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Super-Jump glitch under high gravity (with jumping at player choice).

Archive: 2 posts


Hello there! First I must say that this glitch is based on warlord_evil gravity manipulator for LBP1 (https://lbpcentral.lbp-hub.com/index.php?t=16733-Gravity-Manipulation), but this glitch / tutorial is for LBP2 because it use the gravity settings.

Let's start: I was kinda excited by lbp2 gravity option when I noticed that it will be available prior to game release, but after playing with it I'm kinda dissapointed because it only affects gravity "per se", which means that if you want your sackboy to jump higher, you also have the drawback of that same sackboy floating on the level for a undesirable amount of time.

I have an ongoing project to recreate some Master System cult games in LBP, so the jump calibration is one of the major issues.


Making some weird experiments on my test-lab level while taking a break from level construction I've found that with warlord_evil jump manipulator, and gravity over 100%, the sackboy will gain an exponential increase in jump lenght without the need to make characters floaty, while all other jumping devices (or the ausence of jumping devices) are less effective with higher gravity.
Jumping plataforms and bounce pads wasn't an option for me because I want the player to decide when he will press the jump button.

Want to see something fun? Just try it:
-First, replicate the warlord_evil gravity manipulator (https://lbpcentral.lbp-hub.com/index.php?t=16733-Gravity-Manipulation) as seen on the tutorial. Set the rod to 60
-For testing purposes, adjust in global settings gravity to a low setting. Try to jump on clean floor, and see how your sackboy floats while you can't do nothing.
-Now set gravity to the maximun level (400%). Jump on clean floor, and you will see that you have a precise control, but that isn't good because you cannot jump very high.

-So, now, just put your sackboy over warlord_evil manipulator and jump again....

-Here we go, Over9000. Great jumping without floaty sackboy

Playing with the lengh of the rod AND the gravity value you can virtually adjust all jumping lenghts at your desire on your levels. Obviously it has many limitations, but it's really usefull for retro 2d-like plataforming that only use the front layer.

I've made a demostration level of this principle that you can find on my profile. You can find it searching my profile: http://lbp.me/v/xbhqme/info . I've put a prize with prototype plataform to ease things at the end of the level.
2011-02-03 04:31:00

Author:
Gryphus
Posts: 5


Any feedback on this? Do you find this any use or should I delete the level?2011-02-04 15:05:00

Author:
Gryphus
Posts: 5


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