#1
Teleporter pods
Archive: 124 posts
I made some cool teleporter pods tonight. Should have a fun level put together in a couple of days. YouTube - Teleporter | 2009-01-29 08:59:00 Author: Jaeyden ![]() Posts: 564 |
Great! I would love to see how this has been done. | 2009-01-29 09:30:00 Author: Unknown User ![]() |
Wow, I'm amazed. I dare say I have no idea how you managed to do that ![]() I was just expecting some kind of box with a super-fast piston that would bring you from one place to the next. I guess that shows that there's more that can be done with LBP than meets the eyes. Awesome stuff ![]() | 2009-01-29 11:30:00 Author: Gilgamesh ![]() Posts: 2536 |
Jaeyden gave me a live demonstration of this earlier today. What can I say? The man continues to surprise and amaze me, he is truly a talented creator with a Midas touch and I can hardly wait to see how this is implemented into a level. | 2009-01-29 11:37:00 Author: OCK ![]() Posts: 1536 |
This looks great! Is it simply respawning you at the nearest door to where you die? I see it destroys itself after you come out. Is this how you get it to respawn in a different place? I'm very curious..... ![]() | 2009-01-29 11:43:00 Author: wexfordian ![]() Posts: 1904 |
You can make a checkpoint that activates by itself; I dunno if he used that. I saw pistons and possibly magnetic keys under where the checkpoints were situated, so... | 2009-01-29 11:45:00 Author: Unknown User ![]() |
You can make a checkpoint that activates by itself; I dunno if he used that. I saw pistons and possibly magnetic keys under where the checkpoints were situated so... But there were brains on it also so I thik the mag keys were connected to the brain to destroy it? Aaaahhh ![]() C'mon Jaeden, PLeeeeeease tell us your secret ![]() | 2009-01-29 11:52:00 Author: wexfordian ![]() Posts: 1904 |
HOW!? This is amazing! | 2009-01-29 12:20:00 Author: blizzard_cool ![]() Posts: 752 |
I've been thinking of teleporting recently too, I quickly made a teleporting level just now after seeing this just to see if my idea would work. I've managed to get the 2-way teleport working and I can see how you could link one place to two but I want to know if you destroyed or disabled the original entrance to get it to work or whether making a new spawn automatically disables it. | 2009-01-29 13:37:00 Author: Shermzor ![]() Posts: 1330 |
This is cool, I think it's done by emitting a checkpoint or something I don't know | 2009-01-29 14:15:00 Author: Defaultsound ![]() Posts: 137 |
Jaeyden, as always I'm amased with the stuff you come up with, whether it be visually (Starstruck 3 was reeeeally cool!) or some awesome contraption like this! | 2009-01-29 14:38:00 Author: KAPBAM ![]() Posts: 1348 |
Hmmm, is it possible to capture an already active checkpoint? Maybe activate it using a switch? Gah, I'm tearing my noggin trying to figure out how this is done. ![]() | 2009-01-29 15:11:00 Author: Gilgamesh ![]() Posts: 2536 |
Hmmm, is it possible to capture an already active checkpoint? Maybe activate it using a switch? Gah, I'm tearing my noggin trying to figure out how this is done. ![]() Lol, until I actually want to use something like this, I ani't bothering with the figuring out xD I tried emiting a save point once, just to see, and it wouldn't even activate after I walked by it, so I kinda figured this would take more headscratching than is worth at the time xD So what I'm saying is props to those who do figure it out! | 2009-01-29 15:15:00 Author: KAPBAM ![]() Posts: 1348 |
Hmmm, is it possible to capture an already active checkpoint? Maybe activate it using a switch? nope it's not possible to capture an activated checkpoint, the only place where you can find activated checkpoints (except entrances) is in playmode, where you can't capture ![]() Switches seem more probable, but i doubt that. I think it may be that when you crush a spawnpoint and if it then spawns a new one the new one gets activated instead of that the you get sent to the scoreboard... ![]() ![]() | 2009-01-29 15:26:00 Author: Marklin80 ![]() Posts: 458 |
I just had a hunch. If you capture the entrance checkpoint, then spawn a new one, I think the new one automatically activates (since it's the entrance). Or maybe, if there are no activated checkpoints left, and a new one is spawned, then that one is automatically activated... I feel like I'm getting closer to the answer ![]() | 2009-01-29 15:31:00 Author: Gilgamesh ![]() Posts: 2536 |
I just had a hunch. If you capture the entrance checkpoint, then spawn a new one, I think the new one automatically activates (since it's the entrance). Or maybe, if there are no activated checkpoints left, and a new one is spawned, then that one is automatically activated... I feel like I'm getting closer to the answer ![]() That actually makes alot of sence! I think I'm going to go mess around in create mode, just to see if i can get a crude version of this working :hero: | 2009-01-29 15:33:00 Author: KAPBAM ![]() Posts: 1348 |
Closer to the answer, maybe. But it looks to me that he is using double-lifers, not entrance gates. | 2009-01-29 16:21:00 Author: Thegide ![]() Posts: 1465 |
Very cool...nice work! I am sure you can make a pretty awesome level with those...good luck and look forward to playing it when you are done!! | 2009-01-29 16:29:00 Author: Mattrick ![]() Posts: 214 |
My brain is actually hurting trying to work this out. Even the above solution sounds difficult to create ![]() I may mess around with the concept, but any level with these in should be brilliant! ![]() | 2009-01-29 17:26:00 Author: Coxy224 ![]() Posts: 2645 |
Wow! I go to bed and it's all quiet, wake up, and you guys are all over this. ![]() | 2009-01-29 17:40:00 Author: Jaeyden ![]() Posts: 564 |
Wow! I go to bed and it's all quiet, wake up, and you guys are all over this. ![]() I played that from your hearted levels. Figured that must have been the spark that got you wanting to make this ![]() | 2009-01-29 17:45:00 Author: KAPBAM ![]() Posts: 1348 |
