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#1

question about sackbots.

Archive: 13 posts


Ok may seem like a pretty silly idea. But can I glue stuff to my sackbots? like DCS control a sackbot with a sword blade in his hand...

Next question, how exactly do you wire the DCS to the sackbot... I mean I've seen the video of the guy wiring up the car or whatever.. but lets say I want to use a sackbot, with maybe a double jump ability, and when you press square it will cause a "sword swing" animation. could you wire certain buttons to particular animations? I'm just really brainstorming right now...

but lets say I was making a castlevania remake. I would have the player land in a DCS, and take control of a sackbot dressed as Simon. the double jump would work probably (after some tweaking and using microchips) , for the whip slash lets say I could glue a whip to my sackbot, have [ ] wired to do the "swing whip" animation and at the same time emit a "whipslash" object from the item in front of sackbot. (maybe have a magnetic key on the emitted slash, that causes death to the badguys, unless there is an easier way to do this in lbp2) would this be possible?

and what about a health system for sackbot? like one hit will not necessarily kill him, but will take a small amount of life away and knock him backwards a little ways.

If you're one of the lucky ones who have had there hands on this game... let me know.
2010-07-20 21:56:00

Author:
Madafaku
Posts: 738


I'm not sure....
but it does sound pretty kool, but what would you glue onto it?
2010-07-20 22:06:00

Author:
Unknown User


I would not suppriced if sackboy is inversion of DCS and have joypad input instead of outputs like DCS. I think it's only reasonable solution2010-07-20 22:11:00

Author:
Shadowriver
Posts: 3991


not sure... the hand? and ofcourse this would bring up all sorts of other problems.. as far as changing layers and what not...

LBP needs melee weapons.
2010-07-20 22:11:00

Author:
Madafaku
Posts: 738


1- I'm quite sure they said it's possible to glue objects onto sackbots indeed.

2- Set the necessary logic and settings into a microchip(or more), place it on the sackbot, place DCS on sackbot and connect it to the chip(s), and it should do what you allow it to do according to the logic and control scheme on the DCS you set.

3- Yes, you can give it different amounts of health.

Hope that helps!
2010-07-20 22:38:00

Author:
Silverleon
Posts: 6707


absolutely... Thanks.2010-07-20 22:50:00

Author:
Madafaku
Posts: 738


I was wondering the same thing. it would be cool if you could assign switches and such to a certain part of a sack bot like and arm, movement, jumping grabbing, etc. there might be a way around this tho. remember how they said you could record sackbot actions? well what if you recorded all the basic functions (jump, move left, move right, grab, etc.) into seperate recordings and had something activate them over and over. there might be a problem with activating multiple at a time.

I had this cool idea to put a iron man costume on a sackbot, have them lift their arm, and have a plasma ball emit in front of their hand. hopefully it could work
2010-07-20 22:56:00

Author:
Unknown User


To my knowledge, the answers to your questions haven't been given yet. There's been quite a bit of speculation on these matters and I'm sure many people are hoping for the level of control you describe. As for health, I'd say it's certain that you'll be able to make a hp counter microchip and add it to the sackbot along with a killswitch.


1- I'm quite sure they said it's possible to glue objects onto sackbots indeed.

I haven't heard this. Do you have a link?
2010-07-21 07:32:00

Author:
Sehven
Posts: 2188


Actually, one of the guys at the game jam said that you could not glue things to sackbots, just like you can't really attach world geometry to players.2010-07-21 10:14:00

Author:
Vertrucio
Posts: 119


I was wondering the same thing. it would be cool if you could assign switches and such to a certain part of a sack bot like and arm, movement, jumping grabbing, etc. there might be a way around this tho. remember how they said you could record sackbot actions? well what if you recorded all the basic functions (jump, move left, move right, grab, etc.) into seperate recordings and had something activate them over and over. there might be a problem with activating multiple at a time.

I had this cool idea to put a iron man costume on a sackbot, have them lift their arm, and have a plasma ball emit in front of their hand. hopefully it could work

You can do this, as far as I know.
2010-07-21 21:47:00

Author:
Moony
Posts: 368


or instead of those people who spend days programing a mech like metal gear rex, you could wire a dcs to a sackbot and have it be godzilla destroying a town and glue a building to its hand to use as a club. also bringing up the question will sackbots be able to use player inhancements such as jetpacks or grappiling hooks? and when you said the sackbot dieing you reminded me of a thought i had, when swiching a sackbot to attack how would it kill you? smack you to death? sorry about the big comment i have a lot of questions2010-07-29 03:30:00

Author:
coolfoolsss
Posts: 7


You can not glue materials or objects to the sackbot, you can only place stickers or custom costumes.2010-07-29 05:14:00

Author:
Unknown User


Has anyone thought about bolting stuff 'n' fluff to Sackbots?
Bolt a rocket into your Sackboy in create moad and get laughs a plenty. (Yes, not me original idea.)
2010-07-30 10:17:00

Author:
Unknown User


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