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#1

Need logic help with Marble Madness remake. Anyone want to collab on this?

Archive: 8 posts


I've already got some basic things put down if you want to check it out

Marble Madness Practice Race (WORK IN PROGRESS)
http://lbp.me/v/zkvywb

I have the gravity working already from my other marble level. but its disabled for testing purposes. So falling off the edge is already working... technically.

My problem is getting this to work like it did back in the day, as in, following the grid exactly (for the most part)

Different movers are being activated on different slopes which accurately reflect the actual grid slope of the original, so for the most part, the slopes affect movement accurately in a gravity sense...

HOWEVER, I need to find a way to activate even more separate movers for separate slopes for separate directions in the controllinator, as in, holding up on the dpad should make the marble move northeast, following the different slopes of the level WHILE still following the actual topographic grid.

Right now I have a pretty barbaric set of tags and sensors just for testing purposes, but I plan on making holograms, if possible. ones that fit the slopes exactly since obviously there's no way to make this accurate with circular detection ranges.

I also should note that I have no idea how I'm going to make the marble die when it falls a little too far, though this is not an issue in the first stage of the game.

Eventually I would like to get the marble somehow at least kind of animated like it used to be.

This could just be a lost cause, I'm not sure if anyone even cares about this game, but I'm definitely not doing it much justice as as, and I haven't seen any other accurate marble madness levels... probably because it might just be impossible.

Anyway if you have any ideas or if you're interested in turning my level into "our" level, please respond here or on lbp2.

Thanks for looking at this and I hope someone out there wants this as bad as I do.
2011-03-31 22:58:00

Author:
LeastCreative
Posts: 49


I'm a bit busy with my own project, but I think the idea is really interesting and I want to help out! I'll just be completely honest and say I've only played marble madness once or twice, but I've seen many videos of it. I can help with things like animation, and although I'm not the best with logic, I can normally figure out how to do something difficult, just through very convoluted means (but it works! )

I'll try the level out tomorrow and see if I can maybe help out (and maybe some time after, you can help with my project?)

https://lbpcentral.lbp-hub.com/index.php?t=54039-The-Lion-King-Movie-Level-(Anyone-want-to-help-)&p=817797
2011-04-01 10:14:00

Author:
Unknown User


Ok let me check that out.2011-04-02 03:28:00

Author:
LeastCreative
Posts: 49


So, I tried the level, it was REALLY well done! I was very surprised at how well everything worked in it, from the physics, the general look, the music...

About making it die after falling too long, can't you just make a timer for whenever it's not touching ground (triggered by a bunch of invisible holograms over certain areas)?

The part with movers sounds a bit more complicated... I may need to play marble madness myself to understand it a bit more.

EDIT: Okay, I just played it... I think what you mean is that when you hold up on a slope, you shouldn't move in the direction the slope is rotated. Although, to be honest, in Marble Madness it didn't make much sense... holding up on a slope made me keep moving right. But I think what you need to do is besides switching those movers that control "gravity" you need to switch the movers that you control, to make the physics more accurate. So you need to make it so when you are on *blank type of slope* the controller output switches to movers X and Y...

It's hard to explain in words but I think that might work.
2011-04-02 04:12:00

Author:
Unknown User


I think i see what your saying, perhaps i could put some logic together that would be like "if (not touching ground) then (start timer and downward mover) if (timer finishes before touching ground again), destroy (when touching ground)."

That would make sense. The problem with that is pretty much only how crappy it is right now, I need to completely redo everything haha and i have other things going on I think this just might have to be like... later. I just wanted to get it started haha
2011-04-02 23:22:00

Author:
LeastCreative
Posts: 49


Well, I understand the difficulties behind this. But when you think about it, you just need to create the movement for each type/piece of ground... then you can just repeat the tiles in any way you want.2011-04-03 02:23:00

Author:
Unknown User


There's something you possibly haven't considered... Did you want the ball to be able to 'bounce'? Lets say it takes a small fall, one that wouldn't kill it, wouldn't it 'bounce'? What about ramps over gaps?

I'm assuming that you're using a forced 2d perspective and faking the physics with carefully crafted movers, so the only way I could see simulating the bounce would be to actually have *two* objects that represent the ball. One is the ball itself, and more importantly another is an invisible holographic marker that marks where on the map the ball is "over" so that the distance between the holo and the ball represents the height. All game 'physics' would affect both the holographic object and the ball identically except for two:

1) if the ball bounces, the height of the bounce can be shown by making the ball mover hop up and down but *not* moving the holo tracker object.
2) If the ball rolls off the edge, the holographic control should warp instantly to the new spot that is 'under' the ball, so that the ball knows it's in midair, and start 'falling'. When it hits the ground (and if it survives) see point 1 above. For the purposes of ramping, an internal variable of some sort could possibly track vertical inertia so that it can catch air when it jumps a gap.

It should be noted that you have no control of the ball while airborne... which would be easy to set up with this kind of rig since the internal logic will always be able to tell if the internal tracker and the ball itself are on top of each other or not...

Using this method above you can also do interesting things like only let ramps affect acceleration if the ball is actually *on* the ground. If the ball bounces on a slope, apply an instant acceleration along the map in the direction of the slope, etc.

Just wondering, how are you handling the occlusion? (does it display correctly if the ball goes behind a wall, or falls off the north side of a ledge?
2011-04-03 05:44:00

Author:
Vandalite
Posts: 20


Yea that would all actually make a lot of sense and its not even close to the crappy method that it uses right now. the only thing forced about the 2d perspective is the fact that everything is on the middle layer, the tower I just made a layer above so its not really too clever haha. I have no idea how youd go behind anything at all on the north side. if you want to friend me on psn I could easily show you just how baby this level is haha.2011-04-04 16:26:00

Author:
LeastCreative
Posts: 49


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