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#1

Variable Strength Piston Launcher

Archive: 8 posts


So after seeing this posted by Wyth:

I've got some physics based launchers (catapult, stone elevator) in my levels. I've had to overpower them on 1 player to make them able to fire 4 players... If I'd know how many people were playing I could fine tune those nicer.
I got to thinking... it wouldn't be that hard to make a variable strength launcher to count for how many players you have. Create a lift that is on elastic (or something similar). At the bottom of the platform shaft there's a prox switch that is set to speed. As the lift drops lower depending on how many players are on it the players will be closer and closer to the prox switch. This prox switch is set to speed and attached to a motor bolt connected to a circle. Hanging off of this circle via elastic is a box of cardboard (or something light, maybe floaty would work best) with a magnetic key attached to it. As the players pile on to the platform, the wheel spins faster, and the elastic stretches farther, causing the key to be orbiting at different distances. Using these distances, you can then attach a magnetic key which is attached to different pistons that fire the platform up at different strengths depending on how many sack people are on it!

Here's an image of what I mean... sorry about the crap quality, I'm doing my best with mspaint : (
http://www.lbpcentral.com/forums/picture.php?albumid=276&pictureid=2358
Legend:
Blue - Ground
Light Green - Rotating circle
Dark Green - Wires
Red - Magnetic Key
Dark Red - Magnetic Switch
Brown - Elastic
Black - Prox Switch

And yes, I know you'd need to fine tune this like crazy... but I still think it could work!

EDIT: A few additional things... you will also need to separate the switches around the circle, or else the piston will fire early, causing it to never work quite right. Also, I never mentioned that You need to separate the platform the pistons are attached to from the platform sackboy stands on. Additionally, one might want a "require all" setting on the prox switch, as well as a short 1-2 second delay switch separating the wheel from pistons extending, this will help to protect against mischievous sackpeople jumping up and down on the unit and causing it to do funny stuff.
2009-02-20 17:47:00

Author:
Inspectigater
Posts: 126


The spinny thing is very cool and totally innovative. But... it's also completely unnecessary. Just stick a mag key on your lift, with the switches at the different heights it will go down to.

Also, you'll need to separate your pistons from your lift, or else they'll hold it in place and it won't drop down... or shoot back up... at all.
2009-02-20 18:19:00

Author:
Risen
Posts: 251


This is very smart. I guess it would all come down to "do you want to make your levels THAT precise".

I probably wouldn't mind since there's handfull of players that will play 3 or 4 at a time. Most levels are played alone and 2 player is quite frequent. Third and 4 players at a time? It's pretty rare. I wouldn't care about 3 and 4 players instances in my levels.

.
2009-02-20 18:19:00

Author:
RangerZero
Posts: 3901


I wouldn't care about 3 and 4 players instances in my levels.
I hope 3 and 4 can still play your levels, even if it's not exactly tuned... I get together with friends sometimes and if we can't ALL get through a level, we give up and find another that we can.
2009-02-20 18:22:00

Author:
Risen
Posts: 251


The way I see it is, if you're going to be building for one player, you may as well build it for all. Additionally, I like the contraptions I create to be able to withstand any circumstances it could potentially see. Lastly, the chance that I'll play my levels with 3 other people is actually quite high in my case. So I may as well build it for how it's intended to be played!


The spinny thing is very cool and totally innovative. But... it's also completely unnecessary. Just stick a mag key on your lift, with the switches at the different heights it will go down to.
Lol, yeah I suppose it is a bit excessive xD Either way, it would still be smart to separate the piston's extension with a delay switch to deter those mischievous sackpeople.
2009-02-20 18:22:00

Author:
Inspectigater
Posts: 126


Actually my way of thinking isn't "please everyone". I want to tackle more specific stuff in my level design sometimes.

Having my levels all work for 4 players would actually limit my creativity and I don't like it. I prefer to "please a majority of people" than "trying to please everyone" and the majority plays single player or 2 players.

Anyways, I design my stuff with a set number of players in mind and I clearly advertise the fact in the level title and descrition.

My 2 players level Dig It! (2 players game) is named that way because you CAN'T play it alone. You can however play 3 or 4 players but you will not score high in the leaderboard and clearly understand its best played 2 players.

.
2009-02-20 18:25:00

Author:
RangerZero
Posts: 3901


I'm okay with it as long as you note it up front. It's only when it isn't made clear that it becomes annoying... which happens far too often.2009-02-20 18:27:00

Author:
Risen
Posts: 251


This is very smart. I guess it would all come down to "do you want to make your levels THAT precise".

I probably wouldn't mind since there's handfull of players that will play 3 or 4 at a time. Most levels are played alone and 2 player is quite frequent. Third and 4 players at a time? It's pretty rare. I wouldn't care about 3 and 4 players instances in my levels.

The other part to this, is you could expose all the working pieces and decorate it a bit, and I bet it'd look freaking sweet!!
2009-02-20 19:01:00

Author:
Inspectigater
Posts: 126


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