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#1

Protected pathways through multiple layers

Archive: 8 posts


From the very first video of LBP3, I had always wondered how having more than 3 layers could work in classic platforming levels. What I mean is that, normally, you should be able to get down from a platform with your sackboy/girl so that you then fall down in front of the above mentioned platform (left stick rotated downwards + cross). With only three layers it was rather simple to prevent players from exiting the playable area of your levels, but with 16 I thought it could be a remarkable problem.

The story mode showed me that on the majority of the platforms I walked on with my sackperson, I couldn't get down like I described earlier in this post, thus preventing me from falling into areas of the levels I shouldn't have gone in (or died).


The problem is, how can I replicate this story mode feature in my levels? In a way that I can decide when players may be able to get down from platforms?
For example, I wanted to make groups of three layers that would work similarly to how the original three layers worked in LBP1&2, so that they would not let the players exit out of the group if not by using those 3D bounce pads or more complex logic.

I thought about using a broadcast chip that grants or removes the ability according to the area/layer the sackperson is in, or maybe simply putting invisible materials/walls in every place I want to be protected from players' access (maybe this solution is problematic for the thermometer). Do you have some other ideas?
2016-01-09 19:58:00

Author:
Puntolory
Posts: 34


The thin material is probably the easiest way to go (and no the thermo really won't be affected if you A) use a material you are already using in the level (or invisible I think also is really low on thermo) and B) Don't make a TON of segments, just make one really large one with as little corners as possible. There might be something in the gameplay tweaker though too, I'm not sure.2016-01-09 20:15:00

Author:
koltonaugust
Posts: 1382


The thin material is probably the easiest way to go (and no the thermo really won't be affected if you A) use a material you are already using in the level (or invisible I think also is really low on thermo) and B) Don't make a TON of segments, just make one really large one with as little corners as possible. There might be something in the gameplay tweaker though too, I'm not sure.

Okay, understood. I'm going to give your method a try and follow those rules in order to keep the effects of the thin material on the thermo as low as possible.

Thanks for the answer!
2016-01-09 21:17:00

Author:
Puntolory
Posts: 34


The Gameplay Tweaker will allow you to turn the jump down ability off. If you place it on a broadcast chip, make sure the tweaker is set to "affect owning character"2016-01-10 21:33:00

Author:
Pookachoo
Posts: 838


As for that then, there is probably an easy way to put an infinite tag search on 1 layer and put that in a broadcast chip and when it detects that tag (put it somewhere in the layers you can't jump down from) it cant jump down (hook to gameplay tweaker). So if you need jumping down but not past a layer, this would now be my recommendation knowing the above info to be true.2016-01-12 05:07:00

Author:
koltonaugust
Posts: 1382


Thanks for the answers. I think that the gameplay tweaker looks more suitable for what I want to do, as I want to the ability to jump down in specific layers, so I'll go with that one as a first try before using the thin material method.2016-01-12 16:38:00

Author:
Puntolory
Posts: 34


howdy Developer here! Just thought I'd chime in with how we did it in the story.

Its a lot easier to mark places where you want to jump down than where you don't want them to. So you want to go to your Global Controls and find the tweak that enables Jump Down and set it to off.

Then on any surface you want the player to jump down from just place a Broadcast Microchip set to to detect players in contact. On that chip place a Gameplay Tweaker and set the jump down tweak from level setting to Yes. Make sure to set the affecting character to OWNER. This is important! But that's it. Just copy that chip to any platform you want the player to be able to jump down from.
2016-01-12 22:39:00

Author:
Hallm3
Posts: 252


You could just control when & where and what layer you want the sackbot/sackboy to land on by removing the actual controls to drop down layers like normal. Add in hit boxes to where you want the sackbot to drop down. Have those hit boxes + tag senors linked with the controlnator to trigger when to play the sequncer with follower in it. Having the follower move to the closest tag and having the option to switch to the layer with the tag on it. Play the sequncer for about 1sec and have it turn off.

Now its the same deal with jumping to layers. just have the follower move the sackbot on the layer with the tag during the jump.
2016-01-12 22:50:00

Author:
venat
Posts: 715


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