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Faster follower or workaround?

Archive: 7 posts


I'm having a problem keeping my emitted sticker panel animation staying in sync with my invisible solid vehicle. When the vehicle moves fast the follower lags behind even though the acceleration and speed are both maxed on the follower and not even close to max on the moving object. The lag equates to about 1 or 2 small grid squares but in my 8-bit game it makes it very difficult to time your jumps when running since your physical self is always just ahead of what you see on screen. In the past for a similar problem I used tags and movers to mimic the movement exactly but that was with two non-physical objects that didn't react to any external physics, which obviously won't work here. I've also tried setting a sequence of tags for the follower to follow, spaced further apart which fire according to the objects speed to help the follower keep up but this creates a jerky look and doesn't help much. Also I can't glue the sticker panel animation to the object because there are some 30 frames of animation and right now they are divided into 4 emitted sections. Each frame contains up to 10 seperate sticker panels so that would be about 300 wired sticker panel pieces all occupying the same limited area at the same time.. hmmm. might work as a last resort? Would be great if there was a layer glue tool or some way of joining 2 objects on different layers on the fly. Anyone know any secrets?2012-01-17 03:46:00

Author:
Death_with_an_H
Posts: 72


Try making your vehicles slower or use less animations.

Make your animation be 1 movement based action that follows or is glued on your vehicles.
2012-01-17 04:34:00

Author:
venat
Posts: 715


Objects with a follower take a visible short moment to get up to speed, even though acceleration is set to 100%. Copy and paste the follower 10 times or so and you will see an increase in responsiveness. This stacking of strength/acceleration/deceleration works for all types of mover logic pieces.2012-01-17 10:42:00

Author:
Antikris
Posts: 1340


Followers will always lag slightly behind the Tags they are following... The higher the speed, the more noticeable this lag will be.

What I usually do in this case is that I make the objects that need to be in sync follow the same invisible Tag. This way they will both lag behind the Tag in equal way, and therefore look like they are following each other. Sadly this doesn't sound like a solution that would work in your case?

Considering this, I would probably use a Speed Sensor to displace my Tag in front of the vehicle depending on the speed of the vehicle. The higher the speed - the more displacement of the Tag.
This solution is much easier to implement if the vehicle is moving in one direction and not in 2 dimensions

EDIT: Or just use Antikris' method - that sounds much easier
2012-01-17 10:47:00

Author:
Slaeden-Bob
Posts: 605


Objects with a follower take a visible short moment to get up to speed, even though acceleration is set to 100%. Copy and paste the follower 10 times or so and you will see an increase in responsiveness. This stacking of strength/acceleration/deceleration works for all types of mover logic pieces.

Correct me if I'm wrong, but you'll always have 1 frame of lag, even if you do tighten up the acceleration as you describe, right?
2012-01-17 22:15:00

Author:
rtm223
Posts: 6497


Correct me if I'm wrong, but you'll always have 1 frame of lag, even if you do tighten up the acceleration as you describe, right?

Yes. Whether 1 frame I don't know but there is a lag.
2012-01-17 23:09:00

Author:
Antikris
Posts: 1340


It always will lag, the speed sensor seems less floaty, though I haven't investigated.

As for temporary locking of an emitted object, I do this for the wheels of my DeLorean in my published level Temporal Experiment. And the reason I ended up doing it is the same. I wanted to have the care drive and fly, but switching the wheels was hard and followers meant they always lagged.

Not sure if it would work for hi-speed animation though...

Here goes:

I made a 3x3 small grid block (this would be your invisible material) and cut a 1x1 square from the centre.

I made a 1x1 small grid block and attached my wheel to it by a bolt for a rolling wheel and glue for my hover mode wheel.

I put the wheel and axel into an emitter and positioned it via grid mode so that the axel emitted in the cut out square section.

The space can only contain 1 wheel at a time but at the press of a button the switch with minimal fuss and stay in place as you speed/fly around.

Each emitted section could be glued to a 1x1 small grid block...

They get a little weird with online lag sometimes though like they get left behind visually but then snap back into position. The car flys fairly quickly though.

EDIT: you could actuall get more creative than that because besides the invisiable square peg your objects are non physical. So you could have four small squares in your physical block and have the sticker panel emit over another animation. Essentially emitting and demitting during the same frame of the game resulting in no flicker during the change.
2012-01-18 07:06:00

Author:
Mr_Fusion
Posts: 1799


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