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Most Advanced Bipedal Mech in LBP: VT-5A Lightning--Now with Prize

Archive: 108 posts


http://i997.photobucket.com/albums/af98/HumveeMaster/LightningCannon.png
Lightning cannon frying the helicopter. Pic courtesy of Incinerator22
http://www.lbpcentral.com/forums/attachment.php?attachmentid=17544 http://www.lbpcentral.com/forums/attachment.php?attachmentid=17230
Left-The VT-5 sporting its new legs Right-closer view of the cockpit and weaponry. The lights indicate which weapons are currently active for each player

Use the jetpack to get in the mech (you can hold down R1 to grab the inside of the seat and then hit circle to release the jetpack).

The driver has a auto-aiming machine gun and a lightning gun and can switch between them at any time. The lightning gun is extremely powerful and rips right through any enemy you use it on (which in this level, just means it can rip right through the forcefield and helicopter you encounter because I haven't given it any more enemies to fight just yet) and it has about a 20 second cool down time before it can fire again. The gunner has an aimable machine gun and a flame thrower (that came out looking more like a lava gun... but that's not necessarily a bad thing) and can switch between them at will.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=17231
A helicopter I threw together in about an hour so you'd have something to shoot. I'm actually pretty happy with how it came out.

The mech has the latest in tilt sensor, motion sensor, and ground sensors (my previous mechs relied on mag keys placed all over the ground to determine whether they were on the ground--this one has its own sensor). I think I might've used every exploitable glitch in the game: it uses thin gas, theck/thack parts, glitched materials, plasmafied material, invisible matter, the 50 layer glitch, compressed materials and objects, and probably a few more that I can't remember.

Controls:

Double tap R1 while in either seat to open or close the door.
Single tap R1 to switch weapons.
Hold R1 to fire (the lightning gun has to charge for a few seconds before it fires-you can see the lights getting brighter as it builds up a charge).
(While in driver seat) Walk right or left to make the mech walk right or left.
(While in gunner seat) Walk left or right to aim the primary weapon.
(While in driver seat) Jump to make the mech jump. You can jump a second time to keep the mech in the air longer (double jump).


[EDIT 7/03/10] Added an 'A' to the name to designate the revised mech with new legs, and added the mech as a prize to the scoreboard. I intended to make a full-featured level and then gift the mech, but I just haven't felt like it much since learning of all the goodies lbp2 will have: why work so hard at improving the mech and making a level that works for it when it'll be so much easier to make a much better mech and level in lbp2? So yeah, the mech is given as a prize. I think I've removed most of the dlc aside from the mgs stuff, but I may have missed some stickers or something, so if you can't collect it, let me know what dlc pack is stopping you and I'll see if it's something that I can remove. [EDIT 8/20/10] Removed the Buzz, Killzone, and Ico dlc. If you use the mech in a level, you'll need to emit it to keep it from breaking: a bug in certain objects makes some decorations, switches, etc. disappear when you place the object from your popit, but it doesn't happen to emitted objects.


http://www.youtube.com/watch?v=qBEfhedpStQ
2010-05-21 07:53:00

Author:
Sehven
Posts: 2188


OMG this is one of the best looking machines I have seen in LBP does it work?2010-05-21 12:38:00

Author:
Arnald23
Posts: 1843


OMG this is one of the best looking machines I have seen in LBP does it work?

Bidirectionally! And very smoothly I might add.
2010-05-21 12:45:00

Author:
Incinerator22
Posts: 3251


Definitely going to play this later today. It looks to be the most advanced mech I've seen in LBP to date.2010-05-21 13:00:00

Author:
Gilgamesh
Posts: 2536


Bidirectionally! And very smoothly I might add.

I appreciate the vote of confidence, but I'm actually still not thrilled with its smoothness. It runs pretty well on the ground (though I can't seem to keep it from leaning back sometimes) and I love how its hill climbing ability came out (it can handle any of the terrain in the level except the near vertical surfaces), but if you jump from anything other than a dead stop, it can go crazy sometimes. Unfortunately, I had to use a lot of peach floaty to keep it upright in the air, which, when combined with the weight of the feet and any fast movement gives you a pretty wobbly mech.


Definitely going to play this later today. It looks to be the most advanced mech I've seen in LBP to date.

Thanks. I realize it may be a bit arrogant to go around claiming it's the most advanced in all of lbp, but it always seems like the arrogant titles get more plays.
2010-05-21 18:26:00

Author:
Sehven
Posts: 2188


[...]Thanks. I realize it may be a bit arrogant to go around claiming it's the most advanced in all of lbp, but it always seems like the arrogant titles get more plays.
Well, I've looked at many mechs through the LBP search. I like to go out of my way to find them and try them out; to see how others have overcome the same obstacles I've faced differently. Very few were really advanced though. The vast majority of LBP mechs I've seen can only move forward, and can't move and fire at the same time because they use grab switches for both functions. Many are also painfully slow walkers and I haven't found any that allowed vertical hops or jumps.

I've never really considered my own mechs as super advanced or anything, but it seems many mech makers don't go beyond the first step of getting the thing to walk forward without falling over (which is arguably the toughest step).

Of course, if we included top-down bipedal mechs in the sample I think my SackMech 2.0 prototype would have this beat as the most advanced.
2010-05-21 19:11:00

Author:
Gilgamesh
Posts: 2536


Yeah, probably. This one is still pretty buggy. I could make it work nearly perfectly if I put it on rails, but I want it to be emittable so that when/if I get around to making a proper level for it, I'll be able to give the player more than one life.

Anyway, when I talk about it being advanced, I'm referring to the various systems it uses to keep itself upright and whatnot: the tilt sensor/dark matter emitters, the invisible super-floaty and the emitted super-float that helps it get more lift during jumps, the traction assist dark matter emitters, the ground sensor (just a mag key emitter that gets blocked by the ground), motion sensor, and especially the control pod. The driver's control pod is the most advanced sack interface in lbp: it's basically a condensed version of Rtm's wheeley good switch but with a more constrained area for Sackboy to run in, a jump switch, and a tap/double tap/hold grab switch. It's the closest you can get to a dcs in lbp1 (only thing it's missing is the circle button function, but I didn't want to add a jetpack to it).
2010-05-21 20:02:00

Author:
Sehven
Posts: 2188


the right leg and nose gun broke on me! i could have died in that thing!! Law suit! LAW SUIT!!!



other then that it was cool. jumping up that last hill was a pain though.
2010-05-21 20:19:00

Author:
OutcastZeroOne
Posts: 139


That looks... Well AWESOME!!

I will give it a try ASAP!
2010-05-21 20:56:00

Author:
Kern
Posts: 5078


the right leg and nose gun broke on me! other then that it was cool. jumping up that last hill was a pain though.

