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#1

My suggestion for LBP DLC

Archive: 23 posts


I tried the search feature before posting and I didn't find anything like this, so I apologise in advance if this will be a 'double-suggestion'.

After one year of creating stuff, I can provide what imho lbp really miss today, that's something I think it's not possible to simulate:

A POWER UP-SENSOR.

A sensor that 'check' if the player is still equipped with a power-up (jetpack or paintgun or whatever power-up will be available in the future).

It will be useful in a lot of ways in levels that contains power-ups, first of all by 'softening' the level design, i.e. you will be not forced anymore to place a vertical (or high) path if you want the player to go that way only with jetpack; charachters that shoots at you 'only' if you have the paintinator still equipped otherwise their are 'friendly'... and so on...
2009-11-19 16:57:00

Author:
Miglioshin
Posts: 336


I can see where this would come in really handy.2009-11-19 17:10:00

Author:
enodrawkcab
Posts: 238


Pretty good idea. It sounds like a tool that should come in the next creator pack.2009-11-19 17:10:00

Author:
olit123
Posts: 1341


Hmmm... I don't quite understand, can you explain to me?2009-11-20 01:36:00

Author:
DaSackBoy
Posts: 606


Hmmm... I don't quite understand, can you explain to me?

It would behave exactly like the player sensor, but instead of checking if the player is there or not, it will check if the player is still equipped with a power up (jetpack or paintinator at the moment).
2009-11-20 18:07:00

Author:
Miglioshin
Posts: 336


Sounds like a winner! very cool idea! And one I hope could be implemented.2009-11-20 19:17:00

Author:
FlameAtNight
Posts: 405


Okay, now this is a good call. This sounds really plausible, flexible, and handy.

Implement, please!
2009-11-20 23:56:00

Author:
SLS10
Posts: 1129


It would be cool if we could shoot each other with the paintinator and have a player vs all type of gameplay for certain user created levels.2009-11-21 02:04:00

Author:
Slit518
Posts: 39


Hmmm, and if you were equipped with something what would it do?2009-11-25 20:35:00

Author:
Unknown User


By the sounds of the explanation, it would then be able to give all the regular switch outputs (on/off, direction, one-shot etc). I can see how this might really help, giving players an option between fighting their way through or hoping that guards remain neutral if they are unarmed, for example.2009-11-25 20:46:00

Author:
CartoonPiranha
Posts: 16


brilliant idea also maybe a switch that only finds player 1 or only finds player 2 and so on. that would make the 1 player only levels easier so you could make it close a door if it finds another player. (if that makes sense too anyone)2009-11-25 21:51:00

Author:
Doopz
Posts: 5592


I think this could be done now, though.

If you were to create a mechanism that switches between an enhancement and the enhancement canceller from Creator Pack 1, and place sensor switches on both of those items, the enemy and/or the level itself could detect whether you're equipped or not...can I use this idea?
2009-11-25 22:42:00

Author:
claptonfann
Posts: 228


I think this could be done now, though.

If you were to create a mechanism that switches between an enhancement and the enhancement canceller from Creator Pack 1, and place sensor switches on both of those items, the enemy and/or the level itself could detect whether you're equipped or not...can I use this idea?

Sure, but, answer me a question:
You build that contraption of above ok?
So it switches between (i.e.) jetpack and jetpack canceller (lets say with an output switcher).
How this mechanism can check if the player is currently wearing jetpack?
I.e. I pick jetpack from the enhancement station and after a while, far from the station, I press circle and drop the jetpack.
So, I repeat (because I'm interested in it, of course) HOW do your contraption check the current 'status' (equipped/not equipped) of the player in EVERY moment of the game?

Remember that if you place anything (decorations, keys, sensors, stickers) on the enhancement station it does NOT apply to the enhancement itself (but only to the station); if you decorate a paintinator station, the paintinator you pick up is actually a normal one, not the decorated one, otherwise you would put a mag-key on the enhancement and the 'power-up sensor' is already built with a simple player tracking device equipped with the appropriate mag-switch that switches between 'equipped' (ON) and 'unequipped' (OFF)!

