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LittleBigPlanet 1 & 2
Tutorials

Player gates and tag gates

Archive: 11 posts
2014-03-09 14:41:00 / Author: Will=lliW
Hello fellow sack people, I have used this method a lot. I call them player/ tag gate regions.

A tag region is a sticker panel or hologram, with an impact sensor set to a tag, with the "include touching" function on. What this does is replace the tag sensors detection "radius" with any shape instead of the tag sensors use of a circle/ varying degrees in a circle. Which can be pretty annoying to deal with. Also helps a lot when you need have multiple tags in a small area.

I usually use this method for game play purposes, like the need to move a box to x position, or the player needs to be in Y position. But the most notable use of this method is in the making of mini games, like if the player goes to X region (player gate) he will gain points but if he falls into Y region hell lose points, the same with items (with a tag on them) if the item falls to X/ Y region hell lose/ gain points. So on and so forth.

Player gates are set up the same as a tag gate the only difference you set the player detection and of course have the include touching function on.

I color code tag gates in yellow that way I always know where there will be a gameplay functionality, its kinda like creating regions in more advance editors and game engines. And for player gates I use a darker yellow.

I hope this helped in some way guys. If you have any questions let me know.


As a side note:
This method does not rule out the use of tag sensors, in certain situations tag sensors are required like for example I have a tag gate to detect a box (with tag) that I need to move to say open a door. Once the box enters the tag gate region. The impact sensor will activate the boxes tag, and the tag sensor on the door will activate and open the door. And if you want to make everything wireless like I do.

Of course you can wire the impact sensor to the door directly but for time preservation I use tags, tag sensors, and tag/ player gate regions. Since my primary technique is modular design.
2014-03-09 14:41:00
Author:
Will=lliW
Posts: 27

2014-03-09 14:47:00 / Author: dolphins-R-lame
Ah this is a very useful thing for people to learn that want to create more advanced obstacles or mini-games! Thanks for sharing, I used this technique for one of my gameplay pieces in my Breezy Barn level
2014-03-09 14:47:00
Author:
dolphins-R-lame
Posts: 869

2014-03-09 15:04:00 / Author: Will=lliW
Yea, that's awesome I am not the only one using this method and thanks.

I used this method in my City Run level and City Run Retaliation. I required a lot of accurate player detection. So I needed something much more accurate.

Could you post the link so I can try your level out.
2014-03-09 15:04:00
Author:
Will=lliW
Posts: 27

2014-03-09 16:45:00 / Author: GooeyGhost
I haven't used a piston since I learned this technique. Thanks for sharing it with our community!
2014-03-09 16:45:00
Author:
GooeyGhost
Posts: 401

2014-03-09 16:53:00 / Author: Will=lliW
I still use em every once in a while. Im guessing you use two tags and two followers am I right?
2014-03-09 16:53:00
Author:
Will=lliW
Posts: 27

2014-03-09 17:15:00 / Author: GooeyGhost
If I use 2 tags I use 1 follower and vise versa with separate keys for special effects. A selector to the side to active the tag/selectors.
2014-03-09 17:15:00
Author:
GooeyGhost
Posts: 401

2014-03-09 17:47:00 / Author: Will=lliW
What d opeople mean with keys. I am not sure . I have heard it but never really ask.
2014-03-09 17:47:00
Author:
Will=lliW
Posts: 27

2014-03-09 18:46:00 / Author: dolphins-R-lame
Keys = tags i think :3
2014-03-09 18:46:00
Author:
dolphins-R-lame
Posts: 869

2014-03-09 18:56:00 / Author: Will=lliW
Oh i thought it ment like level keys. I guess they were called like that in LBP right.
2014-03-09 18:56:00
Author:
Will=lliW
Posts: 27

2014-03-09 20:39:00 / Author: GooeyGhost
Yes, they where named keys in LBP1, the named changed during the beta due confusion. I'm kinda Old school you may say! Ahaha
2014-03-09 20:39:00
Author:
GooeyGhost
Posts: 401

2014-03-10 01:59:00 / Author: Will=lliW
There is no problem with that, I bet the transition from one to two was a prety interesting one!
2014-03-10 01:59:00
Author:
Will=lliW
Posts: 27
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Posts: 37945 • Threads: 4847 • Members: 3878  • Archive-Date: 2019-04-15

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