I've updated my level 'Fade Paintgun facility' with a teleporter that can take you to two different places (I didn't want to make it return though, check my other porter for that). The way I did it was I captured the entrance in create and saved. Then you have to delete the original entrance by crushing or banging it against a wall with a piston. Then You create a switch which when you stand on it it will emit the entrance at a set point for a lifetime of about 4 secs. Then I wired up the same switch to emit a plasma ball which kills the player so then they get spawned at the entrance. If you have any checkpoints or scoreboards that are closer though you will 'spawn' at them, or rather you're camera will fix on them and you don't come out. I fixed this by replacing all (ALL ![]() Edit: Just thought maybe you can capture a double by placing it down, crushing the entrance then saving and reloading the level so that you come through the double and it's activated for capture. If it's true then please tell me so I don't have to stop my coursework >< | 2009-01-29 18:31:00 Author: Shermzor ![]() Posts: 1330 |
I played that from your hearted levels. Figured that must have been the spark that got you wanting to make this ![]() Yeah, I couldn't get his prize to work for me. He said he just found it on an object he created a while back. There are some limitations(the portal only lets three players through it) but snowflakecat figured out a way around it last night. I'll tell you how to make it and how to use em too. I know you guys will have this all figured out in no time anyways. ![]() | 2009-01-29 18:42:00 Author: Jaeyden ![]() Posts: 564 |
Yeah, I couldn't get his prize to work for me. He said he just found it on an object he created a while back. There are some limitations(the portal only lets three players through it) but snowflakecat figured out a way around it last night. I'll tell you how to make it and how to use em too. I know you guys will have this all figured out in no time anyways. ![]() So basically it's a mix of said portal with Snowflakecat's Infinite Lives Checkpoint? | 2009-01-29 19:17:00 Author: aer0blue ![]() Posts: 1603 |
Very cool, i loved them, keep up the great work mate | 2009-01-29 19:20:00 Author: Thee-Flash ![]() Posts: 3154 |
I knew how the first time I saw it, it's very creative! | 2009-01-29 20:35:00 Author: Schwem00 ![]() Posts: 255 |
Tried my double checkpoint idea and it works. So now you can have teleporting flower covered points, moving points etc. So back to the future is possible with you driving a car into a white light, teleporting, then arriving in another area with the same car. | 2009-01-29 20:37:00 Author: Shermzor ![]() Posts: 1330 |
Wow, very cool! It can be used in many levels ![]() ![]() | 2009-01-29 21:35:00 Author: Dante95 ![]() Posts: 504 |
me want! I will DEFINITELY use this in one of my levels. | 2009-01-30 03:39:00 Author: DRT99 ![]() Posts: 431 |
Nice Concept + Video... Good Job![]() | 2009-01-30 22:30:00 Author: Zorez ![]() Posts: 83 |
Tried to update OP, but won't take the new Youtube. Here's a bit of the level coming together. YouTube - Somnius Portalis! | 2009-01-30 23:21:00 Author: Jaeyden ![]() Posts: 564 |
Wow! I go to bed and it's all quiet, wake up, and you guys are all over this. ![]() Man not to toot my own horn, but I was the one who was advertising cykelpumpen's level all over this place. I knew eventually someone talented like you would expand and evolve on his idea. That why I love this game so freakin much ![]() | 2009-01-30 23:27:00 Author: tyboogie ![]() Posts: 96 |
Tried to update OP, but won't take the new Youtube. Here's a bit of the level coming together. YouTube - Somnius Portalis! (http://www.youtube.com/watch?v=9I17AWlBa1U&feature=channel_page) Very nice effect on the star portal.(?) I also like the camera angles you have going, even though a bit are choppy, I know it's still in work so, can't wait to see the final version. | 2009-01-30 23:33:00 Author: Whalio Cappuccino ![]() Posts: 5250 |
Got to run through this a bit in person yesterday... Can't wait to see the full level, the portals are just plain fun to go through ![]() | 2009-01-30 23:38:00 Author: KAPBAM ![]() Posts: 1348 |
Man not to toot my own horn, but I was the one who was advertising cykelpumpen's level all over this place. I knew eventually someone talented like you would expand and evolve on his idea. That why I love this game so freakin much![]() Toot your horn man. You ARE the one that got me to check it out. :hero: | 2009-01-31 00:01:00 Author: Jaeyden ![]() Posts: 564 |
Just wondering, in the latest vid, what'd happen if you died or committed suicide after the yellow portal disappears? Would it take you to the next portal anyway? | 2009-01-31 00:09:00 Author: Ace ![]() Posts: 118 |
Just wondering, in the latest vid, what'd happen if you died or committed suicide after the yellow portal disappears? Would it take you to the next portal anyway? Hey yea that's a good question... Did you test it out in your level? What does happen if you die after spawning through a teleporter? | 2009-01-31 00:20:00 Author: KAPBAM ![]() Posts: 1348 |
Wow just wow....that is freaking amazing and I'm glad it's my favorite creator that's using this new innovative portal design. I still don't know how you make things look as good as you do, but just wow man. I CAN'T WAIT for your level to go live...my god | 2009-01-31 00:40:00 Author: Neverynnal ![]() Posts: 374 |
Well, Thats a great question. And the answer is that right now it all depends...the nature of the portal being created and destroyed means that you have to balance creating new ones to be ready for the player. I have it set two ways right now, some portals allow you to pop it to skip a section, the others will punish you by game over if you pop it. I'm still working on gameplay vs. mechanics right now. Most likely I will build a system that sends you to purgatory if you try to cheat and pop it. The level will most likey be a race and score bubble level that eliminates as many "death" variables as possible. | 2009-01-31 00:47:00 Author: Jaeyden ![]() Posts: 564 |
You could whack on a 'logic gate' saying if a star portal is 'dissolved' it will create a new portal in a punishment area, when the player gets near to where he/she is meant to go make it so this punishment portal disappears so game play resumes. It's possible, I have one of my special diagrams ![]() | 2009-01-31 12:25:00 Author: Shermzor ![]() Posts: 1330 |
Awesome stuff. I would save this idea for the proper infinite checkpoint in the next patch so you could move one or two checkpoints around the whole level and let the player teleport as much as they want without getting the alarm or a slip up... but the look on your teleport system using the plasma is such a seamless feel to the idea and you'll probably want to get it out there before someone else does it. It's like you've combined the 3 biggest requirements for IC's and moving checkpoints and perfected them into one object. It really looks and sounds like teleportation. I can't wait to see the level in action. Someone besides Elbee play Sackboy's Inferno episode two. That was the first level to do the moving checkpoint respawn as far as I'm concerned, but I'll have to check out the level tyboogie recommended. | 2009-01-31 13:02:00 Author: Unknown User ![]() |
