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Creatinator Help!

Archive: 15 posts


I'm working on a survival level and I need help polishing it off. The level works with bounce pads on a scrolling background (like hedgehopping). but there are fiery walls that appear that the player must extinguish to progress. Extinguishing the fire, destroys the obstacle and sackboy is able to continue bouncing through the survival level.

I give sackboy a creatinator hooked up with a limited amount of water as ammo. as he continues through the level he can grab more creatinators to refill the water.

The level works fine, but I'd like to tweak it to look better.

I want to add a "water meter" (HUD/display) so that sackboy knows how much water is left in the creatinator.
I want to refill the meter by jumping on a "tagged" bouncy pad (instead of a creatinator).
Any ideas on how to do this?
2012-07-19 14:42:00

Author:
HeySK
Posts: 54


The first thing that comes to mind is that the players spawn into controllinators at the start of the level, and a sackbot made to look like each player does the bouncing. This would let you wire up logic to the "fire" button while the players are using creatinators, which would coincide with the remaining ammo/water.

However I have no experience with controllinators.

As for simulating a water recharge without giving players more creatinators, I wonder if there's some way to link logic to the creatinator. Use the same meter that displays the HUD to decide a simple binary "yes/no" fire system. When the meter is empty, the creatinator won't fire. Then you can just use counter logic to count up/down however many shots you want in the meter, and put player sensor/impact logic on certain bounce pads toreset the meter to full.

I think that if this can be achieved, it probably also requires a controllinator.

Hmm...
2012-07-19 15:42:00

Author:
Unknown User


I kind of feared that. I don't have a lot of controllinator experience... I was hoping for a way to accomplish those 2 things without a player-controlled sackbot.2012-07-19 15:51:00

Author:
HeySK
Posts: 54


this is not that hard to do. you will need to have them spawn in controllinators though. just have a block of invisible hologram flowing the sackbot the player is controlling and place a counter so it will be right above his head (assuming you want the hud there) then connect r1 to a timer with the same time as the creators firing speed with its output connected to its reset and also to the counter. then connect an impact censor, that detects the 'tagged' bounce pad. and connect that to the reset of the counter. that is probably the easiest way to do it.2012-07-19 21:04:00

Author:
slidedrum
Posts: 189


Thanks... I'll play around with the sackbots and see if I can make it work... If you're curious, here's what the level looks like right now...

http://lbp.me/v/c24x4s
http://littlesigplanet.com/sigs/level/c24x4s/wallpapers_vita/0/sig.png (http://lbp.me/v/c24x4s)
2012-07-20 11:52:00

Author:
HeySK
Posts: 54


Something like this?:
http://id.lbp.me/img/ft/2bd76989bcf45f24e5acaa60e58895223bd8cb06.jpg
http://i5.lbp.me/img/ft/665c7fea39f01586f186667a5360c1e66fb9696b.jpg

I put it in room 3-3 of my Prize giveaway level (http://lbp.me/v/cr8mhq) if you want to try it out. You can copy or tweak it if you want, i don't really care It only works for 1 player and sackbots, by the way. For sackbots, you'll need to place a tag on the sackbot, and have the follower follow it. Easy as pie!
2012-07-20 12:40:00

Author:
Deurklink1
Posts: 346


Wow!!

That looks much easier than I thought it would be. What's about the bar that's stuck to the hologram? what tool is that?
2012-07-20 22:24:00

Author:
HeySK
Posts: 54


The bar is a timer. I inverted the output so it slowly turns black.2012-07-21 00:03:00

Author:
Deurklink1
Posts: 346


Pressing on the R1 button shoots, then there's a delay between the next shot, then another one. So the meter can't be only a timer.

You'll need to make a pulser (1-shot counter, hooked to it's own reset). Connect the R1 button to it. This will detect the initial press. You also need R1 to start a timer filling up. This timer will be reset when it is full OR when you release R1, so use a NOT gate and an OR gate for that. Then you can use an OR gate with both the timer's and the pulser's outputs, and make it fill up a counter. Invert the counter, so it looks like it is emptying instead of filling. Make some holo sections on specific bounce pads an place a tag on them. The corresponding impact sensor will reset the counter. Rotate the counter by 180? and place it over the player's head. That's one way to do it.

