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#1

Anything is possible in LBP2..

Archive: 80 posts


http://www.youtube.com/watch?v=QSF5q_5ee18&feature=sub

http://www.youtube.com/watch?v=QSF5q_5ee18&feature=sub

Can anyone explain how this was made?
Thanks in advance!
2010-10-10 15:54:00

Author:
edster962
Posts: 170


This sure is a masterpiece!

3D glitch + In/out mover pretty much??
2010-10-10 16:20:00

Author:
Jonaolst
Posts: 935


Well it is definitely objects moving out of the screen - you can see when the camera pans (https://lbpcentral.lbp-hub.com/index.php?t=36818-Scrolling-camera-gt-lt) at the end that the ground is a flat plane extended with the 3D layer glitch - also, real water is used and the petals moving about couldn't be explained any other way.

Given that, we can also see that the flowers move further than just 3 layers (as far as I can see) - it could be done by having a 3D layer glitch background and then only moving the flowers between the 3 main layers, but it doesn't look like that. It looks like the scenery is moving through at least 5 layers.

This means that someone has found a way to use the in/out mover to move objects from the 3D glitch layers forward towards the screen. This may indeed happen when placing the in/out mover on a background object.

So here's how I think it works:
- Level pieces are spawned in a far background layer and fade in (hidden by background fog)
- Each piece has a timer and an in/out mover which moves the piece towards the screen in a continuous motion
- The pieces fade out when they reach the regular foreground layer and can't move any further
- The end result is that it looks as though the player is travelling through a field of flowers
2010-10-10 16:33:00

Author:
thor
Posts: 388


Wow. That is all I can say.2010-10-10 16:37:00

Author:
.jamo
Posts: 172


This mean... we can make REAL 3D games!!

But ofc, we can't turn the camera left or right.
You can wire up so i makes that when you hold left stick up, the scenery moves out.
And when you hold left stick down, the senery moves in.
The player doesn't need to be in the 3D layers,though.
2010-10-10 16:44:00

Author:
Jonaolst
Posts: 935


This mean... we can make REAL 3D games!!

But ofc, we can't turn the camera left or right.
You can wire up so i makes that when you hold left stick up, the scenery moves out.
And when you hold left stick down, the senery moves in.
The player doesn't need to be in the 3D layers,though.

I am not sure if you can make the scenery move the other way, because this would involve pushing the scenery past the back layer into the 3D layers and I don't think the in/out movers can do that - they can only move things towards the playable layers.
2010-10-10 16:58:00

Author:
thor
Posts: 388


This mean... we can make REAL 3D games!!

But ofc, we can't turn the camera left or right.
You can wire up so i makes that when you hold left stick up, the scenery moves out.
And when you hold left stick down, the senery moves in.
The player doesn't need to be in the 3D layers,though.
There is no such thing as "real 3D" in LBP2. Everything you see is just an illusion.
2010-10-10 17:16:00

Author:
Arkei
Posts: 1432


There is no such thing as "real 3D" in LBP2. Everything you see is just an illusion.

Uhm, that flower level wasn't an illusion...
The 3D layers actually moved.
2010-10-10 17:21:00

Author:
Jonaolst
Posts: 935


There is no such thing as "real 3D" in LBP2. Everything you see is just an illusion.

That sounds eerie..."Everything is just an illusion."

But thanks for clearing things up, I knew it had to do with the 3D Glitch but the way he did it was amazing.
Imagine what else is possible. You can do a Need For Speed racing game with this technique.
2010-10-10 17:23:00

Author:
edster962
Posts: 170


Wow. This opens up so many possibilities.....

