Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Help! [Archive]
#1

LBP Pinball?

Archive: 7 posts


Recently I've seen a few pinball levels but I have no idea how they were made. Could someone link or post a tutorial please?
Thanks in advance.
2009-03-26 02:28:00

Author:
SawronZXZ
Posts: 463


It's possible one of the pinball levels you saw was either from Wexfordian (Pinball Wizard 1 & 2) or Thegide (Asteroid Pinball) - both excellent pinball games made by our members and have been on page 1 of cool levels in the last few weeks.

The basic concept isn't all that hard, but doing it well requires an enormous amount of switch logic. Also, tweaking to get the mechanics exactly right can be a bear.

The idea is to hide your "Sackboy" in a chamber behind the scenes with grabbable material which contains a grab switch - so when you grab it pushes piston-attached material up and hits the ball.

Each ball has a magnetic key attached (and a camera with a wide ratio so the camera follows the ball). If the ball falls through the bottom of the table, this key can trigger a switch - which, if activated a number of times, can trigger further switch logic to create "death" and put the player at the exit screen.

Even though these pinball games look simple, to do it well can be much more difficult than a standard LBP level - you are dealing with tons of wiring and switches in a confined space. I would strongly recommend building a logic chart to keep track of how it all works.
2009-03-26 14:01:00

Author:
CCubbage
Posts: 4430


Thank you very much...Um...Yeah. I'll see what I can do.2009-03-26 17:59:00

Author:
SawronZXZ
Posts: 463


Sorry for the wordy explanation.... but you did ask for a "tutorial"....2009-03-26 21:18:00

Author:
CCubbage
Posts: 4430


I have pics of my logic setup if you want.

Most of the scoring is done with 1-shot mag keys that trigger multi-input OR gates. I have about 20 or so 4-input OR gates to take care of this.

Prize bubbles are emitted above sackboy, triggered by these OR gates. I have 1x, 5x, and 10x emitters for different score values, but I use several 1x emitters to handle cases where multiple targets are hit in quick succession (using only one emitter for this is a problem, as the "cool down" time is too slow, even at 0.1s, so the player can be cheated out of points)

The ball launch emitter is set to max 1 at once, but another emitter takes care of counting how many balls have passed through the bottom of the table by emitting counter blocks. These blocks can also be destroyed when the "extra ball" targets are activated.

The logic really isn't difficult to implement, but what is difficult is tweaking the table to work smoothly. The most difficult aspect is preventing table and ball breakages, which are very likely when the ball is travelling fast.

The golden rule is never put any mag keys on anything that can break. If you're using drop targets, these can break unless made out of dark matter (due to small size typically), and if you were to put the score-triggering mag key on this and it breaks, then you have an endless emission of score bubbles and your high-score table will be forever corrupted by false scores. (I think this happened to Wex... some people have impossibly high scores on PW2)

Anyways, feel free to PM me and I will be happy to share building advice.

Making Asteroid! Pinball was the most fun I've had in create mode. It's like a big playground for lighting and sound effects, and this requires some serious logic programming.
2009-03-26 21:31:00

Author:
Thegide
Posts: 1465


You know, it might be easier if you just set your level to "copyable". Then we can ALL make really cool pinball games!2009-03-27 03:02:00

Author:
CCubbage
Posts: 4430


I'll look into it

EDIT: I'm having a little trouble with making the flippers. Any help? (Maybe I should use a wobble bolt instead of a piston...hmm...)
2009-03-27 03:05:00

Author:
SawronZXZ
Posts: 463


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.