Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
#1
How do you make Multiple Stages within a level?
Archive: 7 posts
Im planning to do a little puzzle game, but I am clueless as how to implement the stages. Are you supposed to emit them, switch cameras onto other stages, what should I do? Also, there is a character with the stages, and I dont know how to implement her either. Someone please help me. I NEED A HERO!! | 2013-11-30 13:58:00 Author: Dobbed Posts: 40 |
Hello ^^ Send me an invite or a friend request and I will make your logic dreams come true. (I'll help you) You could use a selector or emit the stages.... You can have a movie camera for each stage (make sure it's set to enable use of the controller). After the stage is finished, destroy the movie camera and activate the next movie camera for the new stage. Make sure the hold time is set to infinity. | 2013-11-30 16:32:00 Author: AmazingKittyCat Posts: 204 |
Thanks! | 2013-11-30 16:56:00 Author: Dobbed Posts: 40 |
I will attempt to explain to you a simple and easy way to do this yourself, I would say on a difficulty scale it is a 2.8/10. Message me if you become stuck and/or it is too difficult or complex, I will help you through any problems you have, logically or otherwise. Start by placing a 'Tag' and call it for example 'Puz_1_Comp', short for Puzzle 1 Complete, this will be a template of sorts, for easy usage and understanding later on. Once the user completes the puzzle have a counter set to '1' become triggered, place a 'Microchip' and hook the 'Counter' up to the 'Microchip' input 'Activate' located on the bottom. Inside you will place the 'Tag' (you don't need to connect anything to the 'Tag' itself), have a 'Selector' placed somewhere inside a different 'Microchip'. If you want 11 levels have 11 inputs for the 'Selector', if you want 20 levels have 20 inputs (inputs equal to the amount of levels you want). Input one will remain empty, have a 'Tag Sensor' with the name 'Puz_1_Comp' and set the 'Trigger Radius' to '5000.00' so it will detect the 'Tag' anywhere. Connect the 'Tag Sensor' into input 2 of the 'Selector'. If level 2 is complete 'Tag' with the name 'Puz_2_Comp' will active and it's 'Tag Sensor' will go in input 3. For each level advanced the 'Tag' name will increase 'Puz_+1_Comp' and it's sensor goes in a higher input, level 3 input 4, level 4 input 5. The 'Selector', for each output have it connected to an 'Emitter' emitting the puzzle level, the previous puzzle will have a destroy located insides it's 'Microchip' or anywhere you place all it's logic. The destroyers settings will be set 'Including Rigged Connections - Yes', there will be a 'Tag Sensor' with the tag name of the puzzle just completed such as level 1 'Puz_1_Comp', level 4 'Puz_4_Comp'. I have other solutions that are far more effective and efficient, the system I have explained to you is pretty basic and yet it is capable of being simple, easy to use and understand as well as I myself will have it guaranteed to work. For more information, help or questions PM on my profile or message me on my PSN account - Sewo97. Note if you do need my help I'm online everyday of all hours, so you won't need to worry about time zones, I'll always be willing to help. I must ask what kind of 'Puzzle' level are you making? One where the player is inside a controlinator or the play is jumping up and over obstacles? Scott. | 2013-11-30 18:16:00 Author: SEWO97 Posts: 637 |
You just have to set protocol to go to the next stage, like once you have completed "this and this" then the next stage is active, this can be achieved by tags, like sew said, or just a selector that is cycled into the next stage to activate the next stage, but the main idea is to activate something after the stage is complete, so you can have an activator for a stage If you dont get it add me PSN: LOOKaUsername | 2013-11-30 18:37:00 Author: amiel445566 Posts: 664 |
We managed to figure it out already. Here's what I did: -We put a tag on each stage named "Stage Active" -We activated a "Stage Complete" tag when the stage was completed. -"Stage Complete" activated a destroyer which destroyed the active stage -A tag sensor is activated when there is no "Stage Active" tag in the level, this increments a selector into emitting the next stage exactly the moment the previous stage is destroyed. A simple, elegant solution ^^ | 2013-11-30 18:39:00 Author: AmazingKittyCat Posts: 204 |
Yup, worked like a charm! | 2013-11-30 19:08:00 Author: Dobbed Posts: 40 |
LBPCentral Archive Statistics
Posts: 1077139
Threads: 69970
Members: 9661
Archive-Date: 2019-01-19
Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.