Added: 1 year ago
From: Noshire
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  • HHHHOOOOWWWW DDDDOOOO YYYYOOOOOUUUUU MMMMMAAAAAKKKKKEEEEE TTTTTHHHHHEEEEE BBBBLLLLAAAZZZEEEBBBOOOTTT????­?????????

  • @Jhorx123 a video by silverscorp91

  • @Jhorx123 it's in a video of silverscorp9

    I think it's called aiming system

  • how did you get the fire to emit when you move your arms?

  • how did you filmed this?

    with your camera, or with some kind of program?

  • @Noshire

    Alrigt thanks for the help

  • @Noshire

    Sorry for another question

    For the Blazebot you know how there is a bar that shows the amount of power you use for the abilities. Well I have a bit of trouble trying to figure that out. If you can help me that would be great. The reason being is that I am trying to make an infamous sackbot concept so I need a limit of how much power you use before you recharge.

  • @Fyrex45

    The bar itself is just a timer. Wire a directio combiner to the timer's input, set the timer to directional, and wire stuff to the - and + on the combiner in order to remove or add units to/from it. The recharge delay I've set up (bar recharges after NOT having launched fireballs for 0.8 seconds or so, looks better and helps balancing) is just some timers, wires, NOT gates and stuff, easy to figure out by experimenting.

  • @kdm26xd

    "BlazeBot!" - although that probably won't be of much help, since it was a Beta level, as stated in the title. This means that it got deleted when LBP2 came out. I will make a level based on a similar concept at one point or another, but it may still take a while.

  • @Noshire

    Your Welcome you videos are creative like the aimbot

    I can't wait to see planetary tanks when it cones out

  • @kdm26xd

    Lastly, you just need a way to activate the emitter. I've done it by wiring the R2 and L2 buttons to an OR gate, wiring the right stick outputs to another OR gate, and wiring those two OR gates to an AND gate, and wiring the AND gate to the emitter. That's basically it.

  • @kdm26xd

    Next, wire the two outputs of the right stick to an OR gate, wire the OR gate to a NOT gate and wire this to the simple rotator. Stick a follower with max speed and strength on the holodisc, set to follow some tag on the sackbot. Next, place an emitter on the same microchip. let it emit your projectile into the same direction the joystick rotator is pointing (at some distance from the center, so that your sackbot doesn't get harmed). part 3 incoming.

  • @kdm26xd

    Wait, copypasted my old quick instructions and saw that they didn't really work out here. Here we go, custom tutorial for you: First, create a player-controlled sackbot. next, create a small disc of invisible holo. Place a microchip on its center. Place a joystick rotator (max speed and strength) and a normal rotator (0 speed and max strength) on it. Hook the joystick rotator to the right stick of the sackbot (wireless or not, whatever you prefer) -> charlimit reached, continuing

  • @Noshire

    Thx for the help

  • @Noshire

    Thanks for the help =D

  • @Fyrex45

    no problem, I'm always glad to help out with logics and other stuff. If you've got more complicated problems, you can always leave me a message on youtube. Thanks for the subscription! The new planetary tanks is about 80% complete, video will follow as soon as it's done :D

  • @Noshire

    you know how for the Blazebot you told me how to aim it. Well I'm having trouble stoping it. I don't know how to make a stopper =( I find it confusing to make(the stopper) Can you help?

  • @Fyrex45

    Yeah. Just hook both directional controls of your aiming stick (probably the right one?) to an OR gate. Wire this OR gate to a NOT gate. Wire this NOT gate to a rotator with 100% strength and a speed of 0. done :)

  • Hey Noshire I was wondering... Do you know how to make a top down level? If you can can you make a tutorial on it? Thanks :D

  • @Fyrex45

    I know how to, but I haven't got time for a tutorial I'm afraid. Basically, all you have to do is create a player object, let it float (gravity changer chip with 100% antigrav (and dampening if you want)), wire some movement and rotation controls to it and then build your whole logic up from there.

  • @Noshire

    Thanks for the help :D I though that it would include a crazy amount of logic in it but I thought wrong :P

    Blazebot concept is pretty awesome

    I hope to see a full level for the Blazebot someday and hope you do well in the future with everything you try to do. This Is probably the best sackbot concept I have ever seen.

  • Did you make this level? If you did can you explain how you made the fireballs follow the direction of the hand?

  • @Fyrex45

    Basically, create a disc of invisible holo. Stick a microchip to the center of it. Add a follower which always follows the Sackbot with max speed and strength. Add a joystick rotator and connect it to the aim control scheme (right analog stick, for example). Now, just add an emitter for the projectile on the holodisk. You may need some additional stuff - rotation stoppers and other things - but that's the basic concept.

