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#1

My (unique-i-think) ideas

Archive: 26 posts


There was a time when I thought I should keep all my ideas and findings to myself, so that when I made a level with it, the ideas would be totally unseen.
But I haven't had time to make levels, so I figured it's time to share the love

1) A new way to use the sticker switch

I think not many people realize this, but just as you can add funny stickers and decorations to any level you are on, you can similarly take any stickers and decorations OFF a level by using the popit cursor thingamajig!
So I was thinking, this would be a really neat way to use the sticker switch! For example, you could have a sticker that is on the wall of the level. You have to grab it and take it off, and then place it on the sticker switch. So you never actually get the sticker in your popit, but you can still activate the switch.
But wait! It gets more interesting!

You could have a level where you have to take a sticker with you, grabbing it off the wall, placing it ahead of you, moving forward, grabbing it and placing it forward, etc. And you would have to take this sticker to somewhere else in the level to activate the switch.
I can think of all kinds of puzzles and obstacles you can create or amplify by incorporating this gameplay technique into your level.


2) Perpetual Falling

I'm not so sure if anyone else has thought of this yet, but I haven't seen it, so...
I have always wanted to make a level where you fall perpetually, dodging obstacles as you fall by moving back and forth through the air. You could have arrows that extend over large portions of the wall to give you advance notice that there's an obstacle coming there, and you basically have to react fast to avoid it.
But when I first bought LBP, and tried to do this, I discovered very quickly that the levels aren't nearly tall enough to make a level like this.

However, it seems to me you could make a perpetual falling wall simply by emitting a wall of the material that floats upwards (pink I think), so that it is timed to emit the next wall as soon as it can. In other words, you get a constant flow of walls flying upwards.
Then, all you do is stand still as the wall flies by, and it seems like you are falling.
You could incorporate different walls being emitted by using switches and such, to add different walls with obstacles and stuff.





Anyways, that's just a couple ideas I have. I've got more but I can't think of them right now (it's very late). If I can think of more though I'll post them!

Have fun, I hope you like the ideas!


Oh, I also discovered a new glitch. It's not incredibly efficient as you'll see, but it's still kinda cool.
I discovered how to have your music (from the XMB) playing not only in the pod/create mode, but also in any level! ...The downside is you have to wait several minutes for it to work.

But here's how it goes - it's very simple.

Start up some music in your pod.
Find the level you want to play, and start loading it.
While it's loading, press the PS button to go to the XMB.
Wait.
Wait.
Wait some more.
You can chat with some friends while you're waiting.
Wait just a little longer (it will take around 3 minutes I think).
And voila! You'll suddenly hear your music playing again, and you'll see behind your XMB the demo screen has popped up.
Leave the XMB (PS button).
The screen might seem frozen for a couple seconds. It'll load up in a sec.
And you're music is playing!

..If you want you can turn off any of the levels' music by going to the settings (start) and turning the in-game music and sfx off.

Like I said, it takes a while so it's not too efficient, but for those times where you just need to listen to your song it's great.
Also, I haven't checked yet to see if when the song ends it will go to the next song on the playlist...


Enjoy!
2009-04-24 05:28:00

Author:
hilightnotes
Posts: 1230


Love both of the ideas! Would love to see these implemented in a level.

Also, thanks a lot for sharing the glitch you found. I'm going to try it out next time.
2009-04-24 05:38:00

Author:
brnxblze
Posts: 1318


I'm not sure the perpetual falling would work so well (couldnt you eventually just fall to the bottom?... but it could make a great survival challenge if you limit the area and use a jetpack! Like Falldown (if you've ever heard of taht game)

That sticker idea sounds kinda cool... except walking then stickering doesnt appeal that much... it might work if the camera zones are good enough where i can grab it from a fair distance.
2009-04-24 06:28:00

Author:
Burnvictim42
Posts: 3322


I'm not sure the perpetual falling would work so well (couldnt you eventually just fall to the bottom?... but it could make a great survival challenge if you limit the area and use a jetpack! Like Falldown (if you've ever heard of taht game)

You don't actually fall. You stay in one place (say on invisible dark matter), while the wall floats very fast upwards, making it seem like you're falling.

