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Remaking the Game and Watch game "Fire" in LBP- need logic help

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For those of you who don't know, the Game and Watch games were simple handheld LCD-display minigames that Nintendo released throughout the 80s. I was playing the Game and Watch game "Fire" a few minutes ago, and now I'm itching to see if it can be recreated in LBP. Keep in mind I'm only in the planning stage at the moment, and I haven't actually done any work on a LBP stage.

http://je.bngscarecrow.com/usersdata/photos/nintendo/game_watch_fire.jpg
the widescreen version of Fire, the one I'm trying to recreate


Here's some background info on "Fire": http://www.mariowiki.com/Fire_%28Game_%26_Watch%29

And here's a playable version of the game remade in Flash: http://www.freegaming.de/onlinegames/Adventure-|-Action-Games/GAME-and-WATCH-FIRE


This is the idea I have for recreating this so far...


http://i516.photobucket.com/albums/u327/Breloom00/gawfire1-1.png
Anything painted onto the LCD screen of the actual G&W game (the ambulance, the building, etc.) I'll sticker onto the thin layer (game screen). The purple squares are the 22 spaces Mr. G&W can occupy in this game, with 5, 13 and 19 being the three squares where he needs to be bounced in the air again. The green 1, 2, and 3 are the areas the trampoline can occupy.

that thick layer behind it is where some fun piston work will be occuring. See next image:

http://i516.photobucket.com/albums/u327/Breloom00/gawfire2-1.png
Each of the 22 Mr. G&W images will be CUT OUT of the thin layer, revealing a slightly darker layer behind. This will give the illusion of an actual LCD screen, where you can see a faint outline of Mr. G&W even when he is not in that location.

When Mr. G&W is in that location, however, a piston will quickly activate, pushing a black square behind the cutout to give the illusion of Mr. G&W occupying that space. The pistons will be controlled by a line of 22 magnetic switches, hidden far away from the game screen...



http://i516.photobucket.com/albums/u327/Breloom00/gawfire3-1.png
These are the guts of the game. A magnetic key will slowly glide down the line, activating the magnetic switches, and, in turn, activating the pistons that make Mr. G&W appear to be bouncing through the air. Each magnetic switch will have its radius aligned so the magnetic key only activates one switch at a time as it goes down the line. Consider each magnetic key a Mr. G&W you have to juggle on the game screen. As the key scrolls down, Mr. G&W makes his progress to the ambulance (as long as he isn't dropped!)

Now, here's the first problem I'm encountering: I need to figure out a way to make multiple magnetic switches appear as the game gets more difficult. I considered using an emitter that would make magnetic keys, but those can only be set to emit at a consistent rate, which would make the game nothing more than a large repeating pattern rather than randomized, hectic fun. (Maybe putting the switches on a wheel would be a smarter idea?)

Another thing to consider: Fire gets faster and more difficult as you play, but every 100 points you score, the game slows down a bit and eases up on difficulty. I have no idea how to emulate that, and I could really use some logic help there.


http://i516.photobucket.com/albums/u327/Breloom00/gawfire4-1.png

(That 18 should be a 19, whoops!)

Here's a view of the controller I'm planning on using. Its default position will have the trampoline in the center of the screen, and when it is pulled or pushed the trampoline moves left and right, respectively. This will be done via a magnetic key on the magnetic key on the bottom of the sponge and the three magnetic switches (with aligned radii) that activate the trampoline's position. If let go, the controller will (hopefully) return to the center position. I want the controller to be as easy and responsive as possible to do this hectic game justice, and this is the best I can come up with. If you have another suggestion, please let me know.

The emitters should give you one score bubble every time you bounce a Mr. G&W into the air.

Here's another problem I'm encountering: I'm not really sure on how to make the trampoline. I want to use the same cut-out style I'm using for the Mr. G&W characters for the trampoline men, so any magnetic switches and whatnot must be attached to the black box behind the cut-outs. The best thing to use would be emitters behind each of the three trampoline positions that instantly activated when their magnetic switches were tripped, but I hate the smoky disappearing effect that occurs when the object is through emitting; so unless there's a way to hide the smoky effect, emitters are out of the question.


http://i516.photobucket.com/albums/u327/Breloom00/gawfire5-1.png

Here's a behind-the-scenes view on the trampoline making contact with a Mr. G&W. I'm thinking I need a piston in the layer behind the black box that lowers the magnetic switch instantly when the box's piston is triggered for some closer time control on the bounces. If you pay close attention, moving the trampoline under Mr. G&W during the first half of his occupation of squares 5, 13 and 19 won't rebound him, only when he is in the second half of his jump.

The text I've outlined in red in that image is further logic I could use some help with.

So, randomization, pausing, increasing difficulty (both in speed and more Mr. G&W characters to juggle), decreasing difficulty every 100 points, and an idea of how to control the trampoline are my current setbacks in making this level. If you have a good idea for how to make any of those work, I'd really love some help
2010-06-25 02:52:00

Author:
Sporkchops
Posts: 48


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