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Holographic Character Help

Archive: 17 posts


I have an idea for some sort of puzzle platformer. I want to create a holgraphic character that moves and jumps around as you'd expect it to do, nothing fancy there. I'd also like it to be able to walk on the ceiling and jump from the ceiling. Essentially performing the same actions but upside-down.

Does anyone have any ideas of how to achieve this, that doesn't involve flipping the whole level 180 degrees?
2011-10-30 18:30:00

Author:
Ali_Star
Posts: 4085


If you are going to use a sprite character whose movements are purely based on Movers, I would perhaps take advantage of the local space setting. Make a fully functional sprite character on the ground, and then use gyros to make him move on the walls and ceilings. If the movers are set to Local Space, they will work just as well on a wall as on the floor 2011-10-31 15:24:00

Author:
Slaeden-Bob
Posts: 605


Ok, cheers. Makes sense.

What's the best way of making a normal sprite character? I only need it to be able to move and jump.
2011-10-31 15:46:00

Author:
Ali_Star
Posts: 4085


Ok, cheers. Makes sense.

What's the best way of making a normal sprite character? I only need it to be able to move and jump.
You can find a tutorial with the basics on how to animate sticker panel Here (https://lbpcentral.lbp-hub.com/index.php?t=63528-Sticker-Panel-Animation-(The-easiest-way)&highlight=sticker+panel+animation). This tutorial will only teach you how to link together sticker panel frames for animation though. Transforming this into a walking and jumping character who collides with floors and other obstacles is no easy feat, and will require quite a bit of logic...

If were you, I would first focus on just making the animation for character standing still or walking to the right. Tweak the timing and number of frames of animation until you are satisfied with the result.

Then I would give the character sprite object the ability to physically move to the right and make sure the walking animation is in effect as long as the character is moving.

When that basic stuff is down, you can start focusing on adding the ability to jump and the general character/environment collisions. After that you can implement the wall- and ceiling-walking.


It will all require some work to pull it off, but I wish you the best of luck dude
2011-10-31 16:37:00

Author:
Slaeden-Bob
Posts: 605


Ok, I have some base logic in, for the running and jumping. My main problem is coming with the impact sensors. Basically, my main object is being forced downwards, unless the bottom (a holographic bar) is in contact with the ground. However, the impact sensors seem to be a bit rubbish in the sense that sometimes the object rests partly in the floor, rather on top of it.

Any suggestions?
2011-11-14 20:07:00

Author:
Ali_Star
Posts: 4085


Any suggestions?

What about having the object being forced upwards if the impact sensor is enabled?
2011-11-15 19:36:00

Author:
Aya042
Posts: 2870


What about having the object being forced upwards if the impact sensor is enabled?

In other words, putting an upwards mover on it? Doesn't work, instead it just forces it above the floor, then the downwards mover kicks in because the bottom bar isn't touching the floor, then the object just starts bouncing.

Here is what I have so far, apologies for the quality of the photo:

http://i44.tinypic.com/11mc3ft.jpg

Basically, if you can make sense of it, you have the X button attached to a 0.4s downwards counting timer, which is then hooked up to the +ve up/down movement of the mover, thus creating a jump. I have bars on each side of the object (main object being red, it's barriers showing up as some purple colour).

It's hard to see, but the blue tag sensor is attached to the AND gate to its right, as well as that NOT gate.
2011-11-15 20:28:00

Author:
Ali_Star
Posts: 4085


...the object just starts bouncing.

Yeah. You're gonna have similar problems to those I mentioned in another post (https://lbpcentral.lbp-hub.com/index.php?t=65164-Precision-starting-and-stopping-using-Holographic-material&p=951341&viewfull=1#post951341), so you'll have to do something to work around the framerate quantization problem, such as using timed pulses with known distances.

TBH, the easiest option would be to use LBP's built-in collision physics model. Create some invisible (https://lbpcentral.lbp-hub.com/index.php?t=17759-Creating-Editable-Invisible-Material-In-Seconds) zero-friction material, and attach it to your sprites and backgrounds where you want them to behave as solid objects.
2011-11-16 17:01:00

Author:
Aya042
Posts: 2870


Yeah. You're gonna have similar problems to those I mentioned in another post (https://lbpcentral.lbp-hub.com/index.php?t=65164-Precision-starting-and-stopping-using-Holographic-material&p=951341&viewfull=1#post951341), so you'll have to do something to work around the framerate quantization problem, such as using timed pulses with known distances.

