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"The Mercenary" - Project Help Thread

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Does anyone know of a great way to create handheld items in a top-down shooter.

I am using sackbots in DCSs for the characters. My current method is to put a decoration on a hologram, and have that follow the character (it's a little more complicated than that, but that's the only important part).

It looks okay (using a chrome rod for a pistol), but I'm having trouble producing other items.

If anyone has done this before, or will be able to help, I'd greatly appreciate it.

I don't need any arm or hand parts, just the weapon itself. The list of items is in my project thread in my sig.

Answered.
2011-06-20 22:16:00

Author:
SSTAGG1
Posts: 1136


have you thought about creating the objects in the regular layer, then using the twist glitch to rotate them around? It might look a little more realistic that way. Otherwise, you'll have a bunch of chrome pipes since all you really "see" is the top of the weapon.

I'm not sure if it will work perfectly but it's an idea. You can leave them just slightly rotated toward the screen so that you can see what they are just a bit.

Also if you need a tank, I made a top down one you can have
2011-06-21 05:10:00

Author:
shane_danger
Posts: 283


Do think ahead with this detail. If you are going the route of physical objects instead of decorations to make up the items, your bot in a controlinator may get stuck with his weapon around a corner. The item may look great but the gameplay might end up clunky (a signature problem I see in so many great levels).2011-06-21 07:07:00

Author:
Antikris
Posts: 1340


Well, by tossing together seemingly random decorations (hinges, stone faces, tubing, electrical ports), I managed to make some surprisingly fantastic weapons (IMO anyway). I have it zoomed out so it's hard to see, but they look alright even when up close.

I've never heard of that glitch before...strange. Going to have to go see what it's all about.

I realized right away that physical weapons would not work out well. Much of my level depends on taking cover, so getting your gun knocked around isn't an option. Also, physical would mean it'd be hard to reposition, and since you can change stances and adjust the weapon position, as well as drop them, it was pretty much restricted to hologram.

Shane, I'd like to see it. I was planning on adding some vehicles.
2011-06-21 10:13:00

Author:
SSTAGG1
Posts: 1136


I have made a few top down games but i have been experimenting with this idea myself for a futuristic shooter i might make and i believe that using the holo with decorations that follow the character to look like he is holding them is the only real way to do it.
I am also using the idea to create vehicles that can be emitted that will follow the player and look like hes in a vehicle using hollow with decorations of armour and the riveted panel. It's not a hundread percent great yet but seems to work.

If you are interrested i have made ballistas that a top down charracter can use when he jumps on them that does not exit him from his controlinator with the help of Qrii Nakari. It would help to make defencive gun platforms and thing like that. It might also work for the basis of making top down driveable vehicles that the player could just jump into. Its in my thread if your interrested as i am building some basic vehicles myself like this if the holo and decoration idea falls apart.
https://lbpcentral.lbp-hub.com/index.php?t=56720-Castle-defence-Siege-of-the-****ed-Survival
2011-06-21 12:34:00

Author:
Lordwarblade
Posts: 761


Get a toy engine, put it on the handle of a chrome pipe, and BAM you've got a rifle 2011-06-21 13:40:00

Author:
Unknown User


I have made a few top down games but i have been experimenting with this idea myself for a futuristic shooter i might make and i believe that using the holo with decorations that follow the character to look like he is holding them is the only real way to do it.
I am also using the idea to create vehicles that can be emitted that will follow the player and look like hes in a vehicle using hollow with decorations of armour and the riveted panel. It's not a hundread percent great yet but seems to work.

If you are interrested i have made ballistas that a top down charracter can use when he jumps on them that does not exit him from his controlinator with the help of Qrii Nakari. It would help to make defencive gun platforms and thing like that. It might also work for the basis of making top down driveable vehicles that the player could just jump into. Its in my thread if your interrested as i am building some basic vehicles myself like this if the holo and decoration idea falls apart.
https://lbpcentral.lbp-hub.com/index.php?t=56720-Castle-defence-Siege-of-the-****ed-Survival
Agreed, holo is the best way to go. As for those vehicles and devices players can use without leaving the DCS, I already got it covered. I'm using a rather complicated setup of different holo followers.