In fact there's a survival challenge I've wanted to make for ages that would only be possible with this technique. Shame the live emitters were broken with the latest update, will be a bit annoying having to capture each background object to emit it.
2010-10-10 17:31:00

Author:
Nuclearfish
Posts: 927


The sequencer was also used for the lighting changes and scenery changes.2010-10-10 17:32:00

Author:
tay_chason
Posts: 12


Uhm, that flower level wasn't an illusion...
The 3D layers actually moved.
What I meant is that free 3D movement in all directions is impossible.
2010-10-10 17:39:00

Author:
Arkei
Posts: 1432


hmm something i been wondering about..... the cameras can do far more things then in LBP1 Right?
so can we like turn the view sideways? just we could see Sackperson's back while hes running? *mew
2010-10-10 17:56:00

Author:
Lord-Dreamerz
Posts: 4261


I had the idea of making a flower level in LBP2, now I'm glad I didn't bother trying, there is just no way I could have done it that well. 2010-10-10 17:57:00

Author:
napero7
Posts: 1653


hmm something i been wondering about..... the cameras can do far more things then in LBP1 Right?
so can we like turn the view sideways? just we could see Sackperson's back while hes running? *mew

No, unfortunately the maximum tilt of the camera is restricted to about the same degree as it was in LBP1. I have a feeling this is related to graphical limitations (if you turn the camera sideways you can potentially see the entire level at once). So you won't be able to do a level like that. Unless you use a trick like the one in this video. The camera can spin around 360 degrees however, and can zoom out really far.
2010-10-10 18:00:00

Author:
thor
Posts: 388


Had a feeling we could not... just it would have been nice if we could...
would made something like this level a little more easy i think to do...
2010-10-10 18:04:00

Author:
Lord-Dreamerz
Posts: 4261


Don't expect "real 3D" levels like that will rain LBP2,this got it's limit, for example you only look straight using this technique and only walk forward and sterf. If they would allow to tilt camera enough it would give more possibilities on top-down view2010-10-10 18:32:00

Author:
Shadowriver
Posts: 3991


I really really hope no one else gets the idea from the title that they will be able to make "LBP3" in LBP2. Please. no. >_<2010-10-10 18:36:00

Author:
Fishrock123
Posts: 1578


Wow. You could totally do an on-rails shooter like this. What was that one dragon game on the old xbox? It was a 3d rail shooter and that kind of gameplay would translate very well using this technique. Or for you KH fans, it could be like the sequences with the gummi ship.2010-10-10 18:39:00

Author:
Sehven
Posts: 2188


Yea, on rails shooter is most suitable game type for that, also i suppose SNES Star Fox clone is now only matter of time ^^2010-10-10 18:42:00

Author:
Shadowriver
Posts: 3991


Yea, on rails shooter is most suitable game type for that, also i suppose SNES Star Fox clone is now only matter of time ^^

Do a barrel roll!

But seriously, this is amazing. LBP2 is pushing the boundaries every day it seems.
2010-10-10 19:03:00

Author:
Gilgamesh
Posts: 2536


I wanna build something like this...BUT WITH GUNS. :kz:

MWUAHAHAHA

But not to violent of course. :hrmf:
2010-10-10 19:06:00

Author:
warlord_evil
Posts: 4193


watch this from 1.20 and ask yourself: how the hell have they designed this? it looks far too smoothly done

http://www.youtube.com/watch?v=dzYlwfkoHAk&feature=player_profilepage#!
2010-10-10 19:10:00

Author:
GribbleGrunger
Posts: 3910


I'll tell you how it was done... freaking black magic!

Honestly though, that was beautiful.
2010-10-10 19:15:00

Author:
Incinerator22
Posts: 3251


HOLY SACK!
that is awesome!, 3D in depth movement on lbp!, its crazy!, its magic! its... its..., aghh! i cant find more adjectives for this :

anyway this is EPIC, nothing else, this could open a lot of possibilities, LBP FPS anyone?
2010-10-10 19:22:00

Author:
Ragnarok
Posts: 898


HOLY... wow.

I must say that was shocked when I saw this.... I did not expect anything like this to be made.
2010-10-10 19:38:00

Author:
ShamgarBlade
Posts: 1010


Tried to make something like this myself, doesn't seem to work for me. I've got an object in the back layers with a timer and in/out mover, pushing the object back every 0.1 seconds. Works fine in the normal layers but not in the glitched layers. There must be something more to it... or I'm just doing it wrong...2010-10-10 22:38:00

Author:
Nuclearfish
Posts: 927


Tried to make something like this myself, doesn't seem to work for me. I've got an object in the back layers with a timer and in/out mover, pushing the object back every 0.1 seconds. Works fine in the normal layers but not in the glitched layers. There must be something more to it... or I'm just doing it wrong...

