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Starting New Level, Any tips?

Archive: 8 posts


Starting on my second level, since my first failed RIGHT at the end.
Anyways, can anyone give me some tips? All help appreciated, but I WOULD like some answers to certain questions.
I know how grab 'n' go sponges work, but is there a way to make them work ONLY when all players in the game grab on? That could be One, or Four, or Three, or.... what else? Two?
Anyone know? Thanks.
2008-12-03 21:49:00

Author:
DRT99
Posts: 431


It is possible, but it is extremely complicated. Hold on and I'll edit in an explanation, as soon as I find it in an older post.

Edit: Found it.

Put the beginning spawn point above the ground somewhat, and a narrow tunnel so they can't move much while they are dropping. Now attach a sensor switch to the wall during the drop so they have to pass it. Put a checkpoint at the bottom of the fall. This will cause everyone to have to pass the switch, and stop them from passing multiple times. Everytime someone passes the switch, a block drops a little more down a hole, up to four times. On each level it can drop to, have a key trigger switch, with the key on the block. Now the game knows how many people you have. Now, each key would need to trigger a piston that would extend when the key is near and go back when it leaves. Say you have three people, the third piston would be the only extended one. There would be another key switch set on the piston and other side of the piston. That switch would trigger how ever many pistons to extend somewhere else, equal to the 4 - number of players. Now you'll have to figure out how to use the information you have now to make the grab switch work.

Now that I think about it, that might not work for a grab switch. I wrote that for a proximity switch. You might be able to though, so try it out and see, I suppose.
2008-12-03 21:51:00

Author:
BassDeluxe
Posts: 984


Hmm... One way you could do it would be an inverse proximity switch. Put it in the area right before the grab. Set the sponge to be locked when there are any players inside the area, but once they leave it, it will release. Then tweak the zone so that it covers the entire nearby area, to prevent a lagging player from being left, and so that it ends immediately before the sponge, so that any players reaching it will either have to grab on, or will be otherwise falling to their death.

The advantage here is that it is not dependent on a certain number, but simply players proper. So even if some players die, or are otherwise absent, as long as the remaining players grab on, they're fine. And if they die, then the players that make it will activate the next checkpoint.

Also, you may want to have the sponge be emitted, just in case a replacement is required.
2008-12-03 21:55:00

Author:
Mark D. Stroyer
Posts: 632


huh?
Explanation, please, since I don't Speak Smart.
2008-12-04 00:34:00

Author:
DRT99
Posts: 431


Alright, then. Let's go to the visual aid. Click here (http://i50.photobucket.com/albums/f319/MarkDStroyer/grab.png), please.

What you see is an example setup. You have a gray checkpoint on the left, a grabbable yellow sponge on a blue glass rail, and a red fire pit beneath.

You'll want an inverted proximity switch, signified by the large broken-border circle. That means that the switch only triggers what it's connected to when a sackperson is not inside this circle. Notice that there is a little lever above the rail, which is normally closed, and does not allow for the ball to slide along it. So it's stuck there normally. However, if there are no sackpeople inside the circle, then the lever will raise, and the ball will slide.

This means that the only way for the ball to slide is for everyone to be outside the circle. However, the only way to be outside of the circle is to be hanging onto the ball. Thus, this requires everyone to be grabbing on to continue, as anyone who's not grabbing on will prevent the rest from continuing on. Once everyone is outside the circle, meaning grabbing onto the ball, then everyone can together continue.

Does that make more sense, now?
2008-12-04 02:47:00

Author:
Mark D. Stroyer
Posts: 632


Makes more sense now, but is there a way to have a Grab swich, activating a winch?2008-12-04 16:40:00

Author:
DRT99
Posts: 431


Make a pentagon with sponge to grab on four sides (Or a cube with 3 or a triangle with two). They could all move different keys that when they are all down the bottom it makes another key acivate the winch.2008-12-04 16:50:00

Author:
moleynator
Posts: 2914


You might wana check this out...
On youtube theres a lot of logical AND, OR expessions that you can take a look at
YouTube - LBP Logic Labs 1: Basic Logic Gates
Thats one should get you started =D
Hopr i helped (=
2008-12-04 18:46:00

Author:
Mutant_Tractor
Posts: 116


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