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#1

Grid Tool

Archive: 20 posts


i've been watching alot of lbp2 beta videos lately (since i havent got my invite yet if i even get one ) and i noticed that all of the games that are meant to be grid-based, like tetris or pong for example, aren't very gridy instead they are more analoggy (move freely) i wish that before lbp2 is actually released Mm makes a tool that will allow you to snap an object to the grid (in play mode) who agrees or does anyone want to add something? Thanks :star:<3:star:<32010-09-27 22:48:00

Author:
PlayStatiowned
Posts: 83


Good idea, grid is now little pain to work with, specially in puzzles and use of physical objects. Currently best is use of tag grid and quick mover-follow switching, but when in comes to precision, there trouble.

I would say some kind of mover allowing to use creator mode style grid as movement basis.
2010-09-27 23:05:00

Author:
Shadowriver
Posts: 3991


i've been watching alot of lbp2 beta videos lately (since i havent got my invite yet if i even get one ) and i noticed that all of the games that are meant to be grid-based, like tetris or pong for example, aren't very gridy instead they are more analoggy (move freely) i wish that before lbp2 is actually released Mm makes a tool that will allow you to snap an object to the grid (in play mode) who agrees or does anyone want to add something? Thanks :star:<3:star:<3That would be nice, though I bet people will find a way to do it anyway.

But yeah I saw in the Pac-Man one that it was really screwy the way the character moved, rather than on set lines the way it should be.
2010-09-27 23:05:00

Author:
Hawk14
Posts: 105


That would be nice, though I bet people will find a way to do it anyway.

But yeah I saw in the Pac-Man one that it was really screwy the way the character moved, rather than on set lines the way it should be.

That Pac-Man level had bad movment design, if he used gyros and followers movement would be much better

Btw games like pong and pacman don't need grid movement
2010-09-27 23:08:00

Author:
Shadowriver
Posts: 3991


That would be nice, though I bet people will find a way to do it anyway.

But yeah I saw in the Pac-Man one that it was really screwy the way the character moved, rather than on set lines the way it should be.
Thats what i was talking about im going a mile a minute trying to figure out how to make a custom grid snap tool with the advanced lbp2 logic but i just cant!!!!! lol
2010-09-27 23:12:00

Author:
PlayStatiowned
Posts: 83


I made a snap mover and a snap rotator microchips. Both works extremely accurately and the only flaws in them are that they are too accurate and with the grid that is occasionally inconsistent bad things happen.

The mover works just like Shadowriver says and the rotator has a bunch of gyroscopes for different angles.
2010-09-28 15:43:00

Author:
Unknown User


Maybe for a pacman themed level you could use the new lbp2 style of the camera being above you but have the actual pacman on little runners, almost like a train? Then the grid can be any size / shape you want! 2010-09-28 15:47:00

Author:
MrRoflWaffles
Posts: 12


I made a snap mover and a snap rotator microchips. Both works extremely accurately and the only flaws in them are that they are too accurate and with the grid that is occasionally inconsistent bad things happen.

The mover works just like Shadowriver says and the rotator has a bunch of gyroscopes for different angles.

Thats exactly how my Tetris pieces work still for some reason my blocks like to stack when you try to put them in block hole (no reference plz )


Maybe for a pacman themed level you could use the new lbp2 style of the camera being above you but have the actual pacman on little runners, almost like a train? Then the grid can be any size / shape you want!

Best for that pac-man game would be use of gyros to rotate and rail the Pacman with follower (disable up-down movment)s. There would be need of system that will manage when you can rotate or not and make it accurate enough to make pac-man to stay on rail
2010-09-28 16:00:00

Author:
Shadowriver
Posts: 3991


Grid movement will allow objects to move in the background
possibly
2010-09-29 00:53:00

Author:
PPp_Killer
Posts: 449


the rotator has a bunch of gyroscopes for different angles.

Clever.


for some reason my blocks like to stack when you try to put them in block hole

That would indeed be annoying. I've found in lbp1 that when I want to insert something into a hole...heh.... I need to leave a little more space than what I really should need or I'll get binding. What you could do for tetris is make narrower solid blocks and overlap them with blocks made of holo mat that fill the spaces. That way there's no collision between the blocks in a column because there's space between the solid parts.

