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#1

Customizable Gadgets?

Archive: 26 posts


IMO it would be exceedingly helpful to many of us to include the option to customize the title as well as the APPEARANCE of some gadgets... namely: The Creatinator.

The way I see it the options should include something like:

*Name: (Here a window pops up allowing you to enter a custom name for the tool, e.g. "FlameThrower", or "Freeze Ray", etc. so for example messages will say "Press 'O' to Drop xxxxx" rather than always "Press O to drop Creatinator" no matter how you've modified it)

*Style: Helmet/Handheld (This would allow Users to select where the object will emmit from by setting whether the gadget is handheld like the Paintinator or is worn on the sackboys head as a helmet such as the Creatinator)

*Visible: Yes/No (this would be helpful in case you wanted to make it appear as if the object is emmiting from sackboy himself, e.g. to mimick Super Powers, or Fire breath, etc.)

And what would help more than ANYTHING would be to have a customization window pop-up which has a close-up of the item allowing you to customize the appearance of the gadget with given tools, colors and stickers (and camera options to get a better view). You have NO IDEA just how IMMENSELY this could help Creators achieve what they need without going into unnecessarily complicated methods. In essence it would allow Creators to invent their own gadgets for their levels exactly how they want them with ease and minimal labor on the part of the Creator.

What do you think? Wouldn't it be a big advantage to Level Creators to essentially invent their own gadgets to suit their needs via an in-game menu...?

e.g., How much cooler would it be if each of the weapons in this map had their own unique name and distinctive looks? (rather than just hat colors?):

http://www.youtube.com/watch?v=8NSf70Rs2uw

Discuss below.
2010-09-22 23:36:00

Author:
Hawk14
Posts: 105


IMO it would be IMMENSELY helpful to many of us...
You have NO IDEA just how IMMENSELY this could help Creators achieve what they need without going into unnecessarily complicated methods.

By "unnecessarily complicated methods," you mean placing an emitter on a sackbot...?

You could've just said "I don't like the way the Creatinator looks" m8.

Or would anyone make Power glove/ Paintnator/ Jetpack/ Grappling hook hats...?
(Actually a grappling hook hat would be nice.
jk)


Ps: You did not finish your "Style" comment on why it would be helpful to do this, not thinking up on ways it can help doesn't help the cause m8.
2010-09-22 23:49:00

Author:
Silverleon
Posts: 6707


I have wanted the ability to customize the handel, or atleast, be able to apply decorations/stickers to the floating icon above the dispenser, and have the players enhancement mimck that.2010-09-22 23:51:00

Author:
mattbru77
Posts: 143


@SilverLeon Yes but SackBots can't just "Pick up" emmiters, they need to be built and wired specifically for the feature. With gadgets you can pick them up and drop them at your leisure. (Unless of course the Creator set the gadget to be 'Not Droppable', assuming you can do that. If not... Well, there's another feature they should include)2010-09-23 00:07:00

Author:
Hawk14
Posts: 105


Hawk. Suggested a million times. But your thread actually goes into a little detail instead of just saying 'GiVeZ Me CrEaTe GuNz NoWzzzzzz!'2010-09-23 03:46:00

Author:
LukeCF
Posts: 790


@SilverLeon Yes but SackBots can't just "Pick up" emmiters, they need to be built and wired specifically for the feature. With gadgets you can pick them up and drop them at your leisure. (Unless of course the Creator set the gadget to be 'Not Droppable', assuming you can do that. If not... Well, there's another feature they should include)
For Sackboys
1. Put Emitter with object to your like on the circuit board.
2. Ad a tag switch to circuit board and connect with an AND/AND logic switch.
3.Hook up R1 with the AND/AND switch. (By Controllinator)
4.Connect the AND/AND output to the emitter.


Now place tags on the ground were you want the player to be able to use your awesome creatinator power. (And you can mark those areas or sumtin. )
2010-09-23 07:49:00

Author:
TjoxYorro
Posts: 220


For Sackboys
1. Put Emitter with object to your like on the circuit board.
2. Ad a tag switch to circuit board and connect with an AND/AND logic switch.
3.Hook up R1 with the AND/AND switch. (By Controllinator)
4.Connect the AND/AND output to the emitter.


Now place tags on the ground were you want the player to be able to use your awesome creatinator power. (And you can mark those areas or sumtin. )
But how do you control it? And could you put more than one?
2010-09-23 21:20:00

Author:
Hawk14
Posts: 105


Controlling it seems like it'd be a hrd thing to accomplish, if even possible. But then again I don't have the beta... so...
And yes you could put more than one. Just have the different 'power ups' activated by different tags.
2010-09-24 13:42:00

Author:
LukeCF
Posts: 790


I like your idea Hawk14,

But LBP2 is already late in production, it's only a couple more months before they release it. (I know it was delayed)

I'm just saying that though... It really would be marvellous if they added your concept

Strike that, I hope MM adds that!
2010-09-25 08:47:00

Author:
King_Sahle
Posts: 42


But how do you control it? And could you put more than one?