Maybe it was patched after that video? I didn't think it would work, but I'm going to try it too, just too see...
2010-10-10 23:07:00

Author:
Weretigr
Posts: 2105


I just played the level, and i notice there 2 pieces of solid grass groun material that not move at all, it only slides to sides to make a river, everything that moves looks like it's on invisible holograms, it's quite resonble technique since if we use ground to move things there would be visible gaps between each layer. I think you can archive faster speed of it by setting out/in mover to go to top layer, imo this technique is better if theres less environment, since ground only slowing this thing up.

I would need to experiment with it to fully understand it and see pros and cons... but i never even tried to use 3D glitch (since i never needed to)
2010-10-10 23:41:00

Author:
Shadowriver
Posts: 3991


No, unfortunately the maximum tilt of the camera is restricted to about the same degree as it was in LBP1. I have a feeling this is related to graphical limitations (if you turn the camera sideways you can potentially see the entire level at once). So you won't be able to do a level like that. Unless you use a trick like the one in this video. The camera can spin around 360 degrees however, and can zoom out really far.

You can actual zoom back really far in create mode, AND SEE THE ENTIRE LEVEL. It's really cool, but frame rate slows down to a crawl (I hope they keep it).



I wanna build something like this...BUT WITH GUNS. :kz:

MWUAHAHAHA

But not to violent of course. :hrmf:

This technique use in this level would be most interesting to look into. I tried doing something like this before with holograms but it didn't go well.

FPS 3D here i come!
2010-10-11 00:22:00

Author:
PPp_Killer
Posts: 449


FPS 3D here i come!
*Goes to store and buys FPS*

Way ahead of ya!
2010-10-11 00:25:00

Author:
warlord_evil
Posts: 4193


FPS 3D here i come!

Good luck going not forward or sterf
2010-10-11 01:16:00

Author:
Shadowriver
Posts: 3991


Magic *snort snort*2010-10-11 02:09:00

Author:
Jord-bord
Posts: 153


*Goes to store and buys FPS*

Way ahead of ya!


Good luck going not forward or sterf

Oh shh.
I'll just make a new gun. Use the same moving forward thing in the video and have targets randomly pop in for shooting. And release it as an "FPS 3D tech demo" even though I don't like releasing my concepts I think this one needs to be, just to show the possiblity. I could even emulate turning with a bunch of cutscene cameras.

From watching the video, I can somewhat understand how he did it but I need to play it myself. That actual causes a problem though if I'm correct, the gun may not be able to be seen fully.

Can't wait to get home and try this out... But... I got homework >.>
2010-10-11 02:49:00

Author:
PPp_Killer
Posts: 449


This would be sooooo awesome with a on-rail shooter with Playstation Move.

This ''glitch'' + Playstation Move = The Shoot LBPfied??
2010-10-11 06:07:00

Author:
Jonaolst
Posts: 935


Seriously this makes me think again that Media Molecule should make a background tool. Make this "3D glitch" a feature and let people exploit it fully.
This would basically open tons of new kinds of games! We would be making:

Starfox style,
Space Harrier style,
Outrun style,

Seriously this would be sooo gooooood. I always dreamed that LBP2 would support some scrolling type of 3D that would accomodate an Outrun clone!
2010-10-11 06:39:00

Author:
RangerZero
Posts: 3901


Yeah, yeah, yeah... somebody put it in a microchip and send it to me! Very nice effect though!2010-10-11 07:49:00

Author:
Gravel
Posts: 1308


Hmm, I wonder how well it works under faster movement/speed..
Because no one wants to drive a turtle. Well, maybe a rocket powered one, which proves my point.
2010-10-11 07:49:00

Author:
midnight_heist
Posts: 2513


You can actual zoom back really far in create mode, AND SEE THE ENTIRE LEVEL. It's really cool, but frame rate slows down to a crawl (I hope they keep it).


Video please

Oh and didn't I used to play Wipeout HD with you? I recognise your PSN
2010-10-11 11:30:00

Author:
thor
Posts: 388


Video please

Say hi to holy squere of LBP:

New theme:

http://img259.imageshack.us/img259/1134/imga0148.jpg

Old theme:

http://img171.imageshack.us/img171/1402/imga0152n.jpg

You can also see whole background using this (but under fog):

http://img685.imageshack.us/img685/4246/imga0155g.jpg
2010-10-11 14:07:00

Author:
Shadowriver
Posts: 3991


It looks brilliant And now I will explain how it's done...maybe.

