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#1
Double Jump
Archive: 19 posts
Right, I'm gonna start building this as soon as I've done my essays, but here's the premise: Double jumping. The Sackboy can press X twice, once in mid-air, to make him jump higher. The idea: A platform moves beneath sackboy the whole time (invisible rubber) When sackboy jumps, it moves with him, just below him the whole time. But the system will have a very slight delay so that as sackboy descends, he lands on the also-descending platform, and can double jump. | 2009-03-08 10:48:00 Author: dawesbr Posts: 3280 |
That's actually a very clever idea. I expect some good platforming but without the limits that most people have Good luck with this | 2009-03-08 11:09:00 Author: Coxy224 Posts: 2645 |
Cool Sounds like a really good idea, very original at least | 2009-03-08 14:05:00 Author: ThommyTheThird Posts: 440 |
Hm, great idea. But here are some problems that came in my mind as i thought about it: -the plattform could collide with the rest of the level -if the plattform only touches sackboy at the top he can't double jump if he didn't made a full scale jump. -sackboy landing in middair can look a little weird -the moving plattform could be a little unstable -controlling the plattform in an accourate way will be very difficult But if you can do it, that would be awesome! Could i help you beta testing it? | 2009-03-08 14:16:00 Author: Vanemiera Posts: 329 |
Sackboy automatically switches planes, so the platform can just be placed in the front most plane and then not use that for anything else. This will get around the collision problem. | 2009-03-08 15:46:00 Author: dcf Posts: 468 |
Sounds Like a really great idea, but i think it's gonna be sooo hard to make :/ | 2009-03-08 15:56:00 Author: Yarbone Posts: 3036 |
Sackboy automatically switches planes, so the platform can just be placed in the front most plane and then not use that for anything else. This will get around the collision problem. Good idea. But that would give the problem that the player can jump down the level while the foremost layer is empty. | 2009-03-08 16:21:00 Author: Vanemiera Posts: 329 |
Yeah you can use the idea of having the platform on a different plane, but you should have it on the back most plane. Because like Vanemiera said, you can jump down into nothingness. When the platform is at the back you can not do so. Also... if you jump, and land on the rubber platform. Can't you just stand still, and be taken into the back most plane? And then walk all the way across the level as if nothing has happened? Also, you won't be able to use alot of thin planes. Since thin planes make you unable to switch layers. So.. you have to be really careful with that. An'd you can't change layer in mid air to avoid a obstacle. I mean.. if you jump up to a ledge, it auto-switches so it lands on the legde. But if you jump to the right, into a wall, it won't change lanes to land onto the ledge below. Understand? | 2009-03-08 16:33:00 Author: ThommyTheThird Posts: 440 |
Guys, I understand and have thought about all the problems. Not to say I have found solutions, but I know about the problems. About sackboy landing mid-air, the platform would continue sinking back to normal level, meaning he looks like he's falling in standing mode. This is a problem, as well as ThommyTheThird's issues. How about this:emitters. On the front, thin layer, there is a moving platform that follows sackboy a la day/night left/right ones, and this has an emitter. As soon as sackboy moves out of the top most range, it spawns a piece of invisible dark matter above itself. If sackboy jumps above this, it disappears, and the same goes for if the sackboy spends 0.1 seconds without jumping. Hm? | 2009-03-08 18:02:00 Author: dawesbr Posts: 3280 |
Agreed with using the backlayer. Maybe even have the level in the front layer. A "creature" with a protected brain following in the backmost layer, connected by a rod to the platform in the middle layer. Then you create a thin layer between the back and middle to hide the creature. Of course, that's probably the easy part. I'd try to get the mechanism working properly with a piston and proximity switch before adding the sideways movement. The proximity switch will need to be very precise. A flipper piston might be in order. | 2009-03-08 18:22:00 Author: dcf Posts: 468 |
How about this:emitters. On the front, thin layer, there is a moving platform that follows sackboy a la day/night left/right ones, and this has an emitter. As soon as sackboy moves out of the top most range, it spawns a piece of invisible dark matter above itself. If sackboy jumps above this, it disappears, and the same goes for if the sackboy spends 0.1 seconds without jumping. Hm? Hm. Good idea. Would even fix the collision issue completely. Spawning a little plattform in each layer would be totally sufficient. That would fix most of the problems that were mentioned. Oh... just got something terrible in mind: Multiple players?(that could screw the whole setup!) | 2009-03-08 18:23:00 Author: Vanemiera Posts: 329 |
Well, to be honest it wouldn't fix the collision issue completely. If you stand to close next to something, it won't be able to emit the object, as something will be in it's way. Wow this is a complicated project.. I hope you can pull it off mate ;D | 2009-03-08 19:21:00 Author: ThommyTheThird Posts: 440 |
This would be a great if you could refine it to a collectable Say.. so you put the object down, and when you get to that point, you can double jump, it wouldn't appear any different, maybe just tell the player, "double jump the wall!" or w/e then they'd be like, WTF how'd I do that!? Later commenting: "OMGG HOW DID YOO HACK DIS" | 2009-03-08 22:07:00 Author: Pinchanzee Posts: 805 |
I could imagine it working well. It would be really fun. I could also imagine it failing like a lot of ideas... Hope this works. And if you could put multiple "bouncer platforms" on top of each other so you can keep on jumping upwards... If you want it to work for sure though, it would be a matter of sackboy trying to land on the "bouncer platforms" that emit beneath him. | 2009-03-09 14:39:00 Author: uzman Posts: 209 |
Some of you might want to know that I finished a tech demo a couple of minutes ago. It's called "Double jump tech demo" by dawesbr, located in the UK. It just demonstrates that it does work and there's just a block that you have to double jump over. Nothing much, but I will be making a level with this in soon. Enjoy. | 2009-03-14 11:22:00 Author: dawesbr Posts: 3280 |
Don't you also need to make a player following device? How do you know where and when I want to double jump then? . | 2009-03-16 18:59:00 Author: RangerZero Posts: 3901 |
There is a player following device The slider... I'm next going to be working on a vertical slider. But, as this is a double jumping system, I think multiple sliders may be more appropriate. | 2009-03-16 19:24:00 Author: dawesbr Posts: 3280 |
Do you plan on making a level for it? I'd love this Has AMAZING potential to become very popular, very fast. | 2009-03-24 00:13:00 Author: Pinchanzee Posts: 805 |
If you'll see the topic, I am making a level. It's already had an intro, and a story, and a reason why you can only jump in certain areas. | 2009-03-25 15:20:00 Author: dawesbr Posts: 3280 |
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