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#1

I need help making a device that...

Archive: 10 posts


Will act as a negative gravity switch. Unfortunately in LBP2 you can have either max gravity or zero gravity, not negative gravity.

What im trying to say is I need to make a device that will essentially allow my sackboy to stand on the ceiling and be able to flip back and forth between ceiling and floor by pressing [R1]. Basically I have a remote control sackbot that when [R1] is pressed it will trigger the [advanced directional] switch which will shoot my sackboy upwards, coupled with that is a gyroscope that will flip him upside down (which gives the illusion of standing on the cieling!). When [R1] is pressed again, it deactivates both the [advanced directional] and the [gyroscope] but instead activates another [gyroscope*2] which will turn me upwards and gravity (which i increased) will drop me down to the ground.

some of the problems im having though are...
1. balancing the speed at which my sackboy shoots up with the speed that gravity effects him naturally falling.. (i'd like this device to utilize the [advanced directional controller] in the DOWN direction, but it seems that giving the (up/down) input an [ON] signal just send it shooting upwards and I cant quite figure how to get the opposite to happen.

2. when my sackboy is on the cieling he just slides around on the cieling, im hoping editing the friction of the material will help but I am not sure. SO my second problem is just that, sliding when upside down. There is a solution (sorta). In the [advanced directional] tool where my (left/right) stick is plugged into, theres the option for "acceleration" and "deceleration". If i set deceleration to 100%, left and right movements are beautiful, very start/stop, this ALSO effects how my sackboy runs on the ceiling, theres no more sliding. problem is when i try to flip him back down, he just floats stays stationary and doesnt fall down.

So im thinking I might need to use something other than the [advanced controller], but I dont think there is any other way. Maybe i am hooking up something wrong or botching some settings. If anyone could help me It'd be MEGA APPRECIATED!! I am designing my own platformer re-make of a certain game that I will not say the name of so no one beats me to it =)

THANKYOUTHANKYOUTHANKYOU
-Chris

ps. sorry theres SO much text
2011-01-28 11:07:00

Author:
gr00ve88
Posts: 7


Here is for an unorthodox thought (from the LBP1 school perhaps..):

Have your entire level rotate 180 degrees very fast. And have the camera rotate with it so that it will appear gravity flipped. I cannot say what this will do to loose objects, stuff attached to pistons or free-floating objects (like halo), but if all else fails, this might be worth an experiment.
2011-01-28 11:31:00

Author:
Antikris
Posts: 1340


Rather than balancing your false upwards gravity with proper gravity, have you considered false gravity regardless of orientation?

Balancing the speed of of gravity is mainly a case of modifying the acceleration of the mover. If you have it at 100% it will go to 100% speed immediately.
2011-01-28 11:40:00

Author:
rtm223
Posts: 6497


yea I thought about doing that but it would reverse the direction of the map, would it not? I need to FLIP the map, not turn it. As far as I know that cant be done2011-01-28 11:41:00

Author:
gr00ve88
Posts: 7


Rather than balancing your false upwards gravity with proper gravity, have you considered false gravity regardless of orientation?

Balancing the speed of of gravity is mainly a case of modifying the acceleration of the mover. If you have it at 100% it will go to 100% speed immediately.

I considered this. Making gravity 0 and just having a switch to activate my directional controller to go up or down, but the problem, as i stated, is that I cant seem to get the [advanced directional controller] to go DOWN.

my circuit is...

[R1] -> [On/Off Trigger] --> [Adv. Direction (up/down)]

So you press R1 turns on the trigger and activates the directional, this shoots you up.
Pressing R1 again deactivates the trigger and the directional, but this does not force my sackboy to go down. I cant seem to figure out how to get him to fly downwards the same way I can get him to go up.

I need one button to cycle through go up and go down..am I using the wrong logic gates?
2011-01-28 11:44:00

Author:
gr00ve88
Posts: 7


I'll try to describe the circuit, without an image.

Wire R1 into a toggle switch, then wire the toggle switch into a NOT gate. Wire the NOT gate into the (+) connector of a combiner, and then from the toggle into the (-) connector of the same combiner.

Then wire the combiner into the vertical input of the mover.


Basically this will give you either +100% or -100% signal into the Mover.
2011-01-28 11:51:00

Author:
rtm223
Posts: 6497


yea I thought about doing that but it would reverse the direction of the map, would it not? I need to FLIP the map, not turn it. As far as I know that cant be done

You are right! Sorry.
2011-01-28 14:03:00

Author:
Antikris
Posts: 1340


I'll try to describe the circuit, without an image.

Wire R1 into a toggle switch, then wire the toggle switch into a NOT gate. Wire the NOT gate into the (+) connector of a combiner, and then from the toggle into the (-) connector of the same combiner.

Then wire the combiner into the vertical input of the mover.


Basically this will give you either +100% or -100% signal into the Mover.

thanks il give that a try. Any idea how i can make the sackboy not slip and slide on the cieling?
2011-01-29 04:21:00

Author:
gr00ve88
Posts: 7


I GOT IT!

First off thanks a million to rtm223, that circuit works flawlessly.
To get him to stop sliding, changing the [advanced direction] deceleration to 50% stops the sackboy from sliding on the ceilings, why I dont know, but it does. it also doesn't impede movement in any direction besides up/down so i just sped up the maximum speed and it has little to no effect on it.

I do have another question though. Sometimes I can step into a corner too hard and I get crushed or something. I dont want to make the sackbot invincible because there are hazards in the game, but how can i corner proof my map?

Also. Is it possible to make it so that you can only use [R1] when you are on a surface? I thought maybe have an impact sensor to toggle the ability to jump or something. So when you press R1 it disables it, and then when you hit surface it enables it. Maybe like a toggle switch at the end of the circuit that leads into [R1]? does that work?
2011-01-29 08:52:00

Author:
gr00ve88
Posts: 7


I do have another question though. Sometimes I can step into a corner too hard and I get crushed or something. I dont want to make the sackbot invincible because there are hazards in the game, but how can i corner proof my map?

Woah, if you know how to make sackbots uncrushable then please tell me, because I've been going through hell trying to stop the blighters from squishing themselves on every corner.

On my way out, but I'll get back to you on the other stuff - just, if there is a way to make sackbots unsquishable then it makes life easier...
2011-01-29 11:01:00

Author:
rtm223
Posts: 6497


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