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How was it done - Hedge Hopping

Archive: 10 posts


As the title asks - Hedge hopping - how was it done; or aspects to it at least.
IIRC there was a similiar level in the first game that I assume would have used some similiar mechanics.

In particular - the gas border - can other materials pass through gas one the material has been lethalized?
I assume that the level is made to move in LBP2 via movers now, but what would they do with it once it passes the player by (mass destroyers so it doesn't just hit the end?) or is there something that I am missing?
I guess it could be done via a sequencer and emitters as well for the individual blocks of the stage which would make it near infinite if they chose...

So, suggestions?
Thanks.
2011-01-31 08:23:00

Author:
Unknown User


That's how it's done. The emitted objects just disappear after a certain time. And it slides on glass via movers, or wheels, or movers and anti gravity.

Yes, they can pass through gas and interestingly enough, they pass through electrified hologram but sackboy can't.

And I believe it has a randomizer through the different lvls of the stage.
2011-01-31 08:37:00

Author:
Devious_Oatmeal
Posts: 1799


I'm sure Movers were used. I made a similar concept last night and have had trouble making each section emit randomly. Otherwise I think I did a pretty good job at replicating it.2011-02-18 03:52:00

Author:
TheFirstAvenger
Posts: 787


Movers were definitely used. Randomiziers don't quite work randomally tho I have found w/o the use of additional logic IMO.
The level concept I was thinking of when I made the original post is complete (search for Roman Bouncing if you would like to see it), and it seems to work properly. If you need some help give me a bell and I'll see what I can do for you; my logic works but I'm not sure if it is the most efficient.
2011-02-18 06:41:00

Author:
Unknown User


Tried the level out and thought it was a good tribute to Hedge Hopping. My only complaint was that the bounce pads bounced up too high and threw the flow off a bit. After playing HH quite a few times I think the bounce pads are set to 3 which should be high enough.2011-02-18 20:58:00

Author:
TheFirstAvenger
Posts: 787


hey,

I've been working on my own version of "HH" and was wondering if anyone had noticed this? When you are playing the original and you get all the way to the left(right before you hit the gas edge) the movement of the bounce pad conveyor belt seems to slow down. maybe I'm wrong but if it is how did the do it?
thanks

P.S. would love to find someone else to co-build this level.

cheers
2011-02-18 21:48:00

Author:
pete007d
Posts: 58


Tried the level out and thought it was a good tribute to Hedge Hopping. My only complaint was that the bounce pads bounced up too high and threw the flow off a bit. After playing HH quite a few times I think the bounce pads are set to 3 which should be high enough.

<nods>
You have a point. I think HH also moves faster and has a smaller play area too. I might consider editing the heights, which would be easy enough to do, but I'd also have to go through and edit the size of some of the obstacle blocks as well, which would take some time. I'm not sure how well some of the later blocks would fare; mind you I haven't tested them much cause i keep on dying well before i get to them

Thanks for the feedback tho.
Again if you need any help feel free to give me a yell, and i'd be happy to test your level when you're done with it ^^


hey,

I've been working on my own version of "HH" and was wondering if anyone had noticed this? When you are playing the original and you get all the way to the left(right before you hit the gas edge) the movement of the bounce pad conveyor belt seems to slow down. maybe I'm wrong but if it is how did the do it?
thanks

P.S. would love to find someone else to co-build this level.

cheers



Never noticed it, but easy to do - have multiple movers attached to the blocks, and have a player sensor in that corner that switches all blocks to the slower speed (via activating another speed tag). It might have some slow down/speed up issues. However it could also be a side effect of the game engine.
2011-02-19 03:59:00

Author:
Unknown User


yes there are randomizers. I player the level about twelve times in a row, trying to find a patter other than the obvious, that it gets harder, but there is no set path, but i can say that i have been to one of the most dificult stages in that. giant spinning blades that have been electrocuted. with ONE bounce pad in between them. maybe two. it's difficult.2011-02-19 04:38:00

Author:
flamesterart
Posts: 585


<nods>
You have a point. I think HH also moves faster and has a smaller play area too. I might consider editing the heights, which would be easy enough to do, but I'd also have to go through and edit the size of some of the obstacle blocks as well, which would take some time. I'm not sure how well some of the later blocks would fare; mind you I haven't tested them much cause i keep on dying well before i get to them

Thanks for the feedback tho.
Again if you need any help feel free to give me a yell, and i'd be happy to test your level when you're done with it ^^

I'll let you know when it's done. But probably won't finish until late March since I have yet to start(really been focusing on perfecting every detail of this concept).

Also it's interesting to note there are about 10 different sections emitted in HH. Each section is 7 bounce pads long or 28 small grid squares. And lastly, 2 and half of the sections are shown on screen at a time.
2011-02-19 05:53:00

Author:
TheFirstAvenger
Posts: 787


I too have noticed HH slows down before you hit the back gas wall. This is a nice safety net, but to be honest I find it kind of annoying because it throws off my rhythm too much and I land on spikes.

For an "old school" LBP1 level roughly along the lines of HH, you ought to give Canyon Jazz (http://lbp.me/v/prq0s3) a go. It became one of my favorite survival levels from LBP1 after it got reviewed here. It's not the bouncing thing as much as the keep moving along chaining bubbles thing, but it has a very slick emitted sections mechanic at work. And the way different sections interface with one another can really affect the way you navigate, as it has a clever high road / low road playing field design. Also, just food for thought, Canyon Jazz increases the conveyer belt speed over time to increase difficulty, rather than introduce new sections. I say...why not do both?

The flavor of Canyon Jazz is more like "OK, I've mastered these 7 or so sections by playing them over and over, and I'm feeling pretty confident, but now I have have to decide if I can navigate the hazards quickly enough to go after the more difficult score bubble chains as everything comes at me faster and faster." What I really like about that is that I'm never killed by a "WTF WAS THAT?" moment as some crazy new section shows up, or I get back-to-back-to-back crazy hard sections, all of which, at its worst, can feel like a cheap death ( = "not really my fault" on some level). In Canyon Jazz I'm always killed by something I've already gotten through dozens of times, something I know I should have been able to survive, and that's the exact psychological impulse that makes me want to try again, because "I know I can do better". I think this is the same psychological pattern that caused tetris to achieve world domination back in the day....I'm confident...I'm confident...I'm awesome...CRAP! Dang, that was suddenly over fast! I KNOW how to survive that too, I CAN do better! REPLAY!

Just some ideas...
2011-02-19 11:33:00

Author:
LittleBigDave
Posts: 324


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