Hey, for the people wanting to make teleporters I made a 6 stage tutorial. To get the tutorial go on my 'Fade Paintgun test facility' level and at the start go towards the teleporter; there are two blocks on the background that stand out. Stand in line with the blocks and fire upwards to get the key. The level is located in Japan and I have included a way to eliminate the entrance cleanly and I've provided an activate checkpoint so it's easy to make your own. I might make it public but for now let's keep it in this forum ![]() | 2009-01-31 19:57:00 Author: Shermzor ![]() Posts: 1330 |
ok i think i know part one: when you enter the "teleporter" area it causes that piston that you see beneath the checkpoint to instantly stretch out (flipper motion outwards) and then it comes back in what ever time he wants (half of the piston motion time) part two: when you touch the thing you respawn in the nearest one in the level that is not blocked or destroyed (I think) and so when that piston stretches out, it removes whatever is blocking the checkpoint, or respawns a new one (I am not sure) and this happens because that piston goes away from an inverted key switch which allows that checkpoint to be a working checkpoint. One thing i kind of do not understand is how the checkpoint is active when you have never touched it before. Cheers! EDIT: now that i have seen the new video... i am clueless, completely clueless on how he pulled it off. | 2009-02-01 17:40:00 Author: RAINFIRE ![]() Posts: 1101 |
ok i think i know part one: when you enter the "teleporter" area it causes that piston that you see beneath the checkpoint to instantly stretch out (flipper motion outwards) and then it comes back in what ever time he wants (half of the piston motion time) part two: when you touch the thing you respawn in the nearest one in the level that is not blocked or destroyed (I think) and so when that piston stretches out, it removes whatever is blocking the checkpoint, or respawns a new one (I am not sure) and this happens because that piston goes away from an inverted key switch which allows that checkpoint to be a working checkpoint. One thing i kind of do not understand is how the checkpoint is active when you have never touched it before. Cheers! EDIT: now that i have seen the new video... i am clueless, completely clueless on how he pulled it off. *Facepalm* I direct you sir to my previous posts with a guide on how to make it and a description on how to get an in-game tutorial on how to make it. To give an exact description of what Jaeyden is doing. 1: Delete entrance by piston or such 2: Kill player in 'teleporter' 3: At the same time as 2 emit a spinning 'pre-bound' i.e activated in create mode spawn. (This is why it disappears and makes the noise) 4: Rinse and repeat Also I hope the people thanking me are hearting Jaeyden's level; don't want to steal all his thunder. | 2009-02-01 19:09:00 Author: Shermzor ![]() Posts: 1330 |
Pshhh.... you got me!? Excuse me while I pick up the pieces of brain matter all over the floor after having my mind completely BLOWN!!! I have no idea how some of you people come up with these things.... I'm still having trouble figuring out all the nuances of wobble bolts! This is by far THE most innovative and pure genius creation I've seen yet. I dare say this will likely never be topped... but I'de hate to see people stop trying. I am truly dumbfounded. Now, if you can figure out a way to bring an object through the teleportation device with you... well... perhaps that would be an appropriate time to sit down and teach Mr. Hawking a few things. ![]() | 2009-02-01 21:22:00 Author: Rustbukkit ![]() Posts: 1737 |
LOL - Yeah that would be cool..but it's more or less just a trick of death and spawning. Anyway, the level is coming along but I probably won't have it done for a week or so. Really want it to be fun and not make the teleporting just a gimmick. The Contra project I'm working on is consuming half my time but hopefully I'll have that finished soon too. ![]() | 2009-02-01 21:35:00 Author: Jaeyden ![]() Posts: 564 |
Ohhhh... Contra, you say? I'll take some of that, please. Pshhh.... you got me!? Excuse me while I pick up the pieces of brain matter all over the floor after having my mind completely BLOWN!!! I have no idea how some of you people come up with these things.... I'm still having trouble figuring out all the nuances of wobble bolts! This is by far THE most innovative and pure genius creation I've seen yet. I dare say this will likely never be topped... but I'de hate to see people stop trying. I am truly dumbfounded. Now, if you can figure out a way to bring an object through the teleportation device with you... well... perhaps that would be an appropriate time to sit down and teach Mr. Hawking a few things. ![]() That's going to happen when Voltiare and Jaeyden collaborate the way me and Neverynnal did. You can always dream, right? | 2009-02-02 04:32:00 Author: Unknown User ![]() |
for the objects through the teleporter, just have whatever you want to drag through have a mag key and come from an emitter, so when you drag it towards the portal it dissapears and is re-emitted by the other portal, because the emitter it came from was set so that only 1 of the object can exist at any time and the mag key switch on the original portal was set to 1 shot. BOOM. on topic I can't get my sack-a-porters to work ): even after going through shermzor's tutorial. | 2009-02-02 04:37:00 Author: Trap_T ![]() Posts: 431 |
for the objects through the teleporter, just have whatever you want to drag through have a mag key and come from an emitter, so when you drag it towards the portal it dissapears and is re-emitted by the other portal, because the emitter it came from was set so that only 1 of the object can exist at any time and the mag key switch on the original portal was set to 1 shot. BOOM. on topic I can't get my sack-a-porters to work ): even after going through shermzor's tutorial. Okay... now y'all are just showing off. lol | 2009-02-02 04:55:00 Author: Rustbukkit ![]() Posts: 1737 |
