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Top Down Racer questions

Archive: 10 posts


I am starting my second top down racer level. I aim to make it better than my first one in every way. I am currently planning to have a hub and five tracks from themes such as a snowy street to a bakery. The working title is "Sackro Machines V3".

But there are some things I don't know how to do; I learned a lot from my previous level and I thank everyone who helped, you guys know who you are! In a nutshell here are the things I need some help with.

1) I need to know how to make a three lap counter. Last time I just made a single lap on a large course. I know it involves toggle switches, a set for each car, hooked up to and AND gate and a counter. But how do I stop the players from deactivating a toggle switch on their second lap?

2) The second thing is a way to start a countdown. Like the one in Slapp-me-do's sackro machines championship level wheer you can rev your engine and once the lights turn green you can race.

3) Is there a way to end the race on the third lap without ending the game so that the racers can get back to the hud? This would be useful if the racers were playing all five tracks in a series.

4) Lastly I would like to know how to make a racer ber able to choose the color of their car. What I mean is once again sort of like what Slapp-me-do had. You grab the sponge under the color of vehicle you want and your then transported to the start line. How do you do this and also without dying?

I can do all the level design and car logic already but these things would really make the level good. I want to create a level people will really enjoy; not one of the dreaded H4H; something i frown upon.

Any help and tips would be very helpful. If anyone gives me a contribution that helps I will credit them in the level description in the form of their PSN ID if they want.

Thank you for your time.
2011-03-01 22:18:00

Author:
CragmiteBlaster
Posts: 49


I'm also trying to figure out a lap system...I'm going to have one track at first, and then add more later. Right now though, I can't seem to figure out some of the lap system stuff.
I would have to say AssassinRFC helped a lot with what I have...but I don't think it would really work. I don't see how it would. Here's the links I found to his stuff anyways.
https://lbpcentral.lbp-hub.com/index.php?t=47191-Top-down-Racer-Tutorial
http://www.youtube.com/watch?v=qwItlx-hIxc&feature=player_embedded
2011-03-02 05:10:00

Author:
AdenRalumdan
Posts: 296


1) Put a tag on player linked to the finish line and a counter with 2 counts?
2)maybe sincronization with holograms will work
3)there are many ways to do it, maybe you will need to use teleporters that show only when the players finish the race

i don't know exactly what do you want to do but hope it helps a little


For the lap system i think this is what you want to do...
I figured this out just reading the post in 1 minute xd so just get an idea with this

maybe, if you put a chip with one camera set to the lap if you choose another lap just another chip on the other lap choose option, obviously set it to the lap fix the angle and it to go only up or maybe to follow the player whatever you want...
c ya!
2011-03-02 05:24:00

Author:
Unknown User


Thanks for the help; but the wording confused me a little; could you possibly explain it step by step, I'm a bit of a newb. But thanks all the same.

I now have a new question for everyone.

How do I make ramps?
2011-03-02 10:55:00

Author:
CragmiteBlaster
Posts: 49


ramps are easy
you just need a magnetic keyswitch,a tag, an in/out mover a not switch and a direction combiner
put the magnetic keyonto the ramp you want to make
then put the switch onto the cars circuit board
connect the switch to the + on the direction combiner and to the not switch
then connect the not switch to the -- on the combiner
set the in/out mover to once out
then connect the combiner to the in/out mover
simples
2011-03-24 13:01:00

Author:
Unknown User


Ques 1. For each car put 2 tag sensors set to about 10 degrees and put them back to back on the front of the car so that they have a range that looks like this:


(((((((((((((((| |))))))))))))))
|car|
| |

At the finish line on the track put a tag on both sides pick a color and label for the tags and sensors. Maybe call em finish. Now connect the 2 sensors on the car to an or gate and the output from the or gate to the cycle input on a counter and the output of the counter to trigger whatever it is you want to happen after the race.
When any car crosses the passes line three times the race will end. This does not take into account if the player just drive and reverses over the finish line so you will have to extend the original idea to certain 'checkpoints' around the track. So that they have to hit all the checkpoints and the finish line to be counted as a lap.

Ques2. You'll need to set up 2 controllinators for each car. One that is active before the race starts and one for after. ON the one for before the start you just need to set it so the accelerate button is set to a soundeffect of the revving engine and maybe a smoke emitter for the exhaust. Make after countdown controllinator fully functioning to control the car. You can use a selector to choose which is active and have the selector cycled by the countdown itself.

Make a countdown whichever way you want using holo numbers or sound effects. Its jus a matter of using a selector to choose the holo numb you want with GO! at the end. Now use the output of the selector that turns on the GO! holo and connect it to the cycle input on the selector that is being used for the 2 controlinators mentioned above.

So it should work like this: all your cars are at the starting line all the slectors are set to option 1 and revving away. Your countdown begins. 3...2...1...GO!. Soon as GO! lights up the 'revving' controlinators turn off and the fully active controlinators turn on and the race starts.

