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#1
Motion Switch!
Archive: 7 posts
I'm not sure if this has been suggested before, but I think a motion switch will help alot on Little Big Planet. For example. You have an elevator, and when it moves the motion switch activates and uses the sound you connected it to. Instead of the usual pull the switch and the sound starts. This could really help for alot of things. Especially sounds. | 2010-02-16 18:18:00 Author: Pantyer2 Posts: 652 |
um... there is a motion switch. :l | 2010-02-16 19:27:00 Author: vergildmcking Posts: 190 |
I thought this ould be based on type of sackboy movements - ie: flailing arms, shaking hips, nodding yes etc Sounds just need to be coordinated to turn on and off or alternate through mag keys and switches. | 2010-02-16 21:10:00 Author: Unknown User |
I think she means that it's a switch that activates when the object is moved. So, if it placed on an elevator, when the elevator begins to move up or down, it activates a sound. I agree this could be helpful for making sounds and stuff like that | 2010-02-16 21:11:00 Author: SupaSack34 Posts: 180 |
It would be helpful, but not needed. You can already make an elevator's sound turn on once it starts moving, and off when it stops, by setting up the sounds with mag keys/switches. Same for any object that moves, from falling rubble that lands on key "noise points" triggered by keys to speed settings on vehicle and moving background object sounds. "on impact" is a very helpful sound setting as well... if any change were made "during motion" could be added to sound options, but still, would not allow for as much control and nuance as conventional sound control methods. | 2010-02-16 21:17:00 Author: Unknown User |
"on impact" is a very helpful sound setting as well... if any change were made "during motion" could be added to sound options, but still, would not allow for as much control and nuance as conventional sound control methods. It wouldn't allow for as much control, in the same way that "on impact" doesn't allow for much control. Do you realise how much it annoys me when I play a level and get a "big impact" sound when some rubble falls down, then get the same sound when my sackboy lightly taps the rubble with his feet? Regardless, a tweak setting like this would allow people to quickly implement such sound if they don't really care that much about subtlety - just like the impact setting. | 2010-02-17 00:50:00 Author: rtm223 Posts: 6497 |
That's why you use "on impact" and mag triggered sounds... dissolve-after mag sound for the loud impact crash, then on impact for the tiny sound of sackboy feet brushing off the tiny pieces of stone underfoot. I was all about subtlety, and sound was like my pet peeve when not used well or properly... and it would drive me nuts, if not used at all. | 2010-02-17 01:26:00 Author: Unknown User |
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