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Martut
09-05-2009, 03:37 AM
Thanks to Frinklebumper for inspiring this system!!

YouTube - A LittleBigPlanet Weapons System

I used the Keyblade that I made because... Keyblades look cool. You could really substitute it with anything. A big hammer, a sword, it would even work for flashlights or anything with a handle that you can swing around. As you can see in the video, you can also perform some pretty cool tricks. :p

Also, the system takes a bit of experience to use; you learn how to use it by moving around and testing it. It doesn't take too long, but it's not exactly a "Pick Up and Go" sort-of thing.

It's a lot more complicated than you'd think; with the system with a screen around the weapon.


http://i695.photobucket.com/albums/vv314/Martut_LBP/SwordSystem.jpg


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The Easy Way (Recommended)

http://i695.photobucket.com/albums/vv314/Martut_LBP/APhoto_4.jpg
The whole system got a lot more complex than I wanted, so it's not very easy to copy. However, I did think of a way that's a lot easier, you just have to put a spring with 0 strength that's stiff towards the top of the level, attach it to a piece of something (anything will do), then attach it to a something else with a piston, then connect the elastic to your keyblade's tip. After that just put an inverted grab switch on the keyblade and hook it up to the piston. Make sure the piston lifts up enough only to get the keyblade's front off the ground, but not too much or it'll go flying away. The only issue with this system (And I seriously mean the only issue), is that going up and down hills it might become too heavy or too light. So if you just kept them in specified areas, they'd probably work like a charm.

Also, I put the elasticity for mine at 1.5, and I made the holdable weapon out of cardboard and dissolve material.


The Hard Way (That's what I did):

http://i695.photobucket.com/albums/vv314/Martut_LBP/WeaponsSystemandhowIdidit_.jpg


First, I made a horizontal player tracking device, with a screen that follows the player; then I made a vertical one on the side of the screen, since that would give me a place to be able to track the player's up-and-down movements. After that, I attached two vertical blocks on opposite sides of the screen; but make sure that they're above it, so that you can move them straight up and down! The vertical blocks are to be set up so they're controlled by the vertical player tracking device. Then, I made a small block and attached it to one of the two parallel vertical blocks, using a spring that was completely horizontal. I locked the spring's stiffness and put the strength to zero. Now the screen should follow the player, and the piece attached by string in-between the two vertical blocks should now be restricted to only move within the screen.

After that, I made a piston connecting down to another block, I called him the "Butler Block" because really, he just was there to help the keyblade, but he couldn't control it much. So, anyway, I connected the blade's tip on both sides to the "Butler Block" using elastic, I set the elastic down to 1.5. After that made it so grabbing the hilt of the blade would make the "Butler Block" move up 26 places, so that it would lift the tip of the blade off the ground, but not send it flying. I put a magnetic key at the end of the blade, and I finished it up by adding a reverse grab switch on the part of the player-held object that could be grabbed and attached it to the piston on the "Butler Block".

I think that's everything I did. But honestly, I'd just go with the easy version... a lot less room for error, on my end explaining it; or on your end, making it.


Notes about what I did:

-Elastic should be on both sides of the grabbable item where it's supposed to raise up, so if the player starts walking the opposite way it will behave the same as before with Jumping and Swinging.

-Player Tracking Devices aren't that easy to grasp if you're adding more than one thing to the device, for instance, I tried to make the vertical player tracking device out of pink floaty, but it was too light and ended up breaking the Rod that I had set on "Stiff", so I tried metal, and it was too heavy and just flung itself downward and broke it. I ended up having to use wood and using a bunch of rods to keep it from shaking.

-Multiple pistons on one object don't work well, lol.

-"Stiff" Rods, are stiff, but at the same time they bend and break under too much stress. So, your base Horizontal Player Tracking Device, should be heavy, and attached to dark matter. As you can see, I made mine out of stone and made it huge, lol.

-Both ways are okay on the Thermometer, by making the second system it only took up about 1/8 to 1/10 of it, the first way probably wouldn't even have much of an effect at all.

elzbenz
09-05-2009, 04:46 AM
This is incredible!

Sunrise_Moon
09-05-2009, 02:26 PM
Can't really tell how to do it because the pics are so small but the vid was awesome!

Waldo
09-05-2009, 05:55 PM
Rather cool.

Usually what I do is make a weapon and attach a platform that is in a different layer and hide it. It makes for an easily pushable block and by attaching a piston to the platform the object raises off the ground. I have one question though how far can the system go? I'm guessing you have to make a rather extensive track or use a cart for the horizontal tracker as that is the most stable method.

Martut
09-06-2009, 03:09 AM
Actually, so far the one that seems to be able to go farthest is the "Easy" one. I could test it's limits if you wanted. The other one is more stable though; and it can compensate with changes in height.

Waldo
09-06-2009, 03:17 AM
Actually, so far the one that seems to be able to go farthest is the "Easy" one. I could test it's limits if you wanted. The other one is more stable though; and it can compensate with changes in height.

sounds cool I'm just wondering the thermo of it. Your screen has given me a good idea. I could possibly make an old school action rpg