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#1

Making mini-games.

Archive: 18 posts


Is it possible to make the mini-games like in the story mode?
I don't know how they did most of what they did. I don't think it's possible.
How would you get a cow to rock back and forth more and more violently over time?

By putting your hand in the wrong place. *rimshot*

But seriously, do you have any ideas for cool mini-games I can use for my game? Ones that would be feasible, of course.
2008-12-18 02:56:00

Author:
Unknown User


I always wondered this, I think I got the tie skipping one down, maybe it's the same for the Bull Ride one.


So you have a switch attached to the tie, and a key attached to the wall or something, have the switch attached to a piston with the "On/Off" settings.

The piston would be holding another key, everytime the tie moves to the key attached to the wall it turns on this piston, making it move to the switch, this distance would be pretty long...

Now this is where it gets a little bit tricky, you would have the switch all the way on the other side of the piston, with the "Speed" setting, attached to the tie's motor bolt.

Everytime the tie moves to the key it makes the piston move, a little bit everytime, because it's set to On/Off, when the key is not in the radius, it stops moving, when the tie comes back another round, it starts moving again... The piston keeps moving to the switch, and since the switch is on the "Speed" setting, it makes the tie move faster, until yeah, it reaches it's peak speed, which then just matters on how good the Sackboy is...


I know this isn't what you asked, but I thought this would be a pretty good spot to put it, and it might help you with challenge levels.
2008-12-18 03:01:00

Author:
Whalio Cappuccino
Posts: 5250


tl;dr

I'll tinker around. I'm not at a point where I need a mini-game, but I do want to plan ahead. Thank you, bud!

Any more mini-game ideas?
2008-12-18 03:02:00

Author:
Unknown User


You can take elements of your existing levels, like a race section for example, and then expand and lengthen the concept out into it's own mini-level.

Ta da! New level content at a fraction of the original creativity cost!
2008-12-18 05:32:00

Author:
Elbee23
Posts: 1280


You can take elements of your existing levels, like a race section for example, and then expand and lengthen the concept out into it's own mini-level.

Ta da! New level content at a fraction of the original creativity cost!

I already got that covered!

I meant things like that jetpack thing where you weave through the electric walls trying to get as a high score as possible before you die.

But you're helping, and I like that!
2008-12-18 06:09:00

Author:
Unknown User


Here's one!

You just have a platform, and objects start falling from the air, your objective is to dodge as much as you can, after a while platforms start entering from the left and right, you must jump over these platforms WHILE dodging the objects falling from above.


And you can have points falling from the air as well, the longer you stay alive, the more points naturally.
2008-12-18 07:14:00

Author:
Whalio Cappuccino
Posts: 5250


Well, you could make a level like skulldozer, but way longer.
then you'd get my respect
It was a bit too short imo.
2008-12-18 11:40:00

Author:
oldage
Posts: 2824


Try using the infinite level technologyto make a large treadmill style ground. Have the left and right side a wall of gas covered by a super thin layer of material to cover over it.

Have the treadmill ground run a distance past the right wall of gas, where you have a good 10-20 emitters randomly emit stuff for the sakcperson to jump over.

Say have a block emitted every 5 secs, a small set of stairs every 10 secs, a block of fire every 15 secs, and other random hurdles and such at different intervals. Also set up a thing that emits points every second, so there's a constant stream.

Set the life span so the random objects automaticly dissapear partway into the gas. Maybe even add in a magnetic key on them all and a magnetic switch in the gas hooke dup to a sound, like a CRNUCH or a POOF! to add the effect of OMG SACK FOR IT!

Or, instead of gas, have a large crunching thingy come down over and over again, BOOM BOOM BOOM! and have the front a large wall.

Then just have a tube sticking out of the right side of roof that random chunks fall out for the person to avoid, that get crushed in the big crusher.

Same idea, but adds an actual theme to the level ^_^
2008-12-18 20:44:00

Author:
lionhart180
Posts: 200


Try using the infinite level technologyto make a large treadmill style ground. Have the left and right side a wall of gas covered by a super thin layer of material to cover over it.

Have the treadmill ground run a distance past the right wall of gas, where you have a good 10-20 emitters randomly emit stuff for the sakcperson to jump over.


I have something similar in a challenge level that is a follow-up to my level Blue Moon Mice take to the Sky: https://lbpcentral.lbp-hub.com/index.php?t=t=6049 Keeping to the theme, I called it the Astronaut Training Challenge.

Various emitters drop "rooms" onto rollers. Each one has a different challenge in it - some easy, some hard, and some that just slow you down. If you get too far behind - POOF! - you hit the deadly gas.

You get a key to the next level only after surviving enough rooms.

I haven't submitted it to the showcase because I don't feel it's quite 'right' yet. Plus getting any sort of real randomness in the order of rooms is really difficult.
2008-12-18 22:34:00

Author:
Trystian
Posts: 59


I have something similar in a challenge level that is a follow-up to my level Blue Moon Mice take to the Sky: https://lbpcentral.lbp-hub.com/index.php?t=t=6049 Keeping to the theme, I called it the Astronaut Training Challenge.

Various emitters drop "rooms" onto rollers. Each one has a different challenge in it - some easy, some hard, and some that just slow you down. If you get too far behind - POOF! - you hit the deadly gas.

You get a key to the next level only after surviving enough rooms.

I haven't submitted it to the showcase because I don't feel it's quite 'right' yet. Plus getting any sort of real randomness in the order of rooms is really difficult.

