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#1

Custom Popit Colours

Archive: 22 posts


In LBP there were not enough Popit colour combinations!
Not only should we have more on LBP2 but be able to make our own with a colour wheel, simliar to the likes of Forza 3, or ModNations, and choose the two different colour we have...
2010-05-20 12:20:00

Author:
FuzzballFox
Posts: 217


Although it is complete fluff, I'd like it very much. Them combinations werent plenty enough.2010-05-20 19:07:00

Author:
Unknown User


I'd like this very much, the thing is, what about paintanaitier's paint guns? They shoot paint balls that are the same colour as your popit, if we could have this, wouldn't they have to make like a different sticker splat for every colour ever possible?2010-05-20 19:45:00

Author:
Doopz
Posts: 5592


I'd like this very much, the thing is, what about paintanaitier's paint guns? They shoot paint balls that are the same colour as your popit, if we could have this, wouldn't they have to make like a different sticker splat for every colour ever possible?

Very good point, Doopz. That would be a lot of hard work.
2010-05-20 20:09:00

Author:
TheZimInvader
Posts: 3149


...Or this time around Paint Guns could be affected by something other than popit color. Like having a "Color" option for paint guns in create mode.2010-05-20 21:02:00

Author:
Prince Pixelton
Posts: 286


...Or this time around Paint Guns could be affected by something other than popit color. Like having a "Color" option for paint guns in create mode.

Popit color in gun is not for nothing, it allows to know who is shoting. This is what popit color is for, to identify player in game mechanics where player it self is not visible or this thing is not part of him
2010-05-20 22:13:00

Author:
Shadowriver
Posts: 3991


The paintball texture and splat decals could be done easy, using graphics coloured ingame instead of premade images for each colour!2010-05-20 23:49:00

Author:
FuzzballFox
Posts: 217


In LBP there were not enough Popit colour combinations!
Not only should we have more on LBP2 but be able to make our own with a colour wheel, simliar to the likes of Forza 3, or ModNations, and choose the two different colour we have...

Ahh that explains alot..
Influenze by 3rd party can make you want things somewhere else huh...
2010-05-20 23:53:00

Author:
Silverleon
Posts: 6707


Ahh that explains alot..
Influenze by 3rd party can make you want things somewhere else huh...

Its not like anyone else didn't want this, after all people went crazy over the Black Pop-it finding.

I say "Yeah" for color changer, cause It would be cool to customize my Pop-it.
2010-05-21 00:31:00

Author:
DaSackBoy
Posts: 606


Influenced? Nope, just using those as examples on HOW you create the colour.
Go play them and you'll see.
2010-05-21 11:07:00

Author:
FuzzballFox
Posts: 217


I'd absolutely support this. I felt very limited by the small number of popit designs we have at our disposal now, especially since nearly any other aspect in LBP is fully customizable. As FuzzballFox has already mentioned, the colors for paint, outfit parts, grapple beam, scuba gear and every other element influenced by your popit could just dynamically be adjusted, rather than only making a few pre-made stickers.2010-05-21 14:37:00

Author:
Treas
Posts: 223


For those who are still unsure what I actually mean, this is the method I am suggesting-
http://www.elated.com/res/Image/articles/pagekits-help/changing-menu-options/changing-image-based-menu-options-in-paint-shop-pro/colour_picker.gif
Maybe we could even save the colours we pick too!
2010-05-22 15:47:00

Author:
FuzzballFox
Posts: 217


...perhaps save the colors? Perhaps?
Pimp My Popit!
2010-05-24 18:16:00

Author:
Unknown User


Although I think it's really a minor issue, having even more popit colours would be quite awesome. So I support.2010-05-24 18:51:00

Author:
Curtis
Posts: 21


Some of the combinations in LBP are pretty bad, like white font on yellow background! wth were they thinking?
As long as they fix those readability issues I will be happy.
2010-05-24 22:27:00

Author:
midnight_heist
Posts: 2513


The paintball texture and splat decals could be done easy, using graphics coloured ingame instead of premade images for each colour!

That requires more processor overhead, because the PS2 will have to compute everything realtime instead of grabbing from a predefined library.
2010-05-25 09:40:00

Author:
roux-
Posts: 379


..this is PS3 hardware we are talking about here...
I'm sure it's more than capable~ ;D
2010-05-25 11:37:00

Author:
FuzzballFox
Posts: 217


I meant PS3. Captain Morgan was doing the typing.

And yes, it's capable.. but processor capacity is finite. For a vanishingly minor eyecandy modification, what actual gameplay or rendering mechanic would we lose?
2010-05-25 11:55:00

Author:
roux-
Posts: 379


None probably~2010-05-25 12:40:00

Author:
FuzzballFox
Posts: 217


Umm.. no?

Processor capacity vs. rendering/physics/gameplay mechanics is a zero-sum equasion.

Let's say your processor capacity, for the sake of argument, is 100. Rendering light takes up 40, physics takes 30, in-game elements (scenery, decorations) takes 20, and personalisation as it stands now takes 10.

Customising your colours so that e.g. paintinator shots and splats are rendered in realtime in the game using your selected colours takes, let's say, 1 point.

So where does that processor capacity come from? It can't be magically added; there is a finite limit to how many operations per second the PS3 processor can handle. While it's true that elegance of code can minimise the processor share needed, it can't take it down to zero by definition. So where does that overhead come from?

Put it another way: you're a restaurant, and you serve a hamburger. Some bright spark says you should always put a pickle on the burger. You're currently selling for $7.95, of which your food cost is $3.50, your labour is $2.00, and your profit therefore is $2.45. That pickle is going to cost an extra 5 cents per burger. You cannot increase your cost.. so you lose from your profit. Same with processor functions, except that there's no such thing as 'profit'. You're just taking processor time away from something more integral to the game experience.
2010-05-25 13:54:00

Author:
roux-
Posts: 379


I'd like this very much, the thing is, what about paintanaitier's paint guns? They shoot paint balls that are the same colour as your popit, if we could have this, wouldn't they have to make like a different sticker splat for every colour ever possible?

No, if you've ever used an image editing program, such as GIMP or Photoshop, you'd know that you could simply colorize and edit the hue of anything with ease.
2010-05-26 04:12:00

Author:
PloXyZeRO
Posts: 21


Umm.. no?

Processor capacity vs. rendering/physics/gameplay mechanics is a zero-sum equasion.

Let's say your processor capacity, for the sake of argument, is 100. Rendering light takes up 40, physics takes 30, in-game elements (scenery, decorations) takes 20, and personalisation as it stands now takes 10.

Customising your colours so that e.g. paintinator shots and splats are rendered in realtime in the game using your selected colours takes, let's say, 1 point.

So where does that processor capacity come from? It can't be magically added; there is a finite limit to how many operations per second the PS3 processor can handle. While it's true that elegance of code can minimise the processor share needed, it can't take it down to zero by definition. So where does that overhead come from?

Put it another way: you're a restaurant, and you serve a hamburger. Some bright spark says you should always put a pickle on the burger. You're currently selling for $7.95, of which your food cost is $3.50, your labour is $2.00, and your profit therefore is $2.45. That pickle is going to cost an extra 5 cents per burger. You cannot increase your cost.. so you lose from your profit. Same with processor functions, except that there's no such thing as 'profit'. You're just taking processor time away from something more integral to the game experience.

It could process all of the colors before hand. Problem solved
LBP seems to have no problem changing global lighting in a level. The popit coloring system could potentially use the same mechanics. I don't think it would be a problem
2010-05-26 04:15:00

Author:
PloXyZeRO
Posts: 21


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