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Objects Can Jump Too!

Archive: 3 posts


Herro forums,

does anyone know how to make an object jump?

Thanks.
2011-08-28 02:41:00

Author:
BeaversLikeWood
Posts: 119


This is a fun one! I've played with jumpers a bit.

Just look at the pictures for quick reference, or you can read through for a hopefully useful tutorial.

My basics tools (for rhythmic jumping):

・Mover
・Timer

http://ib.lbp.me/img/ft/f6b953597ca5c6686615f6c1d84bb5268aff31d5.jpg

↑ On the left you'll see a Timer (count up: 3 seconds) attached to itself (reset) and a Mover (up strength: 5.0, acceleration: 100%). By linking the Timer to its own reset, every 3 seconds it sends a "pulse" (about 1/15th of a second) to the Mover, which turns on and off again very quickly. This creates a "jump" for the cardboard box, about as high as Sackboy.

Strangely, because of the short nature of the "pulse", even if you set the Mover strength higher (for example, up strength: 20.0) it still only jumps about as high as a Sackboy. Better or worse for materials other than cardboard. So we need to add a little fixer, and that's on the right.

↑ On the right you'll see a Timer (count up: 3 seconds) attached to a Mover (up strength: 5.0, acceleration: 100%) and a much shorter Timer (count up: 0.1 seconds). The shorter Timer is attached to itself (reset) and the first timer (reset). This way we get a full 1/10th of a second for the Mover to be on before a "pulse" resets everything. 1/10th is not much more than 1/15th of a second, but it makes all the difference. It's enough time to create realistic physical thrust, and the cardboard box now jumps properly with an up strength of 5.0, which can be customized.

That's really all you need for rhythmic jumping. Using the setup on the right, you can customize the up strength on the Mover so the jump is bigger or smaller depending on the material. With cardboard, an up strength of 9.0 or higher and it'll really fly, which is a problem because the 3 second Timer will turn the jump on again before the box hits the ground, and it'll jump again while in midair, and again, and disappear into the sky. You can adjust the length of the long Timer to compensate for this as well.

Now let's move on to a few fun additions/variations:

http://i9.lbp.me/img/ft/bc92ea393aea174a1ce9667eb019fa05d6c86bfb.jpg

↑ Same configuration as before, but now I've also added another "pulse" and a Follower. The box jumps as usual, but when a player is in range, it'll jump toward the player! It gives the box a living creature quality.

http://ic.lbp.me/img/ft/44cdb24cd94736cd5bd5eed270378c51a7583cd9.jpg

↑ Here's a version that uses no Timer, and creates random jumps. A Randomizer (minimum on time: 0.1, maximum on time: 0.1, minimum off time 0.5, maximum off time: 0.5) is attached to a Mover (up strength: 5.0, acceleration: 100%) and a bunch of OR Gate inputs to dilute the probability of the box jumping in succession. This is just an example for cardboard. Again you can adjust the Mover up strength or the Randomizer maximum on and off time, or more OR Gate inputs, to prevent the box from jumping in midair and disappearing into the sky.

http://i6.lbp.me/img/ft/e760d3ba024f92958b25b3dab218abefea915cf6.jpg

↑ Finally, like the above, here's a version that uses no Timer, but creates "rhythmic random" jumps. The Randomizer works as above, but also requires an Impact sensor (include touching: yes). This is fun: the box jumps up and down like a "pulse" because it automatically turns off the instant it jumps in the air, but if you or another player is touching it, or it touches another surface, the chance of it jumping again is higher, and it will jump at full strength instead of "pulse" style. You can get underneath it and jump-shove it high into the sky like a volleyball, or shove it around on the ground and it'll hop and skip in random ways.

Many other fun combinations and more complex additions are possible! You can add sound effects to play on impact, for example, or you can add a whole network of Movers and sensors to create a box that moves randomly in many directions. (I do exactly this with a few objects hidden away in my levels.)
2011-08-28 03:42:00

Author:
Unknown User


If you are interested in a controllable advanced jump/double jump then check out my tutorial I made.
I show it with a Sackbot here but it also work with objects



http://www.youtube.com/watch?v=H8NNvJ4_qBk
2011-08-28 13:05:00

Author:
ScorpSkull
Posts: 92


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