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Background Movement Tutorial

Archive: 4 posts


Ok,after some tremendous delays Ive got everything in order,as promised.
This is my first tutorial so if anything seems vague or such let me know. :blush:


If you don't already have it I suggest you look up the "Dragon Matter" glitch material,it will be very
useful in making these techniques look good.

Without further ado I will out-line my methods for moving objects in the background glitch layers.

The first & most basic principle is to turn the "limitation" of the thin layer into a good thing.
Quite simply Ive realized that if the background layers are considered to take up the same space as the back thin layer
they are subject to anything taking place on that layer....trust me it will make sense soon.

Method 1 : "dropping"

I discovered this method when trying to find a way to keep a ship floating in the background till you walk by,at which point it sinks. (The level has yet to be published.)

This is a very easy method. Just make a horizontal straight line on the back thin layer (in the normal set) out of dissolve to act as a "shelf".
(I suggest making it with dragon matter so it can be hidden as well)
Then attach it to some dark matter.
Make sure to set a way for the player to trigger it then on to making the object it will hold.

There are several tutorials if you don't already know how to make things back there.
I highly recommend this one:
https://lbpcentral.lbp-hub.com/index.php?t=18254-Layer-Glitch-FAQ-Get-the-most-out-of-your-custom-backgrounds-foregrounds

When making your background object make sure to keep it a significant distance from the thin layers,if you allow them to overlap at all they will likely brake.

Once you have your thin objects & background objects complete,gently place the background object just above the dissolve - make sure to un-pause it & then let it fall.

It will now rest (seemingly on air) until the dissolve is triggered.

I had pictures but unfortunately my ps3 browser no longer lets me upload them for some reason. D=
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Method 2 : "conveying"

Ive found that this method can behave a little oddly at times & is rather easy to brake in create mode if you don't
know what your doing.

If you've ever made a conveyor belt on lbp this should be a lot easier.
In stead of the usual "wheels in front" method you simple reverse it & place the wheels on the back thin layer.
Make sure they are attached to dark mater in the back thick layer with motor bolts.
Even though I usually don't use it I HIGHly recommend using the grid for this,to ensure that it stays uniform.

Then like in method 1 make your background object & this time place it on the conveyor belt.
Be very delicate when placing it.Ive found that it can actually support a LOT of weight but the impact itself may for
some reason brake it.
If your having a hard time change your object (if you can) to cardboard or another light material then change it back once its in place.Why it acts this way idk...

Hook the motor bolts to a directional switch (or however you'd like to control it with) & your done.
The conveyor belt should carry the background object around.

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Method 3 : "carrying"

(Important Note: I refer to "connectors" several times to make things easy but Its important to note that
this method won't work with bolts or such thing,it was made with things like pistons,winches,string & things of that sort in mind.)

This may take a bit more work but can provide a lot of precision.
I suggest making the background object first this time & trying to make as much as you can (without
sacrificing the design) out of rubber.

Then on the thin layer place strips of rubber in perfect lines.
Find the surface of the background object you would normally wish to use a connector piece on &
place the thin-layered rubber firmly against it.
Turn off the grid if you have to,so you can be sure its pressed up tight.
Then draw a new line of rubber though each thin layer piece to merge them into a single object.
(without drawing over the background object-or it may brake)

A wise decision may be to make an invisible line of rubber attached to your background object that you can grip
with the thin-layer rubber,so its easier to hide.
Then on the thin layer make a block (or line,or really whatever is convenient) of dark matter & use a standard connector to attach
the thin layer of rubber to the dark matter.

If done properly your connector of choice will be able to support the full weight of your background object & can now be used to
animate it in any way you could on the normal plane.

In short the premise of this idea revolves around basically making sorta of a cattywumpus hand to hold your object.
They will obviously be on separate layers but the game doesn't need to know that so,shh.

This method is demonstrated in my "July Fair" level I published.
Don't expect anything else particularly exciting though.To be honest idk why it seemed like
a good idea at the time to rush the level to completion.
Still,despite largely having served as a experiment it demonstrates this method pretty well-
so it might be worth looking if your a visual learner.
Just search my user name "Moon_Slinger"

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I'm actually shocked this hasn't been used already,Its such an easy concept when you think about it.
You could probably find many more methods that Ive yet to test.
Perhaps making a glass slide or tracks for something?

Anyways I'm highly looking forward to seeing what the rest of the community does with this.
Ive seldom been disappointed.:star:

If anyone has any questions feel free to ask but please be patient,I never know when Ill have time these days.
(Long story.)
2010-09-10 09:06:00

Author:
Unknown User


Dragon matter?
i have heard of it but what does it do?
2010-09-12 02:16:00

Author:
YEAH_NAH
Posts: 775


Its like invisible grabbable material that was made by my friend DraggyZ, it can be as thick as you want and really quite helpful
(Leveled up to sack now, ftw.)
2010-09-12 04:06:00

Author:
Merc
Posts: 2135


this seems to be a brilliant tutorial... honestly i havent read the whole thing yet but after reading the intro im gonna read more cause it seems interesting

Edt:
i found this quite helpful, thank you
2010-09-12 04:44:00

Author:
Fun_Flyer
Posts: 31


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