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Potential Problem with Using Sackbots as Your Protagonist

Archive: 23 posts


So we all know that you can wire a controlinator to a sackbot.

Some of us know that you can force the sackbot to wear the player's costume (this was demonstrated in a demo by Alex Evans where he showed off some sackbot puzzles where each player controls 2 sackbots at once - each sackbot was wearing the same things as the corresponding player in the controlinator).

Some of us know that each sackbot features a microchip where you can program certain actions and assign them to buttons on the controller - along with attaching movers to the sackbot, or other devices, to give the sackbot amazing abilities such as casting a spell to bring a meteor crashing down from the sky, or the ability to double jump, or maybe even run up walls.

This is all great, and opens up a great number of possibilities, BUT - what happens when the sackbot dies? You can emit another one, sure, but surely this new one will be disconnected from the controlinator? This sackbot could surely not be reconnected to a logical circuit through logic alone - it would have to be through a physical system. But this would surely get rid of the smooth control guaranteed by the controlinator and the instant logic. I'm happy to take a "wait and see" approach but I wondered if anyone had any thoughts on this.
2010-09-13 00:56:00

Author:
thor
Posts: 388


Hmm... If only you could emit wired object!2010-09-13 01:08:00

Author:
Emogotsaone
Posts: 1030


So we all know that you can wire a controlinator to a sackbot.

Some of us know that you can force the sackbot to wear the player's costume (this was demonstrated in a demo by Alex Evans where he showed off some sackbot puzzles where each player controls 2 sackbots at once - each sackbot was wearing the same things as the corresponding player in the controlinator).

Some of us know that each sackbot features a microchip where you can program certain actions and assign them to buttons on the controller - along with attaching movers to the sackbot, or other devices, to give the sackbot amazing abilities such as casting a spell to bring a meteor crashing down from the sky, or the ability to double jump, or maybe even run up walls.

This is all great, and opens up a great number of possibilities, BUT - what happens when the sackbot dies? You can emit another one, sure, but surely this new one will be disconnected from the controlinator? This sackbot could surely not be reconnected to a logical circuit through logic alone - it would have to be through a physical system. But this would surely get rid of the smooth control guaranteed by the controlinator and the instant logic. I'm happy to take a "wait and see" approach but I wondered if anyone had any thoughts on this.


You do forget logic and such can easly be placed in microchips which you can easly place in the sackbot, yes?
2010-09-13 01:08:00

Author:
Silverleon
Posts: 6707


Actually, the solution may be easier than you think...
If there is (and I REALLY REALLY hope there is) a way to destroy a controliantor, through either destroying the material it is connected to, crushing it, etc etc, then every time you re-emit a sackbot, you could just also re-emit a new controlinator, and force sack boy into it (because we all know that there is a "force into within certain radius" specification on the controlinator.

And correct me if I'm wrong, but I could have sworn there was a video that showed a sack bot spawning from a spawn point... Just a thought.
2010-09-13 13:57:00

Author:
dr_murk
Posts: 239


Dr. Murk is right. Just respawn the controllinator (I'll never be used to that. I miss the DCS already...) with the sackbot and boom. Problem solved.

And really Dr. Murk? That'd be a very nice thing to have...
2010-09-13 14:04:00

Author:
LukeCF
Posts: 790


Did i miss something? Where did this new name pop up? xD2010-09-13 16:01:00

Author:
TjoxYorro
Posts: 220


You do forget logic and such can easly be placed in microchips which you can easly place in the sackbot, yes?

Look at the second paragraph.

@everyone else

I think it's a bigger problem than I first thought. Being able to emit wired objects would be a godsend. Because even at the moment in LBP, when you want an emitted object to affect the environment, you have to make it emit magnetic keys which the environment then detects. When you want the environment to affect IT, the environment has to emit magnetic keys which it then detects.

I liken the situation to a synapse, somewhere where the electrical current ends and a physical connection must be used. I have not seen so far an "instant response" solution to this information transfer problem. Again, in LBP1, it could be done with magnetic keys and that was good enough, but now we have more than just digital information to transfer, and we would like it to be transferred instantly rather than over 1/10 of a second. Just think - how could we transfer an analogue signal from a stick? It would take away LBP2's advantages of instant logic and total precision.

Since I'm now talking about a wider problem, the whole "re-emit the controlinator" thing doesn't work (if it would even work well in the first place). What if I want to emit rockets that can be directly controlled? What if I want to control multiple sackbots at once, where each one can die and respawn individually? Or multiple spacecraft? Even just a spawnable light that can be turned on or off with a switch would cause problems.

The simplest solution I can see to this is as Emogosaone said - we need the ability to emit wired objects. So when they are emitted, they are already wired up. I can see an easy way to do this - since emitters can now emit things that are in the level, you should be able to wire those master copies up to whatever and then the emitter attaches all those wires to each object that is spawned automatically. But to my knowledge no feature like this is in the game.

Edit: Another solution could be a "radio transmitter" and "radio receiver" object in the microchip... though more convoluted, this could directly transfer information to any emitted object with a receiver. You could also select the "frequency band" (more than likely a tag like the new magnetic keys).
2010-09-13 17:06:00

Author:
thor
Posts: 388


since emitters can now emit things that are in the level, you should be able to wire those master copies up to whatever and then the emitter attaches all those wires to each object that is spawned automatically. But to my knowledge no feature like this is in the game.

If the master copy is attached to various switches and what not, then it would only make sense for the copies that come after it would be to. Or else there would be little point to this new feature, would there not be?
2010-09-13 17:57:00

Author:
LukeCF
Posts: 790


I'm sure Mm would have thought of this!

