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Various Platforming Logic. Help Please?

Archive: 6 posts


Sorry for the long post BUT please read if you think you can help

So after playing some classic video games and giving some though about things sackboys can't typically do in LBP2, I set out to create a bunch of microchips which could make these ideas a reality. My goal is to create chips that do not necessarily have a certain input to them, that way, if I choose to give them away, creators can choose what button or situations activate the chip or ability. So far, thanks to comphermc's tutorials, I've created ledge climbing and ladder climbing, basic floor roll, and air dive. I have even begun working on a basic punch system, and even a sackbot which can swim in real water (this is the hardest part). However, I've hit a few walls that I was hoping someone could help steer me n the right direction.

-How do you put the Ledge Climbing chip and Ladder climbing chip on the same sackbot? I followed bot tutorials exactly and they both work separately, but not together.

-How would I create fence climbing like in Super Mario World? Like comphermcs ladder logic, I understand that I would climb from the back of the fence. But I want it to work something like like that logic (being able to move so much in one direction at one time) but I want it to be where you can still walk behind the fence, still be able to leap off the fence, and only attach and detach from the fence when you want to.

-How would I create a baseball slide like in the classic Mega Man series?

-How would I go about making a duck or a crouch like in the Mario Games

-Vine/rope/chain climbing logic? Want it to operate somewhat like the ladder logic, but with a shimmy to it (Also pole shimmy logic which acts like climbing up and sliding down a fireman's pole

-Tightrope walking? String and chain connectors would act as the rope They player has to move slowly to maintain "balance" If they move too fast, they could easily fall off

-Grabbable rope for climbing across gaps

-Kicking logic? (standing kick, running kick, kick while hanging or swinging)

-Pole swinging? in which you would build momentum to swing yourself forward to the next pole. You can also launch yourself upwards a short distance without swinging to another pole if it is above you.

-Ledge Shimmying? In which a sackbot would "shimmy" along a theck layer like one would do if they were creeping across the ledge of a building. Like tightrope walking, if they move too fast, they could fall.

-Ledge jump? Let's say using your everyday grab and release skills, your sackboy climbs across under a grabbable area. The problem is lauching your body over a creat distance to catch on to the next grabbable area.

-Logic where if you fall an extreme distance. After a certain distance, your body (due to something we call air resistance turns where you fall on your back (hard to explain, look up the bruce lee game for GBA for info)

I think that's all for now. Please if you could help please respond. I will make sure to give credit in the microchip
2012-12-31 04:56:00

Author:
TREMIC1
Posts: 263


For kicking logic, use a sequencer and place your animations in there. A gyroscope functions as the actual "kicking" animation. Set the gyroscope to a specific angle (you'll have to play around with how much of an angle you want). Since you've already been working on punching, you already know how to emit the damaging attacks, right?

You will also want to use directional facing so when you're facing left, you'll kick the correct way.

I can take some pics from my own logic for you if you need a visual aid. : )

For running kicks, you can use a speed sensor to tell the sackbot when to switch to a running kick instead of a regular kick. I think 3 or 4 is a good speed for a running kick... then you can use the same sequencer from the regular kick, but add a mover at the start and a mover at the end. The mover at the start of the sequencer can make the sackbot slide forward with their kick, and the mover at the end should have a speed of 0 to stop the sliding. Also, you can give the gyroscope a more dramatic angle. For my sackbot, I also added a smoke effect to make it appear like my sackperson kicked up dust during their running kick.

A jump kick can be accomplished with an inverted impact sensor. Use movers again, but this time make the mover go both forward and down.

Hope this helped! Again, I can take pictures if you need the help.


__________________________

Regarding falling an extreme distance: I think you can try using an inverted impact sensor and a timer to sense how long you have been falling. Then use a gyroscope with a slow acceleration setting to make it look like you are gradually turning to fall.
2012-12-31 23:42:00

Author:
Unknown User


I think I have some idea of what you are talking about but pictures would be a great help

Now I need help on the rest of this stuff
2013-01-01 19:33:00

Author:
TREMIC1
Posts: 263


Grabbable ropes?

It might not work, but try placing some Hologram with brightness at 0%, and putting a material tweaker on it, set to Grabbable.


If not, you could always consider making a rope that bridges a gap by putting some string across the gap, then getting some circular Dark Matter at its smallest size, (should be invisible) then drawing that over the gap, in line with the string. If you're unsure, ask me and I'll post a picture.
2013-01-01 21:09:00

Author:
Protoraptor
Posts: 960


would this work for tightrope walking logic as well, or would I need logic?

EDIT:

It would also be really cool if someone could help me figure out the other stuff
2013-01-04 16:32:00

Author:
TREMIC1
Posts: 263


would this work for tightrope walking logic as well, or would I need logic?

EDIT:

It would also be really cool if someone could help me figure out the other stuff

I'm not a logic guru, so I don't know all the stuff, but I'm sure someone else could help you.

But I don't think you need any logic for making a tightrope.
2013-01-04 17:46:00

Author:
Protoraptor
Posts: 960


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