Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Suggestions
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Magnets
Archive: 28 posts
Would be cool to have a material that has magnetic properties. So you could make a mechanism that 'grabs' objects made of metal materials, without having it need to have some sort of grabable portion, hooks, or other feature. Also preferably can be hooked up to a switch. Like an electromagnet. MAGTRAINS! HOVERCARS!! AND MOAR!!! | 2010-06-21 06:11:00 Author: Iudicium_86 Posts: 167 |
Yeah and you could tweak the charge and stuff. Actually I thought it would be cool if they made a Velcro material that latches oh to grab-able material and sack people | 2010-06-21 07:20:00 Author: agrx Posts: 192 |
The magnet and velcro material ideas are great! Nice idea. Perhaps the magnetic material could have opposite polarities on top/bottom and left/right so that it would repel or stick onto other magnetic material depending on which side it was facing? | 2010-06-21 10:07:00 Author: Unknown User |
Yeah, especially if you could hook up switches to it to reverse it's polarities. So much could be done with such a material. = | 2010-06-21 18:53:00 Author: Iudicium_86 Posts: 167 |
****ing magnets, how do they work? | 2010-06-21 19:37:00 Author: qrtda235566 Posts: 3664 |
...velcro? Why didn't I think of that? The velcro *could* be done that you select a material of your choice (that has the tweak), tweak it to have Velcro sides, and it HAS Velcro sides. Great rofls, a sea of Peach Floaty with Velcro sides... lulz. And, if I read right, there wasn't any suggestions of a Magnet Object (the horseshoe for example). On/Off for on/off magnetism and directional for plus/minus polarities. | 2010-06-24 14:40:00 Author: Unknown User |
****ing magnets, how do they work?Hahaha, win. | 2010-06-24 17:23:00 Author: SackBolt Posts: 97 |
****ing magnets, how do they work? Man, that's what I was going to say. | 2010-06-24 17:51:00 Author: Arkei Posts: 1432 |
Since there already is a "follow sackboy" switch, I guess there's a "follow magnetic switch" switch as well. You could then just make a microchip and fill it with the aforementioned switch, a "mover switch" (connected to the Y- and X-Axis of the follower/chaser) and an anti-gravity-switch if you want to simulate top-down (or weightless objects). Cross-execute this procedure on two different objects (with crossed color codes; red trigger and blue logic on obj1, blue trigger and red logic on obj2), and you're done. Of course, this sounds very basic and finding a solution for multiple objects could be quite tricky, but I'm pretty sure there WILL be a way of simulating magnetism in LBP2. | 2010-06-24 22:24:00 Author: Treas Posts: 223 |
Agreed; I feel like the Follow move would be all you need, even for multiple objects.. A weaker one for when it's further away and a super strong one for when it's close. Should be pretty simple. | 2010-06-24 22:42:00 Author: comphermc Posts: 5338 |
And the ability to turn off mag keys will allow for electromagnetism. | 2010-06-24 23:18:00 Author: Holguin86 Posts: 875 |
BUMP!!!!! yes a magnet tool with + and - on an off and strength maby even labels so a magnet labelled (1) doesn't effect a magnet labelled (2) thus we could have easy to build Maglev vehicles and be able to walk on walls | 2010-08-20 16:27:00 Author: Unknown User |
Magnets can be made with movers. 'nuff said. | 2010-08-21 19:18:00 Author: Fishrock123 Posts: 1578 |
Well making each object effectable to magnet might be annoying, good magnet could be used much easier | 2010-08-21 21:21:00 Author: Shadowriver Posts: 3991 |
Magnets can be made with movers. 'nuff said. LBP2 from what ive seen is about getting things built easily and quickly thus using a magnet tool will be easier and quicker than building a magnet also you have to respect that there will be people who dont know how to make magnets, complex anti gravity,ect ect but do want to make fun little hover cars that shoot flaming chickens | 2010-08-21 22:51:00 Author: Unknown User |
We got the gravity tweaking as well, so that might got something to do with all of it, yes? | 2010-08-21 23:04:00 Author: moonwire Posts: 1627 |
LBP2 from what ive seen is about getting things built easily and quickly thus using a magnet tool will be easier and quicker than building a magnet also you have to respect that there will be people who dont know how to make magnets, complex anti gravity,ect ect but do want to make fun little hover cars that shoot flaming chickens If Mm makes magnets, I want red Power Gloves that can only grab wooden stuff. //sarcasm The POINT of that was, versatility | 2010-08-22 15:53:00 Author: Unknown User |
