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#1

Power Pack

Archive: 69 posts


Here's what I want more than anything: a pack full of power ups also known as character enhancements. No stickers, materials, music, backgrounds or anything like that. It would just have guns, lots of guns, and they would have the option to turn on friendly fire. It would also have melee weapons, a grappling hook, speed boost, double jump, wall jump, slam move, invincibility, slide, radar and some kind of combiner so you can combine 2 or more power ups at the same time! 2009-07-19 02:41:00

Author:
Reef1978
Posts: 527


those are some good ideas that would be pretty usefull,
i still say i would love the foam sword powerup

i think the "gun" conversation has come up before (you might mean paintinator like but you didnt say so i wasnt sure) i doubt mm will be putting in anything resembling real guns
2009-07-19 02:45:00

Author:
redmagus
Posts: 667


I'm open to all kinds of guns as long they are diverse. They don't have to be realistic. Hell, even a gun that fires those plasma bursts and rockets we already have would be cool. Maybe have some that can only fire in certain directions like Mega Man's weapon. Oh yeah, gotta have a boomerang too!

EDIT: Foam or cardboard sword would be cool. lol It could include a sword, spear, whip (Castlevania levels! ), even a shield.
2009-07-19 02:50:00

Author:
Reef1978
Posts: 527


yeah a whip that could interact with objects would be really nice
(think indiana jones)

maybe the shield could be like an extra hit before you die, like, one hit shield dissapears, second hit you die or pop
2009-07-19 02:56:00

Author:
redmagus
Posts: 667


That sounds cool. Oh yeah, I completely forgot how much I want a health bar too. Maybe it could be hearts? lol I know it's possible to make your own but it's just not the same and it seems like a pain to do.2009-07-19 03:00:00

Author:
Reef1978
Posts: 527


plus it would be a good way take some hits without going back to a spawnpoint2009-07-19 03:06:00

Author:
redmagus
Posts: 667


....we are talking about LittleBigPlanet, right?

lol.

This game is awesome for being unique, not like every other game out there. Some of these ideas are cool, but this is not a shooter... The game that they've made is awesome how it is, so I'm okay without all of these things.
2009-07-19 03:15:00

Author:
comphermc
Posts: 5338


well it depends on what kind of trade off your looking for, increased options means different obticals, puzzels and situations all become possible so in a way the game becomes more versitile. The thing about LBP is with each addition more and more options for unique styles of game play. And true it is not a shooter meaning adding elements from a shooter or any other type of game just increases its ability to be awsome lol.

Though your completely right i by no means want LBP to become a generic platformer however impossible that may sound.
2009-07-19 03:37:00

Author:
redmagus
Posts: 667


Well it's not realistic that we'll get all of those but we could be getting a few of them in separate packs

We won't be getting any realistic guns, but there's a possibility that we'll get an emitter gun. That way you can create your own bullets

I really want to see a grappling hook, melee weapon and double jump

Invisibility could work too, i can imagine a power-up that would temporarily make proximity switches and searchlights have no effect

Any of the others i think would be really unlikely and would take away from the experience.
Things like wall jump, slide and slam would be hard to incorporate as a power up and would require new animations for sackboy which i'm not sure is possible. I think moves like that take away the simplicity of the platform engine as well.
2009-07-19 04:13:00

Author:
Dexiro
Posts: 2100


And what about a whipped cream can that you can shoot on your friends some cream and just having fun. Just an idea...2009-07-19 04:47:00

Author:
Chump
Posts: 1712


What is this, DLC for a new action based game?
Remember this is a "Create" / play game, not an action/ adventure game, you can't just put sackboy to do a bunch of stunts or all the stuff, it just wouldn't fit in the game.(Not space-wise, but theme-wise)
2009-07-19 04:49:00

Author:
Silverleon
Posts: 6707


I would like this but not any realistic guns. Powerups sound really cool especially a sword or a whip, the whip could work like when you're doing a slap except longer range. Good suggestion.2009-07-19 05:05:00

Author:
brnxblze
Posts: 1318


If guns were introduced, I would like to see a futuristic Ray Gun. I have a concept for one in my Takken Part 2 level, but the only way I can make it work is to have it attached to an Armor suit of sorts, which I have a concept for as well...just to make it work...maybe.2009-07-19 05:23:00

Author:
RickRock_777
Posts: 1567


If guns were introduced, I would like to see a futuristic Ray Gun. I have a concept for one in my Takken Part 2 level, but the only way I can make it work is to have it attached to an Armor suit of sorts, which I have a concept for as well...just to make it work...maybe.

That sounds so awesome! I cannot wait for that level, finish it already! jk

To keep it on-topic, a ray gun sounds pretty cool.
2009-07-19 05:30:00

Author:
brnxblze
Posts: 1318


a ray would be cool,

a flashlight powerup might me nice, for darker levels
2009-07-19 06:10:00

Author:
redmagus
Posts: 667


" ....we are talking about LittleBigPlanet, right?

lol.

