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#1

Aqua Logic!

Archive: 23 posts


Ok;

I realize that I am probably BARELY known on here, and my start here may not be great, but here's the deal.

I am creating a pack of tools, items, and demos of Logic for water.

It's ambitious, though.

It will take several months to complete.

I need testers, idea givers, and everything.

I guess I really haven't explain what I'm aiming to do....

It's hard to explain, as this whole project just started today.

If you would like to sign up to help, please post here.

Please give me your thoughts and feedback. Positive and constructive criticism is great.

Thanks!

-LBM
2010-03-24 00:14:00

Author:
littlebigmeteor
Posts: 396


sounds awesome! some usefull ways to impliment logic and water together are needed. i could help test/create. just send me a message on PSN2010-03-24 00:27:00

Author:
poorjack
Posts: 1806


Water can't yield much. Using water to float materials up can be done with orange floaty. I'm actually sorry to say this, but this is completely impractical.2010-03-24 00:33:00

Author:
Unknown User


Posts like Hatos are the ones I am trying to stop.

I'm trying to find all of the uses for water, and then some.
2010-03-24 00:35:00

Author:
littlebigmeteor
Posts: 396


@ hato- not using water as the basis for logic, but creating logic FOR the water.2010-03-24 00:44:00

Author:
poorjack
Posts: 1806


If you are talking about using logic to control water for gameplay reasons: check out cap'n sackbeard's booty. I still tihnk that's one of the better water-based levels out there (I'm allowed to say that, most of it wasn't made by me ). There is some pretty cool logic-based stuff going on there.

TBH, anyone who says water can't yeild much simply hasn't tried, or has the imagination of a house fly. To me that's like saying a magnetic key can't yield much, I mean all it does is activate magnetic switches, what's the use in that?
2010-03-24 00:46:00

Author:
rtm223
Posts: 6497


No, I mean exactly what Poorjack said.

Not really gameplay stuff, but I want to realize the full potential of the water, and just let the amazing community figure it all out gameplay wise, if they choose.

Again, We're only a couple of hours into the project.

Anyone who requests to join the beta will be added to my list and recieve a sticker to get the keys to the levels.

Obviously, not any of the levels are DONE yet, but the stickers will be given out soon, so sign up!

ALSO: If you miss the beta (details down farther) then I WILL be updating here with screenshots and such, sooner or later.

DETAILS:

Beta entrance dates: March 23rd-May 1st

Once you recieve your key, please post ideas, glitches, and other stuff in the level comments. Other than that, watch for the dates where we will have nights of making water logic together in groups of 4, each at a scheduled time.
2010-03-24 00:56:00

Author:
littlebigmeteor
Posts: 396


ok. im thinking of ideas as we speak but i agree with RTM. water can also be used in making of logic. thats what water switches are for, silly bear. also, pretty much everything, save metal and stone will float, so it has potential there in setting proximity based switches with no pistons attatched.2010-03-24 01:00:00

Author:
poorjack
Posts: 1806


I guess I'm a bit skeptic... I'd actually like to see the levels though, so I can understand how this will be useful, so I guess you can sign me up...2010-03-24 03:46:00

Author:
Unknown User


TBH, anyone who says water can't yeild much simply hasn't tried, or has the imagination of a house fly. To me that's like saying a magnetic key can't yield much, I mean all it does is activate magnetic switches, what's the use in that?

They do WHAT!?
I always thought they were like stuck to pistons and couldn't be removed... I've never seen you use them to activate keys rtm
2010-03-24 18:47:00

Author:
Coxy224
Posts: 2645


Wrong section! Ideas and Projects would work better.

Sounds cool though!
2010-03-24 23:41:00

Author:
Doopz
Posts: 5592


They do WHAT!?
I always thought they were like stuck to pistons and couldn't be removed... I've never seen you use them to activate keys rtm

I was just amazed as you were, maggnetik kees have never been a passion of mine.
2010-03-24 23:54:00

Author:
srgt_poptart
Posts: 425


Moved to Ideas and Projects.