for the objects through the teleporter, just have whatever you want to drag through have a mag key and come from an emitter, so when you drag it towards the portal it dissapears and is re-emitted by the other portal, because the emitter it came from was set so that only 1 of the object can exist at any time and the mag key switch on the original portal was set to 1 shot. BOOM. on topic I can't get my sack-a-porters to work ): even after going through shermzor's tutorial. Yep. I saw it done already. | 2009-02-02 05:12:00 Author: Unknown User ![]() |
for the objects through the teleporter, just have whatever you want to drag through have a mag key and come from an emitter, so when you drag it towards the portal it dissapears and is re-emitted by the other portal, because the emitter it came from was set so that only 1 of the object can exist at any time and the mag key switch on the original portal was set to 1 shot. BOOM. BOOM is right. Genius man. ![]() What can't you get to work? | 2009-02-02 06:31:00 Author: Jaeyden ![]() Posts: 564 |
Hey big props to you guys for figuring this out, I looked at jaeydens vids, and Shermz level... kinda got a hng of creating these things... I created a level out of them just to play with them and see how they work, but since i really didnt have anything else to do, I went ahead and turned it into a walkthrough of my own.. Hopfully itll help some of you guys out... plus I gifted my Port Pods, soo theres some incentive for you! hah well anyway I think the teleporting Idea is great and could really expand gameplay.. check out my level if you feel like it, you may learn somthing, and if theres anything else youd like to know bout how I did my teleporters, just ask Im on here all the time... Peace | 2009-02-02 08:00:00 Author: Madafaku ![]() Posts: 738 |
Yeah I have one of my diagrams for the object teleport and you're pretty much spot on. Mount the emitter on a dolly that's out of sight and it can be used to emit to most things. Put more than one emitter on the dolly to do it with multiple objects. The only slight difference with mine is I used a logic gate so you'd drag the object to a point (1 part of the AND) then you'd select from any teleporter (1- whatever) you'd teleport then there would be a player detect to trigger the other part of the AND, so you'd always get the object even if you chose teleport location 2 or three instead of one. For Trap_T. You have to use my entrance destroyer instead of the normal entrance and it is triggered by a blue key in the bottom corner that you have to add. Then use the 'Activated Double' after you've destroyed the first spawn and make sure no other spawns are closer otherwise you'll go and get stuck in limbo at them. | 2009-02-02 08:45:00 Author: Shermzor ![]() Posts: 1330 |
hey sherm howd you get the activated double??? Not sure think i may have skipped a section or two of your tutorial... I just captured the start gate since it was already activated.. Howed you do it? | 2009-02-02 08:50:00 Author: Madafaku ![]() Posts: 738 |
Earlier on I had a theory on how to get the double and it worked ![]() Go to create, create a double destroy the entrance save and quit reload and you spawn through the double and you can capture, nice and easy. I'll also do the same when the infinite life one is released and this is also a way that you can use already made tanks etc., with spawns included to make teleporters. That's also when I came up with the whole back to the future, teleporting in a car then coming out the other end with it. I'm in the UK and the snow's bad here so I'll be online for a few hours to come. | 2009-02-02 09:04:00 Author: Shermzor ![]() Posts: 1330 |
Yeah I have one of my diagrams for the object teleport and you're pretty much spot on. Mount the emitter on a dolly that's out of sight and it can be used to emit to most things. Put more than one emitter on the dolly to do it with multiple objects. The only slight difference with mine is I used a logic gate so you'd drag the object to a point (1 part of the AND) then you'd select from any teleporter (1- whatever) you'd teleport then there would be a player detect to trigger the other part of the AND, so you'd always get the object even if you chose teleport location 2 or three instead of one. For Trap_T. You have to use my entrance destroyer instead of the normal entrance and it is triggered by a blue key in the bottom corner that you have to add. Then use the 'Activated Double' after you've destroyed the first spawn and make sure no other spawns are closer otherwise you'll go and get stuck in limbo at them. Man, just when I thought I was beginning to get the idea behind this. What the hell is a logic gate and this "AND" you keep referring too?! I've been awake for two days straight now and I'm having a tough time wrapping my mind around this everytime I come back to think about it. I checked out Madafaku's level but the prizes are useless to me because my credit card doesn't have AVS so I can't buy the MGS pack (so I can't check out your pods to figure this all out exactly). Being a visual artist, I'm a hands on kind of guy when it comes to this kind of learning process. If I can't see it, I just can't comprehend what the heck is going on. Any chance one of you guys can post a diagram of how this is hooked up for us sleepy visual people to work from? | 2009-02-02 09:24:00 Author: Rustbukkit ![]() Posts: 1737 |
Logic gates is basically what makes machinery work, stuff like calculators. AND - Two switches must be active at the same time to make it activate it's output. OR - One switch OR another and make it output (I also have an 8way OR I use sometimes) NOT - When this is activated that won't happen Other One - Turns one motion (directional) into other things like one-shot and speed up. XOR - (Favourite, used to make complex stuff) That OR that will work but not when both of them are activated at the same time. HUZZAH! A video YouTube - LBP Teleportation Guide | 2009-02-02 09:33:00 Author: Shermzor ![]() Posts: 1330 |
You can use a double but it still only lets three people through. The work around is to spawn your portal above another spawned regular double. The 3rd and fourth players will spawn out of the second checkpoint. Then you destroy both the portal and the checkpoint, rinse, lather and repeat. You see when you destroy the entrance, it seems the engine assigns the next checkpoint as the new level entrance. You will only ever get 4 lives out either checkpoints..the activation, I assume counts as one, and three pass throughs. | 2009-02-02 22:22:00 Author: Jaeyden ![]() Posts: 564 |
