View Full Version : Sophia III (Blaster Master)

01-28-2011, 04:23 AM

Fully functional Sophia III from Blaster Master. Vehicle jumps when user presses X, and the control arms attached via wobble bolts to the wheels spring down, propelling the vehicle up. I have impact sensors on the wheels, so if they are not being touched, the vehicle wont jump again in the air. :) She will fire projectiles with have anti gravity and a gyroscope to help them fly straight no matter what angle they are emitted at.

Going to be working on AI, worldbuilding, and gameplay next since the vehicle is done. Will post video soon.

02-14-2011, 04:44 PM
Hey, I am working on developing my own Sophia III and BM levels. Maybe we can collaborate? If you would like to, add my PSN: Griever42.

I'd like to see what you've made so far!

02-14-2011, 06:34 PM
Awesome... does the cannon swivel?

02-18-2011, 02:07 AM
i would LOVE to help!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!

02-20-2011, 10:37 AM
Oh my god. <3 Can you make it hover and climb up walls/ceilings too? I'd love to see that, and perhaps the special weapons if possible.

I just transposed a MIDI of Area 5 from Blaster Master into LBP2 the other day. I have no musical talent but I was able to get it very close to sounding like the original, and I've considered doing the rest of the game's music some time.

03-22-2011, 03:36 PM
I am currently working on a fully-functional Sophia III as well. So far it is able to do jump, hover, dive, wall1 (climb walls). Just started working on wall2 (climb ceilings). I implemented all movement with thrusters, since motor bolts don't work in mid air. I recently started playing around with using wobble bolts to make Sophia jump but I can't get her to jump high enough whilst the wheels hitting each other, much less when they don't hit each other. I'm probably going to use a combination of this and thruster. Right now I'm playing with pistons and spring bolts. Trying to get it to have that 'suspension' feel to it.

I plan on making some mechanical swiveling for the turret and stuff, so that when you press left it, at worst, looks like it's facing left to some degree, even if it's an illusion, since you can't (as far as I know?) flip objects around in play mode. I thought about using an emitter to emit the cannon in the other direction but I dunno a way to have an emitted object be glued to something else. This will probably be the hardest part to do. That and the hover/dive different look of the wheels. I'm trying to keep Sophia a one-layer object so that Sackboy can run in front of her and so it isn't so bulky. This will be difficult to pull off.

I plan on recreating the whole game although I will probably add some things. For example, since Sackboy can't breathe underwater, there will be the addition of air bubbles and strategy involved in getting to them on time.

I plan on expanding upon the game too. Probably around the time I get Sophia working I will publish a small level with a short campaign where you retrieve and use all of the power ups.

Edit: I reimplemented everything with movers. Got everything done including climbing walls/ceilings although it's not as seamless as it should be for some levels. Level 1 is finished (split in two due to lack of space) and started on enemy creation.