There are possibly a few ways to do this or a combination of them. All use the sequencer, which is crucial.

1) Someone said earlier about how you can zoom the camera VERY far out...now think about that for a second or two...why can't you zoom back in?! It's not a trick of emitters it's a trick of the camera! Everybody is talking about the background layers, what about the foreground layers? You can set a long series of cameras that track from the foreground layers up to the normal layers, using the sequencer to drop in flowers and change cameras in perfect...well, sequence. The petals can just be moved with movers in sequence with the cameras, they also pop in and out of shot, so they might not always be the same ones. The water is simple, it's always there, just covered and then the cover is just removed slowly. It's also very probable that there are different locations, you can see this in the rapid change in pace just before you get to the water. If you set certain things to react the same off screen as they do on screen e.g the movment of the petals, switching locations should be seamless (we've all seen the mirror "glitch", to know how effective that is).

2) The in/out movers are pushing sections towards you. I know I said there are a few ways, but I've pretty much convinced myself with number one

In both cases sections are being emitted at some point. In case number 1, it's possible that the normal layers aren't even being used! You could just be looking at the same section over and over again, but with a flower dropped in front of you every now and then. At the very start you can actually see the camera pull back. Something about case number 2 doesn't sit right with me.

Given the fact that you can reverse and control the sequencer it won't be long before we see FPS style movement Whether or not you can make a FPS is another matter...it isn't, you can
2010-10-11 19:03:00

Author:
ballisticola
Posts: 157


nice level2010-10-11 20:43:00

Author:
HollieCat
Posts: 197


It looks brilliant And now I will explain how it's done...maybe.

There are possibly a few ways to do this or a combination of them. All use the sequencer, which is crucial.

1) Someone said earlier about how you can zoom the camera VERY far out...now think about that for a second or two...why can't you zoom back in?! It's not a trick of emitters it's a trick of the camera! Everybody is talking about the background layers, what about the foreground layers? You can set a long series of cameras that track from the foreground layers up to the normal layers, using the sequencer to drop in flowers and change cameras in perfect...well, sequence. The petals can just be moved with movers in sequence with the cameras, they also pop in and out of shot, so they might not always be the same ones. The water is simple, it's always there, just covered and then the cover is just removed slowly. It's also very probable that there are different locations, you can see this in the rapid change in pace just before you get to the water. If you set certain things to react the same off screen as they do on screen e.g the movment of the petals, switching locations should be seamless (we've all seen the mirror "glitch", to know how effective that is).

2) The in/out movers are pushing sections towards you. I know I said there are a few ways, but I've pretty much convinced myself with number one

In both cases sections are being emitted at some point. In case number 1, it's possible that the normal layers aren't even being used! You could just be looking at the same section over and over again, but with a flower dropped in front of you every now and then. At the very start you can actually see the camera pull back. Something about case number 2 doesn't sit right with me.

Given the fact that you can reverse and control the sequencer it won't be long before we see FPS style movement Whether or not you can make a FPS is another matter...it isn't, you can

Zooming in from afar would not give the same effect. The front layers visibly fade away as you move through, furthermore the petals that you control remain the same size and are obviously just floating in the regular layers. Perspective distortion may be able to be corrected by using the "flatness" setting but would still leave some issues. Flowers and grass visibly appear to move from many layers back and so couldn't just be spawned in (where?).

It is clear that your option 2 is the way that it was done.

Ambitions of making an FPS with proper movement are misguided. For a start, I don't think it's even possible to move backwards, let alone turn (with correct perspective adjustments) and keep track of locations in 3D space. Moving things from the background layers involves a "move to front" in/out mover I think... but there isn't a way to use a mover to push things back into the glitched layers yet discovered... it would have to be another glitch.
2010-10-11 21:02:00

Author:
thor
Posts: 388


No, unfortunately the maximum tilt of the camera is restricted to about the same degree as it was in LBP1. I have a feeling this is related to graphical limitations (if you turn the camera sideways you can potentially see the entire level at once)..
Well, wouldn't it be possible if they added LoD and a draw distance?
2010-10-12 05:19:00

Author:
Arkei
Posts: 1432


Well, wouldn't it be possible if they added LoD and a draw distance?

