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#1

How to make a combo?

Archive: 6 posts


Hi LBPC. I am making a Spider-Man Sackbot. It has wall climb, Double Jump, web swing, web shot & Spider Sense. Problem is. I am trying to make combos. Can anyone answer this? I have seen people do stuff like this before. :/2013-07-21 22:09:00

Author:
Unknown User


I remember seeing anything like that a while ago too, but I'm not finding it now...

As far as I remember, your character must have a hit button, let's say square. This button, when activated, is triggering an animation and creates a hitbox (an hologram, visible or invisible when the hit is succesful).
If the hit is a succes, you need a timer in your logic so that, within the 2-3 seconds after it, another press on square (or any needed button) is triggering another animation, and so on.

Hope that helps for the moment. I'll try to find that tutorial again tomorrow, but if anybody else remember it, go on!
2013-07-22 01:15:00

Author:
Djibees
Posts: 189


simple selector logic will do it no hologram needed
how many buttons is 1 combo is lit like r1 r2 x or is it like up up down down left right left right x o

here is r1 r2 x http://i1.lbp.me/img/ft/cb11c44aeb62f1afb4d0db38389c537728ba4a36.jpg
2013-07-22 07:06:00

Author:
JKY
Posts: 119


I remember seeing anything like that a while ago too, but I'm not finding it now...

As far as I remember, your character must have a hit button, let's say square. This button, when activated, is triggering an animation and creates a hitbox (an hologram, visible or invisible when the hit is succesful).
If the hit is a succes, you need a timer in your logic so that, within the 2-3 seconds after it, another press on square (or any needed button) is triggering another animation, and so on.

Hope that helps for the moment. I'll try to find that tutorial again tomorrow, but if anybody else remember it, go on!


I had a idea while i was sleeping last night. I wanted it to have random animations every time you press square. And that was the answer. If i can think about it. A Randomizer should be hooked up to 4 sequencers. Each with different combos in them. I would put the hitboxs of hologram in them. and movers for uppercuts and other various stuff. This is just a theory though.
2013-07-22 09:36:00

Author:
Unknown User


simple selector logic will do it no hologram needed
Yeah, in my mind, the hologram was to detect contact with a target, because I was thinking of a system where the combo is not triggered if you hit nothing at the first time.
Thank you for explaining the logic!
2013-07-22 12:16:00

Author:
Djibees
Posts: 189


Its okay guys. I finally figured it out. Well sort of. Instead of combos i just did attacks and my Sackbot can now do a uppercut and a slapping combo. In fact the level is published now.2013-07-22 17:27:00

Author:
Unknown User


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