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"Bee There" -- How to create something similar?

Archive: 4 posts


There are a few story levels like this (where it's simply a 2D side-scroller and enemies appear when you reach certain points). I want to make something similar, mostly in that there will be attacking enemies which appear as you progress to certain points in the level and you are constantly being pushed forward. Actually, now that I'm making this thread, I realize how much I don't know about making a level like this... Anyway, everyone has to start somewhere. I appreciate any help.

Edit: I might as well also post this here, seeing how I'd like to use it in my level: How do you use the background/foreground glitch items? I want to be able to make objects and structures in the background and give my level some depth.
2011-09-02 23:54:00

Author:
Rainbro Dash
Posts: 121


Sometimes levels that "push you forward" aren't doing that at all: they're leaving you where you are and pushing themselves backward. That's the general approach to the bee stages. Obstacles and scenery are moving but the bee is stationary aside from the player's input. The big advantage is that you can have a corridor much longer than the width of a LBP2 level. You've seen the same approach in other levels like the Hedge Hopping minigame. It's all about emitting stuff at the player and having it move offscreen to be destroyed.

There are various approaches to building in the foreground and background. You'll probably want to watch a tutorial on YouTube and then pick up a tool that simplifies the work. Actually, let's just link you to YouTube for the scrolling stage thing, too!

Courtesy of Comphermc:
Stage that moves beneath the player - http://www.youtube.com/watch?v=GEplXDGqtAM
Foreground and background stuff - http://www.youtube.com/watch?v=Ij--bJxovSk

That should get you rolling in the right direction!
2011-09-03 00:25:00

Author:
Uncuddly
Posts: 237


What Uncuddly said!

The best way to have enemies spawn is also kind of the only way: use emitters at certain places. Logic has a tough learning curve, each part is simple but using all the parts together can overwhelm quickly if you're not comfortable with them. To emit enemies, you'll probably want the following:

1) A player sensor
2) A timer
3) An emitter

The player sensor will link to the timer, which will link to the emitter. This will create an enemy at the right time. It's very simple in my mind, but you'll need to tweak things and add more logic depending on how you want things to work.

Add me on PSN if you want, I'll help you during weekends! Not the best at logic, but good enough to solve problems and teach how things work in a basic way.

3D Glitch:
I like Pookachoo's LBP2 Extra Layer Tool aka 3D Glitch (free selection cascade) (http://lbp.me/v/w6tzhh) the best for foreground/background stuff. Go collect the object, and when you're in Create mode you can drop up to 50 layers of items in one quick action, copy and create your layers with the material you want without worrying about emitting and all that stuff. The emit thing is for object and specialised complex multi-part shapes, but it's really not worth it (in my opinion).

Moving levels:
Comphermc's level on scrolling stuff, linked by Uncuddly, is awesome. Very helpful.
2011-09-03 08:26:00

Author:
Unknown User


Thanks guys! I've been a bit busy to be making a full fledged presentable level right now, but this is perfect to get me on my way. And I appreciate the offer, arbiekko! It helps a lot to have someone with me, guiding me through the steps; so I will definitely be adding you later today!2011-09-06 02:17:00

Author:
Rainbro Dash
Posts: 121


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