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#1

Localized Gravity

Archive: 90 posts


So, we already know there are global gravity switches... But if we could localize/centralize gravity. By this well I mean... It's kind of like a Mario Galaxy effect.

Say you have this floating circle of material, dark matter for instance so we know it won't move.
You slap a on a centralized gravity switch, and push the edges out until it extends outside the radius of the dark matter circle
Ex.
O
O Q O
O
The Q is the dark matter circle, and the O's represent how far out the centralized gravity is extends. And the centrialized gravity pulls you in towards the switch. So instead of the gravity just pushing in a specific direction, it pushes (or pulls) in a complete 360 degree manner, all around a focal point.

Maybe we could tweak he radius just how we tweak a sensor switch.

It would be awesome.

An example of how this would work awesomely.
Wall running.
You put some centralized gravity on a wall. When you hit the wall instead of just hitting it. You start running up it. Pretty awesomeness.
2010-08-08 03:19:00

Author:
LukeCF
Posts: 790


This could be done with sackbots, the DCS, and movers... Just a bit more complex though.2010-08-08 03:53:00

Author:
Fishrock123
Posts: 1578


It seems feasible with them indeed, but can you explain it to me? I ran into some problems while trying to think of a way to do it with sackbots and movers.2010-08-08 04:04:00

Author:
LukeCF
Posts: 790


Fishrock123 is right it's definitely possible. I am trying to think of a way to do it, I will post the system if I can get it right.2010-08-08 05:15:00

Author:
Unknown User


In other words, you recently played Mario Galaxy and want LBP2 to be some sort of LBP Mario Galaxy hybrid now.2010-08-08 05:26:00

Author:
Silverleon
Posts: 6707


I'd probably use a Sackbot, a Magic Jet, a circuitboard, a gyroscope, a motorbolt and "whatever made motor bolts to point at the desired Magne Key". Might even Work!2010-08-08 08:29:00

Author:
Unknown User


I've been meaning to post this idea even before I heard that LBP2 was coming out, but (like other ideas other people have) you have sdone it for me already.
I think like a solar system would be a better analagy than "like on mario galaxythingy-meh-bob". (no offence)
2010-08-08 16:19:00

Author:
Poochuck4910
Posts: 11


This could be done with sackbots, the DCS, and movers... Just a bit more complex though.
How? I couldn't think of anyway to use those things to make a sackbot actually walk on the roof. If you just use movers his head will be up against the roof just hovering there. Not actually walking.
2010-08-08 16:55:00

Author:
Amigps
Posts: 564


have you seen the new trailer? You clearly see a sackbot with a broom, cleaning stuff. It may be a mover on it, idk.2010-08-08 16:58:00

Author:
Jonaolst
Posts: 935


Yes that is interesting2010-08-08 17:05:00

Author:
werty131
Posts: 66


I'm pretty sure if you rotate a sackbot to the appropriate direction, apply constant force to the surface using one mover, and then use another mover to make the sackbot walk in the desired direction linear to the wall... well, yeah lol2010-08-08 18:40:00

Author:
lyrradXOX
Posts: 285


In other words, you recently played Mario Galaxy and want LBP2 to be some sort of LBP Mario Galaxy hybrid now.
I have not played Mario Galexy in months actually. Not since like the first few months after I got a wii a few years ago. I was having a conversation with someone else about the new gravity control, and it made me think of this, and this topic ensued.


I think like a solar system would be a better analagy than "like on mario galaxythingy-meh-bob". (no offence)
I agree completely. But I was tired when I wrote this thread. And Mario Galaxy was what came to my head to describe it. Hah.



I'm pretty sure if you rotate a sackbot to the appropriate direction, apply constant force to the surface using one mover, and then use another mover to make the sackbot walk in the desired direction linear to the wall... well, yeah lol

Can you rotate a sackbot in said fashion? If so, then your way probably will work fine.
2010-08-08 20:10:00

Author:
LukeCF
Posts: 790


I'd probably use a Sackbot, a Magic Jet, a circuitboard, a gyroscope, a motorbolt and "whatever made motor bolts to point at the desired Magne Key". Might even Work!

