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Creating a simple teleporter
Archive: 16 posts
Hi everyone, My LBP PSP level design calls for a simple, 1-way teleporter. I've been reading teleporter examples in these forums, but they mostly refer to LBP on the PS3. Would someone mind describing how to create a simple teleporter for LBP PSP? If I understand it correctly, you simultaneously kill the player and enable a checkpoint at the teleporter's destination. How do you hide sackboy's death so the player believes they were teleported (instead of dying for no reason)? Also, does LBP PSP allow creators to enable a checkpoint with a switch? I'd appreciate any advice you can offer. Thanks! | 2010-09-05 20:38:00 Author: Unknown User |
I'm pretty sure that checkpoints aren't able to be activated via switches. However, if you wish to hide death, a simple way would be to use thin glass in the very front layer. Gas cannot be seen through glass so you can use it to hide the gas. | 2010-09-05 20:56:00 Author: Silver39 Posts: 1703 |
Well, I ran across a possible way to teleport. How does destroying the Entrance Point sound to you? | 2010-09-05 21:00:00 Author: CyberSora Posts: 5551 |
The goal of teleporters is that the checkpoint moves to it's destination before the character revives. Theres many ways of acheving this. What I do is I attach a piston to the checkpoint, set the piston's length to as far as needed, and set the timing to one second. But (like everything else in LBP) it's extremly customizable. So we can't really tell you how to make one though because it depends on what you want (permanent, multiple lives, RANDOM destination etc.) BTW the death doesn't have to be hidden but if you want it to then use thin clear glass and horrible gas because you can't see horrible gas through clear glass. BTW 2 the checkpoint does NOT need to be activated at the same time. You can use any checkpoint (even the entrance) the only requirement is that the player is currently using that one. I find this way much easier because activating a checkpoint and teleport it right then gets very annoying to make and mostly refuses to work. So it's best to put a delay between activation of checkpoint, and teleportation. BTW 3 If using the piston method I mentioned make your intial position and end position as close as possible because the longer the piston the more likely it will break. @CyberSora HOW U DO DAT? | 2010-09-05 21:13:00 Author: kitcheninja Posts: 211 |
Thank you all for the prompt replies. I'm sure they'll get me closer to my desired results. One quick question about the horrible gas death - is it possible to switch on/off horrible gas applied to a material? Or do you kill the player by emitting an object (with gas applied) and firing it at the player's position? I suppose what I'm really asking is for some advice on quickly, but cleanly, killing the player. | 2010-09-05 21:44:00 Author: Unknown User |
Since gas has no weight it hangs in midair. It's best to attach it to a piston in order for it to come in an sweep the player. | 2010-09-05 21:51:00 Author: Silver39 Posts: 1703 |
Just make a static piece of horrible gas, put it behind a big enough piece of glass, then voila! When zey walk in, zey DIE! and spawn at the relocated checkpoint. | 2010-09-05 21:54:00 Author: The Forgotten Posts: 316 |
Thanks everyone - I have a nice test case already set up. I suppose the most difficult part is moving the checkpoint without the player seeing it change positions. Since you've been so helpful thus far, can I ask for any tips on obscuring the checkpoint's movement? | 2010-09-05 22:17:00 Author: Unknown User |
Set the speed to 0.1 or use flipper motion (latter will take some experimenting) | 2010-09-05 23:53:00 Author: Silver39 Posts: 1703 |
0.1 s is 99% going to break at moar than 80 LBP meters, and flipper motion is NECESARRY for the piston method and you only get two inputs on the switch (directional and one shot) but logic can EASILY get around that . (If you don't know what logic is just give up now and click LOGIC PACK on the top of the screen - I know it's for PS3 but it's the same stuff) You can strategically put the used checkpoint just a little bit away from the player. Or have an opaque Thin layer in front of the character. | 2010-09-06 00:24:00 Author: kitcheninja Posts: 211 |
I love teleporters There are hundreds of ways that you can made a teleporter. Basicaly, it is a checkpoint that is going to move to a specific place in a specific time or action. I'm gonna try to answer your last question. Like Silver39 said, you can change the speed to very fast so the player can not see it or maybe hidding it with a wall or camera angles. Uhhmm, this is a bit hard to explain here, so if you want I can make a level with some teleporter examples on it, just tell me EXACTLY what you're trying to do (if it is a survival level, or just for an intro, etc.) | 2010-09-06 01:14:00 Author: rOckalOvEer x73 Posts: 112 |
I'd greatly appreciate an example level with teleporters. I'm sure other creators would as well! In my specific case, I'm using a teleporter to transport the player to/from a boss arena area. The level flows like so: 1. Player finds teleporter, but it isn't enabled. 2. NPC tells Player they must complete a puzzle to enable the teleporter (in the context of the level, they must "restore power to the Fargate (teleporter)" 3. Player completes puzzle and teleporter is enabled 4. Player uses teleporter and is transported to a Boss fight location (the destination location is a considerable distance away from the NPC & teleporter). 5. There is a teleporter near the Boss arena, but the Player must defeat the Boss before they can use teleporter to return to original location. 6. After defeating the Boss, Player uses teleporter to return to original location 7. Teleporter is now disabled Is this the type of information you need? Let me know if you want more details... | 2010-09-06 22:24:00 Author: Unknown User |
I'd greatly appreciate an example level with teleporters. I have a teleporter in my level, Patapon: Lost In Time. | 2010-09-06 22:49:00 Author: anoken Posts: 1654 |
I'm working on it Ok, I've done it . It has been published on comunity moon and it's named "Freak!". I've made it exactly as you said but obviously, you need to change some parts to make it work with your own level. I've made it copyable, so you can see all the logics and how it works. Anyway, if you have any questions, I'll be glad to answer you . P.S. This level has other weird stuff that is part of other of my projects, they're some logic experiments (thats the reason for the name), so don't think that all of them are from the transporter, it is only the last part. Hope that helps! | 2010-09-07 07:44:00 Author: rOckalOvEer x73 Posts: 112 |
Thanks for taking the time to create an example level. Unfortunately I was unable to find it on the Community Moon. Could you republish it? | 2010-09-13 21:08:00 Author: Unknown User |
Sure And as I told you, if you have any questions about the mechanism, just tell me Edit:Ok, it's online | 2010-09-14 07:14:00 Author: rOckalOvEer x73 Posts: 112 |
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