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#1

help with best design for jumping platforms

Archive: 15 posts


does anyone have any suggestions on how to improve my "jumpimg platforms"? They work pretty good, but every now and then my sackperson gets caught underneath the springboard. I have the piston set to outward flipper motion, max height = 5 to 9, min height = 0, speed = 1, and I put the sensor switch on the base. Does anyone know better settings to help me out so I don't get squished at all?2009-03-05 22:55:00

Author:
mindphaser74
Posts: 349


I found this kept happening when you have the platform thin. It just goes through sackboy sometimes.
Make sure the platform that he lands on is quite thick (like about 1 large grid block) and you should be fine
2009-03-05 23:00:00

Author:
dorien
Posts: 2767


I found this kept happening when you have the platform thin. It just goes through sackboy sometimes.
Make sure the platform that he lands on is quite thick (like about 1 large grid block) and you should be fine

Thanks, I always use small grid (haven't even tried large grid yet). The platforms in question were about 4-12 small squares high, but I will try larger ones.
2009-03-06 00:09:00

Author:
mindphaser74
Posts: 349


Might want to check out the platforms used in the story mode, they work pretty well. Embedding it onto the ground will help too.2009-03-06 07:34:00

Author:
Wyth
Posts: 263


Might want to check out the platforms used in the story mode, they work pretty well. Embedding it onto the ground will help too.

could you explain "embedding into ground" a little more as I don't see how that would make a difference. PS I've searched everywhere online about how to make a better jumping platform and I can't find any good references. I do have a fair bit of experience now with creating/designing, but this is the ONE CONCEPT I just can't get right. Please help.
2009-03-06 15:39:00

Author:
mindphaser74
Posts: 349


could you explain "embedding into ground" a little more as I don't see how that would make a difference. PS I've searched everywhere online about how to make a better jumping platform and I can't find any good references. I do have a fair bit of experience now with creating/designing, but this is the ONE CONCEPT I just can't get right. Please help.

Wait a minute, do you mean: the player can walk under the springboard, that way embedding (like the meerkats) could help. If the player fases through the board, it won't help.

The flipper motion actually is the problem, it's that fast, sackboy might not keep up so to speak. You could try using a 0.1 time or something. Thicker platorm will work too as well as the length of the push (max length-min length=length of the push)

Good luck!
2009-03-06 15:43:00

Author:
Wyth
Posts: 263


Wait a minute, do you mean: the player can walk under the springboard, that way embedding (like the meerkats) could help. If the player fases through the board, it won't help.

The flipper motion actually is the problem, it's that fast, sackboy might not keep up so to speak. You could try using a 0.1 time or something. Thicker platorm will work too as well as the length of the push (max length-min length=length of the push)

Good luck!

yeah I have max height set to 6-9 (there are different platforms in the group), min set to 0.1 (I think) and timing to 1 (if I remember correctly). I will play with the settings some more today but it sounds like it is a thickness issue which kind of sucks IMO; thickness is not really a factor when it comes to other LBP physics.
2009-03-06 15:49:00

Author:
mindphaser74
Posts: 349


I've always embedded every jumping platform into the ground... It makes it look clean...

but yea that's just my own opinion

btw... you could also ONLY make the sides thicker so the position of the pistion remains the same.

I hope you know what i mean
2009-03-06 16:59:00

Author:
Yarbone
Posts: 3036


An option I've been using lately I've found works a lot easier than a prox switch. Create a thin base, and then carve away a spot for a button to go. Then hook up the button to the piston, and set it to directional. This way you don't get the conflicting bounces that go off at weird times, and multiple players can do it at once. It returns a nearly 100% success rate. Then if you want to hide it, you can sticker the button, or place a thin layer infront of it hiding the mechanism.

I usually create them to look similar to this:
http://www.lbpcentral.com/forums/picture.php?albumid=276&pictureid=2806
2009-03-06 18:21:00

Author:
Inspectigater
Posts: 126


An option I've been using lately I've found works a lot easier than a prox switch. Create a thin base, and then carve away a spot for a button to go. Then hook up the button to the piston, and set it to directional. This way you don't get the conflicting bounces that go off at weird times, and multiple players can do it at once. It returns a nearly 100% success rate. Then if you want to hide it, you can sticker the button, or place a thin layer infront of it hiding the mechanism.

I usually create them to look similar to this:
http://www.lbpcentral.com/forums/picture.php?albumid=276&pictureid=2806

That is AWESOME Inspectigater, exactly what I needed and wanted to know. Thanks everyone.
2009-03-06 20:32:00

Author:
mindphaser74
Posts: 349


You're welcome! Happy to help!2009-03-06 21:46:00

Author:
Inspectigater
Posts: 126


just to add a little more to this thread, after experimenting, the button jumper system described above by Inspectigater seems to work even better when button is set to 1-shot rather than directional. Although with multiplayer jumping platforms it is probably best to keep it at directional. And no, you cannot slip through a button and die like you can with a thin buttonless platform. So I think I`ve finally perfected jumping platforms thanks to everyone who helped.2009-03-07 15:16:00

Author:
mindphaser74
Posts: 349


I've never tryed this before: Is it possible to stick material to the red part of the button?2009-03-08 08:55:00

Author:
Yarbone
Posts: 3036


I've never tryed this before: Is it possible to stick material to the red part of the button?

just tried, the results were unexpected! You CANNOT stick something to the button BUT you can stick something to the button's bracket. What this effectively does is split the button into two buttons with the object becoming a wall in between so to speak. So what this allows us as creators to do now is make 2 buttons that control the same thing (not actually 2 buttons, but 1 button split!) Scale up the button and add more walls, and you effectively have many buttons that control the same thing... WOW!

Thank you Yarbone... I've been trying to create this type of devise for a LONG TIME now. You are the top contributor for the week no doubt!
2009-03-08 18:55:00

Author:
mindphaser74
Posts: 349


wait... I take back my last post. Just discovered a MUCH better way of accomplishing the split-button use. It involves magnetic switches and pistons, saw the tutorial on youtube. But in reality, this type of switch doesn't really add alot to the game. There are slightly different user-designed switches you can make that have more useful functions... IMO. Like the One-shot multi-switch... very useful!2009-03-08 21:07:00

Author:
mindphaser74
Posts: 349


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