Why would you use a gyroscope? That would break it.
2010-08-08 20:21:00

Author:
Moony
Posts: 368


I'm pretty sure if you rotate a sackbot to the appropriate direction, apply constant force to the surface using one mover, and then use another mover to make the sackbot walk in the desired direction linear to the wall... well, yeah lol
True...but how would you rotate it...they haven't said anything about being able to rotate sackbots or sack people......I might be wrong though
2010-08-08 23:22:00

Author:
Amigps
Posts: 564


You'd better be able to, otherwise putting a rotational mover on a sackbot would break the game. 2010-08-09 02:32:00

Author:
Moony
Posts: 368


Hmmm so much thought, but no real answers. So sad... guess this is one of those 'wait for the game to come out' ones.2010-08-09 22:46:00

Author:
LukeCF
Posts: 790


Hmmm so much thought, but no real answers. So sad... guess this is one of those 'wait for the game to come out' ones.

Wait wait. Sorry I didn't come back to this thread. >_<

Ok, so to do this you have to play as the sackbot. So you make it so you spawn on a DCS offscreen that is controlling the sackbot your viewing via a cutscene camera.

The planet has varying amounts of magnetic keys variable with it's size and gravity strength. You have a mover set to turn you so that your legs are facing towards the planet. (to make sure you don't just fall veer!)

Then you set a mover to move you towards the planet with moderate strength. (aka gravity..)

And.. Well, that's about it...


Too simple?


You make a sackbot with an angular planet tracker that also moves you towards it.


The key is the DCS'd sackbot, since you can place movers and logic on the sackbot.
2010-08-10 03:26:00

Author:
Fishrock123
Posts: 1578


Well, how do you get the mover to know where to point your feet?

Wait, I forget, is there a 'turn to' option for switches and sensors? I remember reading about it, but I can't remember if it was confirmed or not...
2010-08-10 04:20:00

Author:
LukeCF
Posts: 790


I am pretty sure the anti gravity device, battery, DCS, Sackbot, and gyroscope would help a lot with this concept.

Place a DCS on a sackbot and make it invisible. Than open up the circuit board. Place down those ingredients! Now have a magnetic key switch that corresponds to the one on the sackbot placed all over the level depending on the placement and proximity of what you want the anti-gravity to be like. Now have the magnetic key activate the battery, which will activate a full signal to both the antigravity device and gyroscope. The gyroscope will keep the sackbot positioned the way you want and the anti gravity device will...well...create anti-gravity (tweak it to you hearts desire ). And there you go! Localized Gravity!
2010-08-10 04:47:00

Author:
Unknown User


I am pretty sure the anti gravity device, battery, DCS, Sackbot, and gyroscope would help a lot with this concept.

Place a DCS on a sackbot and make it invisible. Than open up the circuit board. Place down those ingredients! Now have a magnetic key switch that corresponds to the one on the sackbot placed all over the level depending on the placement and proximity of what you want the anti-gravity to be like. Now have the magnetic key activate the battery, which will activate a full signal to both the antigravity device and gyroscope. The gyroscope will keep the sackbot positioned the way you want and the anti gravity device will...well...create anti-gravity (tweak it to you hearts desire ). And there you go! Localized Gravity!

You should not use a gyroscope for this. A gyroscope always aims at the floor.


And yes, there is a turn to, or follow option on movers.

Also I forgot to say you need an antigravity device.

And.... Batterys have no imputes, as jackofcourse posted in the tools and features thread.
2010-08-10 04:54:00

Author:
Fishrock123
Posts: 1578


I didn't suggest this because i don't know for sure, but will the logic for rotating objects actually work on Sackbots?2010-08-10 05:00:00

Author:
Unknown User


I didn't suggest this because i don't know for sure, but will the logic for rotating objects actually work on Sackbots?

Very good question.

And you wouldn't want to use an anti gravity switch, the mover moving you towards the wall would work much better (But wait, even if you're moving him against the wall... Would he honestly be able to walk on it at all or just be stuck there being pushed against the wall?). The problem is trying to position the sackbot to look as if he's running up the wall. Or running around the planet. (In the galaxy scenario)
2010-08-10 05:27:00

Author:
LukeCF
Posts: 790


oh, i was just talking about localized gravity in general.2010-08-10 05:42:00

Author:
Unknown User


You should not use a gyroscope for this. A gyroscope always aims at the floor.



