could probable think of a more thermo efficient way.

-Have a piece of dissolve glued to the inside of the enemy.
-Put a proximity switch (set to on or one shot) and a magnetic key on the piece of dissolve.
-Put a magnetic switch on the enemy itself (set to directional).
-Connect the porximity switch to the dissolve.
-Connect the magnetic switch to the wobble bolts.
And you're done
2010-04-05 08:41:00

Author:
SR20DETDOG
Posts: 2431


Another thing you could do is use glitched "dead" spikes. If you take the rotating spike wheel thing from the potc pack, change all the parts to dissolve and then trigger them, the spike objects will separate from the actual sharp part of the spikes. The wooden base still has collision, but the actual spikes will pass right through anything. You could mount them on pistons inside the rock and they would push out through the sides without anything having to dissolve or move out of their way. To make them dangerous, you can take the sharp part of the spikes (which is invisible) from the same glitch and glue them to the outside of your creature. Since the player can never reach the creature without the spikes extending, it doesn't matter that it's always lethal: they'll never know the difference.2010-04-05 10:31:00

Author:
Sehven
Posts: 2188


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