Logic gates is basically what makes machinery work, stuff like calculators. AND - Two switches must be active at the same time to make it activate it's output. OR - One switch OR another and make it output (I also have an 8way OR I use sometimes) NOT - When this is activated that won't happen Other One - Turns one motion (directional) into other things like one-shot and speed up. XOR - (Favourite, used to make complex stuff) That OR that will work but not when both of them are activated at the same time. HUZZAH! A video YouTube - LBP Teleportation Guide (http://uk.youtube.com/watch?v=hT5C_QgsZJI) Logic gates, mmmmm http://www.geekzone.co.nz/imagessubs/a4d5ed9f4988b3692a5ce940b516f57d.jpg | 2009-02-02 23:52:00 Author: tyboogie ![]() Posts: 96 |
Hey... thanks A HEAP Shermzor! That clears up a lot for me. Maybe I can get my basic contraption to start working now. Peace! | 2009-02-03 02:00:00 Author: Rustbukkit ![]() Posts: 1737 |
Wow now that i see this, i figured out another part of the story and another part of my level i want to put in near the very end. (if you want to see my project, its in my sig) thanks a lot, i still do not really get the blue key thing, or how you made a allready activated checkpoint. But i will figure those out... I think. Cheers! | 2009-02-03 05:31:00 Author: RAINFIRE ![]() Posts: 1101 |
You can use a double but it still only lets three people through. The work around is to spawn your portal above another spawned regular double. The 3rd and fourth players will spawn out of the second checkpoint. Then you destroy both the portal and the checkpoint, rinse, lather and repeat. You see when you destroy the entrance, it seems the engine assigns the next checkpoint as the new level entrance. You will only ever get 4 lives out either checkpoints..the activation, I assume counts as one, and three pass throughs. Absolutely correct, but if you just emit an unbound double it still remains a double which means that while your teleports will be limited to 4 every other spawn will work, though even if your checkpoint is red and you try to teleport to a new one, it still doesn't work. Teleporting is tricky business when you're trying to add it to a normal level :eek: Oh and I just use the double because it doesn't have the logo on it ![]() Edit: The blue key is what activates the destroyer. I've set it so that the piston is only moved by a blue mag key. This means I can make those short teleporting hops because all I have to do is emit a blue key and away I go. | 2009-02-03 06:57:00 Author: Shermzor ![]() Posts: 1330 |
good job everybody. I have to mention that if you're going to use emitting pre-activated checkpoints in your level as a means to respawn players, you have to emit a scoreboard. | 2009-02-03 09:20:00 Author: snowflakecat ![]() Posts: 102 |
good job everybody. I have to mention that if you're going to use emitting pre-activated checkpoints in your level as a means to respawn players, you have to emit a scoreboard. Nope, check out my Fade Paintgun Test Facility. The scoreboard is just sitting at the end and is never emitted. As long as the scoreboard isn't closer it works. | 2009-02-03 10:55:00 Author: Shermzor ![]() Posts: 1330 |
Nope, check out my Fade Paintgun Test Facility. The scoreboard is just sitting at the end and is never emitted. As long as the scoreboard isn't closer it works. It fails when you don't have a pre-activated checkpoint generated and you've destroyed your previous checkpoint. ![]() | 2009-02-04 05:41:00 Author: snowflakecat ![]() Posts: 102 |
It fails when you don't have a pre-activated checkpoint generated and you've destroyed your previous checkpoint. ![]() But that isn't what you originally said ![]() | 2009-02-04 07:13:00 Author: Shermzor ![]() Posts: 1330 |
But that isn't what you originally said ![]() It's what I meant. Regular checkpoints can help you but in-between destroying a checkpoint and generating one it's possible for one to jump straight to a pre-existing scoreboard (via suicide, lag in the game, etc). I think generating a scoreboard will help people who can't be bothered by "teleporter rules" (placement and generation order), which is a reason I mentioned it in this thread since level creators probably wouldn't want users to jump to the ending. ![]() | 2009-02-04 08:15:00 Author: snowflakecat ![]() Posts: 102 |
In the vid | 2009-02-05 09:59:00 Author: Wonko the Sane ![]() Posts: 109 |
It's what I meant. Regular checkpoints can help you but in-between destroying a checkpoint and generating one it's possible for one to jump straight to a pre-existing scoreboard (via suicide, lag in the game, etc). I think generating a scoreboard will help people who can't be bothered by "teleporter rules" (placement and generation order), which is a reason I mentioned it in this thread since level creators probably wouldn't want users to jump to the ending. ![]() Yea playing with teleports I found that when I had a scoreboard in place, it would almost always teleport me there instead of to where I wanted to go... simple fix: emmit the scoreboard... wasnt a problem but yea kindof annoying... | 2009-02-06 22:25:00 Author: Madafaku ![]() Posts: 738 |
Oh and I just use the double because it doesn't have the logo on it ![]() The single life checkpoint doesn't have the logo on either though. ![]() | 2009-02-07 14:44:00 Author: S-A-S--G-U-N-R ![]() Posts: 1606 |
The single life checkpoint doesn't have the logo on either though.![]() *Mehmehmehemehmeh* Double is cooler ![]() | 2009-02-07 15:16:00 Author: Shermzor ![]() Posts: 1330 |
How about, spawn a new entrance then destroy the old one with the heavy weight trick. The newly spawned entrance is the only one in the level. Each time you spawn a new entrance, then destroy the last. You could do this in an endless loop! Madness! | 2009-02-09 00:54:00 Author: Frogmeister ![]() Posts: 236 |
Would using the teleporting technique in a level affect the accruing of points? I mean you just basically die and just force a respawn to a designated area right? So when you "die" will that still let you keep the points you have already picked up until you reach an emitted scoreboard? I am visualizing this technique utilized in a survival challenge or something similar where points are important to the outcome. Thanks. | 2009-02-09 08:12:00 Author: mrjoeyman ![]() Posts: 217 |
