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#1

Camera Relative Controls

Archive: 8 posts


Here's a funky fresh question for you! And this is not anything vital. I just thought it would be a sweet effect, and I don't know how to create it!

I need controls relative to the angle of the camera!

Let's say you're standing on a small planetoid this size, and as soon as you land, you're stuck to the surface. No problem. Simple attract-o-tweak.

http://i1.lbp.me/img/ft/7c16383fcb0eed12b787d6b051f206c0b1f6e25c.jpg

As you walk, you stay at the top of the ball! Or so it seems. In truth, the camera is rotating with you!

http://if.lbp.me/img/ft/a2f975913540ebe026bab06e9b727953079f87be.jpg

Thing is though, as you get closer and closer to the bottom, your controls, staying relative to the level, do not change. So you end up having to push left to continue right, and right to continue left!

Is there an easy way to make it so that your controls stay the same regardless of your angle?
2015-08-25 23:41:00

Author:
Kato
Posts: 732


Put the player in a bot, and do some fancy schmancy multiplication on the inputs to the left joystick to make it mirror the object you're on2015-08-26 06:22:00

Author:
amiel445566
Posts: 664


Okay, so it's too complicated then. Got it.

You lost me at "Put the Player in a Bot". XD

I think I'll just make a custom background, and have it rotate depending on the player's movements. That I think I can do!
2015-08-26 14:17:00

Author:
Kato
Posts: 732


I have a top down system where the camera rotates independent of the player and the controls remain relative. I did this by having the camera on a bit of material that's moved by the player (using a receiving controllinator) and using a follower to make it so the player is actually following the material that s/he is moving with the controllinator. The same principle might work for what you're doing, I'm not sure if it would be easier than using a Sackbot... bots have drawbacks though, adds to the thermo and can't use custom power ups or Sackpocket2015-08-26 17:47:00

Author:
Pookachoo
Posts: 838


Really! Didn't know that.... Well, Sackbots are out then, since a custom powerup will be necessary. XD

Here's an idea though. The actual, physical thing the players stands on as-is, is a circle of invisible material. Meanwhile I have a free-floating layer of decorative objects with the collisions off around this invisible material. I do this so the ground will LOOK jagged, but is actually smooth!

Anyway... what about adding a State Sensor that detects if a player is moving, and at what speed. (Sneaking, Running, Walking) and activates a different Advanced rotator, giving the illusion that the world is moving. So you'll still have a fixed camera, and you'll still have normal Attract-O-Tweak controls, but in addition to the player moving around the object, the object also rotates so it seems like the world is flipping upside down!
2015-08-26 19:20:00

Author:
Kato
Posts: 732


Yeah, no custom power-ups for bots. And when a player is rotated, in top down view for example, the R Stick movement doesn't quite line up with the character. You should do a test to make sure your custom power up behaves as it should when you're on the Attract-O. With a power up, you may be better off simulating camera rotation like you're talking about.

I'm not sure if you'll want to use a State Sensor or a Speed Sensor... or maybe a combination. Only problem I can see with this is possibly that the shadows cast by global lighting wouldn't look right, so you might have to do a lot of custom lighting that also rotates. But if your lighting makes for softer shadows it might not even matter.
2015-08-26 20:00:00

Author:
Pookachoo
Posts: 838


Ah. Lighting won't be a problem. It's for a boss level that takes place in near-total blackness. The only light sources are from these lighted orbs you use to attack the boss, and one the center of each planetoid.2015-08-26 20:18:00

Author:
Kato
Posts: 732


I was just in create mode and tried out a power up while on Attract-O tweaked material, and it does work fine. But if you actually rotate the camera then the power-up control will get wonky because there's no way to override the default R Stick control for a player's power up.
Your simulated rotation is definitely the way to go
2015-08-26 20:40:00

Author:
Pookachoo
Posts: 838


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