Yeah, the breaking is still a problem. Did the foot break as well, or was it still able to walk? I'm not sure what to do about the gun breaking: it needs to stick out the front so that it can pivot, but that makes it extremely vulnerable to breaking if it hits the ground or a wall. As for the last hill, it's not too tough as long as you take off from a standstill right at the base of the hill (I haven't missed the jump once.... but then I'm the guy that built it ) Really, all jumps are best made from a standstill (which sucks, 'cuz the whole point has been to try to make the mech a playable character rather than a clunky vehicle that you have to baby--guess I'll have to wait for lbp2 for that).
2010-05-21 21:23:00

Author:
Sehven
Posts: 2188


Dang im not online now, but for in flights stability, you could adjust the tilt sensor so that if it tilted to far in either direction you would turn on a o.1 emmiter with 0.1 lifetime, then you can emmit a peice of dark matter in a hole in the mech near the top to freeze you in mid air so you straiten out. i added something like this when i made my helicopter. i wanted to re-create the "hover" idea, just more lbp ish. its very stable, and if you emmited it into a hollow circle attached to th mech with a bolt, then you would swing in the air in tell you straitend out.2010-05-21 21:27:00

Author:
shadowsythe456732
Posts: 176


Thanks, but it moves too fast in the air for me to want to emit dark matter at it. I use dark matter emitters on the ground, though... lots of them: I think there's six dm emitters all together.2010-05-21 21:38:00

Author:
Sehven
Posts: 2188


no thats not what i mean i used it in mid air, ittl stop you and then straiten you out and the moment you straiten out you will start flying. also if you make the circle with metal or steel with a tight bolt it will not effect the rest of the mech.2010-05-21 21:53:00

Author:
shadowsythe456732
Posts: 176


Right, but I don't want to have the mech stop in its tracks in mid-air.

In other news, I fixed the chin gun so that it's much less fragile. I tried to break it a few times and I couldn't (doesn't mean it's unbreakable, just that it's quite a bit tougher).
2010-05-21 22:22:00

Author:
Sehven
Posts: 2188


um did you include the test where you ram it into the wall, cause if you do the item will sometimes just randomly dissolve, its the biggest prob with the thing.2010-05-21 23:45:00

Author:
shadowsythe456732
Posts: 176


Really good design. Thou I like more human looking designs like gundam I can't help but get a mechwarrior feeling from this so i love it ^^2010-05-22 02:00:00

Author:
Delirium
Posts: 349


Just tried it out. The balance is pretty impressive on the ground, it never feels like it's getting even close to tipping over. The speed is also pretty good and it has a good mix of weapons.

The leg parts are much too weak, or suffer from excessive force, because the bolted parts keep shifting away from their original positions and eventually the legs break. The jumping works for the most part, but the wobbleness sometimes makes the mech land face first, and it also looks a little odd that the mech keeps "walking" in the sky.

That aside, it's a pretty awesome mech. Definitely advanced despite its minor imperfections... but man, that chopper is pure epic!
2010-05-22 02:02:00

Author:
Gilgamesh
Posts: 2536


Just tried it out. The balance is pretty impressive on the ground, it never feels like it's getting even close to tipping over. The speed is also pretty good and it has a good mix of weapons.

Thanks. I thought the flame thrower and lightning gun were actually a little bit silly... but in an awesome way, so I ran with it.


The leg parts are much too weak, or suffer from excessive force, because the bolted parts keep shifting away from their original positions and eventually the legs break. The jumping works for the most part, but the wobbleness sometimes makes the mech land face first, and it also looks a little odd that the mech keeps "walking" in the sky.

Yeah, the "legs" really don't work that well, but I haven't worried about it too much just yet, 'cuz the mech keeps working without them. It's next on my to do list though. As for walking in the air, I guess I oughta' change that. It used to keep its legs straight in the air, but it wasn't doing too well at going back to walking mode when it landed so I disabled it and never got around to re-doing it. I'll have to get on that too. As for the wobbliness in the air.... I really don't know what to do about that. The only things I can think of would be to put it on rails or force the player to only jump from a standstill, both of which are lame. Actually now that I've said, it, a new idea just hit me. I'll have to try that. [EDIT] Ugh! It didn't work at all: made the mech go crazy when it was in the air, so I guess I'll just have to live with the regular wobbliness.


That aside, it's a pretty awesome mech. Definitely advanced despite its minor imperfections... but man, that chopper is pure epic!

Thanks. I didn't really plan on putting that much effort into the chopper--I was just gonna' throw something together in half an hour or so--but I got carried away.


um did you include the test where you ram it into the wall, cause if you do the item will sometimes just randomly dissolve, its the biggest prob with the thing.

Yeah, I tried smacking it face first into walls and stuff and it didn't break. I'm sure it's not indestructible, but it's quite a bit tougher than it used to be.
2010-05-22 02:26:00

Author:
Sehven
Posts: 2188


Ohh, eye candy.


This mech looks awesome.
I'll try it out in the morning;
getting pretty tired.
2010-05-22 07:35:00

Author:
Mastadom
Posts: 195


I think the napalm blaster (you said it shot napalm, but now you call it a flamethrower? make up your mind!) is much less intense than the lightning cannon. Why would the lightning cannon have global lighting effects but not the napalm blaster? You could really do some great stuff with a hidden, flickering LED, or global lighting mini-explosions.2010-05-22 14:42:00

Author:
Incinerator22
Posts: 3251


It's a flame thrower.... that shoots napalm. It's already a little silly that the lightning gun has global lighting effects (there's no reason for the whole world to get darker right as you fire.... but it's awesome). I think I'm pretty happy with the napalm flame thrower the way it is.2010-05-22 17:44:00

Author:
Sehven
Posts: 2188


Hat did you use for the tesla coils??!!??!? Tell meh!2010-05-22 20:29:00

Author:
Kern
Posts: 5078


I used the laser probe from the Incredibles pack and I used the compression tool (https://lbpcentral.lbp-hub.com/index.php?t=24434-Merging-Objects-or-Materials-aka-Compression-Tool) to embed an led into it. Or did you mean the lightning effect? It's two veins of jaggy plasmafied glass and a vein of jaggy electrified glass all compressed with the compression tool. I use two emitters with .2 frequency and .1 lifetime with a .1 sec offset between them to fire alternating lightning bolts (one is mirrored from the other) so that it's not just a static lightning bolt.

For the big forcefield, I embedded electric glass into the glass looking part of the laser probe with a thin jaggy vein of plasma glass embedded up the middle, and then a 4 layer deep narrow block of plasma glass for the field itself (it's 4 layers cuz I had to move the front laser probe into the foreground so it wouldn't collide with the mech's front thin layer parts). I emitted the whole plasma/electric part before using the compressor to embed it into the laser probes and then set the emitter to act as a demitter and moved it up to the level's logic network so that it could shut down the forcefield.

I just wanna' say again how much I love the compression tool (https://lbpcentral.lbp-hub.com/index.php?t=24434-Merging-Objects-or-Materials-aka-Compression-Tool). I use it all the time for all kinds of effects. I compressed the rockets into the mech's body (coulda' gassed them, but they stick out just enough to kill the player if they run into them), and all the weapons use compressed parts and materials. If you look closely at the lightning gun, you can see that some of the parts don't have the beveled edges where they intersect other parts: that's cuz they're not actually cut out; they're compressed. The barrel of the driver's machine gun is the flute object, but you don't see the big end 'cuz it's compressed into the body of the gun, and there's invisible metal compressed into it to make it sturdier (that's how I fixed the gun breaking).
2010-05-22 22:10:00

Author:
Sehven
Posts: 2188


Wow, this mech is incredible. The only thing that I struggled with was actually getting in the mech, I kept trying to climb onto the very front of it. Maybe some lights in the cockpit would help out? Not sure if you can squeeze any in there with all the tech you have.

