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#1

Triggering point bubbles to pop.

Archive: 7 posts


Hi everybody, I'm working on a level and have designed a shrink ray that basically teleports you to a larger version of the room you're in.
The room when you're normal sized has point bubbles in it, which also appear in the larger sized room to make sackboy look tiny.
I was just wondering if there is a way to make it so that when you collect a point bubble in one room, it automatically removes the corrisponding bubble from the other room, so that when you shrink or grow, the bubbles you've collected don't reappear. I also want it to be both ways too, so I could collect a bubble in the normal sized room and have it vanish in the larger room, or I could collect it in the larger room and have it vanish in the normal sized one.

I've posted my work in progress level (without the point bubbles at the moment), using a castle template that DarkCreature501 had put online for people to use.

http://lbp.me/v/6f74ms

Thanks for any ideas as to how I could do this.
2011-09-21 13:44:00

Author:
Unknown User


Might be worth taking a look at this thread (https://lbpcentral.lbp-hub.com/index.php?t=11861-Demitters-New-demitter-switch-added!!!-2010-03-10).2011-09-21 18:05:00

Author:
Aya042
Posts: 2870


Thanks for that, I'll look into those demitter things, though with the sounds of them I'd need one for each point bubble in the area where sackboy can shrink.2011-09-22 02:40:00

Author:
Unknown User


Thanks for that, I'll look into those demitter things, though with the sounds of them I'd need one for each point bubble in the area where sackboy can shrink.

'Fraid so. Hopefully you read through the whole thread, because the posts towards the end describe a slightly more refined method than the initial posts, due to changes caused by game patches over time.

There are other ways, such as having some mechanism which physically crushes the bubbles. Plus, I can't remember exactly, but you might be able to attach wires to bubbles in LBP1 to trigger their collection, but I'm fairly certain that's LBP2 only.

TBH, it's a whole lot easier in LBP2 (as is everything else), and I'd recommend upgrading if you can.
2011-09-22 12:00:00

Author:
Aya042
Posts: 2870


I've got LBP2 on order from play.com, has been "awaiting stock" for about two weeks now though!!

I've set it up and in create mode it works fine while I'm setting it up, but as soon as I change to play mode to test it, all my emitters emit as soon as the level loads, causing all my bubbles to vanish! Any idea how I could stop that from happening?

How I've set them up is as follows...

The bubble has a player proximity sensor attached, connected to the emitter as on/off.
The emitter is set to have a maximum of 5 output with infinite lifespan. I tried it with lower numbers of output but they just stopped working at all for some reason!

But when I press play, all the emitters fire again, causing all the placed bubbles to vanish, but in my empty test level, using the exact same emitters and bubbles (I captured the objects) it works fine!
2011-09-22 21:59:00

Author:
Unknown User


I've got LBP2 on order from play.com, has been "awaiting stock" for about two weeks now though!!

Probably less hassle just to wait till it arrives.



But when I press play, all the emitters fire again...

Emitters can be a bit fiddly. You need to feed them with a one-shot input which is off all the time you don't want it to fire. If, at any time during create, the game is unpaused while the emitter isn't wired, an 'emitter fire' event is placed in the event queue, which will stay there even after you wire them up.
2011-09-22 22:39:00

Author:
Aya042
Posts: 2870


Ah, that'll be why then! to emit the initial bubble I was just leaving the emitters unattached then pausing! I guess I'll try triggering them all with a button for the initial bubbles, then once they're placed I can attatch them properly.
Thanks for the help
2011-09-23 20:39:00

Author:
Unknown User


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