  • Or... you could just use a creatinator :P Of course, that leaves a dumb hat, but its for people who don't understand logic. :D

  • Just genius 

  • Just genious

  • @Noshire I'm sure I won't have any problems

  • Oops, didn't read the previous comments pages. Question answered. :)

  • A piece of holographic with a joystick rotator and an emitter?

  • @turtlehidesaway

    It's a bit more complicated than that - you also need a follower, a stopper (just a rotator that doesn't rotate, which is activated when the stick is not tilted in any direction, in order to instantly stop the rotation) and some other stuff. But basically, that's it.

  • how do i toggle sackbot on fire and not on fire?

  • @TheHasmith99

    The "on fire" effect is just a red smoke emitter that I've attached directly to the sackbot's microchip :)

  • AMAZING. im overflowing with ideas for this, and the firing mechanism was one of them... cant wait to actually get to try and come up with something as cool as this.

  • @MrMistha

    Thanks :) I just wanted to figure out a way to let sackbot launch projectiles in any desired direction, and, once I came up with the solution, did a quick demo of it. There are 1000s of other possibilities for this basic mechanism to be used. Action-levels, puzzles, minigames - I really can't wait to see what everyone comes up with!

  • @Noshire yeah, im going to try and implement this kind of tech for a multi-projectile rig, and have each projectile have a different "damage" so i could have power ups or weapon pickups.

  • Have you explained how to do this somewhere? I just got into the beta and some of the new mechanics are a tad confusing.

  • @hellucardlord

    Sorry, haven't found time to do a How-To so far :( They might well be confusing at first, but I recommend just playing around with the new tools for a while and you will most likely find out many things yourself :)

  • Thats cool, i think i have a grasp on most of the new features. Im still totally bewildered as to how you made him shoot fire balls though haha.

  • Yo Rob!

    Du rocksck :D

  • @TheBase95

    Hehe, merci villmal :D Du au - und das no vill wörtlicher als es bi mir de Fall isch^^

  • How is it possible for the sackbot to change the direction of firing? It looks amazing!

  • @459546

    There's an invisible round piece of holographic material that follows the Sackbot at 999 speed (so basically, it's always exactly in the middle of the Sackbot). This piece has a rotational chip on it, which always rotates it in the direction your right stick is aiming (so it syncs up with your Sackbot's hand movement). The emitter for the fireballs is in the same microchip, thus always firing at the desired angle. Thanks for watching :)

  • @Noshire: So there IS a way to make a thing rotate to the direction you point your stick :)! No?

    If yes, does it works for both sticks?

  • @ZeroZ30o

    Yes, there is. And it works for both sticks! My method uses two simple logic elements; a "joystick rotator", which always rotates the object it is attached to into the direction your "joystick" of choice is pointing, and another rotator which simply stops the object from rotating as soon as you release the joystick (else, it would keep spinning around). Really simple and easy.

  • @Noshire: Dude, you stole my idea >.< xD.

    I'm not joking, I was going to make the SAME system with the SAME method.

    You're a mind-reader :O.

    PS: I don't mind, I'll still use my/that method :3!

  • This is one of the better sackbots I've seen. Shooting fireballs seems simple, but it's been adapted to many different uses...really well thought out!!!!

  • @kemengjie

    Thank you very much :) Versatility is the first thing I usually think of when designing new gameplay elements, be it in LBP, flash or anywhere else. I'm fascinated by the thought of having one simple element which is used to perform a wide range of different tasks. Glad you liked it!

  • This is one of the better sackbots I've seen. Shooting fireballs seems simple, but it's been adapted to many different uses...really well thought out!!!!

  • Congratulations! Cool vid.

  • Can you make tutorial or show, how i can do check point?

  • @UsRiisi

    Basically, all you need is a Sackbot emitter wired up to a mag switch. Set the mag switch to a radius of 5000 (should pretty much cover the entire level), set it to reversed and the emitter input to one shot. Whenever the mag switch detects that no Sackbots (with the respective mag tag) are left in the level, it spawns a new one.

    The camera is a separate object in my level; upon death, it locks itself in place for a second and then "follows" the next SackBot that spawns.

  • Awesome demo. I hate the fact that they didn't improve the jumping in LBP2 though. It has never been solid enough for me.

  • @coyotemoon722

    Well, tell me how the could change one of the basic gameplay mechanics without making at least a percentage of the 2.5 million levels unplayable. That's the problem - backwards compatibility. You can use a Sackbot though and give him whatever physics you want for your level - mario-esque jumping, hovering, topdown movement etc.

  • That is soooo cool!

  • @Splleeman45

    thanks :)

  • u never cease to amaze :D bravo bravo :D imma play it when i can :)

  • @slyed15

    Thanks :) Letting Sackbots emit position- and angle-relative projectiles was a plan I had in mind for quite a while, and when I found a way to do this after some experimentation, I just had to build a little level around it. Gonna turn it into a full-fledged experience (with multiple sackbot types) when the full game is out.

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