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#1

Death-activated switches

Archive: 21 posts


I had an(other) idea for LBP2. What if you could have switches that activated when Sackboy got killed? Perhaps a helpful message to get you where you need to go, or a message saying, "PWN3D N00B!"2010-06-25 09:13:00

Author:
Duke Phoenix
Posts: 18


Guys, you don't need death switches... All this can be done with DCS sackbots and logic...2010-06-25 17:36:00

Author:
Fishrock123
Posts: 1578


You could also put the new collision switches on deadly objects.2010-06-25 19:11:00

Author:
Tyler
Posts: 663


You could also put the new collision switches on deadly objects.

I can see this working, as if you put a sound object in LBP1 onto a hazardous object, set it to on impact and jump sackboy onto it, the sound will play.

Though a Death Switch could be useful... say like if you die >2 times then a prize bubble normally found at the end will be blocked off .etc
2010-06-25 19:26:00

Author:
Matimoo
Posts: 1027


Could also be made with collision switches / sensor switches + some logic.
BUT, we wants our lifes easier, so why not? Mm made the Bounce Pads!
2010-06-25 19:39:00

Author:
Unknown User


it would be good for a Mortal Kombat level im going to make on LBP2, like when the opponent Dies, once it Says Round Two, Fight! and if the other sackboy Dies then it says Round 3, FIGHT! and so on untill a sack dies twice then they both get teleported to the end, now if only they make it so you can programme in Melee moves on LBP2 and the chance to get an anouncer to Say FINISH HIM!, or FATALITY! 2010-06-25 19:41:00

Author:
AfterBurner9901
Posts: 113


Inverted proximity switch thing. With like a massive radius.2010-06-25 19:43:00

Author:
ARD
Posts: 4291


Yep. But it can have big trouble in multiplayer if the CP can be in screen. Death Switch we wants 2010-06-25 19:54:00

Author:
Unknown User


Yep. But it can have big trouble in multiplayer if the CP can be in screen. Death Switch we wants

This can be solved, once again, using DCS sackbots and logic.
2010-06-26 16:45:00

Author:
Fishrock123
Posts: 1578


Not that bad for when more than one player dies.

EX: Two people are playing and one dies, and a voice pops up. Normally, you could create this wiht one person, but with more than one you cant
2010-06-28 04:00:00

Author:
Testudini
Posts: 3262


Inverted proximity switch thing. With like a massive radius.

One thing wrong with this. the sensor switch can only reach so far before it reaches max so you would need a smaller (not small) level.
2010-06-29 01:12:00

Author:
Tomeh999
Posts: 763


I thro something little diffrent but might be also useful: "Is player is alive" switch 2010-06-29 02:42:00

Author:
Shadowriver
Posts: 3991


That's the Death Switch inverted, basically.2010-06-29 09:10:00

Author:
Unknown User


Well, it depends what we call "death" in real world death is just a single moment, a point in timeline, then we not alive, so:

1.We can have switch that sends let's say 1s of signal if player dies
2.We can have switch that emits signal if player is not alive/exist

If 2nd i think "If player is alive" sounds more natural then "If player is not alive/exist", this is why player existence switch sounds better. Of course this can be emulated as said above by using relay switch (of corse if in LBP2 you could specify player that it detect), but such global switch would be simpler and you don't need to worrying if you cover whole level with it if you want to.... hmmm think of it relay sensor can evolve to it by simply putting option to make detection range global.

PS. i added exist since that switch will react if specific player didn't even existed in our level
2010-07-01 00:15:00

Author:
Shadowriver
Posts: 3991


Its a good idea, I just see no use for it. You can just use inverted proximity switches with counter for multiple deaths. You can use it with different sets of backwards piston logic and normal piston logic to detect weather the player is dead or alive. Obviously there are no voices yet but you can always hook those up with mag keys.2010-07-01 00:29:00

Author:
tanrockstan34
Posts: 1076


i was talking about that (Sry i forgot it's called proximity not relay), just evolve proximity sensor by putting options to detect globally and specified player or suakbot. To think of it "On Destraction" idea thread, mag switches could evolve in same way

Oh, btw we leaving piston age things like "counters" will be replaced with single elements
2010-07-01 01:05:00

Author:
Shadowriver
Posts: 3991


NUUUUUU pistons come back!
Nothing better than yell at your malfunctioning logic after a hard day.
2010-07-01 08:24:00

Author:
Unknown User


Would there be a way to sense when a regular sackboy dies? I need to have a team of sackboys have a number of lives in my level. They have to be able to go underwater too so I can't use sackbots.2011-07-24 23:37:00

Author:
Tileno
Posts: 81


Good idea Even tho this thread is a year old.......2011-07-26 14:59:00

Author:
zzmorg82
Posts: 948


Good idea Even tho this thread is a year old.......

Oh, lol I didn't even pay attention to the date.
2011-07-29 01:31:00

Author:
Tileno
Posts: 81


Could also be made with collision switches / sensor switches + some logic.
BUT, we wants our lifes easier, so why not? Mm made the Bounce Pads!

Thing is, bounce pads are something with massive use in levels. In LBP1 those custom pads were an ascension method second only to winches/pistons with a sponge in the end. Now that it's something easy to use, everybody uses them (now it's the ascension method second to none ). And you know those fast paced, racing-jumping-bouncing-grabbing challenges like the one that won LBPC1 (called Culture Meeting if I recall correctly) ? If the bounce pads in those were to be custom made they needed some spot-on precision and timing settings almost impossible to achieve. Standard Bounce Pads were definitely a necessity.
Aside from being reasonably recreated with the right logic, death switch isn't really something the majority of creators would need.
2011-07-29 02:52:00

Author:
SnipySev
Posts: 2452


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