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#1

Some ideas

Archive: 16 posts


Plane selectable cursor.

I think that the pop-it selection cursor (the sp**mlike thingy, sorry for the odd name but my vocabulary is somehow restricted) should navigate through the planes by pressing the dorsal buttons L1 and R1.
I really find annoying when there's no chance to select the stuff you want, this will make things easier.
There can also be a selection in the pause menu to enable people to work with this tweak or not, just like the grid.


Abolish the auto-plane-selection

I would like to personally switch the plane with my sackboy.
MM could enable an option with auto for the beginners, and manual for the pros.


Dangerous hazard switch

This is simple, just a switch that in Play mode, activates and deactivates the hazards.
This could be really useful, especially with the electricity hazard, and everyone who played Metal Gear Solid 1 knows what I mean
2009-06-30 10:12:00

Author:
OmegaSlayer
Posts: 5112


Yeah i understand what you meen with metal gear solid one but i'm sorry we don't have missiles yet. LOL they're some good ideas especially th popit one it would make the game much more accesible for experienced users but having it switchable will also help the novice user.2009-07-01 09:40:00

Author:
robotiod
Posts: 2662


You know, you gave me an idea.
Imagine if the sackboy could use a radio controlled plane/chopper to reach some unaccessible zones.
2009-07-01 12:23:00

Author:
OmegaSlayer
Posts: 5112


Yeah i understand what you meen with metal gear solid one but i'm sorry we don't have missiles yet. LOL they're some good ideas especially th popit one it would make the game much more accesible for experienced users but having it switchable will also help the novice user.
We do have missiles, check the Metal Gear Solid Pack.

I believe the object is literally called "Missile".
2009-07-01 12:58:00

Author:
BSprague
Posts: 2325


With regards to the plane-selectable cursor, I'd like to see the ability to make individual layers visible / invisble in create mode, to achieve what you are suggesting. Coupled with a "create from behind" mode, this could make a very powerful editing tool that could cut down the frustration of fighting the tools on something complex.

I have disagree with you on the auto plane shifting, I think the amount of manual control we have is adequate. I didn't get the auto-plane shift at first but it's actually a very powerful gameplay device that can provide a lot of use. Taking it away would break some levels and make other levels significantly harder, plus completely break the mental model of how jumping works for players. Auto planeshifting being awkard / annoying is down to poor level design, IMO.
2009-07-01 13:24:00

Author:
rtm223
Posts: 6497


Yes, I agree with rtm223 on the auto-plane switching. It would be 10x more awkward to try and switch planes while jumping, especially when you are already used to the current system. It's not like you are not allowed to switch planes, it just picks the choice that makes the most sense (ex. fire vs land). And as rtm223 said, it would ruin some levels. The most notable examples are "the levels that play themselves". The best of those (Centurion24's) rely on plane shifting throughout the entire level.2009-07-01 14:10:00

Author:
BSprague
Posts: 2325


We do have missiles, check the Metal Gear Solid Pack.

I believe the object is literally called "Missile".

Sorry i didn't know i don't have the MGS pack.

Your all going to shoot me now aren't you.
2009-07-01 14:56:00

Author:
robotiod
Posts: 2662


Sorry i didn't know i don't have the MGS pack.

Your all going to shoot me now aren't you.
Why would we do that? Everyone is here to help each other, there is no shooting going on here.

Side note: You should get it, the levels are fun and the tools open up new worlds of gameplay mechanics.
2009-07-01 15:19:00

Author:
BSprague
Posts: 2325


With regards to the plane-selectable cursor, I'd like to see the ability to make individual layers visible / invisble in create mode, to achieve what you are suggesting. Coupled with a "create from behind" mode, this could make a very powerful editing tool that could cut down the frustration of fighting the tools on something complex.

I have disagree with you on the auto plane shifting, I think the amount of manual control we have is adequate. I didn't get the auto-plane shift at first but it's actually a very powerful gameplay device that can provide a lot of use. Taking it away would break some levels and make other levels significantly harder, plus completely break the mental model of how jumping works for players. Auto planeshifting being awkard / annoying is down to poor level design, IMO.

Create from behind would be another GREAT thing.
Sometimes it's impossible to tweak something that is in the back layer, so you have to uild a contraption from the beginning.
2009-07-01 15:20:00

Author:
OmegaSlayer
Posts: 5112


Create from behind would be another GREAT thing.
Sometimes it's impossible to tweak something that is in the back layer, so you have to uild a contraption from the beginning.

I had that problem in my LittleBigMemory level. There are three speakers that are hidden on a flat piece of dissolve attached to dark matter in the back-most layer, which is hidden behind 3 full layers of metal. What I've done is hooked it up to an invisible directional piston on a two-way switch hidden out of sight. So when I want to edit it, I flip the switch and it comes to view. When I want to play the level, I flip the switch back and its hidden but still close enough that the player can hear the sounds it is making just fine.
2009-07-01 15:23:00

Author:
BSprague
Posts: 2325


Hiding the layers to so you can access things behind them is most certainly needed. I get tired of either moving layers or cutting a whole in them to access whats behind.


I had that problem in my LittleBigMemory level. There are three speakers that are hidden on a flat piece of dissolve attached to dark matter in the back-most layer, which is hidden behind 3 full layers of metal. What I've done is hooked it up to an invisible directional piston on a two-way switch hidden out of sight. So when I want to edit it, I flip the switch and it comes to view. When I want to play the level, I flip the switch back and its hidden but still close enough that the player can hear the sounds it is making just fine.

A nice solution to the problem, I like it!!

Also, I've mentioned the hazards being trigger-able a few times, it would lead to some really good puzzles and platform sections.
2009-07-01 17:10:00

Author:
GruntosUK
Posts: 1754


I had that problem in my LittleBigMemory level. There are three speakers that are hidden on a flat piece of dissolve attached to dark matter in the back-most layer, which is hidden behind 3 full layers of metal.

I was already lost at this point...
A reverse view (I don't feel at ease in calling a view from the back) is surely needed.
2009-07-01 17:16:00

Author:
OmegaSlayer
Posts: 5112


Those are some pretty good ideas. The plane-switch popit cursor could be awkward at first though. And I LOVE your second idea. It'd open a lot of possibilities.2009-07-01 18:35:00

Author:
lk9988
Posts: 1077


BSprague's solution is quite a good one, but there are many times where a similar solutions wouldn't be possible. I have a device that is a complex system with numerous bolts and chains and mag switches, across all 7 layers and all stacked on top of each other. I actually cant see any of the functional parts... If I ever have to take that apart, there will definately be tears...

Anything to allow us to view / select planes individually or get a different perspective would be nice. It's been top of my wishlist for months. For the moment, the only real solution is to plan your contraptions before you make them, but you have to ask yourself, where's the fun in that?
2009-07-01 21:38:00

Author:
rtm223
Posts: 6497


i think thats a good idea, but i think that a require all grab switch is in order maybe a option that allows u to see one plane at a time would work? like transparency2009-08-05 13:27:00

Author:
Kern
Posts: 5078


I was already lost at this point...
A reverse view (I don't feel at ease in calling a view from the back) is surely needed.

Hmmm... That would be useful... I wonder if you'd see yourself in the reverse view?
2009-08-06 11:35:00

Author:
resistance1
Posts: 812


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