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Flipper level
Archive: 16 posts
2017-06-03 19:41:54 / Author: Psmerga
Did anyone made a flipper level?
I was trying to make one but after desperately trying to solve different issues with the game or bugs, i had to give up. So i am curious to see how other people solved stuff. My main problem is the issue with the clipping. (Collision glitching. When the objects move to fast, the game reacts to slow and the objects doesent colide properly) Second problem is (probably because of glitched collisions) the permanent breaking apart of the objects. Also i experienced different issues with the mechanics and logic. For example, why is the gyroscope not strong enough to withstand slight force even when the stats are maxed? Force chip is buggy sometimes. Bouncing mechanics in the logic chip doesent work properly. For some reason my ball bounced always in a weird angle and i couldnt understand why. Like falling straight down but bouncing to the right despite floor being flat. If anyone was working on something similar, i appreciate every single hint. Thx and have fun. |
2017-06-03 19:41:54
Author:Psmerga Posts: 373
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2017-06-03 19:59:47 / Author: Jammylews
Hi Psmerger! What do you mean by flipper level? I am a bit of a noob at the game, but in terms of logic I am fairly good. (Not professional standard,but yunno) I am happy to help you as much as I can, so explain to me exactly what you mean and I am happy to help!
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2017-06-03 19:59:47
Author:Jammylews Posts: 3
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2017-06-04 07:18:15 / Author: Hanfi1311
I think its about pinball, isnt it flipper in english, too?
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2017-06-04 07:18:15
Author:Hanfi1311 Posts: 210
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2017-06-04 08:42:43 / Author: Psmerga
Yes it is pinball.
Thanks for reminding me, i didnt remember the english name. Thanks for the hint in the pm. I will postpone the project for some time. After sleeping over it, i thought with a clear head about it. First thing that i realized is that i need to scale it down so i can make it way slower. That way the clipping (collisions) would work properly. I have still to understand why the physics of the lever arm didnt work. First idea was to use two gyroscopes with max speed and 100% strenght. For some reason, the lever arms didnt withstand the force of the pinball but instead they gave 15° in. Also the acceleration of the ball went to sloppy even thou the maxed tweaks on gyroscopes. This was way beyond my expectations and i dont understand why it works that way. If i supported the lever arms with the materials, it started to break apart even if tweaked indestructible. (Support like material under the arms so it would hold them so they dont give in) Probably it breaks because of glitched collisions and positions of the materials. (When the materials glitch in one another i assume that they brake even if indestructible) I also used the pistons but ended with similar outcomes. Everything was breaking even more apart. Also thanks to Jemmy for offering the help with logics. I am mostly able to solve my tasks with the logics. It is more about fighting with the bugs. Like when the chip simply doesent work at all. For example if you use the glitched level for the 360°cam, the in/out mover will not work at all. There is no explanation to it why it doesent work. I had bad experiences with the materialtweak and force chip. Sometimes the logic is not sure which state is active and it tries to activate both while ending in glitched state because it cant have two opposite states. Other example is the rail. If you bend the rail inbetween the layers, (witch happens almost automaticaly) after picking it next time, it will break apart. Also the hooking in the rail works best on horizontal line. If you want to hook verticaly, the chances are high that it wont work. The engine glitches sometimes around depending on its mood and i have to live with it. Slowly it looks like rant here. *sigh *lol Big thanks for the help. I appreciate also the future hints if someone knows something. Have fun creating, playing and sharing. |
2017-06-04 08:42:43
Author:Psmerga Posts: 373
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2017-06-04 13:10:01 / Author: sanfoxer
i was thinking of a pinball level to! but I'm still trying to figure out how to make the flippers move when the player push a button on there controller. Can you help me too?
Also fun fact . clipping in LBP 2, 3 is kinda Brocken. i did a little test on speed. When i put it to max speed it broke the collision detection on all objects it hit. even stronger objects was Brocken |
2017-06-04 13:10:01
Author:sanfoxer Posts: 55
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2017-06-04 16:55:07 / Author: Psmerga
The input works with controllinators that are tweaked as reciver from sackboy. (Not color) I did some further experiments and solved the lever arms with joystick rotator. This worked the best since it dont screw the position but turns to specific angle. Also i can tweak the strenght of the levers and they dont give in now. I still suck at creativity but given enough time, i will solve even this. I uploaded alpha version of my lever arms. It is copyable so you can copy it and inspect it on moon how i solved it. Have fun |
2017-06-04 16:55:07
Author:Psmerga Posts: 373
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2017-06-04 18:06:45 / Author: sanfoxer
Thanks for the help
Never mind then cuz i don't have the dlc in LBP3 that i needed |
2017-06-04 18:06:45
Author:sanfoxer Posts: 55
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2017-06-04 19:12:06 / Author: Psmerga
Which DLC?
I can change things so you can download and use it. |
2017-06-04 19:12:06
Author:Psmerga Posts: 373
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2017-06-04 19:35:34 / Author: sanfoxer
It was little big planet 2 movie pack and a si-fi pack
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2017-06-04 19:35:34
Author:sanfoxer Posts: 55
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2017-06-04 20:00:22 / Author: Psmerga
I uploaded it only with the lever arms now.
They are made of basic wood material. I dont know from where i have the joystic rotator. If it still doesent work than i dont know what to change. One lever have two joystic rotators for both positions. Each joystic rotator gets the input of two batterys that are set on 100% either positive or negative for 45° angle. (I was to lazy to calculate for 30° angle) The output from the controllinator (R1 or L1) has also a inverted signal. Positive signal controls one rotator while inverted controls the other. So there is always only one active signal. I hope that this helps. |
2017-06-04 20:00:22
Author:Psmerga Posts: 373
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2017-06-04 20:18:46 / Author: mdkd
Yeah, LBP is slow when it comes to really fast movement. It doesn't react. I think the only way to solve it is to turn down the speed so the logic can handle it.
A buddy of mine made the team picked pinball level some weeks ago. You could ask him. |
2017-06-04 20:18:46
Author:mdkd Posts: 1856
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2017-06-05 05:38:23 / Author: ramkibainu
Yeah, the issue with the gyroscope is weird,to solve it i use 2 or 3 gyroscopes at max value.
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2017-06-05 05:38:23
Author:ramkibainu Posts: 145
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2017-06-05 07:39:39 / Author: Hanfi1311
Does it really help to use more gyroscopes on one chip?
Had the same problem with a platform and big toggle, for big toggle the gyroscope was not strong enough... |
2017-06-05 07:39:39
Author:Hanfi1311 Posts: 210
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2017-06-05 08:28:22 / Author: Psmerga
I assume yes.
Experienced the same with the movers. I needed wery slow acceleration for a baloon and one mover alone couldnt make it float at all. I ended up using three of them. SHAME upon me for not thinking this earlier. I could save lot of time. *sigh |
2017-06-05 08:28:22
Author:Psmerga Posts: 373
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2017-06-06 03:07:26 / Author: ramkibainu
yes, using more in a chip works
is weird how the logic on lbp3 works... some logic pieces requires being used like 2 or 3 at the same value to work correctly |
2017-06-06 03:07:26
Author:ramkibainu Posts: 145
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2017-06-06 13:54:17 / Author: mdkd
Except for the follower. It doesn't add up when you put 3 of them with maxed out values.
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2017-06-06 13:54:17
Author:mdkd Posts: 1856
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