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#1

Sackboy Sorting Device

Archive: 8 posts


I'm looking for advice on my idea of a contraption. The idea behind this contraption is that if multiple players spawn, it can automatically move them into seperate tunnels/tubes/containers. I was considering the idea of a weight scale which is basically a spring holding up a platform. The platform would have a magnetic key on it with a switch on the ground beside the platform, if there are too many sackboys on the platform, the switch can't stay on, however if I did this I'd save myself the hassle and just force everyone to go to seperate areas, that's why I'd like to make a contraption that will automatically seperate the players. I'm not sure how to go about this idea though and would greatly appreciate some advice or ideas. 2010-04-10 20:35:00

Author:
Dunadrian
Posts: 57


I've been thinking of making something like this. My first idea was to just make a glass triangle to separate sackpeople into 2 separate paths, but that'd be too simple and wouldn't work. Maybe you could make a device that uses the delay logic piece and a sponge circle with a grab sensor on it that after 4 or so seconds it rotates the circles, leading each sackperson going different ways. It could be changed to make it work with 2 or more sack people, but not one. It could go faster the more sackpeople you have.2010-04-10 20:43:00

Author:
Phosphorus15
Posts: 463


Hmm that could work quite well since it's probably the best feasible solution. This is why I hate the way that splitscreen isn't allowed, the ability to have player specific spawn points would make levels so much more interesting.2010-04-10 20:51:00

Author:
Dunadrian
Posts: 57


This inspired me to somewhat try and i came up with a pretty neat device. It seperates 4 sackboys/girls into 2 groups of 2. Would be a neat idea for a level (1 group takes "high" route other takes "low" route so they still keep eachother in view. Search "Player Sorter 2X2" if you're interested in seeing it it's only downlfall is if the player jumps they'll stay at the top so a duely noted "don't touch the controllers" is in there. If you do the level with 4 people you get it as a prize!2010-04-11 20:37:00

Author:
Whiskasdacat
Posts: 25


you could have 2 dissolves 1 on the left 1 on the right then use an "and" swich and that makes the dissolves to dissolve and it can be used on 4 people too2010-04-11 21:14:00

Author:
buddy_hamster123
Posts: 376


It sounds helpful, but the problem with weight sorting is the fact that the sackpeople can jump. Whiskasdacat's solution of not touching the controller is definitely alright and will work very well as long as players are smart enough to listen to the note. If there was a way to do it without using weight/springs, it would be the best. There was a player counter that used plasma balls, which was made a while ago, which would not work in this case. Neither would my player counter...

This is really a tough thing to pull off, if it's even possible to make flawlessly.

I have a complex idea for a solution, but it's nearly impossible to explain and would eat up a lot of thermo...
2010-04-11 21:18:00

Author:
piggabling
Posts: 2979


And then we are also faced with the problem of the Try Again option in pop-it. I suppose what you could do is save an activated checkpoint, and when the player separator kicks in, sending players into their respective tunnels, there would be sensor switches set to inverted, and whenever one was activated, it would emit a Che pint in that tunnel for a second, which would make the player that popped himself spawn in the tunnel again.

For the player separator itself, you could also implement a player counter, which would make sure all the players are present, as sort of a back up. I have one a pretty much flawless plasma based one, so I can send it to you if you want.
2010-04-11 21:52:00

Author:
srgt_poptart
Posts: 425


And then we are also faced with the problem of the Try Again option in pop-it. I suppose what you could do is save an activated checkpoint, and when the player separator kicks in, sending players into their respective tunnels, there would be sensor switches set to inverted, and whenever one was activated, it would emit a Che pint in that tunnel for a second, which would make the player that popped himself spawn in the tunnel again.

For the player separator itself, you could also implement a player counter, which would make sure all the players are present, as sort of a back up. I have one a pretty much flawless plasma based one, so I can send it to you if you want.

I'd love to take a look at it if it isn't too much trouble, I'm considering using the idea of an AND switch idea, where you have four switches on dissolve material but I feel that removes the... immersion factor sort of, I want to take away the power of the player with regards to who goes where.
2010-04-12 17:08:00

Author:
Dunadrian
Posts: 57


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