Ques4. In your level do you have the drivers sitting in controlinators directly on the cars or are the cars remotely controlled?
2011-03-24 16:08:00

Author:
Chicago51
Posts: 258


I had some real issues when doing my race level 'Box Car Racer' - http://lbp.me/v/xqtgnr

Basically, to get a lap counter that doesn't allow for going round the track in reverse you have to set up a system of tag gates in the track and on the car itself. A tag on the car is used to activate a tag sensor at the first check point. The sensor is connected to a tag at the next check point which when passed by the car activates a tag sensor on the car. The sensor is connected to a selector witch is connected to another tag which will activate the next tag sensor on the track ready for the car to pass over and start the loop again making sure the selector scrolls through the tags as it goes round. I have four checkpoints on my level with the last activating a tag on the car which activates a tag sensor at the finish which registers the lap.

If you go backwards around the track, the tags will not activate in order and so will not register a lap.

You have to set tags and sensors up for each car and name them so they don't clash.

Ok, reading that back, its hard to understand and i'm not the greatest at explaining it. But I promise it works haha I think it may be how the 'Rodent Derby' level works as well. If anyone is interested in this system, I could try and explain it better.. ?

I'll try and post some pictures up when I have time hope this helps
2011-03-24 17:53:00

Author:
Malhat06
Posts: 107


Check out the thread here (https://lbpcentral.lbp-hub.com/index.php?t=47058-How-to-Make-a-Race&p=757255&viewfull=1#post757255). I posted a schematic there that is working. The only thing I'd like to add to it is putting this on each car instead of the global race track. Cars can tell the global logic through tags that a player is done racing. So put tag sensors (or more accurately, impact sensors registering tagged invisible holo) on those microchips.

The countdown and whatever else that is global to the race should be represented as states on a Selector in your main logic board. Within the "revving" state pre-race you can stick a sequencer that activates a bunch of batteries over a course of a few seconds. The batteries are hooked to the lights on the countdown light.

Just like the global race has states, each car should too. Only during the race state is a controlinator active (perhaps limited during rev phase) and when finished, control is lifted and perhaps the player turns into a spectator with the still active players. Hence the importance to set the lap system on each car itself. Post race a car sets a tag that signals the global logic that a player has finished. If all of them are active (number of tags for number of players) the global logic will end it's own race phase and will bring all to the HUD displaying post race info, release controlinators and end the level.

You can create separate car bodies and emit them on top of the car base depending on color choice. Or use the player color instead by superimposing a holo shape over a blanco metallic car and hook the controlinator of the car to that holo (color set to player color).
2011-03-24 18:00:00

Author:
Antikris
Posts: 1340


Check out the thread here (https://lbpcentral.lbp-hub.com/index.php?t=47058-How-to-Make-a-Race&p=757255&viewfull=1#post757255). I posted a schematic there that is working. The only thing I'd like to add to it is putting this on each car instead of the global race track. Cars can tell the global logic through tags that a player is done racing. So put tag sensors (or more accurately, impact sensors registering tagged invisible holo) on those microchips.

The countdown and whatever else that is global to the race should be represented as states on a Selector in your main logic board. Within the "revving" state pre-race you can stick a sequencer that activates a bunch of batteries over a course of a few seconds. The batteries are hooked to the lights on the countdown light.

Just like the global race has states, each car should too. Only during the race state is a controlinator active (perhaps limited during rev phase) and when finished, control is lifted and perhaps the player turns into a spectator with the still active players. Hence the importance to set the lap system on each car itself. Post race a car sets a tag that signals the global logic that a player has finished. If all of them are active (number of tags for number of players) the global logic will end it's own race phase and will bring all to the HUD displaying post race info, release controlinators and end the level.

You can create separate car bodies and emit them on top of the car base depending on color choice. Or use the player color instead by superimposing a holo shape over a blanco metallic car and hook the controlinator of the car to that holo (color set to player color).

Your solution does not check for people travelling backwards through the track. It seems that with 3 checkpoints + start/finish line, 3 backwards laps are required to complete 1 forwards lap, whereas really if I go back through the start line the lap counter should go down. Probably inconsequential but I thought I'd mention it.
2011-03-24 21:46:00

Author:
thor
Posts: 388


Your solution does not check for people travelling backwards through the track. It seems that with 3 checkpoints + start/finish line, 3 backwards laps are required to complete 1 forwards lap, whereas really if I go back through the start line the lap counter should go down. Probably inconsequential but I thought I'd mention it.

I don't think lap counters should go down. Instead a player should get disqualified. And yes, my setup does not take that into account but does discourage cheating since there is nothing to gain. Three checkpoints are just to illustrate the setup. One should use more than just three (and a finish line).
2011-03-24 23:27:00

Author:
Antikris
Posts: 1340


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