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#1

Health bars

Archive: 25 posts


Hey it's me again, with another crazy idea for you all.

For my current project, I need a way to track damage done to an enemy vehicle and then destroy the vehicle once the damage reaches its limit (since the game doesn't provide with a way to do this, I've had to come up with a system on my own).

To this end, I've thought of a way to make a visible health bar which I think could be used for much more than simply tracking damage.

Here is a simple diagram :
http://img262.imageshack.us/img262/8093/healthbardiagramsk4.th.jpg (http://img262.imageshack.us/my.php?image=healthbardiagramsk4.jpg)http://img262.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

And here is the explanation, please note that I have made some parts of the diagram bigger in order to be more clearly visible, it does not have to look like this.

Tank : The tank is only here as an example, it could be any vehicle or contraption (such as a wall you want destroyed, a cat you want fed, etc).

Projectile (Laser bolt) : The projectile is also only here as an example, it is Sackboy's means to attack the tank.

Health Bar : The health bar is simply a thin, rectangular slice of multi-colored material. It should be placed in the frontmost plane when possible to avoid being obscured by other objects or sackpeople. Additionally, there need to be two small sticks of material at either edge to attach the Health Marker to. You can also attach a small panel on top with text to explain what the bar represents (Health, Damage, Heat, Hunger, etc).

Piston (1) : This Piston or Rod attaches the Health Bar to the Tank. Obviously it should be set to Stiff. If you use a Piston you can also disable it and set the minimum length to 0.0 to make it invisible, giving a floating health bar.

Health Marker : The health marker is similarly a thin slice of material. It displays the current level of the health bar to the players.

Piston (2) : This Piston attaches the Health Marker to the Health Bar, it is also set to have a maximum length equal to the length of the health bar while starting at its minimum length. The time you set for the Piston will determine the maximum health.

Magnetic Key (1) : This Key is attached to the Health Marker and will move along with it.

Magnetic Key Switch (1) : This Switch is attached to the end of the Health Bar. When the Health Marker reaches this switch, it will activate whatever device you need (such as explosives or disolve material).

Magnetic Key (2) : This Key is attached to the projectile and is meant to be fired at the tank.

Magnetic Key Switch (2) : This Switch is attached to the tank and represents its weak point. When a projectile reaches this switch it will activate Piston (2), sending the Health Marker further along for as long as the projectile is nearby. If the switch is set to be Directional instead of ON/OFF it will also allow the Health Bar to "regenerate" by going back to the starting position when no projectile is nearby.


So there you have it. I hope some of you can make use of this idea and I can't wait to see it.
2008-11-15 00:10:00

Author:
Gilgamesh
Posts: 2536


As suprising as this may sound, I actually understoof everything you just said, but what I don't understand is how you would make the health bar marker stop, or would it just constantly be going down?2008-11-15 00:17:00

Author:
Whalio Cappuccino
Posts: 5250


As suprising as this may sound, I actually understoof everything you just said, but what I don't understand is how you would make the health bar marker stop, or would it just constantly be going down?

Well, ideally once the marker reaches the end it would activate whatever needs activating and become irrelevant afterward, it can be made to disappear by making it out of disolve material probably.

If you wanted you could make a complex mechanism to make it only reach the end once... but I wanted to keep it as simple as possible
2008-11-15 00:25:00

Author:
Gilgamesh
Posts: 2536


No I meant, like, it reachers halfway and stops, then you have to reach another projectile for it to go down again, someone should make a health bar that goes down "10%" everytime you get hit, that would be something pretty cool.2008-11-15 00:28:00

Author:
Whalio Cappuccino
Posts: 5250


No I meant, like, it reachers halfway and stops, then you have to reach another projectile for it to go down again, someone should make a health bar that goes down "10%" everytime you get hit, that would be something pretty cool.

Ah I see, well I suppose there is a way to make it go down in controlled increments. This version simply makes it run down for as long as the Magnetic Key Switch is exposed to the Magnetic Key. So if the projectile would somehow get "stuck" onto the tank, it would be doing more damage than if it had bounced off.
2008-11-15 00:33:00

Author:
Gilgamesh
Posts: 2536


Yeah, hope this opens up plenty of ideas to people, I might add this to a boss if I ever do create one.2008-11-15 00:53:00

Author:
Whalio Cappuccino
Posts: 5250


I've had a similar idea for health bars...It consists of dissolve material that dissolves when a certain object is hit, thus creating the effect of decreasing health.

