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#1
side-scroller?
Archive: 3 posts
hi all, i want to build a side scroller, i've considered a couple of options for doing this the first being a long level where the camera is attached to a track off the top or the screen and moves along pushing the player along with it, the second option i believe is having the level move in sections along a horizontal track and the player stationary, i noticed this is how it was done in one of the story levels... i've had a play around with both these methods and not really had any joy in making them work so was wondering if anyone had any helpful insights? | 2011-03-17 05:04:00 Author: bryce_boi Posts: 12 |
Some insight for you... Generally speaking, in side-scrollers you don't move the player, rather you move the background because of the limited size of the LBP playfield. Moving the player would in most cases make for a very short level. To make the background move, you can do a few different things: 1. Fake it by using emitters. Using a fixed backdrop/background, you use emitters to emit enemies and scenery with movers attached to them. Compared to the player, which has confined localized movement, the objects fly past the player creating the illusion of a scrolling level. 2. Roll it past em. This is what was originally done in LBP1. You build your background in sections, or panels and attach wheels with motor bolts driving them. Carefully timing your emitters, emit the different pieces of level one at a time such that the panels are flush. The level effectively drives itself past the player. 3. Fly it past em. This what I do, and is very similar to #2. Replace your wheels with movers, because unlike wheels, movers do not slip. Now, you're bound to run into the problem where your pieces are not being emitted in perfect sync and you have gaps between your level bits. This is the hard part about #2 and #3. Some people have been able to tweak their designs perfectly, but I designed another solution that lets your pieces "snap together". Let me explain. In this setup, there are two timed emitter systems. One emitter fires off pieces of holo with a tag on it at regular intervals. This is your guide - and we are going to use look at followers to find these pieces. At the same time as this holo is fired off, you have another emitter spitting out your level bits just behind this holo. It's important to leave a gap (don't have it emit on top of the holo). You holo guide is moved with a mover set to a speed that makes you happy. The level chunks are set to follow using a higher speed so that they can accelerate to the guide. Set your follower strength to 100%. As long as your follower radii are large enough, your level will always snap to the holo pieces giving you perfect seams. | 2011-03-17 06:23:00 Author: Thegide Posts: 1465 |
i like the idea of using emitters i did play with this idea previously but figured it was too hard to get the timing right so i gave up, might try using the moving holo to guide the sections. the other thing is how do you get an emitter to spawn different sections or do you use a series of different emitters for this... anybody know of an example level that is copiable i could take a look at? | 2011-03-18 00:31:00 Author: bryce_boi Posts: 12 |
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