Prima Games eGuides Little Big Planet: Karting eGuide

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Little Big Planet: Karting Guide Essentials Create Mode

Intermediate

Now that you’ve mastered the basics, it’s time to delve deeper into the Tools Bag where a number of useful and fantastic gadgets can really add variety to your creations.

Emitters

Emitters are like small genies minus any bothersome limits on wishes. They produce whatever you wish on demand. And luckily, they aren’t trapped in some lamp. Nope, they can be found in the Tools Bag on the Gadgets page under the Emitters section.

The Emitter is handy for summoning the object of your choice when triggered. As a gadget, they must be first attached to an object before they can work their magic.

Place an Archie in your level and then attach an Emitter. Open the Emitter’s Tweak menu and set the Object to be a Danger Archie. Switch to Live Mode and you can see that Archie can’t help but produce deadly clones endlessly.

Another fanciful use for Emitters is to emit weapons. For example, if you wanted Archie to spit out missiles instead of clones. Toggle Emit Weapon on and choose the Straight Shot from the list of available weaponators under the Weapons tweak.

Check out Archie again in Live Mode to see he’s spitting mad and shooting off Straight Shots one after the other! Go ahead and save this Archie after giving him some distinctive stickers and decorations with the Capture Tool as “Angry Archie.”

Emitter Tweak Menu

Type Tweak Description
Actions Input Action This setting requires an output be connected to the input. It determines if the input cause it to toggle On/Off, Emit Once, or Speed Scale (accelerate its emissions).
Choose Object Object Assign an object to be emitted.
Choose Object Emit Weapon Determines if objects or weaponators are emitted. Toggle On or Off.
Choose Object Weapon Available when Emit Weapon is toggled, this lets you select from various weaponators to be emitted.
Speed Speed Set the speed of the emitted objects. Toggle between 0.0 and 100.
Speed Angular Velocity Set the rotational speed of the emitted object. Toggle between 0.0 and 100.
Speed Use Parent Velocity Determines if the object is emitted moving at the same speed as the object the Emitter is attached to. Toggle On or Off.
Timing Frequency Determines how often the object is emitted. Toggle between 0.0 and 99999.
Timing Lifetime Determines how long emitted objects stay in the world. Toggle between 0.0 and 99999 seconds or set to Infinite.
Timing Sync Allows you to synchronize the Emitter with other gadgets. Toggle between 0.0 and 99999 seconds.
Quantity Max Emitted Determines the maximum number of objects emitted. Toggle between 1 and 100 or set to Infinite.
Quantity Max Emitted at Once Determines the number of objects emitted simultaneously. Toggle between 1 and 100.
Quantity Destroy Oldest Determines if the oldest emitted object is destroyed once the Max Emitted limit is reached. Toggle On or Off.
Visuals Create Effect Determines the effect seen when the object is emitted. Toggle between Appear, Fade, or Expand.
Visuals Destroy Effect Determines the effect seen when the object’s lifetime ends. Toggle between Shrink, Explode, Fade, Disappear, or Dissolve.

Super Effective!

There’s another kind of Emitter that’s less interested in tangible things. The Effects Emitter is all about flashiness. They add visual pizzazz to your level when attached to an object. Stick one to Archie and experiment with different effects to see the difference!

Emitter Tweak Menu

Type Tweak Description
Effect Effect Sparks, smoke, confetti tears, fall leaves, warp, snot bubble, fireworks, dirt debris, sleep z, hearts, steam door
Effect Color Set the effect’s color.
Effect Brightness Determine the brightness of the effect. Toggle between 0.0 and 1.
Effect Speed Determines the rate at which the effect is emitted. Toggle between 1.0 and 30.
Effect Angle Determines the angle at which the effect is emitted relative to the Emitter. Toggle between 0 and 90.

Sensors

These various, wonderful gadgets sure are fantastic, aren’t they? The only real problem is that you don’t have any control over when they activate. No one likes feeling out of control. But lucky for you there’s a whole class of sensitive gadgets that specialize in sensing particular actions, events, or objects.

Sensors, all of which are located in the Tools Bag on the Gadgets page under the Sensors section, connect to various gadgets to activate them depending on certain criteria. Rest assured there’s a Sensor for every occasion.

Tag! What’s It?

Tag Sensors are always on the lookout for their soulmates: Tags. Like butter and toast or ham and eggs, these two gadgets are inextricably linked to one another.

