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Ragdoll death animations

Archive: 4 posts


I started experimenting with making a platformer and I ended up making this tutorial. Hope this video helps you guys with future levels =D


http://www.youtube.com/watch?v=zJDaeye9d3I

Don't be afraid to leave comments and ask questions! I would be happy to answer them =)
2013-03-03 23:28:00

Author:
BLAHBLAH1000
Posts: 72


No change layers man!

Try experimenting with giving the sticker panel itself properties. Any material you'd like (even hologram/sticker panel/tv static) that is a collison object (floor, walls, ceiling) needs a two different tags. On all of them have, maybe labeled collision or something. The other is the should be labeled the opposite direction that that it is facing. For example, a block on the floor could be labeled "collision" and "up." Now the fun part - for each direction, you will need a impact sensor that includes touching. all of these need to be wired through selector gate. for each selector port, look at the label from your impact sensors and create a very small mover for each direction. the strength needs to be somewhere around 45 or 50% on all of them(at least four but if you're a smart fellow you can figure out how you would need eight) but the speed should be very small. Play with the settings until you get what you like. All your selector ports need to be wired to an Or Gate as well. But we'll get back to that later. Next, the "collision" tag. This is much simpler but very necessary. First, a impact sensor with included touching of course. Now create a anti-gravity tweaker that is at 75-80% strength (Make sure the logic you've already created for moving left to right and jumping is all at 100%) This is to keep the sprite from moving into the collision object. Also the collision tag impact sensor needs to turn off any logic you've created that moves your sprite. A quick way to do this is by placing all of your logic onto an extra microchip and shrinking it down, then the input to that microchip needs to have the impact sensor with a Not Gate in between. Or just copy the impact sensor and have two, and the second one being inverted and thats whats wired to the microchip. Whatever floats your goat. Finally, a 100% gyroscope never hurt anyone. Now, since you no longer have a material affected by gravity, your sprite needs to have a mover attached thats going down at whatever speed you feel gravity should be, with 100% as to not effect our other movers and such. This mover needs to be turned off by both hitting a collision object thats on the ground, and by pressing the "X" button.
















Or you could just code.
2013-04-28 20:55:00

Author:
megaextremist
Posts: 221


Thats a great idea and I did think about doing something like that, but I find it easier just to use sticker panels as decorations and have the collision be a solid object. It just makes it simpler so you don't have to place tags on everything. However if you are making an actual level with this, it's better to use tags so you don't have the spawning issue. Thanks for the tip 2013-04-29 21:26:00

Author:
BLAHBLAH1000
Posts: 72


A wise man once said, all logic is like an onion. Make it as complicated as you'd like.2013-04-30 04:00:00

Author:
megaextremist
Posts: 221


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