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#1

Switch-Activated Lethalization

Archive: 23 posts


One thing I always want to do in LBP is to be able to control if an object is deadly or not.

Imagine this: Having a long impassable hallway that has an electric floor on it. You would have to search for a switch to turn it off. Once you have it off, you walk through the hallway, but when you are half way through enemies start chasing you. There is another switch on the other side of the hallway. You reach it and flip it on, making the floor electric again and zapping your enemies to wisps of smoke!! :arg:

I know there are ways to imitate this now, but would you like to see this in game?
2009-10-19 22:38:00

Author:
Darth J464
Posts: 343


I do like your idea, and think it would work well with fire and electricity... but I can't see it working with gas. What if something got caught inside as it was moving through the gas and it transformed back into a solid?2009-10-19 23:51:00

Author:
SLS10
Posts: 1129


I do like your idea, and think it would work well with fire and electricity... but I can't see it working with gas. What if something got caught inside as it was moving through the gas and it transformed back into a solid?

That would be what I would like to call 'An epic fail'

Good Idea but, as SLS10 pointed out, there would be many problems/flaws.
2009-10-20 00:04:00

Author:
iGotFancyPants
Posts: 1355


I do like your idea, and think it would work well with fire and electricity... but I can't see it working with gas. What if something got caught inside as it was moving through the gas and it transformed back into a solid?

I'd like to think that it would work like an emitter, it just wouldn't change back to a solid. Most of the time, if something is in the way of an emitter, it just won't emit.

Also, I've seen someone do this in a level called Paint Switch Survival, or something along those lines, it's in my Hearted List. When you die, watch because the creator has managed to do some strange effect that basically turns something into electric glass. I'm not really sure how it works though.
2009-10-20 00:14:00

Author:
BSprague
Posts: 2325


I'd like to think that it would work like an emitter, it just wouldn't change back to a solid. Most of the time, if something is in the way of an emitter, it just won't emit.

Also, I've seen someone do this in a level called Paint Switch Survival, or something along those lines, it's in my Hearted List. When you die, watch because the creator has managed to do some strange effect that basically turns something into electric glass. I'm not really sure how it works though.

I've been playing with the idea of swapping materials. you can dissolve / demit one thing and emit another, but there is normally a gap. Based upon treas's experiments with one shot signals* I believe I have found a foolproof way to to demit and remit floor, even if items/sackpersons are resting upon it, or travelling towards it at high speed. I made a very basic proof of concept going one way. But the problems are:

a) Making the logic to implement a 2-way (not really a problem TBH)
b) proving it works. Essentially I can't. the whole thing rests upon the assumption below.


*I don't have time to find a link, but essentially, it seems time stops while chained one-shot signals are processed in LBP.
2009-10-20 00:42:00

Author:
rtm223
Posts: 6497


Actually it shouldn't be much a problem to have such switch. It would actually be amazing. With the glue system it should be possible to make stuff not falling through the gaz. And if gaz would prevent gluing, with that switch update they would simply need to make gaz gluable and voila.

.
2009-10-21 17:13:00

Author:
RangerZero
Posts: 3901


I've always wanted this too

I messed about ages ago with this sort of idea to make collectable power ups.
I had an invincable powerup that say you had to get accross a pit of fire or electrified material.
Then you would collect the powerup by jumping in front of it and the powerup would dissapere and a thin layer of dark matter (so invisible) would emit just above the hazzard so you could walk accross it without being hurt.
The dark matter would dissapear after a certain time and the powerup would return. So you had to try and make it accross in time
I never got around to making a level with it in the end

I'm writing this on my blackberry so sorry if it's a bit of a mess lol
2009-10-21 18:03:00

Author:
dorien
Posts: 2767


Can't the gas just simply dissappear when the switch is being turned, and appear again when the switch gets turned back again?

PS.
If this is what you meant BSprague, I am sorry, I didn't understand


I see that as much more simple, or at least make this effect tweakable.

I like this idea very much, it would be nice of MM to make this thing. :hero:
2009-10-25 13:37:00

Author:
moonwire
Posts: 1627


Excellent suggestion. I could really use something like that.2009-10-26 16:30:00

Author:
enodrawkcab
Posts: 238


Yehp, Support from me.

Something that shoulda been done.
2009-10-26 16:33:00

Author:
CreateNPlay
Posts: 1266


Indeed.
I suggested it on the beta forum a while back:


My idea is this: You have your object, that you want to hazardise. You take a 'hazard switch' from your popit. It's similar to the global lighting object, and you can connect, say, a lever to it. You can tweak it to choose which type of hazard it activates, and you could even have multiple hazard switches on an object, to switch between various options.

