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#1

A few super simple questions~

Archive: 16 posts


Unfortunately, these weren't covered in the FAQ and are passed over rather insufficiently in the tutorials.

First off, I'm embarrassed to ask this. Can someone explain to me the process of making a simple life system ("You can only die three times", stuff like that? It's bizarre you can't set that stuff up in the global settings section.

What is "republishing"? Of course, it appears to be what the name implies, but why does it say I republished my level twice? I played it a few times after it was published. Is that relevant?

Explain acceleration/deceleration. It has botched my controlled objects on occasion. Once, I had to set both of my movers (going in different directions) to 70% accel and 30% decel. Why do the tutorials not mention some of these concepts?

Thanks you guys. Love you!~~
2011-05-29 21:47:00

Author:
Unknown User


Lives regarding checkpoints are a set amount. A standard checkpoint will respawn you 3 times I believe, the double checkpoint 6 times and an infinite obviously infinite times. You can setup a life system were you can control exactly how many lives you have by using sackbots... But for your standard sackboy these are the 3 options you have as far as I'm aware.

Republishing means literally that. You publish your level for the first time, any updates you make are classed as republishing. I don't understand what you mean with playing the level a few times.

Acceleration is related to how quickly your object will reach its max speed. Say you have a mover set to a speed of 10, at 100% acceleration the object will instantly move at 10 speed. If acceleration is at 0% the object won't move. Anywhere inbetween alters the rate at which your object reaches its max speed. Deceleration is the opposite, the rate at which an object slows down. When at 0% the object won't stop at all, when at 100% the object will stop instantly.
2011-05-29 23:33:00

Author:
Xaif
Posts: 365


Never thought of using sackbots. Good idea.

What I meant by replaying levels, I literally meant that all I did was replay a game twice - I have never reopened the level in create mode yet it says I republished it, lol.

And is there any sort of relationship between movers and acceleration? Because I've actually had an object not move because the accelerations and decelerations weren't at 50%. Is that a glitch?

Thanks again!
2011-05-30 00:03:00

Author:
Unknown User


I don't know why the game's saying you've republished if you haven't. You don't necessarily have to have went into create, you can simply just republish from your moon. The PSN has been dodgy lately, maybe attribute it to that.

Well all types of mover need some form of accerlation so they go hand in hand really. A mover moves at a given speed, acceleration in effect here signifies the amount of time it takes to reach the given speed. 100% acceleration causes the speed to be reached instantly while 0% takes infinite time (the mover won't move at all). Increasing the acceleration reduces the overall time it takes to reach maximum speed set on the mover.

Can you give more detail about your scenario? As long as you have a max speed as anything other than zero and acceleration greater than zero a basic mover will move as long as there aren't any additional effects in play like something blocking it, a 100% dampening tweaker or the object being dark matter as examples.
2011-05-30 04:02:00

Author:
Xaif
Posts: 365


If you move your level around on your earth, i think the game "republishes" it.2011-05-30 04:37:00

Author:
shane_danger
Posts: 283


And is there any sort of relationship between movers and acceleration? Because I've actually had an object not move because the accelerations and decelerations weren't at 50%. Is that a glitch?

Thanks again!

Well movers use acceleration just like Xaif explained. 100% accel means they will reach max speed the minute you give input. And so on... Are you sure your object wasn't blocked from moving? Were you using a an advance mover or a standard mover..? Or maybe you had an anti gravity switch with too much dampening, therefore it would require greater acceleration percentages to take off?

Yes a little more info on your problem would be nice...

*EDIT*
I'm fairly sure actually that the reason it wouldn't move is because the object you were trying to move had too much dampening, or weight. You need higher acceleration to move heavily dampened objects.
2011-05-30 10:07:00

Author:
onaga666
Posts: 293


I'm beginning to believe you guys are correct. A lot of these problems happened when I first got the game, and I was probably being stupid with anti gravity. What does zero bouyancy mean?

I'm glad accel and decel are more straightforward than I thought. This info will come in handy.

Shane; that's exactly what I did! Mystery solved, haha.

One more miscellaneous quesion; in a recent idea I scrapped, I had made a fish controlled with a controlinator. No matter what materials I used for the fish, the advanced mover connected to the left stick would be inverted on the horizontal axis, but not on the vertical. Like, I would push the stick to the right, and the fish would move to the left! There was no anti gravity. Of course, there was water, but does that affect the mover? Or was it a glitch?
2011-05-30 14:53:00

Author:
Unknown User


Zero bouyancy refers to how an object will float in water - 100% means it won't float at all, 0% means it'll be at its default level of bouyancy (e.g. stone sinking, polystyrene floating).

You definitely had the left/right of the left stick connected to the left/right input of the mover? The mover wasn't upside down was it? As long as this wasn't the case it should have moved as expected. You can alter the feed by using directional splitters/combiners and swap left with right, but you shouldn't really need to. Was there anything else on your object that could have interfered?
2011-05-30 15:45:00

Author:
Xaif
Posts: 365


Nope. I tweaked the materials, checked for inconsistencies and the mover was in the default position and the wiring correct.

Thanksss
2011-05-30 23:57:00

Author:
Unknown User


Can you post a picture?2011-05-31 01:51:00

Author:
Xaif
Posts: 365


I'm beginning to believe you guys are correct. A lot of these problems happened when I first got the game, and I was probably being stupid with anti gravity. What does zero bouyancy mean?

Buoyancy only has any meaning in relationship to water, in LBP. Water Level was introduced with the Pirates of the Caribbean Pack, and since then, it has been a globally tweakable feature. Whole levels can be submerged in "real" water, or just portions of levels, permitting sackboy to swim down, or float to the surface. Materials sink or float based on what classification they have.

