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#1

Destroying with out points or losing points

Archive: 15 posts


Hey guys. So 'Ive started making my own flyer and its turning out good so far. I started making a level for it but I want the thing to take damage and have parts of it break off after it gets hit so many times.

Example: if the canopy gets hit lets say 20 times the canopy breaks and exposes the player to enemy fire. I know it would be fairly easy to do this with a brain but it wouldnt seem right for a player to get points for an enemy's action. Should I just rig it with a paint switch and make the canopy from dissolve? Or is there a beter way? My concern is durability of disolve should the player slam into a wall or object.

Next up is I plan to make the ship stop working after it takes so many hits. this ive already got a plan for but I have a few lights that I want to become dimmer as it takes hits to kinda show the player that the ship is lossing power. The only thing I can think of for this is to make a long piston with a "speed" mag key set rigged up to a wobble bolt on a wheel with a mag set or a flipper piston moving a mag set to "step" the piston back and lower the light level and eventually kill the engines.

The next thing is if the thing losses power I want the player to be "captured". Would the simplest thing to set up some emitters around the ship to emit gas to kill the player or can I set up an emiter to emit the gas into the cabin? I know emiters wont emit if something is in the way but ive not tried this yet with gas. Or should I just rig a bomb in the cabin as a "Self-destruct"?

Finally I want this to have atleast two paths. a win or fail. Should I rig up an activated check point over gas to kill the player several times to lose points or have a number of point bubbles at the end should they make it? Or a block with a number of brains that give the player a big point boost at the end? I dont want a bunch of point bubbles just sitting in a big lump. For what im going after they wont look right in the level.

Right now Im at work so sorry if Im rambling on a bit. Theres no work for me to do so Im messing around on ideas. Just throwing out ideas as they come to me.
2010-06-01 18:56:00

Author:
OutcastZeroOne
Posts: 139


It may be hard to do but you could try to use demitters. (https://lbpcentral.lbp-hub.com/index.php?t=11861-Demitters-New-demitter-switch-added!!!-2010-03-10)
That may be kinda challenging because the parts should be demitted from the flyer but if you emit them into the flyer in the beginning of the level when it's in a fixed position and then when they should be demitted, you are away from that part.
2010-06-01 19:06:00

Author:
napero7
Posts: 1653


just tried turning the canopy into dissolve. You end up grabbing it instead of the grab switch so that wont work.2010-06-02 06:32:00

Author:
OutcastZeroOne
Posts: 139


A brain would still require extra work as it woyld recognise the whole vehicle as a "creature", destroying it entirely instead on just the canopy.
It would require dissolve to be used to seperate the canopy from the flyer before "killing" it.
A demitter setup would not only be complicated to the level of making it hard to remember what logic does what (in the demitter case - a demitter within a demitter (assuming you want the flyer to "respawn")). Incidently, a demitter on a flying vehicle may exert unwanted forces on it due to the emitter moving away quickly to demit the canopy.
A dissolve less brain setup or demitter both require that the canopy is not attatched to the flyer, meaning holding it on with some form of interlocking shape that could easily break under the sudden unpredictible stresses that a flyer can encounter.
Finally for my last piece of off putting advice , I would simplify it as much as possible, start by focusing on making a reliable flyer, then show it to your friends and see if they can work it. A far greater amount of your flyers success depends on its ability to fly well, and be easily controlled. What use is a really fancy weapon system if you can't even get to the enemy to use it?
2010-06-02 11:16:00

Author:
croissantbuncake
Posts: 572


Trust and listen to croissant.
He is literally the BEST flying machine builder in LittleBigPlanet
2010-06-02 14:35:00

Author:
Melted_Gummybear
Posts: 162


Or you could use a bit of dissolve so it knocks the canopy off2010-06-02 15:07:00

Author:
Kern
Posts: 5078


A brain would still require extra work as it woyld recognise the whole vehicle as a "creature", destroying it entirely instead on just the canopy.
It would require dissolve to be used to seperate the canopy from the flyer before "killing" it.
A demitter setup would not only be complicated to the level of making it hard to remember what logic does what (in the demitter case - a demitter within a demitter (assuming you want the flyer to "respawn")). Incidently, a demitter on a flying vehicle may exert unwanted forces on it due to the emitter moving away quickly to demit the canopy.
A dissolve less brain setup or demitter both require that the canopy is not attatched to the flyer, meaning holding it on with some form of interlocking shape that could easily break under the sudden unpredictible stresses that a flyer can encounter.
Finally for my last piece of off putting advice , I would simplify it as much as possible, start by focusing on making a reliable flyer, then show it to your friends and see if they can work it. A far greater amount of your flyers success depends on its ability to fly well, and be easily controlled. What use is a really fancy weapon system if you can't even get to the enemy to use it?

cbc: I keep forgetting about the way that brains tend to kill things, thanks for reminding me. Ill see if I can make the mount points for the canopy out of dissolve then kill it some how or just fall away. maybe blast it away with a rocket like a real canopy on a jet right before you eject.

