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#1

Run, Sackboy, Run! (Input needed)

Archive: 10 posts


Hey, guys, sorry for this being my first post but I feel really inspired to actually get 'er done, so to speak, but am having a hell of a time getting the core idea to work so, perhaps, some of you wonderful folks could give me a couple of pointers on how to enable this stuff to work?

The basic premise is like Canabalt where a Sackbot is just running hell for leather from left to right with the only user input being jump.

Now, I've got the Sackbot to go without user input via a mover, however the issue I'm having is with the jumping, he hops in to the air but doesn't come back down. Any ideas on how to get a jump working, nothing I try seems to work

Thanks in advance for all your help
2010-11-24 12:05:00

Author:
Unknown User


'Run sackboy Run' Has been used many times in LBP, Try thinking of a more original name.2010-11-24 12:16:00

Author:
fruitmanlolli
Posts: 151


Thanks for your help, I think

I'm not looking for input on the name, just how to go about getting the mechanic up and running.
2010-11-24 12:30:00

Author:
Unknown User


Perhaps you could have invisible hologram with a collision switch set at about where Sackboy's average jump peak is, and when the sackbot collides with it, it activates a mover that forces the sackbot back downwards (At a realistic forward angle, since the sackbot is running forward)! I don't have the beta, but I'm just basing that off prior knowledge, so don't take my word for it if I'm wrong Hope I helped!2010-11-24 13:08:00

Author:
Super_Clone
Posts: 849


What you should do is put a Controllinator on the Sackbots circuitboard, set it to recieve from whatever controllinator the player is going to use, and set it to "Not override sackbot"
Now you need to put a battery into the input of the left thumbstick, make the battery 100% to make the sackbot run like mad
Now open up the controllinator that the player is going to be in and get the output from the X button and wire it to the input of the X button on the Sackbots Controllinator, this should make the Sackbot jump when you press X , but no other controls will affect it.

I think Ive got this right, but if not i can re-test this and update instructions

EDIT: Also if you put the Battery into a circuitboard of its own you can activate it whenever you choose, so that the Sackbot isnt running straight from the beginning of the level, e.g: you put a timer into the "circuitboard activate" input and put the "active controllinator" from the players conrollinator into the timer, so that the sackbot starts running a couple seconds after the player enters the controllinator
2010-11-24 18:19:00

Author:
Skalio-
Posts: 920


Thanks, Skalio, will try that as soon as its done updating XD2010-11-25 11:10:00

Author:
Unknown User


Hmn, the battery thing doesn't appear to want to connect to the controllinator input, but I got around it with a simple timer and on/off switch, however I'm having trouble connecting the wire to the correct input due to the input nodes being a bit janky. I'll persevere with it though. Feels like I'm really close to getting it to work thanks to your help 2010-11-25 11:57:00

Author:
Unknown User


Out of curiosity, have you tried my method yet? I've seen it used before, so it just might work here.2010-11-25 13:04:00

Author:
Super_Clone
Posts: 849


Out of curiosity, have you tried my method yet? I've seen it used before, so it just might work here.

No, I don't even know how I would begin to make that work, sorry. I'm an incredi-noob at this so shooting for the stars, as it seems I am, is a no go
2010-11-25 14:07:00

Author:
Unknown User


@McBradders
when you say janky do you mean that the cable jumps about when you try to put it in an input? in which case this problem sorts itself out in the end, you just have to be patient. As for the battery problem i dont know what happened but as long as you fixed it then thats fine
If you ever need more help feel free to ask, or just add me on PSN: skalio- and id be glad to lend a hand


@super_clone
Im not sure whether or not this would work, especially since the mover may drown out any side to side movement, one technique people use to force sackbots down during their jump is to set a invert collisoion switch to a timer, so that as soon as the sackbot leaves the ground the timer starts , and then prompts a mover, or a stronger gravity object, which forces the sackbot to end his jump
2010-11-25 16:43:00

Author:
Skalio-
Posts: 920


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