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#1

Percy Jackson project.

Archive: 9 posts


hey guys, been a while since iv been on this account and since lbp2 came out i couldnt think of a better time to use it then now haha.
okay so here's what i got.
idea: remake the book series of percy jackson in lbp2. if you are not familiar with the series i suggest you read its really good haha. basically the story is about a boy named percy who finds out that his father is Poseidon. the setting is set in modern day so it gives it kind of a twist.
features: hopefully i can work in some kind level system. i was thinking sticker activated. like collect stickers at certain parts in the story to activate a power in previous and on coming levels. im looking at about 5 to 6 powers... maybe more.
what i need help with: how to respawn a sackbot. the story will be played through a sackbot so i need that bit.
also wondering can i give the sack bot a life bar and if so how do i do this?
anyway for a sackbot to collect prize bubble or? or some kind of way to collect objects. anything will do really.
last thing, is how to make a combo attack sort of thing. like inputting O will do one attack then hit O again for a chain attack and so on.
what do you guys think? im really dedicated to making this already set up some level design in a note book haha, so any sort of help will do, idea's you think will make it better feel free to share. thanks.
2011-01-25 21:30:00

Author:
nikumokatsuru
Posts: 11


Good idea, please stick to the story. You can't respawn a sackbot, but you can copy it and place multiples of them. A sackbot will die if it gets hit, there's no way to add a life bar. To add one, you'd have to make a custom object with the function.

]Input=========1hit counter kills first segemnt
==========2hit counter kills second segment etc.

A combo attack would require the first swing to perform a function. The first attack. You would also activate a timer. The timer will void the first attack, and allow the second atack to function if inputted, but only while the timer is active. Hope this helps.
2011-01-25 21:56:00

Author:
Unknown User


Good idea, please stick to the story. You can't respawn a sackbot, but you can copy it and place multiples of them. A sackbot will die if it gets hit, there's no way to add a life bar. To add one, you'd have to make a custom object with the function.

]Input=========1hit counter kills first segemnt
==========2hit counter kills second segment etc.

A combo attack would require the first swing to perform a function. The first attack. You would also activate a timer. The timer will void the first attack, and allow the second atack to function if inputted, but only while the timer is active. Hope this helps.

You can just emit them?..
2011-01-25 22:12:00

Author:
Jonaolst
Posts: 935


I made a life bar for a sackbot, so it can obviously be done. I still need to perfect it, but it basically works. Health drains whenever a magnetic key is within touching distance of the sackbot. If you want the health bar, msg me on psn. It'll be ready in a few days and I can get it to you then if you want it.

EDIT: I misunderstood, if you want individual hit detection then my health bar won't work, it just tracks continuous damage.
2011-01-25 22:13:00

Author:
Unknown User


hey guys, for those of you who are interested in the progress of this game, here are a few level designs i worked on today.
http://www.flickr.com/photos/58786514@N06/5388868037/
http://www.flickr.com/photos/58786514@N06/5389471406/
http://www.flickr.com/photos/58786514@N06/5388862165/
what do you guys think? i think i have to much free time in class haha.
also still need help on the life bar and the combo attack thing haha thanks.
2011-01-26 04:18:00

Author:
nikumokatsuru
Posts: 11


bump still need a little help aha.2011-01-27 03:08:00

Author:
nikumokatsuru
Posts: 11


How to respawn a sackbot:

Place a magnetic key switch that covers the entire level, and place a magnetic key of the same color on the sackbot. Connect a not gate to the key switch, then connect the not gate to an emitter to respawn the sackbot. For this to work, u have to make a hologram material, set brightness to 0%, and place on it a controllinator (transmitter) that u automayically get in, and add a follower to the hologram. Just to be safe, connect the active export of the controllinator (middle, above gyroscope) to the follower. Make the follower follow tag, which now has 2 uses (respawning and following). Make sure the followr envelops the entire level, and that a controllinator of the same color, recieving, is on the sackbots circuit board. Set the follower speed to 200, and make it aloud for up, down, left, right, and layer change movement.if u want to limit the lives, then add a counter to the not switch, and whenever it hits its cap, make it emit a key that is the same color of the keyswitch, and if this is a one player game, then hook the counter up to a game ender. I also have a way to identify how many players are in a game, and end the game after everyone dies, but its too complex to write out. I hope i helped

Edit: as for picking up objects, whatever color key you placed on the sackbot, place the same colored keyswitch on the score and prize bubbles and set them to around 5 or so. Hook up the keyswitches to the prize bubbles, and voila!now the key has 3 uses!

