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#1

Mario style Koopa and shells possible?

Archive: 10 posts


I have been putting some though into making some Koopas(turtle looking guys) from Mario into LBP. Here is what a fully functional Koopa would entail:

Next are all the properties of a Koopa shell that would be required, if you have played much Mario you can probably skip reading this part.
1. Walking turtle guy, dangerous on side, killable on top(bounce off when killed, like a normal brain).
2.When killed would leave a shell behind.
3. Shell must be grabbable while motionless.
4. Shell must be light and able to carry around while jumping.
5. Shell must be kickable. So that running into a motionless shell would cause it to slide until it hit a solid object. Hitting a solid object should cause the shell to change directions.
6, While in motion, shell must be dangerous on sides but stoppable by jumping on it.
7. A moving shell should kill enemies.

Bold ones seem most difficult to implement.


The really hard part of this would be the movement of the shell. Getting it to be carryable, trowable, kickable, and have it bounce of walls and hurt you while moving seems very difficult.

Has anyone done this already, or do you guys have any ideas about how to do this easily?
2009-01-09 10:03:00

Author:
Walter-Kovacs
Posts: 542


Well there is no kickable material nor is there a bouncy material... so... it would propably looked extremely scripted and fake no ? i cant envisioned anyway of doing this that wouldt look really unnatural so it wouldt be much fun and look ugly.

You should design your own ennemies with the set of tools imho.
2009-01-09 13:40:00

Author:
Dakurv
Posts: 28


Wow, that's a hard one.

I think you probably know how to do 1 and 2. Just use a magnetic switch that goes off once the enemy is killed and activates an emitter, emitting the shell.
I'll try going through step for step.

I'll use the switch names from my switch collection level, seeing as you played it and will know what I'm talking about.
For those who don't know what the switches I talk about are, check out my switch level (see signature).

3 - I'll explain this one later.. after point 5

4 - Keep it small and make it out of sponge or styrofoam (there's a weight-guide in the "Creator Tips" thread. There's a link in the sticky "Tips, Tricks, and Everything Else For Creators". )
But as sackboy is not the strongest and "keeping it small" might not be that easy, you will probably need to use floaty-material to negate the weight of the other materials and hide it somewhere. Refer to the weight-guide for that.

5 -
Here's what I would do:
Put sackboy-sensors on the sides, with a very small radius. The shell would need some hidden wheels with motorbolts (no creature wheels here).

To make it check into which direction the shell should go, do this:
- Both sensors to an OR Gate and the OR Gate to State Switch #1.
- Both sensors to a second State Switch #2, this time each a different input (no OR Gate.)
- Both outputs of both State Switches (#1 and #2) to a different AND Gate, so that there are 2 AND Gates, both with one input from each State Switch.
- Both AND Gate outputs to a Direction Splitter.
- Direction Splitter to the motor bolts of the hidden wheels of the shell.

This way, if the shell is touched from the right, it will go into one direction and if it's touched left it will go into the other direction. If the directions are the wrong way round, just invert the 3-way switch of the Direction Splitter.


I can think of different ways to make it turn after hitting a solid object, but here's the one that I think will keep the shell's weight low.

- Put a Magnetic Switch right next to Sackboy Sensors with about the same radius. Now connect both Magnetic Switches to State Switch #2 via OR Gates. Keep the Direction Splitter in mind and attach them to the correct Input. Now just put Magnetic Keys onto each solid object that the Shell is able to hit.

What it does: If the shell hits the wall, one of the Magnetic Switches will activate, changing the state of State Switch #2. This will result in activating a different AND Gate, thus pulling the 3-way Switch of the Direction Splitter into the other direction.

- - - back to 3:
Using State Switch #1, you can control wobble bolts on the sides of the shell. Make two blocks out of one grabable material and one not-grabable material and attach it to the sides of the shell, using a wobble bolt, that can go 180 degrees. Now since State Switch #1 has 2 States, which are: "The shell is moving" and "the shell is not moving", you can attach it to the wobble bolts, so that it will turn the block of grabable and not-grabable material around, depending on what state is active.

6 - If you look at "back to 3" above, you can just make the non-grabable material out of poison gas or electrify it. I recommend poison gas, to keep the weight low.
To make it stop by jumping on it, put a sackboy sensor on top with a very small radius (again) and attach it to the other Input of State Switch #1.

7 - This shouldn't be a problem. Just put a Magnetic Key on the shell and a matching Magnetic Switch on each monster. Switch to one-shot and linked to brain, and the monster will die once the shell is near.


There might be a problem. The shell will probably start to move once it is grabbed. If so, just use a grab-switch to either prevent State Switch #1 to activate or to set it to state "shell does not move". Or both. You will need different gates depending on what you want to do.


