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View Full Version : The Collector; How?



DRT99
12-09-2008, 12:57 AM
OK... In my neverending quest to understand how the collector "Giant Robot"
(The one that spawns Lone Wipers) works, I decided to ask for any help on the forums.
YouTube - Little Big Planet Final Boss/Ending
If anyone has any understanding of what all those swiches + Keys do, post here! Who knows? It could lead to some weird and whacky bosses being made!

BTW: Something I noticed in the first part of the Fight, when you first enter, theres Dissolve material covering the brains, grab it! I got ontop of the collector's Controll Tower thingy.

Mutant_Tractor
12-10-2008, 01:59 PM
BTW: Something I noticed in the first part of the Fight, when you first enter, theres Dissolve material covering the brains, grab it! I got ontop of the collector's Controll Tower thingy.

What exactly does that do?
o_O

Creative
12-10-2008, 02:01 PM
I don't think it does anything >_<

DrunkMiffy
12-10-2008, 04:03 PM
It doesn't lol, but it might make things easier O_O

CaptainSpiff
12-10-2008, 04:28 PM
OK... In my neverending quest to understand how the collector "Giant Robot"
(The one that spawns Lone Wipers) works, I decided to ask for any help on the forums.
http://www.youtube.com/watch?v=RsZtCz_PQoY
If anyone has any understanding of what all those swiches + Keys do, post here! Who knows? It could lead to some weird and whacky bosses being made!


I think that you may have it backwards - in that there are umpteen different ways to implement the behaviour of "Giant Robot". The hard part is actually conceptualising the boss/contraption and then designing the behaviour stages and patterns.

Once you have those down, getting freaky with the keys, switches and logic gates is relatively easy.

EDIT: I guess that wasn't terribly helpful. Look up logic gates - e.g. compact logic, or nettys logic tutorial. At least AND/OR gates. E.g. for each stage you can implement cyclic behaviour by simply putting a magnetic switch on a slowly spinning large circle - so if you want to spawn/emit an object half way through the cycle, you put a key (attached to the emitter) on the opposite part of the circle from the start point. And you can dissolve that circle when the player finishes that stage.

The complicated part is the logic - e.g. if you want to use the same emitter in two stages, then you would need an OR gate, as you can't attach two separate sources to a device otherwise. An OR gate can be as simple as:
[dm]--[piston]--[wood with key]----[mag switch]----[wood with key]--[piston]--[dm]

You attach a separate switch (directional) to each piston (with 0.1 cycle time), and connect the output of the mag switch to your emitter. Takes some fiddling, but it is reliable and effective.

If you are using the circle/mag switch/dissolve circle at end of stage method above, then you'd also need to add some logic to make sure that when a switch is dissolved along with the circle, then the pistons in the OR gate it was attached to doesn't go back to the default behaviour (back and forth). To do that you'd need to pipe it first through an AND gate:
[dm]--[piston 1]--[piston 2]--[wood with key]------[mag switch]

You tweak this so that piston 1+2 need to both fire (be on) to activate the mag switch, then you attach your original output to piston 1 and make a permanent mag switch (directional and reversed) attached to piston 2. This way when you dissolve the circle, you also dissolve the permanent switch and the AND gate will then never fire again.

It's a bit of tweaking as I said, but the really nice part is that once you make your gates, you can reuse them anywhere. You can also use pre-made gates, but you'll learn more if you take the Jedi route and make your own.

DRT99
12-10-2008, 11:58 PM
First part of the collector fight, How does it Know when you'v collected the outside brains? I have no idea. Maybe a mag key on the brains, I gotta try that out.

Tyler
12-11-2008, 01:23 AM
What exactly does that do?
o_O

Nothing. But you can stand on it :P

I also got on the Collector Robot's head once. I then made my Sackboy look like he was controlling it and I attacked my friends. >=D

Trader Sam
12-11-2008, 10:38 AM
First part of the collector fight, How does it Know when you'v collected the outside brains? I have no idea. Maybe a mag key on the brains, I gotta try that out.

Exactly. . . . when the enemies are destroyed so are their keys and then the magnetic switch deactivates and allows the robot to continue onward. Reverse Engineering the Collector Boss sounds like an enlightening and challenging task. I may make an attempt at documenting its workings.