This game is awesome for being unique, not like every other game out there. Some of these ideas are cool, but this is not a shooter... The game that they've made is awesome how it is, so I'm okay without all of these things."


"What is this, DLC for a new action based game?
Remember this is a "Create" / play game, not an action/ adventure game, you can't just put sackboy to do a bunch of stunts or all the stuff, it just wouldn't fit in the game.(Not space-wise, but theme-wise)"


...What? I find what you guys said just utterly incomprehensible. If you don't want a pack like this then fine, but to say this makes the game less unique and that it's not an action/adventure game is absolutely not true. How can you sit there and say it's a create/play game and then say you can't create this and that because it wouldn't fit? Of course it would fit because the "theme" of the game is to create your own theme! Plus this game is primarily a platformer and stuff like double jumps and slams are pretty basic things you would find in a platformer.

It amazes me that anyone would actually object to opening up the gameplay possibilities.


"We won't be getting any realistic guns, but there's a possibility that we'll get an emitter gun. That way you can create your own bullets

I really want to see a grappling hook, melee weapon and double jump

Invisibility could work too, i can imagine a power-up that would temporarily make proximity switches and searchlights have no effect

Any of the others i think would be really unlikely and would take away from the experience.
Things like wall jump, slide and slam would be hard to incorporate as a power up and would require new animations for sackboy which i'm not sure is possible. I think moves like that take away the simplicity of the platform engine as well."

Now you're speaking my language. An emitter gun would be amazing, but it would also defeat the purpose of releasing other guns in the future so I really don't think it's a possibility. I don't see why they can't add new Sackboy animations. They did it with the paintinator. I like the idea of invisibility. I was actually thinking about that today while watching Hollow Man on TV. lol

BTW, speaking of new animations, I think it would be cool if they added some more expressions or even a dancing animation by hitting the pad diagonally. It doesn't really add to the game, but it'd be kind of cool.
2009-07-19 07:06:00

Author:
Reef1978
Posts: 527


They didn't exactly add new animations with the paintinator... All it takes is a new way to move his arm, which is not even animated, it's coded to be where the analog stick goes.
These other power ups you described would actually require real animation, much more difficult and time consuming animation.
Many different guns seems pretty pointless to me. In games with more in depth gameplay it works, such as first person shooters, where things like reloading, rate of fire, and accuracy actually matter. In a simple game like Little Big Planet, where all a gun does is shoot, it's pretty useless to have more than one for anything other than letting players pick which gun they think looks coolest.
I personally do think a gun with the ability to do damage to other sackboys would be a good idea, slightly counter productive as all players share the same checkpoint so shooting other players hurts yourself as much as it hurts them, but I do think it could be a fun new gameplay device.
Rather than release a whole bunch of different items to do exactly the same thing, I think the best thing Mm could do about this is release a gun that can be customized by the level creator and fired objects the same way an emitter does. That way it can shoot anything, magnetic keys, plasma balls, explosives, and you could make it look as realistic or stylized as you like to suit your level.
2009-07-19 07:24:00

Author:
RadicalStan
Posts: 99


In games with more in depth gameplay it works, such as first person shooters, where things like reloading, rate of fire, and accuracy actually matter. In a simple game like Little Big Planet, where all a gun does is shoot, it's pretty useless to have more than one for anything other than letting players pick which gun they think looks coolest.


I hate to be dissagreeable but reloading, accuracy and rate of fire do matter in LBP. You have to be able to aim at whatever the target is which in some cases can be fairly difficult. The paintinator has limited ammo in order to implement a reload feature and rate of fire changes depending on how fast you press the button but it still matters how many times you can manage to hit the button before the target moves or is blocked or becomes unavailable.
If youve ever gotten the speedy rexacutioner trophy then youll know this is true (except for the reload bit which doesnt apply to that paticular example).

Your right, i would love to see an emitter gun, however unlikely it may be.

@reef theres a quote button in the lower right hand corner of each post that will quote it for you, i only say because it looks like you copied and pasted so its a bit hard to tell where the quote stops and you start
2009-07-19 17:13:00

Author:
redmagus
Posts: 667


Well yes they do matter, certainly, they could be present in the game if Mm were to make a pack full of different types of guns, but I can't see them having as much effect on gameplay as they do in actual shooter games, particularly accuracy. The accuracy of guns in FPS games usually differs by minuscule amounts, because that's all it takes to make you miss. In little big planet every shot goes perfectly straight, since it's basically a 2D game. Guns could only fire slightly higher and lower than eachother and if they did that enough for it to make a difference it would look a bit ridiculous, guns aimed straight ahead should not be firing into the ground. All the things I mentioned are important, I guess I worded that wrong. The thing is I can't see having them different between different types of guns in the game having as much effect as it does in shooter games.
And it seems to be that most people who play LBP, myself included, don't really want guns anyway and wouldn't care which gun it was they were using. I can't see players caring about rate of fire and accuracy and all that in little big planet.
If I am completely wrong, and Mm does release a gun other than the paintinator, I still stand by what I said it would be better to release a customizable emitter gun. It would save us money to have an all in one gun that could have as big a clip as we want, be as accurate as we want, shoot what we want, look like what we want, and it would save them time, money, and resources to make one gun instead of many.
2009-07-19 17:23:00

