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#1

Changing Level Parameters

Archive: 23 posts


I've always wanted to be able to change the parameters of the level space (e.g. making a level longer, but thinner). I mean, come on, how often do you have to build as high as the roof is and as long as possible at the same time?
I think this option is plausible as long as it is used with the blank background.

Anyone else have this thought?
2010-07-05 08:36:00

Author:
Fancy_Zombie
Posts: 226


Well, now you can build as far in a direction as you can, then use a tube to transport players back around to a different area.2010-07-05 08:54:00

Author:
Vertrucio
Posts: 119


lol But a giant tube doesn't always match the theme of the level now does it? 2010-07-05 09:19:00

Author:
Fancy_Zombie
Posts: 226


You mean change level ratio? :> Well there might be technical issue, game positioning is a XY grid and there might be numerical limit of the Y-axis and X-axis in code and changing that would need to change lot of code (of corse we can only guess how LBP code is made).2010-07-05 12:48:00

Author:
Shadowriver
Posts: 3991


that sounds pretty cool, the only issue would be if you captured the level then had to rummage around your settings setting up a higher or longer one2010-07-05 12:58:00

Author:
Kern
Posts: 5078


You mean change level ratio? :> Well there might be technical issue, game positioning is a XY grid and there might be numerical limit of the Y-axis and X-axis in code and changing that would need to change lot of code (of corse we can only guess how LBP code is made).

I mean that if a level now is (X) big squares long and (Y) big squares high, you should be able to make it... say (X+20) big squares long and (Y-20) big squares high. So yeah, I guess I meant ratio as the total area of the level would always remain constant. I don't know too much about coding at all, but I don't think this would be impossible to make and would be very beneficial to level making.
2010-07-05 15:46:00

Author:
Fancy_Zombie
Posts: 226


@fancy_zombie: the technical issue would be something along the lines that x and y are measured as completely separate variables which each have a range of values they can take. They aren't actually dependent on each other, so reducing the range of one would not be likely to allow the other to increase.

Think of it like a ruler for measuring x and a ruler for measuring y. You seem to be thinking that you could just snap a piece off the x ruler and stick it to the end of the y ruler... This isn't how it works


Well there might be technical issue, game positioning is a XY grid and there might be numerical limit of the Y-axis and X-axis in code and changing that would need to change lot of code (of corse we can only guess how LBP code is made).

This would have been my assumption. Although saying that, I would also expect that the maximum range of x co-ordinates to be equal to the maximum range of y co-ordinates, which it isn't
2010-07-05 16:04:00

Author:
rtm223
Posts: 6497


Also, a less technical issue, the backgrounds would have to be extended and totally redone. They would have to make backgrounds (x)% larger to compensate for the additional room that's needed to allow the space to be adjusted. Just stretching the background would do no good because it would get distorted. The specs of LBP right now wouldn't allow this to happen, although, it would be cool!

Tsk...Tsk... We can't make Mm do even more work!
2010-07-05 17:12:00

Author:
piggabling
Posts: 2979


Also, a less technical issue, the backgrounds would have to be extended and totally redone. They would have to make backgrounds (x)% larger to compensate for the additional room that's needed to allow the space to be adjusted. Just stretching the background would do no good because it would get distorted. The specs of LBP right now wouldn't allow this to happen, although, it would be cool!

Tsk...Tsk... We can't make Mm do even more work!

If you read my OP I say that I think it's plausible as long as it is used with the blank background. Obviously something like this would be very, very difficult if the backgrounds had to be altered

.....but this apparently can't be done at all?

@fancy_zombie: the technical issue would be something along the lines that x and y are measured as completely separate variables which each have a range of values they can take. They aren't actually dependent on each other, so reducing the range of one would not be likely to allow the other to increase.

Think of it like a ruler for measuring x and a ruler for measuring y. You seem to be thinking that you could just snap a piece off the x ruler and stick it to the end of the y ruler... This isn't how it works

lol So... I know nothing about coding, so I didn't realize there would be so many technical issues with doing this
But if they're not dependent on each other, is it still not plausible to be able to change them independently?
2010-07-05 19:40:00

Author:
Fancy_Zombie
Posts: 226


Tsk...Tsk... We can't make Mm do even more work!

Of course we can, we just need bigger whips!!


lol So... I know nothing about coding, so I didn't realize there would be so many technical issues with doing this
But if they're not dependent on each other, is it still not plausible to be able to change them independently?
Well you'd hope that they would have given us the maximum that is technically possible and we just make the level as large or as small as we like within those bounds - which would make the idea of us resizing a little bit moot. However, as I said I have no idea why the horizontal and vertical would be different (they are different, right?). Maybe there is room for expansion?
2010-07-05 20:07:00

Author:
rtm223
Posts: 6497


Oops.. Skim reading... :blush:

But yeah, if we could resize the sackboy, the area would seem like a much larger space... Proportions wouldn't be any different, but we'd have a lot more playing space for the sackboy if he were smaller. :/
2010-07-05 20:54:00

Author:
piggabling
Posts: 2979


Oops.. Skim reading... :blush:

But yeah, if we could resize the sackboy, the area would seem like a much larger space... Proportions wouldn't be any different, but we'd have a lot more playing space for the sackboy if he were smaller. :/


You mean like the sackbots?
2010-07-05 21:09:00

Author:
Kern
Posts: 5078


Yeah, sure. That could work. I'm just against using sackbots myself. I don't know why, just the way I've been raised... Lol 2010-07-05 21:13:00