It would also be interesting to put some sort of limitations on the number of times you can pick up an enhancement from the same station (but this can be simulated with a counter and a one shot player sensor with a small radius) or being able to set a maximum amount of fuel for the jetpack (like the ammo for the paintinator) or, again, being able to flag an option (in the station menu) that could sound like '' UNDROPPABLE '' (if it is a word) that will force the player to search for an enhancement caneceller to drop the power-up...
This will come in handy, first of all, to avoid unwanted jetpack removal or to expand the concept of Seminal Gemini (Ninjamicwz, if you haven't played it yet).
One player will pick up the ONLY PERMANENT jetpack available and will help the others throughout the level, or will carry the player with permanent paintinator while another unarmed player controls the switches and so on... the possibilities will be unlimited...
2009-11-27 17:45:00

Author:
Miglioshin
Posts: 336


...How this mechanism can check if the player is currently wearing jetpack?
...HOW does your contraption check the current 'status' (equipped/not equipped) of the player in EVERY moment of the game?

Simple: make it unwise to drop the enhancement once it has been equipped. For example, if you were to drop the Paintinator in heated battle between plasma-spewing baddies, it would be either much harder or impossible to pass. Same with the jetpack. If you were flying through a gauntlet of electrified obstacles, dropping the jetpack would also be a very bad idea. If the player decides to go through these sections unequipped (?Don?t shoot, I?m unarmed!?), then that choice will affect how to progress through a particular level section (finding cover if the plasma baddies don't care/don't notice if you have a gun or not). With the jetpack, it's a means of travel, so pressing the circle button while trying to reach another level section would be a waste of time and effort. With the paintinator, a means of attack, there?s always the option of going without. It doesn?t have to check throughout the level, only the current status from the point of being equipped onward.


?otherwise you would put a mag-key on the enhancement and the 'power-up sensor' is already built with a simple player tracking device equipped with the appropriate mag-switch that switches between 'equipped' (ON) and 'unequipped' (OFF)!
And yes, if the paintinator could carry decorations/attached switches from the power-up to the player?s hand, that would be a big time-saver (as well as thermo spent devising a workaround). Using a PTD incorporated with a mag key pair is certainly a viable solution, but not available right now, of course Good idea, though?


?able to set a maximum amount of fuel for the jetpack (like the ammo for the paintinator)?
?an option (in the station menu) that could sound like ''UNDROPPABLE? (if it is a word) that will force the player to search for an enhancement canceller to drop the power-up... That would make for some interesting scenarios, adding options like FUEL for the jetpack and CAN BE DROPPED? (Y/N) for both enhancements


One player will pick up the ONLY PERMANENT jetpack available and will help the others throughout the level, or will carry the player with permanent paintinator while another unarmed player controls the switches and so on... the possibilities will be unlimited... Agreed. Creator Pack 2 could include these new options ^_^
2009-11-27 20:44:00

Author:
claptonfann
Posts: 228


Simple: make it unwise to drop the enhancement once it has been equipped. For example, if you were to drop the Paintinator in heated battle between plasma-spewing baddies, it would be either much harder or impossible to pass. Same with the jetpack. If you were flying through a gauntlet of electrified obstacles, dropping the jetpack would also be a very bad idea. If the player decides to go through these sections unequipped (?Don?t shoot, I?m unarmed!?), then that choice will affect how to progress through a particular level section (finding cover if the plasma baddies don't care/don't notice if you have a gun or not). With the jetpack, it's a means of travel, so pressing the circle button while trying to reach another level section would be a waste of time and effort. With the paintinator, a means of attack, there?s always the option of going without. It doesn?t have to check throughout the level, only the current status from the point of being equipped onward.

That's the point a power-up sensor/enhancement sensor will solve when I say by 'softening' the level design.
In your instance you force the player to be equipped (or not) to overcome segments you designed before (and decided that have to be beaten with jetpack or with paintinator, or without it).

My suggestion will give the player (giving it to the creator in first) the possibility to really choose how to play inside a level; some obstacles will stay if you are without jetpack and some doors will close, viceversa the obstacles will move, the closed doors will open and the open ones will close.

