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A couple of questions about sackbots

Archive: 7 posts


First of all, if you are using a direct control seat to play as a sackbot what happens when the sackbot dies?
Can it spawn at a normal checkpoint?

Secondly, would it be possible to equip powerups on the sackbot by pressing a button?
For example use the triangle button for paintinator and square for power gloves?

Thanks
2010-07-14 10:53:00

Author:
SneakySteve1983
Posts: 121


It depends on a few things. First, if your sackboy is physically on the controlled sackbot, or any controllinated object it seems, and they are destroyed you count as having died and you respawn at the nearest checkpoint.

However, there's no word of how it will handle remote controlled sackbots. I assume in that case, nothing happens at all and the player can leave the controllinator or wait until a new controllable sackbot is emitted. If the player is locked into the controllinator somehow, the sackbot's death may be rigged to produce some kind of release.

I can't remember from LBP1, but I'm assuming that power ups are capturable right? If so, you can place a special emitter inside a sackbot's circuitry to emit a captured, one use, power up object right on top of the sackbot when you press a certain button. In my Big Problems on Little Spaceship level, if such a thing is possible I'd be using that to make a kind of sackboy class system, where a player can instantly call up a powerup that his class gets, but can put it away without fear of losing it.
2010-07-14 11:31:00

Author:
Vertrucio
Posts: 119


I suppose if the player is on the controlled sackbot then when the sackbot dies a new sackbot could be emitted at the checkpoint and the player could be forced into it.
I'm making a portal level at the moment and I'm hoping to make a new version in LBP2. The problem I have at the moment is that you have to drop the paintinator to be able to push or pull something. It would be ideal if you could just cycle through different powerups with the different ps3 buttons.
Emitting the powerup above the sackbot would probably work but I'm unsure of how it would look.
I guess we'll have to wait and see.

Thanks for the reply
2010-07-14 12:05:00

Author:
SneakySteve1983
Posts: 121


Well, there's also another crazier option.

Since you can emit sackbots now, you can emit another sackbot that's controlled by the player using an emitter inside the currently controlled sackbot, then destroy the current sackbot in the same instant. The new sackbot would already have whatever powerup you wanted already equipped (capture the sackbot with the powerup equipped on it). You could use the new fog machine or some other effect to hide the transition.

So, in a *poof!* of smoke, your sackbot emerges equipped with this new powerup.

This is just another example of how powerful not only the new logic tools are, but the new methodology behind how LBP2's elements work. There's a lot of things that will be familiar to people trained in programming and computer logic, like myself, while still keeping it simple enough for anyone to use.
2010-07-14 12:23:00

Author:
Vertrucio
Posts: 119


Thats a really good idea.
It'll be great for levels where you want the player to be able to transform into other characters too.
A button press could turn you into a stronger character for moving heavy objects with the power gloves and then you could turn back into a smaller character who can get into smaller spaces.
2010-07-14 12:27:00

Author:
SneakySteve1983
Posts: 121


MM is probably being quiet on the details since even they don't know exactly how everything will work out. In theory, what I said above is possible. And using the new ways you can choose how things emit, and are destroyed, you might be able to not bother with some transition effect, with the new sackbot appearing just looking like a little stutter in the animation.

Also, because of how advanced the new capture tool is, I wonder how they handle making changes to already captured things in a level. Do you have to keep the original instance of the object in the level? Or do you break away into some new window to modify the captured object?

There's going to be a lot of interesting stuff made using the new way it handles tools within tools.
2010-07-14 13:15:00

Author:
Vertrucio
Posts: 119


I assume you could probably make it work either way, as far as the deaths of sackbots goes. With a little logic, the death of a sackbot could easily trigger the death of sackboy. no idea about sackbots and checkpoints though.. interesting question.2010-07-18 04:28:00

Author:
Madafaku
Posts: 738


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