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[HELP] Artificial gravity with Sticker Panel material and collision
Archive: 12 posts
I am making a platformer with 100% Sticker Panel. I have bin trying to make a way for my character to stop exactly on a platform, instead of going a little bit through it. I also want to be able to make a way to stop moving a certain direction when hitting a wall. I just have two separate advance movers and one turns off when my hitbox (one for the left and right) touches the wall and turns off, it works, sorta but the same problem is, it goes through it a little. Is there anyway to make this better? What should I put the settings for? Thanks in advance. | 2012-06-29 03:16:00 Author: Unknown User |
I am making a platformer with 100% Sticker Panel. I have bin trying to make a way for my character to stop exactly on a platform, instead of going a little bit through it. I also want to be able to make a way to stop moving a certain direction when hitting a wall. I just have two separate advance movers and one turns off when my hitbox (one for the left and right) touches the wall and turns off, it works, sorta but the same problem is, it goes through it a little. Is there anyway to make this better? What should I put the settings for? Thanks in advance. adjust your minimum radius to see if that helps. it did with a breakout game I was making | 2012-06-29 08:03:00 Author: GribbleGrunger Posts: 3910 |
adjust your minimum radius to see if that helps. it did with a breakout game I was making Too what? on what? I'm pretty sure there is nothing I am using that needs it. | 2012-06-29 20:34:00 Author: Unknown User |
Is your character also sticker panel? You could use a tag and impact sensor set up and just encase the character in invisible sticker panel. Then place your tag on that piece of sticker panel and make it slightly larger than the character. Or maybe you want that the other way around and put the impact sensor on the sticker panel and then have the tag on the floors. Then output the impact sensor to whatever logic you have to stop the character. | 2012-06-29 22:48:00 Author: KnutsoPX Posts: 116 |
Too what? on what? I'm pretty sure there is nothing I am using that needs it. I assumed you had a tag on the sticker panel and an impact sensor on your sackbot's hit box? then when the sackbot hits the wall you just disable the controls for moving in that direction, but I think I misread it lol | 2012-06-30 02:31:00 Author: GribbleGrunger Posts: 3910 |
Is your character also sticker panel? You could use a tag and impact sensor set up and just encase the character in invisible sticker panel. Then place your tag on that piece of sticker panel and make it slightly larger than the character. Or maybe you want that the other way around and put the impact sensor on the sticker panel and then have the tag on the floors. Then output the impact sensor to whatever logic you have to stop the character. Yeah, that's what I set up, but my character doesn't stop fast. it continues to go down an inch or so, depending on the speed of it going down. I assumed you had a tag on the sticker panel and an impact sensor on your sackbot's hit box? then when the sackbot hits the wall you just disable the controls for moving in that direction, but I think I misread it lol Yeah, sorry if I wasn't detailed enough, but both the floors and characters are sticker panel. | 2012-06-30 03:12:00 Author: Unknown User |
I was recently working on a similar project. I simply cheated a little and used layers of invisible material superimposed with the sticker panel where collision detection was required. Easy. What will soon become apparent to you as you work on your level though is that the more stickers you add, the worse the sticker bug gets. Eventually the whole thing will look like a horrible glitchy mess. I quit the project because of it. Wish Mm would fix that **** already. The sticker bug has been happening for, what...3 years now? | 2012-06-30 04:07:00 Author: Ungreth Posts: 2130 |
I thought the sticker bug had been sorted out a while back. I can't remember the last time I played a level using a lot of sticker panels that had any problems at all. | 2012-06-30 04:14:00 Author: GribbleGrunger Posts: 3910 |
Definitely not sorted. I've been working on an all SP level for some time and the bug gets progressively worse. A friend has also been working on an all SP level which she showed me the other day, and all adjacent borders of her sky panels on the rear thin layer were showing the telltale signs of sticker instability. | 2012-06-30 05:45:00 Author: Ungreth Posts: 2130 |
oh, I could have sworn someone said it had been sorted. Do you think perhaps it's more likely to happen on levels that are predominately SP. I recall playing a level or two that seemed to have fixed the problems I saw when I first played them. I'm assuming you mean the yellow triangles with the exclamation marks in them? perhaps there's a problem I know nothing about | 2012-06-30 07:49:00 Author: GribbleGrunger Posts: 3910 |
oh, I could have sworn someone said it had been sorted. Do you think perhaps it's more likely to happen on levels that are predominately SP. I recall playing a level or two that seemed to have fixed the problems I saw when I first played them. I'm assuming you mean the yellow triangles with the exclamation marks in them? perhaps there's a problem I know nothing about That's the complexity warning, a totally different kettle of fish. I'm talking about the bug where stickers placed on objects start to flux and display stickers from other parts of the level, sometimes even displaying stickers you once used but have since removed from the level. It's been there since LBP1 and many consider it to be the number one bane of level aesthetics. It can really play havok with the pretty little scene you so lovingly and painstakingly created, particularly where a number of large stickers are used in close proximity to each other. | 2012-06-30 08:46:00 Author: Ungreth Posts: 2130 |
I had no clue that existed | 2012-06-30 09:07:00 Author: GribbleGrunger Posts: 3910 |
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