Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet PSP    [PSP] Ideas and Projects [Archive]
#1

Help with a few things!

Archive: 11 posts


Hey Guys, I have a few things I need help with, first off, I need to know how to make massive headings that slide down the screen, like in the level Now and Then by amazingflyingpoo. One more thing, I would like to know how to make objects dissolve when they fall on the ground, I can't use switches as for my level they are going to be emitted. An example of this is when on the level The Right Stuffing by Taffey, on one part you have to drop planets in a box, as soon as they hit the inside of the box they dissolve, here's a picture of it.
https://lbpcentral.lbp-hub.com/index.php?t=19533-The-Right-Stuffing-by-tsr13-%28PSP%29
It's the 6th picture down! Thanks Everyone!
Also for everyone that responds i'll put feedback on one of your levels!
2010-05-26 09:49:00

Author:
lbpawesomeness
Posts: 21


Hidy Ho lbpawesomeness! I'd be glad to do my best to answer your questions:

As for the scrolling text in Now and Then, I just made a huge piece of white card (style of white wood) and used stickers to spell out the text. There are a few things to keep in mind:

1) You want the scrolling wood (or whatever material you choose) to have no thickness if you are hoping to have scenery or anything behind it. I always find it best to have the the wood set to no thickness in case I need the space behind it for anything.

2) You can only have so many stickers on any object, and it is very easy to hit the limit when you want to say anything more than one sentence. I worked around this by making multiple pieces of wood that were the same size and gluing them together.

Once you have your scrolling board made, all you need to do is have a piston which will make the text scroll by the front of the screen. The best way would probably be to have a magnetic key switch set to inverted and directional (while the level is paused in create mode), and then save the level. Once you load the level, the text will scroll by, but then not keep going up and down.

For Now and Then, I have a think layer of material in the middle plane, and this covers up sackboy so that you cannot see him. There is also a little cage to hold sackboy in place.


As for what Taffey did in The Right Stuffing, I can't tell you for sure, but I can certainly tell you how to easily do this. Make sure that the object that you want to have disappear is made of Dissolve material. Now have a Magnetic Switch on the object, and wire the switch to the Object, so that when the switch is tripped, it will make the object disappear.

Now, all you need to do is have a Magnetic Key of the same color as the switch at wherever it is that you want the object to be dropped. Now, when the object is dropped there, it will disappear.

Hopefully all of that helps
2010-05-26 10:00:00

Author:
amazingflyingpoo
Posts: 1515


alternatively you could have sackboy descend in a "cage" so that the text is read as he moves down. this technique would be more effective when dealing with pictures in ur intro as well as words. (See tsr13's star bores levels for examples)

my favourite method however is the story popping out from the environment as u walk along (see jeffcu28's sonata level)
2010-05-26 11:15:00

Author:
Alismuffin
Posts: 1328


One more thing, I would like to know how to make objects dissolve when they fall on the ground, I can't use switches as for my level they are going to be emitted. An example of this is when on the level The Right Stuffing by Taffey, on one part you have to drop planets in a box, as soon as they hit the inside of the box they dissolveI should be able to lend you a little insight on this one.

Believe it or not, the planets actually don't dissolve after being put into the box/terminal. The box you drop them in is nothing more than a hole in the floor, and the planets themselves simply fall through and land on the bottom of the level far below. That's the basic concept anyway.

Getting a little more into the complexities... The planets themselves are all emitted, and each emitter is set to 3 emitted maximum and 0.1 second timing. When you pick up a planet from the holder, the space in front of the emitter is opened up and another planet is emitted on the holder. As you drop more planets into the box, more are emitted. The first planets emitted, now off-screen at the bottom of the level, dissolve in the process of the emitter creating new planets. Make sense?

Since I'm on the subject already, I'll quickly explain how a "remitter" works, so hang onto your brain fragments. You can use a remitter to dissolve any kind of object or material (it does not need to be made out of dissolve material), but you are limited somewhat on object complexity. Put an emitter on a moving piston and set it up to emit your object with the maximum amount emitted set to 1. When you want your object to dissolve, have the piston move offscreen and re-emit (or "remit") the object. This will cause the first version of the object to dissolve.

Easy huh?
2010-05-28 16:40:00

Author:
Taffey
Posts: 3187


Since I'm on the subject already, I'll quickly explain how a "remitter" works, so hang onto your brain fragments.

That's good - I held on to them from your/Poo's last tech post.


You can use a remitter to dissolve any kind of object or material (it does not need to be made out of dissolve material), but you are limited somewhat on object complexity. Put an emitter on a moving piston and set it up to emit your object with the maximum amount emitted set to 1. When you want your object to dissolve, have the piston move offscreen and re-emit (or "remit") the object. This will cause the first version of the object to dissolve.

Easy huh?


http://icanhascheezburger.files.wordpress.com/2007/03/whut-ian.jpg
2010-05-29 13:16:00

Author:
Voltergeist
Posts: 1702


Thanks everyone, for the help, if you ever need help with anything just ask me. Also what levels do you want me to put feedback on!2010-05-30 02:32:00

Author:
lbpawesomeness
Posts: 21


I should be able to lend you a little insight on this one.

Believe it or not, the planets actually don't dissolve after being put into the box/terminal. The box you drop them in is nothing more than a hole in the floor, and the planets themselves simply fall through and land on the bottom of the level far below. That's the basic concept anyway.

Getting a little more into the complexities... The planets themselves are all emitted, and each emitter is set to 3 emitted maximum and 0.1 second timing. When you pick up a planet from the holder, the space in front of the emitter is opened up and another planet is emitted on the holder. As you drop more planets into the box, more are emitted. The first planets emitted, now off-screen at the bottom of the level, dissolve in the process of the emitter creating new planets. Make sense?

Since I'm on the subject already, I'll quickly explain how a "remitter" works, so hang onto your brain fragments. You can use a remitter to dissolve any kind of object or material (it does not need to be made out of dissolve material), but you are limited somewhat on object complexity. Put an emitter on a moving piston and set it up to emit your object with the maximum amount emitted set to 1. When you want your object to dissolve, have the piston move offscreen and re-emit (or "remit") the object. This will cause the first version of the object to dissolve.

Easy huh?

I umderstand hwo to emit all the planets in the way you explained, but I don't understand the re-emitting thing.
2010-05-30 03:04:00

Author:
lbpawesomeness
Posts: 21


I umderstand hwo to emit all the planets in the way you explained, but I don't understand the re-emitting thing.Remitting just refers to the way that emitted objects disappear when you mess with the "max emitted" setting. Just play around with that a little while and it will start to make sense. 2010-06-01 03:47:00

Author:
Taffey
Posts: 3187


So let me see if I understand the remitter thing. You place an emitter on something attached to a piston, have it emit one item, go into the settings and change the value max emitted value to 1, have the piston move the emitter to outside your level area, connect a switch to it, trigger the switch to emit the object out of your playfield which in turn removes the current object in your level, and finally hope the player never makes his way outside your level to find the ground cluttered with hats.2010-06-01 07:00:00

Author:
Xenon
Posts: 306


That is precisely it Xenon - you nailed it.

Keep in mind however, that sometimes objects emitted in create mode will not disappear once you switch to play mode. So, you have to build in logic that emits the first object in play mode when the level begins.
2010-06-01 07:04:00

Author:
Taffey
Posts: 3187


That's a good explanation of a great method of making non-dissolve material disappear. It's easy to completely miss methods such as that :-)2010-06-01 07:05:00

Author:
amazingflyingpoo
Posts: 1515


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.