Tags are used to transmit a color-coded signal of your choice over a short distance that can be picked up in your level by a Tag Sensor. It’s a great way to make your object’s presence known.

Open your Popit’s Goodies Bag and place a regular Archie and a Danger Archie in the level. Slap a Tag onto the regular Archie and a Tag Sensor onto Danger Archie. Also, plop a Grabinator powerup nearby.

While you’re at it, decorate and save the tagged Archie with something blue since the Tag color is blue by default. Rename him to “Blue Archie.”While you’re at it, decorate and save the tagged Archie with something blue since the Tag color is blue by default. Rename him to “Blue Archie.”

This first sensor presents a fantastic opportunity to learn about making connections. No, there isn’t any speed dating involved. Rather, Sensors are all equipped with connection points that appear as shining yellow lights.

Use your Popit Cursor to highlight the sole yellow light on the Tag Sensor, causing it to turn white. This is the sensor’s Output. Press to select it, and then stretch it all the way to Danger Archie’s Danger Tweaker.

Notice the yellow light on the Danger Tweaker? That’s its Input. Every Input yearns for an Output to connect to it. Simply hover the connection over the Input until it turns white and press to make the connection.

Switch to Live Mode for a brief moment. Notice the fact that Danger Archie isn’t his usual hotheaded self. That’s because his Danger Tweaker isn’t activated until the Tag Sensor is triggered.

To trigger a Tag Sensor, an object with the identically colored Tag must enter its trigger range. You can Tweak the shape and size of the Tag Sensor’s trigger range easily. Open the Tag Sensor Tweak menu and increase the maximum range to 10. A green field around the sensor visualizes this range.

Now, the Tag (and the object it’s attached to) can trigger the action of your choice when it gets near any Tag Sensor gadget set to detect a blue Tag.

Switch to Play Mode and pick up the Grabinator powerup. Grab a hold of Archie, carrying him toward Danger Archie. The moment your sack person brings Archie into range of Danger Archie’s Tag Sensor, Danger Archie bursts into flames! Talk about getting hot under the collar.

Tag Tweak Menu

Type Tweak Description
Tag Type Tag Type Choose the Tag signal’s color.
Visuals Visible to Radar Toggle on or off whether the tag appears on the radar.

Tag Sensor Tweak Menu

Type Tweak Description
Trigger Shape Determine the shape of the sensor’s detection range. Toggle between Sphere and Cube.
Trigger Min Range Set the minimum range within which a Tag can trigger the sensor. Toggle between 0.0 and the Max Range value.
Trigger Max Range Set the maximum range within which a Tag can trigger the sensor. Toggle between 0.0 and 100.
Trigger Number of Tags Required Set the number of Tags required to trigger the sensor. Toggle between 1 and 99.
Tag Color Tag Color Set the specific Tag color signal to be detected.
Output Output Value Determines if the sensor’s output is determined by Signal Strength or Closeness.
Output Invert Output When enabled, causes the sensor to send a positive signal only when a Tag isn’t detected.

Up for Grabs

It’s great fun for picking things up and putting them down, but wouldn’t it be nice if there were consequences? Well, with the Grab Sensor applied to an object, any time a driver grabs on, it can activate whatever you wish.

Delete the last Danger Archie and replace him with a fresh one from your Popit. While you’re at it, keep the Grabinator around because it’s the key to the next sensor. Slap a Grab Sensor onto the regular Archie. Next, connect the Grab Sensor’s output to Danger Archie’s Danger Tweaker’s input.

Switch to Play Mode, pick up the Grabinator, and grab the regular Archie. The moment your sack person gets a fistful of Archie, Danger Archie’s Danger Tweaker activates to make him burst into flames!

Grab Sensor Tweak Menu

Type Tweak Description
Team Team Determines if only a specific team can activate this sensor. Choose from Team 1-8 or Any Team.
Requires Tag Requires Tag Determines if the grabbing player must also possess the proper Tag to activate this sensor.
Output Invert Output Causes the sensor to send a positive signal only when the object is not being grabbed. Toggle On or Off.

Extra Sensory Perception

90% of success is showing up, but like a falling tree in the forest, it requires recognition. The Player Sensor is always attentive and notices the presence of a kart. Simply showing up within its range triggers it.

Place an Audible Archie in the level and attach a Player Sensor to him. Tweak it as you did with the Tag Sensor to expand its trigger range to a comfortably large size.