I think bigger issue is need of making foregrounds (since we suppose to see them when we got background and tilt camera enough) )and since LBP2 is mainly platformer at it's core and maybe MM game stay in this way they simply don't do it. Also it won't remove fact that you can move only in 3 directions in this First Person illusion
2010-10-12 13:41:00

Author:
Shadowriver
Posts: 3991


Limitations is one reason the engine works, everything is for a reason.2010-10-12 13:58:00

Author:
Foofles
Posts: 2278


Zooming in from afar would not give the same effect. The front layers visibly fade away as you move through, furthermore the petals that you control remain the same size and are obviously just floating in the regular layers. Perspective distortion may be able to be corrected by using the "flatness" setting but would still leave some issues. Flowers and grass visibly appear to move from many layers back and so couldn't just be spawned in (where?).

It is clear that your option 2 is the way that it was done.

Ambitions of making an FPS with proper movement are misguided. For a start, I don't think it's even possible to move backwards, let alone turn (with correct perspective adjustments) and keep track of locations in 3D space. Moving things from the background layers involves a "move to front" in/out mover I think... but there isn't a way to use a mover to push things back into the glitched layers yet discovered... it would have to be another glitch.

Maybe I've got a bit excited But do we know we can push stuff from the glitch into the normal layers? And why when the petals hit the water, does the camera zoom past the splash? The water isn't moving, it can't.
The petals would stay the same size though if they were being followed by the camera setup.
Flowers and grass do not visibly appear to move from many layers back, that's the point, if they did it wouldn't work, you can't see what's happening. And why can't you spawn sections into the foreground? I am playing devil's advocate by the way, I'm not flatly disagreeing

If it isn't the foreground then someone should have a look Surely if you can focus the camera you can do some great stuff. And given the fact that you can zoom out to see the whole level, how many layers can you zoom back to?! You must be able to do at least the height, which is 192 squares (in the big grid, the same size as a layer)!!! Can you imagine??? I mean I don't for one minute think you can build some massive level, you can't do much with it, but for landscaping and looks, who knows?

But as for the FPS thing you can definitely make one. With the new logic and the sequencer, you can go in and out of the screen, you can go left to right (you can do that anyway), you can aim, you can sort of fake (or get around) turning around and you can have actual SackBots running through the background layers towards you.
And it can be done in a number of ways. You can use holographic material, ok, that will look like some sort of futuristic shooter. You can (maybe ) use the Ballisticola Technique (Copyright...if it works ), if you like crashing game engines Then there's the in/out movers trick, which I'm beginning to see many benefits of. Imagine just a simple corridor in the back layer, with the only thing moving being the back wall towards you, it's simple enough for anybody to understand, but effective enough (alright, the walls around you don't move, but you get the idea of how simple it can be). Then there's another one of my crackpot ideas, same idea a corridor, except you have multiple corridors each one layer more than the last. If you rig up a camera to everyone of them in series and cut between them as fast as you can, it might look like you are moving down the corridor...or the cameras might not be fast enough and it will look rubbish

I do try
2010-10-12 21:37:00

Author:
ballisticola
Posts: 157


Okay I finally tried working on this and found out how to do it within a minute.

Each row is set on holograms, hologram doesn't interfere with any other object, so they can easily pass through objects like gas. Each set has the feather decoration on them (aka grass).

Each row has a mover (set to go to the front layer) triggered by a battery (or whatever you want). You can't make an object go one forward in the background but they don't mined going all the way to the front layer. These rows are constantly streamed in. This person could of put a lot more grass in, but there must be a reason why they didn't.

Edit: Forgot to mention this but you can emit this into the background and it will crawl back to the normal layer when it is triggered to.
2010-10-13 05:17:00

Author:
PPp_Killer
Posts: 449


Okay I finally tried working on this and found out how to do it within a minute.

Each row is set on holograms, hologram doesn't interfere with any other object, so they can easily pass through objects like gas. Each set has the feather decoration on them (aka grass).