Gyroscopes can be tweaked to point wherever you want. But basically it makes no difference.
Also, their strenght can be tweaked, as in how flawlessly they keep their position.
2010-08-10 08:10:00

Author:
Unknown User


Gah... Still no answers... Plenty of discussion. But no real answers...2010-08-10 15:43:00

Author:
LukeCF
Posts: 790


Very good question.

And you wouldn't want to use an anti gravity switch, the mover moving you towards the wall would work much better (But wait, even if you're moving him against the wall... Would he honestly be able to walk on it at all or just be stuck there being pushed against the wall?). The problem is trying to position the sackbot to look as if he's running up the wall. Or running around the planet. (In the galaxy scenario)

Movers work on sackbots... Period. O.o

And you would set the rotation of the mover that points you down to have it's strength at maximum, the gravity mover would be less strength as you still want to be able to jump.



Gyroscopes can be tweaked to point wherever you want. But basically it makes no difference.
Also, their strenght can be tweaked, as in how flawlessly they keep their position.
Yes, but you cannot change what angle the gyroscope points to in gameplay, that is what the angular mover that points towards the mag key is for.
Such would allow you to walk around a planet, (a circle shape) in your level.
2010-08-10 16:23:00

Author:
Fishrock123
Posts: 1578


Just because you can place movers on a sackbot doesn't mean that you'll be able to rotate him. He might be on invisible rails like the sackboy is on LBP1, but as always I might be wrong 2010-08-10 17:07:00

Author:
Amigps
Posts: 564


Just because you can place movers on a sackbot doesn't mean that you'll be able to rotate him. He might be on invisible rails like the sackboy is on LBP1, but as always I might be wrong

Since movers can full rotate objects, and since all movers can he placed, and functioning on the sackbot's logic board, I don't see why they would always be stuck on 'rails', I would presume the movers override it.

Since you can change globay gar ity in LBP2 and cause sackboy himself to fall to whichever direction you'd like I don't really see why it would interfere.


But I will leave open the possibility that i may be wrong. Only time will tell, I suppose.
2010-08-10 17:47:00

Author:
Fishrock123
Posts: 1578


Since you can change globay gar ity in LBP2 and cause sackboy himself to fall to whichever direction you'd like I don't really see why it would interfere..

And where are you getting said information?

I know you can change gravity to your will, but I thought that was just making there be more or less gravity, not point to where the gravity pushes you?
If you can set where the gravity pushes you then you have the whole problem of localized gravity solved right there, just point the gravity towards a wall and set a move to rotate the sackbot so his feet are on the wall.
2010-08-10 19:51:00

Author:
LukeCF
Posts: 790


And where are you getting said information?

I know you can change gravity to your will, but I thought that was just making there be more or less gravity, not point to where the gravity pushes you?
If you can set where the gravity pushes you then you have the whole problem of localized gravity solved right there, just point the gravity towards a wall and set a move to rotate the sackbot so his feet are on the wall.

Search it. I think there was some discussion in the tools and features thread.... I think? I know it's somewhere. But don't know exactly where


Oh, and the gravity setting is global and can only be set during create as far as I know.
2010-08-10 20:30:00

Author:
Fishrock123
Posts: 1578


Oh, there is no global gravity object? Well... It would surprise me if there wasn't... But yeah.

Gah. This does seem like a wait and seem type of thing sadly.
2010-08-10 20:51:00

Author:
LukeCF
Posts: 790


There is no global gravity object?? Well that sucks : I was always under the impression that there was. I just thought of something....if you tweak the global gravity to 0 and put an anti-gravity switch to full gravity on an object...will the object weigh as it normally does or will the game combine the two settings??


Just read rtm's post.....let's just hope your wrong Well about the sackboy and sackbot thing........
2010-08-10 21:02:00

Author:
Amigps
Posts: 564


remember that sackboys and sackbots are not affected by rotataional physics, it's more reasonable to assume that they are still bound by this regardless of adding a mover, as the mover simply adds a rotational force. I'm also pretty sure there is a global gravity object.

