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#1

Losing Struggle Against Create Mode

Archive: 19 posts


I plan on doing justice to the 'Galaga' in Morgalaga and make some shmups/shoot 'em ups.
But I apparently don't know what I'm doing.
I have reached a point that I think people who make good gizmo filled levels have magic powers and a PhD in science.

I would appreciate help very much, and would do anything reasonable I can in return.
Including level feedback of course.

What I have:
A ship that moves by tracking the sack person.
A emitter that shoots micro bombs if I grab the floor.
A test object attached to the ceiling with string and a easy to hit unprotected creature brain on it.

What happens:
Movement is just fine.
But if I destroy the test creature the rods hooking the ship to the tracker creature( high above with protected brain) vanish.

Tried some other methods but they were more rubbish.
And I don't want to use the jet pack if I don't have to.

I'll continue working while waiting for replies.
I aim to tell create mode I mean business.
2011-06-17 18:36:00

Author:
Morgalaga
Posts: 164


I know how you feel I?m making a level like that right now but I can give some advice on this I think.
Instead of using creature brains I would suggest using dissolve and when the dissolve is triggered make it have an explosion with a magnet key on they will trigger a magnet switch that will emit bubbles to the player.
2011-06-17 18:47:00

Author:
aceofthorns
Posts: 288


Yeah I'm switching to dissolve material for now.
I'm worried that its going to make having a decent art style difficult.

Hadn't gotten around to the score emitting yet, thanks for that.

Once I get the basics down then I'm going to be really in for it since I want to add lives and enemy waves that are not all the same.
Both of which will probably have to work from one of those logic devices that look like pez dispensers.
I'm thinking there may not be enough colors of magnetic key for all of that.
But its not time for me to be worrying over it yet.
Need the basics down first.

EDIT:
I played Small Town Fun.
Had to comment on it as I'm also from Oklahoma.
And this place really is full of lots of small towns with friendly people.
(then you go to OKC and its like LA from an action movie)
My dad actually had a old rusty red truck from the 50s that would still run that looks like the one in your level.
I gave it a 4 because I also liked the sounds you chose for the magic mouths and the giant skateboard like from LBP1.
2011-06-17 20:14:00

Author:
Morgalaga
Posts: 164


I played Small Town Fun.
Had to comment on it as I'm also from Oklahoma.
And this place really is full of lots of small towns with friendly people.
(then you go to OKC and its like LA from an action movie)
My dad actually had a old rusty red truck from the 50s that would still run that looks like the one in your level.
I gave it a 4 because I also liked the sounds you chose for the magic mouths and the giant skateboard like from LBP1.

Thanks I used to be really proud of that level, I still kinda am considering it was the first level I put a lot of time into and thats when I first started to get the hang of the corner editor too.

I have a control box if you need it and it works really good too.
2011-06-17 22:21:00

Author:
aceofthorns
Posts: 288


Hmm.. can a control box make something move faster that a tracker?
My original attempt used wheels and I had sackboy in a small box.
There where red pressure switches on the walls and a sponge on the bottom.
Could not seem to get the wheels to go fast enough and when I increased the speed too much it ripped a connector from a motor bolt.
Flipityness ensued.
2011-06-17 22:46:00

Author:
Morgalaga
Posts: 164


Here I'll publish it real quick, all you have to do is connect the switch to the piston that controls the ship and you can connect the grap switchs to the gun
you can also move the switch farther away so you don't hear the winch.
I will also make the level copyable so if you want to mess with the control box you can.
2011-06-17 23:49:00

Author:
aceofthorns
Posts: 288


Well I didn't think of using the three way switch with winches.
I did have a piston version before but didn't have very good control..

Should eliminate my current problem and let me get started on other parts of making a shooter.
I will also be going back through those logic packs made by LBPC people.

Thanks for all the help
2011-06-18 00:14:00

Author:
Morgalaga
Posts: 164


if you haven't already, play AceCreator's tutorials. they are very useful2011-06-18 01:26:00

Author:
darcyh
Posts: 191


I've found that using switches to kill unprotected brains instead of bombs or what-not tends to work beautifully. I use tons of them in Memetic Hazard Remastered (seven sackpeople and I forget how many sticker-switch triggered bits of polystyrene), and they don't interfere with each other at all.2011-06-18 13:23:00

Author:
BlackWolfe
Posts: 299


I think I will use switches.
Because I can increase the detection range and make a entire object detect hits.

I found a new way to make your ship last night.
Make it out of dissolve and use the trick to from the magic mirror tutorial to make it have a one-way entrance.
Then it can just be pushed around.
Can't remember the level that gave me the idea of making a push ship.

So the things I need to work on are making enemy formations and figuring out how to get a better camera view.
Also have a few ideas that may be troublesome to implement.
2011-06-18 13:45:00

Author:
Morgalaga
Posts: 164


Another fine advantage to switch-killed brains is that since the switches must be set to One Shot, you can have multiple switches all linked to the same brain without worrying about them overriding each other. I know, I tested.2011-06-18 14:25:00

Author:
BlackWolfe
Posts: 299


I'll be trying that out.
The multi linking may end up being perfect for something I had in mind.
I want to create a few gimmicks, but since I will probably be working on those for a long time, I may just make a very simple shooter and publish it.
2011-06-18 15:41:00

Author:
Morgalaga
Posts: 164


Hey one of the things you might want to do on the camera is set the track player as low as you can so that way you can zoom out (or in) as much as you want, well to a certain extent anyway.2011-06-18 16:14:00

Author:
aceofthorns
Posts: 288


I didn't know the first thing about how people control the camera angle.
But yeah I think it will need to be pulled back pretty far.
2011-06-18 16:44:00

Author:
Morgalaga
Posts: 164


Hey I'm just wondering but is you galaga thing gonna be vertical or horizontal?2011-06-18 17:11:00

Author:
aceofthorns
Posts: 288


Seriously? The camera tool is in the third page of the tools bag -- the one that has score bubbles and such in it.2011-06-18 17:40:00

Author:
BlackWolfe
Posts: 299


Its going to be vertical and not very much Galaga themed.
I want to use my first attempt to get the rest of the sarcasm about constantly republished non-sense levels out of my system.
It will be about them taking up too much space on the Community Moon.(a bad pun of "Space Invaders" implied)

Don't mind the camera tool rubbish I blurted out.
I only looked once while I was 75% asleep and hadn't gotten to a position where I needed it.
And I let my imagination and cynicism run wild.
Hey you can't spell Texas
2011-06-18 20:10:00

Author:
Morgalaga
Posts: 164


"Tejas" is an alternate Spanish spelling of Texas, since in Spanish both X and J have the same pronunciation. So on you.2011-06-18 20:59:00

Author:
BlackWolfe
Posts: 299


"Tejas" is an alternate Spanish spelling of Texas, since in Spanish both X and J have the same pronunciation. So on you.
Fair enough...

Guess I'm taking a break from Creator for at least til tomorrow.
PSP shut off like 5 times and I need to completely rethink several ideas.
2011-06-18 21:59:00

Author:
Morgalaga
Posts: 164


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