Author:
RadicalStan
Posts: 99


I've gotta agree with radical stan here, the difference between varied weaponry would add almost nothing to LBP. The paintenator added a lot, not only the paintswitch, but the ability to manipulate objects from afar in creative ways (see comphermc's ninja training). A second or third gun would add sooo much less to the game. The gameplay opportunities provided by new weaponry over what we already have are marginal at best. It's a case of diminishing returns.


Of course it would fit because the "theme" of the game is to create your own theme!
A pack rammed full of weaponry, IMO, would not inspire anything more creative than what we already have. It would just result in an influx of run-and-gun levels. Whilst these levels are fit within the idea of "create your own theme", I think it would be like MM endorsing one genre over others, which goes against the very concept you are using to defend it.

Some of the other powerups I'd love to see (grappling hook mostly), but a lot more guns? No.
2009-07-19 17:38:00

Author:
rtm223
Posts: 6497


Of course it would fit because the "theme" of the game is to create your own theme!


Actually it's not, the theme of the game is creativity.
And Mm have put a lot of effort into making sure this core theme maintains it's lighthearted 'home-made' atmosphere.

Realistic weapons would ruin this atmosphere though, to me they seem too violent.

I think the best we'll get is an emitter gun, because that uses resources that are already in the game.
2009-07-19 17:52:00

Author:
Dexiro
Posts: 2100


Apart from the whole gun thing, I do actually think a download pack of just player upgrades such as a one hit shield, grappling hook and all that sort of thing would be a great idea! Not more moves for sackboy though, the gameplay is fine as it is with the only moves being jump and grab.
It would also be pretty great to have a jetpack and the paintinator on at the same time
2009-07-19 18:49:00

Author:
RadicalStan
Posts: 99


The issue with having 2 enhancements at a time is the controls conflicting with each other

I think a paintinator and jetpack could work, but Mm would have to work out how the separate enhancements would be cancelled

I thought it'd be a good idea to have circle cancel your first enhancement and triangle cancel whichever you collected second.
And there'd be a small icon in the corner showing which button cancels which enhancement incase anyone gets confused.
2009-07-19 18:53:00

Author:
Dexiro
Posts: 2100


Paintinator and Jetpack would work together fine, although you're right getting rid of them might be a bit tricky...
Obviously you can't have, say, a grappling hook and paintinator at the same time, two things that need to be aimed and fired just wouldn't work.
Although actually come to think of it you could have both be aimed with the right analog stick at the same time but then one fires with R2 and the other fires with L2.
It would still be pretty awkward.
But jetpack+paintinator? Awesome.
2009-07-19 18:57:00

Author:
RadicalStan
Posts: 99


You've forgotten another point about jetpack and paintenator, some levels currently let you have one but not the other... These might break.

Obvious solution for multiple powerups used in conjunction is to make a combo pad for each valid combination. So you coul dahve a jetpack pad, a paintenator pad, or a jetpack-paintenator combo pad. Puts control firmly back in the hands of the creator (which is where I like the control to be )

Obviously this would potentially raise the list of pads by a huge amount, but tbh I don't see that many potential pads that could be used in conjuntion, so it wouldn't raise it by that many
2009-07-19 21:33:00

Author:
rtm223
Posts: 6497


@Reef:
Rtm and Dexiro's posts (#20 & #21) pretty much said what i was trying to say, (Which were to long to fit in my post that's why i'm reffering them by post # instead.)
So there's no need for me to writte all that.
I mean, seriously?
Sure one or 2 of the things in there might be a good idea, but most of them wouldn't really work out.

As for the Paintnator-jetpack thing, it can be as simple as making it a separeate power-up. Like Paintnator, Jetpack, AND Paintnator-jetpack combo as 3 different powerups, as simple as that.
(I'm not saying its simple to make, but that its simplier than having to grab both and all those preblems most were talkig about.)
2009-07-19 22:08:00

Author:
Silverleon
Posts: 6707


All of this stuff is just too much IMO... half the fun of LBP, to me, is that it's a bare bones platformer with a few options, and I love that it drives people to come up with incredible workarounds for the limited gameplay in attempts to expand on the formula. Stuff like Forbidden Sacrifice, an amazing level by Coreymill, is awesome BECAUSE it breaks it's own mold. Looking at stuff like gevurah22's mechasuits and johnee's war machines, there's really already no limit to what kind of incendiary weaponry and weaponized gameplay can be attained with what's already in the game.