Each row has a mover (set to go to the front layer) triggered by a battery (or whatever you want). You can't make an object go one forward in the background but they don't mined going all the way to the front layer. These rows are constantly streamed in. This person could of put a lot more grass in, but there must be a reason why they didn't.

Edit: Forgot to mention this but you can emit this into the background and it will crawl back to the normal layer when it is triggered to.

This is exactly how I reproduced the effect yesterday when I made a 3d armchair ride, racing through grassy fields towards the horizon. There are other caveats, but you've nailed the basic principle.

Now I just need to work out to achieve freedom of movement instad of linear trajectory.
2010-10-13 08:23:00

Author:
Ungreth
Posts: 2130


This is exactly how I reproduced the effect yesterday when I made a 3d armchair ride, racing through grassy fields towards the horizon. There are other caveats, but you've nailed the basic principle.

Now I just need to work out to achieve freedom of movement instad of linear trajectory.

This is what I think will be the problem. I suspected that it used a technique of moving the blocks to the normal layers but there is no option to "move to 5th background layer" so moving backwards is going to be difficult.
2010-10-13 12:36:00

Author:
thor
Posts: 388


This is what I think will be the problem. I suspected that it used a technique of moving the blocks to the normal layers but there is no option to "move to 5th background layer" so moving backwards is going to be difficult.

More like improbably.
2010-10-13 12:56:00

Author:
PPp_Killer
Posts: 449


Rauland, what happens if you make a section that covers the background, normal and foreground layers? Can you move it with the in/out movers? I'm guessing not, but seeing as you can move stuff connected in that way, it's worth knowing. Also anymore news on the SackBot movement in the background? Is there anyway you can stop them sliding and how fast do they move?

Although they can't do anything about it, MM have given us some tools and materials that will work perfectly in the glitch layer. Holographic material + stickers + emitters/destroyers + movers = Controllable 3D. I don't see how you can't move backwards? If everything is on a sequencer, you can emit the new sections and destroy the old sections and then reverse it to go backwards. Also if I go back to the simple corridor idea, just moving the back wall and having animated material change to the direction you want, should give the effect of movement (that's assuming you can control the animations). And if all else fails you can do a Metal Gear Solid 2 and not be allowed to move That would look quite cool, going from platformer to FPS...and tranquilizing a SackBot in the leg
2010-10-13 18:54:00

Author:
ballisticola
Posts: 157


LBP 2 can't do everything... For an example, it can't make me lunch

I have played this and I am puzzled over the incredibly interesting level. Now, before I post my explanation, I have not bothered to read most of the posts, so this is all what I think, or built up on what I read until I got tired.

First I thought this was somehow done with the camera turned in a "See sackboys back when he is running" kind of turn. The flatness and etc. can be manipulated and you could get that long stretch effect. Though, that would not fit in with you being that flying petal which moves so freely it can't (if it runs like sackboy towards something) as it needs to layer shift and I don't think it is that smooth.
So it must be in front, but the depth is a mysterium to me.
2010-10-13 21:00:00

Author:
moonwire
Posts: 1627


Rauland, what happens if you make a section that covers the background, normal and foreground layers? Can you move it with the in/out movers? I'm guessing not, but seeing as you can move stuff connected in that way, it's worth knowing. Also anymore news on the SackBot movement in the background? Is there anyway you can stop them sliding and how fast do they move?

Although they can't do anything about it, MM have given us some tools and materials that will work perfectly in the glitch layer. Holographic material + stickers + emitters/destroyers + movers = Controllable 3D. I don't see how you can't move backwards? If everything is on a sequencer, you can emit the new sections and destroy the old sections and then reverse it to go backwards. Also if I go back to the simple corridor idea, just moving the back wall and having animated material change to the direction you want, should give the effect of movement (that's assuming you can control the animations). And if all else fails you can do a Metal Gear Solid 2 and not be allowed to move That would look quite cool, going from platformer to FPS...and tranquilizing a SackBot in the leg

For in/out movers you only have the option to
- Move forward 1 layer (within the playable layers)
- Move backward 1 layer (within the playable layers)
- Move to front
- Move to middle
- Move to back