As for snap movement, I'm sure it won't be too difficult once a few creative types put their minds to it (sounds like EnergyRay might've already figured it out). Once one person does it to good effect and demonstrates how it's better, then everybody will be doing it and all those pac-men and tetrises (tetrii?) will be better.
2010-09-29 20:25:00

Author:
Sehven
Posts: 2188


Sounds like a good idea to me.


Er.. guys... Could a more accurate grid be made using impact sensors and hologram?
2010-09-29 20:49:00

Author:
Fishrock123
Posts: 1578


I don't think they'll put it in for the same reason you can't move things in create mode when somethings in the way while your using the grid. The physics engine can't process it because on the rapid movement.2010-09-29 22:29:00

Author:
ADS_LEGEND
Posts: 140


I'm sure incremental "movers" will happen eventually. Someone will perfect them. That's my idea for tetris and the like anyway.2010-09-29 22:33:00

Author:
AeroForce22
Posts: 392


I don't think they'll put it in for the same reason you can't move things in create mode when somethings in the way while your using the grid. The physics engine can't process it because on the rapid movement.

You know thats not a huge problem for developer


That would indeed be annoying. I've found in lbp1 that when I want to insert something into a hole...heh.... I need to leave a little more space than what I really should need or I'll get binding. What you could do for tetris is make narrower solid blocks and overlap them with blocks made of holo mat that fill the spaces. That way there's no collision between the blocks in a column because there's space between the solid parts.

As for snap movement, I'm sure it won't be too difficult once a few creative types put their minds to it (sounds like EnergyRay might've already figured it out). Once one person does it to good effect and demonstrates how it's better, then everybody will be doing it and all those pac-men and tetrises (tetrii?) will be better.

Keep in mind that you can disable friction in material tweak ;] it's not much frequent as it my sound, simply blocks move harder in hole when you need to push down to fall fully, but yea, sometimes rarely they stuck to level that you can't do anything. Holos with vertical grid movement (that my tetris is missing, got only horizontal) would fix for sure, I plan to make hologram based tetris in full game, i have enough of Tetris for now
2010-09-30 03:54:00

Author:
Shadowriver
Posts: 3991


I'm not the only one who has built the basics of grid movement in to a microchip.

And there's actually more to that.

I've built two, no wait, three different grid movement microchips.

One of them uses tags, followers and emitters, one uses tags, followers and timers and the most basic one uses only a timer and movers. The last one needs some calculating to make it work without flaws. The first one works the best in any situation, but it's frustrating to fix if the emitted objects are broken, the tags are of a wrong color / label or something else.
2010-09-30 13:11:00

Author:
Unknown User


Look like we walking in same path ;] you should check my next level (that sould come out in next few days) i made something interesting

I eliminated timer-mover method at the beginning, it's too inaccurate and lose grid easily
2010-09-30 15:38:00

Author:
Shadowriver
Posts: 3991


Yes, but why is it so inaccurate is the question.

Is the timer that inaccurate? Or could it be a bug?

The best is obviously the emitter one, at least I think it is.
2010-10-01 17:22:00

Author:
Unknown User


It's simple, there no combination of time/str/speed that allows as to set it in right position, even if there is any if something will slow down the object it will stop in incorrect position and lose grid as result and there no way to correct that instead of followers...but why not use followers as basis.2010-10-01 17:47:00

Author:
Shadowriver
Posts: 3991


I just thought something up, haven't tested it yet though.

What if you put four invisible hologram pieces and glue them to the sides of the object you wan to move (one in each side of a square) and place tags on the tip of them.

Using timers you could set them to be ON for a set period of time (one at a time usually) and the follower could do the rest.

Have to test this...
2010-10-01 17:54:00

Author:
Unknown User


Emmmm... I already figure something similar and tried it out and test that and making something based of it ^^' works great, and 65% done, i still got few things to do to go publish it. I won't tell what this is for obvious reasons, so you will see it in few days2010-10-02 22:34:00

Author:
Shadowriver
Posts: 3991


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