Even the paintinator was like totally unexpected... but I think it's tame and friendly nature is fully in the spirit of LBP, and that it's physical properties, versatility and functionality as a means of interaction make it what it is. It's a versatile, all encompassing thing... not a specialized, single function piece of eye candy.

If I really want to jump around blowing things to pieces with 20 different guns and power ups, I can throw in Mega Man, Contra, Ratchet and Clank, or Metal Slug. To me it's like saying you should be able to steal cars in Mirror's Edge.
2009-07-19 22:22:00

Author:
Unknown User


lol, i can see how some of these would be cool, but i don't think there's any plans to turn lbp into an fps or anything but that double jump thing sounds cool the sackdude could flip on the second! lol2009-07-19 22:24:00

Author:
springs86
Posts: 785


There's a level out there called "The Art of the Wall Jump" that I have hearted.

Simply make your walls bumpy, but out of material that has rounded edges like rubber, dark matter, sponge etc

Easy to incorporate into a level, and takes skill to pull it off... only problem with creative workarounds like this, is that unless people receive the item or gameplay mechanic directly from MM with a series of levels that demonstrate how to do it, and how to use it... anybody that plays your level won't even know that they're supposed to wall jump unless you make your own tutorial level for whatever your new game mechanic is.
2009-07-19 22:29:00

Author:
Unknown User


There's a level out there called "The Art of the Wall Jump" that I have hearted.

Simply make your walls bumpy, but out of material that has rounded edges like rubber, dark matter, sponge etc

Woah that's cool , sorry straying off topic :blush:
2009-07-19 22:38:00

Author:
springs86
Posts: 785


Every level could use a rocket/plasma/lava shooting gun. It's a universal theme, it will fit into anything, right? Wrong. The paintinator has uses ranging from puzzles to boss battles. A rocket/plasma/lava shooting gun would have uses ranging from destroying things to destroying things. When MediaMolecule designs their new features or character enhancements, I'm sure they look at what will open up the most new gameplay mechanics and be the most universal. As others have said, a whole arsenal of weapons isn't what the majority of LittleBigPlanet users would be interested it.

What I think we would all enjoy though, is a paintinator with an option of what to fire, sort of like an emitter that fires when you press R1, with all of the same options in the tweak menu. Then you could make all sorts of weapons and gameplay mechanics.
2009-07-19 22:43:00

Author:
BSprague
Posts: 2325


I think it'd be cool if you could get paintinator upgrades
Like split shot, homing paint, large shot

Before you tell me i already know why it wouldn't work, but it'd be fun to mess around with
2009-07-19 23:02:00

Author:
Dexiro
Posts: 2100


I hate to be dissagreeable but reloading, accuracy and rate of fire do matter in LBP. You have to be able to aim at whatever the target is which in some cases can be fairly difficult. The paintinator has limited ammo in order to implement a reload feature and rate of fire changes depending on how fast you press the button but it still matters how many times you can manage to hit the button before the target moves or is blocked or becomes unavailable.
If youve ever gotten the speedy rexacutioner trophy then youll know this is true (except for the reload bit which doesnt apply to that paticular example).

Your right, i would love to see an emitter gun, however unlikely it may be.

@reef theres a quote button in the lower right hand corner of each post that will quote it for you, i only say because it looks like you copied and pasted so its a bit hard to tell where the quote stops and you start

I know, but you can only use it to quote one post at a time and I was trying to respond to more than one post. I guess I could simply say I disagree with just about everything posted here since my last post and call it a day but that's not really my style.

There are too many posts for me to quote now so I'll just say this: Have any of you played a game before the 3D era? Metroid? Contra? Mega Man? Any NES game? The differences in those weapons are huge and a game doesn't have to be played in the first person for differences in guns to matter. Contrary to what rtm233 says, the gameplay opportunities they would offer are far from marginal. Imagine having a freeze gun that lets you freeze and shatter enemies or use them as platforms or a tractor beam that lets you move things around. The paintinator works in a very specific way: rate of fire depends on how fast the player can push the button, it's inaccurate, has limited range, the projectiles are slow, you can't even fire to the top of the screen with it and when you fire it, it pushes other Sackboys around which really causes a lot of problems. The paint splatter also removes stickers from the environment after a certain amount of shots. Making a level with fast moving targets doesn't really work with the paintinator either. There are countless ways that new guns would create a new dynamic to the way the game is played, it opens creative doors and this really cannot be denied.

Yeah, there would be a stream of run and gun levels for a while, but that's no different than what happens when any new pack is released and this would be a new thing for LBP. Right now we're getting a bunch of bomb levels. Which would you rather have?

I'm with you guys all the way on the emitter gun, but the reason I don't think it will happen is that it would make just about any new gun they might want to offer in the future obsolete. I think they'd make more money by releasing their own guns instead of releasing a do it all emitter gun, but it would be awesome. I'd have a pig launcher ready in minutes!


"Looking at stuff like gevurah22's mechasuits and johnee's war machines, there's really already no limit to what kind of incendiary weaponry and weaponized gameplay can be attained with what's already in the game."

