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How to make proper fps

Archive: 16 posts


i was just thinking about it and it hit me, we are looking at it at the wrong angle! this is wat i mean, so far the fps in lbp is made by the normal view and you can only move side to side and up and down. But to make a proper FPS that you can walk around and turn around, go room to room killing enemies. you build the level upwards and have movers on the gun so it moves around and then change the camera angle so its looking up and has it follow ur movements so its in FPS perpective and there u have it a proper FPS!2010-09-21 12:30:00

Author:
artise
Posts: 353


Sounds better than aiming across the screen. If the level was a straight hall way you'd move South to North and aim between your West and East?

Doesn't sound too difficult but I haven't played create mode yet. Just 3 minutes of a sort of like this level. Had to get to a World of Keflings (before absolutely nobody else got to it!)
2010-09-21 15:29:00

Author:
Snappyguy
Posts: 710


no i mean an FPS like COD movement in all directions, opening doors and other stuff. NO DIGITAL MOVEMENT, ANLALOG MOVEMENT! so you can move in any angle and turn at any angle you could also make it a MULTI PLAYER DEATH MATCH, LIKE THE CLASSIC GOLDEN EYE! OR TIME SPLITTERS!2010-09-21 17:22:00

Author:
artise
Posts: 353


Is it even possible to make a camera look up completely now? I really doubt you can.2010-09-21 17:28:00

Author:
RangerZero
Posts: 3901


no i mean an FPS like COD movement in all directions, opening doors and other stuff. NO DIGITAL MOVEMENT, ANLALOG MOVEMENT!

Note LBP does not have a z-axis of full movement. (z-axis only exists in layer changing, aka 2.6D)

What your saying is essentially impossible. Though you can make a TPS in LBP2. (like GameJam's Rambo level..) you cannot tilt the camera enough to get it to be a very good FPS view.


Anyways, if anyone knows more than me, feel free to correct me.
2010-09-21 17:28:00

Author:
Fishrock123
Posts: 1578


2.6D

I thought it was 2.5D when did we get an extra 0.1D?
2010-09-21 17:42:00

Author:
Rabid-Coot
Posts: 6728


im pretty sure with the new camera you can get it to do this but i need to get my hands on it first. and yer you prob might not be able to look up and down so thats a shame but it be a big improvement on the current way the FPS's are. ill post some pics of what i mean so peeps dont get confused
EDIT: here is some pictures i made in paint to show what i mean p.s they look really bad lol
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2010-09-21 17:54:00

Author:
artise
Posts: 353


I thought it was 2.5D when did we get an extra 0.1D?

LBP1 was 2.5D. That extra 0.1D comes from the inter-layer mover.
2010-09-21 18:30:00

Author:
Fishrock123
Posts: 1578


added pics to show what i mean and how i think it could be done.2010-09-21 18:32:00

Author:
artise
Posts: 353


you know..thats pretty smart. All depends if the camera can point directly up or down though D:2010-09-21 18:37:00

Author:
Testudini
Posts: 3262


The Camera is the main thing, if it can go that far it is 100% possible. this will be the first thing im gonna try when i get the game, but it still feels a million years away 2010-09-21 18:47:00

Author:
artise
Posts: 353


Yep im working on this exact thing as we speak...

If you have seen my 'Here's Jonny' video then you may remember a section where there's a top down view of the rollercoaster...

Originally, I had in create mode the camera set to look completely vertical. I then attached it to the rollercoaster and made it follow the train, giving the impression you were riding the rollercoaster! It looked like the kind of thing you would see in rollercoaster tycoon 3!

However, in play mode the camera doesnt assume the same position and so the complete first person perspective cannot be seen... MM has been notified however and I think there may be a chance that we see this feature in the game!
2010-09-21 19:32:00

Author:
ladylyn1
Posts: 836


Yeah, this was discussed ages ago - it's the obvious method for creating FPS. The camera is the really limiting factor as above. If that is altered then it's going to be very simple to make fps of the manner described in the OP.

In honesty though, the looking at the layers side on is gonna make for some really dodgy visuals from most creators - I'm sure some of the top notch ones will pull it off, but seeing as this is going to be OMG sooo cooolllll and also stupidly easy to make (assuming camera change), yet extremely difficult to make well, it could well be the bomb survival of LBP2....
2010-09-21 19:39:00

Author:
rtm223
Posts: 6497


In honesty though, the looking at the layers side on is gonna make for some really dodgy visuals from most creators - I'm sure some of the top notch ones will pull it off, but seeing as this is going to be OMG sooo cooolllll and also stupidly easy to make (assuming camera change), yet extremely difficult to make well, it could well be the bomb survival of LBP2....

Using the same cheezey camera angles, you could put decoration on the sides of stuff.
2010-09-21 19:47:00

Author:
Fishrock123
Posts: 1578


Perhaps the camera glitch still works where you can make the cameras turn at extreme angles?

This is how to make a camera angle in a extreme angle, that breaks what LBP can normally do.

1. Place a camera tool, and set it max to a angle, like point it all the way left or right.

2. Place a magic mouth, set it to cutscene, and give it any text you want, make sure the cutscene is doing the same thing as the magic mouth.

3. Activate both at the same time, and you'll see this:


http://i301.photobucket.com/albums/nn65/warlord_evil/APhoto_4.jpg
I'm looking at a absolute left of the level, if it weren't for the fog, I could see all the way to the end.
2010-09-21 22:10:00

Author:
warlord_evil
Posts: 4193


i could see a game like doom or wolfenstein being made in LBP2. someone in the BETA needs to try the camera glitch in a vertical direction so we can answer these questions.2010-09-21 22:27:00

Author:
poorjack
Posts: 1806


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