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Create Mode Help - Timecatcher

Archive: 18 posts


Heya all, well i've been playing other users levels (most notably sha-ja and amazingflyingpoo's) and they are really great and give a good sense of achievement.

Now I have a lot of inspiration to make my own levels, the first of which is going to be based of an Indiana Jones style idea. (I will make secret levels if people begin to like my levels but for now I feel better to improve my skill before trying to generate hype and falling short. =)

Eitherway I have various questions which keep popping up and I thought I should just open a thread as it makes it easier.

First Question: Im trying to use an emitter to let rocks fall to the ground, in order to get say 3 falling at random intervals, should I use 3 emitters (with the different sizes etc).

Second Question: The emitters seem to be emitting from the sides, and I don't know how to make it emit down towards the "rock floor".

Third: I've set one set of rocks to horrible gas and unless emited they don't fall on their own, even if I set the object to dynamic.

Thanks, I'll keep posting new questions if thats alright with everyone.

Happy Exploring/Creating.
2010-07-14 11:02:00

Author:
timecatcher
Posts: 67


I'll leave the first question for now as it may take me some tinkering in create mode to figure that out.

Q2. Hmmm... When you placed the area that they emitt to, did you place it underneath? If you did, I don't see why it's emitting from the side.

Q3. Gas is airlight and thus does not have the mass to move. fix this by attaching a block of anything to it. Maybe a rock in the centre?
2010-07-14 11:50:00

Author:
Alismuffin
Posts: 1328


Ohhhh! Heh thanks for the last bit , makes sense now. Thats cool then because I could just use a motion switch and dissolvable stuff for the rocks to fall .

TC.
2010-07-14 12:31:00

Author:
timecatcher
Posts: 67


Hidy Ho timecatcher!

It's great to hear that you are going to delving into create mode. It has a bit of a learning curve, but it is super rewarding once you get a handle on it. On a side note, if you are planning on making Indian Jones style levels then I would highly encourage you to check out Lleonard's levels (he is known as Lleonard_Pler on LBPC). He hasn't published anything for a while now, but he is a legend on the PSP side of things. His 4 levels are a series that is sort of like Indiana Jones, and they are all fantastic.

As for your questions,

1st: This is all personal preference. If you want different sized rocks falling then you will need to use different emitters since a single emitter can only emit one object. If you decide to use the same size rock then it still might be easier to use 3 emitters if you want it to feel random. It is really hard to fake randomness in LBP since everything is based around a global clock. You really need to mess with the frequency and sync settings to make it feel random. If you want to go crazy then you can have a piston system running off screen and use a time based magnetic switch to slow and speed things up. I don't really think that it is worth that effort and I would probably just mess with 3 emitters with different frequency and sync settings.

2nd: When I began using emitters on the PS3 this just plain drove me crazy. The object will emit wherever you place it relative to the emitter. So if you move the emitter, the object will emit somewhere else, but it will emit in the same spot relative to the emitter (does that make sense?). Also, if you want the emitted object to shoot out from the emitter in a certain way, you increase the speed and the trajectory will be based off of where you emit the object relative to the emitter. It will form a straight shot going along the line between the emitter and the spot you pick and then the physics will take over.

3rd: It sounds like you were happy with ali's answer so I will leave this one alone :-)

I hope that all of that helps. Make sure to keep messing around with emitters because they are the key to creating cool levels :-D
2010-07-14 13:08:00

Author:
amazingflyingpoo
Posts: 1515


Hah thanks for that nice to get a post from the "pro" himself heh, and I sure will continue messing.

Im afraid another question has come up which I can't seem to work out.

I have an emitter connected to a switch (on/off) and when I activate it nothing comes out of the emitter (the wire is connected), I just want the emitter to emit 6 of the same object (if I get this working I could connect several to one switch I think).

Also thanks for the tip on lleo's levels, I will be sure to check them out!

TC.

EDIT: I don't know if you have PS3 (I don't but i've played it on PS3 aswell), but a guy called ranger something, has created a level or two called "crazy train", I'll get the link to the level on here but its great and im planning to try and recreate that on PSP once I get farmiliar with how things work.

http://www.youtube.com/watch?v=hoBiv4aq3cQ

That uses emitters big time! Heh.

But like I say i'll start with this first, to warm myself in.
2010-07-14 13:39:00

Author:
timecatcher
Posts: 67


Seeing as you say that you want 6 to come out, I'm wondering if you messed with the max number emitted setting? If you did that then I'm guessing that you reduced that number to 6, and then you had those 6 emitted in create mode, and now that they have all been emitted, the emitter will never emit again. Try increasing that setting to 12 and then only 6 more should come out.