There is one huge limit: you cannot equip these things.
2009-07-19 23:30:00

Author:
Reef1978
Posts: 527


Every level could use a rocket/plasma/lava shooting gun. It's a universal theme, it will fit into anything, right? Wrong. The paintinator has uses ranging from puzzles to boss battles. A rocket/plasma/lava shooting gun would have uses ranging from destroying things to destroying things. When MediaMolecule designs their new features or character enhancements, I'm sure they look at what will open up the most new gameplay mechanics and be the most universal. As others have said, a whole arsenal of weapons isn't what the majority of LittleBigPlanet users would be interested it.

What I think we would all enjoy though, is a paintinator with an option of what to fire, sort of like an emitter that fires when you press R1, with all of the same options in the tweak menu. Then you could make all sorts of weapons and gameplay mechanics.



I'm tired of firing paint...mkay? The vast majority of DLC consists of costumes. One costume looks different from the next. That's it. I don't think having something else to shoot is too much to ask.
2009-07-19 23:35:00

Author:
Reef1978
Posts: 527


There is one huge limit: you cannot equip these things.
This is the main benefit of an "emitter gun", you can equip it and control its aim and other things. You might be able to control the aim with some things that people have made now, but you have to either carry it with R1, or it's big and bulky.

Think of how much more advanced all of the "Portal" levels would get.

I'm tired of firing paint...mkay?

I don't think having something else to shoot is too much to ask.
That's completely understandable, but rather than making new and specific weapons, the most logical approach, in my opinion, would be the emitter gun. That's the stance I'm advocating. You can make an unlimited amount of different types of weapons with it.
2009-07-19 23:35:00

Author:
BSprague
Posts: 2325


_

You're ignoring what a lot of us are saying...

Other guns wouldn't work for a ton of reasons that have already been mentioned in this thread.
The closest we'll get to what you want is an emitter gun because all of the resources are already in the game and that opens possibilities other than killing enemies.
2009-07-19 23:38:00

Author:
Dexiro
Posts: 2100


You're ignoring what a lot of us are saying...

Other guns wouldn't work for a ton of reasons that have already been mentioned in this thread.
The closest we'll get to what you want is an emitter gun because all of the resources are already in the game and that opens possibilities other than killing enemies.

That's funny because I was thinking the same thing about the replies to my posts. Like I said, I'm with you on the emitter gun.
2009-07-19 23:41:00

Author:
Reef1978
Posts: 527


An emitter gun is definitely the way to go. Mm isn't gonna be bothered doing all the stuff required to make up all these new guns. New designs, new effects, there's just no point if like you said, an emitter gun would make them all obsolete. True, they could force people to spend more money by releasing a lot of different guns instead of one do all end all gun, but then they would have to actually take the time to make all those different guns, which would be a lot harder than you might think. It's just not worth it for the company.
I admit, some of the stuff you're describing now does sound pretty cool to me. I was thinking before of modern day weapons than crazy freeze ray tractor beam kinda stuff. Weird things like that would fit a lot better in LBP than real guns. But level creators could totally find a way to pull off a passable substitute for anything any of us can come up with using the tools the game already provides. True, they can't be equipped like the paintinator, but they can just be placed in the level wherever they are needed so what's the point?
2009-07-19 23:47:00

Author:
RadicalStan
Posts: 99


the difference between varied weaponry
...
The gameplay opportunities provided by new weaponry over what we already have are marginal at best.
...
A pack rammed full of weaponry, IMO, would not inspire anything more creative than what we already have.
...
Some of the other powerups I'd love to see (grappling hook mostly), but a lot more guns? No.

Just to highlight that I was definitely talking about weapons And that my vocabulary is apparently quite limited.


Contrary to what rtm233 says, the gameplay opportunities they would offer are far from marginal. Imagine having a freeze gun that lets you freeze and shatter enemies or use them as platforms or a tractor beam that lets you move things around.

I wouldn't classify either those under the category of weapons exactly, the ice gun a little bit, maybe. But the tractor beam certainly isn't. They are more gadgety, ratchet and clank style powerups that would fit the game quite well IMO. I was responding to this part of your original post:


It would just have guns, lots of guns, and they would have the option to turn on friendly fire. It would also have melee weapons....

Which to me suggests a lot of offensive weapons, not so much powerups that would fit into the "tools" kind of category.

I don't want to get into a semantic argument, I'm just explaining my idea of the divide between the two categories here, so that my original post can be understood in the context that I meant it.
2009-07-19 23:47:00

Author:
rtm223
Posts: 6497


"Looking at stuff like gevurah22's mechasuits and johnee's war machines, there's really already no limit to what kind of incendiary weaponry and weaponized gameplay can be attained with what's already in the game."

There is one huge limit: you cannot equip these things.

You can't equip a suit of armor?