Now, any kart that approaches receives overwhelming ovations. Of course, such gestures are usually saved until later in the performance if this were the theater. You can Tweak this sensor to only activate after a certain number of laps have e-laps-ed.

Keep in mind that the Player Sensor can be set to detect only a particular team, or conversely, require several or all the karts to be in range before it activates.

Player Sensor Tweak Menu

Type Tweak Description
Trigger Shape Determine the shape of the sensor’s detection range. Toggle between Sphere and Cube.
Trigger Max Range Set the maximum range within which a player can trigger the sensor. Toggle between 1.0 and 500.
Trigger Team Determines which team can trigger this sensor. Choose from Team 1-8 or Any Team.
Trigger Wait Until Lap Determines on which lap the sensor becomes active. Toggle between 1 and 99.
Count Require All Players When enabled, the sensor only activates when all players are in range.
Count Number of Players Set the number of players required to activate the sensor. Toggle between 1 and 8.
Count Invert Output When enabled, the sensor triggers only when no players are in trigger range.

Under Pressure

There’s a lot of pressure to build something special to add to the Craftverse, but don’t sweat it too much. The Pressure Sensor is sure to be your best friend in many a crafty adventure. It’s really no more complicated than a big, shiny button needs to be.

It has one output that sends a positive signal when the button is pressed down by the weight of a kart. Try plugging it into Danger Archie’s Danger Tweaker and see what happens when your sack person parks on top of the Pressure Sensor in Play Mode. Invert the output and try again to get a sense of the Pressure Sensors’ usefulness.

Pressure Sensor Tweak Menu

Type Tweak Description
Output Invert Output Causes the sensor to send a positive signal only when nothing is pressing down it. Toggle On or Off.

Object Tweaker Throwback

You were promised the last object tweaker and now you’re getting it! After learning about sensors, this is sure to seem positively elementary. Remember that you can find the Destroyer in the Tools Bag on the Gadgets page under the Object Tweakers section.

Appetite for Destruction

Sometimes the objects in your level have worn out their welcome and need to be disposed of. To clean slate, the Destroyer object tweaker can obliterate the largest of objects with ease. Simply attach it to any object and connect an output to its input. The second that sensor is triggered, watch it go kaboom!

Place a Pressure Sensor and Archie in the level. Then open the Popit to find the Destroyer and attach it to Archie. Finally, connect the Pressure Sensor’s output to the Destroyer’s input. Before testing things out, open the Destroyer’s Tweak menu and set the Destroy Effect to something more dramatic: Explode!

Drive onto the Pressure Sensor in Play Mode and watch as Archie get blown to a million tiny bits. Ouch. I hope he has insurance.

Destroyer Tweak Menu

Type Tweak Description
Behavior Destroy Effect Determines the effect used. Toggle between Shrink, Explode, Fade, Disappear, or Dissolve.
Behavior Include Rigid Connections Determines if the effect is extended to Materials glued or connected to the object. Toggle On or Off.

Hitting Reset

There are occasions when you’re less interested in sensing something happen than the aftermath—like when a poor kart is blown to bits and has to respawn. Well, any Reset Sensor parked on a Spawn Point triggers its output when it detects a respawning kart. Connect it to a Sound gadget to announce each respawn with fanfare—or boos, if you prefer.

Reset Sensor Tweak Menu

Type Tweak Description
Reset Reset Type Determines which reason for resetting is detected. Toggle between Any, Out of Bounds, Weapon, Hazard, or Water.Manual,
Output Invert Output When enabled, the sensor sends a negative signal when a kart is reset.

Having a Blast!

There are two remaining sensors, and they’re both mighty straightforward. The Weapon Blast Sensor detects when a weapon hits the attached object. The Impact Sensor is similar except it detects any physical contact that the object encounters. Super straightforward!

Weapon Blast Sensor Tweak Menu

Type Tweak Description
Weapon Hits Target Count Determines how many hits are required to trigger the sensor’s output. Toggle between 1 and 100.
Weapon Hits Reset When Full Determines if the sensor’s count resets once the target has been reached. Toggle On or Off.
Weapon Hits Ignore Friendly Fire Determines if weapons fired by friendly karts are counted. Toggle On or Off.
Weapon Hits Detect Blast Type Determines the kind of weapon blast detected. Toggle between All Blasts, Self Blasts Only, or Other Blasts Only.
Trigger Include Rigid Connections Determines if the effect is extended to Materials glued or connected to the object. Toggle On or Off.
Output Invert Output When enabled, the sensor outputs a positive signal only when it hasn’t been hit by the target number of weapons.

