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#1

Chase Help/Respawn Woes

Archive: 12 posts


Hey folks.

I'm just about finished with a level, but I'm having trouble with a chase at the end of it. Basically, there are two endings, but I'm having trouble with the ending when you don't survive the chase.

When all players are killed off, the camera stutters and appears to pause on some random place. The problem is... I don't want it to stutter in an undesirable place. So, my question is... can anyone think of a good way to handle the transition? The players are teleported over a pretty large distance, and you end up seeing a lot of sky during the transition, in addition to the stutter. Turning the whole level dark is an undesirable option, and I would like to avoid it. That said, has anyone figured out a solution for this before?

Much appreciated.
2010-04-21 02:25:00

Author:
comphermc
Posts: 5338


hmmm...well on my current WIP there is a lot of teleportation, i usually hook up the trigger to a fade to black for your case an immediate black wold be better, any reason why you can't use that method?2010-04-21 02:40:00

Author:
Littlebigdude805
Posts: 1924


Hm?
Well i might be able to help you with this, i just need to see where from/ too it is (and i'm pretty sre i have a good idea where it is )
So i'll try to help you out, i'll just need to see what kind is it. (There are various reasons why this might happen, i gotta see witch)
2010-04-21 03:32:00

Author:
Silverleon
Posts: 6707


If the player is looking at a camera speech bubble, they won't see themselves die, if they press the O button, they will see everything like you said. However, when two camera speech bubbles are activated, if one is closed, the camera will instantly teleport to the next.
So, when the player dies, you active a camera speech bubble near that area, which will then activate a speech bubble next to the new spawn area. The transition is instant, and the player won't see anything.
2010-04-21 04:21:00

Author:
warlord_evil
Posts: 4193


The problem is that you are being chase by what is, in essence a wall of gas. I could set up detectors for when nobody is in the area any longer (in front of the chase, that is), but it might not work out that well.

The reason I don't want to fade to black is because I have lightning throughout the whole chase which is done using a global lighting logic rig. Fading to black would just be circumvented be the GLT lightning. To be honest it's not that bad, it just annoys me a bit.
2010-04-21 04:58:00

Author:
comphermc
Posts: 5338


Hmmm... just a wacky thought. Is there anything on the front thin layer or possibly toss (i.e emit for just the transition time) some scenery into the front 3d area during that time to break up the sky transistion?2010-04-21 05:03:00

Author:
jwwphotos
Posts: 11383


You now, I had that thought when I was in the shower this morning, and I think it's just what I needed. If I put clouds in the front glitch layer, I can cover up any unwanted sky. That's necessary, since the chase takes up all layers...

Thanks!!
2010-04-21 13:35:00

Author:
comphermc
Posts: 5338


Most welcome!

Depending on how you do it the results could be pretty sweet. Like showing just enough detail so you get the feeling of panning across lots of fluffy clouds or even some scenery bits here and there.
2010-04-21 13:49:00

Author:
jwwphotos
Posts: 11383


Well, what happens is that it has to span a certain distance x. It will pan quickly to cover half that distance, pause for half a second (or maybe longer), and then pan quickly the rest of the way. As it is, the panning stops right on the edge of an undesirable area, so it really ruins the effect. I should be home in a few hours, and I'll try it out. Thanks again!2010-04-21 16:35:00

Author:
comphermc
Posts: 5338


I don't know why you have more than one ending. Is it because your logic setup prevents you from having any checkpoints towards the end of the chase? If you had a checkpoint next to the final switch, the alternative route need not exist. I'm also thinking some players might be annoyed that if they fail once on that section they're not allowed to try it again - there are plenty of places where one player might die, forcing the other to commit suicide. It'd be a bit of anticlimax to an otherwise awesoome level.2010-04-21 18:06:00

Author:
Holguin86
Posts: 875


I'm also thinking some players might be annoyed that if they fail once on that section they're not allowed to try it again - there are plenty of places where one player might die, forcing the other to commit suicide. It'd be a bit of anticlimax to an otherwise awesoome level.

Whilst that may be the case it could also work well for any creator in that the player may decide they want to play the level again to see the alternate ending. I know I would but of course some wouldn't which gives creators a decission to make. I personally like the idea of having multiple options to advance through or complete a level.
2010-04-21 18:50:00

Author:
Unknown User


Don't worry... the "bad" ending isn't really bad at all... just different. In fact, losing "teleports" you to what I believe is the cooler scoreboard.

That said, if you get the bad ending, you get a sticker that allows you to teleport to just before the storm. Problems solved, right?

I'm gonna close this now, seeing as I already have a thread for testing.

Locked.
2010-04-21 20:23:00

Author:
comphermc
Posts: 5338


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