With the Contra levels, we could have had a workaround built using an invisible following mechanism, that receives damage from all angles, and emit paintballs in different rates of fire and spread patterns based on this player interaction. This was an idea I'd had for simulating the power ups, but since all the levels were already finished, it would have been impossible to implement without rebuilding the entire levels... it would have taken forever to make it work in the first place, and a level design would have to accommodate this moving structure, in the way that Forbidden Sacrifice does, and the exact recreation of the Contra stage layouts would have to take a back seat in priority. It's kind of like how the double-jump mechanism doesn't really fit in any level that's not 100&% horizontal and designed entirely for it with thermometer space saved.

...but to see someone pull this kind of thing off, in a level designed specifically for it with these uses in mind? That would be awesome.

That's what I meant when I said that the potential for all this stuff is already there.

Even now, it would be possible to design a grabbable gun that can be carried, aimed, and pointed with enough time put into the design. It could even incorporate a stabilizer and propulsion design to make it so the player can jump with it in hand for real Run N Gun action. It might be a wee bit awkward no matter what, but hey, that's LBP and all it's ingenious designs are never quite right.

Ya know what though... if it stays a paintinator, I could see rapid fire, burst, and spread upgrades working just fine. You'd need to be able to control when and where the player has these power ups, and design accordingly of course... but even then, cancel points and power ups would hog therm, the way adding a paintinator, checkpoint, or music box in would. It would be costly to try incorporating a massive array of power ups into any level.
2009-07-19 23:57:00

Author:
Unknown User


That's funny because I was thinking the same thing about the replies to my posts. Like I said, I'm with you on the emitter gun.

I can't be bothered to read through your posts again,
but it seemed like you were just saying that "they would open lots of possibilities" and "i'm bored of the paintinator".

They'd barely open any possibilities though and being bored of the paintinator doesn't really justify Mm putting their effort into making them
2009-07-20 00:12:00

Author:
Dexiro
Posts: 2100


That's what I meant when I said that the potential for all this stuff is already there.

That requires effort though, doesn't it

Ages ago, when I first started creating, I nearly perfected a mechanism of swinging sackboy from dangling from the edge of a platform to being on top of it, and gently lowering himself down again at will. I may revisit it at some point for fun. Not everyone finds that sort of thing enjoyable.
2009-07-20 00:25:00

Author:
rtm223
Posts: 6497


I could see rapid fire, burst, and spread upgrades working just fine.

along with these i think a power shot that does more than one damage could be implemented easily enough
2009-07-20 00:49:00

Author:
redmagus
Posts: 667


Reef1978, please do not multi-post (double-post, triple-post, etc.) just to quote different posts, i made a thread explaining how to use the "Multi-quote" function, i recomend you give it a read. (This is also helpful for anyone who doesn't know about multi-quoting.)
Here's the link:
https://lbpcentral.lbp-hub.com/index.php?t=t=12694
2009-07-20 00:57:00

Author:
Silverleon
Posts: 6707


along with these i think a power shot that does more than one damage could be implemented easily enough

Stuff like that could be made with an emitter gun!

It'd be cool if the amount of damage a paintball did depended in it's size,
I think that would be entirely possible for Mm to pull off.

That way you could make a really fast but low damage gun by making the paintballs really small. And a slow firing high damage gun by making the paintballs really big
2009-07-20 01:01:00

Author:
Dexiro
Posts: 2100


Stuff like that could be made with an emitter gun!

It'd be cool if the amount of damage a paintball did depended in it's size,
I think that would be entirely possible for Mm to pull off.

That way you could make a really fast but low damage gun by making the paintballs really small. And a slow firing high damage gun by making the paintballs really big

they would have to adjust the gravity settings affecting the larger/slower ones but yeah, just adding more tweak elements to the existing paintinator would enable hundreds of new possibilities:arg:
2009-07-20 01:07:00

Author:
redmagus
Posts: 667


they would have to adjust the gravity settings affecting the larger/slower ones but yeah, just adding more tweak elements to the existing paintinator would enable hundreds of new possibilities:arg:

They wouldn't have to change the gravity at all, just make the larger paintballs heavier
2009-07-20 01:09:00

Author:
Dexiro
Posts: 2100


It'd be cool if the amount of damage a paintball did depended in it's size,
I think that would be entirely possible for Mm to pull off.
That would be cool, except for the fact that it would be hard to make things exact without grid mode, and it would end up resorting to float numbers. If you just enlarge or shrink the paintball with the right stick, you are increasing it by decimal amounts. So, for example, instead of it doing one damage, it does 1.73904835 damage. It would be cool if the paintinator had another tweak option for paintball radius though, and another one for damage, though this would only really be useful for making difficulty settings.
2009-07-20 01:09:00

Author:
BSprague
Posts: 2325


They wouldn't have to change the gravity at all, just make the larger paintballs heavier

i meant specifically the way the larger ones interact, if you have a large slow moving paintball right now it would just plop on the ground in front of you withough moving anywhere, i didnt mean adjusting the physics of the game
2009-07-20 01:12:00

