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Some help needed with a top down race level

Archive: 20 posts


I've looked through a number of pages in the help forum and I havn't found what I needed to know ... so i guess it's time to ask the experts.

I'm making a top down race level called Microchip Circuit with, in my opinion, a similar feel to micro machines. So far I've made the cars (which look like armoured tanks), the track, shortcuts, traps that can be used to screw over your opponents and a lap counter.

There are however three things I don't know how to do.

The first thing is how to make all players be transported to the score screen once the first place player has finished the final lap; I assume it involves a game ender but I'm not sure.

The second thing is how to make there be as many cars as players. I have four cars set up ready but how do I make it so that, for example, only three cars would appear if there was only three players.

The last thing I would like to know is how to make the players start the level in the cars and have a countdown; one that makes them unable to move until it's finished.

I hope this isn't too much to ask but I want this level to be great fun to play. I was inspired by the snail trail level in Hansel and Gretalbot.

A HUGE thanks in advance for any help. Thank you.
2011-02-25 15:22:00

Author:
CragmiteBlaster
Posts: 49


For the second thing, have 4 player sensors, the first one set to require 1 person, which will then be connected up to an emitter to emit the first car. the second player sensor will be set to require 2 players, and will connected to an emitter to emit car 2. The other 2 sensors will require 3 and 4 players an willl emit the other 2 cars.
the other things, i cant help you on
2011-02-25 15:28:00

Author:
jamessiv
Posts: 9


Thank you very much; that's a big help! Don't worry if you can't answer everything; as Tesco says ''every little helps''.2011-02-25 15:30:00

Author:
CragmiteBlaster
Posts: 49


That last bit made me laugh a bit2011-02-25 15:32:00

Author:
jamessiv
Posts: 9


...

The first thing is how to make all players be transported to the score screen once the first place player has finished the final lap; I assume it involves a game ender but I'm not sure.

...

Create "checkpoints" around your track, like you have to go through all the checkpoints in a certain order (preventing you can't race backwards the track etc.). After that, put a Game Ender tool somewhere in your level and make a counter. The counter count increases everytime a a player passes all the checkpoints (so when you race 1 lap, the counter count increases by 1). If you want 3 laps for the win, put the counter count to 3. And create a separate counter for every player. (The first one to fill his own counter wins the game.) Lastly, connect all the counters to a XOR port (which has 4 Inputs) and connect the Output to the Game Ender.

EDIT: In a nutshell...

1. Create checkpoints around your track.
2. Create a Counter.
3. Create a 'And' gate with X number of inputs (X = number of checkpoints in your track).
4. Connect all the checkpoints to the 'And' gate.
5. Connect the 'And' gate to a Counter.
6. Copy this whole thing 4 times, so you have 4 Counters (and 4 'And' gates).
7. Connect all the Counters to a XOR gate.
8. Finally connect the XOR gate to a Game Ender tool.

I hope this helps. It may seem a little confusing...
2011-02-25 15:41:00

Author:
Unknown User


Thanks! I think I understand that. If there was a seperate counter for each player should I put the counter on the car's circuit board?

Also; when you say ''checkpoints'' with the quotation marks; do you mean normal checkpoints or something with tags in it?
2011-02-25 15:45:00

Author:
CragmiteBlaster
Posts: 49


I think he means tags2011-02-25 15:46:00

Author:
jamessiv
Posts: 9


Gotcha; I'll go do that right away. Thanks very much.2011-02-25 15:49:00

Author:
CragmiteBlaster
Posts: 49


The Help and Tutorials forums have some helpful posts about top-down racers that go into the logic for car control, checkpoints, etcetera. Browse back a few pages (or check my comment history) and see what you can find.


The first thing is how to make all players be transported to the score screen once the first place player has finished the final lap; I assume it involves a game ender but I'm not sure.

Correct. Once your checkpoint logic detects all players have passed the finish line in their final lap, activate that logic object.


The second thing is how to make there be as many cars as players. I have four cars set up ready but how do I make it so that, for example, only three cars would appear if there was only three players.

Each car could have a Selector that represents the states a car could be in:
1. default inactive (before anything has even happened). The car is somewhere off the track, out of sight.
2. active, reffing up. This state should be activated by the Active output on the joypad of your car's receiving Controlinator. This should also activate a max speed Follower that transfers the car to the starting line almost instantly. I think you are starting to see the picture now. Would be cool if in this state the player can ref his engine, though not move yet.
3. GO! The race has started. This state gets activated by a tag sensor registering the activation of the tag "StartRace" (you can have a countdown to this next to the track).
4. Done. The car has passed the finish line after the final lap, maybe receives notice of this through a tag sensor (if you track it outside the car instead of onboard).
5. Disqualified. For whatever reason; crashing... cheating... not driving...


The last thing I would like to know is how to make the players start the level in the cars and have a countdown; one that makes them unable to move until it's finished.

See answer above. If you place the Receiving Controlinator that is doing the car controls on a separate microchip and activate/disable that chip, then you can disable car control easily. You can even have another chipped Controlinator be active during that phase that only allows the player to just ref his engine and sound his horn.

