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#1

Maybe a Pressure Switch?

Archive: 22 posts


I was thinking maybe in Little Big Planet 2 (LBP2) they should have a 'Pressure Switch' in the game. Like maybe if you add a certain amount of pressure to that switch it would release the obstacle or make a new one. Example: "What if you were in a scary haunted sackhouse with your sackpals. Your trying to find a way out from the evil ghost and goblins. Then you see a bright red round button. You and your sackpals put enough pressure that the door will open and you get outside where its safe. Too much pressure Will cause it to break down for a second or two." Think its a good idea? I do, and I think its great for your guys opinion.2010-05-14 19:38:00

Author:
Castleland
Posts: 32


That sounds really cool :]
I'd imagine quite a lot of levels would benefit it, and would be good for traps etc.
2010-05-14 20:36:00

Author:
Fish94
Posts: 554


Good idea

You mean, just like a red button, but that would require several Sackboys to get the right pressure ?
2010-05-14 21:25:00

Author:
Oddmania
Posts: 1305


Awesome idea, I think this would be pretty easily implemented.2010-05-14 22:55:00

Author:
DaSackBoy
Posts: 606


Awesome idea, I think this would be pretty easily implemented.

Depends how there physic engine work
2010-05-14 23:12:00

Author:
Shadowriver
Posts: 3991


A pressure switch could really come in handy when it comes to "sackbot management" elements. Kinda like pikmin; you could easily create passages where you need to collect X or more sackbots in order to proceed.

Another advantage would be that you could finally track how many players there are in a reliable way. Well, I guess they've created a new tool for that anyways. It's kind of a basic feature many puzzlers, racers and other genres will desperatly need when LBP2 hits the shelves.
2010-05-15 00:12:00

Author:
Treas
Posts: 223


Sounds like a good idea. I can think of how to make one butone in the toolbag would be really good. I can explain later but I have to go to work 2010-05-15 05:59:00

Author:
Snappyguy
Posts: 710


Hmm, that does sound like a good idea. But is there anyway that if it was possible to create that is to edit the switch to set the weight opacity?
Just wondering
2010-05-15 06:15:00

Author:
Woflgod
Posts: 295


I would think that would be awesome but wouldn't it be better if the pressure switch would look something different like for example some kind of lifter thing you push an amount of boxs or rocks for example for a cave level or temple but the logic for the real pressure switch could have an amount of box/rocks you push in aka 4 or 1 such as a sackboy weight one sackboy stands in the pressure switch the door opens and the other sackboy goes through the door 2x level and he/she goes on another switch or as this is little big planet 2 a control device but the real pressure switch could be similer to one of the key switchs on little big planet 1 but the only way you make the pressure switch work is make it connect to other objects such as the lifter I was writing about or a button made by you the creator (don't forget me ) If you don't get what I mean by this then send me a message so can example it more better for you 2010-05-15 08:12:00

Author:
Unknown User


Couldn't something like this be done now with a two-way switch and a spring?(Albeit, crudely done) Just set the spring's strength for how many sackpeople (and soon to be sackbots) are needed to pull it.2010-05-15 08:59:00

Author:
4wheel
Posts: 511


Yeps, springs and Magne Switches and lots of patient tweaking can get the job done. But Mm made those fab Bounce Pads, so why not make this too! Compressed, saving those 3 pixels out of the mean Thermo? 2010-05-15 21:35:00

Author:
Unknown User


Now let me ask you this, how would it be made/ tweakeed/ implemented?

Answer me that if you will.
2010-05-15 21:39:00

Author:
Silverleon
Posts: 6707


Well its like adding every other switch. You put it on glue it on an object, It has a cord that would connect to logic switch chip, or connect to basic switches
(including dissolving material) and if you go to the menu it will have a slot that says "player Capacity" you could arange up to 4 (or more, if the MM gods decides to add more player capicity inot LBP2) Then it would arange so it would be 2x,3x,4x easier than just jumping on it several times. It would also be great for multible prize challenges like 2x,3x,4x. You could aslo arrange it to have a "player Hold Capacity" as in only those certain amount of people could enter the challenge or get a pirze with those amount of people on that switch.(confusing i know). But there should also be a visible-invisible switch! So there ya go! And that was a mouth full!
2010-05-16 06:01:00

