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Collision switch/Sackboy Collision Switch
Archive: 14 posts
Due to the "Collision" setting on Sound Emitters, there is clearly a way built-in to the game to detect when an object collides with something. This could be really useful for making awesome cutscenes, new levels and minigames. I'm sure there are loads of minute applications for this that would be hugely useful, and I thought of another variation - Sackboy Collision. Yes, you can place Sackboy sensors to see where the sackboy is, but they have to be around the whole object. This would act like the red buttons, but apply to a big area. Normal switch settings would apply. Thoughts/comments/ideas? PS: dcf likes his suggestions. | 2009-02-25 18:35:00 Author: dawesbr Posts: 3280 |
I like this suggestion to In all seriousness, I've gone fairly technical into the creation mode and pushed a lot of tools to their limits. I just joined this forum and did kind of a brain dump with some of the ideas I've had. Figured I might as well get them out there. Who knows, maybe someone at media molecule will see them. Back to the suggestion, I think it's a really good one and should probably be pretty simple to execute because the game is physics based so it definitely knows every collision that occurs. | 2009-02-26 01:19:00 Author: dcf Posts: 468 |
I don't understand... why couldn't you just use magnetic key switches for objects or proximity switches for players? | 2009-03-02 17:39:00 Author: Pinchanzee Posts: 805 |
I don't understand... why couldn't you just use magnetic key switches for objects or proximity switches for players? You can. It's just not nearly as precise. Using magnetic keys in this manner can be very tough. You've got to set the radius just right and then cover the outer edge of larger objects in keys. I do this to record the "shields" of sackboys pod, in my pod flying minigame. It took quite a bit of fine tuning. A contact switch would have been really nice. Also, a contact switch would have advantages over proximity switches for making lifts. When you make a lift, you've got to set the proximity switch just right so the whole platform is covered by the switch without going over. However, this only gets the thing going left to right. Up and down isn't as precise. If it's a small lift, jumping can sometimes bringing sackboy outside the switch radius. You can also have amusing things happen with multiple layers. If you are standing behind the lift it will hover just over your head. When you try to jump up to it, it will go up and get away from you. You've got to move out of the way. Let the lift come all the way back down and then get on. However a contact switch isn't the only solution for this. There are many tools that could improve this particular function. A rectangular shape (similar to the camera zone) would work well. Also an option to have the proximity only be in a single layer instead of triggering in all layers would also be a good thing. I'm sure there are numerous other uses as well. | 2009-03-02 18:29:00 Author: dcf Posts: 468 |
Aha.. I see the point made now.. I think there would be a bit of trouble distinuishing what "the object" is regarded as, does it include all it's glued components? It could prove a bit difficult with all the glue problems.. But it's a great idea if Mm could make it well, taking everything into account | 2009-03-02 19:11:00 Author: Pinchanzee Posts: 805 |
I like Dawesbrs idea, and it's not nearly as complicated as you might think. Like he said, the collision thing is allready implemented in sound objects. The way it works now is that it registers only collisions with the solid it's attached to. So if you want to make glued objects work the same, you have to put an extra one on them to. Works like a dream, never had any trouble with it and I don't think it interferes with the glue thing. | 2009-03-02 19:25:00 Author: Wonko the Sane Posts: 109 |
Aha.. I see the point made now.. I think there would be a bit of trouble distinuishing what "the object" is regarded as, does it include all it's glued components? It could prove a bit difficult with all the glue problems.. But it's a great idea if Mm could make it well, taking everything into account The game already does all these calculations. The paint switch can distinguish between pieces of a glued object so it shouldn't be any problem. | 2009-03-02 19:25:00 Author: dcf Posts: 468 |
Many people make those jump platforms that bounce you up when you land on the,, but most are pretty imprecise, so a collision switch would be very useful for those sorts of things. And you could make sack-q-bert type levels with this sort of things too. | 2009-03-02 19:47:00 Author: LFF Posts: 434 |
The game already does all these calculations. The paint switch can distinguish between pieces of a glued object so it shouldn't be any problem. I meant what Wonko said, about having to give each attached part it's own collision switch | 2009-03-02 19:48:00 Author: Pinchanzee Posts: 805 |
I meant what Wonko said, about having to give each attached part it's own collision switch Okay, I understand what you were getting at now. I imagine that a contact switch would be placed on the object you want to register the contact. Rather than having a magnetic key style approach where you need to declare a sensor (in this case a material that needs to be struck) and an actuator (in this case the material that needs to do the striking) I think this is best done as just a one item contact switch on the object that gets struck and it can be struck by anything: sackboy, material, etc. | 2009-03-02 20:34:00 Author: dcf Posts: 468 |
Well I've been away awhile, here are my thoughts: Good discussion going on. Maybe it should be like the sticker switch; You choose the object via the emitter-type menu, if left blank, any object. There would be a tweak menu for whether you want it to affect sections or the whole object. | 2009-03-05 19:23:00 Author: dawesbr Posts: 3280 |
Probably the best way to handle this in LBP terms would be to have a "Collision switch" with a color which is placed on an object. Then, a "Collision key" with a color. When the object with the switch touches the key, it can trigger the result. This would be the simplest to use in the create mode, and would work according to the existing rules set for switches. If you want to make collision detection on a complex object, you could do it 2 ways: a) Surround the object with invisible material (such as really thin rubber) and attach the "collision switch" to it, or b) put a switch on each section of the object and have them all trigger a single off-screen switch for the result. This type of switch would have made Splat Invaders II MUCH easier. | 2009-03-05 19:52:00 Author: CCubbage Posts: 4430 |
CCubbage, but what if you just want to detect when it impacts, like a moon lander minigame or something, you want to see when it crashes. Perhaps you could have an "exception" tweak menu for things like landing pads in this example. | 2009-03-05 21:15:00 Author: dawesbr Posts: 3280 |
Try "Splat Invaders II: The Caverns of Splat". It pretty much does it. Generally, that could be accomplished the same way by simple attaching a simple "Collision key" to the objects that are supposed to cause a crash. The only reason I mentioned this specific technique is it seemed to go with the general LBP logic, so it would be a natural progression. Of course, no use in arguing about it too much... fat chance it'll happen, eh? | 2009-03-05 23:32:00 Author: CCubbage Posts: 4430 |
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