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#1

ANOTHER Idea?!

Archive: 6 posts


Wow, am I really working on another project? No. This is simply an idea I hope to begin on in the future.

I've often seen many Kingdom Hearts levels, and quite frankly only one of them was good. (Can't remember the name at the moment )

Anyway, I had an idea to create my own little mini-series of Kingdom Hearts, which happens to be one of moy favorite games. But I figured I could never pull off re-creating the game, so what if it was different?

By different, I mean cooler. Instead of playing as "Sora", Sackboy becomes the new bearer of the Keyblade. Also, instead of the same old boring worlds that are already crammed into the game, I thought of creating my own worlds from my favorite Disney movies/Disney-owned things.

Worlds with names such as A Bug's Land, The Muppet Stage, Andy's Room, and so forth. (Try to guess what the names are from!)

I jotted down some really cool ideas, but I'm wondering what you think. If these levels were to reach the servers, would you be so kind as to play them?


Oh! I almost forgot. The name I conjured up for this series is...


Kingdom Hearts: Fall of LittleBigPlanet
2009-09-03 04:34:00

Author:
Frinklebumper
Posts: 941


Hmmm... how will Sackboy hold the Keyblade? Or will he not?

That's my main mental block I have to get through before I can make any ideas. Lol.
2009-09-03 04:36:00

Author:
Martut
Posts: 46


sounds awesome

a bug's life, the muppet show, and toy story, btw
2009-09-03 04:41:00

Author:
gofurr360z
Posts: 886


Sounds cool. If you want, i've got a bunch of keyblades you can have.2009-09-03 05:12:00

Author:
Burnvictim42
Posts: 3322


Hmmm... how will Sackboy hold the Keyblade? Or will he not?

That's my main mental block I have to get through before I can make any ideas. Lol.

Yea, I guess he won't "hold" the keyblade.

I haven't worked that part out yet. :arg:
2009-09-03 19:00:00

Author:
Frinklebumper
Posts: 941


You could use a player tracking device, and that would mean you could have an interesting little border around the screen for "visual awesome". You can make them go up and down too.

The key blade would float around when you let go of it though... unless you put elastic on it to make it weigh less so when you let go it falls to the ground but when you pick it up it looks like you're holding it. Maybe a piston with low strength would work too.

I'm gonna go sort it out and see if I can make Sackboy hold a stick. You could put a key switch at the end of the blade so it actually works... You know what? I'm gonna sleep on it. I get inspiration from my dreams all the time.

Edit: If I get this to work I'll make/publish a level so you can see how I did it, and anybody else. As much as I'd love to be "A creator of LBP holdable weapons" I'd want to share it too... DaRn my good nature. (RN looks like m)

P.S. Also, I already know how this can work, and I'd love to send you an object that shows how it works. It might include some ground though, just because my versions of player tracking devices are almost always underground.


Update:

http://i695.photobucket.com/albums/vv314/Martut_LBP/Hehe.jpg

http://i695.photobucket.com/albums/vv314/Martut_LBP/RAAAAA.jpg

http://i695.photobucket.com/albums/vv314/Martut_LBP/ShwingSparkleSparkle.jpg

http://i695.photobucket.com/albums/vv314/Martut_LBP/SwordSystem.jpg

You can swing the sword pretty well, it gets a bit confusing if you accidentally step on the hilt, but it works satisfactorily. I still need to work out a few kinks, but I should be done in a few minutes.

Done

Addition: I can make it so 4 people can have weapons. :]

(By the way, I just uploaded the video, so I don't know if this will work eventually or not...)


YouTube - Weapons System LittleBigPlanet

The sword works a LOT better if you have a circular handle instead of a rectangular one, so I made that change.

Another Edit: You can go up and down in height with the sword, but it only works well when it's towards the ground because elastic keeps it up. Actually... I just thought of something that will help. I'll get back to you on how well it works.

Edit after that: I fixed that part too. Works perfectly, even with changes in height. It's limited to a range within a "screen" and so far... It's awesome. Lol

Only thing is, when you walk away from it, and it goes off the little "Screen" it sorta tries to follow.


---

The Easy Way (Recommended)

http://i695.photobucket.com/albums/vv314/Martut_LBP/APhoto_4.jpg

The whole system got a lot more complex than I wanted, so it's not very easy to copy. However, I did think of a way that's a lot easier, you just have to put a spring with 0 strength that's stiff towards the top of the level, attach it to a piece of something (anything will do), then attach it to a something else with a piston, then connect the elastic to your keyblade's tip. After that just put an inverted grab switch on the keyblade and hook it up to the piston. Make sure the piston lifts up enough only to get the keyblade's front off the ground, but not too much or it'll go flying away. The only issue with this system (And I seriously mean the only issue), is that going up and down hills it might become too heavy or too light. So if you just kept them in specified areas, they'd probably work like a charm.

Also, I put the elasticity for mine at 1.5, and I made the holdable weapon out of cardboard and dissolve material.


The Hard Way (That's what I did):

http://i695.photobucket.com/albums/vv314/Martut_LBP/WeaponsSystemandhowIdidit_.jpg


First, I made a horizontal player tracking device, with a screen that follows the player; then I made a vertical one on the side of the screen, since that would give me a place to be able to track the player's up-and-down movements. After that, I attached two vertical blocks on opposite sides of the screen; but make sure that they're above it, so that you can move them straight up and down! The vertical blocks are to be set up so they're controlled by the vertical player tracking device. Then, I made a small block and attached it to one of the two parallel vertical blocks, using a spring that was completely horizontal. I locked the spring's stiffness and put the strength to zero. Now the screen should follow the player, and the piece attached by string in-between the two vertical blocks should now be restricted to only move within the screen.

After that, I made a piston connecting down to another block, I called him the "Butler Block" because really, he just was there to help the keyblade, but he couldn't control it much. So, anyway, I connected the blade's tip on both sides to the "Butler Block" using elastic, I set the elastic down to 1.5. After that made it so grabbing the tip of the blade would make the "Butler Block" move up 26 places, so that it would lift the blade off the ground, but not send it flying. I put a magnetic key at the end of the blade, and I finished it up by adding a reverse grab switch on the part of the player-held object that could be grabbed and attached it to the piston on the "Butler Block".

I think that's everything I did. But honestly, I'd just go with the easy version... a lot less room for error, on my end explaining it; or on your end, making it.


Another thing, if you really don't want to use this, don't feel bad. Lol, I can't say that I didn't do it because of this, but this was more a source of Inspiration than it was "Contribution Responsibility"

Notes about what I did:

-Elastic should be on both sides of the grabbable item where it's supposed to raise up, so if the player starts walking the opposite way it will behave the same as before with Jumping and Swinging.

-Player Tracking Devices aren't that easy to grasp if you're adding more than one thing to the device, for instance, I tried to make the vertical player tracking device out of pink floaty, but it was too light and ended up breaking the Rod that I had set on "Stiff", so I tried metal, and it was too heavy and just flung itself downward and broke it. I ended up having to use wood and using a bunch of rods to keep it from shaking.

-Multiple pistons on one object don't work well, lol.

-"Stiff" Rods, are stiff, but at the same time they bend and break under too much stress. So, your base Horizontal Player Tracking Device, should be heavy, and attached to dark matter. As you can see, I made mine out of stone and made it huge, lol.

YouTube - A LittleBigPlanet Weapons System
2009-09-04 05:59:00

Author:
Martut
Posts: 46


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