Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Help!
#1

How to expand an object ?

Archive: 9 posts


Hi everyone.

In the making of a new level, I've faced a problem : I can't figure how to expand an object correctly and effectively.

For those who don't understand, let's say that I have a simple line, that we control with a controlinator. With, let's say, the joystick, I would want to player to have the ability to control the length of it, without changing the width.

I tried making the line in 2 parts, and then put a piston between them, that I linked to the controlinator. I then added another layer on it that I glued only on one half to hide the whole between each half. This worked, but not as good as I'd like. The fact is that I'm very limited in the lenght since I can only "double" it at max, and the space in the middle still will let obstacles go through.

Is there any other ways to do this ?

Thanks.
2011-06-21 00:02:00

Author:
Unknown User


You could try emitting each section as it expands, but that seems pretty awful. If you use hologram, you could stack as many of them as you need, and just use some logic or connectors to link them.

Other than that, I don't know of any way to make an object appear to expand (besides what you've already tried).
2011-06-21 00:48:00

Author:
SSTAGG1
Posts: 1136


You could try emitting each section as it expands, but that seems pretty awful. If you use hologram, you could stack as many of them as you need, and just use some logic or connectors to link them.

Other than that, I don't know of any way to make an object appear to expand (besides what you've already tried).
Didn't think of the holograms because it would be a mess to put all the invisible limits and to make it act exactly like wood. However, I might try something hoping it works one day, but I'll still wait to see if there are some other solutions.
2011-06-21 00:57:00

Author:
Unknown User


Can you describe exactly what you are trying to make? If it is some kind of energy bar, then there are other ways for that than to expand the size of physical objects.2011-06-21 07:26:00

Author:
Antikris
Posts: 1340


Depending on what you need the line to do, there is a clever trick you could use... Two bits of holo, both with a microchip and a single wire between them, put a mover and associated control logic on one of them. The other remains static and ends up as your point of origin.

Tweak the microchip to show the wire and if you move the holo around it'll 'stretch' the wire to any length, and any direction always staying straight... Change the microchip's colour to pick a good line colour.
2011-06-21 07:52:00

Author:
Mr_Fusion
Posts: 1799


Well, as it doesn't seem clear, I'm trying to create a game similar to this game :
http://www.kongregate.com/games/gameshot/the-i-of-it

I didn't want to use the holograms because I didn't want to associate each part of my level with logic stuff and all. Hope it's more clear now. xD
Thanks again.
2011-06-21 18:40:00

Author:
Unknown User


That game is hilarious. "Ouch, said I, and died".

You could definitely use holo for that. May require some messing around with logic though, which it seems you want to avoid.
2011-06-21 19:22:00

Author:
SSTAGG1
Posts: 1136


it wouldn't be that hard to do with holo, an invisible piston, and a little logic. you can connect the top and bottom of the I to the piston, set it to forwards/backwards, and connect the up down output of the dpad to it. Then to fill in the bar connecting them, you can use tag sensors to make small grid holo pieces appear if they fall between the two lines. With a little tweaking you could make something convincing.

Impact sensors will allow you to "grab" objects and not pass through them with the holo material.

The only problem is that it won't be black... you'll have to invert the color scheme of the game.
2011-06-21 20:14:00

Author:
shane_danger
Posts: 283


it wouldn't be that hard to do with holo, an invisible piston, and a little logic. you can connect the top and bottom of the I to the piston, set it to forwards/backwards, and connect the up down output of the dpad to it. Then to fill in the bar connecting them, you can use tag sensors to make small grid holo pieces appear if they fall between the two lines. With a little tweaking you could make something convincing.

Impact sensors will allow you to "grab" objects and not pass through them with the holo material.
The only problem is that it won't be black... you'll have to invert the color scheme of the game.
That's what I'm trying to figure out since using holograms seems the only effective way to do this, but since I'm a newbie with logic, it's quite hard. I've been trying everything so that the blocks between the top and the bottom of the I light up without this can be seen (Right now, there's a little black line before in lightens up) and without bugging (It gets real messy : One blocks lights, the other don't and blablabla).
Then I'll just have to figure how to have holos act like wood or something. There's probably a tuto on this, so I'm fine for this part.
2011-06-22 03:34:00

Author:
Unknown User


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.