I'm not 100% on either of these though.
2010-08-10 21:03:00

Author:
rtm223
Posts: 6497


Ooh, this would be fun. I mean, sure, it's Mario-Galaxy esque, but still, LBP is about making whatever you imagine, and it would certainly open up possibilities for levels.2010-08-10 22:33:00

Author:
Enjay
Posts: 79


remember that sackboys and sackbots are not affected by rotataional physics, it's more reasonable to assume that they are still bound by this regardless of adding a mover, as the mover simply adds a rotational force. I'm also pretty sure there is a global gravity object.

I'm not 100% on either of these though.

I distinctly remember talk that there was a global gravity setting, not object.

And I don't see why sackbots woulnt be able to rotate with movers? I sure hope some one at mm knows the possibilities if they can rotate...
2010-08-10 22:53:00

Author:
Fishrock123
Posts: 1578


There may be a global gravity object, but if there is, I doubt it would allow for a planet effect.2010-08-11 01:22:00

Author:
Moony
Posts: 368


There may be a global gravity object, but if there is, I doubt it would allow for a planet effect.
If it exists. (it does from what I remember) then it is a setting in tools, not a part of a global object.

And it can only change the direction and strength of the gravity, not point it certain spots.
2010-08-11 03:35:00

Author:
Fishrock123
Posts: 1578


Read the posts before you yourself post. I'm not claiming that there is localized gravity, I am hoping that they could possibly implement it, because it would be a really cool feature, and open up very interesting game play possibilities.

And thank you for the info Rtm.

If there isn't localized gravity then that is fine by me though it would have been nice.

But if there isn't a global gravity switch then I'm going to be kind of bummed...
2010-08-11 03:46:00

Author:
LukeCF
Posts: 790


Read the posts before you yourself post. I'm not claiming that there is localized gravity, I am hoping that they could possibly implement it, because it would be a really cool feature, and open up very interesting game play possibilities.

And thank you for the info Rtm.

If there isn't localized gravity then that is fine by me though it would have been nice.

But if there isn't a global gravity switch then I'm going to be kind of bummed...

Rest assured, the community will beat the sponge out of LBP2 until we figure out a way to get, or replicate localized gravity.
2010-08-11 03:52:00

Author:
Fishrock123
Posts: 1578


Yeah, someone would probably work it out

But it seems like it would be easy to do with just some sort of switch...
Although since I don't know the ends and outs of technical issues...
I could be extremely wrong about that.
2010-08-11 04:47:00

Author:
LukeCF
Posts: 790


Yeah, someone would probably work it out

But it seems like it would be easy to do with just some sort of switch...
Although since I don't know the ends and outs of technical issues...
I could be extremely wrong about that.

Well, if it is really easy or really hard to do is mm's choice. If we can't rotate sackbots with movers I'm sure there will be some way, it just might not be easy...
2010-08-11 04:55:00

Author:
Fishrock123
Posts: 1578


I still don't know if rotating sackbots solve the problem really. They're rotated yeah, but now how are you going to move them up the wall... I mean... Should we just assume that his little feet that walk across the ground will animate in the same fashion when pressed against a wall? You know what they say about assuming right...?2010-08-11 04:59:00

Author:
LukeCF
Posts: 790


I still don't know if rotating sackbots solve the problem really. They're rotated yeah, but now how are you going to move them up the wall... I mean... Should we just assume that his little feet that walk across the ground will animate in the same fashion when pressed against a wall? You know what they say about assuming right...?

You know, I never really thought about that. I would assume he would try to walk, but if he wouldn't i guess there's not much you can do. Again, this is really up to MM. :/
2010-08-11 05:06:00

Author:
Fishrock123
Posts: 1578


Yeah. That has been on my mind since like the first mention of movers. I just didn't know how I should word it. Finally got around to it.
Anyways this isn't something I'm 'dying' to have. So, we'll wait and see what the good people at Media Molecule gives us.
2010-08-11 05:26:00

Author:
LukeCF
Posts: 790


Yeah. That has been on my mind since like the first mention of movers. I just didn't know how I should word it. Finally got around to it.
Anyways this isn't something I'm 'dying' to have. So, we'll wait and see what the good people at Media Molecule gives us.