I've gotten my flyer to be fairly stable in its simplistic design. Just a simple tilt switch made from glitched pink floaty cardboard and orange floaty styrofoam. I've spent the last few nights getting the balance right. Over all its about 13-14 small squares long by 4 squares high.

Last night I did some testing and got my "engine kill" system working. My lights go dim like i wanted. Just a long piston (set to 50 max) that would take 10 seconds to do its full cycle. each time the ship is hit it trigors a flipper piston with a mag set to step the long pitson down. Once it reaches the bottom a push button is hit to kill the dissolve holding the mag key for the engines. It takes about 100-120 hits to kill it. It kinda sucks that I have to have the engines set via a "remote trigor" but it also lets me have bit of delay on shutting the rockets down and helps the stability a bit. it also lets me keep the pilot from bailing out after they fail so that they go boom like I want

Im having to realy rethink the way I do logic to keep it as simple and thermo friendly as posible. Ive read parts of rtm223's blog on being thermo friendly and doing my best of breaking some bad non-thermo friendly habits. Trying to share as many mag sets as posible and such.

after I get all this done I get to make the other parts of my level. Just need to learn how to make a good reliable tank to shoot at me with. Not had much luck with treads but im still learning a lot here. Dont think I will ever stop learning. Other wise it wouldnt be as much fun.
2010-06-02 20:42:00

Author:
OutcastZeroOne
Posts: 139


Or you could just use brains, and then remove bubbles from the end of the level every time you get hit. If they don't get hit at all and don't gain points from the brains being destroyed, then they get extra points at the end!2010-06-02 22:52:00

Author:
Weretigr
Posts: 2105


i think i may forgo the break away parts for now. If I have too many things break away it will let the player escape the "fail" path, plus it may throw off the balance of the flyer and make it unplayable all together.

I completly redid the logic for my flyer last night and got it way simpler. I also (made a copy first) redid my flyer itself. It had been shrunk and explanded so many times that things didnt line up like they where sopposed to. I am a grid whore so having things line up right, especially on a machine, is a big thing for me. Got the balance of my flyer way beter and also repositioned my rockets in better spots. But now it seems like the tilt sensor is way too sensitive. It starts to rock back and forth as you try to hover it. Im going to keep messing with the stbalizing rockets and see if I can get them to work beter. I have the mag keys set up so that they are on the "speed" setting. I may try to reposition them and keep messing with the stablizing rockets.
2010-06-03 20:42:00

Author:
OutcastZeroOne
Posts: 139


build a small dissolve block holding the canopy onto the flyer, then have a piston to throw it off, after it gets a certain distance away (mag switch + key) make it so the pistons on a piece of dissolve, then that dissolves, or the canopy can just blow up when its far enough to not damage the flyer, or the player of course.
hope i helped
2010-06-04 07:59:00

Author:
huntedstorm
Posts: 488


Howdy! I'm moving this to the Help thread, with a redirection so people will be able to find it in the previous (Ideas and Projects) thread. Cheers!2010-06-04 08:22:00

Author:
BabyDoll1970
Posts: 1567


Try putting some dissolve at the parts where the canopy is attached to something else.2010-06-04 14:01:00

Author:
octopus_567
Posts: 116


Howdy! I'm moving this to the Help thread, with a redirection so people will be able to find it in the previous (Ideas and Projects) thread. Cheers!

I didnt see a "help" section before. Sorry about that. Guess I didnt go down far enough

I am forgoing the break away stuff now. Im now planning to make this into a seiries of levels with about 3 story arcs just off this first episode. Ill keep you guys posted on this.
2010-06-04 16:06:00

Author:
OutcastZeroOne
Posts: 139


All this talk of demitters and everybody seems to be missing the simple solution. It's understandable, because in the past, if you emitted something in create mode, the game would treat it as a regular, non-emitted object in play. But that was patched some time ago. Now you can emit the window or whatever other parts you want to in create mode, and glue them to the vehicle (or use pistons or whatever: it's all good). They will still be associated with the emitter, so if it's max at once is set to one and you trigger it, the window will disappear. So yeah, you can use emitters without compromising the structural integrity of the vehicle.2010-06-04 21:40:00

Author:
Sehven
Posts: 2188


All this talk of demitters and everybody seems to be missing the simple solution. It's understandable, because in the past, if you emitted something in create mode, the game would treat it as a regular, non-emitted object in play. But that was patched some time ago. Now you can emit the window or whatever other parts you want to in create mode, and glue them to the vehicle (or use pistons or whatever: it's all good). They will still be associated with the emitter, so if it's max at once is set to one and you trigger it, the window will disappear. So yeah, you can use emitters without compromising the structural integrity of the vehicle.

Thanks, Ill have to remember this for later on. Not going to need it for the first chaptor but its good to know for later on.
2010-06-05 15:59:00

Author:
OutcastZeroOne
Posts: 139


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