Wow, this sounds awesome. Having to complete small room challenges while avoiding the gas in the back... I believe this is original, can't wait to play it!
2008-12-18 22:41:00

Author:
Whalio Cappuccino
Posts: 5250


My levels (see sig) are in the mini-game style - catching falling eggs in a basket, putting eggs in the hat of a cowboy riding to market (on a chicken of course), and finally balancing 2 cartons of eggs for a guy riding over hills on his pedal-powered pig. In all levels, more eggs = more points. Give them a try!2008-12-18 22:45:00

Author:
WilsonPhillips-X
Posts: 17


I have something similar in a challenge level that is a follow-up to my level Blue Moon Mice take to the Sky: https://lbpcentral.lbp-hub.com/index.php?t=t=6049 Keeping to the theme, I called it the Astronaut Training Challenge.

Various emitters drop "rooms" onto rollers. Each one has a different challenge in it - some easy, some hard, and some that just slow you down. If you get too far behind - POOF! - you hit the deadly gas.

You get a key to the next level only after surviving enough rooms.

I haven't submitted it to the showcase because I don't feel it's quite 'right' yet. Plus getting any sort of real randomness in the order of rooms is really difficult.

I have been attemtpign something similiar to this, but instead of ILT, I'm usign rooms entirely made of dissolving material.

The level is comprised of a tube going down and at the bottom is some poisenous gas.

When you start, there is a room sitting at the bottom that you fall into, comprised of nothing but a button in the middle.

When you hit it, the entire room dissolves and is instantly replaced with another room, at first just a couple blocks you jump up to hitthe next botton, which dissolves that room and spawns the next right on the same spot.

As the level progress, the whole system slowly sinks into the gas, so the goal is to beat as many rooms as possible.

I only have the main system set up, and the emitting system really strains the thermometer, so as small of room it takes up, the entire level can last up to 10 mins! Thats a lot of level packed into a single 15 x 15 sqaure!
2008-12-19 00:55:00

Author:
lionhart180
Posts: 200


My levels (see sig) are in the mini-game style - catching falling eggs in a basket, putting eggs in the hat of a cowboy riding to market (on a chicken of course), and finally balancing 2 cartons of eggs for a guy riding over hills on his pedal-powered pig. In all levels, more eggs = more points. Give them a try!

Well done! These are excellent examples of just how varied this game can be. Though I am a bit worried about your fascination with eggs
2008-12-19 02:17:00

Author:
Trystian
Posts: 59


Well, you could make a level like skulldozer, but way longer.
then you'd get my respect
It was a bit too short imo.

I'm going to try to make a minigame like this with a christmas theme. Hopefully, it'll be infinite, if I can get that to work out.
2008-12-19 03:09:00

Author:
BassDeluxe
Posts: 984


Well done! These are excellent examples of just how varied this game can be. Though I am a bit worried about your fascination with eggs

You should be.

Eggs.
2008-12-19 11:04:00

Author:
WilsonPhillips-X
Posts: 17


I was finally able to work out a 90% solution. There is still the occasional 'hiccup', but some fine tuning might be able to solve it. Anyway, here is what I came up with:

1) Emitters dropping Very Thin cardboard. The cardboard is decorated to look like sky, and is large enough that a single piece is the player's entire view.

2) Glass "rails" which run from well above the view area to well below.

3) Star-shaped "cogs" at the very bottom which catch the cardboard pieces. Each background piece has triangular cuts on the side which allow the star cogs to engage.

4) The cogs are set to rotate the piece downward, but are also loosened slightly.

In the end, the sky moves by fairly convincingly, but has occasional moments where falling pieces cause the others to bounce. I hope to have the level up within the next day or two.
2008-12-31 15:25:00

Author:
Trystian
Posts: 59


Hey, the way to get the cow to rock increasingly quicker is quite simple actually so if you want that in your minigame then what you need to do is...

1) Create the thing you want to rock faster and faster
2) attatch it to something with a swivel bolt and set it to the maximum speed you want it to go
3) Make a switch using a square of dark matter with a ball of sponge below it and connect the two with a winch like so:
= - dark matter
I
I - winch
I
O - sponge

4) on the sponge put a key and on the dark matter put a key switch set to the increasing speed setting (looks like the speedo on a car) and set the trigger radius so that it just turns on when the sponge is furthest away.
5) connect the switch to the swivel joint et voilla as the winch goes up the key gets closer to the switch the cow (or whatever you chose) rockers harder and faster... obviously you can make the chain longer/shorter, faster/slower to get the difficulty curve you want but thats the jist!

I have been making a few mini games recently and i have used the above technique to increase the difficulty on a volcano survival game i have made entitled Ray Mears' Volcano Survival Mini Game, try it out and leave a comment so i can have a look at your levels!
2008-12-31 17:39:00

Author:
turnipeater
Posts: 83


I made a mini game / survival challange people seem to like. its called zombie onslaught, i use a machine that achieves the effect of the zombies spawning slowly at first then spawning fasting and faster which can be applied to both the tie skipping and probably the cow rocking.

i did this by having a sensor switch linked up to a dissolve block. on top is a block w/ a magnetic key, on the bottom is the switch of the same color(THIS SWITCH IS ON "DIRECTIONAL" SETTING.

this switch is linked up to a piston (this piston is on the slowest possible speed, so it slowly gets lowered to the key and its on a speed setting so it slowly turns the wheel) attached to another block w/ another magnetic switch on it of another color (THIS SWITCH IS ON SPEED SETTING!)

This magnetic switch is hooked up to a motor bolt that is attached to a wheel. (the motor bolt is at a very high speed) On the wheel is a magnet key, and next to the wheel in range of the key is a magnetic switch of the same color. (THE SETTING FOR THIS KEY IS ONE SHOT!) This is to spawn whatever object you want

so when the dissolve block is triggered, it starts moving the piston down slowly turning the wheel until the wheel is at max speed. so every time the wheel rotates it spawns a new object! As you can see this principle can be applied in other ways
2008-12-31 18:14:00

Author:
Hamsalad
Posts: 2551


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