Impact Sensor Tweak Menu

Type Tweak Description
Requires Tag Requires Tag Set the color Tag the impacting object must possess to trigger the sensor.
Input Invert Output When enabled, the sensor outputs a negative signal when an impact is detected.

Scoring Big

All those delightful score bubbles on the track practically beg drivers to pick them up. But shouldn’t there be some sort of positive reinforcement for racking up a high score? With the Score Sensor, it’s easy to set scoring goals with consequences. You get to set whatever target score you please and have it trigger fanfare or perhaps some confetti when it is reached.

Score Sensor Tweak Menu

Type Tweak Description
Score Score Set the target score that must be met to trigger the sensor. Toggle between 1 and 999999.
Score Team Determine which team’s score is tracked. Choose from Team 1-8 or Any Team.
Output Invert When enabled, causes the sensor to output a positive signal until the target score is reached.

Sensing from the Start

There are two particular sensors that always go in the same place no matter what: the Race Position Sensor and the Progress Sensor. These sensors are a nosy lot, preferring to latch onto a spawn point so that they may monitor and keep track of the drivers in the race.

Unlike most sensors that send either a positive or negative signal, these sensors send out a percentage. Rest assured you can put away those calculators, as it’s much simpler than it sounds. Your good friend Archie is the perfect volunteer to demonstrate how these outputs work.

Make a basic circular racetrack with long straightaways and then place a super-sized Archie at one of the far ends.

Archie has been listening to a lot of heavy metal, so he’s gotten into the habit of headbanging whenever he’s rocking out. To accomplish this motion, place a Hinge Motor below Archie and rotate it so the motion swings down and forward. Then connect the Hinge Motor to the bottom of Archie.

Now attach a Progress Sensor to your sack person’s spawn point (always the first position when in Create Mode’s Play Mode). Connect the Progress Sensor to the Hinge Motor’s input.

With everything wired up, there’s one last step. Open the Hinge Motor’s tweak menu. There, you want to speed up the motor’s speed so you can observe how quickly Archie bangs his head as the race progresses. Set the Time to 1.0s. While this may seem awfully short, keep in mind that it will be operating at less than 100% speed until the final lap.

While you’re in the tweak menu, reduce the Pause to 0.0s. Your sack person will be driving by so quickly that any pauses could make it difficult to tell if Archie is moving.

Now it’s time to switch to Play Mode. Notice on your first lap that Archie only seems to bend down and up again at a leisurely pace. Yet pay closer attention on your second and third laps to see how rapidly he begins headbanging. That’s because each additional lap increases the output, causing Archie to ramp up to full-speed rocking out.

The Race Position Sensor works in a very similar manner. Except rather than simply continually increasing the output over time, the output can vary as your sack person rises and falls in the rankings. Increase the number of laps and see how Archie’s movements differ as your sack person pulls ahead or falls behind.

Race Position Sensor Tweak Menu

Type Tweak Description
Output Invert Output Outputs the inverse of the current race position percentage (e.g. while in 2nd out of five karts, the output is 20% instead of 80%). Toggle On or Off.

Progress Sensor Tweak Menu

Type Tweak Description
Output Invert Output Outputs the inverse of the current progress percentage (e.g. during lap two of three, the output is 33% instead of 66%). Toggle On or Off.

Feeling Fast

A mad scientist in the Craftverse once theorized that if you could get a kart up to 88 miles per hour, you would see some serious...sack. It was all just theoretical until the day that the Craftverse discovered the Speed Sensor. This gadget tracks the speed of whatever object it is attached to. When it passes a certain speed, the sensor triggers its output.

Another neat application is combining the Speed Sensor with a motor. To try this out, create a simple racetrack and place an Archie above the fence line. Place a Path Follower Motor along the fence line’s path and then connect it to Archie. So far, so simple.

Now place a Speed Sensor to your sack person’s spawn point (remember, the first one). Connect its output to the Path Follower Motor’s input. Finally, open the motor’s tweak menu and set Input Action to Speed Scale. Now when your sack person races around in Play Mode, Archie zooms along the fence line.

Speed Sensor Tweak Menu

Type Tweak Description
Speed Maximum Speed Determines the speed that must be reached to trigger this sensor. Toggle between 0.0 and 100.
Speed Direction Determines in which direction speed is measured. Toggle between All Directions, Up/Down, or Left/Right.
Output Invert Output When enabled, causes the sensor to trigger when the object moves below the maximum speed.

