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Endless Moving Backdrop Help Needed
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I'm trying to create a game in which there appears to be an endless moving background. (By way of illustration, if I were making a flying game, I'd want to create a seemingly endless sky to fly across.) Obviously the actual physical size of a level is limited, so I figured I'd create the illusion of movement by moving the backdrop while keeping the players in a relatively confined space and just forcing them to move back and forth within it to avoid obstacles and whatnot. Thus if I keep the background moving (faster and faster, for the purposes of my design) their movements within the confined area will just feel like modest accelerations and decelerations relative to a constant ongoing motion. I figured I'd do this by creating various backdrop pieces with movers attached that could fit together, and then emitting them on a schedule calculated such that there'd be no space between them. I'm running into a couple problems, though. First, though speed in LBP2 isn't expressed in actual units, it seems that 1 unit of speed means 1 large grid space per second? in theory. (I'm right about this, right?) In practice, though, inertia and acceleration and whatnot seem to prevent anything from actually moving at precisely 1 large grid space per second, meaning gaps open up, which pretty much destroy the illusion of the endless backdrop. Second, there aren't many materials that stack seamlessly even when pieces are fully abutted against each other, and those materials all seem to have physical features that screw up stickering and any kind of design that doesn't explicitly involve the nature of those material themselves. IOW, if I want to create an endless sky backdrop, even if it's only a "sky" in a very loose craft sense, well, blocks of rusty metal really aren't going to help me even if I could solve issue #1. (My first thought was to create a craft backdrop out of the lined paper material, but wow does that not ever stack seamlessly!) I took a look at Hedge Hopping (the da Vinci challenge level) for inspiration, but I suspect there's no procedural generation going on there at all, and the player is actually just moving across the world. It works there because you tend to die relatively quickly. (Or at least I do; I still haven't gotten the last set of three prizes on that level. I don't know what happens if you're good enough to survive until there's no more level left. Do you get to the scoreboard or something?) Can anyone offer any advice on this problem? I'd hugely appreciate it! | 2011-02-24 00:27:00 Author: Macrocephalus Posts: 2 |
Firstly, Hedge Hopping is procedurally generated. It's a survival game, meaning that you have to survive. If it ended it would defeat the purpose. You can tell because the background is never moving. It's always focused on the fountain. Secondly, you don't have to time the emitting of the background pieces perfectly, just set the emitter time to 0.0s, and it'll emit immediately when there's room, leaving no gaps. | 2011-02-24 00:38:00 Author: Yofig Posts: 288 |
This was the first thing that i started working on in LBP 2 i since have gone off on another tangent trying to solve other logic issues that has produced a completely different type of level. Eliminating the gaps could be done two ways with movers or anti-grav basically controlled by tag switches that slow the background down before they get on screen so that they can stack up properly. If you like add me AceMcMann and i'll show you the method ive been working with. | 2011-02-24 05:14:00 Author: Ace29 Posts: 132 |
Yofig got it, see rtm223's Logic Blog (more precise, the emitter blocking theory) for more info. It turns out, dark matter can layer ontop of itself in the same layer when emitted, and if you put a piston leading off it connected to a platform, set to move at a fixed velocity, thn if you emit the platform it constantly moves across and if the timing is right (this is from LBP1, so there's no 0.0 setting involved) it will give the effect of movement. | 2011-02-24 07:20:00 Author: mutant_red_peas Posts: 516 |
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