Well for you control question:

once the sackboy is in the area you want it to use ur ''gadget'' it will activate 1 part of the AND/AND switch, and R1 (shoot or whatever) will activate the other part of the AND/AND switch.. this will trigger the emitter to emit your object.

And you could put more than one by making an tripple AND switch

The last part of the AND switch will have to be wired with some sort of selection system.
(Im not in the beta so i don't know all sensors and buttons etc. but i'll try to -paint- it for you )

In a sec...

EDIT: And here it is:

NOTE that logic in this pic is based on LBP 1 logic because i have no idea how the circuit board works.. Yet it must work in LBP2 and easier.

http://img822.imageshack.us/img822/815/easylogic.jpg
(I forgot to ''wire'' the D-pad to the Wobble Bolt.. has to be set on 1-shot and bolt on good timing or sumtin so it will hit at the right time.
Now i hope you know how a AND/AND switch works, aye? Multiple inputs acitvate 1 output.
Here the outputs are the most right Tag Switches. (Green with black orb)

I made it here that with the right D-pad key you will switch between 3 emmitable objects to your like, here as Fire, Goo and Kittens. (So you won't actually need Fire and Goo but nvm)
So the D-pad activates one of the powers, selected by the player

Now the blue piston extends when the player is in an area were he is allowed to use the power.

The last thing that triggers the emitter (red piston) is pressing the shoot button which is assigned by the creator (I assume R1 because this is about gadgets)

Sorry for the bad drawing but its 2 am and im a little tired ;p If you need to know more i'll explain it to you .
For me this looks like a good solution for your problem..
2010-09-26 00:19:00

Author:
TjoxYorro
Posts: 220


Well for you control question:

once the sackboy is in the area you want it to use ur ''gadget'' it will activate 1 part of the AND/AND switch, and R1 (shoot or whatever) will activate the other part of the AND/AND switch.. this will trigger the emitter to emit your object.

And you could put more than one by making an tripple AND switch

The last part of the AND switch will have to be wired with some sort of selection system.
(Im not in the beta so i don't know all sensors and buttons etc. but i'll try to -paint- it for you )

In a sec...

EDIT: And here it is:

NOTE that logic in this pic is based on LBP 1 logic because i have no idea how the circuit board works.. Yet it must work in LBP2 and easier.

http://img822.imageshack.us/img822/815/easylogic.jpg
(I forgot to ''wire'' the D-pad to the Wobble Bolt.. has to be set on 1-shot and bolt on good timing or sumtin so it will hit at the right time.
Now i hope you know how a AND/AND switch works, aye? Multiple inputs acitvate 1 output.
Here the outputs are the most right Tag Switches. (Green with black orb)

I made it here that with the right D-pad key you will switch between 3 emmitable objects to your like, here as Fire, Goo and Kittens. (So you won't actually need Fire and Goo but nvm)
So the D-pad activates one of the powers, selected by the player

Now the blue piston extends when the player is in an area were he is allowed to use the power.

The last thing that triggers the emitter (red piston) is pressing the shoot button which is assigned by the creator (I assume R1 because this is about gadgets)

Sorry for the bad drawing but its 2 am and im a little tired ;p If you need to know more i'll explain it to you .
For me this looks like a good solution for your problem..^ That is interesting but by "control" I was thinking of how the player would 'aim' the gadget from it's source (either the head or the arm). Like the Paintinator, which you can control with the Right stick.

And how would you make it so you could make a custom-looking gadget or handheld, which is displayed on the player when "picked up" but removed when he selectes a different gadget/drops it?
2010-09-26 01:45:00

Author:
Hawk14
Posts: 105


^ That is interesting but by "control" I was thinking of how the player would 'aim' the gadget from it's source (either the head or the arm). Like the Paintinator, which you can control with the Right stick.

And how would you make it so you could make a custom-looking gadget or handheld, which is displayed on the player when "picked up" but removed when he selectes a different gadget/drops it?


Uh i don't know but my last post was more a reaction on if you want to make it look like you shoot something out of sackbots hand =P
Maybe you could make holographic material, stick your home-made gadget on it and then let it move with the Magic Joystick or whatever thats called ;p
2010-09-26 16:42:00

Author:
TjoxYorro
Posts: 220


Uh i don't know but my last post was more a reaction on if you want to make it look like you shoot something out of sackbots hand =P
Maybe you could make holographic material, stick your home-made gadget on it and then let it move with the Magic Joystick or whatever thats called ;pAs I said, all this though perhaps possible is much more complicated than it needs to be, and a feature such as that in my OP would help alot of people especially beginner creators create really awesome gadgets for their levels without going through tons of trouble to do so.
2010-09-26 19:50:00

Author:
Hawk14
Posts: 105


Ive always wanted Jet boots instead of jet pack2010-09-26 22:01:00

Author:
Sim725
Posts: 247


ive always wanted jet boots instead of jet pack

:o

astro-sackboy!!!
2010-09-26 22:02:00

Author:
King_Sahle
Posts: 42


^ That is interesting but by "control" I was thinking of how the player would 'aim' the gadget from it's source (either the head or the arm). Like the Paintinator, which you can control with the Right stick.