DRT99
12-11-2008, 06:54 PM
thats exacly what I wanted to do.

blaze_boi786
02-02-2009, 07:04 PM
What I figured out was that the only time the machine gets activated is when your in its radius, using a sensor switch connect to a permanent switch. Therefore starting the beast.

LuckyShot
03-01-2009, 04:22 AM
you can win the final boss - for acing it or collecting everything or something, don't remember, but I have 100% items and aced levels - so if you win the final boss, put it in create mode for some serious crash course knowledge on gates and boss mechanics.

Also I have made several crazy parts to boss fights that just don't work - the engine won't handle it, like wobble bolts that open up... they act like motor bolts when the boss gets too complicated and it breaks. Instead of wobbling back and forth they spin around and around. Anyone else run into this?

SnakeED
03-23-2009, 07:00 PM
Once you have created a few levels and some how mastered the magnetic key switch (like i did) everything open up... This is easy but complex.

How does it detects when all tanks are gone?
- A big magnetic switch covers the whole area the tanks can travel, and each tank has a key to this switch, once there is know tank the switch goes back to its early state and fight continues.

-The same concept aplies with the brains, they are attach to dissolveable materials that holds a magnetic key once all magnetic keys of the same color are gone a switch is activated and opens a new event.

How events are triggered over time?
- A simple piston and few magnetic switches will do the job, just think about it.


I made a boss with this concept on one of my levels check it out:
http://www.lbpcentral.com/forums/showthread.php?t=9866

claptonfann
03-24-2009, 09:32 PM
Reverse Engineering the Collector Boss sounds like an enlightening and challenging task. I may make an attempt at documenting its workings.

I'm actually developing a level where The Collector has organized a tour of the boss's mechanics. I've figured out how the first form works, and I'm working on figuring out the second, smaller form (the one that shoots and flies). I'm calling it "Collector Boss Dissection", and hopefully I'll be able to put a video up rather than publish it (mostly because, for some reason, I can't get into LBP Online :( ).

If anyone is interested in playing it, I could use some help figuring out what I'm not doing in order to register online :blush:. The level's more or less a straight shot from left to right, not too complicated, but it might help inspire others :3

dkjestrup
03-25-2009, 08:42 AM
imo, Wheels>Pistons.

Coppied from Morgana25s Chroma Stone Chronicles thread (I wrote this)

Have your "wheel". Put one "tooth" (like a cog) sticking out of it. That way you can block it off at certain points. Put one bar of dissolve at the top, blocking it. Connect this to the sensor switch. You may want to hook some sounds up to this, for dramatic effect.

For stage one, lets say we want it moving side to side, firing plasma. Then every 20 seconds have it stop shooting, and have a way of attacking it (lets say paintinator weakspot). Place a piece of dissolve blocking the wheels movement. Have the keys on the "tooth" of the wheel, for simplicity's sake.

We can put a magnetic key by the dissolve here, which is attached to another, SIMPLER, wheel, without any obstructions. Place a switch on this wheel, attatched to the emitter for the plasma. Place another that is attatched to a piston to make it move. Finally, another switch attatched to whatevery uncovers the paintinator weakspots. Then, around the wheel (spinning very slowly) place keys for when you want it to attack and move. Just make a continuous stream of them for now, and set the switches to ON/OFF. You could use ONESHOT if you wanted to time them in pretty patterns.
About 2/3s around the wheel, don't place any keys to make it move or shoot, but place keys that open the cover for the paintinator spot.

The boss will fire and move, for however long you made it, and have about 10 seconds (idealy) where it is stationary and vulnerable. Hook up a paintswitch to the dissolve on out MAIN wheel, and to the stage one wheel (always make with dissolve), so when you have defeated this stage it moves to the next.

For the next stage, place some dissolve in the path of the "tooth" and a key that is attatched to another wheel, so when the main wheel gets there, the next wheel starts. And so on.

If you don't want paintinator action, simply use a grab switch (reccomended) or any other type of attack, and attatch this to an emitter that emits paint onto a paintswitch (off screen). Then hook the switch to the dissolve so the wheel continues.

When you have finished the last stage, I'd reccomend hooking the paintswitch up to some explosives inside the beast.

I hope you got all of that lol, feel free to ask about any of that!