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#1

Layer transitions

Archive: 6 posts


In LBP2 I could not stand levels where obvious layer changes were blocked.

You know the sort - levels where it looked like you should be able to naturally jump up and move back in to the far layer but which, for some reason, could not be accessed? It wasn't so bad in a level where this was applied consistently but the worst offenders were levels where sometimes you could jump to the far layer and other times you couldn't for no obvious reason. Argh. It drove me mental.

Well, now in LBP3 with 16 layers you actually have to do this. My therapist is helping me come to terms with this.

My question is about using blocked layer access properly in LBP3. It's easy to stop movement into the background layers, if there are enough blank layers in between you just can't access them (I think). But what is the accepted LBP3 method for stopping players from jumping down into foreground (front) layers? How do you stop players falling off the front of your level? Surely plasmified hologram or sticker material or slapping some invisible or transparent material down is a bit crude now?

For instance, you might have layers 7, 8, 9 where you want gameplay to happen. How do you prevent players from jumping down and off the front layer?

Any suggestions welcome.

Thank you!
2014-12-02 06:10:00

Author:
aratiatia
Posts: 374


The Gameplay Tweaker has a "Manual Jump Down" setting. You can turn it on or off whenever you want. For example, if you're in layer 7 and don't want players to jump down, you can put a Broadcast Microchip there, put a Gameplay Tweaker in it and turn off the manual jump down setting.2014-12-02 08:09:00

Author:
ILoveI6v6I
Posts: 44


The Gameplay Tweaker has a "Manual Jump Down" setting. You can turn it on or off whenever you want. For example, if you're in layer 7 and don't want players to jump down, you can put a Broadcast Microchip there, put a Gameplay Tweaker in it and turn off the manual jump down setting.

Thanks! I tried this and you are right, it works fine. I had seen this piece of logic in the beta but not really explored its use. Will explore some more
2014-12-02 18:05:00

Author:
aratiatia
Posts: 374


I'm wondering if there aren't edge cases where relying on the broadcast chip method fails to produce the desired effect, based on how often folks have fallen through the story levels to the level floor. Just guessing. But either way an anti-safety net of gas or plasma is still probably a good practice. Or maybe the LBP3 way would be a large holo down below with a touching contact broadcast chip that just instantly kills the player. Or teleports him to a special room where we apologize for his inconvenience, increase his score by 5%, and then pop him. :-)2014-12-02 19:45:00

Author:
LittleBigDave
Posts: 324


Wasn't there also an option under global level settings to disable manual jump down?

In my experience falling through the floor happens because of failing to layer shift. I only fell out of a level once, but I've noticed on several other occasions that I fell past a platform that was in the layer behind me as well.
2014-12-02 21:50:00

Author:
Rogar
Posts: 2284


You can also use the gameplay tweaker so that it activates by other logic. For instance, you could use a player sensor in the area you want no layer shifting and activate it that way rather than with the broadcast chip. The gameplay tweaker has a "activating player" option so only players who trigger the gameplay tweaker are affected, more options there.

Rogar - yes there is that option but that is set to all parts of the level, meaning you could never jump down a layer, ever. Might be useful sometimes, for instance in an endless runner or "on rails" level.
2014-12-03 00:15:00

Author:
aratiatia
Posts: 374


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