Movers & Rotators

Want to make dynamic objects even more dynamic? Well, slapping a Mover or Rotator onto one and watch what happens! Movers and Rotators add some basic but flexible options for determining how your object moves. Look in the Tools Bag on the Gadgets page under the Movers and Rotators section to find them.

Houston, We Have Liftoff

Have Archie join the jet set by attaching a Thruster to him. The direction that Archie is propelled is determined by what direction the Thruster is pointing.

Be aware that unless an output is connected to the Thruster to trigger it, the Thruster propels the attached object forever.

Thruster Tweak Menu

Type Tweak Description
Behavior Acceleration Adjust the amount of power behind the Thruster’s propulsion. Negative values reverse the direction. Toggle between -100% and 100%.
Behavior Apply At Center Determines if the Thruster propels the object at the point it is attached or from the center of the object. Toggle On or Off.
Behavior Local Space Disable to cause the object to be continuously propelled in the same direction regardless of rotation. Toggle On or Off.

As the World Turns

Certain objects don’t need to go anywhere in particular, but should still show some signs of life. The Rotator applies torque to an object to spin it around. The object’s rotational motion is always centered on the Rotator gadget. The direction the object spins is determined by the Output setting in the Tweak menu. Apply one to the top of Archie’s head to have him spin in place. Moving the Rotator to the front of Archie makes him cartwheel away.

Rotator Tweak Menu

Type Tweak Description
Behavior Output Adjust the amount of power behind the Rotator’s torque. Negative values reverse the direction. Toggle between -100% and 100%.

Staying Steady

Archie’s a nice enough fellow but his sense of balance is no better than any other chunk of ice. But with a Gyroscope gadget attached, he doesn’t have to worry about falling flat on his face. Gyroscopes automatically steady whatever objects they are attached to. You can change the criteria the Gyroscope uses to determine stability in its Tweak menu.

Gyroscope Tweak Menu

Type Tweak Description
Behavior Output Determine the strength of the force exerted by the Gyroscope. Negative values invert the upright state. Toggle between -100% and 100%.
Behavior Target Determines the criteria the Gyroscope uses to determine stability. Toggle between Up, Rocket, and Follow (based on a Tag).
Behavior Invert Inverts the Gyroscope’s behavior.

Magnetic Personality

Some people find attraction to be complicated, but those people probably haven’t considered magnets properly. The Magnet gadget knows how to bring two objects together. By default, any object the Magnet is attached to draws other dynamic objects toward it. Setting the Output to negative values causes the object to repel rather than attract.

Magnet Tweak Menu

Type Tweak Description
Behavior Output Determines the strength of the Magnet’s attraction. Negative values cause the attached object to repel other objects. Toggle between -100% and 100%.
Behavior Falloff Distance (Linear Falloff Only) Determines the distance over which the Magnet’s attraction decreases. Toggle between 0.1 and 100.
Behavior Falloff Determines how quickly the strength of the Magnet’s attraction changes over distance. Toggle between Fast, None, or Linear.
Requires Tag Requires Tag Determines if the Magnet only attracts objects that possess a specific Tag.

Getting a Move on with Motors

Your sack person is obviously familiar with how motors can make things go fast, but your Popit has a selection of motors that can do so much more. The many motors available in your Popit add dynamic motion and action to otherwise static objects. You can find all these mechanical marvels in the Tools Bag on the Gadgets page under the Motors section.

Push It to the Limit!

Are you feeling pumped? If not already, you will after playing around with Pistons. Pistons are always primed to push around whatever object you attach them to. They tirelessly and reliably push and pull in a straight line.

Using the Piston is a two-step process. After placing one in your level, you are then prompted to connect it to an object. Where you attach this connection doesn’t actually matter. The attached object is always destined to be in parallel with the purple line superimposed over the Piston that appears when the Popit cursor hovers over it.

By default, Pistons push side to side, but after a little rotation, they can be made to stomp up and down. Place a Danger Archie above the ground and then place a Piston above it. Rotate the Piston so that the purple line points downward. Press to place it and then maneuver the connector and attach it to Danger Archie (making sure to press again to secure the connection).

Switch to Live Mode and see how he rises and falls from the ground with vigor! Imagine a row of Danger Archies in the road, daring drivers to zoom beneath without being crushed. Setting up such a hazard is really quite simple, because the Piston can be connected to several objects at once. Try it out!