Author:
redmagus
Posts: 667


i meant specifically the way the larger ones interact, if you have a large slow moving paintball right now it would just plop on the ground in front of you withough moving anywhere, i didnt mean adjusting the physics of the game

I didn't mean slow moving, i meant they emit from the gun slower

Basically the large, small and normal paintball guns would all be balanced but better for different purposes.
So the slow emitting gun with large paintballs would do more damage, while the fast emitting gun with small paintballs would be a lot weaker.
2009-07-20 01:32:00

Author:
Dexiro
Posts: 2100


I'd love to see some new powerups, but only if they add a new dimension to the game. Things like gravity manipulation or a grappling hook would add new, substantial possibilities. A rocket launcher or a whip would only be so useful, and to me, the possibilities those kinds of things would open up aren't substantial enough to be worth the time spent developing and QAing each one. You have to remember, in addition to development time, everything goes through Quality Assurance before it makes its way to us. That process takes weeks and, in rare cases, months. That equates to less of other kinds of content, like levels and creation tools. You have to ask yourself: is a rocket launcher worth the sacrifice?2009-07-20 01:40:00

Author:
ConfusedCartman
Posts: 3729


I'd love to see some new powerups, but only if they add a new dimension to the game.

I agree with that but it doesn't hurt to throw ideas around

I think a flashlight and tractor beam (gravity gun ) would be quite useful, i think they were mentioned earlier
2009-07-20 01:45:00

Author:
Dexiro
Posts: 2100


Well, it could be called the Superheroes Pack, but you have to buy it since it has lots of guns and things like that.2009-07-20 01:54:00

Author:
Unknown User


Things like gravity manipulation or a grappling hook would add new, substantial possibilities.
I really think that gravity manipulation would be a great addition. It wouldn't be a big deal, just a slider under the tools bag, maybe with the lighting effects page. Or we could just expand it, give it its whole page, and throw in a bunch of other sliders. Maximum Jump Height Factor? Sackperson Strength Factor? Object Density Factor? Friction Factor? That would make it easier for people to make levels to their liking. For example, a Mario level would have high gravity, but a specific Maximum Jump Height to simulate conditions of the actual game. I can't imagine that these things would be too hard to implement, because unless the values are hard-coded into the physics engine, they only have to open up a few variables to our adjustment, and code in the values to be loaded for online play.
2009-07-20 01:56:00

Author:
BSprague
Posts: 2325


I didn't mean slow moving, i meant they emit from the gun slower

Basically the large, small and normal paintball guns would all be balanced but better for different purposes.
So the slow emitting gun with large paintballs would do more damage, while the fast emitting gun with small paintballs would be a lot faster.

ahh okay i get it now
2009-07-20 03:03:00

Author:
redmagus
Posts: 667


Power-Ups I would like to see:

Slingshot:
A nice twist into the world of platforming. Would make it entertaining watching your sackboy throw maybe something that looks like a winch to the other side and watch him/her climb or maybe even slowly walking across.

Boost:
If you're ever feeling down that your sackboy isn't fast enough to make it through a level you are making that could be like sonic you can use this in some parts to give your sackboy a little push throw those plain surface parts.

Double-Jump:
Having a hard time making it over high walls? For example there is a high wall you can't get past. You see another path you need to jump on to. You eventually see a floating bubble saying Double-Jump above it with 2 X buttons as the symbol on the bubble. You collect it and it gives you a small description of it. You run back to the high wall and jump over it, the second part of the jumping sequence should be sackboy flipping instead of two average looking straight-up jumps. You add maybe a ceiling to the next path that includes the object that removes your enhancements right in front of it. The ceiling is used so people don't jump over it.

Assist Jump:
This would be VERY useful if you're having a hard time getting the x2, x3, or x4 areas of a level. Your friend can stay still and you can jump on his head and get on top of a platform to get a few items.

Wall-Climb:
This power-up could be used for when theres two walls facing each other and sackboy can jump wall to wall by pressing X at the correct time. It's like that tight spot glitch where is theres two very close walls and you fall in between them you can repeatedly tap X to get back up.

Emitter Gun:
A weapon the same size as a paintinater, but looks like a laser gun and you can tweak it like its an emitter.

2009-07-20 07:06:00

Author:
EchoEchoOneNine
Posts: 61


Slingshot:
A nice twist into the world of platforming. Would make it entertaining watching your sackboy throw maybe something that looks like a winch to the other side and watch him/her climb or maybe even slowly walking across.
That's not a slingshot, that's a grappling hook. A slingshot would generally be more like the paintinator, in the sense that it would shoot a plain old projectile. You can't climb across something with a slingshot.

Boost:
If you're ever feeling down that your sackboy isn't fast enough to make it through a level you are making that could be like sonic you can use this in some parts to give your sackboy a little push throw those plain surface parts.
Rocket cars, ice and a launch piston, emitters? All ways to speed up Sackboy.

