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#1

Pinball Halp

Archive: 15 posts


I'm looking for the mechanics on pinball levels. I want to know how they do the camera controls. the control room, and the ball counter, the rest I can figure out, esp. how to make the camera follow the golfballs without using a magic mouth. I'm working on a casino level, I just finished my 5 card draw styled poker game (took about 20 hours to finish ><) and I want to make a pinball machine in it. Going to add some small cutsey things too such as little shooting galleries and other little games if I have the thermo left for them. I'm going to be joining the army fairly soon and would like to get this stage published before I join up, I'm also in the midst of working on another level that will be released soon. Those of you who help, thank you very much. Also, if you would like to play my 5 card game let me know and I can post it as it's own level.<32010-05-09 07:04:00

Author:
axlyin
Posts: 14


Well, I don't know how everybody else does it, but for the one I'm working on, I put the camera directly on the ball. Then I put the player in a little pod thing behind the table with a grab switch and rigged it with a tracker to follow the ball: it only has to move up and down as the camera zone is big enough to cover the full side/side. Then you just put a grab switch in the box with sackboy that controls the flippers. Point bubbles can emit into the same space that sackboy is occupying, so you can just do that.

As for counters, there are a few ways of doing it. The easiest is with a paint switch and an emitter that fires paintballs at them, but there's the disadvantage that paint switches can't be recharged, so there's no way to earn extra balls. You could get around that by using blocks of dissolve with paintswitches. Stack them vertically in a column so that when the bottom one is destroyed, the rest drop down and so on. Then an emitter could add to the stack once certain conditions are met.

Another way to do a counter is with an incremental bolt (https://lbpcentral.lbp-hub.com/index.php?t=19915-Incremental-Bolt), but that's kinda' advanced and there's really no need for one in your case unless you're trying to save a tiny bit of thermometer.

As a side note, I prefer stickered fairy lights over golf balls: they have more weight, they're a bit tougher to break and I like the sound of them better. You'll probably also want to include logic that will detect when the ball is gone and replace it, but make sure it only takes away from the counter if the ball actually fell out: it always sucks when you get gypped out of a ball because it broke.
2010-05-09 09:34:00

Author:
Sehven
Posts: 2188


do you mind explaining the tracker?2010-05-09 16:54:00

Author:
axlyin
Posts: 14


I'm gonna guess something like a verticle sack tracker using key switches in a 180? area?2010-05-09 20:31:00

Author:
axlyin
Posts: 14


Pretty much, but instead of tracking sackboy, it would track a mag key on the ball. The downside to that and having the camera on the ball are that multi-ball wouldn't work.2010-05-10 00:14:00

Author:
Sehven
Posts: 2188


Why not just have one large camera, not attached to the ball at all? Still have sackboy move up and down in a box behind the table, and the camera would then follow sackboy instead, with low tracking so movement is slow and the ball stays in view. Then, you could have as many balls as you want.2010-05-10 01:40:00

Author:
Holguin86
Posts: 875


Good Idea.

Why not just have one large camera, not attached to the ball at all? Still have sackboy move up and down in a box behind the table, and the camera would then follow sackboy instead, with low tracking so movement is slow and the ball stays in view. Then, you could have as many balls as you want.

anyone know about flipper mechanics? Currently I have the room made of polystyrene and the grab switch is attached to both flippers, the flippers are powered by a piston connected to the end and the ground of the pinball table, but I can't seem to get good height with this... even set as "flipper" pistons. I'm using the golfball because it's getting better height and moves faster than the fairy light but it seems whenever I hit it with a flipper it just kinda hits a wall and rolls down the wall, it doesn't bounce or anything..
2010-05-10 07:47:00

Author:
axlyin
Posts: 14


I used wobble bolts with a .3 or .2 second time and about 20-30 degrees rotation (maybe more: can't remember without opening up my level and looking). I haven't worked on it in a long time. My enthusiasm sort of fizzled around the time I decided to start the table from scratch and hit a problem I couldn't solve to my satisfaction.2010-05-10 08:01:00

