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Epic boss battle

Archive: 8 posts


Im going to create an epic boss-battle. The boss is a dragon inside a cave. I like to keep things simple and I wonder if there is an easy base structure for a boss. I usually start with selectors. My bosses tend to become rather complex, and I dont mean the good kind of complex. I would also apriciate tips on attacks it and how to move it around. Its pretty bulky.

I would like any kind of tips. Be creative!
2014-08-18 18:29:00

Author:
Laxen333
Posts: 43


Just keep complete attack sequences in a disable chip, so you can just use a selector with low thermo, lag, and stress!2014-08-18 18:35:00

Author:
amiel445566
Posts: 664


Followers are your friend. You can set labels to tags and have parts follow labeled tags.

Sticker material is also your friend because it can overlap other materials, and has no weight.
2014-08-18 19:47:00

Author:
Kato
Posts: 732


Just keep complete attack sequences in a disable chip, so you can just use a selector with low thermo, lag, and stress!


Followers are your friend. You can set labels to tags and have parts follow labeled tags.

Sticker material is also your friend because it can overlap other materials, and has no weight.

Very helpful indeed. This will defenetly speed up creation.

Thanks!

I personally think that there are to few bosses out there but maby, I play the wrong levels. Everything gets better with a boss battle!
2014-08-18 20:32:00

Author:
Laxen333
Posts: 43


Just keep complete attack sequences in a disable chip, so you can just use a selector with low thermo, lag, and stress!


Followers are your friend. You can set labels to tags and have parts follow labeled tags.

Sticker material is also your friend because it can overlap other materials, and has no weight.

Very helpful indeed. This will defenetly speed up creation.

Thanks!

I personally think that there are to few bosses out there but maby, I play the wrong levels. Everything gets better with a boss battle!

- - - - - - - - - -

I may have the dragon redraw and send in smaller dragons. Any ideas you guys have about that. As I said I also welcome Suggestions on How It will play out. Its really only in a concept stage right now so feel free to contribute with your suggestions and opinions on bosses in general. Im not exactly screaming for help.
2014-08-18 20:33:00

Author:
Laxen333
Posts: 43


I have a boss fight in very nearly every one of my levels. The exception being Close Your Eyes Vol. 1 which did not warrant one. They're fun to make!2014-08-18 20:48:00

Author:
Kato
Posts: 732


Then I will play your levels to get inspiration :hero:2014-08-18 20:56:00

Author:
Laxen333
Posts: 43


I agree with ameil445566 to keep discrete behaviours in separate microchips so you can turn them on and off. You can also reset logic in a microchip while it is "off" (the reset actually triggers when you turn the chip back to "on.").

I like to have the main microchip as a bug for all the extra chips, using selectors/timers/sensors to trigger the separate chips.

I use circles (zero thermo cost) of sticker material set to invisible to place tags and sensors so they can be easily moved. You can also colour these so that although they appear invisible in play mode, you can see them in create mode. Then I match their colours with relevant microchips or other logic.
2014-08-19 03:20:00

Author:
aratiatia
Posts: 374


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