This will give the creator the ability to easily design multipath levels (and trust me when I say that it isn't a simple task to design an enjoyable multipath level and give the path option in a more 'natural' way than with a switch (right jetpack, left paintinator))
2009-11-28 12:23:00

Author:
Miglioshin
Posts: 336


This sounds like a very useful idea; Because of its useability. Not just its fun value. If this were to be implemented the levels that would be created would be alot more interesting,2009-11-28 12:44:00

Author:
Kern
Posts: 5078


In your instance you force the player to be equipped (or not) to overcome segments you designed before (and decided that have to be beaten with jetpack or with paintinator, or without it).Yeah, that?s the lesson one learns when playing through the Story Mode You either play by the creator?s rules or you don't play at all. It sucks, I know. How well-designed a level is determines how much you can ?cheat??that is, to say?bypass the intended objective in order to move forward (or even escape the level entirely and fall to the floor). Like the scientist in the Logic Beginner Pack said, ?the creator has control?. Players are allowed to choose, yes, but only the choices that the creator gives them.


My suggestion will give the player (giving it to the creator in first) the possibility to really choose how to play inside a level; some obstacles will stay if you are without jetpack and some doors will close, viceversa the obstacles will move, the closed doors will open and the open ones will close. You can give them that choice with either enhancement. For example, sensor switches that can open and close doors that can only be triggered if you are flying near them. Or some door with a mag key on it that, when pushed towards its matching switch by firing rapid paintballs, triggers another door to close while the door you just pushed opens up a path below. XOR logic gates are a creator?s best friend when it comes to concepts like yours and mine.

But I?m just trying to see if this concept could be done without this new enhancement sensor, if at all Can you blame me?


This will give the creator the ability to easily design multipath levels (and trust me when I say that it isn't a simple task to design an enjoyable multipath level and give the path option in a more 'natural' way than with a switch (right jetpack, left paintinator)) Indeed, everything in a level should just?flow :3 Anyway, if Media Molecule decides to implement this, it would be interesting?
2009-11-28 19:03:00

Author:
claptonfann
Posts: 228


But I?m just trying to see if this concept could be done without this new enhancement sensor, if at all Can you blame me?


In any case... no.
With a smart logic attitude and a clever imagination you can obtain the same results, but with a lot more time invested in it and a considerable amount of thermo...
Tons of switches, keys, wires and mechanisms instead of a single sensor (or a couple) with a wide radius...
o_O

Oh, and the maximum size of radius is still to small, it can't cover all the level...
2009-11-28 20:38:00

Author:
Miglioshin
Posts: 336


How about this for an idea (for detecting the paintinator)- if you have a choice between fighting some enemy (we'll call it Jim) and sneaking past Jim with no paintinator, place a paintball switch on Jim that activates after one hit. Once Jim is hit once, he springs into action as this paintball switch triggers the resuming of his normal aggressive behaviour (Jim is a very vengeful person). This means that if Jim doesn't get shot, Jim never shoots/charges/mauls/attacks back.

However, I still fully support the idea, I'm just trying to solve some of the problems until (if) it is implemented.

No offence to anyone named Jim out there.
2009-12-01 19:21:00

Author:
CartoonPiranha
Posts: 16


but if you went up to a person in real life with a gun, they wouldnt just stand there would they?2009-12-01 19:28:00

Author:
Kern
Posts: 5078


Normal people aren't made of cardboard, wood, polystyrene etc. Even LBP isn't perfect. Besides that, I'm jut putting ideas out there. I fully understand if you feel that said idea is rubbish. It probably is. No hard feelings 2009-12-09 16:34:00

Author:
CartoonPiranha
Posts: 16


Normal people aren't made of cardboard, wood, polystyrene etc. Even LBP isn't perfect. Besides that, I'm jut putting ideas out there. I fully understand if you feel that said idea is rubbish. It probably is. No hard feelings

Your idea might work well with the appropriate level design, but, when it comes to the jetpack?
2009-12-09 17:22:00

Author:
Miglioshin
Posts: 336


I like this idea.

It can be for obstacle courses. For example, if a player runs through the Enhancement Sensor, the creator can invert it so that if the player has no enhancement, a speech bubble might say "Go back and find the enhancement first or you won't make it past me alive".

Among others.
2009-12-09 17:43:00

Author:
Grimdour
Posts: 142


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