Piston Motor Tweak Menu

Type Tweak Description
Distance Distance Determines how far the piston pushes and pulls the object. Toggle between 0.1 and 400.
Distance Start Distance Determines the object’s starting distance from the Piston gadget when it begins its motion. Toggle between 0.0 and 7.
Timing Time Determines how much time it takes the piston to push or pull the object. Toggle between 0.1 and 360 seconds.
Timing Pause Determines how much time passes before the motor begins moving each time it completes the path. Toggle between 0.1 and 600 seconds.
Timing Sync Allows you to synchronize the Piston Motor with other gadgets. Toggle between 0.0 and 600.0 seconds.
Motion Input Action Determines how the Piston Motor operates in response to input. Toggle between On/Off, Forwards/Backwards, Single Cycle, or Speed Scale.
Motion Flipper Type Determines if the motor snaps back after completion its motion in one direction. Toggle between Off, In, or Out.
Acceleration Curve Type Extend Determines the rate of acceleration when the Piston Motor extends. Toggle between Linear, Accelerate, Decelerate, or Smooth.
Acceleration Curve Type Retract Determines the rate of acceleration when the Piston Motor retracts. Toggle between Linear, Accelerate, Decelerate, or Smooth.
Priority Motor Priority Set if the motor’s priority when activated is considered to be part of Gameplay or Scenery.

A Swinging Good Time

It don’t mean a thing if it ain’t got that swing. At least, that’s the case with garage doors—or any doors for that matter. Building such doorways into your level hinges on, well…the Hinge Motor, quite simply.

Place Archie in the level and then whip a Hinge Motor out from the Popit. Be sure to pay close attention to where you attach the Hinge Motor. Its location determines the point at which the object pivots. Try placing the Hinge Motor at Archie’s center and then at one of his corners. Switch to Live Mode to see the difference.

Hinge Motor Tweak Menu

Type Tweak Description
Angle Angle Determines the angle of the Hinge Motor’s movement. Toggle between 1.0 and 360.
Angle Start Angle Determines how far offset the Hinge Motor’s motion is. Toggle between 1.0 and the value set for Angle.
Timing Time Determines how long it takes for the motor to complete its motion. Toggle between 0.1 and 360 seconds.
Timing Pause Determines how much time passes before the motor begins moving each time it completes its motion. Toggle between 0.0 and 600 seconds.
Timing Sync Allows you to synchronize the Hinge Motor with other gadgets. Toggle between 0.0 and 600.0 seconds.
Motion Direction Determines the direction the Hinge Motor moves. Toggle between Clockwise and Counter Clockwise.
Motion Input Action Determines how the Hinge Motor operates in response to input. Toggle between On/Off, Forwards/Backwards, Single Cycle, or Speed Scale.
Motion Flipper Type Determines if the motor snaps back after completion its motion in one direction. Toggle between Off, In, or Out.
Acceleration Curve Type Extend Determines the rate of acceleration when the Hinge Motor extends. Toggle between Linear, Accelerate, Decelerate, or Smooth.
Acceleration Curve Type Retract Determines the rate of acceleration when the Hinge Motor retracts. Toggle between Linear, Accelerate, Decelerate, or Smooth.
Priority Motor Priority Set if the motor’s priority when activated is considered to be part of Gameplay or Scenery.

Spin Cycles

Love makes the world go round. Rotator Motors do this on a significantly smaller scale. Imagine if Archie obtained a job as a night watchman. Well, he’d have to keep his head on a swivel, constantly sweeping his gaze around and around to ensure no troublemakers are about.

Setting Archie to spin around is no problem with the Rotate Motor. Find it in your Popit and place it directly above Archie. Much like the Hinge Motor, the position of the Rotate Motor determines the pivot point. In this case, the point around which the object rotates. Center the Rotate Motor to make him spin in place or place it at a distance to have him patrol in a circle.

Rotate Motor Tweak Menu

Type Tweak Description
Speed Speed Determines the speed at which the object rotates. Toggle between 0.1 and 30.
Speed Direction Determines the direction the Rotator Motor moves. Toggle between Clockwise and Counter Clockwise.
Motion Input Action Determines how the Rotate Motor operates in response to input. Toggle between On/Off, Forwards/Backwards, Single Cycle, or Speed Scale.
Timing Sync Allows you to synchronize the Rotate Motor with other gadgets. Toggle between 0.0 and 600.0 seconds.
Priority Motor Priority Set if the motor’s priority when activated is considered to be part of Gameplay or Scenery.

