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#1

Stupid Magic Mouth!

Archive: 20 posts


Hello, fellow sacks!

I was working on my level and had a problem. Here it is... There is a grab switch that activates 4 magic mouths. It's just that when I go into play mode and grab the grab switch, I try to read the speech bubbles that belong to the 4 magic mouths. I try, but FAIL! It's because the bubbles start disappearing (from last to first) and I don't have the opportunity to read them. :'( How do I make them stay... Even after I let go of the switch? Thanks for the help!
2010-08-30 06:01:00

Author:
OK1124
Posts: 126


Disolve switch. Easy peasy.2010-08-30 06:05:00

Author:
Super_Dork_42
Posts: 1874


i think what he means is, keep them from dissapearing while hes holding the switch, this happens when the speech bubbles are kinda far away, if you have a lot, your going to need to have the magic mouthes close together, and even then there may be problems, i dont know how to fix this all though.2010-08-30 06:59:00

Author:
Merc
Posts: 2135


If you have camera angles on the mouths it is possible they have caught the bug.
There is a slight bug were they will close unexpectidly, no idea why it happens but if you change the camera angle a bit it will stop doing this.
2010-08-30 10:15:00

Author:
robotiod
Posts: 2662


Or maybe it's that they close by themselves after being open for a while... every mouth does that to my knowledge...2010-08-30 13:46:00

Author:
Unknown User


lol whats that supposed to mean?

The camera angles are perfect right now... So, do you have any other solution to the problem? Thanks
2010-08-30 22:14:00

Author:
OK1124
Posts: 126


So what do you have built? Is it just a grab switch wired to the mouths, or do you have the grab switch connected to something that can trigger them in sequence?2010-08-30 22:48:00

Author:
Rottinghouse
Posts: 143


So what do you have built? Is it just a grab switch wired to the mouths, or do you have the grab switch connected to something that can trigger them in sequence?

Its a grab switch that (when grabbed) activates the mouths. The grab switch is just wired to the 4 mouths. Do you have any suggestions?
2010-08-31 01:59:00

Author:
OK1124
Posts: 126


Well, I know for a fact that if you don't want a speech bubble to disappear after a few seconds, you have to position the mouths in a place where it is in the screen (ie, not all the way high above your level where the logic is). If you do that, the bubbles will stay there until you press circle.2010-08-31 02:08:00

Author:
DrShmoogle
Posts: 115


Well, I know for a fact that if you don't want a speech bubble to disappear after a few seconds, you have to position the mouths in a place where it is in the screen (ie, not all the way high above your level where the logic is). If you do that, the bubbles will stay there until you press circle.

Yeah, i tried that. The mouths are actually in the play area AND where the camera angle is! D: What should i do!?
2010-08-31 02:18:00

Author:
OK1124
Posts: 126


Hmm... are the magic mouths onscreen only while using the cameras? Or can you see them all w/out the cameras?

Also, I noticed that you said they were hooked up to a grab switch. I'm not sure, but maybe your having this problem because you grab the switch and then let go...



If all else fails, try this. (https://lbpcentral.lbp-hub.com/index.php?t=9218-Cinematic-control-using-magic-mouths-Do-s-and-Don-ts)
2010-08-31 02:24:00

Author:
DrShmoogle
Posts: 115


Its a grab switch that (when grabbed) activates the mouths. The grab switch is just wired to the 4 mouths. Do you have any suggestions?

Well how long exactly do you want them to stay on screen?
2010-08-31 06:08:00

Author:
Rottinghouse
Posts: 143


Hmm... are the magic mouths onscreen only while using the cameras? Or can you see them all w/out the cameras?

Also, I noticed that you said they were hooked up to a grab switch. I'm not sure, but maybe your having this problem because you grab the switch and then let go...



If all else fails, try this. (https://lbpcentral.lbp-hub.com/index.php?t=9218-Cinematic-control-using-magic-mouths-Do-s-and-Don-ts)

That thread helped a lot! Thanks! I'll try it out tomorrow lol since its 6 in the morning right now


Well how long exactly do you want them to stay on screen?

I want them to stay until you close the speech bubble.
2010-08-31 10:51:00

Author:
OK1124
Posts: 126


I want them to stay until you close the speech bubble.

Should be able to just hook them up via a perm switch. Using the grab directly will never be a good solution as it will require the player to hold the grab for the duration of them reading.

As for them disappearing, that sounds weird and from your descriptions I can think of no good reason why they should...
2010-08-31 11:17:00

Author:
rtm223
Posts: 6497


make a cube with a key pass a switch for each mouth, time the piston right and your problem will be fixed..... that simple2010-08-31 12:38:00

Author:
vic10tor2
Posts: 9


I have also experienced this exact issue with a setup that sounds very similar to yours + a permanent switch... In my case it helped changing the trigger radius of the mouths, so that sackboy was well inside the radius, when grabbing the switch (circa 70% from the mouth, if that makes any sense?).

Hope it helps you as well...
2010-08-31 15:39:00

Author:
Slaeden-Bob
Posts: 605


Should be able to just hook them up via a perm switch.

Problem with this richard is that if someone joins in progress then they activate again, and depending on where the players are in the level you might get a random text bubble pop up on the other side of the level.( but I am sure you are more than aware of that problem with your experience =) )
[rtm223 gets up from seat]
please dont hurt me!

the method I propose is one of my own. It is a simple timeline that runs over the switches. Here is the thread:

https://lbpcentral.lbp-hub.com/index.php?t=33992-AssassinatorRFC-s-guide-to-cutscenes
2010-09-01 07:40:00

Author:
AssassinatorRFC
Posts: 715


Rtm's in here? I'll just shut up now and leave it to him

I can come up with ways to make things work, but it's usually over complicated. The way some of the creators on here come up with logic is beyond me, that and the constant stream of new information are the reasons I joined in the first place.
2010-09-01 08:01:00

Author:
Rottinghouse
Posts: 143


Problem with this richard is that if someone joins in progress then they activate again, and depending on where the players are in the level you might get a random text bubble pop up on the other side of the level.

Another solution to this is to trigger the magic mouth with a one-shot signal, and it will stay active until cancelled with circle.

Also note that emitting the magic mouths (say attached to a piece of thin gas) allows you to replay the cutscene, while avoiding the annoying triangle icons popping up.
2010-09-01 11:58:00

Author:
Aya042
Posts: 2870


Problem with this richard is that if someone joins in progress then they activate again, and depending on where the players are in the level you might get a random text bubble pop up on the other side of the level.( but I am sure you are more than aware of that problem with your experience =) )
[rtm223 gets up from seat]
please dont hurt me!

the method I propose is one of my own. It is a simple timeline that runs over the switches. Here is the thread:

https://lbpcentral.lbp-hub.com/index.php?t=33992-AssassinatorRFC-s-guide-to-cutscenes

Hey! I tried this and it solved the problem! Thanks so much!
2010-09-05 23:06:00

Author:
OK1124
Posts: 126


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