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#1

"Follow" Setting

Archive: 11 posts


I've just thought of a new setting for the Sensor Switch. A "Follow" setting. It works just like the Follow setting for Creatures. When set to Follow, the switch can only be connected to Winches, Pistons, and Motor Bolts. Any comments?2009-09-25 01:45:00

Author:
Drakora
Posts: 392


I think this is a great idea. It would be very versatile and open up some cool possibilities.




Along a similar line of thought.... here's a puzzle for Create Mode experts:


I want to make a piston which extends as the player moves around.
When the player is at half-distance, the piston is at 50% extension. When the player is nearby, the piston is at 100% extension, and it remains there.


Sounds very simple, right?
Well how on earth do you do it?
I couldn't manage to emulate this simple effect without a laughable amount of hassle.


It seems there's a really obvious setting missing from Sensor and Magnetic switches.
In addition to "Speed" and "Direction", there should be "Distance" (or perhaps "Amount"). It would allow pistons and wobble bolts to maintain a specific position, based on the position of a magnetic key or sackboy.
I think a setting like that would have a massive number of potential uses.
2009-09-27 14:55:00

Author:
Tig-W
Posts: 106


I think a follow setting would be great. Way easier then what people are doing right now for character following stuff (attaching winches to switches with prox switches, etc).2009-09-27 15:07:00

Author:
dandygandy2704
Posts: 1002


Along a similar line of thought.... here's a puzzle for Create Mode experts:

I want to make a piston which extends as the player moves around.
When the player is at half-distance, the piston is at 50% extension. When the player is nearby, the piston is at 100% extension, and it remains there.

Sounds very simple, right?
Well how on earth do you do it?
I couldn't manage to emulate this simple effect without a laughable amount of hassle.

Can this not be accomplished with a sack tracker? I guess I'm a bit confused as to the specifics of your problem.
2009-09-27 17:17:00

Author:
comphermc
Posts: 5338


Although there are many levels where you can get devices that follow sackpeople, it would be much easier to just have the option of setting it on the switch, no more tweaking to get it perfect2009-09-27 17:31:00

Author:
springs86
Posts: 785


really? You'd rather MM waste loads of dev and QA time on this, rather than throw down a couple of switches on your level? It doesn't allow us to do anything we cant already, and you would still need to tweak your pistons etc to "get them perfect" so the benefit it would add to us is minimal. It's just quite a lot of development effort at their end.

And yes comphermc, it can. You would want a tracker and then attach the three way switch into the other piston as well. Just make sure the timing factors are the same on both pistons are the same.
2009-09-27 17:37:00

Author:
rtm223
Posts: 6497


Dude use a PTD and be done... stop fussing about something everybody found out about ages ago.2009-09-27 18:09:00

Author:
ladylyn1
Posts: 836


Can this not be accomplished with a sack tracker? I guess I'm a bit confused as to the specifics of your problem.

It's not a specific problem, just something I've thought about... And been vaguely annoyed that I couldn't find an elegant way of doing it.


I'm suggesting that for the area-of-detection switches, we should be able to link "distance of key from the switch" to "extension of piston". Imagine the icon being a small tape measure instead of a speed meter.


So, the piston would change its length if the key/player moved... but it would remain static otherwise.
A very basic option... but surely really useful? It could work for wobble bolts as well.



Anyway, there probably is a really easy way of doing this which I don't know about. I've never heard of a sack tracker. :blush:
2009-09-27 18:13:00

Author:
Tig-W
Posts: 106


CHeck ladylyn's levels. She *sniggers* has a level called the PTD or somat. this will do what you are asking for


.
2009-09-27 21:39:00

Author:
rtm223
Posts: 6497


really? You'd rather MM waste loads of dev and QA time on this, rather than throw down a couple of switches on your level? It doesn't allow us to do anything we cant already, and you would still need to tweak your pistons etc to "get them perfect" so the benefit it would add to us is minimal. It's just quite a lot of development effort at their end.

I understand what your saying, but haven't we all argued the exact opposite point for things like the "Circuit Board with Logic?" It boils down it loads of work for MediaMolecule where we could just be "throwing down a couple of switches".
2009-09-27 22:29:00

Author:
BSprague
Posts: 2325


I think a follow setting would be great. Way easier then what people are doing right now for character following stuff (attaching winches to switches with prox switches, etc).

Bards: They tend to be spoony. (A cookie to anyone who gets the reference)

* Final Fantasy II (US) - Tellah the Sage, near Antlion Cave section...

White Chocolate Macadamia please!! LOL
2009-10-06 15:51:00

Author:
miltonTPS
Posts: 126


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