Paparazzi!

Has your sack person been mistaken for a celebrity? It certainly seems so when using the Look At Motor. Whatever you attach this motor to can’t help but focus on the target you specify. By default, it tracks the position of the nearest kart. Put one on a standard Archie and watch him follow your sack person’s kart.

The Look At Motor’s focus doesn’t have to be restricted to just the competitors. Adjust the Follow Tag setting to make the attached object follow a color-coded object. Place a Blue Archie in front of the one with the Look At Motor and slap a Thruster on his back. Switch to Live Mode to see Archie nearly get whiplash following the Blue Archie zooming away.

Look At Motor Tweak Menu

Type Tweak Description
Angle Angle Determines the angle of the Hinge Motor’s movement. Toggle between 1.0 and 360.
Angle Start Angle Determines how far offset the Hinge Motor’s motion is. Toggle between 1.0 and the value set for Angle.
Timing Time Determines how long it takes for the motor to complete its motion. Toggle between 0.1 and 360 seconds.
Timing Pause Determines how much time passes before the motor begins moving each time it completes its motion. Toggle between 0.1 and 360 seconds.
Timing Sync Allows you to synchronize the Hinge Motor with other gadgets. Toggle between 0.0 and 600.0 seconds.
Motion Direction Determines the direction the Hinge Motor moves. Toggle between Clockwise and Counter Clockwise.

Forging a Path

Before you can tackle the last of the motors, you must first learn about Paths. It’s about time to introduce you to the last two Function Tools: Draw Path and Edit Path. Both are found in the Tools Bag on the Tools Page.

Path Edit & Edit Path Tools

Ever felt like being a trailblazer? It may be too late to discover the Northwest Passage, but there are still ample opportunities to forge paths in the Craftverse.

Paths are nifty for determining the route you want something to take. Unlike Breadcrumbs that only work with the track, use the Path Tool to draw paths for karts and other objects.

Select Draw Path from the Tools Bag to create a path. Use the left stick and press and hold to draw a path in the level. Release when you are done drawing.

To edit a path, select the Edit Path tool from the Tools Bag. Move over the path and select a point or the path line itself to edit it. From here you can adjust the path as you see fit.

Path Edit Controls

Button Action
Select point or path line.
Left Stick Move path point/entire path.
Directional Pad / Cycle through path points.
Open Tweak Menu.

Path Tweak Menu

Type Tweak Effect
Actions Add Points Add more points to the path line.
Actions Edit/Delete Points Remove or edit a point.
Actions Mirror Flip the path line.
Actions Color Change path color.
Actions Label Assign a name to the path.
Actions AI Tag Change how the AI observes the path. Toggle between Follow, Cut Scene, or Ignore.

Follow the Leader

Some objects need to get around, but like a new puppy not yet housebroken, they need guidance to stay in line. In these cases, attaching a Path Follower Motor to an object ensures it only travels along a pre-determined route.

Draw a path in your level and place Archie nearby. Next, place a Path Follower Motor in the level. Notice that the white icon that appears nearby and snaps to the nearest path line. In the process, the path turns from purple to dashed green.

Because Path Follower Motors must sit on a path, the white icon indicates the nearest viable place the motor can be placed. It also lets you place one without having to position the cursor precisely on the path.

After placing the Path Follower Motor, you must connect it as you did with the other motors to Archie. Switch to Live Mode and observe him zooming along the path like clockwork.

Path Follower Motor Tweak Menu

Type Tweak Description
Timing Time Determines how long it takes for the motor to travel the complete path. Toggle between 0.1 and 360 seconds.
Timing Pause Determines how much time passes before the motor begins moving each time it completes the path. Toggle between 0.1 and 600 seconds.
Timing Sync Allows you to synchronize the Path Follower Motor with other gadgets. Toggle between 0.0 and 600.0 seconds.
Motion Orient To Path Determines if the object turns in relation to curves in the path. Toggle On or Off.
Motion Input Action Determines how the Path Follower Motor operates in response to input. Toggle between On/Off, Forwards, Single Cycle, or Speed Scale.
Motion Flipper Type Determines if the motor snaps back after completion its motion in one direction. Toggle between Off, In, or Out.
Priority Motor Priority Set if the motor’s priority when activated is considered to be part of Gameplay or Scenery.