Would using the teleporting technique in a level affect the accruing of points? I mean you just basically die and just force a respawn to a designated area right? So when you "die" will that still let you keep the points you have already picked up until you reach an emitted scoreboard? I am visualizing this technique utilized in a survival challenge or something similar where points are important to the outcome. Thanks. yes, yes, no. You can destroy protected brains to artificially give back the points lost (I think you get 10 points per destroyed brain), but I'm not exactly sure as to the amount you lose when you die. | 2009-02-09 09:28:00 Author: snowflakecat ![]() Posts: 102 |
yes, yes, no. You can destroy protected brains to artificially give back the points lost (I think you get 10 points per destroyed brain), but I'm not exactly sure as to the amount you lose when you die. Would that be something that the player would actually do (like shoot the brain or jump on it), or would that just be a calculated number, setup (a set number of brains to be destroyed at once before the points are calculated for the last time) to be added at the end? Sorry if this isn't totally coherent.... | 2009-02-09 09:42:00 Author: mrjoeyman ![]() Posts: 217 |
I think it's 50 points for dying but I didn't seem to lose any for my first suicide. You can wire up a switch to a brain so it will be destroyed (that's how the MGS tanks are made) so have a player detctor where they come out the teleport and wire it up to how many brains you need and it will be replenished. Or you could make it so when you survive a challenge or kill an enemy etc. a trigger goes off spawning bubbles in a prizebox which the player must trigger to reach the scoreboard. An idea I have is that the player arrives at a dead end, they pull on a switch and a pannel above them dissolves. Another pannel above this suspended originally by a rod on the lower dissolve falls then a mag key triggers a switch which dissolves the dead end. The way you utilise this is through the challenge an emitter fills the space between the bottom dissolve and the top. When the player dies they don't trigger anymore bubbles. Then as said they would go to the area, the bubbles would fall and they could not go on until all bubbles were collected because the key that opens the dead end is floating ontop of any remiaing bubbles. Hard to explain without a diagram but I'm at school unfortunatly. | 2009-02-09 16:35:00 Author: Shermzor ![]() Posts: 1330 |
wow.. that just shows the progress of integration we are experiencing in LBP... already 2-3 months into the game we create a teleportation device... now if only we could make something like this in reall life | 2009-02-10 00:45:00 Author: Noremac469 ![]() Posts: 143 |
Yes, I'm sure that would be good but in real life you don't respawn at a checkpoint. ![]() | 2009-02-10 17:36:00 Author: S-A-S--G-U-N-R ![]() Posts: 1606 |
Hah, very nice invention. Makes the portals in my level look pretty cruddy in comparison, but whatever >_< I'd really like to play the level utilizing this concept when it's released. | 2009-02-10 19:28:00 Author: Serpit ![]() Posts: 68 |
I am looking forward to it aswell. Especially with Jaeyden creating. Have you ever played the level Abyss? :O | 2009-02-10 20:59:00 Author: S-A-S--G-U-N-R ![]() Posts: 1606 |
[QUOTE=Shermzor;144161]I think it's 50 points for dying but I didn't seem to lose any for my first suicide. QUOTE] I believe its 10% if you have one bubble and die you have 9 points. if you have a million and die its 900000... | 2009-02-12 06:36:00 Author: Madafaku ![]() Posts: 738 |
[QUOTE=Shermzor;144161]I think it's 50 points for dying but I didn't seem to lose any for my first suicide. QUOTE] I believe its 10% if you have one bubble and die you have 9 points. if you have a million and die its 900000... In that case then it's better to give the points afterwards. | 2009-02-12 17:58:00 Author: Shermzor ![]() Posts: 1330 |
great job... | 2009-02-13 13:14:00 Author: misterwonderloo ![]() Posts: 164 |
I created a level with this pre-activated checkpoint concept. It's called "Snowflakecat Engineering, Basement." FYI you need to hold on to the respective teleportation devices for longer than 5 seconds to teleport. | 2009-02-14 20:47:00 Author: snowflakecat ![]() Posts: 102 |
I am looking forward to it aswell. Especially with Jaeyden creating. Have you ever played the level Abyss? :O Yeah, the level was awesome, but I got stumped on the boss for a while because I didn't see the bomb dispenser >_< | 2009-02-15 09:27:00 Author: Serpit ![]() Posts: 68 |
Just got this thread from snowflakecat over at littlebigworkshop.com A couple days ago I saw that he used this teleportation method in his "Engineering Basement". Coincidentally in the same day when I searched for the "Musical" tag I played "Little Big Piano" by Cloud87 and then searched all of his levels and played "Portal" and saw it was the same thing happening as in snowflakecat's basement. I was a little confused for a few moments, but was inspired to figure it out and perfectly recreated it probably in less than an hour. I have published a quick tutorial level explaining how this works and what to do while showing off some cool brilliant white on black teleportations. It also has a simple demo showing off a "x2" challenge. Multiplayer can get fun with this. Level: "Advanced Teleportation" PSN: Jre Also you should keep an eye out for snowflakecat's tutorial coming soon to his level, I'm sure he'll include more detail and have some sweet pre-made tools and pods. | 2009-02-19 11:12:00 Author: Jre ![]() Posts: 43 |
i've only did a teleportation kind of thing in my WONDERLOO PARKOUR MADNESS (hard version) level when i erased my entire check points and connect my entrance to an emitter... the emitter emitts the entrance only once and 2 seconds after it disappears respawning you directly to the end of the level in case of life lost. I know this is not magnificient but is an efective way of teleportation......... ![]() | 2009-02-19 14:22:00 Author: misterwonderloo ![]() Posts: 164 |
I couldn't help but notice there were creature brains on the "pods" he teleported to. ... Hmmm.. | 2009-02-19 17:48:00 Author: Johnny Pteran ![]() Posts: 55 |
yeah I will explain everything soon. Having multiple teleport points in your level means you have to make sure that multiple destinations are not generated at the same time. It's easy when you have the player teleport from A to B, but if the player can make a choice between A to B and A to C, it becomes a little bit complex, especially if you make compact levels like I do. I really can't wait for angle settings that will make advanced logic like ADC or even basic logic placement like latches more compact. | 2009-02-19 22:53:00 Author: snowflakecat ![]() Posts: 102 |