So whilst you can move glitch layer objects into the playable layers, you can't move them back again (unless there is a glitch to do so).
2010-10-13 21:04:00

Author:
thor
Posts: 388


LBP 2 can't do everything... For an example, it can't make me lunch



That's what the lady folk are for

/runs
2010-10-13 21:42:00

Author:
Weretigr
Posts: 2105


LBP 2 can't do everything... For an example, it can't make me lunch
Ehm... There is cake and chocolate in LBP2
2010-10-13 21:48:00

Author:
Unknown User


LBP 2 can't do everything... For an example, it can't make me lunch

I have played this and I am puzzled over the incredibly interesting level. Now, before I post my explanation, I have not bothered to read most of the posts, so this is all what I think, or built up on what I read until I got tired.

First I thought this was somehow done with the camera turned in a "See sackboys back when he is running" kind of turn. The flatness and etc. can be manipulated and you could get that long stretch effect. Though, that would not fit in with you being that flying petal which moves so freely it can't (if it runs like sackboy towards something) as it needs to layer shift and I don't think it is that smooth.
So it must be in front, but the depth is a mysterium to me.

Rauland has already explained how it's done, and I can back him up on that since I've done it myself in pretty much the same way. The ground material is static, the player moves up, down and side to side, while the purple decorations are emitted on hologram material that moves from the back layers toward the screen. Simple as that.
2010-10-14 08:16:00

Author:
Ungreth
Posts: 2130


Rauland has already explained how it's done, and I can back him up on that since I've done it myself in pretty much the same way. The ground material is static, the player moves up, down and side to side, while the purple decorations are emitted on hologram material that moves from the back layers toward the screen. Simple as that.

I also sent the person who made this level a message and they (in 9 psn messages) confirm that how I explained it works, but also mentioned it is limited as hell and you can't stop them from moving (even hitting pause won't stop them).
2010-10-14 11:10:00

Author:
PPp_Killer
Posts: 449


So, it's same as i guessed too2010-10-14 11:14:00

Author:
Shadowriver
Posts: 3991


I also sent the person who made this level a message and they (in 9 psn messages) confirm that how I explained it works, but also mentioned it is limited as hell and you can't stop them from moving (even hitting pause won't stop them).

No control. Limits.

Is the smoke still there when you emit/destroy stuff?
2010-10-14 18:55:00

Author:
ballisticola
Posts: 157


No control. Limits.

Is the smoke still there when you emit/destroy stuff?

You can choose how you want a destroyer or emitter will "destroy" things. Dissolve, disappear, shrink, explode, fall apart and splat.

You can also choose some very similar settings to emit things too!
2010-10-14 19:31:00

Author:
Weretigr
Posts: 2105


Disappear sounds the one Splat All I see there is gore!!! 2010-10-15 14:52:00

Author:
ballisticola
Posts: 157


RaphaeI still playing with 3D glitch and out pushing, now he made jet flight arcade, heres screens from LBP.me (im not sure if you guys can see them):

http://beta.lbp.me/img/ft/f404a5446c16f8a24ed6161a016fa72d31ad4f88.jpg
http://beta.lbp.me/img/ft/ccd538eb376ead34a0da3165d3001c423d5127fe.jpg
http://beta.lbp.me/img/ft/8585ace11d64393ba149094dfcd4c5433cf3e50c.jpg
http://beta.lbp.me/img/ft/75c24da243e2b00b7e7f2377f567b0d8a826b06b.jpg

Heres LBP.me: http://beta.lbp.me/v/6hb4
Not a Starfox but something in it's style, didn't play it yet. Most likely there will be videos soon

Now bets how long it will take before its gonna be mmpicked
2010-10-31 14:33:00

Author:
Shadowriver
Posts: 3991


Holy crap I gotta play that

*queues*
2010-10-31 14:46:00

Author:
ARD
Posts: 4291


Yea i just played it's epic, it starts with zoom out from carbine where you sitting. It's little hard to control at first but when you get use to it's ok, he even made controls for barrel roll.2010-10-31 15:16:00

Author:
Shadowriver
Posts: 3991


Yea i just played it's epic, it starts with zoom out from carbine where you sitting. It's little hard to control at first but when you get use to it's ok, he even made controls for barrel roll.