Author:
Sehven
Posts: 2188


Ok, so I have almost my entire level done, very neat too, multi ball, ramps to go to "upper" levels (balls emitted in the front layer) but I have 1 thing holding me back, my player box is horrible, I had a *decent* one that I nabbed from someone else but I couldn't edit it since it was received in a prize bubble so I made my own, and now I die every few seconds, can someone help me on ideas for the perfect player box for this? note, I need at least room for an inf. life checkpoint, which I can make smaller if need be, and room to emit my gas cloud for the game over. I'm open to ideas, especially since I haven't chosen a point system yet so I don't need to emit them in the player box if it increases the quality of the box by not having the room. PLEASSSEEE HELLLLPPPPPP!2010-05-11 07:31:00

Author:
axlyin
Posts: 14


Are you dying by being squished? Does the box move? You may just need to make the space for sackboy a bit bigger or make the box move slower. Is it square or round? Which ever it is, try the other one and see if that helps keep from squishing you. Does it open/close to let sackboy in, or does he just spawn in there? If it open/closes, then the door or the gap between the door and the box might be killing him.

As for emitting score bubbles, you don't need to leave room. They'll emit right into sackboy with no problem (sackboy doesn't block score bubbles from emitting).

I'm curious about the ramps. Are you able to keep the ball's momentum when you emit it, or are you just emitting a new ball with its own speed/direction of movement. The reason I ask is because I experimented a bit with faking the ball rolling up a ramp (https://lbpcentral.lbp-hub.com/index.php?t=25338-Make-an-object-change-layers), but was never happy with the solution 'cuz it meant I had to stop and start the ball at the end of the ramp rather than just letting it roll right off (that'll be fixed in lbp2, though, from the look of it (https://lbpcentral.lbp-hub.com/index.php?t=26654-LittleBigPlanet-2-Announcement-Video-Breakdown&p=464464#post464464)).
2010-05-11 08:05:00

Author:
Sehven
Posts: 2188


getting squished, square, spawns in, and I can't emit bubbles on a spawn point. so I guess I'll try round, as for the speed, I can't really slow it down because then the camera doesn't keep up with where the ball is, because the camera is on the box so that I can do multi ball and be able to see all of them.

As for the ramping effect, I have a crusher below a ramp that emits the ball right above it in a new momentum but generally matches very closely to what you would have to be doing in order to even get in the space, then it's a pre-programmed course so the outward momentum would always be the same if I wanted to do it that way but instead I have it with a hard stop because I wanted to use a sound effect I found in the mechanical set, so it kinda stops then drops really hard and loud. Then on my top ramp, the course the ball takes would basically always have the same momentum going outward so I just used that speed on the emitter. The best way I have seen to continue momentum is to develop that part where the ramp would be in such a way that no matter what the momentum exiting would always be the same.

I'll try my new boxes in the morning to see where they get me, if all is well, then some minor tweaking, the scoring system, then the level itself needs to be done, which I can all do tomorrow, then I can finally launch this level, it has the 5 card draw game I mentioned above as well as my pinball game, along with a few little machines you just grab and get free bubbles.

Thank you for all the help and I'll let you know how it turns out, if I post the level tomorrow I'll update and post the name here. I personally believe it will be tons of fun.
2010-05-11 08:17:00

Author:
axlyin
Posts: 14


LBP2 is going to open up many more interesting games like this - namely, air hockey (top-down view). You may find that the new features in LBP2 that allow for point-scoring arcade games will help you in this pinball game.2010-05-12 09:11:00

Author:
Holguin86
Posts: 875


Lbp2 will certainly make it easier to make pinball levels and will give us more options, but it's completely possible to make a good pinball table now. There's several out there that are good (though only one or two that I actually enjoy playing).2010-05-12 19:13:00

Author:
Sehven
Posts: 2188


IT'S DONE! look up Neon Jungle Casino!!! Playy itttt! heart it if ya love it!2010-05-12 23:36:00

Author:
axlyin
Posts: 14


well actually it's "Neon Jungle Casino! (Replayable Pinball & Poker)2010-05-12 23:37:00

Author:
axlyin
Posts: 14


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