Good luck.
2011-02-25 16:59:00

Author:
Antikris
Posts: 1340


Ok; I've made a fair bit of progress since the last post. Here's what I have so far.

The points in each lap are dished out by a lap counter. The lap counter has a player sensor connected to four counters; each one requiring an additional player. They are each connected to a point giver; first place gets 100 poiunts, 2nd 70, 3rd 50 and last 30.

However I'm not sure how I reset it after each lap; any tips?

Around the track I have eight player sensors to act as checkpoints; they are placed so they can't be missed. Each of them is connected to four AND gates. The AND gates are each connected to a counter which are all connected to a XOR gate. The XOR gate is cpnnected to a game ender.

It's good progress but how do I make it so it will only end the game at the end of the third lap.

At the starting line are four player sensors connected to four emitters; each player sensor requires more players than the last. The emitters will then smit as many cars as there are players.

The problem is that the emmiters are refusing the emit the cars. I can tell it's working because the wire is lighting up ... but what am I doing wrong? Any tips and/or help?

AntiKris: Could you give me a diagram on how to wire up the logic for the countdown please? I udnerstood some of the wording but some was a little confusing.
2011-02-25 19:54:00

Author:
CragmiteBlaster
Posts: 49


For the car emmiters, are they set to emit once instead of on/off or are the emitters trying to emit something in a place that it can't.2011-02-25 20:17:00

Author:
jamessiv
Posts: 9


...

Around the track I have eight player sensors to act as checkpoints; they are placed so they can't be missed. Each of them is connected to four AND gates. The AND gates are each connected to a counter which are all connected to a XOR gate. The XOR gate is cpnnected to a game ender.

It's good progress but how do I make it so it will only end the game at the end of the third lap.

...

Just change the Counters properties and change the Counter's Target Score to 3. After each lap, 1 score/bar is given and after 3 laps, the Counter is full and it will end the game.
2011-02-25 20:40:00

Author:
Unknown User


Progress

The score system is working fine and dishes out the points correctly but I'm not sure how to make it reset every lap. Any suggestions?

Also the race ending system isn't properly working. I think it's to do with the checkpoints; I used player sensors but when the player moves out of the sensor proximity the sensor switches off. What logic should I use for the checkpoints? It has to be something which will hook up to an AND gate.

Thanks in advance for any help.
2011-02-26 10:31:00

Author:
CragmiteBlaster
Posts: 49


Progress

...Also the race ending system isn't properly working. I think it's to do with the checkpoints; I used player sensors but when the player moves out of the sensor proximity the sensor switches off. What logic should I use for the checkpoints? It has to be something which will hook up to an AND gate...

You can simply use the Toggle logic tools. Attach a player sensor to a Toggle tool (which by default, is set to Off: it has an 'X' on it) and the Toggle tool to an 'And' gate. Toggle is the tool that makes object stay on when they are set on, it's kinda' like a light switch (it's either on or off, not something in between).

By this, when the player reaches the Player sensor, it activates and changes the Toggle tool from Off to On. When all Toggle tools are set to On, the 'And' gate activates and the game ends. You'll get it.
2011-02-26 13:01:00

Author:
Unknown User


Thank you very much! Hopefully when this level is published it will be very fun. I'll be sure to credit everyone who gave me help.

The level will be called [B]Microchip Circuit[B] and is by pete2451; my PS3 ID.

I'll be sure to come back here if I need help in the future ... we were all Newbs once right?
2011-02-26 13:12:00

Author:
CragmiteBlaster
Posts: 49


Yeah, I'll surely be checkin' this one out.


I'll be sure to come back here if I need help in the future ... we were all Newbs once right?
Yeah well, actually, I still am.
2011-02-26 16:52:00

Author:
Unknown User


Yeah well, actually, I still am.

Yep, me too.
2011-02-26 17:42:00

Author:
jamessiv
Posts: 9


Progress

The level is now nearly finished; I have the checkpoints to end the race done (eight for each player), the cars, sounds, the track, the start and finish point system and traps.

There is just one thing left to do and it is not working yet. I want to create an intro.

What I've tried so far is a microchip with a player sensor attached to a movie camera and a magic mouth; each camera and mouth is connected to the next as it is a series of five shots. But I can't get the subtitles to turn on. The subtitles option allows me to tick it but it is shaded out so I'm not sure it is working.

Does anybody have any tips?

Also a question of opinion for something that I'm thinking about ... should I make my own music track for the level with the sequencer or just use one of the prizes I've collected in story mode?

As always thaks for any help.
2011-02-27 16:54:00

Author:
CragmiteBlaster
Posts: 49


The level is now finished! I have submitted it to the level showcase and it is ready for playing and queing. Thank you very much to everyone who helped me, I couldn't have possibly done it without you. Good luck to you on your levels!2011-02-28 18:34:00

Author:
CragmiteBlaster
Posts: 49


If it is still of any help, I posted this schematic in a help thread (https://lbpcentral.lbp-hub.com/index.php?t=47058-How-to-Make-a-Race&p=757255&viewfull=1#post757255) a while ago.

http://i.imgur.com/lhSna.gif
2011-03-03 09:54:00

Author:
Antikris
Posts: 1340


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