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Is there a way to recreate Crank's puzzles ? (Ratchet)

Archive: 4 posts


Hi everyone,

For those who wonder what I'm talking about, you can take a look at the following video, about 2:10 minutes in.

http://www.youtube.com/watch?v=1e2wcErCrkw

So, is there someone who tried to do something similar, but in LBP2 ? I don't plan of doing a level based on that, but that was just an idea I had and I would just like to know if it's possible.

Basically, it's all about going on a switch to have the possibility to record the movement of a sackbot, and then, going on another switch to record the movements of another one, at the same time the one previously recorded on the previous switch is moving.

Thanks.
2011-03-20 07:28:00

Author:
Unknown User


I don't believe you can record sackbot actions in-game. So you'd have to somehow fake it. Perhaps record a series of sackbot actions and wire them to different controlinator inputs/combos. Then you'd need a way to stack or queue the user's actions for playback. It would get very complex.

Maybe someone else knows something I don't or has a better solution. Good Luck!
2011-03-20 15:38:00

Author:
v0rtex
Posts: 1878


You can't record sackbot movements, no. But what you can do is leave a "breadcrumb trail". You need to control a sackbot. Have the sackbot emit a piece of holographic material every half a second (you can tweak this). Each piece of material has a tag on it for the sackbot to follow. You need to alternate which colour tags you use - the more the better, so I'd cycle through all the colours, but you could cycle through different tag names, as many as you want. If you don't have enough, you may have problems if you go back on yourself and the colours match up.

Now make a sackbot spawn at the start point. Have him follow the colours in sequence, and have it change every half a second. Do this by giving him 8 different behaviour chips to follow the 8 different colours (or however many different tags you've decided upon). Now connect a timer to a selector to cycle through them all. He should follow your exact movement. Since sackbots can sometimes be a little slow, you may have to give him more time or make him move faster. Your levels will also have to be designed so that a sackbot can navigate them easily.

More complicated methods could get around the problems of sackbots and how they aren't very clever, such as directly logging button presses, but I think this is a neater solution that is easier to implement.
2011-03-20 18:38:00

Author:
thor
Posts: 388


@thor That seems nice. Maybe I'll try to understand it one day and try to do it. I'm not a pro with logic : In fact, I can't even make a nice sackbot that can jump on my own. x] But that's another problem. Thanks for your help, very appreciated.2011-03-22 00:49:00

Author:
Unknown User


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