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How to make a sackbot double jump(Simple way)

Archive: 9 posts


Hey guys it's zzmorg82 here with our second toturial. How to make a sackbot double jump! Now I know there are plenty toturials out there on it but I find my version the most shortest, and simplest way So lets get started shall we...

Be sure to click on the attchments to view step-by-step pictures.

First things first, setup your sackbot with a controllinator so you can control him.

Step 1: Pull out an counter and tweak it to these settings:

Target Count: 2
Current Count: 0
Invert Output: X
Lenght: 2.0x
Electronics and Cable Visibility: No

After you tweak the counter, connect the X output from the controllinator into the counter input(Increment!)
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Step 2: Pull out a impact sensor and connect the output it into the counter input(Reset!)
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Step 3: Pull out a Sequencer and tweak it to these settings:

Sequencer Name: Name
Trigger Radius: 0.0(It won't matter)
Input Action: Start playing forwards!
Loop: No
Seconds per stripe: 0.3
Show Ciruitboard: No
Visible in Play Mode: No

After you tweak it, connect the counter output into the Sequencer input(Start playing forwards!)
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Step 4: Open the Sequencer curcuit board and make it ONE STRIPE ONLY!!! Then pull out a mover and tweak it's settings to these settings:

Left/Right Speed: 0.0
Up/Down Speed: 5.0 (:star: You can edit the Up/Down Speed to whatever hight you want, 5.0 is a good hight tho :star:
Local Space: No
Acceleration: 100%
Deceleration: 50%
Input Action: On/Off
Visible in Play Mode: Yes(Doesn't really matter -_-)

After you tweak it, put the mover onto the Sequencer. Be sure to put it in the middle!!!
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This is what it should look like when your done:
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And there you have it, a perfectly working double jump! Be sure to check out my signiture for more LBPC thread totourials!!!

EDIT: DON'T BOTHER CLICKING ON THE ATTCHMENTS!!! THEY'RE BROKEN!!!
2011-07-19 21:03:00

Author:
zzmorg82
Posts: 948


Don't have my PS3 to test it, but kudos for making it this simple.2011-07-20 12:12:00

Author:
hesido
Posts: 166


Don't have my PS3 to test it, but kudos for making it this simple.

Thanks man, glad you liked it
2011-07-20 13:34:00

Author:
zzmorg82
Posts: 948


Simplest way I know, thanks. 2011-07-22 02:42:00

Author:
smartboy494
Posts: 34


Yeah i've done that once. I'll tell my friend to check this out. Thanks.2011-07-23 14:07:00

Author:
TheGoldenFlash
Posts: 209


Yeah i've done that once. I'll tell my friend to check this out. Thanks.

Your welcome, if you have anymore peeps who need double jump, be sure to tell them too!
2011-07-24 02:11:00

Author:
zzmorg82
Posts: 948


Nice. this is much more simple then other tutorials I've seen.

but like all jumping tutorials they have the problem of not telling people
that if you keep pushing X while Against a wall, you'll keep going up forever.
sure it's up to the creators to find any problems with a logic and fix it to match
their own levels... but that goes without saying. and I think tutorials like this
should at least say to people they may need to fix the forever jumping up a wall bug.
then tell them if it's needed how to go about doing it.
*mew
2011-07-26 02:54:00

Author:
Lord-Dreamerz
Posts: 4261


Fixing that problem should be simple though. Rather than wiring the counter directly to the gameplay sequencer, wire it into a 2-input AND gate, and wire the impact sensor into a NOT gate and wire the NOT gate into the other input of the AND gate. Then wire the AND gate into the gameplay sequencer.

EDIT: Actually, the impact sensor needs to connected to a NOT gate (and the counter's reset input) and the NOT gate needs to be connected a 2-input AND gate, with X taking up the other input. The AND gate should then be connected to the counter's increment input.

EDIT2: Ok, I'm clueless... Neither of the top ideas work, I didn't even have to test them.

EDIT3: Have a hologram glued to the bottom of of the sackbot and put the impact sensor on the hologram. (Don't include rigid connections, include touching.) If hologram doesn't work another material should.
2011-07-26 03:34:00

Author:
BIGGamerer
Posts: 182


^ that's not how it should be done.
put all your jump logic in a chip and hookup a impact sensor set to see tag named floor to the chip.
and tag the floors you want to be able to jump on with tags named floor.

but see? that's my point, not everyone knows how to fix it like I do.
2011-07-26 04:52:00

Author:
Lord-Dreamerz
Posts: 4261


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