Thanks brnxblaze!
2009-04-24 12:39:00

Author:
hilightnotes
Posts: 1230


Points on perpetual falling. You've created the visual illusion of you moving down in the y axis, however you are running backwards and forwards on an invisible platform, which leads to:

Legs moving means that it won't look like you are falling
You can change direction almost immediately, compare this to when you drop a sackboy and control his movement
you can jump from an invisible platform - this also breaks the illusion
Falling means a linear increase in speed, which your illusion does not have.


I just don't think I'd find this illusion convincing enough to run with it.


As for the sticker switch thing, great idea! My thoughts on this:

Bear in mind it's not a "standard" LBP dynamic so you need to make people understand the problem.
Moving stickers across a level is just time consuming and I don't think I'd enjoy it.
It neatly gets around the "don't collect community stickers" feature.
It's not inherently failure-friendly, i.e if you accidentally delete the sticker
A sticker switch can be inverted so you could have a remove the sticker to do something.

A wide camera angle with a re-arrange the stickers problem could be really entertaining, so I'd be curious to see what you come up with.
2009-04-24 13:23:00

Author:
rtm223
Posts: 6497


Points on perpetual falling. You've created the visual illusion of you moving down in the y axis, however you are running backwards and forwards on an invisible platform, which leads to:

Legs moving means that it won't look like you are falling
You can change direction almost immediately, compare this to when you drop a sackboy and control his movement
you can jump from an invisible platform - this also breaks the illusion
Falling means a linear increase in speed, which your illusion does not have.


I just don't think I'd find this illusion convincing enough to run with it.


I was actually thinking about this when I came up with the idea and first tested it, and here's how I think you could solve those problems:
You can set it up so the characters is grabbing on to something for this. Maybe a tree branch, or just some random grabby thing. So Sackboy is hanging off this branch, and can't see the top of it. And the branch can move back and forth by pushing it either way, because it is resting on something above where you can't see.

This solves the problem of jumping, legs moving, and making it so you can't turn super fast. I think that would fix the illusion.


About the stickers, yeah you would definitely have to explain it. I'm also worried it might be too tedious, but I think if implemented properly it could be used in some really cool ways.
As for accidentally getting rid of it, you can just make a whole bunch of them one on top of the other so that when you pick one up there's still one underneath.
2009-04-24 21:13:00

Author:
hilightnotes
Posts: 1230


You could have a level where you have to take a sticker with you, grabbing it off the wall, placing it ahead of you, moving forward, grabbing it and placing it forward, etc.
Ya, but you can just stick it to yourself.
2009-04-24 21:16:00

Author:
ARD
Posts: 4291


Ya, but you can just stick it to yourself.

Huh! I never even thought of that!

Solution: Make a 'washer', and warn the user about it so they don't stick it on themselves.

Tell them at some point there is a hidden washer that will wash them clean, so they better not put the sticker on themselves.
I think all you would have to do to make the washer is to make a barrage of paintballs hit Sackboy. I think that would make any stickers disappear.
2009-04-24 23:44:00

Author:
hilightnotes
Posts: 1230


You don't actually fall. You stay in one place (say on invisible dark matter), while the wall floats very fast upwards, making it seem like you're falling.

Thanks brnxblaze!

Err... yeah, tho won't the invisible dark matter stop any oncoming objects, so nothing will be able to harm the player.

Also that XMB glitch doesn't seem to work as i started up some music, went into al level, pressed te PS button once in the level, and changed the channel to watch T.v. for the few mins i'd wait, i ended up waiting 20mins and when i returned there was still no music of mine playing...
I did this several times with different waiting times, and still nothing.
Are you sure that's all you did?
2009-04-24 23:44:00

Author:
Silverleon
Posts: 6707


I've thought of the first one before, but dismissed it for the reasons previously mentioned (deleting one is the worst. But maybe as a special secret?) As for the second, perhaps have the user inside a box, attached to a parachute. Have the parachute stay level, and the walls move. Tada.......?2009-04-24 23:53:00

Author:
dawesbr
Posts: 3280


Err... yeah, tho won't the invisible dark matter stop any oncoming objects, so nothing will be able to harm the player.

