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#1

Restricting planes

Archive: 11 posts


How exactly do you restrict movement to one plane so you can't just jump into the foreground to avoid enemies?2008-11-18 14:11:00

Author:
AtheistSeaOtter
Posts: 54


You can place a thin sheet of glass material in front (or in back) to trap Sackboy in a single plane while not obstructing the view.

You could also place an obstacle next to the enemy to force the player to pass on that plane and have to deal with it.
2008-11-18 14:16:00

Author:
Gilgamesh
Posts: 2536


You could place a thin layer of horrible gas on the floor on the layer you want sackboy to avoid. If you want to be more subtle, you can also just put the enemy in the front plane and restrict access to the two back planes.2008-11-18 14:24:00

Author:
ConfusedCartman
Posts: 3729


I had a problem like this with the level I just published, F.T.P. - The Fun Transfer Protocol (shameless plug... check it out!). It starts with the sackboy dropping straight down into a room with a chair. The back of the chair is on the background "fat" plane, but I wanted the player to land on the seat portion, which is in the middle "fat" plane. Because of the way the game is designed, he kept landing on the back of the chair.

So what I did was put some spikes on the top of the chair, which admittedly doesn't look aesthetically as good, but kept the player from automatically jumping back there. Now Sackboy drops straight down and ignores the back of the chair, landing on the seat!

This works with any dangerous objects, like horrible gas, which Cartman mentioned above, flaming, electric, or spiked objects.
2008-11-19 00:49:00

Author:
Justin Hopewell
Posts: 135


What MM does in their levels is just puts "background" in the two panels. They just put whatever material fits with their level (for instance in Serpent level in Canyon, they use a brownish-aztec block) and somewhat simulate a background with it. It's very clean and makes it less annoying, but it is hard.2008-11-19 02:03:00

Author:
ZachAttack
Posts: 73


Personally I prefer when it's done by creating geometry to block where you don't want the Sackboy to go. Spikes for example that doesn't actually pose a threat but are used to guide the Sackboy just feels weird.2008-11-19 11:50:00

Author:
Kizo
Posts: 40


Personally I prefer when it's done by creating geometry to block where you don't want the Sackboy to go. Spikes for example that doesn't actually pose a threat but are used to guide the Sackboy just feels weird.

That's, of course, the best-looking way to do it, but sometimes its just not an option with the way you've built your level. I would have had to completely rebuild a good portion of my level to make that work for me, and I just chose the easier compromise of adding some spikes that didn't look perfect, but still worked aesthetically and mechanically.

The best solution would be for MM to add some functionality to the game to limit planes.
2008-11-20 00:59:00

Author:
Justin Hopewell
Posts: 135


The best solution would be for MM to add some functionality to the game to limit planes.

I'd like that, yes.
2008-11-20 07:32:00

Author:
Kizo
Posts: 40


or you could just fil the two thick layers in the back and then only use the one in the front. Unless you just don't want the background to be filled.2008-11-20 07:41:00

Author:
Yarbone
Posts: 3036


Thanks guys, I guess I'll just try to remember to put thin backgrounds in where they're due.

Also, I noticed that a drop in height between planes prevents you jumping between them a lot of the time. Not sure if its 100% reliable but it's useful nonetheless.
2008-11-20 09:29:00

Author:
AtheistSeaOtter
Posts: 54


Not sure if this would work, but you could shrink the spikes to a really, really small size before attaching them. Hopefully it still makes them lethal while making them less noticable. 2008-11-23 05:44:00

Author:
Elbee23
Posts: 1280


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