TBH, the easiest option would be to use LBP's built-in collision physics model. Create some invisible (https://lbpcentral.lbp-hub.com/index.php?t=17759-Creating-Editable-Invisible-Material-In-Seconds) zero-friction material, and attach it to your sprites and backgrounds where you want them to behave as solid objects.

OK, this may be a daft question.... but can you capture and emit this material?
2011-11-16 20:00:00

Author:
Ali_Star
Posts: 4085


Ok, I have some base logic in, for the running and jumping. My main problem is coming with the impact sensors. Basically, my main object is being forced downwards, unless the bottom (a holographic bar) is in contact with the ground. However, the impact sensors seem to be a bit rubbish in the sense that sometimes the object rests partly in the floor, rather on top of it.

Any suggestions?

ignore. it wouldn't work
2011-11-16 20:01:00

Author:
GribbleGrunger
Posts: 3910


OK, this may be a daft question.... but can you capture and emit this material?
Yes, you can.
2011-11-16 23:51:00

Author:
Ayneh
Posts: 2454


The problem with using this invisible material, is that it will give my sprite weight and therefore gravity will effect it. This will make things a lot trickier since I want the sprite to be able to move and jump from the ceiling.2011-11-17 09:55:00

Author:
Ali_Star
Posts: 4085


Use the gravity tweaker on the invisible material. It's the one that has the apple. I can't remember which settings you'll want. I only tend to use them for 100% dampening.2011-11-17 10:12:00

Author:
Jedi_1993
Posts: 1518


Use the gravity tweaker on the invisible material. It's the one that has the apple. I can't remember which settings you'll want. I only tend to use them for 100% dampening.



I know what the gravity tweaker is, but how will it effect the object if I try to make it jump? If I set it to 100% dampening, would that mean my object would move and jump as normal, whilst on the ground and upside down on the ceiling?
2011-11-17 10:16:00

Author:
Ali_Star
Posts: 4085


Sorry about explaining which one the gravity tweaker was. I know you're not stupid.
If you put impact sensors on the top and bottom, connect them to a selector. When the bottom one hits the ground have the selector output the standard 'on the ground movement'.
When the top one hits the ceiling have the selector output the 'on the ceiling movement'.

As far as basic jumping goes, have it like this.
Jump button triggers an upward mover for a short amount of time. After a reasonable time, activate a mover that moves it down. Have this activate until you hit the ground.
Reverse these movements for ceiling movement.

Hope this helps.
2011-11-17 10:29:00

Author:
Jedi_1993
Posts: 1518


I already pretty much know how I'm going to do the on-ceiling movement, and I've pretty much got my on-floor movement and jumping sorted, I was just wondering how having an anti grav on the object will effect the movement of the object, or will setting the object to 100% dampening override this, because won't that stop the object from moving? To be honest, I've only ever used grav tweakers set to 100% on everything, to hold the objects in place.

I'll have to have a better look when I get back home, it's hard to think about it without actually testing anything out. I have a feeling that the logic I used for the movement of my checkers pieces in my checkers level will help me out, with regards to the settings I need on my anti grav.
2011-11-17 10:42:00

Author:
Ali_Star
Posts: 4085


...can you capture and emit this material?

Yep.



The problem with using this invisible material, is that it will give my sprite weight and therefore gravity will effect it. This will make things a lot trickier since I want the sprite to be able to move and jump from the ceiling.

Attaching an Anti-Gravity Tweaker with Anti-Gravity set to 100% and everything else set to zero will cause it to be unaffected by gravity.



...how will it effect the object if I try to make it jump?

Depends what you're using to make it jump. If you're doing everything with an Advanced Mover, it'll ignore gravity anyway (I think - might only be if you set Deceleration to 100%), so you don't need the Anti-Gravity Tweaker.



If I set it to 100% dampening, would that mean my object would move and jump as normal, whilst on the ground and upside down on the ceiling?

No. It won't be able to move... at all. So don't use dampening.

For a jumping implementation which can work with 'gravity' operating on varying vectors, you'll have to do all the physics yourself. There's two popular implementations used in computer games - constant velocity (like early Mario games), and constant acceleration (like LBP), so the exact method will depend on which you want.
2011-11-17 15:00:00

Author:
Aya042
Posts: 2870


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