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Recreate LBP 2 Pre-Beta Space-shooter?

Archive: 5 posts


Hello everyone. Ever since the release of LBP 2, I have often thought about the lost potential of levels that were scrapped from the final game. One of the most innovative ones, of course, was the pseudo-3D space shooter (that resembled Star-Fox on the SNES).

http://www.youtube.com/watch?list=FL_IbaiS3QanHBYLV5kDLFMg&v=OHnw9G9GpLg&feature=player_detailpage#t=289s

I'd like to know if anyone has created a near 1:1 accurate replication of the level. I'm more interested in the technology than I am interested in the original level though. I would like to know how to calculate the precise angles and lengths necessary to achieve a convincing perspective effect, and I would also like to know how to create and calculate the animations of the orange firewalls that are featured in the original level. The technology would be very helpful to me. (Even the enemy and emission logic.)

I'm looking forward to responses. Thank you all!
2012-07-11 01:03:00

Author:
synchronizer
Posts: 287


I think you are sort of over-thinking the whole thing.. It logic is very simple.. The landscape is made by taking a 1x50 (or so) strip of hologram, switching angle snap to 5 degrees, and copy and pasting the strip on top of itself, rotating it 5 degrees every time. You then delete to top half of the circle you make from doing that. Then you have those strips of hologram emitting at the top of the landscape, and having a mover bring it down (With acceleration approximately 60-80%) .. The firewalls I believe are emitted and animate to larger pieces, then the final piece rotates slightly to the outside, and moves down. All you need to make that fire wall damage to work is a tag that is activated on it when the animation looks like it is passing the player. (Probably trail and error). I hope this helped you out a little.2012-07-12 03:12:00

Author:
Wolffy123
Posts: 406


Yes, it is rather a simple concept, but I was looking for precise measurements and the like. Depending on the camera angle, how high the horizon line is, and so on, the strings may have to be wider, angled different, or shaped differently to achieve a convincing effect. How would I dind where to place the firewalls in the pseudo 3D space?2012-07-12 03:44:00

Author:
synchronizer
Posts: 287


Trail and error.. Tis always the best way ;D

I would have to be honest.. There is a 1 in a million chance someone would be able to give you the exact measurements.. I honestly think you would have to eye-ball it, and experiment with what you are able to do.
2012-07-12 03:52:00

Author:
Wolffy123
Posts: 406


There are perspective rules though, so I suppose one would have to do some research.2012-07-12 14:14:00

Author:
synchronizer
Posts: 287


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