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The Hammer (the Boss)
Archive: 8 posts
Hey, everyone. As I've posted up, I'm making a series of levels. A couple things I'm doing for the boss level. 1) Make a movie camera 2) Make the boss ("The Hammer") But I have a couple of things on both sides, based on the ideas that the video on the bottom provides. http://www.youtube.com/watch?v=QN9osUulFH0 1a) How can I make "The Hammer" appear (does not have to be exactly as he starts to appear in the episode) via Movie Camera mode? 1b) How would I be able to make him "talk" during said Movie Camera mode? 2a) Making the guy won't be a problem. But I will have an issue with his hit detection (when it comes to stuff thrown at him). How can I make it so he takes "furniture" shots as seen in the episode? I'm sure the Creatinator will provide something, but that problem will come up. Please let me know. | 2013-07-31 02:47:00 Author: Unknown User |
1) Actually, the way he appears in the episode is quite funny. But here's my own "funny apparition idea": zoom on the door he is supposed to appear, with tragic music, then wait. Nothing happens. Unzoom. The guy is behind the players. 2) You can put tags on every furniture your player grabs and launch. When a player grabs something, a tag lights on, making the furniture harmful. When a furniture is dropped, a counter will countdown 2secs to zero before the tag on that furniture resets to harmless. Also, you might destroy any furniture when it hits the character, because some players could keep said furniture in its hand and use it as a shield. 2bis) As I wrote 2), I though you'd prefer a system in which the furniture is harmless when grabbed, but harmful when thrown (but not dropped). Basically, you'd need the 2) furniture model, and add a velocity detector to an AND gate to the 2sec countdown counter, to lit the harmful tag. I might try this myself, out of curiosity. | 2013-07-31 12:55:00 Author: Djibees Posts: 189 |
Wow... That might be something cool. But is it possible to provide visual evidence to what are you saying? | 2013-08-01 00:36:00 Author: Unknown User |
Or maybe the furniture could have a tag, and the Hammer has a impact sensor that recognizes the furniture has a tag. Then, it takes away some health. | 2013-08-01 00:43:00 Author: Radio447 Posts: 159 |
Providing some pictures for evidence! Here is your Hammer. He is ugly. http://i2.lbp.me/img/ft/e1269daeaa36b114479125d8d8bc57259c73b8e3.jpg Yes Hammer. You are ugly. Do not try to deny it. The Hammer has a detection tag on him. I just added a grunt when the ball is near, because it's just a dummy test. Your real Hammer should have a collision detector (with a "tag needed" option) and... whatever fit your needs as the resulting action when he is hit. Solution 1: Harmful if grabbed or 1sec after being dropped http://ia.lbp.me/img/ft/2dacf4c80f6a04e520463fffb7dc4e7390a4e96c.jpg I call it the Blue moon ice cream. For no reason whatsoever. Too bad I didn't noticed the notes aren't showing on the pictures. On this pic, note says: tag on while grabbed and 1 second after being dropped. So, when you grab your furniture, the NOT gate resets and the entry 1 in the selector is chosen, turning the furniture in a dangerous weapon. When you drop it, the NOT gate starts the timer, and after one second turns off the tag because the 2nd entry in the selector goes into nothing. Solution 2: harmful if grabbed or thrown, but harmless if dropped http://i8.lbp.me/img/ft/c988ec3f0bd022bb9044dd83aa252710d18beb1d.jpg Color-coded for your convenience. Left note says: detection speed set to 6, all directions. Upper right note says: tag on while grabbed and 1.5 sec after being THROWN but is off immediately when dropped. This one has been trickier. It makes the furniture harmful if you catch it and throw it, but resets it to harmless when you just drop it down. This is almost the same as 1), but with a speed detector, so it makes the difference between a drop and a throw. Notice the timer is no longer connected to the NOT gate but to the speed detector. Also, the timer is set to countdown instead of counting. When thrown, the timer goes from 1.5 seconds to zero before switching the tag off. When dropped, the NOT gate switches off the tag instantly. I added a ringing sound just to help me figure the good speed settings. Now you can put these chips on your furniture and teach a good lesson to THE HAMMER! | 2013-08-01 01:10:00 Author: Djibees Posts: 189 |
Cool! I tried them out and I think I've got the hang of them. Now, how will I make a "health bar" for the Hammer? And also, that "apparition trick" you brought up... How can I execute it once the player crosses the checkpoint with the Grabinator? Visual evidence is also greatly appreciated. | 2013-08-04 05:07:00 Author: Unknown User |
For the health bar system, I never used one myself, but there is a lot of tutorials on this site. Also, you could watch comphermc tutorial (http://www.youtube.com/watch?v=JXJzQrsGxpc), which is must-see. Or, Reblskum propose a full kit of advanced logic here (https://lbpcentral.lbp-hub.com/index.php?t=81121-The-Master-Creator-Pack&highlight=health+system), it looks pretty complete. For the apparition trick, you will need a chip with a detector linked to a sequencer. Place a player detector after the checkpoint, so when "all players" are detected at the same time, it triggers an animation on the sequencer: put a cinematic camera on the sequencer and tweak it so it zooms on the players. On the same sequencer, after the camera, place an emitter that will emit the Hammer off-screen at this moment. Then, put a game camera with defaut settings at the end of the sequencer, so the camera zooms back at the end of the animation. You may have to tweak the sequencer (to have the good speed) and camera settings to have the effect you're looking for. | 2013-08-04 12:54:00 Author: Djibees Posts: 189 |
Sounds harsh... Any visual stuff to indicate what are you saying? I basically attach the "Health Logic" and "Health Display" stuff to the Hammer? | 2013-08-07 02:44:00 Author: Unknown User |
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