Author:
piggabling
Posts: 2979


This would have been my assumption. Although saying that, I would also expect that the maximum range of x co-ordinates to be equal to the maximum range of y co-ordinates, which it isn't

Well yes, but even if current level is not square and one of axis is smaller there is some limit it depends what data type in code they used for positioning and what it's limit. We talking here about changing ratio right? If data type they used will handle double size of current X-axis of level (or little less, since i think level is wider then higher) that idea should work if not then to implement this they would need to change data types of all code elements that process positioning not to mention do some changes in level file and LBP1 compatibility. You can go read about Year 2038 problem of unix time (yes, next Y2K that coming and people not care about now much), it's exactly same issue

Even so i don't know how LBP code looks like, there might be other issues why they can't change ratio or even level size. I don't know it's possible or not either just saying what possible issue it might be for MM and i'm little nerdish
2010-07-05 21:54:00

Author:
Shadowriver
Posts: 3991


Well you'd hope that they would have given us the maximum that is technically possible and we just make the level as large or as small as we like within those bounds - which would make the idea of us resizing a little bit moot.
For some reason I didn't consider that they could have given us the maximum technically possible...


Well yes, but even if current level is not square and one of axis is smaller there is some limit it depends what data type in code they used for positioning and what it's limit. We talking here about changing ratio right? If data type they used will handle double size of current X-axis of level (or little less, since i think level is wider then higher) that idea should work if not then to implement this they would need to change data types of all code elements that process positioning not to mention do some changes in level file and LBP1 compatibility. You can go read about Year 2038 problem of unix time (yes, next Y2K that coming and people not care about now much), it's exactly same issue

Even so i don't know how LBP code looks like, there might be other issues why they can't change ratio or even level size. I don't know it's possible or not either just saying what possible issue it might be for MM and i'm little nerdish
So I guess we would have to see what the coding for the level ratio looks like in order to get a logical answer as to whether it's possible or not...


Oops.. Skim reading... :blush:

But yeah, if we could resize the sackboy, the area would seem like a much larger space... Proportions wouldn't be any different, but we'd have a lot more playing space for the sackboy if he were smaller. :/
lol Of course! That could work, but the only problem I see in that is that if we make everything in the level smaller, the detail will deteriorate :/

P.S. Thanks everyone for the responses!
2010-07-06 00:50:00

Author:
Fancy_Zombie
Posts: 226


This could work, and the reason I believe this? Their have been a video showing that creators can place logic outside the actual level's limit, so maybe we could sacrifice room for logic for room for the actual level.2010-07-06 01:03:00

Author:
Prince Pixelton
Posts: 286


This could work, and the reason I believe this? Their have been a video showing that creators can place logic outside the actual level's limit, so maybe we could sacrifice room for logic for room for the actual level.

Could you please provide a link to the video? That would be extremely awesome
2010-07-06 04:41:00

Author:
Fancy_Zombie
Posts: 226


Yeah, hold up, I think it's one of gevurah's videos.....

EDIT: Hah, me and my horrible misunderstandings.
"LittleBigPlanet 2 - Building a UFO Part 1 - A Deeper Look at Controlinators and Simple Logic (HD)" by gevurah22 is what I was looking at. What I saw and heard was incorrect. It was showing one of his levels made in LBP1 in which his "off-screen" logic was actually still in the level's parameters. My bad >.<
2010-07-08 13:18:00

Author:
Prince Pixelton
Posts: 286


This could work, and the reason I believe this? Their have been a video showing that creators can place logic outside the actual level's limit, so maybe we could sacrifice room for logic for room for the actual level.

isn't this what microchip is for? including DCS and Sackboy circuit boards
2010-07-08 13:54:00

Author:
Shadowriver
Posts: 3991


Yeah, hold up, I think it's one of gevurah's videos.....

EDIT: Hah, me and my horrible misunderstandings.
"LittleBigPlanet 2 - Building a UFO Part 1 - A Deeper Look at Controlinators and Simple Logic (HD)" by gevurah22 is what I was looking at. What I saw and heard was incorrect. It was showing one of his levels made in LBP1 in which his "off-screen" logic was actually still in the level's parameters. My bad >.<

Lol Oh well, no harm done - everyone has misunderstandings sometimes
Thanks for trying to find it though
2010-07-08 19:25:00

Author:
Fancy_Zombie
Posts: 226


I know there si much of the same ideas going on here about wheter dimensions could be changed or not. But, maybe the game engine could make a max pixek size area of the blank level. So, if the max was 100 for example, you could make a 10*10 level, or a 4*25 level. But, I really don;t know how the game engine works so I could be wrong.2010-07-11 01:28:00

Author:
Marauder47
Posts: 26


I know there si much of the same ideas going on here about wheter dimensions could be changed or not. But, maybe the game engine could make a max pixek size area of the blank level. So, if the max was 100 for example, you could make a 10*10 level, or a 4*25 level. But, I really don;t know how the game engine works so I could be wrong.

This same idea is what I've been speculating on, but from what I've heard it doesn't work that way
2010-07-11 02:48:00

Author:
Fancy_Zombie
Posts: 226


this could be posible put even when the area is the same the perimiter can change... so that would take a lot of work to code in2010-07-11 18:02:00

Author:
Photon Man54
Posts: 47


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