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#1

How a Gun for PSP Could Work

Archive: 13 posts


This is my basic idea for a gun. It would turn the whole control scheme upside down, but at least would be fun once you got the hang of it.

Analog stick: Targeting
R: Fire
Square: Move left
Circle: Move right
X: Jump
Up, down arrow: Switch layers

Discuss.
2010-04-12 14:28:00

Author:
Voltergeist
Posts: 1702


that would take a while to get used to!
how about aim with the d-pad instead?
and keep the analog stick as the moving implement

d-pad: targeting
R: fire
analog stick: move normally
X: Jump

obviously w/ this control scheme you cannot move and aim simultaneously but i think it suits LBP's control scheme very nicely and leaves square free for the popit
2010-04-12 15:58:00

Author:
Alismuffin
Posts: 1328


That could work - I've played PSP shooters with that layout before. What the game really would need is fully customizable button assignments.

One other option I thought of was to use L1 as an aim toggle. So while you have the gun everything is normal and R1 = shoot. Pressing L1 maps the analog stick to your aim instead of your movement, and when you let go of L1 you continue aiming in the same spot.
2010-04-12 17:05:00

Author:
Taffey
Posts: 3187


Sounds a tad complicated. Taffeys idea sounds cool and a nice workaround, but I wish they just added another analogue stick to PSP D:2010-04-12 22:19:00

Author:
Unknown User


Rewiring the entire control scheme is very difficult or so I've heard. They'd be better off creating global lighting.2010-04-12 23:08:00

Author:
Silver39
Posts: 1703


dw theyll give us another analogue stick in the next update2010-04-13 01:06:00

Author:
Alismuffin
Posts: 1328


How about we keep it simple:

R1 to shoot (like the PS3).
Toggle Switch to aim (kind of like PS3).
Directional Pad to move (actually, this is new ).

I don't think the Directional Pad will be missed much, and it's only disabled for the gun. Remove the gun and you get to smile in delight again.

Oh, and gun isn't all too family friendly. For Cambridge's sake, they should stick to the Paintinator.

http://www.littlebigplanetoid.com/images/uploads/PAINTINATOR.jpg
2010-04-13 02:07:00

Author:
CyberSora
Posts: 5551


Obviously, it couldn't be a real gun. I'm using 'gun' as firing tool.2010-04-13 14:43:00

Author:
Voltergeist
Posts: 1702


Maybe they could limit you to having to stand still while shooting?2010-04-13 19:43:00

Author:
Fastbro
Posts: 1277


The main problem I see for the paintinator is the paint splat effect. We can't even have wrap-around stickers so that may be what's holding it back.2010-04-13 23:16:00

Author:
Silver39
Posts: 1703


Lol, the bombs don't make that black "freshly burnt" mark. Yet, we still have them.! I don't think we'll be missing too much. 2010-04-14 01:07:00

Author:
CyberSora
Posts: 5551


Taffey's idea is brilliant!
My version isn't that good, here it goes-
R- fire
L- toggle target
By toggle target, I mean a target moves from object to object going in an anti-clockwise direction, and sackboy will then fire at the object selected by the target with the R button.
Or you just use the L button to move your aim anti clockwise.
EDIT: has anyone noticed the paintinator has no trigger?
2010-04-14 01:17:00

Author:
JspOt
Posts: 3607


I've made guns before! You can't aim, but they still fire.

http://www.youtube.com/watch?v=p6aSI8oUAgs

http://www.youtube.com/watch?v=IZnJwBD4UOQ

I'm Even working on a gun showcase, with plenty of the guns from COD MW2! All I have so far though, is the stinger. I'm waiting till I get the money to buy a PSN card, so I can buy most, if not all of the LBP PSP DLC. (Only the theme packs from PS3).
2010-04-21 22:36:00

Author:
iSkate
Posts: 13


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