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Pinball Wizzard Blueprints

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Pinball Wizzard BlueprintsAllieran
Pinball Wizzard Blueprints - the basis of my most popular level, now available for mass consumption. Ever wanted to make a spinoff but were daunted by the complexity? Here's your chance!
Alright, so, I've been assaulted by real life and my newfound ability to program my own game, so I haven't had as much time as I'd like to work with LBP.

What I've done is I've published a level called Pinball Wizzard Blueprints. It's got optimized checkpoints and logic all around, and is built to be a template of sorts for your own pinball adventure level. It's also got a short little playable area that shows how to arrange things to work nicely for you.

This blueprint level takes care of the basic components - the player carrier and the checkpoints, as well as a rudimentary scoring system and win/game-over conditions.

Now, I realize logic is really hard to read, especially when it's not your own, so I've included an in-game series of Magic Mouths explaining most of the interesting components, and I've expanded on that here. If there're any issues, don't be afraid to leave a comment for me here and I'll see how I can help.

Some Terms -

Layer 1 - the front thick layer
Layer 2 - middle thick layer
Layer 3 - back thick layer
Thin 1 - front thin layer
Thin 4 - back thin layer

Theck - checkpoint thickness; the back thirdish of a thick layer
Thack - golfball thickness; the front 2/3ish of a thick layer

Layer 1 Thack is the ball's layer. Anything on Layer 1 Thick or Thack interferes with the Ball. Use Layer 1 for the game, basically.

I've provided a set of flippers for you that use only Layer 1 Theck and Thack, so they can be easily positioned without disrupting their settings and not interfere with your beautiful geometry.

The Carrier -
http://i116.photobucket.com/albums/o16/LoiusAllieran/LBP/Pinball%20Wizzard%20Blueprints/vlcsnap-2010-10-19-11h08m35s222.png
Carries the player around. It uses Red Switches to detect the ball's position.

The Carrier takes up all of Layer 3 and Thin Layer 4.
To keep the Player inside the Carrier, you need to use all of Thin Layer 3 (the next-to-back thin layer). Fill it with large patches of material held up by dark matter (hidden, please xD). Otherwise the player will be able to jump out of the carrier. You can see the player jump out in the demo if you fire the ball at the top-right area; the glass isn't high enough there and the player will jump on top of the ball.
The player should be forced into the character using a Funnel of some kind (there's one in the Blueprints level all set up already).
The emitter just above the infinite-life checkpoint spawns point bubbles. It's triggered by the score zone on the left of the level.
When the player runs out of lives, the carrier electrocutes the player and sends them to the End checkpoint (up top).
When the "win" key is triggered, the carrier dissolves completely - you'll have to catch them in a funnel or something to put them back in platforming mode. It is of course possible to rig the win condition to electrocute the player and just teleport them to a new checkpoint.

To change the default position of the carrier, you can move the electric dissolve Frame to Layer 2, then move the Center using Big Grid. Move the frame up to match the center (still using Big Grid) and put it back on Layer 3 and it should work. Note that the Frame takes up the entire width of the level, so it's easy to have things get in its way.

The Ball -

The default Ball included is made of dissolve material with a couple sound effects and a camera. It's available as a prize bubble in-game somewhere in the tutorial section. When it passes over a yellow trigger, it will dissolve. It carries a red trigger with it to activate Checkpoints and whatever else needs to know where the ball is.

To make your own Ball, create an object, make it enormous, and place a red trigger and a camera in its center, then shrink it back to normal size. Remember that it has to be Thack to work with the checkpoints - if you don't have Thack you should be able to get some from one of the components in the level (checkpoint's large disc, the ball, a flipper)
You'll then change all the Checkpoint Ball-Emitters to emit that object. (The ball emitter is on the checkpoint's top-right corner)

The Checkpoint -
http://i116.photobucket.com/albums/o16/LoiusAllieran/LBP/Pinball%20Wizzard%20Blueprints/vlcsnap-2010-10-19-11h08m03s156.png
The Checkpoint takes up Layer 1's theck layer, and all of Layer 2.
The RED SWITCH is the trigger zone; when it's activated (usually by the Ball), all checkpoints are turned off, then this checkpoint is turned on.
Feel free to move the RED SWITCH to wherever it's needed or replace it with some different trigger. Use Thin Layer 2 to hide the back part of the checkpoint, and leave only the spinny dealies visible to the Player.
The emitters down the left side of the backdrop emit the digits 5 through 0. The emitter on the top right emits the Ball.

The logic part of the checkpoint is more complex. The little glass bit on the staircase indicates how many lives are left on this checkpoint. Move it down to have a checkpoint start with fewer lives left (5 is default)
The rest of the logic is self-contained.

Points -

The player gets 50 points each time the green trigger is activated; dissolve a block or add your own keys however you please.

Checks and Win / Lose -
http://i116.photobucket.com/albums/o16/LoiusAllieran/LBP/Pinball%20Wizzard%20Blueprints/vlcsnap-2010-10-19-11h08m13s7.png
The top section is the Checks.
These red switches check to ensure the ball is still in play. If the ball leaves their range or is destroyed, they'll trigger the checkpoints to spawn a new ball (only an active checkpoint gets the message). Just distribute these along the path the ball will take. Make sure their areas overlap so the ball doesn't have a chance to escape.

The bottom block is the Win/Lose section. Right now the checkpoints are hooked up to the keys on the left; when a checkpoint runs out of lives and the ball is destroyed again, they'll trigger, dissolve the Carrier's main block, electrocute the Player, and activate the checkpoint just above the Checks block. The piston on the right brings in the Win key. When that key comes in, the Carrier is dissolved completely (even the electric part). This will drop the player into the funnel you use to catch them - or, you can rewire it to do the same thing as the Lose side, just activating a different checkpoint.
2010-10-19 17:29:00

Author:
Loius
Posts: 342


Nice! Maybe some here don't remember the original to this level, but it ROCKS! I would definately suggest anyone interested in logic take a look at this.2010-10-23 13:12:00

Author:
CCubbage
Posts: 4430


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