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Non-lethal Gas
Archive: 22 posts
Just something that occured to me when I was working on a bombed out runway. Wouldn't it be nice to be able to change material to a non-lethal gas? It would have the same features/properties as lethal gas, but Sack wouldn't die when he ran through it. Maybe it's just me. | 2009-06-10 00:04:00 Author: AAAlone Posts: 71 |
Just something that occured to me when I was working on a bombed out runway. Wouldn't it be nice to be able to change material to a non-lethal gas? It would have the same features/properties as lethal gas, but Sack wouldn't die when he ran through it. Maybe it's just me. That's a great idea actually... objects can already move through and stir up gas as is, and it always makes for a good effect... I've always wanted to at least be able to make gas in a thin plane. | 2009-06-10 00:42:00 Author: Unknown User |
Wasn't this suggested already a couple of weeks ago? | 2009-06-10 00:42:00 Author: Silverleon Posts: 6707 |
Wasn't this suggested already a couple of weeks ago? Yeah, it was somewhere. Still... it's a great suggestion. I would love this option. | 2009-06-10 01:51:00 Author: Rustbukkit Posts: 1737 |
It would be confusing for the player though, never knowing if the gas is lethal or not. I think the best option would be a new type of gas that looks a bit different and isn't lethal. | 2009-06-10 02:48:00 Author: Walter-Kovacs Posts: 542 |
Interesting thought... but how would a player recognize he was safe in those areas unless possibly it looked different? Not knocking your idea at all!! I like using gas for effects as well and was a bit bummed when I realized you could not apply gas to thin layers. To get around it, I just use small rockets hidden here and there for similar results. | 2009-06-10 02:48:00 Author: jwwphotos Posts: 11383 |
It would be confusing for the player though, never knowing if the gas is lethal or not. I think the best option would be a new type of gas that looks a bit different and isn't lethal. LOL.. figures someone would post that a second before I did. | 2009-06-10 02:49:00 Author: jwwphotos Posts: 11383 |
LOL.. figures someone would post that a second before I did. Great minds think alike I guess. I didn't think hard enough on the topic to realize that would be an issue. Thicker gas maybe... like the smoke from rockets? Or perhaps different colours from the lethal gases? | 2009-06-10 04:45:00 Author: Rustbukkit Posts: 1737 |
well maybe make it so it doesn't have the same sound affect. | 2009-06-10 09:41:00 Author: robotiod Posts: 2662 |
id like it but the only problem with it is finding the differance in appearance | 2009-06-10 13:21:00 Author: bambs Posts: 57 |
This shouldn't be too difficult to implement as sackboy can already move through gas in the create mode when he's flying about, and it reacts to his movements. Think of the foggy potential. | 2009-06-10 22:40:00 Author: groble Posts: 223 |
Use a farther-back layer for your gas effect, have sackboy run on a layer in front of it. Maybe the theck layer can be gassified? I've never tried. I shall. | 2009-06-10 23:36:00 Author: Loius Posts: 342 |
They need to make it so gas can be on the thin layer. | 2009-06-11 01:36:00 Author: Tyler Posts: 663 |
My guess is that the gas texture doesn't fit in with the thin layer, and that's why they haven't added it in yet, but non-lethal gas seems like a good idea. | 2009-06-11 01:42:00 Author: Code1337 Posts: 3476 |
I have non lethal gas... anybody want some? :arg::arg::arg: | 2009-06-11 06:49:00 Author: graygoose Posts: 371 |
Ew, lol. By the way, I checked - you can't gasify theck material. Blah. | 2009-06-11 07:13:00 Author: Loius Posts: 342 |
I have non lethal gas... anybody want some? :arg::arg::arg: really? that brilliant I could definately use some for this smoke effect I'm trying to.............. hang on a minute you meant a different kind of gas | 2009-06-11 13:41:00 Author: groble Posts: 223 |
I have non lethal gas... anybody want some? :arg::arg::arg: Not if it's stinky. | 2009-06-11 13:46:00 Author: Rustbukkit Posts: 1737 |
@ Silverleon-- the like topics listed when I started the post didn't seem to include non-lethal gas topics, but I probably should have searched it. Sorry if I'm just covering old ground here. @ jwwPhotos and Rustbukket-- I didn't even consider how folks would tell lethal from non-lethal. Maybe a different color pallet and sound? Though I suspect that wouldn't be enough. @ graygoose-- um... thanks, but I'll pass. | 2009-06-11 17:53:00 Author: AAAlone Posts: 71 |
Ya know in thinking about it a bit more, why not use the fog control via the environmental control thingy? If that didn't quite do it as it isn't mooooving, maybe add a new attribute to the environment to make the fog amount a bit more wispy and move a tiny bit. It would not appear as dense as the lethal type and since it would not be contained to a material, it wouldn't seem like a local threat to avoid. Howzzat? | 2009-06-11 18:14:00 Author: jwwphotos Posts: 11383 |
Ya know in thinking about it a bit more, why not use the fog control via the environmental control thingy? If that didn't quite do it as it isn't mooooving, maybe add a new attribute to the environment to make the fog amount a bit more wispy and move a tiny bit. It would not appear as dense as the lethal type and since it would not be contained to a material, it wouldn't seem like a local threat to avoid. Howzzat? I like that idea a lot. It could be a whispyness slider (or I suppose a selection would do), and you can already set the rate at which the lighting (or in this case fog) changes, so you could gradually introduce the smoke (thus avoiding the perception that it's a hazzard). This is a nice solution. Good thinking jwwphotos! | 2009-06-11 19:26:00 Author: AAAlone Posts: 71 |
Ya know in thinking about it a bit more, why not use the fog control via the environmental control thingy? If that didn't quite do it as it isn't mooooving, maybe add a new attribute to the environment to make the fog amount a bit more wispy and move a tiny bit. It would not appear as dense as the lethal type and since it would not be contained to a material, it wouldn't seem like a local threat to avoid. Howzzat? Not quite a good enough fix for how I'm thinking of implementing NLG. Adding fog blankets the entire scene with it. I would like to be able to keep the lighting and my other in game elements/structures/objects visible while adding a layer of gas on certain areas only... like fog on the ground etc. Good suggestion... but I still think NLG would be much better to have as an option than using the GLT to fake it. | 2009-06-11 21:51:00 Author: Rustbukkit Posts: 1737 |
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