I really have no complaints, the back leg (left I guess?) broke, but it still moved fine, so I'm guessing that the real leg is invisible. The lightning gun was one of the cooler weapons I've seen in LBP, but the other one was kind of meh.

I'm not a huge mech fan, so I'm hardly an expert, but this is the most advanced mech I've ever played. Nice job.
2010-05-25 16:16:00

Author:
thekevinexpress
Posts: 256


Yeah, the real legs are basically identical to the ones on my MkII mech: they use a piston-cornerstone rig. Well, they're similar, anyway: the feet swivel and have toes with shock absorbers (to help the mech get over small bumps that it would otherwise get stuck on), and the cornerstones have protrusions from the bottom that hook onto invisible emitted dark matter to keep the feet from slipping on uphill terrain (it was impossible to get decent traction out of the feet: even if I made them out of rubber, they'd still slip like crazy). The invisible material trick (https://lbpcentral.lbp-hub.com/index.php?t=17759-Creating-Editable-Invisible-Material-In-Seconds) made so much more possible: most of the stuff that actually makes the mech tick is invisible metal, floaty, emitted dark matter, or thin layer gas.

I don't like that the legs (fake legs) break so easily and I keep planning on replacing them with something a bit sturdier, but I haven't got around to it. Sometimes the real legs break too, which never happened before I captured it and moved it to the level. I'm thinking it might have something to do with piston sag in captured items, so I'll have to try ripping the pistons out and replacing them. I've been meaning to do that for a few days, but just haven't had much time to mess with lbp lately. Other than that, I hate HATE how wobbly the mech can get in the air. It generally doesn't happen if you take off from a stand still, but I hate putting that restriction on players: the idea has always been to make it something you can actually play rather than just a novelty.... I guess that'll have to wait for lbp2.
2010-05-26 21:39:00

Author:
Sehven
Posts: 2188


Sehven, as you know I love your mech but I was wondering whether you could make a tutorial on how to make the lighting beam...2010-05-26 22:40:00

Author:
Kern
Posts: 5078


Sehven, as you know I love your mech but I was wondering whether you could make a tutorial on how to make the lighting beam...

Didn't he explain it thoroughly? It's pretty straightforward, just very polished. The lightning section in the beginning cutscene has the same format as the weapon, it's just smaller. There are lines of electricity smeared with a circle and another line of glitched, plasmafied material smeared with the circle and merged into the middle of the electricity with Tinted's Compression Tool.

The way to make plasmafied materials was patched, but you can find editable examples in LBP prize levels. Earlier in this thread, sevhen linked to the LBPC compression tool tutorial.

There's also a global lighting effect that makes the lighting darker and more blue when you fire the lightning gun.

---------

Edit:


I think the napalm blaster is much less intense than the lightning cannon.

The lightning gun was one of the cooler weapons I've seen in LBP, but the other one was kind of meh.

I was wondering whether you could make a tutorial on how to make the lighting beam...

Sehven, people seem to agree that the lightning gun is much more intense and interesting than the napalm blaster....
2010-05-26 22:59:00

Author:
Incinerator22
Posts: 3251


Besides I throw this question in, there's something I have to say: Hats off to Mr. Sehven. It has been long since I was this impressed. I can only applaud you and thank you for such a fine mech/contraoption.

Now the question: If I'm not wrong, the cabin in which the sackboy has to enter has wheel around it. I assumed this was to detect sackboy's movement, so if the sackboy moves, the mech moves too. What really struck me here it's the fact that it actually detects if the sackboy runs forwards or backwards. My question here is: HOW. How can did you make a wheelie switch that detecs in which direction it moves? The only thing I can think of it's some trickery based around different color mag keys put in a determinate sequence/order all around the wheel, but I'm betting it's gotta be something more simple.

Then again, what an impressive machine you built. Much respect to you now! I was already used at being absolutely impressed by Inc's vehicles, but this mech of yours it's just as impressive!
2010-05-26 23:36:00

Author:
Keldur
Posts: 628


It's decent.... Haha! Just kidding! That's really, really good! It does look a little "hunch-backed" if you know what I mean (although it doesn't look bad by any means)... But you got it to walk and I'm totally not going to fight the fact that I could never do that! Haha!

Great job!
2010-05-27 00:21:00

Author:
piggabling
Posts: 2979


Incinerator pretty much nailed the lightning. Using a glt to make it darker when the lightning fires makes no logical sense whatsoever, but it makes it look way cooler (and what's more important: logic or awesome?) I didn't use a circle shape, though: I used a hexagon. It's better for getting the jaggy edges. Glass is best because it doesn't smoke when it disappears. I also embedded some leds into it using the compressor Actually, they're gassed fairy lights cuz leds would smoke when they demit . There's two emitters with a .1 lifetime and a .2 frequency and one has a .1 sync so they're perfectly offset from each other. One emitter fires a mirrored version of the lightning bolt fired by the other one to make it look like it's moving. And yeah, that's it. I had to resort to a bit of chicanery because the front thin layer was already in use: I made the lightning bolt thack and emitted it into the foreground layer. I also had a bit of dm glued to the lightning so it wouldn't fall and so that it could overlap other dark-matter-glued-foreground objects (such as the forcefield which also had to extend into the foreground to keep from blocking the mech, and some of the terrain that extends into the foreground.

I realize the flame thrower (napalm) is a bit underwhelming compared to the lightning. Basically, I needed a second weapon for the gunner, and there was no room to put one, so it had to arc over top of the mech. I experimented with a missile that would fragment into a TON of paintballs, but it was too unpredictable and didn't look all that impressive. As far as flame throwers go, though, I think it's a pretty good one. I made the flame blocks glass and put candle flames on the paintballs in the layer behind the glass so that it at least wouldn't be a bunch of dark chunks inside a bright fire... so now it's a bunch of bright chunks inside a bright fire.

Or were you talking about the machine guns? I guess they could be a bit flashier. I'll have to give that some thought.

Keldur, the wheel is a modified version of one of Rtm's wheeley good switches (https://lbpcentral.lbp-hub.com/index.php?t=12211-UPDATED-Like-Hamster-Wheels-You-ll-love-my-Wheeley-Good-Switches-vid) (his level is copyable so you can tear the wheels apart to see how they tick--I based mine on the one at the end of his level: the one that works the drawbridge). There's a mag key on the wheel (where sackboy runs) and then you've got double bolted wheels behind the mech. I used thin layer gas and same layer double bolting to stick them in the back thin layer where you can't see them. Then there's 4 mag switches on the double bolted wheel: 2 speed, and 2 direction. The speed switches connect to the two motor bolts (the ones I bolted the wheels with), which are set to opposite directions. The direction switches have a slightly smaller range than the speeds. This way, when you run to the right, the wheel spins to the right: basically it "runs away from" the mag key. If you go fast enough, the key will reach the directional switches which are tied to the remote 3way switch that drives the mech. Sorry if that didn't make sense: I'm rotten at explaining this kind of thing. If that didn't help you, then click the link up there that leads to Rtm's level and you should be able to work it out from there.