Also that XMB glitch doesn't seem to work as i started up some music, went into al level, pressed te PS button once in the level, and changed the channel to watch T.v. for the few mins i'd wait, i ended up waiting 20mins and when i returned there was still no music of mine playing...
I did this several times with different waiting times, and still nothing.
Are you sure that's all you did?

I think you're problem is that you're not pressing the PS button until the level has actually loaded.
You have to press it while the level is loading (ie. right after you've clicked "play level online/on your own"). Sorry if that wasn't clear!

I'm positive it works. I've recreated it several times, and I posted a level explaining how to do it. I got a couple comments back saying something like "thanks! It worked!".


EDIT: yeah, that could work dawesbr
2009-04-25 00:10:00

Author:
hilightnotes
Posts: 1230


I think you're problem is that you're not pressing the PS button until the level has actually loaded.
You have to press it while the level is loading (ie. right after you've clicked "play level online/on your own"). Sorry if that wasn't clear!

I'm positive it works. I've recreated it several times, and I posted a level explaining how to do it. I got a couple comments back saying something like "thanks! It worked!".


EDIT: yeah, that could work dawesbr

Oh, so i have to do it while its loading?
lol, that might've been my problem, i pressed until after it had loaded it.
Aright, i'll go see if it works this time, thx.
2009-04-25 03:06:00

Author:
Silverleon
Posts: 6707


That sticker idea just sparked a whole load of new ideas for me! Thanks!

First of all... I think having to move one sticker along a level would be kinda frustrating or at least awkward.

BUT I just thought up a few things... You could have a point in a level where you need to find clues to solve a puzzle. The clues are embedded in a wall (made out of material) and the wall is completely covered with stickers. To reveal the clues you simply have to pluck all the stickers off it.

Another thing is, since you have actually place the sticker down to activate a sticker-switch in create mode. You could have all the sticker switches set to inverted. The player then has to remove all the stickers to activate a switch (via logic gates of course).
2009-04-26 19:03:00

Author:
Pitcard
Posts: 779


Or how about this? you put sections of the level that move when you sticker them? so you could set a piston to a sticker switch, and when you sticker it, the sticker moves ahead to where you need it next!2009-04-27 02:26:00

Author:
Burnvictim42
Posts: 3322


That sticker idea just sparked a whole load of new ideas for me! Thanks!

First of all... I think having to move one sticker along a level would be kinda frustrating or at least awkward.

BUT I just thought up a few things... You could have a point in a level where you need to find clues to solve a puzzle. The clues are embedded in a wall (made out of material) and the wall is completely covered with stickers. To reveal the clues you simply have to pluck all the stickers off it.

Another thing is, since you have actually place the sticker down to activate a sticker-switch in create mode. You could have all the sticker switches set to inverted. The player then has to remove all the stickers to activate a switch (via logic gates of course).


That just got me thinking - you could have a fuse-box kinda thing, where you have to remove the wires in the correct order or it'll explode. That could be pretty neat!


Or how about this? you put sections of the level that move when you sticker them? so you could set a piston to a sticker switch, and when you sticker it, the sticker moves ahead to where you need it next!

Yeah that sounds like a good solution to carrying a sticker around a whole level
2009-04-27 04:09:00

Author:
hilightnotes
Posts: 1230


There was a time when I thought I should keep all my ideas and findings to myself, so that when I made a level with it, the ideas would be totally unseen.
But I haven't had time to make levels, so I figured it's time to share the love

1) A new way to use the sticker switch

I think not many people realize this, but just as you can add funny stickers and decorations to any level you are on, you can similarly take any stickers and decorations OFF a level by using the popit cursor thingamajig!
So I was thinking, this would be a really neat way to use the sticker switch! For example, you could have a sticker that is on the wall of the level. You have to grab it and take it off, and then place it on the sticker switch. So you never actually get the sticker in your popit, but you can still activate the switch.

I had thought of this - and, I'm sorry to say, it doesn't work. Or rather, it works only if you already have the sticker in your inventory... And if you've got the sticker in your inventory, then what do you need the trick for, right?