Author:
Castleland
Posts: 32


That's a must have!2010-05-16 06:06:00

Author:
JspOt
Posts: 3607


If you want it just for having x2/x3/x4 sections, I'd just use the multi-button set. And setting the pressure required could be a pain, requiring the Cube of Sponge to be set exactly on the right position. Unless if you can specify a range allowed.2010-05-16 10:07:00

Author:
Unknown User


But you have to admit it would be faster!2010-05-16 17:11:00

Author:
Castleland
Posts: 32


I don't think this is necessary, since you could make this now with some cleverly placed springs and winches.2010-05-16 17:16:00

Author:
nitewalker11
Posts: 222


this could be made, but would take a lot of testing, so this will make it easier for people. So 1 up to this post 2010-05-16 20:00:00

Author:
Crazed Creator
Posts: 177


There's a presue switch in one of the Co-op puzzles for LBP1. you need 4 people to jump up in order to collect the devil costum. All it is is a section of flooring on a spring with a push button below it, with the weight of 4 people jumping pushing down onto the spring.2010-05-18 11:22:00

Author:
Mkwone
Posts: 104


I really dont think it's a must have. But if it was there, I'd use it anyway 2010-05-18 19:42:00

Author:
Unknown User


The problem with home-made pressure switches is that every single solution I've seen or I came up with so far had at least one weakpoint.
All solutions including springs, perma-pistons and other stuff, even if perfectly tweaked, share one weakness: jumping. You can trick them by just jumping around.
All solutions including a counting device (like a contraption that tries to separate all players and one-shot detect them one after another) share another weakness: players are able to exactly overlap each other and trick the engine that way, no matter how complicated you design it.
I've tried coming up with a solution for months and didn't find any satisfactory fool-proof and uncheatable way to do it. Especially if you don't want to simply check for "if MORE than X players", but also for "if LESS than X players", things get difficult.

I've had another, even more versatile idea though. Take a look at that:

Imagine you, little sackboy, standing in front of a huge metal box. No way to push it away, it's far too heavy. There's a big "x 20" written on the box. Could this be a clue? Maybe even shamelessly borrowed from Pikmin? No, how could I dare? Anyways, you see that there are little groups of helpless sackbots trapped in cages. You go out and free them one after another, and as they follow you around, they help you overcoming certain obstacles to rescue even more of them. After some time, you've gathered an army of 20 cute and loyal followers. You lead them to the big metal box. An attached PROXIMITY SENSOR detects that you've gathered enough sackbots and tells their AI to push the block away in front of your very eyes.

"How should this work? A proximity switch detecting the number of sackbots in reach? Sure that is madness!", you might (or might not) say to yourself. But don't fear, as it will all be explained in a heartbeat.

So, we all know and probably even love our good old proximity switch. Detects sackboys and can do all kinds of cool stuff. It features the following tweak options:

Mode (ON/OFF, ONE SHOT, DIRECTION, SPEED)
Visible? (YES, NO)
Radius (0.0 - 999.9)
Inverted? (NO, YES)
Required All? (NO, YES)

That's how the new version would look like:

Mode (ON/OFF, ONE SHOT, DIRECTION, SPEED)
Visible? (YES, NO)
Radius (0.0 - 999.9)
Inverted? (NO, YES)
Required All? (NO, YES) --- Doesn't interfere with the next option. "All" is just a flexible expression for the current number of human players in the level.
Amount (1-999) --- Number of sackpeople (and/or sackbots) required to activate
Detection (ALL, SACKBOY, SACKBOT) --- You can choose whether to count only human players, sackbots, or both.


Now, back to our x20-box. It's got 2 proximity switches connected with an AND gate stored in a microchip. One prox detects whether all human players are there to watch the events unfold (Required All = YES, Amount = 1, Detection doesn't matter but can be set to SACKBOY). The other one checks if at least 20 sackbots are there in order to push the box away (Required All doesn't matter, Amount = 20, Detection = SACKBOT).

That way, using logic gates and inversions, you could pretty much create any possible combination of needing a certain fix or flexible number of sackbots, sackboys, or a combination of both. With only one tweak to an existing switch.
2010-05-18 22:09:00

Author:
Treas
Posts: 223


In my opinion it would be nice of MM to create a pressure measurement. But instead of a switch like everyone seems to be thinking, a pressure material would be possibly more productive and can blend in more. Yet it can act as a material (to walk over, or touch) and have a switch like wire to trigger things. Just a different perspective on things.2010-05-19 03:42:00

Author:
bmoney2310
Posts: 187


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