I think that should completely solve what you want to do, if I haven't overlooked something. The shell might seem overly complex now, but it really is not that simple of an object.
As I just noticed that this concept I just thought of is quite big, I kindly ask you to credit me if you use it

Hmm.. after thinking of all this, I kind of feel like making one myself xD


If you don't really understand what I described (it IS not short and not that easy), feel free to ask anything. If you want, I can also try to make a diagram. Just tell me if you want more of an in-game graphic or more of a wiring diagram.



Edit:
@Dakurv You shouldn't jump to a "it will not turn out nice" conclusion without thinking about it. There's a lot possible with this game and it's rarely impossible to make it look nice too. Always think about different solutions, not just "I want to kick it" --> "There's no kickable material, so it doesn't work".
2009-01-09 13:53:00

Author:
Shiwayari
Posts: 167


I'd just like to point out that both types of floaty material are grabbable and can be used for grab switches.

You don't need the entire thing made out of floaty though. Some sort of counterweight, either the floaty or whatever the rest of the material is made out of, should help.

Polystyrene is lighter than sponge as a weight reference.

You could also have it in a resting state with grabbable/sensor stuff closer to the player, and then when it is in motion a wobble bolt turns this part to the top, exposing some sort of deadly element while it's moving.

I hope that makes sense.
2009-01-09 19:21:00

Author:
Elbee23
Posts: 1280


Thanks for the tips, especially the really detailed ones from Shiwayari. I don't know if I am even going to attempt this though, since it will take a long time and I am leaving for Hong Kong in 2 weeks.2009-01-12 04:02:00

Author:
Walter-Kovacs
Posts: 542


I think you could try a couple things to simulate the shell, but it'd be tricky.

Step one: Build your koopa, not hard.

Step 2: Build the shell seperatly. Now Idon't quite know how to do this, but make it so that when the koopa dies it emits the shell.

Step 3: This will be a really REALLY complex mechanism, but I think it's possible. You need several parts to the shell. First a wheel on the bottom hooked up to a directional wheel on apiston that lifts it off the ground and puts it back down.

You'll need two spikes, left and right, set to pistons that stick them out the sides just enough so sackperson dies when hit by it.

And an itsy bitsy little button on either side.

Now we'll need 3 phases for the shell. Still, moving, and picked up.

When emitted, the wheel and spikes are pulled into the shell. now we need to add 3 proximity switches. one on top, and one on each side.

Heres what happens:

Step 4: Still > moving

To do this, simply have the wheel spinning constantly. When still the wheel is pulled up inside so it sits there. When you hit the left side the wheel is set to psin that way,AND the piston pushes it down, causing the wherel to hit ground and start moving. Then the phase also pops out the spikes so when you get hit by the spinning shell you die.

Now have the little buttons change direction of wheel too when they hit wall.

Moving>Still

This is pretty simple actullay. Have the proximity switch on top tuck in the spikes and the wheel so it stops moving.

I really don't think having a grabbable shell would work tbh. You could accidently flip it over and such, which would suck. Just make it shoot off and stop should be good enough.
2009-01-13 20:11:00

Author:
lionhart180
Posts: 200


I have an alternate (easy) way of doing the shell.

Make it out of a heavy material; stone or metal, or at least something with some heft, weighted to the bottom to prevent flipping. Grabbable material on the sides. And the bottom of glass. You should be able to grab it, run along and get it going, then let go and it'll slide along well by itself. Obviously, that's for a very different type of mechanic, but it keeps it simple.
2009-01-14 18:16:00

Author:
Mark D. Stroyer
Posts: 632


I have an alternate (easy) way of doing the shell.

Make it out of a heavy material; stone or metal, or at least something with some heft, weighted to the bottom to prevent flipping. Grabbable material on the sides. And the bottom of glass. You should be able to grab it, run along and get it going, then let go and it'll slide along well by itself. Obviously, that's for a very different type of mechanic, but it keeps it simple.

That would be sweet for something like..

Theres a horizontal tube filled with gas. At the end is a button. Grab shell, aim, and throw down the tube to hit button
2009-01-16 18:36:00

Author:
lionhart180
Posts: 200


For the jumping one, it's not gonna be possible to make a natural seeming one (I think), seeing as Sackboy doesn't have enough power in his jump to lift such things.2009-01-16 19:41:00

Author:
DrunkMiffy
Posts: 2758


That would be sweet for something like..

Theres a horizontal tube filled with gas. At the end is a button. Grab shell, aim, and throw down the tube to hit button

Right. You could also do some enemy-bowling with that kind of thing. Again, it's not the same shells you find in the Mario games, but it's the LBP-ization of it.
2009-01-16 20:14:00

Author:
Mark D. Stroyer
Posts: 632


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