Yes well, that doesn't Mean that i'm (or other people) rant dying to have it!

I can think some really cool level mechanics with this..
2010-08-11 16:41:00

Author:
Fishrock123
Posts: 1578


Oh, I don' just think, I KNOW some really cool mechanics could come about if they had this. And I'm glad to hear you find my idea so appealing, hahaha.

Oh and question... If they do have this implemented... Say you're running left towards a wall. You hit the wall and keep holding left to run up it. What happens when you hit the ceiling? Because if it follows said pattern then left will be the new right, and right will be the new left...
Thoughts?
2010-08-11 16:55:00

Author:
LukeCF
Posts: 790


If it exists. (it does from what I remember) then it is a setting in tools, not a part of a global object.

And it can only change the direction and strength of the gravity, not point it certain spots.

Since when the setting has been able to invert gravity?

To my knowledge (small and limited tho ) there was only discussion of the subject if it could go negative and, well, invert gravity.
2010-08-11 18:50:00

Author:
Unknown User


Since when the setting has been able to invert gravity?

To my knowledge (small and limited tho ) there was only discussion (yes - No - but i want it - Highly unprobable - but i could make a level when im on the roof - That the best you got?) of the subject if it could go negative and, well, invert gravity.

Whut? Speakz in prop0r Underrstandable ENGLISH please! >_< What you said makes no sense at all.
2010-08-11 20:37:00

Author:
Fishrock123
Posts: 1578


I agree with Fishrock.2010-08-12 02:10:00

Author:
LukeCF
Posts: 790


Whut? Speakz in prop0r Underrstandable ENGLISH please! >_< What you said makes no sense at all.

iSpeak by mindflow in a twisted lolcat language with excessive use of brackets and ridiculously complex sentence design.?

Which one do you hate more; the one who dosent care about apitals and commas and grammar And correct spacing and other stuff ...
...OR those who go nuts 'n' cookies with it and twist it with st00pid warps?
2010-08-12 06:49:00

Author:
Unknown User


iSpeak by mindflow in a twisted lolcat language with excessive use of brackets and ridiculously complex sentence design.?

Which one do you hate more; the one who dosent care about apitals and commas and grammar And correct spacing and other stuff ...
...OR those who go nuts 'n' cookies with it and twist it with st00pid warps?

I hate incorrect English grammar.

1337 is it's own language. Don't. Bother me.
2010-08-12 22:20:00

Author:
Fishrock123
Posts: 1578


Well technically his English is kind of correct. He's just twisting it to his own whim. Which is highly annoying. And can lead to confusion unless looked at closely.2010-08-13 01:17:00

Author:
LukeCF
Posts: 790


Well technically his English is kind of correct. He's just twisting it to his own whim. Which is highly annoying. And can lead to confusion unless looked at closely.

Therefore it is not correct English grammar,
2010-08-13 02:48:00

Author:
Fishrock123
Posts: 1578




Concentration required... boooo....
2010-08-13 11:45:00

Author:
Unknown User


Im thinking of a different way to do it. Manually. you would take a circle material of whatever size and shape but not dark matter. in the center would be a gravity switch set to pull you toward it. then a rotator on the circle, since the gravity pulls you, while its turning you will be pulled aswell, therfore SACKBOY AROUND THE WORLD/CIRCLE THING.
As for something that pulls sackboy, instead of rotating the circle put a mover/piston on it so that way it will either pull you up or down at the speed you chose. To go up a wall, do u mean, like getting pulled up, or literally WALKING on the wall? If walking on the wall, then maybe take a block of material with gravity switch in the middle and set the radius to what you want including the gravity settings. Place many of these merged together at a certain distance apart and lay them sideways on the wall.
2010-08-13 12:11:00

Author:
shadowsythe456732
Posts: 176


Im thinking of a different way to do it. Manually. you would take a circle material of whatever size and shape but not dark matter. in the center would be a gravity switch set to pull you toward it. then a rotator on the circle, since the gravity pulls you, while its turning you will be pulled aswell, therfore SACKBOY AROUND THE WORLD/CIRCLE THING.
As for something that pulls sackboy, instead of rotating the circle put a mover/piston on it so that way it will either pull you up or down at the speed you chose. To go up a wall, do u mean, like getting pulled up, or literally WALKING on the wall? If walking on the wall, then maybe take a block of material with gravity switch in the middle and set the radius to what you want including the gravity settings. Place many of these merged together at a certain distance apart and lay them sideways on the wall.

