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#1

how about a dangerous object switch

Archive: 15 posts


i was just working on a level and wish i could change an objects dangerous properties as time went on. Specifically i wanted the pieces of a bridge to become on fire arfter the bridge broke. I would be nice to have a switch where you could tweak the dangerous properties, thus changing from normal to gas or to electrified or to fire. Even change the colors of the gas.2009-08-31 16:43:00

Author:
deboerdave
Posts: 384


only way i could think to do it is have an identical bridge hidden or something but on fire and the original bridge made of dissolve but with a sticker on to make it look like whichever material your after, hope that helps if not id more than happily have a look at the bit your on about if u want to add me and ill be able to see what possibilities there is2009-08-31 16:52:00

Author:
ghostrider135
Posts: 259


thanks, i got it in finsihed form already, just sharing an idea for a useful switch that i think would be cool. There would be more game play uses like platforms switching from electric to normal. and such things like that.2009-08-31 17:35:00

Author:
deboerdave
Posts: 384


I've played a level where objects change like that. I can't remember the exact name of it, it's something like "Paint Switch Survival Challenge". Anyway, the background glass turns electric when one of the pads is triggered, and when you lose, the platform turns electric in front of the scoreboard. It's probably some emitter trick.

It's on my hearted list if you want to check it out.
2009-08-31 17:41:00

Author:
BSprague
Posts: 2325


It would be really great!
I often thought this will be an easy way to enhance gameplay in the levels.
2009-08-31 18:33:00

Author:
Takelow
Posts: 1355


I've often thought about this.

My idea would be for it to look like this:

http://i166.photobucket.com/albums/u106/alexbulluk/hazardswitch.jpg

What do you think?
2009-09-01 01:12:00

Author:
alexbull_uk
Posts: 1287


Seems like common request. It actually seems like something that could go along with whatever pack the water is going to be in.2009-09-02 14:25:00

Author:
TripleTremelo
Posts: 490


You couldn't do gas though but having electricity and fire would still be great.2009-09-02 18:34:00

Author:
Shermzor
Posts: 1330


You couldn't do gas though but having electricity and fire would still be great.

you could turn things into gas but not the other way unless it has a safety feature
2009-09-02 20:30:00

Author:
Chuk_Chuk
Posts: 108


Do people ignore my posts? You can do this with a little bit of emitter magic. For an example of it, check my previous post in this thread.2009-09-02 20:43:00

Author:
BSprague
Posts: 2325


Do people ignore my posts? You can do this with a little bit of emitter magic. For an example of it, check my previous post in this thread.

It's kinda tricky to have it working reliably though. You have to put in failsafes to prevent objects and sackpersons passing through at the point that it swaps and blocking the emission. Thin strips of rubber / darkmatter work to a certain extent but it's still iffy.
2009-09-02 20:45:00

Author:
rtm223
Posts: 6497


That sounds great, theres a whole load of possiblities that can be opened up with this 2009-09-02 20:55:00

Author:
springs86
Posts: 785


It's kinda tricky to have it working reliably though. You have to put in failsafes to prevent objects and sackpersons passing through at the point that it swaps and blocking the emission. Thin strips of rubber / darkmatter work to a certain extent but it's still iffy.

Well I've seen it done, though I don't know how people do it. Anyway, if you have an object, then emit one as you are simultaneously removing the previous one, it should work.

I'd set it up like this:


|o|----------Dark Matter Block
|o|-Dark Matter Block

|o| is a block with an emitter on it.
--- is the piston.

The pistons quickly change direction and fire the emitters when they have completely switched their X position with the other. One should demit as the other emits if done correctly.

I haven't tested it out yet, but it seems like it would work.
2009-09-02 21:01:00

Author:
BSprague
Posts: 2325


I think you need to have the object removed first before you fire off the new one. Otherwise the check for free space will fail for both and no change will occur, but I don't know.

The only time I've done anything like this was slightly different and there is always a slight delay - enough for an object to slip in the way if you were unlucky - hence the invisible dark matter.


If you are right then my demitter teleport will be a piece of cake
2009-09-02 21:08:00

Author:
rtm223
Posts: 6497


I'd definitely want that in LBP!2009-09-02 21:08:00

Author:
AliBoy1
Posts: 142


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