I put both of the control pods used in the mech into my vehicle tools level (https://lbpcentral.lbp-hub.com/index.php?t=22150-Vehicle-tools-Tilt-and-motion-sensor-and-control-pod-%28Copyable%29), but they're buggy. I used theck layer gas so that I could compress the whole thing into one thick and one thin layer, but it turns out that theck gas kills people. Like it doesn't kill me, Aya, or RobotCrash (the people who helped me test it while I was building it), but it kills Incinerator and OutcastZeroOne every time. If you can follow the design, though, you should be able to work out how it works; some day I'll get around to de-lethalizing those pods.

I've started on fixing the legs. I ripped out the fake legs and replaced all the pistons and that did indeed fix the breaking problem (I tried and tried to break it, but the worst I was able to manage was losing some toes). As soon as I get some new fake legs built (I'm trying to come up with a more reliable design that doesn't look like crap), I'll republish it.
2010-05-27 06:00:00

Author:
Sehven
Posts: 2188


It really made sense, Sehven! Thanks for taking the thime to answer that, when you could simply have provided the link (:2010-05-27 10:02:00

Author:
Keldur
Posts: 628


I used theck layer gas so that I could compress the whole thing into one thick and one thin layer, but it turns out that theck gas kills people. Like it doesn't kill me, Aya, or RobotCrash (the people who helped me test it while I was building it), but it kills Incinerator and OutcastZeroOne every time.

This really bugs me

I've taken the sample you let me capture and waved it in front of 4 of my friends, and so far, it doesn't kill them either. It always kills me, even when I restart my PS3.
2010-05-27 19:59:00

Author:
Incinerator22
Posts: 3251


This really bugs me

I've taken the sample you let me capture and waved it in front of 4 of my friends, and so far, it doesn't kill them either. It always kills me, even when I restart my PS3.

it hates us, but im used to that sort of thing.
2010-05-27 20:39:00

Author:
OutcastZeroOne
Posts: 139


I suppose I could use theck gas to make an anti-Incinerator and Outcast level

It really does suck though. I love thin gas, and theck gas was exactly as awesome as thin and gave me more options... until I found out that it's not exactly as awesome because it randomly decides to kill people. Now it's basically useless. You guys don't have a problem with walking in front of theck material, do you? Which version of the game do you have? Original or Goty? Which model of ps3?
2010-05-27 21:34:00

Author:
Sehven
Posts: 2188


lol no! It already keeps me from enjoying your control pod tutorial to its fullest!2010-05-27 21:35:00

Author:
Incinerator22
Posts: 3251


original PS3 60 gig, GOTY2010-05-28 01:58:00

Author:
OutcastZeroOne
Posts: 139


Updated the mech with new, less fragile, and less stupid looking legs.2010-05-28 03:05:00

Author:
Sehven
Posts: 2188


I've taken the sample you let me capture and waved it in front of 4 of my friends, and so far, it doesn't kill them either. It always kills me, even when I restart my PS3.

That's very odd. Is it something to do with the costume you're wearing? Does it still kill you if you reset to the default costume?

The only other oddity I can think of is the Naux Glitch (http://forums.littlebigworkshop.com/t5/PS3-General-Discussion/New-Glitch-The-Naux-Glitch-Any-solutions/td-p/214122) which actually alters the location of the hitbox on a sackperson, but I've only ever heard of one case.
2010-05-28 15:57:00

Author:
Aya042
Posts: 2870


That's very odd. Is it something to do with the costume you're wearing? Does it still kill you if you reset to the default costume?

I'll try that.


The only other oddity I can think of is the Naux Glitch (http://forums.littlebigworkshop.com/t5/PS3-General-Discussion/New-Glitch-The-Naux-Glitch-Any-solutions/td-p/214122) which actually alters the location of the hitbox on a sackperson, but I've only ever heard of one case.

One of my friends told me his sackperson was shorter than normal sackpeople, and then he told me it randomly went back to normal one day. I guess this is what he was talking about. My sackperson is normal though.

EDIT: No, changing my costume to default doesn't fix the problem
2010-05-28 19:01:00

Author:
Incinerator22
Posts: 3251


Updated the first post with a pic that includes the new legs.

Now that the problems are basically all fixed, Cin, I was wondering what you think would be a better 2p super weapon to replace the flame thrower with. Keep in mind there is basically no room for another straight ahead facing weapon and adding more than the tiniest bit of weight would be a very bad thing at this stage.
2010-05-28 21:06:00

Author:
Sehven
Posts: 2188


I don't think the flamethrower is bad. I just think it could use more visual effect.2010-05-28 22:01:00

Author:
Incinerator22
Posts: 3251


This mech is too cool. I ask you remove it from LBP at once, you make the rest of us look bad.


Now if only my random animals could become popular...
2010-05-29 09:55:00

Author:
RobotCrash
Posts: 121


Theck gas kills me as well

as for new weapons what about a orbital strike?
2010-05-29 13:09:00

Author:
Kern
Posts: 5078


new legs look a lot like the legs on my mech only mine dosnet use tricks to work

its a bit more stable, made it to the end without dieing this time.
2010-05-29 17:51:00

Author:
OutcastZeroOne
Posts: 139


new legs look a lot like the legs on my mech only mine dosnet use tricks to work

its a bit more stable, made it to the end without dieing this time.

Tricks?! This thing runs on pure magic.


That's very odd. Is it something to do with the costume you're wearing? Does it still kill you if you reset to the default costume?


More likely that it has something to do with the contents of the popit. I've noticed certain side effects associated with captured glitches and I wouldn't doubt some odd interaction.
2010-05-29 18:58:00

Author:
IStwisted
Posts: 428


More likely that it has something to do with the contents of the popit. I've noticed certain side effects associated with captured glitches and I wouldn't doubt some odd interaction.

Theck gas is two glitches in one...

Could you be specific? What kinds of side affects? To be honest, in LBP, it's hard to tell if that kind of thing is a side-affect or coincidence.
2010-05-30 08:41:00

Author:
Incinerator22
Posts: 3251


new legs look a lot like the legs on my mech only mine dosnet use tricks to work

I bet yours can't handle the same terrain as mine. The thing that makes mine so advanced is that in addition to jumping, it can handle uneven terrain. I've never really pushed the limit to see exactly what grade it can handle, but it seems to do all right with 45 degree grades. I've never seen another lbp mech that can do that.


Tricks?! This thing runs on pure magic.

Heh. Close to it. There's a LOT of chicanery going on with it. I'd say that what you see on screen represents less that half of what's actually going on... and that's NOT counting the external logic network. You can see that the feet swivel, but you can't see the invisible theck pieces that they're bolted to. You can't see the invisible dark matter that gets emitted behind those pieces to give them extra traction, and you can't see the pistons or cornerstones that actually handle the walking. You can't see all the thin layer gas I used for the tilt sensor and the ground sensor, and you can't see the invisible superfloaty (7X float) balloon near the top of the mech or the dark matter that emits to either side of it to keep the mech from tilting too far or the extra superfloaty balloon that emits wrapped around the other one to assist during jumps.
2010-05-31 17:37:00

Author:
Sehven
Posts: 2188


Could you be specific? What kinds of side affects? To be honest, in LBP, it's hard to tell if that kind of thing is a side-affect or coincidence.

