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#1

Mutant Marshmallow Creatinator

Archive: 4 posts


I searched and found this thread:

https://lbpcentral.lbp-hub.com/index.php?t=45997-Attack-of-the-Mutant-Marshmallow-Weapons

but after following the advice, I'm still having problems. First off, it's hologram passing through hologram, not hologram through sponge. Will that be a problem? Because the impact sensors and tags don't activate when I shoot my hologram projectiles into the destroyable object. Both the beam and the destroyable object cover all three layers. I'm not sure what else to try.
2011-12-28 22:33:00

Author:
Rainbro Dash
Posts: 121


Do you have the impact sensor set to "include touching"? I have a boss for a side scroller that shoots a hologram laser beam, and it works.2011-12-28 22:58:00

Author:
Brannayen
Posts: 438


Yeah I've tried that... I just don't know why the sensors aren't responding. It's probably something so obvious, too, but at this point I've gotten myself pretty confused.2011-12-29 02:41:00

Author:
Rainbro Dash
Posts: 121


it most definitely works. But it can get a little confusing. I have a holo outline on my DeLorean on my stage Miserable Flying Weather and the lightning bolt is also holo.

The bolt has tags and the bounding box (the outline) has an impact sensor set to include touching. At first it never worked but it turned out that the lightning bolt was on a thin layer while the car was on a thick. Silly me.

A simple test. Make a line of holo and put a tag on it, then make a block of holo with an impact sensor on it connected to a destroyer. Tweak the sensor to 'include touching' and only accept a tag as well. Make sure they are the same colour and the same name.

Unpause the game and move the line of holo. BOOM! Your issue (without looking at it) may be the sprite, because it is made out of many smaller squares it could be tricky. The best tip I can give is make a bounding box slightly smaller than your main sprite that is the same general shape and put the impact sensor on this, glue it to your sprite and set the destroyer to 'include rigid connections'

Why make the box slightly smaller... well... from an old thread (https://lbpcentral.lbp-hub.com/index.php?t=62147-Designing-a-Great-Platform-Level-A-Language-Toolkit).


What you have done with your 101 stage is super useful also! I remember seeing it ages ago, but it was in PSN downtime I think. I'll queue it up.

Awesome document, only had a quick read, will have to delve in a bit deeper but little tips like making 'unobtainable' heights clearly unobtainable by making sure it's a body length higher than a full jump is really good!

The other one I liked was the 'hot' spot, and it reminded me of this (http://devmag.org.za/2011/01/18/11-tips-for-making-a-fun-platformer/) article about hit boxes.

The interesting thing is making a 'friendly' hit box slightly larger than the friendly character or pickup, and enemies hit box slightly smaller than the enemy. Why this is good is because you don't want the player not to pick up something if they miss it slightly, but if an enemy brushes close to them they can still get away.

So it actually subtly rewards dexterity and reaction times in a way that make the player feel that they were *this* close to death but their own skill saved them. On the other side, I think we have all yelled 'I PICKED THAT UP!' at some stage. So making the pickup radius slightly larger means that a player won't feel punished for a pixel of inaccuracy.

http://ib.lbp.me/img/ft/b6b491163b36b955e7ee2d7d3e4c3dbcd6be27cf.jpg
The Clam with the pearl is good, the shark is bad...
2011-12-29 11:19:00

Author:
Mr_Fusion
Posts: 1799


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