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

3D Sackbot Rotating Glitch

Archive: 14 posts


CYMBOL and I were messing around in create, and I discovered a new glitch! Here's how to do it.


http://i3.lbp.me/img/ft/44357622c9d2c7ae8ce15b23e08fd73cc7fbc1bb.jpg

To start you'll need a Sackbot and a Bounce Pad.


http://i1.lbp.me/img/ft/e716ab99ef8f90488b3a6ff34e4f39d4c3c007dc.jpg

Have the Sackbot bounce until he does a crazy flip or spin or whatever, and then use a capture box (hold X and drag) to stop him. You can stop selecting him, but DO NOT exit the pop-it.


http://i9.lbp.me/img/ft/a19edc0839066d52a0ae283fa415c9c8f0f2c83b.jpg

Open up the Sackbot's microchip and place an anti-gravity tweaker set to 100%, dampening is optional.


http://i3.lbp.me/img/ft/e131d24b49f9dd5246a22053dcc868e93ee3560d.jpg

Now your Sackbot will continue flipping in the same manner you selected him in! FOREVER! It's like an infinite trampoline... Except there's no trampoline!


There are many ways a Sackbot can jump off a Bounce Pad, so keep letting him bounce around until you find one you like. I like to have the capture box open around the peak of his jump, and when he enters it doing a stunt I like, I just release X.


Once you have your Sackbot, you can capture him, but the captured 'Bot will not rotate.

This is different than using rotators because some Sackbot bounce animations have him spinning this way and that, unachievable with regular rotators.

I'm not sure if I'm the first person to find this, but I've never seen a tutorial.

Happy gadding!

<3 Nun
2011-06-24 21:51:00

Author:
nunsmasher
Posts: 247


This isn't new. This isn't useful either since it goes back to normal when you leave the level. Sorry. :/2011-06-24 21:59:00

Author:
ConverseFox
Posts: 2333


This isn't new. This isn't useful either since it goes back to normal when you leave the level. Sorry. :/

Sorry 'Certified Logic Maker,' I'll go sit in my corner.
2011-06-25 06:50:00

Author:
nunsmasher
Posts: 247


Forever alone? :3

I keed. I thought it was actually kinda cool.
2011-06-25 17:24:00

Author:
LBNinja
Posts: 204


Me too, the idea was great, but I wish it wouldn't stop when you leave a level. :/2011-06-26 02:17:00

Author:
Green-Tomato
Posts: 140


It doesn't have to stop, actually.

Simply place a tag sensor on the sackbot set to an anti-gravity tweaker. When the tag enters the sackbot's tag radius (preferably at the peak of his jump) he'll stop!
2011-06-26 02:34:00

Author:
nunsmasher
Posts: 247


This isn't new. This isn't useful either since it goes back to normal when you leave the level. Sorry. :/

oh man! i hate it when people do that! its a real let down. not the telling him its been discovered, the " this isn't new, or useful " is annoying. how do u know? have u spent hours in create experimenting? probably not, as he has now discovered a way to keep it going, so blah! your basically saying " this isn't new, or useful so u suck go **** yourself"............oh im sorry. i just think you could have put it a little nicer.
2011-06-26 11:02:00

Author:
nerzdadestroyer
Posts: 1527


oh man! i hate it when people do that! its a real let down. not the telling him its been discovered, the " this isn't new, or useful " is annoying. how do u know? have u spent hours in create experimenting? probably not, as he has now discovered a way to keep it going, so blah! your basically saying " this isn't new, or useful so u suck go **** yourself"............oh im sorry. i just think you could have put it a little nicer.

Well, actually I do spend hours in create mode experimenting.

Also, you're right. I guess I could've made it sound nicer.

