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#1

Emitters: Separate Fields for Object and Position

Archive: 17 posts


You know you've done it.

You made a custom item, captured it and placed it in your emitter. You get taken to a screen allowing you to place the item where it will be emitted. After testing, you realize you actually want it to be emitted a little bit to the left of where you just put it. You have to cycle through the menu and select the object again. This is a pain and very time consuming, especially for those of us with lots of custom items! By the time you've found the item again, you might not remember where you wanted to emit the thing (especially because the camera tends to jump during this process). Trial and error can take forever in this manner.

Once we've selected an object, we should be able to move its emitter location without going through the selection process again. Furthermore, the original arrow should be present while we are moving the object to a new location (until we click the x button to accept the new position of course). This way we can see how we are moving it.

************

As long as we are making a separate field for position, we might as well improve the selection field as well. First, let's have some toggle options for sorting. How about hearted objects first? Or maybe you want the most recent object to be first (very useful considering one often makes an object to emit and then immediately tries to stick it in the emitter.

Next, let's make it so updating the object doesn't reset the position. Maybe you realize you want a red key on your emitted object. You modify the original, capture it, then place it in the emitter. You don't want to change the emitted position and shouldn't be forced to do so.

EDIT: Expanding this to include Dexiro's suggestion, how about the ability to edit the object in the emitter.

EDIT 2: Another Dexiro suggestion. Allow a single emitter to emit multiple versions of the same object in different directions. For example, if you want an enemy to shoot 3 plasma balls in a cone shape, you could have three arrows coming from your emitter, each at a different location/angle.
2009-05-20 17:25:00

Author:
dcf
Posts: 468


Great idea! It's so annoying to have to look through all your objects so you could change the position. Also, this could help if you want to emit a different item in the same exact position.2009-05-20 17:34:00

Author:
brnxblze
Posts: 1318


Boy, I couldn't agree with this one more! At the very least, have the selection default to the object already selected. If you go in to tweak on the emitter, select your object/placement, then come back to the other settings on the tweak menu - but don't actually exit this menu - and then if you go back into the selection field, it defaults back to the object you selected before. So why they cannot do this when return to the tweak menu later, is beyond me.2009-05-20 17:44:00

Author:
v0rtex
Posts: 1878


Great points guys. I agree. Let's just hope someone at MM is listening and wants to do something about it.2009-05-20 18:07:00

Author:
mistervista
Posts: 2210


the original arrow should be present while we are moving the object to a new location (until we click the x button to accept the new position of course). This way we can see how we are moving it.
This actually happens for me. I'm not sure why you can't see it but I definately can. What would be useful is an outline rather than an arrow though.


Next, let's make it so updating the object doesn't reset the position. Maybe you realize you want a red key on your emitted object. You modify the original, capture it, then place it in the emitter. You don't want to change the emitted position and shouldn't be forced to do so. Again, if I recapture an object and then try to edit the emitter, I'm back where the old item was. And I can still see an arrow. It is strange that you are experiencing something different


That said, I would like MM to understand that I often DONT want to emmit golfballs, instead of my objects.
2009-05-20 18:22:00

Author:
rtm223
Posts: 6497


i think the best way for this to work would be this:

when you select where you want the object to be emitted, you get a ghost version of that object (a transparent version) which stays on screen permanently, and you can select it/move it around/resize it just like you'd resize an ordinary block of wood
2009-05-20 18:23:00

Author:
Dexiro
Posts: 2100


Oh oh and can we have a means to edit the item in the emmitter, rather than having to do minor tweaks on the original, recapture and replace.2009-05-20 18:27:00

Author:
rtm223
Posts: 6497


This actually happens for me. I'm not sure why you can't see it but I definately can. What would be useful is an outline rather than an arrow though.

Again, if I recapture an object and then try to edit the emitter, I'm back where the old item was. And I can still see an arrow. It is strange that you are experiencing something different


That's how it happens for me to. I'm referring to how I'd like the new system that I'm suggesting to work. However, I believe currently, if you have grid on the object shifts to the grid, which is a pain because you then need to go back through the selection process...again, with the grid turned off this time. Also, it can be hard to identify which part of the object an arrow refers to so you can match it with your current object. A ghost, as Dexiro suggested, would be much better.


That said, I would like MM to understand that I often DONT want to emmit golfballs, instead of my objects.

HA. Well said.
2009-05-20 18:51:00

Author:
dcf
Posts: 468


I couldn't agree more. Having to go back and re-select the emitted object is a royal pain in the butt.2009-05-20 19:42:00

Author:
Rustbukkit
Posts: 1737


while we're on the subject of emitters, how about the ability to emit multiple objects at once without making a ton of emitters really close to each other2009-05-21 20:53:00

Author:
Dexiro
Posts: 2100


No seriously, ARE YOU WATCHING ME CREATE?

Hmm, am I the only one that notices that when you pick the same object to tweak to the left again, it stays in the spot that it was before? It seems like that.
2009-05-21 20:56:00

Author:
Whalio Cappuccino
Posts: 5250


I want to pan and zoom the camera when i'm chosing the position of my soon to be emitted object.

.
2009-05-23 00:20:00

Author:
RangerZero
Posts: 3901


I want to pan and zoom the camera when i'm chosing the position of my soon to be emitted object.

.

Yeah. Me too. I can't tell you how many times I've had to exit the tweak menu to adjust my camera.
2009-05-23 16:10:00

Author:
smasher
Posts: 641


That would be pretty usefull, speially since i use emmiters [B a lot [/B]

Oh, btw, i think that when you switch an object in an emmiter it doesn't reset the position, it leaves it in the place the previous object was.
2009-05-23 16:27:00

Author:
Silverleon
Posts: 6707


That would be pretty usefull, speially since i use emmiters [B a lot [/B]

Oh, btw, i think that when you switch an object in an emmiter it doesn't reset the position, it leaves it in the place the previous object was.

This depends on the size of the object and your current grid selection.
2009-05-23 16:36:00

Author:
dcf
Posts: 468


100% argreed2009-05-23 21:19:00

Author:
Eldrazor
Posts: 78


I agree with this massively. It's so annoying that you have to select the object again before changing it's position. It's also time-consuming too, especially if you have a lot of objects you've made or community objects in your popit. Nice idea!2009-06-02 20:43:00

Author:
lk9988
Posts: 1077


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