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Moving snake formation platforms

Archive: 23 posts


I've run into a little stop trying to figure out how to make a smooth running snake-ish platform.

What I have at the moment are 8 2x2 blocks with logic on them to move from tag 1 to tag 2 etc, up to 5.
What I'm trying to do is have these blocks move as one platform, allowing Sackboys to ride on them, Mario style.
What I've got at the moment are these blocks fighting over a spot on the second tag, as they're supposed to move up.

This is what the layout looks like at the moment, but I plan on having more than one section of these so being able to move the tags around after getting this one to work is important!

http://i586.photobucket.com/albums/ss302/Archideas/Platformpattern.png

Any contribution is greatly appreciated! <3
2012-03-29 15:44:00

Author:
Archideas
Posts: 88


I assume you're cycling through a selector to get it to move to different tags... so but an impact sensor on the destination tags and have an arrived tag on it and when the platform hits it... wull cycle to the next destination tag and it will move on.2012-03-29 16:24:00

Author:
ForgottenEnigma
Posts: 1414


This is what I would do:

On each of your platform blocks, have a microchip with a 5 port selector. Have outputs 2-5 connected to followers. Tweak the followers to follow tags labled 1, 2, 3, and 4 in order going down the selector. Don't have output 1 connected to anything (or an anti grav with 100% dampening) this will be the idle state. Have a player sensor or something activate the second port of the selector. The platforms should start moving towards tag 1. On the platform microchip, put a tag sensor tweaked to pick up tag 1 and have the detection radius at 1. Connect that sensor to the selectors third input, so it should switch to he next follower once it gets to tag 1. Keep connecting tag sensor with the appropriate lable to the selector to switch between the correct followers.

Sorry if that was vague or if I misspelled anything, I'm typing this on a phone.
2012-03-29 16:46:00

Author:
KnutsoPX
Posts: 116


This is what the selector setup looks like to change from tag to tag.
http://i586.photobucket.com/albums/ss302/Archideas/Pic1.jpg

This is all the logic I have on the block itself, as they spawn on the furthest layer back, then move out once.
http://i586.photobucket.com/albums/ss302/Archideas/Pic2.jpg

The end result I want is for the blocks to move as one unit without getting stuck on each other.
http://i586.photobucket.com/albums/ss302/Archideas/Pic3.jpg

*EDIT*

For clarification, the first microship is on the second picture, which is activated when the blocks move out from the back layer, before they're supposed to follow the layout I've set up.
2012-03-29 16:46:00

Author:
Archideas
Posts: 88


You're pretty close. I would get rid of the OR gate and lable each tag individually in the order you want the platforms to move. Then have those tag sensors pick up a certain tag and wire those directly into the selector inputs. Make sure the followers are also picking up the appropriately labled tag.

The idea I mentioned above should work like this: the platforms are activated and start moving toward the first tag. When they reach the first tag, the tag sensor for that tag activates the next selector input, activating the next follower.

This will only work if you have the tags labled differently and have the followers tweaked to those lables.

EDIT: your first picture- what is that microchip on?
2012-03-29 17:15:00

Author:
KnutsoPX
Posts: 116


Each tag has seperate labels so the blocks are able to move from tag to tag. That's not the problem.

If I just put one block down it will follow the tags in the correct order just fine, it's when there are more than one that they clog up. For example; when the blocks have to make a 90 degree turn to the next tag, the first block will start to move towards the destination, but the second one almost always pushes the first one off course. This causes a chain reaction so that the last 4-5 blocks always get stuck trying to reach a tag.
2012-03-29 17:29:00

Author:
Archideas
Posts: 88


Ahh, got it. Unfortunately I can't test anything out right now (stupid work). Hopefully someone else will come along that has access to the game. If not, I can work something out when I get home and let you know how to fix it. Sorry.

EDIT: After thinking about this for a little, I'm guessing the problem is because the blocks are physical objects and are close together. I've only ever done this with holo/sticker panel. I think what's happening is when the first block reaches the first tag, it starts to move upward. But, the block directly behind it is still attempting to move to the right, pushing the first block off course. One thing that may work is changing the shape of the block itself. Instead of having them be square, have them be a trapezoid with the long side facing up. This should allow enough room for the blocks to move past each other when they change direction.

I'm still gonna have to test some stuff once I get home. I imagine by that time someone else will have a solution for you.
2012-03-29 17:43:00

Author:
KnutsoPX
Posts: 116


Could you have impact sensors on the moving blocks sense the others around it and when if collides with one, it stops moving, and when it can't sense one, it keeps going? I'm not sure if this will work. This may cause a glitch that stops all of them. It's worth trying though.2012-03-29 22:55:00

Author:
Wolffy123
Posts: 406


I would make block 2 follow block 1, block 3 follow block 2... and so on. And you can make it so the follower slows down when it gets closer to the tag, so blocks don't kick each others. Nice idea, I actually remember playing levels with this snake thing in Mario Bros. 3 and on my sister's DS.2012-03-29 23:06:00

Author:
Unknown User


I just tested it, and it will only work with Trapeziods .. The lng side is 6 small grid units and the shortest side is 2 small grid units, it worked well. Maybe you can try circles? .. And I don't think pivottt's idea will work because when block 1 goes up, the others will at exactly the same time. You won't get the 90 degrees angles that you want (I think). And slowing them down will just mess it up again.. But in slow motion 2012-03-30 00:52:00

Author:
Wolffy123
Posts: 406


If you plan on having a sack ride the blocks, this may not work. The weight of the sack throws the blocks off.2012-03-30 02:08:00

Author:
KnutsoPX
Posts: 116


Yeah, my idea was bad, nevermind. To prevent sackboy from making these blocks fall, just use max acceleration and copy-paste the same follower multiple times, it works.2012-03-30 02:38:00

Author:
Unknown User


It is a shame I couldn't help you out last night to get this to work. I made something on my moon though that I think you will find interesting. It will not make blocks move in turns of 90 degrees but in smooth circular turns before continuing in a straight trajectory. No waypoint tags needed either.

