PDA

View Full Version : Teleport Logic, Object Flipper & Sky Box



bluearth
08-19-2014, 07:52 AM
Would be nice to have a simple logic that teleports an item to anywhere on the map. 'This way we dont have to create multiple emitters of a complex object which hogs the thermometer

Also an object flipper that when activated will 'flip' your object so its facing the other way.

Finally a skybox can be placed in the background of top down levels so when you reach the edge of the map it looks endless instead of seeing the ugly boarders you do now.

ThomasMurphy67
08-19-2014, 12:19 PM
I made something like that but it doesn't actually use that much of the thermo up. All I did was get a microchip that searches for 4 players and if there isn't it will check for 3 then 2 and so on. It then uses an emitter than creates a hologram that has the same number of controllinators as players and instantly ejects them.

The flipper sound great and could make a good obstacle though! :)

The SkyBox would be perfect for giving players some freedom in what they build. They would also be able to stick to the theme that they have chosen.

These are some great ideas and it is great that you came up with them :)

Bladex61
08-19-2014, 06:27 PM
I wouldn't be surprised if the teleporters worked with objects but we don't know yet. The flipper idea sounds great. If we can resize objects in a level, why not flip them too! I also like the Skybox idea a lot. It could even work in 2d levels as well. I support these ideas :)

piggabling
08-19-2014, 07:49 PM
Would be nice to have a simple logic that teleports an item to anywhere on the map. 'This way we dont have to create multiple emitters of a complex object which hogs the thermometer

In LBP2, you can make a teleporter with a single emitter... with some "destination" tags, a selector, and a piece of hologram with a follower and an emitter on it. If the emitter only allows one of the items alive at any time then you can simulate teleportation!

The other stuff would definitely be new and interesting.

minecrafter0482
08-23-2014, 02:09 AM
We have teleporters as DLC already! In the "Cross-Controller Pack"

ZNBJ
08-23-2014, 03:13 PM
Would be nice to have a simple logic that teleports an item to anywhere on the map. 'This way we dont have to create multiple emitters of a complex object which hogs the thermometer
This is a great idea! Hope it gets added to the game!:)

- - - - - - - - - -


We have teleporters as DLC already! In the "Cross-Controller Pack"

There are a whole lot of flaws with these teleporters:
1. They are all one way teleporters
2. If u tweak it for all players, instead of each player each being able to activate it, all the players must be near it and the first player has to press triangle
3. If u connect a sensor to it, it teleports all of the players no matter where they are as long as it's active

Bladex61
08-23-2014, 05:00 PM
There are a whole lot of flaws with these teleporters:
1. They are all one way teleporters
2. If u tweak it for all players, instead of each player each being able to activate it, all the players must be near it and the first player has to press triangle
3. If u connect a sensor to it, it teleports all of the players no matter where they are as long as it's active

In addition, they can't teleport objects like the OP mentioned.

runner21
08-23-2014, 07:38 PM
1)Would be nice to have a simple logic that teleports an item to anywhere on the map. 'This way we dont have to create multiple emitters of a complex object which hogs the thermometer

2)Also an object flipper that when activated will 'flip' your object so its facing the other way.

3)Finally a skybox can be placed in the background of top down levels so when you reach the edge of the map it looks endless instead of seeing the ugly boarders you do now.

1) Sounds good, not too much to disagree on. It just seems like a practical feature that can't be achieved in any other fashion.

2) I completely agree. This is something that people have wanted since LBP1 days. Any controllinator/logic may get screwy with relative inputs but that's just a design obstacle for the creator.

3) This seems a little unnecessary, to be honest. Or I'm not understanding your idea, because a skybox in a top-down level makes no sense. I am aware of the level barriers... you're asking to make them invisible?

XX_sonicfan_XX
08-23-2014, 10:25 PM
I never liked the cross controller teleporter. like you guys said, its one way, and i just dont like the design of it.

Bladex61
08-24-2014, 06:06 PM
I never liked the cross controller teleporter. like you guys said, its one way, and i just dont like the design of it.

If anything, many people use it just for the design to make a pretty background or serve as a nice decoration.

Ryuhza
08-25-2014, 12:50 AM
I'd love an object flipper. The very first level I started working on in any big capacity was this castlevania-like side-scrolling action game, and it was a whole lot of fun until I realized that I had no way of making the main character turn in the other direction. It does sound like it has a lot of potential for glitches, but it would be so nice.

I'm not 100% sure, but I think levels in LBP3 can be borderless now, or "without end".

wally-217
08-25-2014, 01:17 AM
I'd love an object flipper. The very first level I started working on in any big capacity was this castlevania-like side-scrolling action game, and it was a whole lot of fun until I realized that I had no way of making the main character turn in the other direction. It does sound like it has a lot of potential for glitches, but it would be so nice.

