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#1

8bit Side Scroller?

Archive: 10 posts


Hey everyone, I'm interested in making a side scrolling 8-bit style platformer, but I'm not sure where to start. I assume most 8-bit style levels use the hologram material for everything, so I'll be getting to that later. It's the character movement and actions that I need A LOT of help with. My troubles are specifically with the controlinator--which I've always been clueless about--but also with character animations, for example, simply walking, attacking, and jumping (probably the only three actions I'll use). Anyway, I appreciate any help.2011-09-21 07:52:00

Author:
Rainbro Dash
Posts: 121


You may want to look at the new sticker material (from the Move Pack DLC). It is the same as holo but without the drawbacks.

You can find a lot of helpful information in the tutorials forum (http://www.lbpcentral.com/forums/forumdisplay.php?127-LBP2-Tutorials). In particular the threads about sticker panel animation (https://lbpcentral.lbp-hub.com/index.php?t=63528-Sticker-Panel-Animation-(The-easiest-way)) (applies to holo as well) and CompherMC's video tutorials (https://lbpcentral.lbp-hub.com/index.php?t=51232-LBP2-Torials-Video-Tutorials-by-comphermc) (infinite side scrolling is one of his tutorials, but you may as well stick to a basic platform design if your level is finite).

Skim through this thread (https://lbpcentral.lbp-hub.com/index.php?t=46908-LittleBigPlanet-2-Tutorials-and-Games) and see what catches your eye as useful to you. You may want to look into sackbot control (through controlinators), UI (user interface) topics on how to make health bars and such, sackbot checkpoint systems.

I myself have no experience in creating a platformer fully made of custom 2D graphics, butI am assumming an approach is to have character sprites follow a hidden sackbot that runs through a hidden platform level; a sheet of material covers both the level and bot and the sprites (and level graphics) are displayed in front of that sheet. Why? Because the alternative means that you have to program and emulate gravity, movement, collision, all of that. Platformer physics are already in built-in into this game.

It'd be a bit silly to recreate a simulation of a simulation.
2011-09-21 10:48:00

Author:
Antikris
Posts: 1340


Thanks for the tips, I'll try to get started with some of that information. Considering my level idea as a whole is a bit overwhelming for me, but I think I just need to take everything step-by-step and approach each hindrance one at a time. Hopefully the end product is decent.2011-09-21 12:38:00

Author:
Rainbro Dash
Posts: 121


Considering I'm making one, I made an animation tutorial here (https://lbpcentral.lbp-hub.com/index.php?t=62252-Limit-Flickering-When-Using-Animated-Holograms-and-Basic-Character-Animation-Tutorial).

Also, you can find the preview thread here (https://lbpcentral.lbp-hub.com/index.php?t=63177-Ultra-Turtle-Blaster-Extreme-(8-bit-Platformer)-Preview-Thread-w-Pictures!).
2011-09-21 15:23:00

Author:
nunsmasher
Posts: 247


Level looks awesome, I'll be looking forward to that one. And thanks for the tutorial. I'll try to go through it when I have access to my PS3, but would you mind... adding me and helping me out online? I know it can be a lot to ask for--especially for someone like me who doesn't know much about creating. I still haven't done much, so I'll try to get as far as I can on my own, first.

Edit: So after about two minutes of creating, I've run into my first major problem: how do I create the animations? I have this object (not finished, by the way), and I want it to show movement rather than being a disembodied specter that can magically float on command. To be clear, I'm making a pony. I don't want to tackle too many ideas at once, so I'm starting with only the actual creation of the character at stand still and its walking animation. Any ideas or guidance for this?
2011-09-21 21:37:00

Author:
Rainbro Dash
Posts: 121


If you took my advice of using a sackbot covered by a panel and a follower chasing the sackbot containing the character sprites. This follower should receive status updates from the sackbot using tag sensors; with this it can decide which animation to show. The animations themselves are stacked, glued together pieces of sticker material containing your artwork; use nun's tutorial to understand animation.

I'd create a separate microchip on the follower's logic board for each status and create that chip using a tag sensor: 'walkLeft', 'walkRight', 'rest', 'jumpUp', 'jumpDown', etcetera. Each of those chips would contain the logic to animate its designated sequence of sticker panels.

The harder part is having the sackbot tell the follower what to do. Here is an example: stick a controlinator on the bot (receiver remote controlled by the player), then wire the horizontal signal output from left stick to a signal splitter. The positive signal goes to tag "walkRight", negative to "walkLeft". Hook both negative and positive to an OR gate set to inverted; wire this OR gate to tag 'rest' - which will activate when no horizontal movement takes place.

We can go on about jumping, but let's see where you take it first.
2011-09-22 12:25:00

Author:
Antikris
Posts: 1340


Just to be sure I'm on the right track, here's what I'm doing right now:

http://img856.imageshack.us/img856/849/aphoto1m.jpg

These are for the running animation. I realize I don't have to recreate the entire character for every frame (right?), but it helps to see what I need to alter from one to the next. This process alone is proving to be more tedious than I had anticipated, so my sights aren't much further than simply creating all the frames.

Edit: Okay I finished all ten of the walking frames, and created the hair and wing for the first frame. http://img834.imageshack.us/img834/4963/aphoto2o.jpg

Now--between nunsmasher's and Bremnen's (https://lbpcentral.lbp-hub.com/index.php?t=63573-Custom-Animated-Characters-Character-Boxes) animation tutorials--I'm trying to layer them.
2011-09-23 12:08:00

Author:
Rainbro Dash
Posts: 121


All of these frames look really good. Good luck with the layering! I think the line up spot will have to be the eye, but you need to make sure it's aligned perfectly to stop any jitter.2011-09-29 10:10:00

Author:
Mr_Fusion
Posts: 1799


As last advice, like everyelse says:

As everybody says you need all your "frames" together to see the animation but I can give some advice on this:

* Activate the grid, to small or large (depending of the size of the frame you want to use)
* make several pieces of hologram and put them separately, make all them "thin"
* put your sticker with the animation sequence on each piece of hologram, one sticker per hologram "frame", if your sticker does not have black background, use a "black" sticker on the hologram first (it will become invisible) then put your desired sticker over it, doing this you don't need to cut anything as tdarb says
* create your chip, and put a sequencer, then put a battery with the length you want the frame to stay "on"
* now copy this battery on the same sequencer next (to the right) the previous one
* connect each battery to it's corresponding hologram frame
* now play the sequence, and look how the hologram are "turned on and off"
* when you are happy with the sequence put all the hologram together in the same space (the grid turned on will help you on this)
* glue all the holograms together, and you have a unique object (a module).
* now you can stick the microchip on it and enjoy it.

Regards
2011-09-29 12:39:00

Author:
xquake
Posts: 73


Wow, those frames are pretty ! I am curious of what it will look like !
By the way, I wouldn't use a sackbot to make a pony. I would use movers and make my own physics. Just my opinion.
If you need help with health logic, go see my Health Meter Toolkit!
2011-09-30 00:42:00

Author:
Unknown User


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