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Teleporter - Two methods

Archive: 14 posts


I know there are lots of tutorials about how to make a teleporter. There are actually two ways to make one, and I will show them both here in a simple guide. First, I recommand you to play the LBPCentral LogicPack before, as I will use these switches to make a teleporter.

First step, create an empty level and delete the first door. This can be done by smashing it with a big piece of glass.

http://img251.imageshack.us/img251/6610/unephoto1.jpg
Second, build a simple box that will be used for the teleporter.

http://img337.imageshack.us/img337/2538/unephoto4.jpg
Then, create a checkpoint in your level and capture it as an object.

http://img137.imageshack.us/img137/720/unephoto2.jpg
Go to play mode, then come back to create mode. The checkpoint now glows. Capture it again.

http://img72.imageshack.us/img72/2792/unephoto3.jpg
Next, add a sackboy detection switch on your teleporter. Make it active when all players are in/behind/in front of your teleporter. Next, add an AND logic switch over your teleporter. Link the detector to an input.

http://img339.imageshack.us/img339/9710/unephoto5.jpg
Create a dissolve square and put a grab switch on it. Glue the square inside your teleporter and link the switch to the other input in the AND switch.

http://img716.imageshack.us/img716/4773/unephoto6.jpg
This is where it becomes harder. The teleporter works when all people are inside it and someone grabs the switch. To make the teleporter actually teleport the sackboy, you have to make it emmit a checkpoint that will last only two seconds. Emit the regular checkpoint, NOT THE GLOWING ONE. Here, see.

http://img823.imageshack.us/img823/1478/unephoto8u.jpg
When the player grabs the dissolve, it sets the timer and emits a checkpoint inside (or if your teleporter is too small, behind) the teleporter. Then, when the checkpoint dissapears (give it 2 secons of lifetime), the timer is done (set the timer to 4.5 seconds). It should then activate a generator that generates a cloud of gas in the teleporter. The final part is not drawn on the picture. To be sure that the player doesn't keep holding the dissolve square, we should add a logic switch that only activates once and then dissolves the square. You cant connect the grab switch to the dissolve, because it would keep the timer in a reset position forever. Also, at the same time it generates a gas cloud, the teleporter has to generate a glowing checkpoint where you want sackboy to teleport. This is the method that works on the PSP and PS3.


EDIT : here, I'll detail the second method
I heard that the second (and easy) method doesn't work on psp. First, you need to create a suicide machine (yeah, bye sacky) just as before. But this time, you only need a gas emmiter, or plasma if you prefer. You might not know it, but you can connect a switch to the infinite lives checkpoints. This activates them. It is usefull if you want the level to start with Sackboy somewhere, then something happens and he wakes up somewhere else. All you have to do is connect the switch that activates you gas-generartor to the checkpoint where you want sackboy to appear. It can also be usefull is you make a level where lava is filling a tower and sackboy has to jum on platforms up and up. You can put key switches and detectors that know if a certain checkpoint is under lava. If so, it will activate the next checkpoint, so if you die, you don't appear under lava. There are many ways to use this, and saying so I just got a level idea !
2010-09-20 23:50:00

Author:
Unknown User


This is a pretty straight- foward tutorial Good job pivottt2010-09-24 21:15:00

Author:
onaga666
Posts: 293


i dont have a psp but my friend deaos so i well tell him2010-09-26 00:26:00

Author:
deschuttes2
Posts: 157


I only see one way :S
you said two methods...
2010-09-26 00:28:00

Author:
YEAH_NAH
Posts: 775


good job will the 2nd method be up soon?2010-09-29 05:31:00

Author:
huntedstorm
Posts: 488


Previous post edited with the second way, but I were too lazy to take pictures, and it isn't required. So that's it.2010-11-01 00:17:00

Author:
Unknown User


when i tried to connect a switch to a checkpoint, it wont let me.2010-11-21 17:10:00

Author:
FEAR
Posts: 337


I am just surprised that the turtle is fast...2010-11-21 19:32:00

Author:
Unknown User


Thanks for this great tutorial!! , i've never knew how to make a teleporter , but now i do!!!! THX! 2010-11-23 22:08:00

Author:
mixinghoney
Posts: 21


Well, I thought lots of people would have known, as it is one of the first lags I learned. But it seems I helped. I was happy with my purchase (the turtle costume, I just had 50? left in my account) and I wanted to use the picture system. It is fun, and I always like to teach stuff. If you are not able to link cables to teleporters, it is because you didn't update the game. just connect to internet and start the game. Switches must be set to power or one-shot.2010-12-04 03:06:00

Author:
Unknown User


Ummm... Does the first method actually work for the PSP? I wanna make one...2011-05-09 04:09:00

Author:
sackboy7789
Posts: 280


question. how exactly do i find this pack to play it?2011-06-23 04:14:00

Author:
Unknown User


The LBPCentral pack is on PS3 only. Search @LogicPack on LBP community. The username is really LogicPack, nothing else. I know some copies were made by others so just take the original. Copy the vaults to your moon, and play the 3 game levels to understand how it works.

For LBP2, you will want to use the new DLC-based teleporter and many other things. Just search @CreatorsToolkit to get the LBP2 logicpack (well, sort of). Here is the lbp.me link. (http://lbp.me/v/1jdvkm)
2011-07-21 17:27:00

Author:
Unknown User


Thanks for the tip. 2011-07-23 17:48:00

Author:
TheGoldenFlash
Posts: 209


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