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#1

top down melee fighter game

Archive: 9 posts


this is something i've seen dozens of videos of, but i haven't played any of the levels. it's also something i've wanted to make since before LBP2 was even out. sadly every time i try i get annoyed at something or another and quit.

well i'm trying at it again, and the only logic i've got is the combo timer. it's all nice and set up how i want it, counts time between attacks, resets to combo begining if you stop attacking, and makes you pause between combos. nice.

but NOW i'm stuck on the actual attacks. i'm trying to get it to emit hologram weapons for the attacks, but i can't get them to move how i want. obviously i want the base/handle to stay with the palyer, and have the blade part swing about 90 degrees.
(i'm going to add stab attacks as well but those will just be emitted straight from the player, simple enough.)

anyone have any solutions/ links to related tutorials/ alternate suggestions for how to do swing attacks?

also i have no idea where to even start building the hp system. i want it to be able to take variable amounts of damage. i have many ideas on how to do this, but given my track record none of them will work any help in that field would be appreciated as well.
2011-12-21 19:19:00

Author:
harbingernaut
Posts: 126


For the swing attacks you could either use a bolt(which might be best) or put a follower on the handle and a rotator to spin it.2011-12-21 19:37:00

Author:
Zero10100
Posts: 385


well right now i have it emitting a two pieces of hologram bolted together. the base piece is invisible and has a follower on it, and an anti gravity tweaker to add dampening so it won't rotate as much when the actual weapon part moves. i've also tried a follower rotater to get the base to always look towards the front of the palayer's controlinator seat, but that just ended up making it spin circles around the tag.

i'll try experimenting with omitting the base part and putting rotators on the weapon part. i don't think that will be able to give quite the effect i'm looking for though.

another option i just thought of would be to just attatch weapon shaped pieces of hologram to the player, and when he attacks, have a sequencer light up the weapons one at a time in order so it looks like the swing of a weapon. any thoughts on that solution?
2011-12-21 20:22:00

Author:
harbingernaut
Posts: 126


i have no idea where to even start building the hp system. i want it to be able to take variable amounts of damage. i have many ideas on how to do this, but given my track record none of them will work any help in that field would be appreciated as well.
There have been a number of threads on this subject.

https://lbpcentral.lbp-hub.com/index.php?t=61077
https://lbpcentral.lbp-hub.com/index.php?t=53194
https://lbpcentral.lbp-hub.com/index.php?t=44386
https://lbpcentral.lbp-hub.com/index.php?t=65040

This video may also be of interest: http://www.youtube.com/watch?v=JXJzQrsGxpc

All of these threads are for analogue health systems, but you could always develop a digital equivalent.
2011-12-21 20:40:00

Author:
Ayneh
Posts: 2454


Don't use the 2nd one . That was an experiment but people seemed interested. If you'd like I could give you the one I just made today (it'd be 18 hours before I could send it).

Do you have a basic/moderate understanding of logic (eg: analogue values stored in loops, pulsed values, stored values, etc)? Basically:

Projectile Attack - Unit Armor = Damage. I have some logic to ensure armor never reduces damage below 5 (eg: 100atk - 100arm = 5 damage. 55atk - 10arm = 40 damage). A battery on the projectile (or whatever you use) adjusts the tag strength, which = attack (max 100). All units have 100 health, but have different armor resulting in vastly different 'apparent' healths.

It's not perfect, but it works and it's VERY simple. From what I've done, simple is better for this.

I'm kinda busy with my own level, so can't really guide you through it, but I may be able to demonstrate it when I give it to you (tomorrow I'm making units for my level, so going to be using it to test things anyhow).

As for the weapon swing. Just make some hologram/panel animations in an arc or something. Add a sound effect and its done. Emit them when needed. Unless you are very zoomed into the swing, it looks good.
2011-12-21 21:10:00

Author:
SSTAGG1
Posts: 1136


@ayneh:
wow, thanks! that vid helped a ton! i really want to learn the logic myself and not rely on other people's logic packs like that first thread you linked. i will definitely check out his other tutorials. i'm pretty confident that i can make a good enough health system, as this level won't be too fancy.

now i just have to figure out how the attacking system is going to work. having a health system that uses tags rules out my idea of having the weapons be invisible holo that lights up when you attack, because the tags would have to sit there always and things would get damaged regardless of whether you were attacking or not.

back to the drawing board until someone has any other suggestions!
2011-12-21 21:32:00

Author:
harbingernaut
Posts: 126


having a health system that uses tags rules out my idea of having the weapons be invisible holo that lights up when you attack, because the tags would have to sit there always and things would get damaged regardless of whether you were attacking or not.
You could turn the tags on or off by wiring to them if you wanted.
2011-12-21 21:55:00

Author:
Ayneh
Posts: 2454


@SSTAGG1

i have very little understanding of things like that. i used to get some of it but i stopped playing for a loooong time. it's definitely not hard for me to grasp the concepts that i've seen in vid tutorials so far, though.

wow the armor system you described is too complicated even for what i'm doing i'm starting small for now. this is a level i've been wanting to make for ages so i'm basically doing the simplest solutions i can for right now to get it put together.

@ayneh
you can turn tags on and off?!?!
you are awesome. that simplifies some of the logic i'm working on for other levels as well. i thought the only way to make a tag "appear" was to emit it on holo.

thanks a ton for the help. it amazes me how quickly and helpfully people reply on this forum.

i also came up with a solution for emitting the weapons too, but i'll just be activating them since that seems so much simpler!
2011-12-21 23:17:00

Author:
harbingernaut
Posts: 126


The concept may be complex, but the thermo complexity of it is actually very low. I made 40 units (all with attacks, movement, health, sounds, etc) and there was no difference on the thermo than when I had 1.

In the end though, it's whatever YOU can use, and it seems like you've got something that fits that quite well.
2011-12-22 15:45:00

Author:
SSTAGG1
Posts: 1136


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