1) You move the 'Destination' directly
2) Separate holograms for the weapon, the character, and the camera all follow this. Doing it this way means there is no latency between when the character moves and when the weapon moves, and easily allows me to interchange weapons/characters, as well as implement devices like the ones you explain.

Get a toy engine, put it on the handle of a chrome pipe, and BAM you've got a rifle
Hmm, it's probably about time I collect everything. I haven't got the engine, but I'll go give it a shot.

I'll take some pics of my weapons. They're nothing spectacular, but they work.
2011-06-21 19:13:00

Author:
SSTAGG1
Posts: 1136


Here are some photos of the weapons I managed to make. I forgot to put in front view, so the angles are a little off. It looks correct when playing though (camera is zoomed out far enough to make it essentially front view)

http://i2.lbp.me/img/ft/e029abbd3245714f2df4d6371f57ef7593709336.jpg
http://if.lbp.me/img/ft/bcfc683b0b6080a1ef486017e9d5fd37aa39633b.jpg
http://i5.lbp.me/img/ft/005824367eec4b6bf72b8794d930bec90b02a9be.jpg

Thoughts? I think I may change the barrel of the 1st one (it's some random thing), the cannon on the 2nd one, and the white DCI port on the 3rd one, but otherwise I'm pretty happy with the results.
2011-06-21 21:26:00

Author:
SSTAGG1
Posts: 1136


...otherwise I'm pretty happy with the results.

You should be. They look great.

Also, there is a lot more to a weapon than just the looks, so if you also make the muzzle flash, gun sound, empty shells and projectiles unique, I'd say you have a pretty interesting arsenal there.
2011-06-21 21:41:00

Author:
Antikris
Posts: 1340


Thanks, forgot all about the muzzle flash and shells. Already made some nice projectiles (though I fire them at very high speed, so it's pretty much impossible to notice a difference) and sounds.

I never realized decorations would be so much easier and nicer to use than just materials. About time....

Might as well ask all my questions here, they're all for the same project anyway.

Does anyone know of a decent walking/running sound? I'm using the marching from the history pack (with volume scaled with stick movement), but is there anything better?

Also, explosions. I'm using decorated explosives combined with a large hologram disk. Destroyer destroys with explosion. I also added some additional hologram to the center to make a better shape for the explosions. Anyone have a method they use which works well?
(BTW, there are lots of explosions )
2011-06-21 21:57:00

Author:
SSTAGG1
Posts: 1136


Does anyone know of a decent walking/running sound? I'm using the marching from the history pack (with volume scaled with stick movement), but is there anything better?

If a loop doesn't cut it, put a short, self-resetting timer on a chip connected to a light thud sound. Activate the chip when desired. It can get annoying quickly if the sound is too loud or snappy.


Also, explosions. I'm using decorated explosives combined with a large hologram disk. Destroyer destroys with explosion. I also added some additional hologram to the center to make a better shape for the explosions. Anyone have a method they use which works well?
(BTW, there are lots of explosions )

I am not a fan of the explosion effect of the destroyer; the bang is often too loud and it leaves behind a black stain. Double bad when it sticks to your sackbot.

In my vertical shooter level I have every enemy 0.1 seconds before destruction emit (set to grow animation) a holo disc that is stickered with black and the yellow radial gradient sticker (from LBP1?). It creates a nice small fireball. Immediately, this shape destroys itself using the shrink animation. It also has a modest blast sound on desctruction. Since often dozens of enemies fill the screen in my level, a not too distracting explosion is what I was after.

Because I think ones own ship dying is such an important, impacting event, I took a lot of effort for its explosion: after blowing up, burning debris spiral away in a random pattern from where your ship used to be, slowly dimming, destroying remaining enemies in its path in a last ditch effort.

In your level, you may want to consider a different destruction effect for different targets... A large menacing tank you want to see going out with a bang, while hordes of foot soldiers are nothing special. If there are any boss fights, of course they should end with big fire works.
2011-06-21 22:12:00

Author:
Antikris
Posts: 1340


I am seriously in need of decorators!

I'm making 5 different locations, but the current one is a jungle. I can make the basic outline, and describe where things should be, but overall presentation is something I need to rely on another for.
2011-06-25 07:50:00

Author:
SSTAGG1
Posts: 1136


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