Well I copied sehven's glitch layer and captured theck/thack objects and thin gas on the same day and ever since when ever I capture an object it's not at the bottem of the list. It appears randomly in the bag. But in the emitter menu everything is still in chronological order. I know it's very minor but it's annoying. It's not as bad as the thack gas issue but the disparity could have a similar cause.


...or the extra superfloaty balloon that emits wrapped around the other one to assist during jumps.

so the 7x floaty is always there? how does it connect to the body?
2010-05-31 17:44:00

Author:
IStwisted
Posts: 428


Must Play This Level Right Now...
well the mech looks sooooooo cool
2010-06-01 09:02:00

Author:
huntedstorm
Posts: 488


so the 7x floaty is always there? how does it connect to the body?

It's glued to a small line of thin gas, which is, in turn glued to the body of the mech.
2010-06-01 20:18:00

Author:
Sehven
Posts: 2188


Sooooooooo, its a walking glitch? btw how do you make thin gas?? it could come in handy. oh and sometimes the reason the mech breaks is because of strain on the legs. and then when it moves it breaks under strain. try putting one more small ballon behind it.2010-06-01 20:53:00

Author:
shadowsythe456732
Posts: 176


Sooooooooo, its a walking glitch?

It's a walking MASS OF GLITCHES! Invisible stuff, compressed stuff (some via the compressor tool and some via emitter blocking), material glitched parts, theck/thack, 0.0s emitters, thin gas, some dead material, and probably a couple others that I can't think of right now. You name the glitch: it's probably in this mech somewhere.


btw how do you make thin gas??

You can't any more, but you can get some from a level by Wa_Delmaw. Just look for the one that has glitch in the title.
2010-06-01 22:36:00

Author:
Sehven
Posts: 2188


I played your level and the mech is great! I didn't have enough time to reach the end as I needed to get ready for work but I'll be sure to give it another look this weekend.

It's interesting how we approach things differently. Your mechs have always been really complicated and packed with features while mine are just some wobble bolts/pistons with a grab switch.
2010-06-04 00:33:00

Author:
Ayneh
Posts: 2454


Yeah, I'm always trying to make the mech as versatile and responsive as possible while also supporting multi-player (I still broke my mantra that every level should support four players, though ). I can't stand lbp vehicle controls (run to this switch, now run to this other switch or even push the stick this way and grab, now push the stick the other way and grab), so I'm always trying to turn sackboy into merely an extension of the controller. This is the closest I've come to pulling it off and I think it's about the closest possible until lbp2. I can't wait to build mechs in lbp2, but I'm thinking they'll be top-down instead of the side view ones I've doing. I'm particularly impressed with Gilgamesh's top-down mech, and that's using lbp1 tools!

I really like the detail work on your last mech (assuming the 4th is still the last: haven't checked your levels in a few months). For some reason, I never can seem to make myself get that detailed on my stuff. I never did make it to the end of the level, though: not sure if there was some strategy I was missing, but I would always get blown up no matter what I did.
2010-06-04 08:00:00

Author:
Sehven
Posts: 2188


Thanks to GreyMrp and Incinerator 22, there's a video in the first post now. 2010-06-07 23:16:00

Author:
Sehven
Posts: 2188


wow those are some really innovative controls, and the walking is very smooth (a bit unreal when going upwards because it gets balanced for no reason) the thunder sure looks epic, it was a worth time of work, i do have my belief that a mech should be 100% independent (no "tricks") but hell, this things makes me to want to break my own rules, independency traded for detail work and functioning what a dilemma...

*Edit: i just got a playtest on the mech and actually could see the thunder on pause, looks like u mixed several glitched plasma glass materials, and some other solid materials too, I remember that you posted some time ago on the littlebigworkshop forums about adding a wheel or something to run and make the mech walk, well, you finnally did it! cool to see that you got around the issue to get squashed by it, 5 stars and a heart for sure, ill bring some friends to check it out too.
2010-06-10 02:06:00

Author:
Ragnarok
Posts: 898


I finally got around to playing this with my sister yesterday, and I have to say it was amazing! I didn't realise the walker had the lightning gun, not the gunner, for a while. May I ask, will there ever be a copyable version? Maybe you could make it for trusted LBPC members only?2010-06-21 18:13:00

Author:
kirbyman62
Posts: 1893


Well, I was thinking of making a full on level for it, but I'm not sure if I will now. I mean I'm mostly happy with the controls, but they're still a bit sluggish. If the level required quick reactions to evade attacks, you'd be a sitting duck, especially since jumps sometimes just don't wanna' work (if you stop and stand still, the jump works just fine, but when you're moving, it's a little less predictable. I mean I'd have to make enemy projectils super freakin' slow to give the player the ability to dodge them and that just wouldn't be any fun. So basically gameplay would be "hold down the R1 button and hope the enemy dies before you do," which sucks.

If I'm not gonna' make a level, then I guess I may as well just make it copyable or give the mech in a prize bubble (unlike my previous ones, this one can just be dropped into a level with no other special preparations like adding mag keys to the floor). I'll give it some thought.
2010-06-22 05:01:00

Author:
Sehven
Posts: 2188


listen why dont you make a MASS DESTRUCTION sorta lvl. make buildings and stuff that the mech can destroy, and little mini missions that sackboy can complete, like blowing up the supports of a building instead of smashing your leg to bits. And you can add a chellenge to it. like.... the buildings will explode 10 seconds after they are firstly shot at. to do that you could use 2 paint switches, one that has only 1 shot to activate and that will activate a delay witch activates the explosion that will kill you. then the other paint switch is for the "life" of the building. like 100 paintballs. or you can make the ennemies mechs aswell,.. just give yours a different paintjob and some plastic surgery and there you go.2010-06-22 20:18:00

Author:
shadowsythe456732
Posts: 176


Am i the only one who thinks that the level so far is already awesome enough with that mech in it?2010-06-23 13:33:00

Author:
Kern
Posts: 5078


I probably asked this already but how many bars of thermo does it take up?2010-06-23 13:46:00

Author:
croissantbuncake
Posts: 572


listen why dont you make a MASS DESTRUCTION sorta lvl....

That might be fun. I'll have to give some thought to that.


Am i the only one who thinks that the level so far is already awesome enough with that mech in it?

I appreciate that, but when I was building it, I always intended for there to be a full on gameplay level with more to do than just walk from point a to point b. I only dropped the idea after I put the helicopter in this level and realized that there's nothing the driver of the mech can do to keep enemies from raping him: you have no way to evade or counter enemy shots (other than an awkward and unpredictable jump), so it becomes a game of hold down the shoot button and hope the enemy dies before you do. One idea was to have extra enemies that would only show up if a gunner was present and they could be trickier and require more aiming. Really, to make a playable level, I would need the controls to be more accurate, and I would need more options: perhaps the mech could crouch to avoid enemy fire, it could surge forward or back a short distance, and/or throw up a shield. All that stuff will be much more feasible in lbp2.