You know such gravity switches have not been confirmed right?
This topic was at first a discussion about what the benefits would be if we had a gravity switch, then turned into a discussion of how we'd make false gravity if there were no switches.
2010-08-13 12:39:00

Author:
LukeCF
Posts: 790


If there were those wonderful objects that would be so attractive that everything'd fall on it inside it's range (AKA the gravity switch [...but a Gravity Object makes more sense]), what would the poor ol' Thermo think? Place 10 of them and make them move very improbably around... is that mercury over there?

[HAH! A post without a single self-caused typo and STILL hard to understand!]
2010-08-13 15:36:00

Author:
Unknown User


I found some tidbits in rtm's tools and features thread:

These are all non-physical and can be placed inside microchips.
Magic Joystick - hard to explain, but can be used to map an analogue stick to a rotational mover (see movers below) so that if you push up and right, the object points up and right.
Anti-gravity device - allows objects to be unaffected by gravity (or partially affected by gravity). Also has a variable dampening tweak which will slow the object down as it moves, preventing it from flying off into the distance.
Movers - see section below
Collision Switch - Activates on any collision, or can be tweaked to only activate when hitting sackpeople, or when hitting an object which has a specified magnetic key (matches both colour and label).
Material tweaker - allows you to change the friction and bounciness of the object it is attached to. Also allows the object to be made indestructible (so excessive force will not crush it).
Lethaliser - allows object to be made lethal / not lethal at will.
Smoke machine - tweakable colour and intensity - gives far better effect than the current jet.
Score switch - can give or take away scores. Engine does a good job of detecting which player triggered it (when triggered by logic network) for competitive scoring.
Score detection - Will activate when the score is above a certain value.
Global sound object - vary music / sound etc. global controls, and also various global effects to be applied to all sound in the level.
Global gravity object - allows for altering of gravity.
End switch - ends the level instantly.
Notes - Just little text notes to allow for comments.
Also, not a tool, but there is a light source that is non-physical (note we're unsure exactly how this interacts with decorations / microchips etc.).



I left in the other stuff to, incase anyone forgot about all the win LBP2 will be.
2010-08-13 23:59:00

Author:
Fishrock123
Posts: 1578


Thanks man! Been awhile since I looked at that. Maybe the anti gravity device will get some amazing tweaks before the game comes out 2010-08-14 04:05:00

Author:
LukeCF
Posts: 790


I guess the anti/semi-gravity device has the same percentage slider as Global Gravity has. And I did't promise there that it goes negative and you has "awesome gravity wold".2010-08-14 06:24:00

Author:
Unknown User


I guess the anti/semi-gravity device has the same percentage slider as Global Gravity has. And I did't promise there that it goes negative and you has "awesome gravity wold".

What? And who were you talking to?
2010-08-14 15:35:00

Author:
Fishrock123
Posts: 1578


Mostly for LukeCF's comment beyond that.
(awesome gravity wold = Awesome Trippy Gravity World)
(That wasn't a reference that LukeCF would create such a level BTW)
2010-08-14 18:39:00

Author:
Unknown User


Again... What?2010-08-15 03:14:00

Author:
LukeCF
Posts: 790


Just ignore me.

What I was meaning is that the anti-gravity device will probably just have the gravity strength slider and the dampening slider.
2010-08-15 19:33:00

Author:
Unknown User


So you're trying to stifle my hope for no reason but to stifle them?
Thanks friend.
2010-08-16 02:36:00

Author:
LukeCF
Posts: 790


Well, if your sackboy/bot CANT rotate,

then:

rotate the WORLD and the CAMERA, around the sack. giving the illusion, and pretty much accomplishing the same thing. (a bit of circuit board work, but ohwell.)

im 1100000% sure that the above is possible
2010-08-16 03:08:00

Author:
mattbru77
Posts: 143


Well, if your sackboy/bot CANT rotate,

then:

rotate the WORLD and the CAMERA, around the sack. giving the illusion, and pretty much accomplishing the same thing. (a bit of circuit board work, but ohwell.)

im 1100000% sure that the above is possible

Doh! Self:ThinkOutSideBox !
2010-08-16 03:14:00

Author:
Fishrock123
Posts: 1578


For once, one of my ideas was not overly complicated!