Another edit: as for the health bar, set up an impact sensor for the number of hits you can take, and hook it up to a kill switch, set sackbot to immune to hazards. Simple enough. If you want the player to see their health, we will say the player can take 5 hits, you would make 5 impact sensors, one set to 1, another to 2, then 3,4,and 5. Make another invisible hologram, with the same follower, only no controllinator this time, and this one stays with the sackbot when u capture it. Make 5 more hologram blocks, these not invisible, and hook them to each of the impact sensors. Put rods to the invisible hologram, and the visible ones. Set the rods to invisible in play mode. When the last impact sensor hits five, just make it emit the switch or end the game if its 1p.

One more edit: for combo attacks, hook up "o" to a timer, say 1 second, that is hooked up to the second attack, as well as another timers start/stop and reset inputs.make the second timer reset the first one, that way you have a one second window to chain the attack, but no longer.

And another edit: for the activating powers thing, you can pretty much just pick up the power, and create a box with a dissolve block in the middle. Make a block on top and put a key on it, not a sackbot color though. Hook up a keyswitch of the sackbots color with a radius around the power pickup to the dissolve block, and hook up the magnetic keyswitch on the box to a and gate. Also hook up the button you want to map the power to. Hook the and gate to the power, and then just start with that power in later levels. Fairly simple. Good luck!
2011-01-27 04:51:00

Author:
Ignition246
Posts: 156


How to respawn a sackbot:

Place a magnetic key switch that covers the entire level, and place a magnetic key of the same color on the sackbot. Connect a not gate to the key switch, then connect the not gate to an emitter to respawn the sackbot. For this to work, u have to make a hologram material, set brightness to 0%, and place on it a controllinator (transmitter) that u automayically get in, and add a follower to the hologram. Just to be safe, connect the active export of the controllinator (middle, above gyroscope) to the follower. Make the follower follow tag, which now has 2 uses (respawning and following). Make sure the followr envelops the entire level, and that a controllinator of the same color, recieving, is on the sackbots circuit board. Set the follower speed to 200, and make it aloud for up, down, left, right, and layer change movement.if u want to limit the lives, then add a counter to the not switch, and whenever it hits its cap, make it emit a key that is the same color of the keyswitch, and if this is a one player game, then hook the counter up to a game ender. I also have a way to identify how many players are in a game, and end the game after everyone dies, but its too complex to write out. I hope i helped

Edit: as for picking up objects, whatever color key you placed on the sackbot, place the same colored keyswitch on the score and prize bubbles and set them to around 5 or so. Hook up the keyswitches to the prize bubbles, and voila!now the key has 3 uses!

Another edit: as for the health bar, set up an impact sensor for the number of hits you can take, and hook it up to a kill switch, set sackbot to immune to hazards. Simple enough. If you want the player to see their health, we will say the player can take 5 hits, you would make 5 impact sensors, one set to 1, another to 2, then 3,4,and 5. Make another invisible hologram, with the same follower, only no controllinator this time, and this one stays with the sackbot when u capture it. Make 5 more hologram blocks, these not invisible, and hook them to each of the impact sensors. Put rods to the invisible hologram, and the visible ones. Set the rods to invisible in play mode. When the last impact sensor hits five, just make it emit the switch or end the game if its 1p.

One more edit: for combo attacks, hook up "o" to a timer, say 1 second, that is hooked up to the second attack, as well as another timers start/stop and reset inputs.make the second timer reset the first one, that way you have a one second window to chain the attack, but no longer.

you my friend, have just blown my mind.
i feel like suck a nerd cause i understood all of that haha thanks!
2011-01-27 05:24:00

Author:
nikumokatsuru
Posts: 11


I feel like more of a nerd cause i wrote all of that. Haha.2011-01-27 05:26:00

Author:
Ignition246
Posts: 156


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