Double-Jump:
Having a hard time making it over high walls? For example there is a high wall you can't get past. You see another path you need to jump on to. You eventually see a floating bubble saying Double-Jump above it with 2 X buttons as the symbol on the bubble. You collect it and it gives you a small description of it. You run back to the high wall and jump over it, the second part of the jumping sequence should be sackboy flipping instead of two average looking straight-up jumps. You add maybe a ceiling to the next path that includes the object that removes your enhancements right in front of it. The ceiling is used so people don't jump over it.
Someone already made a double jump mechanism. I forget who it was but hopefully someone will be able to point you in the right direction.

Assist Jump:
This would be VERY useful if you're having a hard time getting the x2, x3, or x4 areas of a level. Your friend can stay still and you can jump on his head and get on top of a platform to get a few items.
You could make a complex contraption to simulate this, similar to the double jump thing, but it would be hard and messy. This is a good one, but it might break levels that some people have already made.

Wall-Climb:
This power-up could be used for when theres two walls facing each other and sackboy can jump wall to wall by pressing X at the correct time. It's like that tight spot glitch where is theres two very close walls and you fall in between them you can repeatedly tap X to get back up.
This would also most likely break some levels people have already made, or at least introduce unseen problems of players messing around in them.

Emitter Gun:
A weapon the same size as a paintinater, but looks like a laser gun and you can tweak it like its an emitter.
Everyone is praying for one of these.

LittleBigPlanet is an incredibly flexible game, and there are workarounds to the majority of our issues. You could actually even make wall jump with some invisible dark matter and invisible flippers.
2009-07-20 12:32:00

Author:
BSprague
Posts: 2325


well I know there was a level that made Double-Jump, but I mean getting double-jump as a simpler version.

I'm always getting slingshot and grappling hook confused. >_>

We need boost to still keep a real feel of the level instead of putting in some glass or a launch piston, rocket cars wouldn't be realistic for when someone may be trying to make a sonic level or something.

Maybe the assist and double jump would be used in mirrors edge levels and you have the option to put it in a level or not.
2009-07-20 17:04:00

Author:
EchoEchoOneNine
Posts: 61


there should be a superspeed powerup, where u collect it and can run real fast! i post this because sackboy is really slow on flat sections of levels


EDIT: This is a stupid idea, don't listen to it
2009-07-20 17:17:00

Author:
springs86
Posts: 785


Don't make long flat sections in your level. Problem solved....2009-07-20 17:27:00

Author:
rtm223
Posts: 6497


Don't make long flat sections in your level. Problem solved....

lol, that's one solution
2009-07-20 17:45:00

Author:
springs86
Posts: 785


Don't make long flat sections in your level. Problem solved....

lol

Or if you do have to for some reason you can just put some sort of vehicle.
2009-07-20 20:03:00

Author:
Silverleon
Posts: 6707


there should be a superspeed powerup, where u collect it and can run real fast! i post this because sackboy is really slow on flat sections of levels


Don't make long flat sections in your level. Problem solved....

TO actually turn this into a valid point, what you seem to be saying here is that this powerup would be useful in some levels that are boring. Problem is, putting in long boring sections of footwork is a level design issue.

Adding new tools won't stop people from designing bad levels, y'know?
2009-07-20 23:36:00

Author:
rtm223
Posts: 6497


LoL, the superspeed thing could be useful in levels that don't have flat sections too, for example superspeed into a launch pad sends ur sackboy flying into the air to grab something blah, blah, blah so it can be useful tool, or would it just turn lbp into a sonic copy?????????2009-07-21 00:10:00

Author:
springs86
Posts: 785


I can't think of anything that superspeed would do that wouldn't be REALLY easy to pull off without it2009-07-21 00:12:00

Author:
Dexiro
Posts: 2100


I'm just posting ideas, guess this is why my levels suks *goes to corner*2009-07-21 01:09:00

Author:
springs86
Posts: 785


I'm just posting ideas, guess this is why my levels suks *goes to corner*

If level design is your weak point, just check out some well designed levels for inspiration. I don't really need to name any, because perusing through the Level Showcase and Cool Levels section of the forums will give you some great levels to study.
2009-07-21 13:29:00

Author:
BSprague
Posts: 2325


O, my goodness, i post one thing and everyone starts writing how ridiculous my idea is. i have played A LOT of levels in lbp and even in some of the better ones there are flat sections, all i meant is that sackboy should have a sprint button or something like in gta because he is quite slow, my levels suks because i made them ages ago, like in january, and haven't checnged them since, also i find it really hard to implement stuff that i think about, i get ideas but they don't end up in the game.....

In fact forget the post, i didn't say that it would be an epic power pack that has some huge impact on levels, eg the paintinator, i just posted an idea
2009-07-21 14:37:00

Author:
springs86
Posts: 785


more weaps would pwn so i agree2009-07-23 13:45:00

Author:
sifu_dude9
Posts: 27


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