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#1

Attaching objects to the camera

Archive: 11 posts


AAAARRRUGH! I really want to be able to attach things to the camera.

Miscelanious crap for a heads-up display, put tinted objects infromt for filter effects. etc.

BLAAAARRRR!

Okay. I feel a little better now.
2009-09-04 02:38:00

Author:
swanbrown
Posts: 898


I would sure like that too2009-09-04 03:24:00

Author:
acdramon
Posts: 332


Oh I was gonna suggest a hud tool a while back. Just a thin layer rectangle that was editable to display various things and would move with the camera.

Could be very very useful IMO.
2009-09-04 09:53:00

Author:
rtm223
Posts: 6497


Just curious, but what kinds of things would you need a HUD for? I can see text being useful but can't think of what else.2009-09-04 10:18:00

Author:
TripleTremelo
Posts: 490


Inventory, keys obtained, health bar, custom score, money, ammo, timer, fuel, secrets found, a map, contextual pop up comms unit (do you really want me to go on? )

You've played other video games right? Huds are a staple feature, being able to have a custom one would be great, not for every level, but it would still be cool.
2009-09-04 10:45:00

Author:
rtm223
Posts: 6497


Yeah I know what HUDs are used for. I don't know, I just don't think it really fits with LBP. Custom scores, health bars, money... doesn't seem to fit in. Not like I would complain if it happened though.2009-09-05 11:18:00

Author:
TripleTremelo
Posts: 490


I've seen quite a few of those things in levels, but I completely agree that ti is unlikely and a specialist tool that will almost certainly never happen. But I do think it fits perfectly - especially if you had a completely blank canvas and had to use the same tools as for the rest of your level.

Imagine 2 layers (so you can use wobble bolts and the like) that would be displayed directly in front of the camera, outside of the normal level, and you literally built your HUD out of LBP materials. People would use it to great effect and I think we'd see a lot more specialist and unique levels spawned from it - it would lend itself to creativity and innovation.
2009-09-05 11:41:00

Author:
rtm223
Posts: 6497


Not to mention RPS series levels... the inventory idea would open up a lot of possibilities2009-09-05 11:49:00

Author:
Shadowheaven
Posts: 378


I've made screens around people that follow them with the Player Tracking Device, you can put an inventory and stuff, if you figure out a system for it. I probably could in a few minutes but... I don't have any reason to right now. Lol

But really, you just have to make a player tracking device and add an inventory system, and it wouldn't really have to be complex, you'd just need a few key switches and some dark matter.

What kind of stuff do you guys want in an inventory? Maybe I can work on it when my step-brother and brother get bored with the house level I built.

I already have an RPG-Style Screen that can follow people around and already has slots that you can use for stuff. You'd just need an emitter that emits dissolve within a grid in the inventory screen.

But as for health, that'd be hard to make without the character being within a "Case" or having a character that isn't Sackboy. As in, making a "character" object, and having Sackboy be hidden. I've thought about making that before, with custom animations, but for me the negative would be the visual quality of it.
2009-09-05 15:02:00

Author:
Martut
Posts: 46


I know you can do it with player tracking devices, but then you have to dedicate certain layers of your scenery to that device, you have to deal with complex terrain and how it is displayed around that, not to mention the obvious issues of jerkiness and getting the PTD to return reliably to every checkpoint in the level upon respawn.

All of these can be dealt with, and it's not at all a technical challenge, even the jerkiness and the returning to checkpoints (just create a multiple speed, multiple return point 2D PDT), but the end result just looks naff IMO.


.
2009-09-05 15:44:00

Author:
rtm223
Posts: 6497


Yeah, I know what you mean.

But custom HUDs would be awesome, and that's actually a good idea.

But I think they'd limit it a bit.

I really wish there was a sensor that sensed how many bubbles you collected... and a lot of other things.
2009-09-05 18:09:00

Author:
Martut
Posts: 46


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