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#1

Are Invisible Bounds Possible?

Archive: 13 posts


I'm currently working on a jigsaw puzzle area in a level, and am going to make it so that the player controls individual pieces, eventually aligning them, and completing the jigsaw-like puzzle to advance.
Now my problem is, while you're controlling the pieces, they end up flying all over the place, because there is no wall (or bounding area) to keep it from going everywhere.

Is it possible to create some sort of invisible wall that keeps things in the wanted playing area? I'm trying not to have this huge, protruding object coming out of the wall, but I'm starting to think that isn't possible..

No pictures, because a camera phone on 14 inch screen is horrible, so tried to make it as clear as possible...
2011-01-20 00:20:00

Author:
KoingWolf
Posts: 386


thin dark matter works great and will be invisible because its so thin, so make it as thin as possible and then draw you box around the area. hope this helped 2011-01-20 00:34:00

Author:
artise
Posts: 353


Over thought it, thank you! 2011-01-20 00:37:00

Author:
KoingWolf
Posts: 386


Just another idea to start thinking the lbp2 way.... For situations where you don't want invisible dark matter to block other things. Surround the area with a thin layer of holo. Put a key in the middle of the area. When your object touches the holo, have a follower move it towards the key. This is great for arcade games where you don't want dark matter blocking other objects.2011-01-20 00:43:00

Author:
CCubbage
Posts: 4430


Erm... the object up at air? You want the object stoped in mid-air? If is this you can use the Gravity Object switch (or is Object Gravity switch?).2011-01-20 01:00:00

Author:
Cauan-XV
Posts: 491


Just another idea to start thinking the lbp2 way.... For situations where you don't want invisible dark matter to block other things. Surround the area with a thin layer of holo. Put a key in the middle of the area. When your object touches the holo, have a follower move it towards the key. This is great for arcade games where you don't want dark matter blocking other objects.

Sorry for my dumb, but could you go into more detail on this?
2011-01-20 01:03:00

Author:
Biv
Posts: 734


Just another idea to start thinking the lbp2 way.... For situations where you don't want invisible dark matter to block other things. Surround the area with a thin layer of holo. Put a key in the middle of the area. When your object touches the holo, have a follower move it towards the key. This is great for arcade games where you don't want dark matter blocking other objects.

Guess I could do that too..

But like biv, I could use a little more detail with what you're trying to say here.
2011-01-20 01:21:00

Author:
KoingWolf
Posts: 386


There's a collission switch when a piece of material touches another piece of material. So, if you add a square of holographic material around an area, and add a tag to it labeled something like 'barrier' you can have the collission switch get activated when your object hits the barrier. Connect this to a follower on your object set to follow a specific tag. Put a tag in the middle of the area.

The idea is that when your object hits the barrier, it will automatically move towards the center of the square, and away from the barrier.
2011-01-20 04:02:00

Author:
CCubbage
Posts: 4430


Hm, ok so now I have run into another problem, using holo material, I cannot seem to set the collision (I'm assuming we're talking about "Impact Sensor") to actually read any contact with it. So things continue to pass through, without even setting the sensor off.
I might just be forced to switch from holo, to a dimmed neon material... Still not bad, but eh, if anyone knows of a way around the sensor issue? Or if I've been missing a switch somewhere..
2011-01-20 17:51:00

Author:
KoingWolf
Posts: 386


There is a setting "Include touching". Turn it on. And yes, I was talking about the imact sensor.... but I was writing from work without LBP2 in front of me.... couldn't remember exactly what it was called.2011-01-20 20:48:00

Author:
CCubbage
Posts: 4430


a follwer with a matching maximum radius to your work area can create a field that it can't pass beyond. you can create a square radius by using 4 followers in each corner of something set to 90 degrees each and in opposition to each other.

this is what i use for falling death detection, to keep from ever losing my velocity catching drift piece when sackboy is moving really fast, and for sliding doors.
2011-01-20 20:53:00

Author:
Unknown User


a follwer with a matching maximum radius to your work area can create a field that it can't pass beyond. you can create a square radius by using 4 followers in each corner of something set to 90 degrees each and in opposition to each other.

Nice idea! I had done that with a camera, but hadn't thought of it for this purpose.
2011-01-20 23:52:00

Author:
CCubbage
Posts: 4430


i forgot, make sure it's lower strength followers, so it can actually budge. you end up basically creating one of those electric collar invisible fence things they use on dogs... for lack of a more graceful analogy2011-01-21 03:45:00

Author:
Unknown User


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