You could also make the player control a bot in a different way. Instead of using wireless, you would connect each output of the player's controlinator into the bot's controlinator inputs. What for? Then you can make sure R1 doesn't actually shoot with the creatinator by not connecting the player's R1 to the bot's R1. Then, in the previous logic, the part which made the counter increase (even if it looks like it decreases) will also be connected to the sackbot's R1 input. This way, you are 100% sure of the amount shot. The only problem concerns angle: it seems sackbots auto-aim to the right when no signal is fed to them. You might need to store the right-stick x and y strengths constantly EXCEPT when they are 0, and then feed them to the sackbot's rightstick. That however, I need the game in front of me to build it. (it's 12pm now)
2012-07-21 04:53:00

Author:
Unknown User


Pressing on the R1 button shoots, then there's a delay between the next shot, then another one. So the meter can't be only a timer.

Actually, you can. If the delay between shots is 0.1 seconds, and you have 50 shots, the timer would be 5 seconds. I tested it out and it works. If the delay between shots is 0 seconds, it actually shoots 3 bullets per 0.1 seconds. It would then take a 5 second timer if the ammo was 150. The timer only moves when R1 is pressed.
I tested this and it works, you can see it for yourself in my prize giveaway level.

Also,if you saw the level HeySK is working on, you're supposed to hold R1 for a pretty long time else you're dead
2012-07-21 10:48:00

Author:
Deurklink1
Posts: 346


I tried some concept work on replacing the hologram with stickered bouncy pads, but I think the creatinator, in this case, might actually be a better solution for game-play. Im still tweaking how I want my water-meter to look, but once installed, Ill be decreasing the amount of H2O that each creatinator supplies.

Right now, I feel that the creatinator gives out too much ammo, but without players knowing exactly how much is left, they're forced to rely on instinct. I think the extra ammo might allow for less frustration.
2012-07-21 13:04:00

Author:
HeySK
Posts: 54


Actually, you can. If the delay between shots is 0.1 seconds, and you have 50 shots, the timer would be 5 seconds. I tested it out and it works. If the delay between shots is 0 seconds, it actually shoots 3 bullets per 0.1 seconds. It would then take a 5 second timer if the ammo was 150. The timer only moves when R1 is pressed.


What I mean is that if the player just presses the button really fast instead of holding, it will not shoot the same amount of bullets then if you hold it for the same amount of time. If I press it for 0.1 seconds, 10 times, it would shoot 10 bullets in 1 sec (well, 1 sec + the time waited between presses, but the timer will only count 1 sec). If I hold it for 1 second, it will shoot an amount based on the set delay between shots. This is why you can't just wire R1 to a timer.
2012-07-21 20:37:00

Author:
Unknown User


What I mean is that if the player just presses the button really fast instead of holding, it will not shoot the same amount of bullets then if you hold it for the same amount of time. If I press it for 0.1 seconds, 10 times, it would shoot 10 bullets in 1 sec (well, 1 sec + the time waited between presses, but the timer will only count 1 sec). If I hold it for 1 second, it will shoot an amount based on the set delay between shots. This is why you can't just wire R1 to a timer.

You're right about that, you would then need a counter that subtracts one whenever the R1 button is pressed or when the R1 button is pressed and .1 seconds have passed. In HeySK's level, the timer method is accurate enough, because you will die if you don't spray water fast enough
2012-07-21 22:01:00

Author:
Deurklink1
Posts: 346


actually, one of the tricks that ive found to getting a good score is to use your water in short bursts. It only takes a few shots to destroy the flamey walls. If you conserve ammo you can collect score bubbles for a couple of screens before you need to get another creatinator...2012-07-21 23:54:00

Author:
HeySK
Posts: 54


actually, one of the tricks that ive found to getting a good score is to use your water in short bursts. It only takes a few shots to destroy the flamey walls. If you conserve ammo you can collect score bubbles for a couple of screens before you need to get another creatinator...

You would need a counter then, with an input that pulses when R1 is pressed or when R1 is pressed and a timer reaches 0.1 seconds. That 0.1 second timer should reset itself when R1 is released or when it reaches 0.1 seconds. Or you could simply cope with the little inaccuracy I will try making this tomorrow, if someone doesn't beat me to it.
2012-07-22 00:30:00

Author:
Deurklink1
Posts: 346


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