alright folks someone help me with this brain buster
I'm working on this mario sackbot's ability to jump. Sackboy can jump like, the height of his body. Mario jumps five times the height of his body. so unless I wanna get all fiddly with the gravity I gotta use movers to make his jumping mechanics from scratch.
Here's what I have so far. I'm sure I will completely fail to explain this in a way that anybody can actually understand.
The circuit starts with an AND switch. the two conditions is that he needs to be touching something, and that the player is pushing X. He needs to be touching something because otherwise, you could jump in mid-air. This AND switch starts a timer. This timer feeds into another AND switch. As long as the timer is running, the player is pushing X, and the player isn't pushing on the dpad, the sackbot moves upward. If you hold it down for the duration of the timer you go up five blocks in height.
The dpad thing is because this is for mario's standing jump. he jumps higher when he's running or walking, so running or walking will trigger a whole different mechanism that I haven't made yet.
Here's the actual problem. Like I said, it's important to make it so that you need to be in contact with something in order to jump, or otherwise you basically have infinite double-jumps. The problem, though, is that there's no way to discriminate between the "ground" and any other object. Walls, the ceiling, random things, anything sackbot touches, regardless of the angle, makes him able to jump. The upshot of this is that, in my attempt to get rid of double-jumping, I've added a shitty wall-jump.
How would I get rid of that? The best solution I can think of is a contact sensor on the ground itself, which does some stuff to trigger things in the sackbot. This solution has its own problems though.
For one it makes the whole thing not self-contained, which I don't like just because I don't like it.
For two, it's actually a really sloppy solution when you think about it. It works for the flat ground, but if you have, say, a floating platform, or a short all sticking out of the ground, then you've got the exact same problem. The only way to avoid it would be to make each object have a separate piece on the top side that doesn't quite reach the corners of the thing, because otherwise you could jump from the corner. This works but it's just sort of shitty, and what's worse could lead to frustration if someone hits the jump button just barely after reaching the corner of the object, and be denied the ability to jump.
by the way, if you Ace any boss from the story mode then the reward includes a sackboy outfit for that world's creator
I can dress up like Larry Da Vinci and also Victoria and Clive and Eve
MrMonroepassed outon the floor nowRegistered Userregular
edited January 2011
my dude's name is showing up as Carl2315 or something right now and there don't seem to be options in my profile to change that other than to import a new one
of course I cannot yet open anything other than story mode (I've only beaten a few levels in the first area)
is this normal or did I fuck up and need to redo everything so far if I want to play as "MrMonroe" when I go online?
Raijin QuickfootI'm your Huckleberry YOU'RE NO DAISYRegistered User, ClubPAregular
edited January 2011
I really want to make some kind of Operation: Wolf clone but I'm not sure I have the skills.
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MrMonroepassed outon the floor nowRegistered Userregular
edited January 2011
DAG NABBIT
Turns out the PS3 signed me out after that system update right before I started playing, which was odd because I set my profile to "sign in automatically"
That is why I was seeing my name as "CarlNumbers"
And of course I cannot load data from the generic account to my Bill_Monroe account
So I'll have to play those first levels over again
Raijin QuickfootI'm your Huckleberry YOU'RE NO DAISYRegistered User, ClubPAregular
edited January 2011
Yeah, I never even bother trying to get top score. I've got all of the score pins and I'm happy with that.
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MrMonroepassed outon the floor nowRegistered Userregular
edited January 2011
I am not kidding, by the way
I literally got 17k in one of the side levels from the first chapter (area? world?) and then saw that the top of the leaderboard was closing on one million
yup, definitely time to upgrade my ps3
oh hello $50 amazon credit with purchase of a 120 GB version
in the mean time, no lbp2 for more than 5-10 minutes at a time it seems
so probably no lbp2 at all until tuesday
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ArtreusI'm a wizardAnd that looks fucked upRegistered Userregular
edited January 2011
I probably need to be upgrading my 360 because disc drive is semi-broken but maaan. Having to buy an entirely new console because the drive is slightly mis-aligned is dumb.
welp, just picked this up and playing through solo. prolly won't do multi till i beat it once, but if you wanted to add me i would love you forever. psn is fenikuman
Posts
I'm working on this mario sackbot's ability to jump. Sackboy can jump like, the height of his body. Mario jumps five times the height of his body. so unless I wanna get all fiddly with the gravity I gotta use movers to make his jumping mechanics from scratch.