There could be other issues, like the fact that the amount of time emitted is so low that it doesn't come out long enough for you to see it (if it emits off screen and rolls/falls into the players vision), or you could have the max emitted at once set to one, and then the object will just keep emitting over and over again, and each new object that is emitted will cause the previous one to disappear since only one can be emitted at a time.

I'm not sure what you are trying to do here. With a few more details I think that I could tell you exactly how to do it. It would also be helpful for you to just list out the exact settings of the emitter.
2010-07-14 13:48:00

Author:
amazingflyingpoo
Posts: 1515


Ahh alright give me a few minutes and I will update this post, with what I've got so far (unless I manage to work it out).

You gave me a few ideas and yes it is set to one (max emitted at once) and then 6 (max emitted altogether), in that case howcome it doesn't reset when im in play mode, before I press the switch?

Thanks, TC.

EDIT:

Okay heres the stats, so far whenever I enter now, I get a few fall but only like 1 or 2 max.

Linear Velo: 0
Angular Velo: 0
Freq: 2
Lifetime: 10
Max Emit: ~< -Unlim
Max Emitted at once: 6
Sync: 0 <- What does this do? o.O

Thanks.
2010-07-14 14:02:00

Author:
timecatcher
Posts: 67


If those are your settings then I would bet that the issue is that you have already emitted the 6 in create mode. The best way to find out is just to increase the number to 7 and see if it works. If you only having one emitting at a time then frequency is going to be a big deal too. If your frequency is set to 0.1 or something small, then all six of those objects will emit immediately when you step into the proximity switch's radius. You need to set the frequency much higher if you have the emitter set to emit only 1 at a time. You could set the max emitted to infinite and you would still only ever see one rock because the rocks would just keep replacing eachother every 0.1 seconds until you stepped out of the proximity of the switch, and then a single rock would fall.

Does that make sense?
2010-07-14 14:06:00

Author:
amazingflyingpoo
Posts: 1515


Ahh yes, I just realised they come every two seconds or so (hint the freq). Hmm I'll keep messing around thanks.

TC.
2010-07-14 14:11:00

Author:
timecatcher
Posts: 67


also make sure that nothing is in the way of what ur tryna emitt2010-07-14 14:34:00

Author:
Alismuffin
Posts: 1328


Alright thanks! 2010-07-14 14:35:00

Author:
timecatcher
Posts: 67


Alrighty, I have another question .

Im trying to make a custom background (since the others don't really fit in too well), and so im using the biggest size square I could draw, however when I try and copy and move it "auto zooms" on the center of the block which means I can't see whether its lining up properly or not. I have this same problem even with slightly smaller objects, where I can't see the edges of the object so I can't line it up where I want it.

I've tried using R-Analog to zoom out the view but it doesn't improve at all on the bigger objects.

Is there anyway to get around this please?

Thanks.
2010-07-14 16:03:00

Author:
timecatcher
Posts: 67


I would actually like to know this as well. I am not often moving big objects, and I usually just move it a tiny bit at a time until it lines up if I do need to move one, but I would love to know what tricks people use for this.

If you know where you want the edge to be, you could always just set out a static piece of material for the background to run into and it will line up that way, but I don't know if that is the best idea and I don't even do that
2010-07-14 16:10:00

Author:
amazingflyingpoo
Posts: 1515


Hmmm okay, well in that case still open to ideas xD.2010-07-14 16:32:00

Author:
timecatcher
Posts: 67


Alrighty, I have another question .

Im trying to make a custom background (since the others don't really fit in too well), and so im using the biggest size square I could draw, however when I try and copy and move it "auto zooms" on the center of the block which means I can't see whether its lining up properly or not. I have this same problem even with slightly smaller objects, where I can't see the edges of the object so I can't line it up where I want it.

I've tried using R-Analog to zoom out the view but it doesn't improve at all on the bigger objects.

Is there anyway to get around this please?

Thanks.

With me, I don't really even move the object after I've set down, say, just a plain block of wood. If i want it to fit with the rest of my level well, then I'll corner edit it into position. That normally helps me.
2010-07-14 16:37:00

Author:
eagerneph
Posts: 1536


Oh....can I corner edit it bigger than it allows normally? I will try that, or maybe if I make a small object then corner edit it to the right size .

Thanks.

TC.
2010-07-14 17:08:00

Author:
timecatcher
Posts: 67


Yeah, you can actually corner edit the object to make it bigger even after you made the object its maximum size.2010-07-14 17:29:00

Author:
eagerneph
Posts: 1536


Thats pretty cool, and useful thanks for that tip! 2010-07-14 19:15:00

Author:
timecatcher
Posts: 67


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