Another simple way to have infinite respawns and teleports is to use emitters and the scoreboard. If you emit an active entrance with a lifespan of 10 seconds in create mode. Let the animation run and the entrance appears. Pause the game here and enter play mode. Voila, you have an entrance that allows you to start the game but then disappears, allowing you to create the next entrance/checkpoint. The easiest way of respawning endlessly is to suspend a scoreboard upside down, fairly high up. This in turn is attached to a piston, pushing the scoreboard along the level. Whenever you die you will respawn from the scoreboard but not activate it! Then to finish, the scoreboard is withdrawn and a closer checkpoint is emitted. Another way is to move the scoreboard around to teleport to different places. Mmmmmmmm. Maybe they can be emitted...... Sorry, rambling now. Off for more tinkering! | 2009-02-25 23:46:00 Author: Frogmeister ![]() Posts: 236 |
nice ideas frogmeister. The only issue I see is that if you're limiting the lifespan of a checkpoint in the beginning, it will be hard for others to join if there's lag between players. | 2009-02-26 01:04:00 Author: snowflakecat ![]() Posts: 102 |
How did he get those sweet spiral background effects on his teleporter? It's funny I can get 100's of logic gates and tricks, but aesthetic things boggle my mind. | 2009-02-26 02:36:00 Author: LuckyShot ![]() Posts: 713 |
nice ideas frogmeister. The only issue I see is that if you're limiting the lifespan of a checkpoint in the beginning, it will be hard for others to join if there's lag between players. Good point. I must admit to not thinking of this as I'm tending to concentrate on single player levels. | 2009-02-26 19:09:00 Author: Frogmeister ![]() Posts: 236 |
Search my name Trixsterr on the game and my level is called Teleporter Concept. Check it out, it has all of this teleporter stuff. Except a tutorial. lol. But its a very clever idea! Thumbs up to you sir. | 2009-03-10 18:29:00 Author: blaze_boi786 ![]() Posts: 19 |
Wow, this is quite interesting, i think i might know how he did it, tho i'll have to test my idea to be sure first. Very nice btw. | 2009-03-13 17:22:00 Author: Silverleon ![]() Posts: 6707 |
Ok, NOW i'm sure how you did it, but since you haven't told anyone, you might not want them to know, so would you mind if i tell them? | 2009-03-14 18:32:00 Author: Silverleon ![]() Posts: 6707 |
Ok, NOW i'm sure how you did it, but since you haven't told anyone, you might not want them to know, so would you mind if i tell them? sure tell us. you might better delete one of your two consecutive messages or you will get a warning. (just warning you ![]() | 2009-03-14 18:54:00 Author: mrjoeyman ![]() Posts: 217 |
Everything you need to know is in this thread. Did you read it from beginning to end? | 2009-03-14 18:58:00 Author: Jaeyden ![]() Posts: 564 |
Everything you need to know is in this thread. Did you read it from beginning to end? Clearly not... ![]() Guys we know how to make teleporters and have done so for some time I even made a tutorial and I have a video in this very thread on how to do it. Then we found out how to teleport objects as well and how to go to multiple locations. Read, kkthnxbye ![]() | 2009-03-14 19:31:00 Author: Shermzor ![]() Posts: 1330 |
sure tell us. you might better delete one of your two consecutive messages or you will get a warning. (just warning you![]() I thought someone might want to point that out, but keep in mind thy're both 1 day appart and with updated info, so i don't think that's exactly against the rules. Anyways, to jae, no i usually don't fully read threads that are 4+ pages, altho if it was in the 1st post then i must've missed it since i really can't recall reading so. | 2009-03-17 05:02:00 Author: Silverleon ![]() Posts: 6707 |
I thought someone might want to point that out, but keep in mind thy're both 1 day appart and with updated info, so i don't think that's exactly against the rules. Anyways, to jae, no i usually don't fully read threads that are 4+ pages, altho if it was in the 1st post then i must've missed it since i really can't recall reading so. Just trying to help ![]() | 2009-03-17 10:37:00 Author: mrjoeyman ![]() Posts: 217 |
Mid page 4 is my all out guide to teleporting. Or go to 'shermzor' on youtube to see my other LBP guides | 2009-03-17 18:50:00 Author: Shermzor ![]() Posts: 1330 |
Shermzor i hope this doesn't bother you that i did this. but i made another vid explaning how to make a teleporter. cause when i tried making the teleporter after your explanation the self activating check point would just come up dead on me. but then when i made my enterence the same as the one i used for the teleporter then it started to self activate. sorry i forgot your name in the vid shermzor. YouTube - LittleBig Teleporter! | 2009-03-24 02:16:00 Author: zPlayer ![]() Posts: 39 |
There's a cheeky bugger who's made a teleporter as if it's a brand new creation; page 4 of the community last time I checked. Even if it's a LBPC member he didn't mention it; for shame to that person, for shame! zPlayer, don't mind you making your own vid, at least you mentioned it was LBPC plus you're keeping your's simple; mine was more describing why it works. | 2009-03-24 08:18:00 Author: Shermzor ![]() Posts: 1330 |
My teleport pods do not require you to destroy level entries or check points it functions perfectly fine if you run past a check point then jump in a teleporter after teleporting if you die or use the popit to die you simple go to the last check point as normal I dont know what i did different to ever one else so if someone can explain it search for xvs1100 on psn community i give the pods away at the end of the 2way teport pods level past them into your own level. | 2009-04-05 04:43:00 Author: XVS1100 ![]() Posts: 59 |
Has anyone used the infinite lives checkpoint yet? I'm curious to know if it eliminates the random endings and player pass through limit? | 2009-04-27 22:02:00 Author: Jaeyden ![]() Posts: 564 |
You'd have to be able to emit an activated infinite lives checkpoint... Which you can't... It only works with entrances... I just tried it. :/ | 2009-05-07 04:35:00 Author: DJLols ![]() Posts: 217 |