I probably asked this already but how many bars of thermo does it take up?

I'd have to go back in the level and check to be sure but iirc it takes up a little less than half for the mech itself. That's a lot, but the thermometer fills slower as you go along, so I could probably squeeze at least a short level and a few enemies into it. I'd probably have to use repeated enemies fired from a single emitter to keep the thermo from going crazy, but it would be doable.
2010-06-24 19:54:00

Author:
Sehven
Posts: 2188


An easy way to test is to copy the mech and place it a second time somewhere else and look at the change in thermo. That way it accounts for first use of each material object etc. Incidently I just realised that the flute from the temples takes up a whole ba of thermo.2010-06-24 20:11:00

Author:
croissantbuncake
Posts: 572


I appreciate that, but when I was building it, I always intended for there to be a full on gameplay level with more to do than just walk from point a to point b. I only dropped the idea after I put the helicopter in this level and realized that there's nothing the driver of the mech can do to keep enemies from raping him: you have no way to evade or counter enemy shots (other than an awkward and unpredictable jump), so it becomes a game of hold down the shoot button and hope the enemy dies before you do. See thats what i mean. your makin a mech lvl intended for MECHS right?? just like in Gevurahs lvls there is a certain type of enemy. meaning that the level is fair. try basing the lvl on coresponding enemys. like that helicopter... alll it needed was a slow frequency gun. it would make it fair. so maybe have auto aiming turrets along the path as ennemys. or even basic basic mechs. and as a boss A HUGE Command building to destroy.2010-06-24 20:28:00

Author:
shadowsythe456732
Posts: 176


Johnee?s bi pedal is defiantly the most advanced bi pedal I have seen. It has a sprinting version and have been my favorite vehicle for a long time, but the weaponry and the controls of this one looks great. So i will give this one a try too! 2010-06-25 00:55:00

Author:
Unknown User


As I thought the weaponry was amazing! I spend lots of time before going the scoreboard because I just had to see the lightning gun again.
The controls were very good. The walking could get better, but I were suprised how good it could climb up hills and jump!

Good job :star::star::star::star:
2010-06-25 14:14:00

Author:
Unknown User


I've created a few mechs, and I have to admit, this was my favorite stage, creation and motivation until I've seen Johnee's raptor mech sprint - I want to do that!

Really though, where did you get the propellers that is on top of your helicopter? I been looking all over Google, Youtube, and even started a topic here on them in the "Help!" section to no avail. I can easily do emitter propellers everyone else is doing.
2010-06-25 16:29:00

Author:
Gheta
Posts: 6


I've created a few mechs, and I have to admit, this was my favorite stage, creation and motivation until I've seen Johnee's raptor mech sprint - I want to do that!

Really though, where did you get the propellers that is on top of your helicopter? I been looking all over Google, Youtube, and even started a topic here on them in the "Help!" section to no avail. I can easily do emitter propellers everyone else is doing.

i know how he did this but not sure he wants me to say
2010-06-25 20:36:00

Author:
OutcastZeroOne
Posts: 139


Oh Sehven! i thought of an idea for another secondary weapon. i tried your mech and since you can turn on the mech from the gunners seat remove that and use it to activate something. for example if im in the gunners seat and hold r1 i will shoot the paint machine gun. then if i tap r1 it will switch to MINES!! it will emit a mine filed with explosions right behind the mech. wait for it!! then when you double tap you emmit a key and the key switch will detect it and activate the explosions!! the key switch is on the actual mine!!2010-06-26 15:20:00

Author:
shadowsythe456732
Posts: 176


theres no doubt this is epic
but its not the most advanced in lbp
2010-06-26 21:57:00

Author:
dr-booty
Posts: 102


Oh, really? Care to name a couple others that work bi-directionally, utilize ground sensors, free walks and jumps, and shoots epic projectiles?
But, seriously, I'd love to see more high quality Mechs, I need some ideas to improve my own work in development.
2010-06-27 00:44:00

Author:
Legacy179
Posts: 2


If you could apply your mech building capabilities to science, I think you could just about cure cancer!! That thing is amazing!!!!!!

Have you considered partaking in NuclearFish's Contraption Challenges?

On second thoughts, please don't! I'd quite like a chance to win for once, and my contraptions couldn't hold a match to yours!!
2010-06-27 01:50:00

Author:
Weretigr
Posts: 2105


i came here today and i think i should leave here... i just created a level and now i feel i should not do it anymore... these are amazing2010-06-28 14:28:00

Author:
LegendDarkKnight
Posts: 52


The suspension is outstanding!!!2010-06-28 16:42:00

Author:
TehUberZac
Posts: 587


where did you get the propellers that is on top of your helicopter?

i know how he did this but not sure he wants me to say

I don't keep discoveries secret: the only reason to do that is because you want them to give you an edge in being a better creator that others. That kind of attitude holds a community back. Anyway, I'm not the only one who discovered it and I thought it was pretty common knowledge. What you do is stick decorations on the spinning objects such as the powerups (paintinator, etc) or the underminer's drill from the Incredibles pack. The drill is a bit unique in that it distorts the decos, causing them to stretch out. The propellor is a couple of decayed metal plate decos stuck on the back of the drill bit and they stretched out enough to make a decent effect. I used the compression tool to hide the drill bit inside the body of the helicopter.


Johnee?s bi pedal is defiantly the most advanced bi pedal I have seen.

I found his mech to be pretty impressive, but I'll have to take another look, because I didn't think his had any actual controls beyond a start/stop switch and a gun that you can aim while it walks... unless he's come out with something since then. I haven't checked his stuff in quite a while 'cuz I thought he wasn't making community levels any more after being hired by Mm.


MINES!!

Not a bad idea, but I wanted both players to have control of the door so that if the pilot dies, the gunner can get out and take over the pilot seat... of course I never got around to making any enemies that could kill the pilot so.... Also weapons behind the mech would mean I'd have to change the camera and I'm already not too happy with how far ahead you can see so I wouldn't want to restrict forward vision any more.


theres no doubt this is epic
but its not the most advanced in lbp

The title was for a few reasons. One, I've used every trick I know for this mech and I consider it more advanced than anything else I've seen out there (it has better controls, it can walk up hills while almost all the others only work on flat ground, and it can jump); two, I'm a cocky bugger; three, a provocative title gets you more plays--I'm sure plenty of the people who played it did so just to see if I could back up my claim.

I'm curious what mechs you've seen in lbp that you consider more advanced than mine.


The suspension is outstanding!!!

Suspension?
2010-06-29 09:21:00

Author:
Sehven
Posts: 2188


Am i the only one who thinks that the level so far is already awesome enough with that mech in it?