Your idea seems more solid, though
2008-11-15 01:16:00

Author:
Stix489
Posts: 2080


This "moving health bar" looks pretty cool. And I'm still not sure if the health marker can move in controlled increments like Wha..le was pointing out. But hey, if you can make it work, I can't wait to see it.2008-11-15 23:04:00

Author:
Night Angel
Posts: 1214


great idea. i'll have to steal it 2008-11-16 03:47:00

Author:
muttjones
Posts: 843


Sounds like a cool idea if you can really make something like that in this game. Anyway, i wish you the best of luck in making this. I will also try and make this i think2008-11-16 21:58:00

Author:
Zorez
Posts: 83


An I idea I had for a healthbar was if you could put a line of brains on a conveyor, with one on the end that is grabbable. When that one is grabbed, the conveyor moves to make the next brain grabbable creating the effect of a shrinking healthbar. I am not sure if there is a way to detect when the grabbable brain has been taken though.2008-11-22 06:36:00

Author:
Unknown User


An I idea I had for a healthbar was if you could put a line of brains on a conveyor, with one on the end that is grabbable. When that one is grabbed, the conveyor moves to make the next brain grabbable creating the effect of a shrinking healthbar. I am not sure if there is a way to detect when the grabbable brain has been taken though.

You can probably attach Magnetic Keys to each brain and detect when none is present in "grabbable" range by using an inverted Magnetic Key Switch to turn on your conveyor.

In any case, I am happy to announce that the health bars work correctly. I may give out the template as a prize for people to use once my levels are done.
2008-11-22 14:41:00

Author:
Gilgamesh
Posts: 2536


I have always been more prone to the just-throw-bombs at it approach. 2008-11-22 23:13:00

Author:
whatisnarwhal
Posts: 164


you would need to usea proximity sensor on the tank and have that attached to the piston of the health bar .. set the sensor to speed ( i believe ) basically when the projectile gets near the proximity sensor itll activate .. and only stay activated as long as that projectile is near it .. and the piston should stay at whatever spot it is when the proximity sensor deactivates .. i have a similar thing working on my level .. i basically have a dynamite when the player draws near it starts a sensor switch that makes a flame go down the fuse until it reaches the end ... if i go near it and then run off before it finishes the "fuse" will stay put .... the helath bar piston would also have to be set to 1 direction .. out in this case ...2008-11-26 14:34:00

Author:
goodintentions
Posts: 9


if you want to see it in action my level is called

its all fun and games... volume 1 im jazzing hte level up presently but it is a finished level .. built for 2 players technically but can be finished by 1 and has a few secrets within it ...
2008-11-26 14:37:00

Author:
goodintentions
Posts: 9


great idea. i'll have to steal it

awesome avatar i love dr horrible it hilarious!
2009-02-04 04:48:00

Author:
The Comedian
Posts: 113


err was that really worth necro-ing a 3 month old thread?2009-02-04 12:52:00

Author:
Mrgenji
Posts: 803


err was that really worth necro-ing a 3 month old thread?

for Neil Patrick Harris you do whatever it takes.
2009-02-11 16:55:00

Author:
Walter-Kovacs
Posts: 542


Now now. Settle down. I don't want to lock this thread. Please refrain from further off-topic comments from the original concept. :kz:2009-02-13 15:57:00

Author:
Elbee23
Posts: 1280


I know this thread is old but if when the key is in the area the health bar goes down, why not do this:

Make the projectile fire a key that triggers a magnetic key switch, except this switch then one shots an emitter that then spawns an object with the other magnetic key switch which actually drains the health bar.