You'd have to be able to emit an activated infinite lives checkpoint... Which you can't... It only works with entrances... I just tried it. :/ Did you try the trick I used to get the double lives checkpoint? I'll try myself in about 45 mins. It may just ignore the effects of infinity and just become a regular 4 point checkpoint with the infinity logo (it has a logo right? haven't used the pack yet). | 2009-05-09 11:29:00 Author: Shermzor ![]() Posts: 1330 |
Did you try the trick I used to get the double lives checkpoint? I'll try myself in about 45 mins. It may just ignore the effects of infinity and just become a regular 4 point checkpoint with the infinity logo (it has a logo right? haven't used the pack yet). It does have the logo ![]() | 2009-05-09 11:31:00 Author: dorien ![]() Posts: 2767 |
I've been using infinite checkpoints for a few days now. They work just fine, but I haven't had four people to test it with. | 2009-05-09 11:44:00 Author: Jaeyden ![]() Posts: 564 |
I've been using infinite checkpoints for a few days now. They work just fine, but I haven't had four people to test it with. They don't run out. | 2009-05-10 16:56:00 Author: Shermzor ![]() Posts: 1330 |
I've gotten the infinite life checkpoints to give me as many lives as I set it up for. Even emitted ones. | 2009-05-10 17:36:00 Author: smasher ![]() Posts: 641 |
Awesomeness! I'm interested to see how you use these in your level. | 2009-05-10 19:13:00 Author: KoRnDawwg ![]() Posts: 1424 |
Hi I have read a this post and i have been working on teleportation for a while now and i have published a lvl called "Teleportation" with a very complicated (by my standard) teleporter. The only problem, as you were saying is that teleportation is really hard to put into levels. How do you do this? I have only one level where i used a very simple teleport right at the begginning and other that that all my other attempts have failed. BTW i am a big fan of you guys. How you guys think of this stuff i don't know... | 2009-05-23 12:00:00 Author: Captnmatt ![]() Posts: 96 |
Hi I have read a this post and i have been working on teleportation for a while now and i have published a lvl called "Teleportation" with a very complicated (by my standard) teleporter. The only problem, as you were saying is that teleportation is really hard to put into levels. How do you do this? I have only one level where i used a very simple teleport right at the begginning and other that that all my other attempts have failed. BTW i am a big fan of you guys. How you guys think of this stuff i don't know... You have to emit all checkpoints and scoreboards otherwise it docks it up. | 2009-05-23 12:40:00 Author: Shermzor ![]() Posts: 1330 |
Teleportation is actually really easy to achieve. The easiest way is to emit an active entrance or checkpoint at the start of your level. Give it a lifespan of a few seconds. Set it all up in pause mode then unpause so the entrance appears, and pause again and save. When you play the level, you appear from the entrance which then disappears after a few seconds, allowing you to emit another one somewhere else in your level. All you need is an emitter (emitting an entrance with few secs lifespan) at each location you want to teleport to. Then some way of forcing the player to die and a way to emit the next active checpoint just before they die. If you don't want to force a death you can use the "teleport booth" idea (Although in reality all this does is try to disguise the fact you ARE forcing the player to die). It can be a real pain trying to deal with people who use the "try again" from the popit but sometimes there's not a lot you can do about this except to warn players. This of course is just one idea of the many out there, but it can easily be tweaked and changed in many ways using ceature brains, dissolve and crushing. and it's also fairly thermo light. | 2009-05-23 12:52:00 Author: Frogmeister ![]() Posts: 236 |
I made some cool teleporter pods tonight. Should have a fun level put together in a couple of days. YouTube - Teleporter (http://www.youtube.com/watch?v=WvLgXRQS1j8) Wow man that is so cool, i give you 3 thumbs up ![]() | 2009-05-23 16:14:00 Author: theparkman1234 ![]() Posts: 33 |
The most important rule of thumb when making a teleportation level is only have one checkpoint in the level at a time EVER!! When you emit a new one you must kill the old one, and you don't have to emit the scoreboard. If you don't believe me play my teleportation level. I assure you that scoreboard is not emitted. | 2009-05-23 18:24:00 Author: smasher ![]() Posts: 641 |
Looks Great. But I have 1 question. How do ya capture an activated checkpoint? I have 1 that was a gift in a level. But I'd rather get my own. . | 2009-05-24 12:32:00 Author: Chicago51 ![]() Posts: 258 |
Looks Great. But I have 1 question. How do ya capture an activated checkpoint? I have 1 that was a gift in a level. But I'd rather get my own. . All you do is go in a level in create, and put a checkpoint in. It doesn't matter if it's regular, double life, whatever. Then you delete the start checkpoint. Now exit the level, and save changes. Renter the level. This activates the checkpoint. Now all you have to do is capture it, and voila. You have your active checkpoint. | 2009-05-24 13:16:00 Author: smasher ![]() Posts: 641 |
Thanks. I started messing around tonight and figured it out. I got a nice little system built. I could use a little feedback. Especially with multiplayer. I just realised I didn't set the proximity sensors to require all. Let me know how it goes. Thanks to Jaeyden and XVS1100 for the idea. . . Level name: Teleport Test ver1.0 PSN: Chicago51 . . | 2009-05-25 03:04:00 Author: Chicago51 ![]() Posts: 258 |
Looks good to me..seems to work just fine. | 2009-05-25 08:00:00 Author: Jaeyden ![]() Posts: 564 |
Thanks. I started messing around tonight and figured it out. I got a nice little system built. I could use a little feedback. Especially with multiplayer. I just realised I didn't set the proximity sensors to require all. Let me know how it goes. Thanks to Jaeyden and XVS1100 for the idea. . . Level name: Teleport Test ver1.0 PSN: Chicago51 . . looks good. Now find a unique use for them, because there's way too many levels out there that use it as just a "gimmick". | 2009-05-25 13:25:00 Author: smasher ![]() Posts: 641 |
Yeah, I'll have to come up with something. I really just did it to see if I could. I'm working on a Stargate level at the moment, and I plan on doing something a little more light-hearted and less technical(maybe some kind of fantasy adventure). So it'll have to wait til then. | 2009-05-25 15:07:00 Author: Chicago51 ![]() Posts: 258 |
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