*insert obligatory starfox quote here*

Seriously though, that level looks epic. If I had the beta i'd so be playing it right now....
2010-10-31 15:30:00

Author:
Matimoo
Posts: 1027


Awesome, I used to love those arcade jet games back in the days of the NES. Also it looks amazing!

I'm experimenting with using the Sixaxis motion control to make a 4 player (+bot) 2D dogfighting game myself. It's coming along great I think. Will post a video when I'm done.


Edit: I just realized I naturally called it a "game" and not a "level".
I think Mm have done some brainwashing on me.
2010-10-31 16:17:00

Author:
Gilgamesh
Posts: 2536


WOW! Added to queue!2010-10-31 16:18:00

Author:
standby250
Posts: 1113


Wow, that level is really impressive. I'm not keen on shooters, but I really had fun. I'll play it again for sure.

Just a question, about the ground. Basically, he used objects that indefinitely move in?

So, how can I make it possible to make objects move forward into the foreground?

Thanks.

.
2010-10-31 17:33:00

Author:
Oddmania
Posts: 1305


I'm experimenting with using the Sixaxis motion control to make a 4 player (+bot) 2D dogfighting game myself.

Remember how unpopular Lair was because it relied on sixaxis controls? I'm not saying it's necessarily a bad idea to use sixaxis, but most devs seem to have relegated it to minor functions that don't need much precision because most gamers don't seem to like it much. Just a thought.

Added the level to my queue. Will play it when I get time--looks awesome, though.
2010-10-31 18:25:00

Author:
Sehven
Posts: 2188


Well in lbp is quite 2D so six axis for such gameplay should be ok2010-10-31 18:45:00

Author:
Shadowriver
Posts: 3991


That looks sick. Can someone make a vid?2010-11-01 16:07:00

Author:
Biv
Posts: 734


Somebody should record soon, but still no body did2010-11-01 16:19:00

Author:
Shadowriver
Posts: 3991


OMG RaphaeI He kills me! YET! I can do this with LBP 1! *Note to self, do not post this.* I could probably do it in one night! *Really though, don't post it.* It's easy! *Don't...2010-11-01 21:57:00

Author:
ballisticola
Posts: 157


*Don't double post*


http://www.youtube.com/watch?v=570lEAdQuUw

Seriously I can do this...sort of
2010-11-01 22:41:00

Author:
ballisticola
Posts: 157


Yea, skipping terren part you just only need to know how to use 3D glitch, do some logic stuff... and of course have idea ;]2010-11-01 23:01:00

Author:
Shadowriver
Posts: 3991


Yea, skipping terren part you just only need to know how to use 3D glitch, do some logic stuff... and of course have idea ;]

How to make it move faster and slower though :S
2010-11-02 20:39:00

Author:
thor
Posts: 388


Yes! I've done it! I've finally built a large hadron collider in the beta and it works! It created a black hole that sucked my sackboy in, and then spat him out of a checkpoint on the other side of the level!

To find out how, heart my level, Little Big Hadron Survival v.3 (with REAL black holes!)
2010-11-02 23:31:00

Author:
Ungreth
Posts: 2130


How to make it move faster and slower though :S

Well at coment i posted this:


Still playing with 3d glitch and In/Out i see Great Work! Only bug that ******** to me is wings stuck on terrain but this can be fixed by user diabling terrain

He just reply:


v1.01 The tanker substracts points a lot slower, other minor tweaks. @shadow There are no in/out movers in this level.

So i suppose it might be sequenced emitting or "wait until i disapper" kind of emiting
2010-11-03 02:11:00

Author:
Shadowriver
Posts: 3991


Well at coment i posted this:



He just reply:



So i suppose it might be sequenced emitting or "wait until i disapper" kind of emiting

Oh I see it's going so fast that it looks good to just emit in layer -10, demit, then emit in layer -9, demit, emit in layer -8 etc. That's why the bit with the flat snow scenery looks so static once it's spawned in. We could have done this in LBP1 but the dissolving animation for demission would have spoiled it.

I suppose that the effect used in flower only works at that speed and no other.
2010-11-03 12:59:00

Author:
thor
Posts: 388


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