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#1

More magnetic switch colors?

Archive: 11 posts


I don't know about everyone else, but sometimes when making logic-heavy contraptions which need to interact with their environments it's easy to use up all eight colors of magnetic keys and then have to scale back on features. Strikewing suffered from this.

Because Mm have given us tools to make shmups and logic, I think we should have more magnetic key colors. It may not seem like it'll change much, but shmups and other top-down game styles could really benefit from having more keys to add more features and control pathing.

I hope I'm not the only one to have ever run out of key colors and wished I could have just one more.
2010-05-18 13:28:00

Author:
Gilgamesh
Posts: 2536


Yeah for sure, more the better? wouldn?t hurt at all.

I hardly ever use more then one colour though, even on complex logic. I just get things really tight and get radiuses as precise as possible.

I was making a digital hour timer once though, and the way its made is really efficient, doesn?t take a lot of thermometer for what it does. If I would have had a few more switch colours I could have made a better display for it, more pixels ect.

So yeah, it can only make the game better? couldn?t make it worse, that?s for sure.

Good idea I think
2010-05-18 13:37:00

Author:
oLMCo
Posts: 96


In general logic usage 8 is more than enough (not that that will be too relevant in LBP2) but I absolutely agree that for environmental triggers more is definitely better. 16 would be nice, although they could try to do a better job of the colour differences, I don't know about anyone else, but if I see a pink or purple key on its own, I'm never 100% certain of what it is

Also, interesting idea would be for magnetic switches to be able to respond to multiple colours of key. With the option of "any" or "all" as modifiers. I'm not entirely sure what I would want this for, but it'd be cool
2010-05-18 14:26:00

Author:
rtm223
Posts: 6497


Also, interesting idea would be for magnetic switches to be able to respond to multiple colours of key. With the option of "any" or "all" as modifiers. I'm not entirely sure what I would want this for, but it'd be cool

You probably could do microchip containing few keys and it's gonna work
2010-05-18 14:33:00

Author:
Shadowriver
Posts: 3991


I'm making a Shmup for the start of my new level and managed to use all the 8 colors. If I'd have added multiple players it wouldn'tve been enough and I'd had to scrap the checkpoint system. This is a needed improvement!2010-05-18 16:04:00

Author:
Arradi
Posts: 183


i say white and black keys, they look different to everything else2010-05-18 16:29:00

Author:
flamingemu
Posts: 1872


An even better idea, I think, would be 'named keys'. You give the key a name, and it only works with the switch with the same name.2010-05-18 19:52:00

Author:
Entity
Posts: 274


How about numbered keys? A 2-digit number displayed either on top of the key or when you hover over it (or select it), and which you can change to your liking.
I ran out of colors several times before, mainly in survivals and minigames (which represent a good 99% of my work). Had to cut off certain upgrades and other cool features because I just didn't have any colors left.
2010-05-19 00:31:00

Author:
Treas
Posts: 223


If MM are providing us with logic switches which can be placed onto circuit boards, then this will mostly eliminate the need for physical piston logic, and therefore not as many mag key switches are needed.2010-05-19 00:39:00

Author:
Entity
Posts: 274


I hope I'm not the only one to have ever run out of key colors and wished I could have just one more.

More colors would be great. I ran into that problem on Starfighter (https://lbpcentral.lbp-hub.com/index.php?t=21545-Flying-spaceship-with-near-perfect-control-Starfighter). I had a key for the player's ship to receive damage, another for enemy ships to receive damage, 3 to trigger the three different powerups, 2 to tell the ship when to transform to left/right facing modes, one on the emitted shield powerup to tell the ship to ignore any damage it received, and one on each of the ships to identify them to their killswitches if they fall. If you counted all that, it adds up to 10: I had to get creative with the radii on some of the switches so that I could re-use a couple colors, but it was maxed: there was no way I could squeeze any more key triggered actions into the play area without causing conflicts (there actually was a conflict where the enemy shots could destroy a powerup object before you had a chance to pick it up, but I just left it).

As has been said, eight is generally sufficient for logic: in my most complicated logic networks, I use maybe four colors, but when you want things in the play area to react in specific ways to specific things, it's easy to use up all eight pretty quickly.


Also, interesting idea would be for magnetic switches to be able to respond to multiple colours of key. With the option of "any" or "all" as modifiers. I'm not entirely sure what I would want this for, but it'd be cool

Agreed. I would like a generic mag switch/key: the switch could be triggered by any color of key and the key could trigger any color switch. It would also be nice if we could define how many keys need to be in range of the switch to trigger it.
2010-05-19 02:38:00

Author:
Sehven
Posts: 2188


If MM are providing us with logic switches which can be placed onto circuit boards, then this will mostly eliminate the need for physical piston logic, and therefore not as many mag key switches are needed.

The issue here is not for actual logic switches (where, TBH, I recon I can get away with 2-3 colours max, it's rare I even need 2), but for more complex gameplay systems, like the ones we are expected to be making in LBP2. The number of colours available is going to become far more of a limit in LBP2.

I thought of the generic mag key / mag switch sehven, I just thought the ability to specifically tune the colours would be a neat extension and way more flexible. In my dream world, if we get numeric operators in the new logic, we would have the ability to output a number and then do operations on that to get a threshold for activation.
2010-05-19 10:08:00

Author:
rtm223
Posts: 6497


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