My idea was to use it to activate a secret area of my level: next to the sticker switch there'd be a sack person there, pointing up at the sticker on the wall, saying "This is the sticker you need to use to open that door over there. I don't know where you can find one of these, though!" The idea was that not-so-clever players would search all over trying to find another one... While more clever players would simply take the one that was right in front of them and move it. Then if a player figured it out the sackboy would congratulate them with a "I can't believe I didn't think of that... I had it right here the whole time."

But what I discovered through testing this method is this: it only works if you already have the sticker in your sticker list. If you don't have the sticker already, then taking a copy of the sticker from the level and placing it on the sensor won't work. But if you do have it in your inventory, it will work. But then the trick isn't as interesting.

You can test this on one of the levels included in the game - the castle level with the lion sticker... You can also test it by creating your own sticker to use as the trigger, then deleting the sticker from your own inventory and testing the trick.

You could do a variant of the trick: maybe give the player a whole bunch of nearly-identical stickers and require them to put the correct one on the sensor. You'd have to put other sticker sensors in the level in order to make all the duplicates show up as "key stickers" - and then introduce something to penalize the player if they pick the wrong one... Then they would pretty much need to move an existing copy of the sticker in order to get the right one.
2009-05-05 00:47:00

Author:
tetsujin
Posts: 187


oh...

bummer.
2009-05-05 02:24:00

Author:
hilightnotes
Posts: 1230


those are good ideas

good thinking on the music thing also
2009-05-05 02:59:00

Author:
Sonic5411
Posts: 712


Sticker idea is great!
Can you make sticker switches inverted?
Place the sticker on in creat mode, and the player has to take it off to activate it?
Falling wouldn't work so well.. wouldn't last long, unless you had an opposing upwards bouncer at the bottom, and it turns into a survival challenge..
2009-05-06 19:06:00

Author:
Pinchanzee
Posts: 805


Pinch, see my parachute idea. That could actually make for a cool survival challenge - you could have bits of "cloud" (gas) moving upwards, as hazards, and points moving up on the layer behind so you still collect them...2009-05-06 21:30:00

Author:
dawesbr
Posts: 3280


Would you look at that, that music player glitch actually works!
This is actually pretty good if you're going for a highscore in a levvel as it won't stop if you restart the level, so you can try as many times as you want while listening to your fav music!
2009-05-06 22:14:00

Author:
Silverleon
Posts: 6707


These are really neat ideas! It'll be cool to see a couple of these in later levels!2009-05-07 02:03:00

Author:
Night Angel
Posts: 1214


Actually it's funny you talk about about perpetual falling. I actually have this in my upcoming level. Although it's not so simple as emitting floaty material. I've had this part up and running for months now, but the levels been on hold. Now I'm back on it full steam and hopefully I'll publish within a week. I think I have the fall set for thirty seconds so the player knows he or she really isn't falling, because in reality you would have hit the floor by then. It's funny though I have a catcher for the sackboy and he just stands there leaning on the wall ( it's invisible) so it's a good photo opportunity, but I also KNOW people are gonna complain about this part in my level when they give feedback.2009-05-07 02:54:00

Author:
smasher
Posts: 641


Putting a sticker you've picked up off of a wall does not activate a sticker switch, unfortunately... I tried this for my sticker-switch jukebox. No luck. :[[ I could have sworn I had it working before, they might have made a patch to disable this... I'm gonna keep tweaking it, but I love using sticker/decoration switches, so I will definitely look into this further and let you know what I find.

EDIT: Apparently this is only true of custom stickers. If you use a pre-made sticker from MM it will work if you take it off the wall. Custom stickers do not. What the hell's with that...?

I'm gonna tweak it some more.
2009-05-15 15:42:00

Author:
DJLols
Posts: 217


If there is a sticker on a switch put there by a creator does it a) still activate the switch if someone without the level plays the level and b) does it deactivate the switch when you remove it.2009-05-15 15:46:00

Author:
rtm223
Posts: 6497


If there is a sticker on a switch put there by a creator does it a) still activate the switch if someone without the level plays the level and b) does it deactivate the switch when you remove it.

I'm pretty sure it's "no" on both counts... But I haven't tested this sort of thing lately.
2009-05-15 15:52:00

Author:
tetsujin
Posts: 187


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