If Mm makes magnets, I want red Power Gloves that can only grab wooden stuff. //sarcasm The POINT of that was, versatility Exactly - if the non logic people want it, I'll make a magnet kit. - saves MM the trouble and gives them time to focus on things that arnt currently possible. | 2010-08-22 16:06:00 Author: Fishrock123 Posts: 1578 |
Uhhh...wut? | 2010-08-22 16:13:00 Author: werty131 Posts: 66 |
LBP2 from what ive seen is about getting things built easily and quickly like being able to build a magnet easly thus using a magnet tool will be easier and quicker than building a magnet also you have to respect that there will be people who dont know how to make magnets. Yeah, we'll just make pre-made objects of EVERYTHING people don't know how to make... -_- You know, your argument would only help the "Random level maker tool" idea... (Yeah someone actually suggested that. :/ ) Besides, can't we just use the gravity manipulator or pistons, or movers for the same pourpose/ effect? Can do the same thing... | 2010-08-22 16:16:00 Author: Silverleon Posts: 6707 |
You know, your argument would only help the "Random level maker tool" idea... (Yeah someone actually suggested that. :/ ) Besides, can't we just use the gravity manipulator or pistons, or movers for the same pourpose/ effect? Can do the same thing... Emulation is not good as native, you would not need to mark every object that magnet effect in your way of thinking we could stay in piston logic, why we need logic gate switches if pistons works great? Native magnet would be cool, besides it's just suggestion forum and i think idea is valid Oh and "random level generator"? isn't that what what templates are for? | 2010-08-22 17:04:00 Author: Shadowriver Posts: 3991 |
LBP2 from what ive seen is about getting things built easily and quickly thus using a magnet tool will be easier and quicker than building a magnet That doesn't mean MM should make it. Besides, Learning skils will help the creators ( and slightly reduce the constant wave of spam ) Also movers would also be more efficent (most likely anyway), you could make it move however you want (Instead of a ton of tweak options). | 2010-08-22 17:25:00 Author: Eonknight Posts: 119 |
You know, your argument would only help the "Random level maker tool" idea... (Yeah someone actually suggested that. :/ ) That was me. The true purpose of it was to speculate if Mm makes it too easy for us to make things. Actually exactly what I'm pointing out here... (I just thought this: A 4-clawed Grapplinator held in the left hand that grabs score bubbles!) (//sarcasm) | 2010-08-23 13:00:00 Author: Unknown User |
Would be cool to have a material that has magnetic properties. So you could make a mechanism that 'grabs' objects made of metal materials, without having it need to have some sort of grabable portion, hooks, or other feature. Also preferably can be hooked up to a switch. Like an electromagnet. MAGTRAINS! HOVERCARS!! AND MOAR!!! wouldn''t the gravity setting cater for this though? | 2010-08-23 16:35:00 Author: GribbleGrunger Posts: 3910 |
wouldn''t the gravity setting cater for this though? no it would just make it float maglev is when one force repels another | 2010-08-23 16:59:00 Author: Unknown User |
no it would just make it float maglev is when one force repels another Did you people not read my above post...? | 2010-08-23 17:29:00 Author: Fishrock123 Posts: 1578 |
no it would just make it float maglev is when one force repels another we don't know exactly how much control we have over the gravity. if you can make things lighter then it follows that you can make things heavier. if you can localise gravity to a wall for arguments sake (metallic for logical reasons) and set another square, also metal to be pulled in to that localised gravity when certain perimeters are met, (proximity. this could be repel too) then i can see gravity easily emulating magnetism | 2010-08-23 17:38:00 Author: GribbleGrunger Posts: 3910 |
we don't know exactly how much control we have over the gravity. if you can make things lighter then it follows that you can make things heavier. if you can localise gravity to a wall for arguments sake (metallic for logical reasons) and set another square, also metal to be pulled in to that localised gravity when certain perimeters are met, (proximity. this could be repel too) then i can see gravity easily emulating magnetism yeah and you can use water displacement to make metal boats NOOOOOT (if magnets are in LBP2 im going to make a level devoted to them called "super funky magnet land(C)") | 2010-08-23 18:04:00 Author: Unknown User |
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