Metals and Stones have close enough to 0% buoyancy to sink immediately when dropped into water. Wood is more buoyant than a sackboy, and rises. Likewise with Polystyrene. All of these things can be tweaked in their buoyancy, so that Wood sinks like a Stone, and Metal rises like a Sponge.


One more miscellaneous quesion; in a recent idea I scrapped, I had made a fish controlled with a controlinator. No matter what materials I used for the fish, the advanced mover connected to the left stick would be inverted on the horizontal axis, but not on the vertical. Like, I would push the stick to the right, and the fish would move to the left! There was no anti gravity. Of course, there was water, but does that affect the mover? Or was it a glitch?

Given that wiring was eliminated as the cause, I encourage you to look at "Local Space". When a Mover is placed on an object, the Mover gains an idea that the object has an "up" and a "down". Also, a stage-"left" and -"right". If the Mover has Local Space, and the object turns upside down, both axes get inverted.

"Fair enough", you say, "but only the horizontal was flipped". You said that much! This leads me to wonder, then, if the fish was either emitted, or copied, such that it was flipped from left to right? (This would be accomplished through the R3 button.) If this was the case, it explains why the material changes never altered the effect. Regardless, I'd expect if you re-created the fish today, it would not have the same problem.


Explain acceleration/deceleration. It has botched my controlled objects on occasion. Once, I had to set both of my movers (going in different directions) to 70% accel and 30% decel. Why do the tutorials not mention some of these concepts?

Tutorials omit some things because Stephen Fry's cat (Susan) rules his life, and as such he only gets 4 hours a day in which to provide voice acting.

I feel that acceleration was explained appropriately by the other respondants, but it's worth adding that there are two other factors that affect Movers which may cause your objects to become immobile, or otherwise behave unexpectantly.

"Strength" will cause two Movers, pulling in opposite directions, to conflict. I don't quite recall if there is actual addition and subtraction of speed-force-mathematics going on there. Strength makes my head hurt.

Also -- this one's a real doozy for the unwary -- a Follower Mover has Deceleration at 100% whenever it is On, and there are no applicable targets in range... meaning that the attached object cannot be moved. This can be overcome by either:
1) ensuring that the Follower is only powered when a Tag(or Player) Sensor detects an applicable nearby object; or
2) stuffing the Follower into a microchip, and activating that microship only during the times that Following is the most important action for the object to take.

Have fun defying Newtonian Physics with these tips.
2011-06-01 10:18:00

Author:
The Manx Turtle
Posts: 50


No pictures My SD card on my Droid X corrupted and is in the process of being replaced. Plus, I believe the above poster is correct. I may have made the apparent mistake of flipping Mr. Fish!

It looks like you guys have fantastically answered my questions, so I'll just add another!

I want an emitter to emit one box which goes over the player's head when R2 is pressed. Easy enough, but I set the emitter's lifetime to infinite, only to discover pressing the R2 button again does not make the box vanish.

How do I make an emitted object disappear with the press of a button, but still leave the option open for re-emission?
2011-06-01 22:29:00

Author:
Unknown User


No pictures My SD card on my Droid X corrupted and is in the process of being replaced. Plus, I believe the above poster is correct. I may have made the apparent mistake of flipping Mr. Fish!

It looks like you guys have fantastically answered my questions, so I'll just add another!

I want an emitter to emit one box which goes over the player's head when R2 is pressed. Easy enough, but I set the emitter's lifetime to infinite, only to discover pressing the R2 button again does not make the box vanish.

How do I make an emitted object disappear with the press of a button, but still leave the option open for re-emission?

Set the lifetime to infinite and the max emitted to one, also set the input action to emit one. On the object itself, put a controlinator set to the same frequency of your character (or closest player). Then wire the button that you want to destroy the object to a destroyer on the object. With the logic in place, NOW capture it to be emitted.

If you want to use R2 to create and destroy the object, have R2 activate the cycle switch on a selector which will switch between an output connected to the emitter and an output connected to nothing. Then wire R2 on the object's controlinator to the destroyer. That should work... though it may destroy the object when it's emitted if you hold down R2.. hmm try it out and let me know?
2011-06-01 22:48:00

Author:
shane_danger
Posts: 283


How do I make an emitted object disappear with the press of a button, but still leave the option open for re-emission?

I don't quite get what you are asking? But...
Try placing a tag sensor on the object you are emitting hooked up to a destroyer, then on your controllinator place a tag of the same colour as that tag sensor. then just wire up the button you want to destroy the object to the tag. simple. Also make sure your emitters are set to "Emit once"

If that doesn't work try making a slight delay before the destroy, maybe a 0.1 timer because it may just end up destroying the emitted box before it can even appear. But you should be alright.

That should work... though it may destroy the object when it's emitted if you hold down R2.. hmm try it out and let me know?

Try setting up a pulse signal using a counter set to 1 and wired to its own reset, that will stop you from being able to hold the button down.
2011-06-01 22:53:00

Author:
onaga666
Posts: 293


You can follow what onaga suggests by emitting the box and using wireless signals for destroying.

I'm not 100% sure on what you want to happen, but if you mean you want the existing box to disappear while a new one is emitted, then on the emitter's tweak menu set out put to emit once, set max emitted at any one time to 1, and destroy previous when max amount reached to yes and that will give you that effect.

Another possibility would be to have the destroying action set to another button, then you don't have to faff on with timers for delays.
2011-06-02 00:44:00

Author:
Xaif
Posts: 365


The tag idea worked! For the record, picture your character whipping out a box, putting it away, and taking it out again with a single button.

Excellent.
2011-06-02 02:39:00

Author:
Unknown User


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