(edited slightly, mentioned something seecwet
2009-10-26 17:44:00

Author:
ARD
Posts: 4291


I've recently come upon a situation where I could really use this. I'm in need of this switch for a visual effect rather than to cause harm to the player though. Right now I'm having to emit hazard"ized" material at it's shortest interval and having to set it to emit infinitely which eats thermo. This switch would lower my thermo, and produce the effect I need much better than my current method.2009-10-29 18:42:00

Author:
Rustbukkit
Posts: 1737


You could also use it in a lightning strike.
There is a single tree standing in front of you, and then suddenly the whole place flashes up, and the tree has turned into the lethal, burning material.
2009-10-30 17:01:00

Author:
moonwire
Posts: 1627


You could also use it in a lightning strike.
There is a single tree standing in front of you, and then suddenly the whole place flashes up, and the tree has turned into the lethal, burning material.

Nice! What a creative way of thinking.
2009-11-02 19:13:00

Author:
Rustbukkit
Posts: 1737


You could also use it in a lightning strike.
There is a single tree standing in front of you, and then suddenly the whole place flashes up, and the tree has turned into the lethal, burning material.

Yer I've encountered a similar thing in the level I'm making; I want a drop pod to come crashing out of the sky and for everything in its path to light on fire but alas, I cannot
2009-11-02 21:43:00

Author:
Shermzor
Posts: 1330


Yer I've encountered a similar thing in the level I'm making; I want a drop pod to come crashing out of the sky and for everything in its path to light on fire but alas, I cannot

But what you can do right now, is simply make the tree out of dissolve material, and the once the lighting hits, it has a key switch on it, which, make the tree disappear and the new tree (which is on fire) appear. But, it would be better with a REAL way of doing it.
2009-11-03 16:35:00

Author:
DaSackBoy
Posts: 606


Originally Posted by arcticpolar
You could also use it in a lightning strike.
There is a single tree standing in front of you, and then suddenly the whole place flashes up, and the tree has turned into the lethal, burning material.
Originally posted by Rustbukkit
Nice! What a creative way of thinking

Originally Posted by Shermzor
Yer I've encountered a similar thing in the level I'm making; I want a drop pod to come crashing out of the sky and for everything in its path to light on fire but alas, I cannot .

What?! have I actually said something smart for once? Everyone go hide in a bunker and lock yourself in, it is the end of the world!

---------------------------------------------------------------------------------------------------------------------------------------------------

Maybe, DaSackBoy, but the switch would have been a lot easier, and I think thermoefficient too.
2009-11-08 19:52:00

Author:
moonwire
Posts: 1627


No thanks. MM should make options possible, not easy. As you said there are good ways to immitate this. With gas for exampel that move in and out. Or if you want a floor to start burning cover it with thin layers of dissovle and then dissolve it and it will look like that fire was set on fire.

They should have a gravity tweak. The only things players can do is weak low gravity simmulation. But there are alot of things that are not possibel even with the floaty materials. Making it possibel to center the gravity or controlling strenght or even having a tool that changes it in the level would open alot of possibilitys.
2009-11-15 19:59:00

Author:
Unknown User


Yer I've encountered a similar thing in the level I'm making; I want a drop pod to come crashing out of the sky and for everything in its path to light on fire but alas, I cannot

Use the magic of dissolve,,,,

Cover up the floor with dissolve. a thin layer on and a layer infront of it ( Wich you give some colour or pattern you want) Then use the global ligthing tool or lamps for the " lightning effect " and when the pod drops have it active a magnetic switch that dissolves the dessolve and then Mumbo Jump its on fire. Get it ?
2009-11-15 20:03:00

Author:
Unknown User


I am in favor of this idea. Especially since we have water! It would be cool to electrify water for a part of a level and have it off in another. I see many uses for this technology...2010-01-05 15:23:00

Author:
Aselrahc
Posts: 185


Not a week goes by that I don't wish for this abilty... player makes wrong choice room goes south in a hurry... tbh most things are probably 'fakeable' but this is the crap that just chews-up the thermometer!

Oh to just have a switch!
2010-01-05 22:26:00

Author:
Gravel
Posts: 1308


But what you can do right now, is simply make the tree out of dissolve material, and the once the lighting hits, it has a key switch on it, which, make the tree disappear and the new tree (which is on fire) appear. But, it would be better with a REAL way of doing it.

This does not work reliably when dealing with collision detection. If you can ensure that no object (including sackboy) can ever be moving near the obect at the change point then it can work. However this is a big limitation.

A further limitation would be that unless you have a major amount of faff, the object needs to be static.

Therefore I vote yes.
2010-01-06 00:29:00

Author:
rtm223
Posts: 6497


I would also like this, most things can be worked around neatly but not this. It eats thermo and it never really looks right. Now with the water patch I would expect this, we can turn flaming stuff to normal so being able to do that backwards is only logical.2010-01-06 14:46:00

Author:
Wyth
Posts: 263


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