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#1

How did they do that?

Archive: 6 posts


Having played through some of the LBP2 story levels I am quite curious as to how they have managed to do some of the features; I haven't had the chance to play much in create mode yet I admit; although I have watched all the tutorial videos, but the methods don't immediately spring to mind.

In the Victoria boss level (2-7) with the climbing boss, during the first stage it hits the floor and sends a lethal pulse along it; in an earlier level in that theme there was also a section where pulses travelled along paths, triggering sensors and such. How do you get a pulse (created via an emitter I assume) to travel along a given path? Are some materials now conductive? Or is there a lot more going on there than I think? Similarily, what sensor is used? have they attached a tag to it somehow...?

Also, back in LBP1, how was the continual spawning/moving of stuff achieved - for example in the tie skipping stage, the water below was always moving to the right - how was that done?

Thanks
2011-01-22 21:10:00

Author:
Unknown User


My guess would be the sequencer.2011-01-22 22:31:00

Author:
duxer
Posts: 15


It's been talked about in this thread here.

https://lbpcentral.lbp-hub.com/index.php?t=44696-How-do-I-make-these-Obstacles

2011-01-22 22:42:00

Author:
Archideas
Posts: 88


Not 11% fure, but I'm fairlt certain they used holographic material for Victoria's levels electric floorsMoving following tagogs and using tags in them to activate things as they passed through.


CContinual moving to one side.

That's just a trick, I certain its just a large wheel edged like waves and all, People use that for waterfalls and such too.
(Like I said, I'm not 100% for either tho.)
2011-01-22 22:42:00

Author:
Silverleon
Posts: 6707


to make the pulse they would have had loads and loads of squares of holo which lit up and turned lethal by either a sequencer setup like this one:

Anyways the first thing you need to do is make the different versions of the Holograms that will animate say 1 stickman hologram with his arms up, then the other stickman hologram with his hands down, these are called SPRITES. You can have as many Sprites as you want in your animation.

The next thing to do is to spread your Sprites apart from eachother, then get a SEQUENCER (In the Advanced Logic Section) then go into its Microchip (press R1 on the sequencer to open the microchip) and place BATTERIES (Basic Logic section) in the Microchip. For every SPRITE you have, you place a BATTERY (2 sprites = 2 batteries on the sequencer).

The BATTERIES need to be arranged in a matter where one battery triggers after the other. So perhaps you could place them UP, DOWN, UP, DOWN etc. and leave Half a space in between each one.

Here's an example of how it may look (B's represent Batteries)
|B B B B |
| B B B B|

Next, connect the BATTERY to its proper SPRITE.

Now edit your Sequencer (Press the Square button) and you are now able to change the SPEED of the animation and whether or not you want it to REPEAT (Toggle the LOOP feature)

Turn your Sequencer on, Turn Preview on, and Check out your new Animation!

Hope this helps

or a selector setup like this one:

1 place a micrichip and put a selector and a timer on it
2 put the timers output into its own reset input and also into the cycle input of the selector
3 link the outputs of the selector into your sprites and bingo!

the advantage of this technique is that by tweaking the timer settings you can choose exactly how long you want each sprite/frame to be shown for without having to use timers and positional settings in the sequencer

you just need to remember that now we can turn objects lethal and un-lethal with a switch of a button, so no emitting was neccessary
2011-01-22 23:03:00

Author:
Skalio-
Posts: 920


That makes sense.
Thanks
2011-01-22 23:52:00

Author:
Unknown User


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