I normaly think a little TOO far outside the box....
2010-08-16 03:21:00

Author:
mattbru77
Posts: 143


Yes. Good idea. For simple stuff. But were you to have moveable objects in said levels. Or have things hanging from ropes, or strings, or rods, or anything. When the level rotates, everything would 'break' what I mean is the objects two would be affected by the new 'change in gravity' instead of just the sack bot. So yes it would give the whole level a change in gravity. But giving the sack boy the ability to walk up walls. Still isn't really possible with this idea, unlss you're willing to sacrifice mucho gameplay.2010-08-16 03:26:00

Author:
LukeCF
Posts: 790


hmm...

how about, super complicated logic, attached to movers on said rope object, you know, all the logic originaly planed to force sackbot to float around?
2010-08-16 04:26:00

Author:
mattbru77
Posts: 143


That might possibly work. But it seems like it would make the object 'stuck' in space. Because if you are using movers to make it act like it was still being affected by normal gravity than if you tried to grab it and move it, it seems like it could 'break' it. If you know what I mean.

Hopefully if we don't get the gravity settings we'll be able to do something using sackbots.
And thanks a lot for your input Matt! When I first saw it, I was really excited, until I realized that it had flaws sadly. But It was definitely thinking outside of the box in a good way
2010-08-16 04:41:00

Author:
LukeCF
Posts: 790


Well hey there. would you look at this video I just found in the news and media?

http://www.gametrailers.com/video/gc-10-littlebigplanet-2/703278

FTW!
2010-08-23 14:31:00

Author:
LukeCF
Posts: 790


Well hey there. would you look at this video I just found in the news and media?

http://www.gametrailers.com/video/gc-10-littlebigplanet-2/703278

FTW!

Yeah, but they are riding vehicles. Thing is if we can tilt sackbots when they are not on vehicles.
2010-08-23 16:23:00

Author:
Fishrock123
Posts: 1578


True, but this alone is enough to get me excited for some gravity bending puzzles.2010-08-23 18:10:00

Author:
LukeCF
Posts: 790


Guys, all that gravity is is an action at a distance force. And all that means is that objects accelerate towards a certain point. If you wanted to have localized gravity, it shouldn't be all that difficult. They've specified that there will be a mover that can accelerate objects in a certain direction rather than just moving them in a certain direction at a constant speed. So, all of this relies on whether or not you can change the direction of the acceleration. If so, then you could just specify the acceleration to a certain point (this would probably be the hardest part), then set it so that the gravity in the level doesn't affect that object (found in movers, this might be part of the gyroscope, but i think its not) and then adjust the acceleration until you have what you want.2010-08-24 00:32:00

Author:
dr_murk
Posts: 239


There's a different object to specify the "global gravity" force on an object.

As for the thread:
http://gamescom.gamespot.com/video/6273982/

in the vid, Alex speaks of the "gravity changing". I'm pretty sure that they're just tricks with pistons and springs, but judging from what they look, they just might have their individual gravity.

But that isn't exactly on the topic, is it?
2010-08-24 05:39:00

Author:
Unknown User


I'm in a very local place right now, but I'm pretty sure I know what video you are talking about, and yes it does look just like pistons or movers, but I mean, we saw that new vehicle thing that can have gravity flipped upside down. So that shows off new gravity tweaks... I don't have the vid link right now, but you know what I'm talkin' 'bout right? hah2010-08-29 23:52:00