It does sound puzzling though...
2010-09-13 18:06:00

Author:
Weretigr
Posts: 2105


I think that when ur controlling Sackbot with an DCS it will automaticly reconnect when you spawn a new sackbot.2010-09-13 18:18:00

Author:
TjoxYorro
Posts: 220


*cough* wireless Logic *cough*

I can't remember who wrote the thread on it but there is a thread explaining how awesome wireless logic will be and how it will be used.
But yeah, you don't have to worry Mm know what they are doing.
2010-09-13 18:23:00

Author:
robotiod
Posts: 2662


I think that when ur controlling Sackbot with an DCS it will automaticly reconnect when you spawn a new sackbot.

This conversation has gone far beyond that topic. Take some time to read the posts before you chime in with your 2 cents dude.
2010-09-13 18:24:00

Author:
LukeCF
Posts: 790


If the master copy is attached to various switches and what not, then it would only make sense for the copies that come after it would be to. Or else there would be little point to this new feature, would there not be?

No there would be a great deal of point to this new feature, even without wires being connected. At the moment, especially if you have an emitter emitting something with an emitter, making changes to the original object can be a pain in the **** with tweaking/capturing/tweaking/capturing/tweaking for each emitter. Now all you have to do is tweak once.


*cough* wireless Logic *cough*

I can't remember who wrote the thread on it but there is a thread explaining how awesome wireless logic will be and how it will be used.
But yeah, you don't have to worry Mm know what they are doing.

This sounds remarkably similar to my "radio transmitter" idea... in fact pretty much identical. If this is indeed in the game then I have nothing to worry about. In fact I'm dreaming of the possibilities as I type.

On the other hand if you are referring to this:
https://lbpcentral.lbp-hub.com/index.php?t=34381-A-guide-to-Logic-Signals-Wireless-Logic-and-a-special-method-of-Demitting&p=601492

i.e. wireless logic in LBP1, then that's precisely what I want to avoid using (which I detailed in my first paragraph) because you can't wirelessly transmit an analogue signal using this method AND it's not instantaneous.
2010-09-13 19:52:00

Author:
thor
Posts: 388


Guys. The DCS has a 'remote control' option specifically for emitted sackbots. This won't be a problem.2010-09-13 19:55:00

Author:
Fishrock123
Posts: 1578


Guys. The DCS has a 'remote control' option specifically for emitted sackbots. This won't be a problem.

Wow that's pretty cool. Can't think how it would work (say if I wanted to rewire the sackbot so left is right and right is left) but it seems like a great feature.

On the other hand it seems quite specific, and the discussion has now moved on to wireless logic in general. But I'm glad to see that my original problem is not a problem at all! I keep getting reassured about LBP2
2010-09-13 20:16:00

Author:
thor
Posts: 388


im sure mm would of found a way of doing this, it could be strange but we could wait and see?2010-09-14 08:50:00

Author:
huntedstorm
Posts: 488


http://www.youtube.com/watch?v=g-oaSSudTMA&feature=channel

For your viewing pleasure, the wireless control in the flesh
Transmit and recieve with matching colours, simple as that

I don't know if I've seen a SackBot die yet, I have seen a lot of beta videos but I wasn't paying much attention.
2010-09-20 22:19:00

Author:
ballisticola
Posts: 157


I've also got a very efficient sackbot respawning mechanism, supporting multiple spawn points.

It's pretty simple TBH, but if you want a sackbot as your protagonist, then I assure you there is nothing to worry about
2010-09-20 22:21:00

Author:
rtm223
Posts: 6497


Simple. Controlinnator = set as a "transmitter" and choose a colour to transmit. Add a controllinator onto a sackbot's microchip, and assign it to be a "reciever". Then make the colour of the signal it recieves to be the same as the transmitter, and now that controllinator controls all the other controllinators set to "recieve" at that certain colour.
Okay, sounds confusing but is really simple! Don't worry!

2010-09-22 01:41:00

Author:
standby250
Posts: 1113


Well...

It looks like Sackboy is gonna' snuff it if he's going to bereplaced by ROWBOTZ >_>

I kid lol, Um, I have a slightly irrelevant questions but somehow pertinent to this.

Can a Sackbot control another sackbot with a controllinator?

Like a never ending stream of sackbots controlling other sackbots until somehow it reaches sackboy again, hah xD (ouroboros much?)
2010-09-27 07:22:00

Author:
King_Sahle
Posts: 42


Well...

It looks like Sackboy is gonna' snuff if he's going to bereplaced by ROWBOTZ >_>

I kid lol, Um, I have a slightly irrelevant questions but somehow pertinent to this.

Can a Sackbot control another sackbot with a controllinator?

Like a never ending stream of sackbots controlling other sackbots until somehow it reaches sackboy again, hah xD (ouroboros much?)

Yes im pretty sure they can, but i can't remember if its working in the beta yet or not,
But someone at MM said you will be able to if i remember right~ *mew
2010-09-27 16:07:00

Author:
Lord-Dreamerz
Posts: 4261


Even though I haz no beta... WIRELESS LOGIC FTW!2010-09-29 20:41:00

Author:
The age of LOLZ
Posts: 229


It's built in to work without wires anyway.

You set the main Controlinator as a Transmitter (and set a colour, ie- red), and then pop another Controlinator on the Sackbot's Microchip and set it as a Receiver (with the same colour as the transmitter), and viola, it works. No wiring involved. Just capture your Sackbot, and you're ready to go!
2010-09-29 23:24:00

Author:
alexbull_uk
Posts: 1287


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