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#1

The possibilities of the jump pad

Archive: 4 posts


For now, all we know that if sackboy jumps on to a jump pad, he will bounce away at a 90?.

Well I think that it would be neat if we could edit the length of the bounce (or strength of the jump pad) and the angle of which the sack will bounce of. For instance:
The pad is lying down horizontally. Sackboy is going to jump at it at a 90? but he actually gets bounced of at a 45?, just a bit further then the length of a normal jump.
This would be a great feature for creating wall jumps or a tool to slow down the sacks movement.

What do you think?

EDIT:
What if you could use jump pads the same way you use buttons? Of course standing on them wouldn't work. But let's say that one jump on the JP (not Japan, just short form for the *tittle*) could trigger little actions like opening a door or making something disappear?
But then that would make them like a button...
2010-05-11 17:27:00

Author:
blizzard_cool
Posts: 752


I sorry for the double post but I'm really surprised how I am the only one thinking about this?2010-05-12 16:41:00

Author:
blizzard_cool
Posts: 752


i think it would be cool if there was a "touch" sensor, so anytime sackboy touched an object it would activate whatever. this would be cool because it would be more accurate than a simple red button.2010-05-12 21:47:00

Author:
horwitzer
Posts: 255


Do you mean grab or just simply staying near it? A sensor switch or a grab switch would easily solve that.

But I'm guessing you're talking about the function like the music tools have. When the object, on which the music is attached to, is in contact with sackboy it produces a sound. It would be kinda neat to have this option for everything but, as said, a grab switch or a sensor can solve this very easily.

But if this would be less thermo heavy (if it's even possible) then I say yes to it!
2010-05-13 21:43:00

Author:
blizzard_cool
Posts: 752


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