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Rising Camera

Archive: 5 posts


Noticed something very weird that is actually happening on both of my published levels. It is most noticeable in Mario 1-1. Everything in this game is lined up %100 straight in grid. The main camera in this game is attached to a square piece of holo with a long skinny piece of holo (about a full screen length zoomed out 45% by 2 or three small grid squares thick) with a big black sticker panel rectangle on either end. (this gives the game a classic non-widescreen look) All the camera stuff is in the far front thin layer and glued together, 100% aligned to grid. I've checked all this a hundred times and even rebuilt it with new shapes I made sure were %100 straight, not that this should really matter. Now the camera follows Mario the entire level but the follower is set to move left and right only, not up and down. There should be no possible way for the height of the camera to change throughout the course of the game. Now play through the game once and you will see how much of the bottom bricks are visible at the start of the level. By the time you get to the end of the level, the bricks are barely visible, even though mario is on the exact same horizontal plane and the camera should be as well. So this means that the camera gradually moves upwards about 2 to 3 small grid squares over the course of the level while only traveling straight left and right. You can watch it gradually move up as you play, for no reason. I cannot figure out any cause for this irritating problem and have not been able to replicate it in a level by itself. However I did notice before that my Alien Invasion Training level which uses a similar camera system, has the identical problem which I had to fix using tags to reset the cameras vertical position periodically. Weird. I've already found a major flaw with the physics/collision detection of the game which I will be publishing soon, and this could possibly be related unless someone has any ideas? If you want to see it in action just play either of my levels and I will try to replicate the problem in my "What's going on here?" copyable level shortly.. Thanks!

Classic Mario 1-1 Sticker Panel - http://lbp.me/v/9cc84m
2012-02-16 17:47:00

Author:
Death_with_an_H
Posts: 72


Did you try playing the level in create mode? If you do then you can see what the camera is doing and then find the solution.. Another thing that might be happening, even though its a little far fetched, but, is it the actual level that is falling? I doubt it but it can still be a possibility.. If you can't find a solution, it might be because of the new update.. The update seemed to mess up a lot of things. Anyways, good luck. 2012-02-16 20:41:00

Author:
Wolffy123
Posts: 406


You never responded to the other thread you made about a similar problem you were having a while ago, meaning we couldn't get to the bottom of it, so I'm not sure what you're expecting now.2012-02-16 21:14:00

Author:
Ayneh
Posts: 2454


Did you try playing the level in create mode? If you do then you can see what the camera is doing and then find the solution.. Another thing that might be happening, even though its a little far fetched, but, is it the actual level that is falling? I doubt it but it can still be a possibility.. If you can't find a solution, it might be because of the new update.. The update seemed to mess up a lot of things. Anyways, good luck.

This occurs in play mode as well as create mode. I have confirmed it is the camera moving upwards and not the level floor falling by measuring the number of grid squares between the game floor and the actual bottom of the screen at the start and finish of the level. The gap between the game floor and the camera increases by about 3.5 small grid squares by the end of the level. The rise seems to occur evenly like it is moving at a very slight angle the entire time. Even at the end of the level I can see that the camera object is still aligned perfectly with the grid. But even if I had a random odd shaped object with up/down movement disabled following another object, there should be no vertical movement regardless of angle, weight, rotation etc. correct? I will try removing the sticker panels from the holo square the camera and follower are mounted to and see if that makes a difference although I don't see why it would since they have no weight or collisions.

Ayneh:
You never responded to the other thread you made about a similar problem you were having a while ago, meaning we couldn't get to the bottom of it, so I'm not sure what you're expecting now.

I apologize for not responding yet as I found a suitable workaround for that problem for now and intended to revisit it when I publish a simple copyable level to easily illustrate the problem, along with my flipping pistons mystery, because I feel it is a point of interest for anyone designing very complex levels. I do appreciate your help and we will get to the bottom of this.. Thanks!
2012-02-17 03:47:00

Author:
Death_with_an_H
Posts: 72


Sorry my bad! Figured it out, it turned out that either the follower or the microchip it was on was aligned just a hair off 100% vertical. One of them must have got rotated slightly when grid was off. Works great now, and once again I overreacted blaming the game first when I should have triple checked all of my work. My other 2 problems on the other hand..2012-02-17 04:21:00

Author:
Death_with_an_H
Posts: 72


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