![little big planet sonic little big planet sonic](https://i.ytimg.com/vi/JWfKPGMrEK0/maxresdefault.jpg)
This last bullet point brings us to the next important bit: cut a hole in the thin holo piece at the top of the looping this is where Sonic will be changing layers back and forth when taking on this looping. This will turn the thin holo into dangerous material, but the sackbot will never be able to touch it instead, this will prevent the bot from jumping between the two thick layers that make up the looping.
![little big planet sonic little big planet sonic](https://static.wikia.nocookie.net/littlebigplanet/images/d/d7/Werehogperspective.jpg)
The tag sensor also activates a danger tweaker set to plasma (no sound). SonicBot will detect that tag so he can do some nice logic tricks while inside the loop. Tag sensors are not ultra precise, you see.
LITTLE BIG PLANET SONIC PLUS
Place a tag sensor for 'sonic' on the chip that has a sensitivity radius the size of the looping, plus a fair bit (5-10) extra. Place a game camera on this chip with a large sensitivity area and a zoomed out angle, so the player can see the entire loop when he enters it with his Sonic bot. Place a chip on it in the exact center of the loop. We'll want several things happening here, so create a square of thin 0% brightness holo and place it in between the two looping parts. If you can, use the corner editing tool to make the half-circles as smooth as possible so Sonic will have less trouble crossing the ramps. Tag this with 'ground', then duplicate it to the layer directly behind it and mirror it so both shapes line up and make a perfect looping. The movers here were set to 18 and -18 speed.Ĭreate a shape as in the picture: a road leading up to the looping followed by half a loop. Which mover gets activated should depend on the last direction of the player, so wire the outputs of the selector to each AND gate.ĭon't set the speed of the movers too high, else the bot can splat itself against walls or run past crucial bits without triggering them (which we get to in a moment). The player needs to be on the ground before this ability can be used wire an impact sensor (tagged 'ground') to the AND gates. The R1 button needs to be pressed for this, wire the R1 output of that DCS to the inputs of both AND gates.
![little big planet sonic little big planet sonic](https://i.ytimg.com/vi/TVMbetxRRvo/maxresdefault.jpg)
Before we activate any of these movers, though, there are a few conditions that need to be met, so we set up an AND gate in front of each mover: I have set the movers to 75% acceleration and deceleration so Sonic won't instantly get up to speed. Set both movers to local space so the direction is determined by the orientation of the sackbot instead of the global horizontal plain. Next we create two basic movers, one set to a positive value on the horizontal axis for moving to the right and one with a negative value for moving to the left. This selector will remember the last horizontal direction of the player.
![little big planet sonic little big planet sonic](https://psprices.com/region-us/game-image/132523.jpg)
Wire the outputs of this splitter to the inputs of a 2-gate selector. We do that by adding another receiving DCS of which we wire the left stick's horizontal output to a directional splitter. However, since none of this is default sackbot behavior, it needs to determine which direction it needs to sprint in. With this, Sonic will be able to sprint when the player keeps the R1 button pressed. The DCS on the holo block follows this tag with a follower (activated by its own Active output). There is also a blue tag 'sonic' on the left DCS that gets activated by the Active output on the DCS. In the screenshot our Sonic will be able to move with the left stick and to jump with the X button. All the behavior we wish to keep, we hook the output from the controls on the left DCS to the input of the controls on the right DCS. The controlinator on the right is a plain one. Here we will decide what default sackbot functionality we want to keep and which to discard the left controlinator is set to receive the signal from the seat on the holo block and needs to not override sackbot behavior. Plug the first chip on his board and stick two controlinators (DCS) on it. The basics are a block of 0% brightness holo with an invisible controlinator on it, set to transmit then a sackbot that is not afraid to jump, skip layers and can make quite a speed for himself (150%). Let's start out with Sonic himself, a sackbot that I dressed up in the Sonic outfit DLC. So here is my contribution to a better Little Big Sonic community! Whether you love it yourself or not, let's agree that the one thing worse than a Sonic level is a badly made Sonic level. If you have been around in Little Big Planet for a while you can no longer deny that Sonic the Hedgehog seems to be a very popular theme in community levels.