Here's what I have so far. I'm sure I will completely fail to explain this in a way that anybody can actually understand.
The circuit starts with an AND switch. the two conditions is that he needs to be touching something, and that the player is pushing X. He needs to be touching something because otherwise, you could jump in mid-air. This AND switch starts a timer. This timer feeds into another AND switch. As long as the timer is running, the player is pushing X, and the player isn't pushing on the dpad, the sackbot moves upward. If you hold it down for the duration of the timer you go up five blocks in height.
The dpad thing is because this is for mario's standing jump. he jumps higher when he's running or walking, so running or walking will trigger a whole different mechanism that I haven't made yet.
Here's the actual problem. Like I said, it's important to make it so that you need to be in contact with something in order to jump, or otherwise you basically have infinite double-jumps. The problem, though, is that there's no way to discriminate between the "ground" and any other object. Walls, the ceiling, random things, anything sackbot touches, regardless of the angle, makes him able to jump. The upshot of this is that, in my attempt to get rid of double-jumping, I've added a shitty wall-jump.
How would I get rid of that? The best solution I can think of is a contact sensor on the ground itself, which does some stuff to trigger things in the sackbot. This solution has its own problems though.
For one it makes the whole thing not self-contained, which I don't like just because I don't like it.
For two, it's actually a really sloppy solution when you think about it. It works for the flat ground, but if you have, say, a floating platform, or a short all sticking out of the ground, then you've got the exact same problem. The only way to avoid it would be to make each object have a separate piece on the top side that doesn't quite reach the corners of the thing, because otherwise you could jump from the corner. This works but it's just sort of shitty, and what's worse could lead to frustration if someone hits the jump button just barely after reaching the corner of the object, and be denied the ability to jump.
So, anyone have any ideas?
http://www.audioentropy.com/
or I'm completely missing them/don't have the stickers yet
i loved those
level 3-3 is like fifteen minutes long and has a hundred deathtraps!!!
I can dress up like Larry Da Vinci and also Victoria and Clive and Eve
Going to. Ace. Everything.
http://www.audioentropy.com/
I've done worlds one, two, and three, 80% of world four, and the first and last levels of world five
http://www.audioentropy.com/
http://www.audioentropy.com/
in fact we are number 6,372
http://www.audioentropy.com/
I beat the boss of world...five? I think? without dying, and it said I was tied for 28th place
and the one next to 28th place was 6,587th.
over six thousand people got the same score as me :O
bought this
PSN ID is Bill_Monroe for when I get done learning how to build things
of course I cannot yet open anything other than story mode (I've only beaten a few levels in the first area)
is this normal or did I fuck up and need to redo everything so far if I want to play as "MrMonroe" when I go online?
Turns out the PS3 signed me out after that system update right before I started playing, which was odd because I set my profile to "sign in automatically"
That is why I was seeing my name as "CarlNumbers"
And of course I cannot load data from the generic account to my Bill_Monroe account
So I'll have to play those first levels over again
I so bad want to remake Gauntlet IV from the genesis right now, music and all
(fuck that game's music owned)
you could definitely do them, but it'd require lots of programming and it'd be tricky to animate stuff to correspond to the moves
http://www.audioentropy.com/
I love the soundtrack in this game so much
I agree
I died so many times from being stupid. I have only played a few levels of the new one and hadnt played the old one in aaaages.
But the parts where you threw me to complete an objective, the part where I intentionally threw you into a pit and etc were fun parts.
"Congratulations! You have earned 17,562 points!"
"M1st3rA55Fu(k3r - 947,825 - 1st Place"
me and gary got first place on one of the story levels on the day the game came out, but now we're down in the six thousands
I'm a little bugged we didn't get a pin for nailing first!
http://www.audioentropy.com/
I literally got 17k in one of the side levels from the first chapter (area? world?) and then saw that the top of the leaderboard was closing on one million
oh hello $50 amazon credit with purchase of a 120 GB version
in the mean time, no lbp2 for more than 5-10 minutes at a time it seems
so probably no lbp2 at all until tuesday
a slim would be very nice
and I think it is silly that online it costs $307 with S&H but if I walked into a store I would be taxed and it would cost about $320