[PS3] LittleBigPlanet Impressions

anyone got any ideas for sensor placements. i have a system built that uses multiple pistons to move an object in the x and y axis and i want to hook sensors up to the pistons so the object follows the player. problems are that if i set the pistons to exponentionally increasing lengths then while one is lengthening another is shortening. could try making them go real fast but i'd prefer smooth movement. i can make it so that sensors overlap so the pistons are the same length but 1 then 2 then 3 will be activated at any one time. but that leaves me with limited range.

i'm sure i saw a solution to this made by the guy who made the calculator but i can't find it.

any help?
 
anyone got any ideas for sensor placements. i have a system built that uses multiple pistons to move an object in the x and y axis and i want to hook sensors up to the pistons so the object follows the player. problems are that if i set the pistons to exponentionally increasing lengths then while one is lengthening another is shortening. could try making them go real fast but i'd prefer smooth movement. i can make it so that sensors overlap so the pistons are the same length but 1 then 2 then 3 will be activated at any one time. but that leaves me with limited range.

i'm sure i saw a solution to this made by the guy who made the calculator but i can't find it.

any help?

I'm no sure if I understand what your trying to make, but if your looking for the guy who made the calculator, he's Quaz51 on this forum. Or if you want to find his level, search for the name Upsilandre.
 
Thanks for the information. I think I've figured something out anyway. If that doesn't work I'll try contracting Quaz.
 
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anyone got any ideas for sensor placements. i have a system built that uses multiple pistons to move an object in the x and y axis and i want to hook sensors up to the pistons so the object follows the player. problems are that if i set the pistons to exponentionally increasing lengths then while one is lengthening another is shortening. could try making them go real fast but i'd prefer smooth movement. i can make it so that sensors overlap so the pistons are the same length but 1 then 2 then 3 will be activated at any one time. but that leaves me with limited range.
Let us know how you do that.

First time I tried pistons it didn't work at all. First of all speed setting of the sensor only changes frequency of piston. When I tried two opposite pistons they didn't move at all (was overlapping sensors).
When you for example use piston against a string or equivalent, it still continues to do harmonic monition as much as it can and I couldn't extract continues force from piston. I haven't played with it much but any working solution I found suffers from oscillation which takes time to dump down.
 
First you need to bound your pistons in glass tubes. to get rid of sheering forces. That'll get you controlled X movement. For Y it's the same but it has to be attacked to the other system using a flat plane piece.

For control with sensors I'm setting up a grid of sensors at equal distances. These trigger mulitples keys aranged radially around a bank of key switches. So one sensor will trigger a piston with only one key, then next one with 2 and so on. The key switches will then have to attach to another contraption.

The final contraption will be a bunch of pistons that move blocks with magnetic keys back and forth. The block will not be attached to the pistons giving semi permanence to the action. The girder in the construction site you move back and forth is an example of this.

It will allow a piston to be trigger and remain triggered until the next sensor is reached, which will reset then go to the new configuration.

The key switches on that final contraption control the pistons.

Edit: i can probably skip the radial device part actually.
 
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I was talking about a "continues" piston solution.

If you are happy with a discrete solution with large number of two-state pistons and switches, I think you can do that simpler than that.

But I'm curious, for horizontal tracking cannot you simply use an AI? It tracks pretty fast, but don't know what size and power you want.
 
I used an AI previously, but it makes noise at you and allowing it to track you means carefully making paths for any particular level. I'm working on a general purpose solution instead.
 
Here's a YouTube vid explaining the technique of the Gradius ship - it exploits a bug to connect the grab-button chamber to the object in another plane.

 
Something is wrong here, i went to my local EB-Games.. no LBP, then i went across the street where you have one of those multi stores that sell everything from razors to televisions, and they had it.

Soft launch is an understatement.
 
Here's a YouTube vid explaining the technique of the Gradius ship - it exploits a bug to connect the grab-button chamber to the object in another plane.

Nice. There's one other exploit that so far nobody seems to have noticed, and maybe it's not in the final game, I"ll have to check, but in the beta you could place a rocket without anchoring it to anything. Then if you fly, you just drag the anchor with you and can fly anywhere you want to without being limited to range or having to resort to another rocket placement.

I started fooling around with the editor the other day again, and before I knew it a little experiment with a brainless creature had grown into something much larger. I look forward to showing it off a bit sometime soon.
 
Nice. There's one other exploit that so far nobody seems to have noticed, and maybe it's not in the final game, I"ll have to check, but in the beta you could place a rocket without anchoring it to anything. Then if you fly, you just drag the anchor with you and can fly anywhere you want to without being limited to range or having to resort to another rocket placement.
I wouldn't call it an exploit, and it's still in the game. I'm sure a lot of people noticed it.
 
Anyone know why there are so few new levels? I have played through most of the good ones as well as gotten about 80% of everything in the story mode, so I need some new content. Does each user created level have to get approved by sony and/or media molecule before we see it online?
 
First time poster, long time lurker....

So I hope you don't mind me pimping my map, "Escape The Volcano!". It's a pretty large map, and definitely a challenge. The Search functionality seems broken right now, so you may have better luck using my PSN id ChainsawFilms to find it.

I'll get pics done at some point.

Thanks guys!
 
So I thought I woulnd't build any levels, but finding the game to short and most of the stuff I tried online just as short I figured I'd dable in the game editor. Not that I have lots of time mind you...

I am unable to make materials with little depth (z-axis). Any tips on how?
 
Well i got my sensor thing working sort of. It could do with tweaking a bit. I only did horizontal tracking, but to do vertical I'd just need to double up some stuff. Temp might be a problem then. I might have to work on making some parts simpler. Also I got the music to repeat.

So the end result is that a bank of speakers will follow you around continuously playing music. I used the same piece of music as last time, mostly because transcribing is a chore. Next time I'll try bumping things up to multiple instruments.

The level is called Eyes On Me V1.3 (music level)
 
I found an intresting level that i think hasn't got enough plays.

It's called RoboTrons Amazing Wonder Machines

It's like a Rube Goldberg Machine.

Robotic Automatic is also good.
 
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So I thought I woulnd't build any levels, but finding the game to short and most of the stuff I tried online just as short I figured I'd dable in the game editor. Not that I have lots of time mind you...

I am unable to make materials with little depth (z-axis). Any tips on how?

You can change the depth with the R1 and R2 buttons. You are restricted to the 3 wider and 4 narrower planes though.
 
Anyone know why there are so few new levels?
According to the LittleBigWorkshop there's supposedly 50 pages of levels. Stupidly everything is 'sorted' as a list by date, so all the new stuff comes last. Another total broken concept! What happened to the notion of the best stuff floating to the top?! Launching the game without this kills the community Game3.0 aspect. The early concept vid for 'Share' showed a much better system.
 
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