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#1

How to make a Top Down level?

Archive: 10 posts


Hi there, I did a quick search and found some posts with more specific questions, but I haven't found an all-inclusive topic dedicated to this issue, so here I am.

When I heard LBP3 was gonna support full top-down gameplay, I was stoked. Then I got to try it out in the level "Furry Soles, Hot Coals" in adventure mode, and it was awesome. Since this is such a revolutionary feature I assumed it would be placed at the forefront of the tools and tutorials for creators to try out - but I cannot find a way to do it.

So I ask, is there a simple way to achieve a top-down platforming style similar to the yeti stage in adventure mode, or is it gonna require some advanced logic? Thanks!
2014-11-22 00:26:00

Author:
Gregzilla
Posts: 1


I would start with planning out the map, then do stuff with Sackbots and Controllinators.
(I'm good with Sackbots alone and Creatinators alone, but when they come together, it's like a kind of torture to me.)

P.S.: Use grid snap, and use the corner editing tool, those two work great together
2014-11-22 04:34:00

Author:
ChrisUbi
Posts: 22


Well, you gotta use the character rotate tool. I'd do that to get the sackbot oriented the way it needs to be, (top down) , then you can use and advanced rotator or joystic rotator, and it's just like how you'd do top down in LBP2 at that point! Gotta make your own jump logic and everything lol. I'm taking a stab at 3d layer running, from a side scrolling perspective, and it's frustrating. I may just cave and do it top down though.2014-11-22 05:53:00

Author:
Archon453
Posts: 142


Hi there, I did a quick search and found some posts with more specific questions, but I haven't found an all-inclusive topic dedicated to this issue, so here I am.

When I heard LBP3 was gonna support full top-down gameplay, I was stoked. Then I got to try it out in the level "Furry Soles, Hot Coals" in adventure mode, and it was awesome. Since this is such a revolutionary feature I assumed it would be placed at the forefront of the tools and tutorials for creators to try out - but I cannot find a way to do it.

So I ask, is there a simple way to achieve a top-down platforming style similar to the yeti stage in adventure mode, or is it gonna require some advanced logic? Thanks!

3D platforming isnt that hard to do with logic once you understand how things work. I even found a way to get a local space camera working with it for a full 3D platforming effect


https://www.youtube.com/watch?v=-YPuiv5THyc
2014-11-22 23:01:00

Author:
bluearth
Posts: 100


It's actually pretty easy, I'll guide you through all the steps. I'll be as specific as possible (Maybe even too specific, but that's not really a bad thing...)

1) Create a controlinator on a hologram (Or any material w/o collisions and is invisible) and make the controlinator transmit any color.
2) Make a sackbot, give him an anti-gravity tweaker, and a controlinator on his microchip.
3) Make the sackbot's controlinator NOT override the sackbot (Otherwise his head will glitch up)
4) Make the controlinator a receiver for the color your first controlinator transmitted.
5) Make the controlinator move the sacckbot around. For example, an advanced mover that the left stick controls, and a rocket rotator.
6) Put a character animation editor on there, and change the rotation pitch to 270. You'll need at least 2 of these, one for idle and one for moving.
7) Use an 'OR' gate to detect if either left stick direction is pressed (Or whatever you used for movement) and make this activate the walking animation.
8) Use a 'NOT' gate to activate the idle animation when the 'OR' gate isn't on.
9) Place a tag on the sackbot, and make the controlinator on the hologram follow that tag so you follow the sackbot around.

That covers basic movement, jumping can be done simply with a layer mover going 'out', and gravity can be applied by simply repeatedly activated a layer mover that goes 'in'. Don't make it activate TOO rapidly though...

Add me if you want more help, I do top down all the time and accept any friend requests.
2014-11-22 23:28:00

Author:
DaBOSS54320
Posts: 31


I always just made mine go every 1.0 seconds of air time, then make them drop to the back layer, and have that on a repeater and only stop for the 1.0 second if the jump button was placed, worked like a charm every single time. 2014-11-22 23:43:00

Author:
Archon453
Posts: 142


That covers basic movement, jumping can be done simply with a layer mover going 'out', and gravity can be applied by simply repeatedly activated a layer mover that goes 'in'. Don't make it activate TOO rapidly though...

Add me if you want more help, I do top down all the time and accept any friend requests.[/QUOTE]

What is your setup for this? I'm confused about what you're describing. Any help would be great! Thanks!
2014-11-23 19:02:00

Author:
Unknown User


I'm currently doing a top down and I'm using all this logic except I'm using a broadcaster micro chip to put it on the player. It works like a charm, except the player is visually to low in the layer and only the head is above the ground. Is this because I'm not using a sack bot?2014-11-23 21:28:00

Author:
Ultimatelink_
Posts: 2


I'm just trying to figure out the jump logic. I can't seem to nail it down.2014-11-23 22:36:00

Author:
Unknown User


I'm currently doing a top down and I'm using all this logic except I'm using a broadcaster micro chip to put it on the player. It works like a charm, except the player is visually to low in the layer and only the head is above the ground. Is this because I'm not using a sack bot?

Try ajusting the jumping/advanced layer mover speed
2014-11-24 02:14:00

Author:
bluearth
Posts: 100


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