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Trying to control like Mega Man - Character stuck in the air
Archive: 7 posts
I have a basic mover going up and that is set to x for jumping. The timers and everything work perfectly. But when I add an advanced mover for left and right input, the character will get stuck in the air or sometimes not be able to jump at all. It's like the advanced mover is taking over gravity. Please help! | 2011-01-26 17:46:00 Author: mipple52 Posts: 5 |
why didn't you just leave the controls normal instead of re-creating them. | 2011-01-26 22:54:00 Author: Sackavaggio Posts: 9 |
cmon man... I came in here asking for help and you respond with that? I'm trying to create a custom character (no, not a dressed up sackboy). And for that I need a controlinator. Sackboy's jumps are too floaty and unresponsive in my opinion... if you must know. I hope no one thinks this thread has been replied to with an answer... because I'm in dire need of one still. thanks | 2011-01-26 23:07:00 Author: mipple52 Posts: 5 |
try using a sackbot https://lbpcentral.lbp-hub.com/index.php?t=44764-Read-before-asking-questions-LittleBigPlanet-2-Help-FAQ then for megaman to differentiate between left and right attack shooting http://www.youtube.com/watch?v=pEWqDb7JFAI to wall jump set a basic mover that works for a certain amount of time, resets through an impact sensor | 2011-01-26 23:10:00 Author: sonofbrave Posts: 107 |
Thanks for the response sonofbrave! Although my character will control similar to mega man, it will look completely different. I won't be needing the wall jump, but I'll take a look at the firing of projectiles video if I run into any problems. Just for the internets (in case anyone was wondering)... My problem was with the left and right advanced mover setting. Tweaking (mostly lowering) the acceleration and the deceleration (forgot the name) was the cause of my character sticking to the floor. It seems that with these two settings set too high, my basic mover upwards would fail to lift off the ground despite all the circuitry reading otherwise. It doesn't make sense to me but atleast it's a problem solved. And since I now have those two settings under 50%, my character still slides a little after the player is done moving left or right. So to get around that I had to slap on an object tweaker to make the character "sticky" when no input is givin... hence haulting all momentum (much like mega mans controls). Any advice is much appreciated if you think there's a better way to handle this. Or if you can explain to me why the acc/deceleration settings have anything to do with my character not jumping off the ground. My PSN is my screen name. Feel free to contact me. thanks | 2011-01-27 01:43:00 Author: mipple52 Posts: 5 |
Or if you can explain to me why the acc/deceleration settings have anything to do with my character not jumping off the ground. I would like an explanation for this as well. I've been trying to get the same old-school no-slide movement and this quirk keeps getting in the way. I think it's because the accel/decel (or at least the decel) settings affect the object's movement itself and not simply the directional movement being added on by the mover. | 2011-01-27 03:30:00 Author: estevangz Posts: 57 |
Not at home so I can't try it out now, but what about a "damping" mover that will halt movement and put it in a chip, with logic for "no direction pressed AND not in air" connected to the chip's Enable line? | 2011-01-27 03:39:00 Author: Balorn Posts: 92 |
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