Hop in Create with me tonight and I'll show you.


If you plan on having a sack ride the blocks, this may not work. The weight of the sack throws the blocks off.

Stack a bunch of followers/movers/rotators/gyros (whatever is relevant for your setup) to force a block to stay on its trajectory/its current angle. Stacking these multiplies their strength.


Yeah, my idea was bad, nevermind. To prevent sackboy from making these blocks fall, just use max acceleration and copy-paste the same follower multiple times, it works.

Exactly. Except it is not the acceleration but the deceleration that matters most. Set it to 100%. In case of followers, there is only one setting that counts for both acceleration as deceleration.


You're pretty close. I would get rid of the OR gate and lable each tag individually in the order you want the platforms to move. Then have those tag sensors pick up a certain tag and wire those directly into the selector inputs. Make sure the followers are also picking up the appropriately labled tag.

I tried that as well. It will not create snake-like movement, as all blocks will not actually track the path of the block they are following but move towards it using the shortest path possible. This becomes obvious when making sharp turns. It will lead to blocks going off course and even the whole platform being pushed off screen in an unpredictable manner - like a queue of impatient customers in front of a Justin Bieber concert, pushing from the rear (in order to get OUT of course).
2012-03-30 12:15:00

Author:
Antikris
Posts: 1340


I tried that as well. It will not create snake-like movement, as all blocks will not actually track the path of the block they are following but move towards it using the shortest path possible. This becomes obvious when making sharp turns. It will lead to blocks going off course and even the whole platform being pushed off screen in an unpredictable manner - like a queue of impatient customers in front of a Justin Bieber concert, pushing from the rear (in order to get OUT of course).

I thought by saying "snake" motion they were referring to the old snake video game. What I described works for this type of motion, if the blocks aren't physical objects or they are a trapezoid shape.
2012-03-30 14:38:00

Author:
KnutsoPX
Posts: 116


I thought by saying "snake" motion they were referring to the old snake video game. What I described works for this type of motion, if the blocks aren't physical objects or they are a trapezoid shape.

It only appears that way when moving around shallow bends. And that is fine, as long as OP doesn't intend to make 90 degrees turns.

http://i.imgur.com/H1Bsm.png

True snake-like motion means that each node moves to where the node in front used to be (top part of the picture). The bottom part of the picture shows what followers do when making each node follow the one in front; the trajectory of the snake as a whole actually changes and is reminiscent of nodes that are connected to one another by wires - you pull the first node and the rest drags along.
2012-03-30 15:47:00

Author:
Antikris
Posts: 1340


I'm currently on LBP2 if you've got time right now, Antikris. 2012-03-30 16:25:00

Author:
Archideas
Posts: 88


I never said anything about making the blocks follow the one in front of them...

But I think the OP does intend to have 90 degree turns, since they mention the moving block sections from the old Mario games.
2012-03-30 16:28:00

Author:
KnutsoPX
Posts: 116


I had hoped the blocks would be able to make a 90 degree turn, but I've been told that's not possible. So I've been working around with the intent that the blocks can make a sort of C turn instead. Only with basic layouts of course so I can change whatever at a moments notice. 2012-03-30 16:34:00

Author:
Archideas
Posts: 88


I never said anything about making the blocks follow the one in front of them...

Yeah, I had to read back exactly what you said but that does not make snake-like behavior either. In the end, what comes closest is good enough, though; something doesn't need to have 4 wheels and a real engine in LBP in order for it to be a 'car'.

The real problem is indeed the sharp turns.

Here is another idea: make the entire pathing physical. Behind the rear (thick) layer, put a thin layer made out of cardboard, tweaked to have 0 friction. Cut a zigzag path out of it through which you will move circular cardboard shapes. You glue such shape to a block using invisible holo to connect rear thin layer to the front thick layer. This should guarantee that blocks do not sway off-course. You then however still need to make some smart logic that causes each block to first visit tag1 before it moves to tag2, etcetera. Hopefully the thick blocks do not get pushed aside in a manner that will get them stuck inside the thin cardboard path.

"Go physical instead of logic!", I never though I'd say that one day.
2012-03-30 16:48:00

Author:
Antikris
Posts: 1340


Just updating to say that Antikris, like the magician he is, whipped up a solution in almost an instant. Since I'm not very logic-savvy I'd be happy to post pictures of the creation he's made if anyone's interested.

How it works now is that the blocks can move in a rounded 90 degree turn if you'd so want to. It can't, as it's been stated, make sharp turns, but this work around is probably the best you can get. Some tinkering with the hologram railroads and you're all set for an almost perfect Mario styled ride.

Major thanks to you again, Antikris!
2012-03-31 19:56:00

Author:
Archideas
Posts: 88


What about having ALL the blocks in place, and use in/out movers, similar to some of the early DaVinci levels, but with sequencers instead of player sensors? It might not look as stylish as a single moving platform, but it would run alot smoother.2012-04-02 23:48:00

Author:
Brannayen
Posts: 438


I would do this in LBP vita with the invisible material. This way you can make sticker panel visuals and invisible physical blocks changing layers, as Brannayen said.

EDIT : though this prevents going upward, since the in-out mover would just push sackboy off.
2012-04-03 00:11:00

Author:
Unknown User


You could have a block carry sackboy up, and use the in/out movers for everything else.2012-04-03 00:34:00

Author:
Brannayen
Posts: 438


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