Home LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run LittleBigPlanet PSP [PSP] Help! [Archive]
#1
need help from good leval builders!!!!!
Archive: 16 posts
So i am making this leval and i want to make it so that when you die you start some were else besides your latest activated cheq point plz help | 2012-02-22 13:35:00 Author: Unknown User |
Thats not possible unless you move the checkpoint itself. Simple! ^-^ | 2012-02-22 16:54:00 Author: PygmyOwl Posts: 1316 |
hook a switch up to a checkpoint. could be anything really. a two way, 3-way, player sensor (preferably) tags, button or whatever. Let's say player sensor. Your character is walking along and passes a checkpoint maybe 10 feet later is a player sensor hooked up to another checkpoint that is on a roof. The player falls on some spikes (after activating the player sensor) and dies. They will now respawn on the roof at that checkpoint that was activated via player sensor. If this is not what you were asking then I humbly apologize and will now go stick my head under this rock. | 2012-02-22 17:14:00 Author: biorogue Posts: 8424 |
hook a switch up to a checkpoint.Hmm, I'm not sure if that works on the PSP.... I honestly can't remember if you can hook up switches to checkpoints. It might be possible to destroy a checkpoint with a creature brain and emit a new one, but I don't know how the game will handle that. I used a gameplay mechanic somewhat like this in The Right Stuffing, but it was pretty low-tech. The checkpoints were on VERY LONG pistons hooked up to a one-way switch setup. At some point later, the player would activate sensor that would trigger the switch to move the checkpoint ahead of the player (or somewhere else). If you set the piston to a high enough speed, it will move faster than the game can render, making it appear as though you are being teleported to a new checkpoint that you haven't seen before. It's ghetto, yes, but it does work. If this is not what you were asking then I humbly apologize and will now go stick my head under this rock.Ow hey, watch it. Leave enough room for me under here. | 2012-02-22 17:51:00 Author: Taffey Posts: 3187 |
aww dang I'm a dunce! I didn't even see this was the PSP section. Yeah you can't hook wires up to the checkpoint in PSP. You have to do the ole "move checkpoint" thing. Excuse me whilst I return to my rock. | 2012-02-22 18:20:00 Author: biorogue Posts: 8424 |
for example if you start a leval there is this big screen that says the title of your game then a magic mouth says press R you press R you hear this explotion your sac person dies and then you start from another cheq point in the game so you could start the game | 2012-02-22 21:03:00 Author: Unknown User |
If you just need like an intro sequence, sackboy does not necessarily have to die, you get just set it so when you grab the ground it dissolves and you slide down a chute to the start. If you need an explosion and death for the intro, you are going to have to move the checkpoint, probably with a piston some how. Attach the checkpoint to some dynamic material, and put a very long piston on material (unless you can put a piston straight on a checkpoint, not sure). Put a sackboy proximity sensor right at the beginning of your level, attached to a permanent switch set to direction, so that as soon as you spawn, the checkpoint moves to a new area. Build the intro around the original checkpoint spot, then the next part after where it will move to. Once you spawn in the intro, the checkpoint should move to the new area, so when you die, you will spawn in the "actual" level. | 2012-02-23 22:20:00 Author: metsfan1025 Posts: 181 |
what do you mean by proximity sensor and permanent switch??? | 2012-02-23 23:33:00 Author: Unknown User |
You use logic to do it. Say you have a sensor on the thing that will kill you. The sensor will be attached to a dissolve material out of view. On this diasolve material there is a static object with a magnetic key. Below the dissolve there is a dynamic object with the magnetic key switch. When the dissolve material dassappears, the statoc object will fall down activating the magnetic key. This magnetoc key is set to what direction you want the piston to move. Once the piston moves it won't come back. It's quite simple once you get the hang of it. | 2012-02-23 23:42:00 Author: unc92sax Posts: 928 |
how do you get dissolvable material?? | 2012-02-23 23:59:00 Author: Unknown User |
It comes with the game. It is in your goodies bag. It is a light green object. If you want it to dissolve you hook a switch to it. | 2012-02-24 00:02:00 Author: unc92sax Posts: 928 |
any switch? | 2012-02-24 00:58:00 Author: Unknown User |
The switches are in you tool bag. You may want to watch the creation tutorials. Just go on a level in my moon. Pause the game and there should be an option to see tutorials. | 2012-02-24 01:02:00 Author: unc92sax Posts: 928 |
so you just get a material like sponge and then you put a swich like the grabe swich and then every thing els you said to do? | 2012-02-24 01:31:00 Author: Unknown User |
so you just get a material like sponge and then you put a swich like the grabe swich and then every thing els you said to do? Yeh. I guess. I hope you can get it to work? | 2012-02-24 01:33:00 Author: unc92sax Posts: 928 |
You could always watch the in game tutorials, they should have info about switches and dissolve material. As for logic (i.e. permanent switches), there should be some good tutorials on the community moon. I know someone from LBPC made a good one, I think it's called like "Beginner Logic Pack" or something like that. | 2012-02-24 23:42:00 Author: metsfan1025 Posts: 181 |
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