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#1

Driving the head down

Archive: 13 posts


Hi
I planed to create a track where you'll drive the head down in some different sections.

So far, i just want to know, if you guys would prefer normal controls (right to go right ad left to go left) or inverted controls ( right to go left and left to go right), when you'll drive the head down.

Thanks for the reply.
2014-03-01 19:50:00

Author:
gipsy
Posts: 408


Hmm, is it possible to have both with a click from L3 to change to invert?

Normal controls sound good to me!

-hyper
2014-03-01 21:18:00

Author:
hyperdude95
Posts: 1793


It might be possible to choose with L3, i just have to figure out how to do this

What about the others? Normal or inverted controls?
2014-03-03 05:30:00

Author:
gipsy
Posts: 408


Hi gipsy.. head on = inverted steering... definitely feels the best of the two.. for the control swap, should be simple and go something like this ... controlinator- R3 button - direction splitter - selector- handling chip x 2 ... might want to trigger the AI to take over for the time it takes to swap from normal to head on veiw maybe as that could get a bit confusing ?2014-03-03 09:39:00

Author:
Laidbackcat
Posts: 34


You could do it automatically, with a tag sensor turning on the kontrolinator which inverts the control directions while in the area that you need it, and once you leave the tagged area, it automatically reverts back.

Have you figured out how to make the kart drive upside down (as what I think you're trying to do?)? I've recently been thinking about this, thinking a mobius strip track would be cool, but haven't been able to figure out (purely thought project so far) how to make a kart drive on vertical or upside down tracks.
2014-03-03 20:00:00

Author:
StJimmysAdiction
Posts: 388


In fact, it 's not possible to make the kart drive vertical or upside down. But you can give the feeling that it is with a camera turned with 180 degrees. You "just " have to arrange your decoration to make people feel like it's upside down ( just turn the whole deco from 180 degree), and hide the transition. You have to decorate the road like it were the top and the top like it were the bottom. That's what i intend to do.

So upisde down, control would be by default inverted. I just wanted to know what people would prefer. So far i just test to drive upside down this way and i liked it. But the track itself is as zero.
2014-03-03 20:25:00

Author:
gipsy
Posts: 408


Has anyone tried using magnets and gyroscopes? That's my only idea to keep you track side down and upside down, but I don't know if it would actually work. I suppose this is the wrong post to be talking about this, but it's piqued my curiosity.2014-03-03 21:03:00

Author:
StJimmysAdiction
Posts: 388


I tried to put gyroscope on custom kart. It doesn't work. it just worked on non dynamic object and there is no input.
I tried to turned the kart with a rotator motor, but the tools doesn't have any effect on custom kart. So the only last idea i had it just to turn the camera. It works. I never see track using this effect so i wanted to try. I think i can give a good result if i work good on it. We'll see.
2014-03-03 21:20:00

Author:
gipsy
Posts: 408


Hi guys,
I'm moving forwards with this project.
This is how it looks so far:

https://lbpk-production.s3.amazonaws.com/player_creations/1432896/data.jpg

Level will be publish in a few days, i hope.
2014-06-01 13:38:00

Author:
gipsy
Posts: 408


Wow, looks excellent! Using rotating decorations and customized gameplay cameras?2014-06-01 17:39:00

Author:
StJimmysAdiction
Posts: 388


Only customized cameras. I just built the level upside down 2014-06-01 18:46:00

Author:
gipsy
Posts: 408


Hi Gipsy,.
Its looking good so far. Definitely I'd go with an inverted control for upside-down.
When the players are racing the right way up, push left to go left, push right to go right.
When upside-down, push left to go left, right to go right.
It will make the game more fun to have the car control respond the same directions both ways, and avoid people getting frustrated with your level. JMO
Best of luck, i'll try it when its done
2014-06-02 14:49:00

Author:
Sean88
Posts: 662


Thanks for your point of view.
That's exactly what i've done
The level is finish, i just have to do the last adjustements before i publish it
You'll see the result is amazing
2014-06-02 18:32:00

Author:
gipsy
Posts: 408


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