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2D Side View camera and cp spawn issue

Archive: 8 posts


PLEASE TAKE THE TIME TO READ THIS AND HELP IF YOU CAN!!!

I'm making a retro style platformer played from a side view using a movie camera on a piece of holo with a follower set to follow player because I like cam to stay centered on player. Problem is when the players are dead it stays where it is and no one can spawn.

I thought about maybe placing another follower on holo with a player sensor on it set to inverted and have that follower pick up a tag sensor at cp so that when players are dead the player sensor activates the follower so it moves back to cp so players can spawn

But then there's a problem if I try that idea. What happens when players reach a new cp? Each cp has an emitter to emit the piece of holo I refer to. That idea would require a different color tag at each cp, but there's not enough colors.

Is there an easier way or any way that works to make a 2D side view platformer with capable spawning?
2012-01-22 21:50:00

Author:
Hana_Kami
Posts: 393


You can have specific names for tags leaving an infinite amount of permutations regardless of color. Just check for it under settings for tags and tag sensors. As for the spawning issue itself, why don't you use a player sensor that detects unspawned players? I think they added the feature in a previous update. With that sensor, if it detects the unspawned player it deactivates the movie camera and turns on the CP.2012-01-23 00:39:00

Author:
Unknown User


A sensor on a chip can't detect the tags on its own chip. Using this feature, you can make a system which will remember what is the last checkpoint you triggered. I think there's an example one in the Creator's Toolkit (search @creatorstoolkit on cool pages). It's called the only-one switch if I'm correct. This way you only need a single holoblock, two followers on it, one on when there are players, one on when none are alive, and just a single tag on each checkpoint 2012-01-23 03:22:00

Author:
Unknown User


Another way is to shove everybody into a sackbot. Then use sackbot checkpoints. That way the person never dies. Meaning the camera is never going to get stuck.2012-01-23 05:38:00

Author:
Speedynutty68
Posts: 1614


A sensor on a chip can't detect the tags on its own chip. Using this feature, you can make a system which will remember what is the last checkpoint you triggered. I think there's an example one in the Creator's Toolkit (search @creatorstoolkit on cool pages). It's called the only-one switch if I'm correct. This way you only need a single holoblock, two followers on it, one on when there are players, one on when none are alive, and just a single tag on each checkpoint

Based on this principle: chip on each CP; a one-shot counter wired to a tag 'CP'; player sensor with small radius activates the counter; tag sensor for 'CP' with huge radius resets the counter. The activated tag on a chip will never trigger the sensor on the same chip so it won't reset itself, but will reset earlier activated tags. In effect, the last visited CP will always have the tag 'CP' active.

Now, when your follower block detects no more life players, it activates the follower to move the block to tag 'CP', where a player will spawn and the follower for 'player' will become active again.
2012-01-23 13:43:00

Author:
Antikris
Posts: 1340


Thank you to everyone that replied. ^^ I'm going to give some of these ideas a try.

Yeah, the cp tag thing that Antikris mentioned is what I mentioned in topic I could try so when everyone dies it shoots back to cp. But then there was another issue, which is now solved thanks to everyones' replies.

Also, I had no idea changing the name of a tag counts it as a seperate tag on detection even though color may be the same, lol. Good to know.
2012-01-23 21:07:00

Author:
Hana_Kami
Posts: 393


Is there an easier way or any way that works to make a 2D side view platformer with capable spawning?

Insanely simple solution...

http://ia.lbp.me/img/ft/d4a74b6a26a11face1545b59c054887850736793.png

...that is, put the movie cam on a sequencer set to "positional", and feed from the player sensor. When there are no active players, it'll switch off completely, and return camera control to the default game camera, which will 'whip pan' to the last activated checkpoint.

As far as I'm aware, the positional sequencer method (https://lbpcentral.lbp-hub.com/index.php?t=50604-End-infinite-movie-camera) is the only way to switch off a infinite-length movie cam without having to activate another one.
2012-01-25 19:38:00

Author:
Aya042
Posts: 2870


Insanely simple solution...

(Insanely simple solution)
Wow, no kidding. I could make use of that.
2012-01-25 22:22:00

Author:
SSTAGG1
Posts: 1136


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