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#1

Randomizers (uh-oh!)

Archive: 10 posts


I'm making a level that requires 5 emitters to emit in a fairly 'random' sequence... I tried something simple involving a revolving wheel and a bunch of magnetic keys, but frankly it was a bit rubbish.

Is there anything out there I could look at for inspiration or something?

I'd look at youtube videos but my net connection is horrendous today!
2010-05-12 12:09:00

Author:
Bovrillor
Posts: 309


i read somewhere that the only random and unpredictable variable in the game is sackboy himself.2010-05-12 13:30:00

Author:
Alismuffin
Posts: 1328


Hidy Ho Bovrillor!

Well, I haven't really messed with randomizers in LBP PS3 or PSP, so I am certainly not the expert on this, and I'm sure that there are plenty of people on YouTube who think that they are the expert, so it's too bad that you can't go take a look at what they came up with.

The issue with random events is that you cannot really use JUST tools to do it. Everything in the game is based off of a global clock, which sort of destroys the idea of randomness unless there is an outside variable that comes into play.

Lucky for you, Sackboy can be that variable that introduces a sense of randomness!

Now, it's really hard for me to help you here since you have been a bit vague as to what you want. For instance, are you trying to emit 5 objects in a random order within a few seconds of eachother, or are you trying to do it across the level? Either way, I can think of how you could give it all a sense of randomness as long as the random events takes place a while into the level.

The way that I can picture this working is that you have a series of blocks on pistons that are all side by side. The blocks are all moving up and down at different speeds, and they all move relatively fast. Below all of the blocks is a long piece of material that is at least the length of all of the blocks combined. On each of the blocks is a different color of magnetic key, and on the long piece of material is a set of 5 magnetic switches that will all pass by the corresponding key as the long piece of material moves upwards.

The idea is that these pistons and their keys are moving up and down and up and down as the player progresses through the level. Once the player reaches a certain point, they hit a Proximity switch, which causes the pistons to stop moving the blocks, and then the long piece of material is moved upwards past the blocks (it needs to be in a different plane). As the long material passes the different blocks, it will set of the different switches in a certain order, and these switches can trigger emitters.

That is the first idea that came to mind. I am sorry if it is way too confusing to understand. If it sounds like it might work but you don't understand all of the details, then I would be glad to draw a picture and post it. I've seen a lot of randomizers that involve rotating wheels and such, but I can't imagine that they really have an element of randomness if they do not involve the player in any way.

Okey Dokey, hopefully that at least gets you thinking. There may be some magical way to introduce randomness that I just can't think of right now, so we'll have to see if someone else has an idea

[Edit: LOL, it looks like while I was writing this, ali made a post which sort of agreed with me, which is comforting since I sort of made all of that up I mean, I think it is true, but I haven't heard anyone talk about it.]
2010-05-12 13:44:00

Author:
amazingflyingpoo
Posts: 1515


That's a nice idea 'Poo, I like how you think outside the box on logic issues

In actuality the 5 emitters are pumping out score bubbles from the top of a survival-style level, the idea being that you can't predict which emitter will launch a bubble next...

I've come up with a couple of ideas... one involves a circle of floaty with rockets attached, bouncing around inside a box covered in magnetic switches. Making the rockets trigger intermittently might add more of a random element. Perhaps this could be combined with 'and' sensor switches to make player movement create an additional variable.

Alternatively, I'm thinking some kind of 'falling maze' made out of ice, with the score bubbles falling through it, might work. Particularly if the maze elements were in motion. Kind of like those penny-drop games you see in arcades.

My poor brain... next time I'll just make a level using templates and scorpiAns
2010-05-12 14:16:00

Author:
Bovrillor
Posts: 309


i forgot to mention i read it in the future post i get what u mean poo, and i was imagining sthing very similar!2010-05-12 14:32:00

Author:
Alismuffin
Posts: 1328


Well the Rocket-floaty idea failed miserably, but...

I expanded the rotating wheel / magnetic key idea by attaching all the switches to pistons that move them in and out of the wheel's range. The speed of these pistons is then modified by a similiar setup using speed switches and a couple of invisible sensors under the player. Not as complex as it could be, but it does create the illusion of randomness. Even if you don't move, the pattern seems to be different every time. No idea why, but it does
2010-05-12 17:00:00

Author:
Bovrillor
Posts: 309


there is a randomiser other than sackboy himself, i saw an explanation of it in one of the logic pack overviews, go see, i think its what your looking for. hope that helps. D.o.s20102010-05-16 00:41:00

Author:
Unknown User


http://www.littlebigworkshop.com/en-us/Tools/Workshop/View?id=312

this may help mate.
2010-05-16 13:07:00

Author:
Unknown User


Hey, could someone make a tutorial level for this? I'd like to make a survival challenge at some point, and it would be helpful to see how it works. Notice I say level here, because when I try to read these explanations, my brain hurts by the second sentence.
2010-05-16 13:17:00

Author:
Voltergeist
Posts: 1702


To me, making a randomizer in LBP PSP is impossible. Why? Because the pistons and Magnetic Key Switches will keep bugging up arpund the area, causing them to move. Trust me, I tried it, and it didn't work.2010-05-16 14:23:00

Author:
CyberSora
Posts: 5551


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