I'm not 100% sure, but I think levels in LBP3 can be borderless now, or "without end".

You might want to explain a bit further because that's sounding an awful lot like you could have just pressed L3.

Ryuhza
08-25-2014, 01:33 AM
You might want to explain a bit further because that's sounding an awful lot like you could have just pressed L3.

In create mode, sure, but if I wanted the player to be able to turn around in actual play-mode gameplay, I would have had to use an emitter, and emitters can be finicky about when they want to work, especially if something might be blocking the emit destination. And I would have had to flip a whole lot more than just the player block (which was essentially a glob of wood with a sticker on it).

minecrafter0482
08-25-2014, 01:39 AM
If you look at the Gamescon trailer, at one point they show teleporters, but I have no idea whether they teleport objects.

Ryuhza
08-25-2014, 05:25 AM
If you look at the Gamescon trailer, at one point they show teleporters, but I have no idea whether they teleport objects.

Right, and they look like physical objects that you have to place in a plane. Maybe even with fixed designs.

JonL21
08-25-2014, 05:59 AM
If you look at the Gamescon trailer, at one point they show teleporters, but I have no idea whether they teleport objects. 49041

From the gamescom presentation (http://youtu.be/LdIwsFeCNoQ), sack boy can jump through this new flat "wormhole" without having to press a button. Assuming from this, maybe you can throw objects into it? There's also a teleporter logic pictured above (unless a swirly head sackboy means something else), so I'm assuming you can teleport objects.

Bladex61
08-25-2014, 03:45 PM
In create mode, sure, but if I wanted the player to be able to turn around in actual play-mode gameplay, I would have had to use an emitter, and emitters can be finicky about when they want to work, especially if something might be blocking the emit destination. And I would have had to flip a whole lot more than just the player block (which was essentially a glob of wood with a sticker on it).

You could make an animation with sticker panel (or hologram if you don't have the move pack) That way you can switch the direction you're facing and have more fluid movement too.

Ryuhza
08-25-2014, 09:05 PM
You could make an animation with sticker panel (or hologram if you don't have the move pack) That way you can switch the direction you're facing and have more fluid movement too.

That's true, but I wanted to have a physical object for direct player movement without having to resort to a behind-the-scenes physical object for collision detection. It just feels a lot smoother.

bluearth
08-26-2014, 12:08 AM
One of the uses for an object flipper would be a mech combat level. I abandoned my plans to make one because fighting was too awkward when player 1 can only look right and player 2 can only look left. Even single player mech levels would be funner if you could do something as simple as turning around.

As for teleportation I know about attaching an emitter to an invisible hologram or sticker material and having it move around to certain places, but why should we have to go through all that trouble when the logic can be streamlined and simplified? Also using an emitter only generates a 'new' object. It does not keep track of your current object's health, number of weapons left, etc.

As for the sky box if you ever made a top down level as big as the entire map then you know when you get near the boarders it can look ugly. I've had to reduce the sizes of my levels so the player stays far away from the boarders so as not to see them. A skybox that you can place in front of the boarders would make the edge of the level look limitless.

piggabling
08-26-2014, 02:38 AM
As for teleportation I know about attaching an emitter to an invisible hologram or sticker material and having it move around to certain places, but why should we have to go through all that trouble when the logic can be streamlined and simplified? Also using an emitter only generates a 'new' object. It does not keep track of your current object's health, number of weapons left, etc.

Of course it's a little bit of logic, but I could construct that in less than ten minutes... aside from building the piece itself. A teleportation logic-piece would have it's own inputs/tweaks and in the end would cut the build time down to maybe five minutes. There'd still be a handful of logic components to consider. I don't know, it just seems like an insignificant change.

Health can be transferred over through use of the dynamic emitted-object selector, could it not?

I'm not saying I wouldn't use this if it were given to me, but I just don't believe it's too difficult to do as it is now.

Bladex61
08-26-2014, 04:05 AM
Though for flipping objects with a tool I wonder what they would do for any possible transition effects.

wally-217
08-26-2014, 07:59 PM
In create mode, sure, but if I wanted the player to be able to turn around in actual play-mode gameplay, I would have had to use an emitter, and emitters can be finicky about when they want to work, especially if something might be blocking the emit destination. And I would have had to flip a whole lot more than just the player block (which was essentially a glob of wood with a sticker on it).

I forgot to specify, use two emitters but flip on of them... It doesn't matter now, I see what your trying to do. The best (only) tip I can give you is that I also had this problem when it comes to physical objects, I had to resort to emitting just the body (and legs if needed) but the body would then emit the arms/head/tail/etc. The usefulness of this obviously depends on how big/long your character/object is. I had a T-rex and a giant robot so this was useful for me.

I should add that you would need to attach each piece to a hologram at the points of articulation (if there are any) and then place a follower on it.