And how would you make it so you could make a custom-looking gadget or handheld, which is displayed on the player when "picked up" but removed when he selectes a different gadget/drops it?

See, i've been thinking this for a while too, and I wondered since i'm not in the Beta - Could you make the object with with holographic material? I mean it wouldn't be perfect, but still.
Also, I think you might be able to stick the microchip into the sackbot's arm. You move the arm, it aims the emitter and the logic. I dunno if it'd work well though x]
2010-09-26 22:18:00

Author:
Fish94
Posts: 554


See, i've been thinking this for a while too, and I wondered since i'm not in the Beta - Could you make the object with with holographic material? I mean it wouldn't be perfect, but still.
Also, I think you might be able to stick the microchip into the sackbot's arm. You move the arm, it aims the emitter and the logic. I dunno if it'd work well though x]
You can't attach switches or logic to the Sackbot body, only to the Microchip.
The only way I could see this being done is if you attached a rotator to holo material that is following your Sackbot.
2010-09-26 23:07:00

Author:
Sack-Jake
Posts: 1153


Yeah, but can't you attach a microchip to the Sackbot? That's what I meant.2010-09-26 23:27:00

Author:
Fish94
Posts: 554


Yeah, but can't you attach a microchip to the Sackbot? That's what I meant.
Not onto his arms, you can only put a Microchip inside the Sackbot's Chip.
2010-09-26 23:50:00

Author:
Sack-Jake
Posts: 1153


Ah, I see. Then a rotator and holo material it is.2010-09-27 16:27:00

Author:
Fish94
Posts: 554


One, you can apply stickers to the power up's floaty part and they will show up in the power ups the player picks up.
For example you can make a completely red creatinator and when the player picks the creatinator it will be red.
Tested by me in the beta and by many others.

Two, the aiming of custom "power ups", there's two methods.

1) Make a round piece of hologram. Place a microchip on the hologram and there place a follower, an emitter and a joystick rotator.

Open up sackbot's microchip and place a tag of the same color and same label as the follower. Connect the controlinator's right analogue stick's outputs to the joystick rotator's inputs. Connect the button of choice from the controlinator to the emitter and set the emit, for example, a fire ball.

2) Make the same stuff as in suggestion number 1, but without the joystick rotator. Instead place a look at rotator in there. Create a hologram crosshair and place a microchip on it. Inside place an advanced mover and tag for the look at rotator. Connect the left analogue stick's outputs to the advanced mover's inputs.

These are of top off my head and may not work as I haven't gotten time to test these. But should be pretty easy to create this sort of stuff.
2010-09-27 18:42:00

Author:
Unknown User


Ah, very clever
I will be using something similar to the second one in my Skulduggery Pleasant series, though i'm not sure how i'll make it work right. Once I get a grip of the logic i'll manage though xD
2010-09-27 19:32:00

Author:
Fish94
Posts: 554


One, you can apply stickers to the power up's floaty part and they will show up in the power ups the player picks up.
For example you can make a completely red creatinator and when the player picks the creatinator it will be red.
Tested by me in the beta and by many others.

Two, the aiming of custom "power ups", there's two methods.

1) Make a round piece of hologram. Place a microchip on the hologram and there place a follower, an emitter and a joystick rotator.

Open up sackbot's microchip and place a tag of the same color and same label as the follower. Connect the controlinator's right analogue stick's outputs to the joystick rotator's inputs. Connect the button of choice from the controlinator to the emitter and set the emit, for example, a fire ball.

2) Make the same stuff as in suggestion number 1, but without the joystick rotator. Instead place a look at rotator in there. Create a hologram crosshair and place a microchip on it. Inside place an advanced mover and tag for the look at rotator. Connect the left analogue stick's outputs to the advanced mover's inputs.

These are of top off my head and may not work as I haven't gotten time to test these. But should be pretty easy to create this sort of stuff.Would that allow movement of the sackbots' arm as well? Like would it be possible by custom means to control the characters' arm with the right analog stick?
2010-09-27 23:10:00

Author:
Hawk14
Posts: 105


It doesn't override the regular movements, so yes, you'll be able to move the sackbot's arms as well.

It goes interesting when you start creating logic stuff. I made a sackbot that can flip, die from falling down, that can fling itself on top of beams if hanging from them. There's almost endless possibilities of what you can do in this game.
2010-09-28 15:30:00

Author:
Unknown User


Lol okay xD but for me making it myself would give the more awesome feeling like: Loowk! I created thatz

I wish we could glue jumppads under sackbots feet. =D
2010-09-28 16:01:00

Author:
TjoxYorro
Posts: 220


You can't do that, but you can place movers and other cool things inside the microchip, wire everything together using logic and you've got yourself a sackbot that can so double jumps and somersaults and whatnot.2010-09-28 18:36:00

Author:
Unknown User


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