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#1

Custom Pause Menu

Archive: 9 posts


This isn't exactly something I plan on doing, maybe. I was thinking if it would be possible to create a custom pause menu. I think it's mostly possible, but I'm not sure about exactly PAUSING the game. Is there a tool that could pause the game? If so then it would be a whole lot easier.

What I had in mind exactly was trying to recreate something like the codec from the MGS series. I'd probably map a DCS so the O or / buttons activate a holographic material and set off a chip that will reconfigure the DCS so the controls will be for a cursor in the menu. It might be a simple menu. Left and right to choose the frequency and X to call. The call could either trigger a magic mouth or even an audio clip as well as bring up a picture of a Sackboy's head. It seems mostly achievable, but I REALLY wish there was a way to pause the level without the pause menu.

If I could actually do this, I would probably make an entire level just to give it away in a microchip. I'm not exactly one that tries to put things to use (oddly enough), but I do like trying to make little things. In LBP1 I slaved to make a fully functional portal (before switches could activate checkpoints), but never made a level with it.
2010-07-22 20:19:00

Author:
maddoggnick96
Posts: 272


This is the wrong place2010-07-23 19:02:00

Author:
OJJ09874
Posts: 58


Actually, it's in the right place.

He's planning a project to create a custom pause menu for his game with a DCS.
2010-07-23 19:09:00

Author:
Frinklebumper
Posts: 941


I don't think you'd actually be able to pause everything with an option, but you could use logic to pause pistons bolts and all that jazz. You wouldn't be able to pause something falling, unless you caused it to emit a dark matter anchor...

Actually, the only thing I can think of that you wouldn't be able to pause would be sackboy falling, or plasma / paint balls moving.

However, It would be so tied into the level that you wouldn't be able to save the pause function in a prize bubble and share it.
2010-07-23 19:15:00

Author:
Weretigr
Posts: 2105


I don't think you'd actually be able to pause everything with an option, but you could use logic to pause pistons bolts and all that jazz. You wouldn't be able to pause something falling, unless you caused it to emit a dark matter anchor...

Actually, the only thing I can think of that you wouldn't be able to pause would be sackboy falling, or plasma / paint balls moving.

However, It would be so tied into the level that you wouldn't be able to save the pause function in a prize bubble and share it.

Alas, I think I've stumbled upon one of the few things you can't do in LBP2. I was actually thinking yesterday, instead of pausing the level, I could isolate Sackboy in either a few ways. I could A) make a dark matter square emit around Sackboy (possibly with a bubble machine) so nothing could get to it. Enemies couldn't get to him, he could breathe underwater, he would stop falling, etc. However, this could potentially break sections of a level.

Or choice B) send him to an isolated section of the level (could be an interactive pause menu) and emit a checkpoint where you were standing. This would mean the level would be un-ace-able though. On top of that, configuring it so the same button would bring you back and forth would be difficult.
2010-07-24 02:58:00

Author:
maddoggnick96
Posts: 272


Simple: Make a tag named 'pause', when it activates ALL THE OBJECTS will trigger from a 5,000 RADIUS Tag Sensor into a 100% everything anti-grav tweaker.2011-08-29 05:19:00

Author:
Unknown User


Well you could pause things from moving by attaching a tag sensor + a basic movement thingy set to 0 speed and 100% power. Have the tag sensor have a massive radius, and make the tag go off when you "pause" yada yada. :32011-08-29 05:57:00

Author:
Tadao-ZM
Posts: 114


This is entirely possible as I have logic set up within my Zelda engine that 'completely pauses' the level (using the previously mentioned Pause Tags with antigravity tweakers) that being said... while stopping everything was easy... it took me ages (and a massive ammount of logic) to make everything resume moving properly. in fact the hardest part was preventing a sackbot from losing its momenum and falling straight down instead of keeping its 'pre-pause' flight path.2011-08-29 07:50:00

Author:
travis54449
Posts: 52


This is entirely possible as I have logic set up within my Zelda engine that 'completely pauses' the level (using the previously mentioned Pause Tags with antigravity tweakers) that being said... while stopping everything was easy... it took me ages (and a massive ammount of logic) to make everything resume moving properly. in fact the hardest part was preventing a sackbot from losing its momenum and falling straight down instead of keeping its 'pre-pause' flight path.
continuing momentum on a sackbot or any object is actually pretty simple, just use a speed sensor to sense and store speed then use a follower set to speed scale and set to flee the speed sensor to continue, i have a bot that does this perfectly and there isnt much logic involved at all. i use a modified version of comphermc's speed sensor that is accurate upto 100 (lbp speed units) and it outputs exactly the right speed for the follower to continue perfectly
2011-08-29 09:06:00

Author:
evret
Posts: 612


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