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#1

Changing the direction of a sackbot while on a planet with local gravity.

Archive: 4 posts


Just stuffing about with the create tools to get a feel for them, I made a circle of light matter and placed a microchip with a tag at the center (named Planet 1). The sackbot has a Follower for this tag as well as a Look At Rotator set to aim the lower end of the sackbot at the same tag. Since I needed to put the speed and acceleration too high for normal walking to do anything I added in a Mover with the left/right analog stick hooked up to the left/right on the Mover (set to relative).

This is the set up I currently have:
http://i0.lbp.me/img/ft/ac0a44fd73093dd3d9d4e73d46201b69aee9cdf5.jpg

Now all goes well, I can run and jump around the planet just fine (I added some stuff with a follower set to flee for the jumping).
The problem is that when I get to the underside of the planet the sackbot wants to keep facing right when he's moving to the left (since direction pretty much becomes inverted, being upside down) and vice versa. I've tried a mix of Rotaters to fix the problem, and trying to use the act feature doesn't work since it only reads your button input, not the action it causes (as far as I can tell).

I'd be rather grateful to anyone who had some sound ideas or helpful insight in regards to this problem.
2011-01-29 11:56:00

Author:
Unknown User


It seems to me that when you've got a perspective challenge like this, the best thing is to have several control options so that the logical one is dominant at the right time. So perhaps you'd have control divided by the quadrant the player is in. If he's up top, regular left/right makes sense. If he's walking on the "east" side, maybe keep left and right but also perhaps make up and down walk because that might make sense to players. When he's on the bottom, left and right would naturally be inverted.

One thing you also might want to do which I've seen done in many professional games is to prevent the "quadrant control switch" from happening if the player continues to hold the direction stick the same way. In many games when there is a camera switch they keep the character running in the same direction even though it doesn't match what direction the joystick "should" be pointing. So if you've got a player running around your small planetoid, you might want logic so that holding left the entire time makes the character navigate the globe. But if they stop at the bottom, control should be inverted so if they press again it makes logical sense to them which direction their character goes.
2011-01-29 23:02:00

Author:
Unknown User


Isn't this what a Rocket rotator is for? I may be mistaken.2011-01-29 23:40:00

Author:
Unknown User


@spinmonk: That's true, I'll probably have a mess around and see what I can come up with.

@Larate: I have tried Rocket Rotators, but that didn't work very well. =/
2011-01-30 00:30:00

Author:
Unknown User


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