This should give you incremental damage with no worries if a bullet get stuck for longer than needed. Also since you only need one color for the actual drain in theory you could have 5 emitters each with different lifetimes, thus 5 different bullet types each with different amounts of damage. The only issue I could think would be with rapid fire, but don't include that and its not a problem
2009-02-22 04:52:00

Author:
Ikryn
Posts: 12


I wanted to do something like this as well, but i took a different approach. Since paint switches resemble health bars i worked off them. When the projectile comes in contact with the tank it could be set to "One-Shot" and the shot would emit a single paintball. This paintball would hit the paint switch and your health would go down, plus when it reaches the end its already a switch which you can use to cause death. You could have the paint switch and piantball emitter floating above the tank or even be on the tank to condense it into a smaller space.2009-02-25 00:18:00

Author:
King_Tubb
Posts: 435


I'm not sure if you're still working on this, but the magnetic key switch 2 is the big trick. Setting it to directional won't work as it appears right now, because there's no way to set it to move back slower than it moves forward. So unless there are more magnetic key 1's on the projectile than the space between projectiles it will be impossible to destroy the boss.

I have used this technique to make bars for other types of actions. For example, in one level I have a 'dance meter' which is basically an inverted health bar, which increases as you follow the correct moves. (It's tied to a proximity switch.) I also use additional magnetic key switches along the length of the "health bar" to have the moves change and become more difficult as the challenge progresses.

I do have a tool that can be used to make your regeneration life bar work. I call it a "directional to 3 way converter." Basically, sackboy is not the only one that can activate 3 way switches. In story mode, the Oni boss's projectiles activate a 3 way switch (in the opposite direction that you are trying to move it in). This is basically what you want, but it can be off screen.

These are fairly difficult to build, so if you want a working one just let me know and I'll gift it to you. Otherwise, you need to build your own. I made mine using a 3 way switch and a "notched" circular sponge. The lever of the 3 way switch fits into the notch. The sponge is on a wobble bolt and set so when it is fed a direction switch, the wobble bolt rotates the thing clockwise, which moves the 3 way switch left. This is placed, not on dark matter, but another rotating material on a wobble bolt, which moves in the opposite direction. So when it is fed a direction which it moves counterclockwise when activated moving the 3 way switch right.

Now here's how you hook it to the boss/tank. The damage magnetic key switch on the tank activates an emitter off screen. This emitter emits a magnetic key near a directional magnetic switch attached to one of the wobble bolts. You set the lifetime to be how long you want the lifebar to deplete each hit.

At this point all you've really done is create a one-way on/off switch. You've got two choices at this point:

1) Continuous regeneration at a slower rate than damage

Just have an emitter periodically emit a key near a direction magnetic switch that is tied to the other wobble bolt. The lifetime and frequency of the emitter determines the regeneration rate. Just make sure the rate of regeneration is slower than the rate that the laser can be shot at so it becomes possible for the player to win.

2) Constant regeneration rate that stops for a moment when the boss is damaged

For the reverse direction you need to have a magnetic key on a piston set to flipper. You place a magnetic switch on the side of the piston that the piston moves to slowly. This magnetic switch is set to on/off and is hooked up to an emitter. The emitter is set to emit a magnetic key, which is hooked to a directional magnetic switch that is attached to the other wobble bolt. So when the piston finishes its flipper motion the thing emits and the tank/boss begins to regenerate at whatever rate you set the frequency and lifetime of the emitter to.

Now you need to set the flipper piston correctly. You want the damage magnetic key to control the piston movement. So whenever the tank is damaged the piston instantly moves the magnetic key away from the magnetic key switch. It then returns at whatever rate you set the piston timing to. This way there is a delay before the thing starts to regenerate.
2009-02-25 12:45:00

Author:
dcf
Posts: 468


umm... how long ago was this? the new MGS has a health bar for dissolve materials.

http://prodegebanners.sitegrip.com/images/swagbucks-468x60Alt.jpg (http://swagbucks.com/?cmd=sb-register&rb=364834)
2009-02-26 23:01:00

Author:
0987654321a9
Posts: 11


umm... how long ago was this? the new MGS has a health bar for dissolve materials.

Um... if you read the very top of the thread, you'll see that I posted this on 11-14-2008, 07:10 PM.

Additionally, the MGS "health bar" only works for paintinator shots.
2009-02-26 23:42:00

Author:
Gilgamesh
Posts: 2536


It also doesn't regenerate on its own. 2009-02-26 23:45:00

Author:
dcf
Posts: 468


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