I agree, it's a great feat of engineering and artistry!
2010-06-29 18:18:00

Author:
Unknown User


you can have a tap and hold mechanism instead. and you wouldnt need to see the back of it anyway as long as its in radius a light will go on in the mech and you will activate the mines. So you can have a delay attached to the emmiter that emmits the mine. then you can attach a tap grab to another emmiter witch will emmit the key switch that activates the mines. And i thought of another secondary weapon. What you do is you make a peice of invisible flamed pink floaty then make it visible then put a flame from a candle starting from the middle and then all around until it looks like a sun with a peice of pink floaty behind it. Then you shrink it back to invisible size and you should have a small sun. You can change the colour to blue to fit the "lightning" theme. The way you could make it shoot is to HOLD r1 then wait untill it loads and it will look like a plasma sun thing is launching out to destroy the world! and if you want it to kill sacks another way, just make it plasmafied pink floaty thats invisible with the fires. i did something like this and tried emmiting it continuosly but it took up ALOT of thermo, so just make it one at a time for a lifetime of 5 or 6 seconds.2010-06-29 20:09:00

Author:
shadowsythe456732
Posts: 176


Added the mech as a prize and changed the mech's name and level title since it was a significant revision from the original (new legs). I added this to the first post, but I'll say it again: I tried to remove the unnecessary dlc, but if anybody has problems collecting the prize, let me know which dlc is preventing it and I'll see if it's something I can remove.2010-07-03 09:25:00

Author:
Sehven
Posts: 2188


It says I need the Killzone 2 mini pack to collect the prizes. 2010-07-03 14:40:00

Author:
Gilgamesh
Posts: 2536


Oh. Crap. I liked the killzone stickers too. Oh well, I'll see about taking them off. It didn't say you needed valentines or buzz, though, did it? It took me forever to figure out where I had put the buzz stickers and I had a hard time removing one of them (which is funny, 'cuz I never intended for them to be permanent: they were just arrows telling me where I'd hidden the rockets).2010-07-03 21:15:00

Author:
Sehven
Posts: 2188


Wow i cant wait to see the logic of this thing! is it ok if i make a lvl with it (giving credit of course) but the "mass destruction" one i was talkin about before?/ If so ill get started pretty quick!2010-07-03 21:56:00

Author:
shadowsythe456732
Posts: 176


The logic is probably gonna' be pretty difficult to work out. I'm not even sure what half of it does. Well I mostly know what it does, but I can't remember which switch controls what and there's a few things that I have absolutely no idea how I set them up, but when I try to simplify them stuff breaks, so I left 'em alone.

Yeah, feel free to use it in a level: I wouldn't have given it out if I didn't want it put in levels. The only reason I held out so long was 'cuz I was originally planning on making a level for it and I wanted mine to be first, but since I've decided not to bother, I just went ahead and released it.

[edit] Ugh! I just popped into lbp cuz I had a few minutes so I figured I'd take out the killzone and Ico stuff (turns out there was ONE sticker from killzone that you probably never even notice) and I discovered that the captured mech can't jump because an emitter disappeared when I captured it. It's going to be a kinda' nasty ordeal fixing that emitter, so I may not get to it today, but I'll try to have a fixed version up as a prize soon.
2010-07-04 00:08:00

Author:
Sehven
Posts: 2188


hi Sehven you gave me advice while back for the walking cycle first i try to use 3 way switch and make it to speed then made all the legs in sync the walking motion was smoothe but i didnt like it becouse the 3 way switch doesnt have a dead zone and when the mech stop the legs didnt come back to the same position as they started.then i try using mag switches and i made it so it only goes fowards and i made it so the legs come back to the same position as they start,but if the leg for some reason like gets stuck or somethink and they dont come back to the same position as they start the sync comes unbalance.well I just dont know haw to make it work like it should so i was thinking if u want i just give u the mech or if u know someone who is good at building mechs and would like the project i will give him.Because i gave up on it and i am gona stick to what i do best and what i love to build is heavy machinery my next project is a jcb 4x4.But it just seems a shame to throw it away so it would be nice to see it working .Anyway here a picture of the mech.

18944
2010-07-07 19:01:00

Author:
soulriver
Posts: 67


incredible, truly amazing... easily the best thing ive ever seen in LBP, even better than what the creators have made. Is it giftable?2010-07-07 21:13:00

Author:
Ricky-III
Posts: 732


I don't think I'm up for a collaboration on your mech, Soulriver. Sorry, but I just haven't been able to find much lbp time lately, and I definitely wouldn't have time to learn the ins and outs of your mech and then to build logic for them. There are plenty of logic tutorials out there including the logic pack and Rtm's blogs, and you can copy my second and fourth mechs for ideas if you need to.

Ricky3, I'm working on it, but I haven't had much time lately. It has an emitter that disappears when I capture it and I have to move and recalibrate it, which is going to require removing several parts (they're gas, so the emitter can fire through them, but for some reason the emitter doesn't KNOW that when you set it, so the gas has to be removed and then put back in the exact right spot afterward). It's going to be a pain and take some time and I just haven't been up for it the past few days. It's given as a prize in the scoreboard now, but the emitter is missing, so it can't jump.
2010-07-08 08:51:00

Author:
Sehven
Posts: 2188


Why is the mech's prize name VT-5 and not VT5A ?2010-07-08 12:26:00

Author:
Incinerator22
Posts: 3251


I think he told us in earlier that when he modifies it he changes the name or something. I think...2010-07-08 12:32:00

Author:
IIIDevoidIII
Posts: 86


He meant, why wasn't the prize's name updated. 'Cuz I'm stupid and I didn't think of updating the name until after I'd added the prize. I haven't fixed it yet, 'cuz I have to fix the mech. In fact, I really shoulda' just taken the prize out until I got around to fixing it.2010-07-09 00:08:00

Author:
Sehven
Posts: 2188


awesome walker, like how it appears to charge the lightening gun before firing. & it's ability to walk over rugged terrain is fantastic. how long did you say it took to build it? looks like a lot of time went into the object.
i haven't tried making a bi-pedal walker yet. still fiddling with my 4 legged walker. almost ready.

hope they allow us to import LBP1 objects into LBP2. i'd like to see what you would do with this bi-pedal mech fitted with a DCS.
2010-07-16 10:09:00

Author:
sellfcon
Posts: 79


I found his mech to be pretty impressive, but I'll have to take another look, because I didn't think his had any actual controls beyond a start/stop switch and a gun that you can aim while it walks... unless he's come out with something since then. I haven't checked his stuff in quite a while 'cuz I thought he wasn't making community levels any more after being hired by Mm.?

True that it cant be controlled like yours, but he must have updated it after you saw it because it does have a control-able turret.
And when I first saw his bi pedal I had no idea how he did it because it was a long time ago, so if i played it now i probably wouldn't be as much impressed as I did last time

So to correct myself, yours totally have the most advanced control system.
2010-07-24 10:49:00

Author:
Unknown User


The propeller is a couple of decayed metal plate decos stuck on the back of the drill bit and they stretched out enough to make a decent effect. I used the compression tool to hide the drill bit inside the body of the helicopter.


you know what makes a surprisingly nice propeller on the drill... the satellite dish. At one point I was trying every deco to see what the drill could do to it. For propellers you tend to want to use something flat to begin with but stretched out the satellite dish was the best looking.
2010-07-27 14:18:00

Author:
IStwisted
Posts: 428


that is one nice looking mech!2010-07-29 03:52:00

Author:
Unknown User


I finally replaced the prize mech! Now the buzz, killzone, and Ico dlc has been removed, so more people should be able to use it. It still has the problem with the disappearing emitter, but you can get around that by emitting the mech into your levels (for some reason, objects and decos don't disappear when it comes from an emitter).2010-08-20 10:53:00

