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Minigame Ideas

Archive: 15 posts


ther are mutch minigames at lbp but mutch of them are the same like
the bomb levels and dodge the ice blocks tging so are there any poeple that got new ideas for minigames ?
2009-07-29 15:50:00

Author:
Unknown User


I thought my brain chain mini game was a unique idea. You just have to find something interesting and go with it. Screw around in play mode and find something that's fun to do over and over, and then work that into a survival level or a mini game. There's really no magic formula to creating awesome mini game levels, you just have to experiment a little.2009-07-29 16:05:00

Author:
comphermc
Posts: 5338


I thought my brain chain mini game was a unique idea.
Actually, I saw a minigame similar to that before I saw yours. It was much easier, and I have to admit it a bit more addictive simply because you didn't have to "get used to it".
However, I'm not sure who published it first.
2009-07-29 16:11:00

Author:
crazymario
Posts: 657


Right, but it was linear and not indefinite. Mine goes on forever if you are good enough - besides, it's not the same, and it's not meant to be easy.2009-07-29 16:19:00

Author:
comphermc
Posts: 5338


Nah, you just stole it off of x-sonny-x didn't you? That's what I heard.2009-07-29 16:46:00

Author:
rtm223
Posts: 6497


so what most you do in that brain minigame2009-07-29 16:48:00

Author:
Unknown User


You play over and over and over until you can feel your soul being sucked away. Or until someone else beats you to getting 1 million points. Go play it, it's very very addictive.2009-07-29 17:06:00

Author:
rtm223
Posts: 6497


Nah, you just stole it off of x-sonny-x didn't you? That's what I heard.

Shhh... I told you that in confidence!
2009-07-29 17:11:00

Author:
comphermc
Posts: 5338


I tried to make a memory mini-game. You know the one where you need to pair up two identical cards in the right order.

I gave it a good try, but frankly it was too hard for me (I was hungover during my attempt, but still). The things that made me give up this idea were how to:

1. Randomize the pictures and place them into the slots.
2. To remove the correct pictures when you find a pair.

This could make a really sweet minigame if you got it work properly since LBP has so many stickers you can use as pictures
2009-08-03 11:49:00

Author:
Cykelpumpen
Posts: 62


I thought of this one minigame idea (which, frankly, I don't have time to work on) where there would be a jump switch that's disconnected to the lethal floor below. It'd spring up everytime you would set foot on it. The longer you stay alive, the more points you get. Pretty simple to make; very hard to master. But, it's up to you what you want to do with your game.2009-08-03 16:25:00

Author:
Outlaw-Jack
Posts: 5757


I tried to make a memory mini-game. You know the one where you need to pair up two identical cards in the right order.

I gave it a good try, but frankly it was too hard for me (I was hungover during my attempt, but still). The things that made me give up this idea were how to:

1. Randomize the pictures and place them into the slots.
2. To remove the correct pictures when you find a pair.

This could make a really sweet minigame if you got it work properly since LBP has so many stickers you can use as pictures

1. Make a "face down card" and place around 20 down.
2. Place some invisible dark matter under each card.
3. Have a rotating circle made up of 20 wedges of Dissolve material, place 20 evenly distributed magnetic keys(All the same color)[Build this far away from the actual playing zone, as it could interfere with the playing cards]
4. Make 10 face-up cards, with different designs.
5. Copy all 10, so that you have 20 cards.
6. Assign each card a color, then place a magnetic key of that color on one card, do this until 10 cards with magnetic keys, then place magnetic key switches of every color onto the other half of the card.
7. Have a box full of points relating to each pair.
8. Connect one switch for the point box, then the rest to some sort of hazard or penalty for guessing wrongly.
9. If you didn't make it out of dissolve, change the material to it now, then place the same switch you connected to the cards point box, to the card.
10. Seperate the cards and point boxes, then capture them individually.
11. Place emitters, and have each one of them emit one of the the cards(Make sure it emits in the exact place of the face downs,).
12. Go back to the wheel, place a square of dark matter to the left of it.
13. Place a cardboard square next to the dark matter, and attach the two with a piston, set the piston to directional.
14.Make a key switch[The same color as the ones on the wheel] and attach it to the cardboard.
15. Make a sticker switch on all of the face-down cards, have it desolve the card, and move the piston.
16. Once the face-down card dissolved, the other card should emit over it.

I think this'll work, but I'm not sure.
2009-08-03 21:20:00

Author:
L0l_L0l-
Posts: 139


How about a robot battle minigame? Where there's a staging area before you fight where you get to pick weapons, mobility, or defense for your robot, then control him with some switches out to the side during the fight - play either against an AI controlled robot, or another player by copying and pasting the whole thing out to the side for a x2 version of the 1 player game.

Of course the work you would have to do to make this work with interchangable weapons and upgradable defense and mobility would be intensive, but oh would it make a sweet mini game.
2009-08-03 21:53:00

Author:
LuckyShot
Posts: 713


1. Make a "face down card" and place around 20 down.
2. Place some invisible dark matter under each card.
3. Have a rotating circle made up of 20 wedges of Dissolve material, place 20 evenly distributed magnetic keys(All the same color)[Build this far away from the actual playing zone, as it could interfere with the playing cards]
4. Make 10 face-up cards, with different designs.
5. Copy all 10, so that you have 20 cards.
6. Assign each card a color, then place a magnetic key of that color on one card, do this until 10 cards with magnetic keys, then place magnetic key switches of every color onto the other half of the card.
7. Have a box full of points relating to each pair.
8. Connect one switch for the point box, then the rest to some sort of hazard or penalty for guessing wrongly.
9. If you didn't make it out of dissolve, change the material to it now, then place the same switch you connected to the cards point box, to the card.
10. Seperate the cards and point boxes, then capture them individually.
11. Place emitters, and have each one of them emit one of the the cards(Make sure it emits in the exact place of the face downs,).
12. Go back to the wheel, place a square of dark matter to the left of it.
13. Place a cardboard square next to the dark matter, and attach the two with a piston, set the piston to directional.
14.Make a key switch[The same color as the ones on the wheel] and attach it to the cardboard.
15. Make a sticker switch on all of the face-down cards, have it desolve the card, and move the piston.
16. Once the face-down card dissolved, the other card should emit over it.

I think this'll work, but I'm not sure.



I didn't really get what the wheel was there for and it doesnt seem like the cards are shuffled at the start of the game. If they appear in the same position every time you play the level, people can easily get max score after a couple of rounds.
2009-08-04 11:13:00

Author:
Cykelpumpen
Posts: 62


How about a robot battle minigame? Where there's a staging area before you fight where you get to pick weapons, mobility, or defense for your robot, then control him with some switches out to the side during the fight - play either against an AI controlled robot, or another player by copying and pasting the whole thing out to the side for a x2 version of the 1 player game.

Of course the work you would have to do to make this work with interchangable weapons and upgradable defense and mobility would be intensive, but oh would it make a sweet mini game.

it is possible but if you whant to make a AI robot i think that is realy realy hard
2009-08-04 11:20:00

Author:
Unknown User


I didn't really get what the wheel was there for and it doesnt seem like the cards are shuffled at the start of the game. If they appear in the same position every time you play the level, people can easily get max score after a couple of rounds.

The wheel rotates from the start of the game, so whenever you place the sticker on the face-down cards, it'll extend a piston which will emit a random face-up card. So... it's random each game. (I think... it'd be easier if I went into create mode and did it, as just explaining it with words is rather hard...)
2009-08-05 08:13:00

Author:
L0l_L0l-
Posts: 139


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