The only foreseeable problem with water logic is that for it be reliable, the water-level would have to be static.
2010-03-25 01:35:00

Author:
comphermc
Posts: 5338


If, and only if, a water switch or whatever it is (the one that activates underwater) takes less thermo than a mag key and a mag switch. If that is true, this is awesome.2010-03-25 06:55:00

Author:
Chamion B
Posts: 124


If, and only if, a water switch or whatever it is (the one that activates underwater) takes less thermo than a mag key and a mag switch. If that is true, this is awesome.

It does, I came up with the concept of water logic back in the beta, but it's not anywhere near as awesome as you might think as you can generally get more out of the thermo using the various techniques from my logic blog than you can by using this water logic methodology.

TBH, I'm still confused by what the OP is trying to achieve....
2010-03-25 11:51:00

Author:
rtm223
Posts: 6497


Water can't yield much. Using water to float materials up can be done with orange floaty. I'm actually sorry to say this, but this is completely impractical.

Pet hate, it's peach floaty, not orange .

And yeah, could you describe what you're planning on doing in more detail, I'm still confused(.com ).
2010-03-25 21:03:00

Author:
Doopz
Posts: 5592


If, and only if, a water switch or whatever it is (the one that activates underwater) takes less thermo than a mag key and a mag switch. If that is true, this is awesome.
I think it may take less thermo... its only 1 part, and water takes 0 thermo. Mag switch/key is 2 parts and requires pistons and materials. sooo... water activated switch could take way less thermo.
2010-03-25 23:27:00

Author:
poorjack
Posts: 1806


its only 1 part, and water takes 0 thermo. water activated switch could take way less thermo.

And how exactly are you going to move said switch in and out of the water to act as the inputs to your logic? Hmmm?
2010-03-25 23:49:00

Author:
rtm223
Posts: 6497


I think the OP wants to create like a "Water Logic Pack" to go along with the already made logic packs.2010-03-26 18:52:00

Author:
shebhnt
Posts: 414


Using Magnetic Keys/Switches and Water Switches could yeild some coool logic.(:

Most underwater logic I've done so far is an upside-down permanent switch (instead of key dropping down when dissolve removed, it floats up)
2010-03-26 19:34:00

Author:
Matimoo
Posts: 1027


Water has some properties which might make some interesting logic possible... I've tinkered some but haven't come up with anything useful enough to put in a level, but I think there's some potential.

- A way to affect the speed of a floating object, by either weighing it down or removing weight when needed while it floats, could be a unique type of speed switch.
- Water seems to have a vertical "current" which pulses periodically, even if waves are turned off or very low. A floating object can stop and start at regular intervals, possibly allowing another way to make a specialized speed switch with low logic/thermo reqs.
- If you don't already have water in your level, you could have very low-level off screen water which triggers keys and things. I envision a level with game states that change as you advance, and the current game state could be represented by water level, triggering the keys within. It could be much more efficient than multiple permanent switch sets, though it doesn't give any new functionality that you couldn't have done with mag switches
2010-03-28 20:20:00

Author:
tanarri69
Posts: 32


well it makes a 'toggle permanant' switch, for example a switch could toggle the water level, causing the switch to function, but when another switch is triggered it lowers and both outputs would be permanent. Now try do that without water 2010-03-28 20:50:00

Author:
flamingemu
Posts: 1872


Now try do that without water Ummmmm. That's a joke, right?

One thing to bear in mind is that most functionality that revolves around water level (bar the increasing game state logic) will only alow you to create one device before things start getting really complex. Another thing to remember is that the water level control switches always act as 1-shot activated, which means you ahve to be very careful about using them so the y don't screw up when a player joins.

THe gamestate one is interesting, although I honestly don't see it saving any thermo vs perm rigs. If you were to need it to raise AND lower at various stages then that could be very useful.
2010-03-28 21:14:00

Author:
rtm223
Posts: 6497


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