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#1

Customizable dark matter and other suggestions

Archive: 4 posts


Downloadable Community Levels
Just like Copyable Levels except you can't edit them. You just play them...OFFLINE.

Customizable Dark Matter:
Decide whether Dark Matter can translate. If you allow translation, you can also allow or deny rotation and you can set the Dark Matter's level of inertia and gravity.

Position Mode for Proximity and Magnetic Switches:
Switches that set the position of a bolt or piston based on the position of the sackboy/magnetic key that is CLOSEST TO THE SWITCH. For example, if you set a proximity switch to Position and attach it to a piston, while sackboy is within range of the switch, going closer to the switch will retract the piston and moving away from the switch will extend the piston. The piston's default position when no sackperson is there would be determined by the timing set in the piston's tweak menu. Therefore, Position Mode would NOT limit a piston's retraction or extension to one direction of the sackperson's movement IF that piston is set to a particular timing. Also, Position Mode could also have a one-direction-only option, so the piston will only move in one directon and would snap to its default position when the sackperson leaves the proximity borders.


Font Highlighting for Magic Mouths:
I don't know if anyone noticed this, but in MM made levels, they can highlight key words in red. If we can do this too, I'd like to know how. If we cannot do this, I think it should be allowed.

Music Maker Mode:
Basically a tool that allows creators to use sound effects that already exist to create background music for the level. A tweak menu can allow you to position sound effects on a score, tweak the sound effects like you normally would, and decide the tempo for the music. There would, of course, have to be a limit on the number of sound effects used.

Plasma Danger Tool:
I already have a thread on this one, but it's really self-explanatory.

Sound Effects:
Do level creators want players to hear the sounds of pistons moving back and forth? Do they want to hear the background noises coming from the environment (i.e. the barking dog and the airplane that you hear in the backyard-ish background)? Do they want players to hear the hissing sound that emitters and dissolve materials make when they do their thing? Do they want players to hear the explosions from the bombs? Do they want players to hear the sound of a slaughtered sackperson? I think it should be decided in the same tweak menu as the lighting settings and, of course, the global lighting object.

Also, where are the environment sound effects for the DLC backgrounds?

Cow Object:
Looks like a cow head. Tweak menu allows you to select a material. The material to which the Cow Object is attached will look like the selected material.

Radio Switches and Objects:
A radio switch is activated when a radio object set to a similar frequency is activated. You can set a number for the frequency and you can also set the margin indicating the margin of error for the frequency. For example, if you set the activated frequency of a radio switch to a 5 and the margin to 2, then any radio frequency from 3 to 7 will activate the switch. The radio object can be activated through player proximity or by another switch EXCEPT FOR OTHER RADIO SWITCHES (because that would complicate things). The radio switches/objects would mainly be used to allow different switches to affect the same object without the need for an AND switch mechanism. It would ALSO make emitted objects MUCH more useful.

That's all that comes to mind. I'm sorry if these have already been suggested.
2009-05-26 00:44:00

Author:
MMLgamer
Posts: 183


Some really great ideas in there! As for the Mm made levels where they can highlight key words in red... the answer is no, we can't. ... and yes... we should be able to.

I really like your Radio Switch idea. That has some real potential there.
2009-05-26 04:38:00

Author:
Rustbukkit
Posts: 1737


I've been asking for a material that allows translation but not rotation for ages! I made a thread about it a while back, calling it buoyant material.

The position switch idea is interesting. I do things like that currently using logic gates, but it is fairly complex.
2009-05-26 18:51:00

Author:
dcf
Posts: 468


Good idea, I want more control!2009-05-26 19:50:00

Author:
Eldrazor
Posts: 78


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