EDIT: You can actually keep this going with timed logic in play mode. First have the sackbot bounce off the bounce pad in play mode then turn on the anti-gravity tweaker in play mode.
2011-06-26 18:49:00

Author:
ConverseFox
Posts: 2333


Sorry 'Certified Logic Maker,' I'll go sit in my corner.
>yfw
http://files.sharenator.com/okay_face_RE_Highest_Rated_Post_Ever_s251x239_1567 94_RE_WHY_DO_FARMVILLERS_HAVE_THIS_MUCH_FREE_TIME_ WHYYYYYY1-s251x239-163367-580.jpg

Lol, i kid. Whilist i see no use to this since it goes back to normal, still pretty cool.
2011-06-26 20:53:00

Author:
Unknown User


I can get the bot to roll around 'for ever' with the anti-grav gadget, but cant get him to stay like that. when I return to the level, he's just stood there in mid air. Ive tried the tag thing, but that didnt work. I even thought putting a battery to the anti grav button would work. Nothing. I also want this to work in play mode. What I want might not be achievable.....(here's the thing) to enter a level - enter the controlinator for the sackbot automatically - he's player1 and he's tumbling and theres a camera close up on him. I can do everything but the sackbot tumbling in play mode. He is in front of a level glitch tube of plasma, maybe thats interfering with the logic. I need to sort this else I cant get inspired to finish the post apocalyptic landscape you travel to (its a wormhole effect)2012-01-28 11:10:00

Author:
futureboy
Posts: 74


I can get the bot to roll around 'for ever' with the anti-grav gadget, but cant get him to stay like that. when I return to the level, he's just stood there in mid air. Ive tried the tag thing, but that didnt work. I even thought putting a battery to the anti grav button would work. Nothing. I also want this to work in play mode. What I want might not be achievable.....(here's the thing) to enter a level - enter the controlinator for the sackbot automatically - he's player1 and he's tumbling and theres a camera close up on him. I can do everything but the sackbot tumbling in play mode. He is in front of a level glitch tube of plasma, maybe thats interfering with the logic. I need to sort this else I cant get inspired to finish the post apocalyptic landscape you travel to (its a wormhole effect)

You have to set up logic to have the Sackbot drop, bounce, then get suspended in Playmode.

I was using it in my second Dream Catcher trailer, but even though it looked "cool", in the end I felt it was distracting. But it does work in playmode if set up.
2012-01-28 14:24:00

Author:
CYMBOL
Posts: 1230


You have to set up logic to have the Sackbot drop, bounce, then get suspended in Playmode.

I was using it in my second Dream Catcher trailer, but even though it looked "cool", in the end I felt it was distracting. But it does work in playmode if set up.

Im not sure theres time for that, the sackperson enters the controlinator automatically on entering the level as its a sub-level from somewhere else. the player is only watching for a few seconds as this is a fill-in to the next active part of the level. The bot has to be already freefalling and tubling on the spot (middle of the screen) when the player enters. A short bounce and a stop MIGHT be possible in the time it takes to enter a level and get in the controlinator IF only I knew the logic! Im thinking a platform that quickly pulls away from under the bots feet, but then the WAY he tumbles is random and I wanted to choose a nice slow one.
2012-01-29 10:16:00

Author:
futureboy
Posts: 74


Im not sure theres time for that, the sackperson enters the controlinator automatically on entering the level as its a sub-level from somewhere else. the player is only watching for a few seconds as this is a fill-in to the next active part of the level. The bot has to be already freefalling and tubling on the spot (middle of the screen) when the player enters. A short bounce and a stop MIGHT be possible in the time it takes to enter a level and get in the controlinator IF only I knew the logic! Im thinking a platform that quickly pulls away from under the bots feet, but then the WAY he tumbles is random and I wanted to choose a nice slow one.

What I would recommend is to have a fade-in effect at the beginning of the level if you want to use this technique. Have the lighting set to start at no light, maximum darkness, and have a global lighting tweaker be triggered when the player enters the level. Adjust that tweaker to be the lighting you want, and the transition time set to about 2-5 seconds. It may extend the time before the next part of your level, but it'd give a nice transition and still allow you to use this effect.
2012-02-03 10:08:00

Author:
SuddenEnigma
Posts: 70


What I would recommend is to have a fade-in effect at the beginning of the level if you want to use this technique. Have the lighting set to start at no light, maximum darkness, and have a global lighting tweaker be triggered when the player enters the level. Adjust that tweaker to be the lighting you want, and the transition time set to about 2-5 seconds. It may extend the time before the next part of your level, but it'd give a nice transition and still allow you to use this effect.

Thanks S.E. I'll try that (just have to master the previous logic first...cant seem to get that working yet) (coz I'm a NOOOOOB) (a 51 year old NOOB!)
2012-02-03 11:44:00

Author:
futureboy
Posts: 74


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.