Author:
Sehven
Posts: 2188


So awesome, love the way it walks! Looks so much more natural than other mechs! And HOW did you make the lightning? :O

Nice job!

http://i.neoseeker.com/mgv/272671-Blackfalcon/671/5/animal0064hb2_display.gif
2010-08-26 18:06:00

Author:
Blackfalcon
Posts: 409


I think I already described the lightning but I'll do it again just in case I forgot to earlier. I used plasmafied glass (get plasma material from Aya's "Garden of Goodies" (https://lbpcentral.lbp-hub.com/index.php?t=29559-Garden-of-Goodies) level or various other levels, or make your own using Aya's tutorial (https://lbpcentral.lbp-hub.com/index.php?t=30420-How-To-Recreate-The-Walkthrough-Materials-Glitch-%28Post-Leerdammer%29)), cut it into a hexagon shape and then painted a jaggy line with it. Then I painted another, smaller one, and finally a third one of electrified glass. I used the compression tool (https://lbpcentral.lbp-hub.com/index.php?t=24434-Merging-Objects-or-Materials-aka-Compression-Tool) to overlap them all until I was happy with the shape. Then I copied it, mirrored it (click R3) and captured each of them. I set two emitters with a freq of .2s and a life of .1s to emit the bolts: one per emitter obviously; and set the sync of one emitter to .1 so they'd alternate. Add your timer logic to control the emitter and a lightning crash or other sound effect and you're all set.

Incidentally, your plasma material's brightness will depend on what the material was before you plasma'd it. Aya should have a sample that started as magma, which gives you the brightest plasma possible. It's what I use for all my plasma needs.
2010-08-26 21:21:00

Author:
Sehven
Posts: 2188


Thanks a million, I've got Aya's plasma material and everything! I might give it a go.

http://i.neoseeker.com/mgv/272671-Blackfalcon/671/5/animal0064hb2_display.gif
2010-08-26 21:26:00

Author:
Blackfalcon
Posts: 409


I'm curious what mechs you've seen in lbp that you consider more advanced than mine.

umm...mine >.<
2010-10-02 03:06:00

Author:
dr-booty
Posts: 102


theres no doubt this is epic
but its not the most advanced in lbp

I'm curious what mechs you've seen in lbp that you consider more advanced than mine.
3 months and a new game (beta) later...

umm...mine >.<

We're not gonna' have a flame war here are we? There's rules about that now.

To clarify, I specifically said the most advanced in lbp. Obviously stuff done in lbp2 will be more advanced (maybe not "more advanced" so much as just "works better" 'cuz you don't have to make advances to keep it upright or give it usable controls) but I don't think anybody is ever gonna' top this one in lbp. The controls are the most advanced part: left and right control can be achieved in a few different ways, but to get it this compact and reliable is an achievement. There's a plunger that pushes you down onto the control wheel so you don't lose traction (and control) when the mech moves, but it's tweaked just right so that you can jump to push it up and trigger the mech's jump. The plunger also holds you down while you're flying so you can fly left/right as well. Then of course there's the tap/double tap button, but that's pretty standard these days.

It uses a thin gas tilt sensor with dark matter emitters to stay upright... but they turn off when it's in the air: it can tell when it's in the air via a ground sensor. It also has dark matter emitters to give its feet more traction along with logic so that the dm only emits when it's supposed to. Can any of your mechs walk up/down a 30 degree incline?

Sometimes I think that a lot of the new tools in lbp2 were made just so all the other vehicle makers could keep up with me
..............that was a joke, btw. I'm a pretty good vehicle maker but I wouldn't say I'm the best.... except where bipeds are concerned.
2010-10-02 04:10:00

Author:
Sehven
Posts: 2188


To clarify, I specifically said the most advanced in [I]lbp.

funny u should say that i was doing all this before lbp 2 last year all i did n lbp was add direct control
2010-10-02 04:48:00

Author:
dr-booty
Posts: 102


Ok guys calm down, both are very good creators but there's no need for a "my mech is better" flame war, this is a place to discuss and share opinions PEACEFULLY, that's it, I think there's better things to do that doing a discussion at something that really has no point at all.2010-10-02 18:17:00

Author:
Ragnarok
Posts: 898


FLAWLESS!....This is why I only post on lbpc now and leave the creating to more capable hands.2010-12-18 22:21:00

Author:
KILLA_TODDZILLA
Posts: 653


Thanks. Flawless is perhaps an overstatement: like all my previous mechs that I was so proud of at the time of creation, I played it again a few months later and cringed at just how sloppy the walking and jumping are... but at least it mostly gets the job done, even if it could be prettier while doing it. I might build a new one in lbp2 (I actually did one in the beta, but it's fairly simple and was marred by the ridiculous bridging contraption that I should have simply abandoned), but I think I might actually be tired of building mechs now. I've put so much effort into refining the controls and balance and whatnot that I've only ever made three actual levels (meaning more than simple tech demos), two of which were the first parts of trilogies that I never finished. I think in the future I'll probably focus on level building and leave the mech building to others.

As for leaving creating to more capable hands, that's a valid option, but I'm not sure I agree on your reasoning. I don't think I'll ever be able to compete with the really good level creators out there. I won't get the same recognition or the number of plays or hearts, but that's not why I create. I create because I have fun doing it (I've had a lot of fun with stuff that I'll probably never release). If you can have fun creating, then you should; if you can't and playing other people's levels and posting here is fun for you, then I guess that's what you ought to do.
2010-12-19 04:39:00

Author:
Sehven
Posts: 2188


Im sure you will be biten by the mech bug again. But taing abreak is alwaysa good thing if done at the right time. I too am also buildinga mech in LBP2 beta. The only differeance for me though is that now I am able ot make a machine whos functionality is no longer limited by holding down R1. Perhaps one day we can team up and make "THE ULTIMATE MECH LEVEL!!!" could be fun 2010-12-19 08:35:00

Author:
OutcastZeroOne
Posts: 139


I played this level a while back, i cant wait to see the improvements.2010-12-19 12:55:00

Author:
Unknown User


I once made a working wheel chair that could do circles around that Mech lol, not really no.

Anyways, stupid stupid stupid question. What background is used in your video that shows the mech?

And for the kudos - you have mine...it is utterly amazing and I think people have no idea how complicated the process can be until you go into create mode and attempt building a mech from scratch. Fantastic Job!
2010-12-21 06:37:00

Author:
John82wa
Posts: 221


I once made a working wheel chair that could do circles around that Mech lol, not really no.

The lbp2 beta version of my monocycle can literally do circles around it

The background is the monster pack's cave. And yeah, it's ridiculously complicated. The one that I built in the beta is quite a bit simpler, but it would need more work to be considered finished-- I had to rush it to make it in time for the contest I was entering.
2010-12-22 04:24:00

Author:
Sehven
Posts: 2188


So is there a way we can see the new monocycle?2010-12-23 18:39:00

Author:
shadowsythe456732
Posts: 176


i really want to know how to make a double tap switch plz!!!!!2011-02-25 02:27:00

Author:
McSquizzy
Posts: 41


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