Author:
LukeCF
Posts: 790


in the gamescom story vid there is a clip of one of the creators running along the ceiling. it's around the 1:02-1:03 mark. upper left hand corner. If it's just a camera trick, good on them, but if it's just gravity, that would mean that sackbots do respond to the ceiling as a floor (ie properly walk on it) when gravity points them that way. If given a localized gravity tool that would be very promising as far as being able to walk around circular shapes and not just move along them.2010-08-30 00:11:00

Author:
MobiusDT
Posts: 89


in the gamescom story vid there is a clip of one of the creators running along the ceiling. it's around the 1:02-1:03 mark. upper left hand corner. If it's just a camera trick, good on them, but if it's just gravity, that would mean that sackbots do respond to the ceiling as a floor (ie properly walk on it) when gravity points them that way. If given a localized gravity tool that would be very promising as far as being able to walk around circular shapes and not just move along them.

This is a camera trick - note the background is upside-down.


As for the segways - they are controlled by two systems changed by a toggle triggered by the X button.

The toggle switches between the two systems - each one contains a mover and a gyroscope.

System one: (normal) Mover pointing down with sufficient but not overly strong downforce. Gyroscope keeps it upright with moderate stability.( to allow the real-looking segways tilt)

System two: (upside-down) mover pointing up. Gyroscope keeps you upside down.



Simple enough I think?
2010-08-30 04:54:00

Author:
Fishrock123
Posts: 1578


Yes. Simple enpugh alright. Now, if we can implement those systems into sackbots... Not that would be lovely. Have the systems change as they come against a wall, so the mover is moving them against a wall and the gyroscope keeps them in line. If they can then walk on the wall same way as they walk on the ground then perfect. problem solved.

Buuuuuuuuuuut where did you get your source fishrock? I mean it's easy to assume that that is what we're looking at. But unless someone offically said it... I mean. yeah.
2010-08-31 14:08:00

Author:
LukeCF
Posts: 790


Buuuuuuuuuuut where did you get your source fishrock?


This is a camera trick - note the background is upside-down.

Common sense? I think that qualifies as a reasonable "source".

Beyond that it's a bit of reasoning to come up with a possible solution. Could be MM chose a slightly different way, but the point is it's possible to achieve with the tools we do know about and therefore occam's razor comes into play..
2010-08-31 14:24:00

Author:
rtm223
Posts: 6497


But... if the game WAS able to invert gravity, Mm just might keep it as a nice fat juicy tasty surprise for us... everyone assumes it's a trick, as do I

AND has everybody forgot about the sympatic and ever-so-customizable Cube of Cardboard, and it's new best friends, the Movers?

That refers to making your unique game character the old-fashion way and to apply a hundred movers to it.
2010-08-31 14:32:00

Author:
Unknown User


AND has everybody forgot about the sympatic and ever-so-customizable Cube of Cardboard, and it's new best friends, the Movers?
"and to apply a hundred movers to it."

[OFF-TOPIC] I think that will be one of the first things I will try on LBP2/Beta.. Make a cardboard square and attach like 20 random movers on it. [/OFF-TOPIC]
2010-08-31 21:17:00

Author:
Fishrock123
Posts: 1578


At least someone read it... 2010-09-01 14:48:00

Author:
Unknown User


Haha. I was asking for a source early in the morning. After a bad night of sleep. And I had my dreaded chemistry class on my mind. Sorry. (and I love science too! Just not my professor who isn't the best with english...)
But anyways. At least we'll be able to use vehicles to ride up walls and what not. We'll just have to attach lots of movers and gyroscopes to mr cardboard square or circle.
2010-09-02 05:22:00

Author:
LukeCF
Posts: 790


I think he [the Cube of Cardboard] won't mind... the movers are nothing more than a tickle in the belly... 2010-09-02 05:25:00

Author:
Unknown User


What? Explain your sentence coaster?2010-09-02 05:36:00

Author:
LukeCF
Posts: 790


Explained. With the Sackbot Revolution clear in the horizon, people are forgetting that Sackbots aren't the only controllable thingy in the game... 2010-09-02 05:40:00

Author:
Unknown User


True.
I think I'm going to make a whole level where you play as a cardboard square. Ha.
2010-09-13 18:05:00

Author:
LukeCF
Posts: 790


I have a whole puzzle saga planned on that 2010-09-14 16:42:00

Author:
Unknown User


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