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Strange behaviours with joystick and advanced rotator

Archive: 10 posts


I'm making a game using a completely top-down view (no angle), but when I turn the character, they 'snap' to the North/E/S/W when they get close enough to pointing in each direction. It's only very slight, but it can get a little irritating when the normally fluid motion gets locked/jitters as it passes one of these directions.

I guessed it was just inherent to the analog stick, having only a single direction output once it gets close enough to the extreme of a single direction, but is there a fix? This was using a joystick rotator, and only seemed to occur when turning slowly.

Testing this idea should be pretty simple to do as well. Maybe tomorrow.

Also, using the same camera view, but this time rotating with the player (so bypassing local space bug by rotating in opposite direction), the camera would 'lock' at a completely upside-down view for just a moment, but would continue rotating once it passed the locked angle. This was using an advanced rotator, and only occurred when rotating slowly.

EDITTED: Also note that when the camera locked was the angle at which the wires connecting the rotating components changed their paths. Perhaps this causes it to stop in this transition zone.....I really dunno.
2011-06-27 07:32:00

Author:
SSTAGG1
Posts: 1136


well instead of using either of those you could use a rocket rotator, so just get an advanced mover hookup left right doen up as usual, and then put a rocket rotator and 100 % accel and turning speed is ur choice. Hope this helped2011-06-27 07:51:00

Author:
fighterwindplus
Posts: 403


Issue with that is it requires movement. Getting it to move while keeping the camera and unit stationary is, afaik, impossible. Something not moving isn't moving.

Though I wonder if you're right in that rocket rotators do not experience these phenomena.
2011-06-27 08:20:00

Author:
SSTAGG1
Posts: 1136


Issue with that is it requires movement. Getting it to move while keeping the camera and unit stationary is, afaik, impossible. Something not moving isn't moving
I'm confused what your saying

Though I wonder if you're right in that rocket rotators do not experience these phenomena.

i use rocket rotators on aall my top down stuff and i experience no problems with it.
2011-06-27 08:35:00

Author:
fighterwindplus
Posts: 403


In my case, aiming is independent of moving, you can be running backwards while shooting forwards for example. I never thought this would work with rocket rotators.

As for the camera rotation issue. you can turn the camera / unit without actually moving the unit. So I'd imagine a rocket rotator would fail here as well.

These are both using the right analog stick. Left is for moving, but not for aim.
2011-06-27 08:58:00

Author:
SSTAGG1
Posts: 1136


oh ok i didnt under stand what u were trting to acomplish. Well in that case i dont.... srry i couldnt help more, plqy round with the settings u might get it....2011-06-27 09:19:00

Author:
fighterwindplus
Posts: 403


I guessed it was just inherent to the analog stick, having only a single direction output once it gets close enough to the extreme of a single direction, but is there a fix? This was using a joystick rotator, and only seemed to occur when turning slowly.

As I said before...


IIRC, the right analog stick doesn't produce any signal less than 25%...

...although I was wrong, it's actually 12%, but the point is, when rotating the analog stick when it's close to one of the four cardinal directions, the signal will suddenly jump from 0% to 12%.

As far as I'm aware, there's no way to get the values between 0 and 12 so there will always be a 'dead zone', but you can minimize the apparent jerkiness, by subtracting 11 from the (absolute) values you get from the Controlinator before feeding it into the Joystick Rotator, with something like this...
http://i5.lbp.me/img/ft/6753c93d59ce3986bcbd51fe456c1dd43b8c31a3.png
...where the battery is set to 11%.
2011-06-27 19:07:00

Author:
Aya042
Posts: 2870


Thanks! I was actually thinking something similar after I saw that post. This should solve the problem nicely.

Any idea for what is happening with the camera rotation? It's the main reason I decided to keep the camera rotation static for my level. Not that it matters any more though.
2011-06-27 20:33:00

Author:
SSTAGG1
Posts: 1136


Any idea for what is happening with the camera rotation?

I'm unable to replicate that problem. You'll have to provide more info on your exact setup.

TBH, you probably shouldn't try to work around it, as it's supposedly being patched soon.
2011-06-27 20:50:00

Author:
Aya042
Posts: 2870


That's a very elegant solution!2011-06-27 20:52:00

Author:
hesido
Posts: 166


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