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#1

Here are 2 key gameplay elements that I need help with

Archive: 5 posts


Hello everyone, I just reviewed what I have so far in my very ambitious fighting game, codenamed "Shock" for now. In this 2nd playtest, I placed two completed characters with full movesets on a testing arena and played with a friend. If you would like to participate in the playtest, add me and we can start playing tomorrow . Here are a few things that I need in order to finish revising, and get started on production of more characters!



1) The nature of the stages I am designing is that there is only one layer( no in and out )you fight on, and will more often than not have a top layer you can jump up to. Players controlling sackbots run around in these arenas and I want them to be able to( fro the floor ), jump up to a higher layer from the sides or from directly beneath, and back down by pressing Down. Real world example: Super Smash Bros and 2D sidscrollers. How can I make this kind of functionality with sackbots?


Short version: I need to be able to....Jump up from beneath platform = you're on platform. Jump down from platform = on the floor again. Using Sackbots that aren't 'overrided'.




2) The sackbots that the players control walk through one another, and this can make it frustrating and annoying because this is a fighting game. When someone is moving to the right or left to punch another player in that direction they run right past the other player and have to quickly face the other way, forcing both players to stand still while facing a direction. I need it to be so that a sackbot will walk into but not through any other character like in most games and every other 2D fighting game.


Short version: I need the sackbot characters to........not walk through other sackbot characters. If you want to get to their other side you must jump or throw them, not walk passed their body.




Thank you very much for any help!
2011-03-26 07:54:00

Author:
Unknown User


The only material you can go through is the hologram. It's going to be impossible I believe to achieve what you want in your first problem. You could have a platform be hologram so you can go through it, and when you're above it have an emitter spit out a solid platform. That would work in one player, but it wouldn't with two players as the second player wouldn't be able to jump through after player 1. And it would look pretty ugly changing from a holo to a solid platform.

The only solution I can think of is if you use the same mechanism in the early Da Vinci levels when those stairs/platforms pop out from the wall in the locale of your character (don't know what to call them, hope you know what I mean). You could use this method and it would do the job perfectly, though it's not a solid platform that's there all the time. To fall back through it you could have a tag on your sackbot that turns off when you hold down on the stick, and it would in turn deactivate all of the 'poppy-out' things.

Your second problem is a bit more tricky... all I can think of is to put a tag on each sackbot, and have two corresponding tag sensors on the other bot - one for left and one for right. When you get sufficiently close to the other player, the left or right tag sensor would activate (obviously depending on which side you appraoch from) and then turn off the corresponding direction so you can't move past the other sackbot. An invisible wall if you will.
2011-03-26 19:32:00

Author:
Xaif
Posts: 365


The option Xaif mentioned for your first problem seems like a good idea building the platforms into the background layers and having them move with in/out movers would work well. Playing with the cam settings to edit the flatness of the cam should make the in out motion less noticeable.

As for the second thing, I might be wrong but isn't it possible to bolt materials to a sackbot? You could always bolt some invisible material maybe some rubber to the 2 sides of the sackbot that should keep the other fighter from being able to pass through.
2011-03-26 19:45:00

Author:
Chicago51
Posts: 258


For problem #1 I was going to suggest something akin to what Xaif suggested, however this seems to me to be a bit of a clumsy solution when you could just change your level to use 2 layers. Though I suppose if it messes with your logic try Xaif's method.

For problem #2 You could try attaching some invisible rubber to an invisible hologram, and then having the hologram follow a tag on the sackbot. It might take some tweaking, but this should make the sackbots bounce off each other.
2011-03-26 21:41:00

Author:
thor
Posts: 388


To my understanding, you want to be able to 'fall through' platforms like in SSBB. There are two possible answers I can think of. One being what was suggested by somebody earlier, that comes from one of the DaVinci levels. Second being, when you hit 'down' on the control pad, make an in/out mover move you out once so you fall down.2011-03-26 22:00:00

Author:
kvbkvb
Posts: 63


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