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mini tutorial creation technique - Fake Item
Archive: 26 posts
I found this on the US PS3 forum. Really good idea. Very clever. Watch the video and check out the original post at http://boardus.playstation.com/playstation/board/message?board.id=littlebigplanet&thread.id=165190 Gd2ykrwVdBE I like the idea, and the more I think about it and all the many different ways it could be used to extend game play. Things like players having to keep going over the same ground, making the level last alot longer,Ingenious. | 2008-10-28 20:33:00 Author: scooby4953 Posts: 43 |
Lol, I didn't see the point in that at all :S Am I missing something? | 2008-10-28 20:58:00 Author: DrunkMiffy Posts: 2758 |
I don't inderstand how this would work??? what is the use of this. You may just as wel grap all 4 keys at once and then run through them all | 2008-10-28 21:28:00 Author: MatthijsNL Posts: 164 |
I don't inderstand how this would work??? what is the use of this. You may just as wel grap all 4 keys at once and then run through them all It's a proof of concept. | 2008-10-28 21:32:00 Author: Dijkie Posts: 42 |
It's a proof of concept. I get that but shouldn't you be able to use a concept in a later stage? I don't see how you could apply this in a full level. | 2008-10-28 21:49:00 Author: MatthijsNL Posts: 164 |
I get that but shouldn't you be able to use a concept in a later stage? I don't see how you could apply this in a full level. The idea is Sackboy is adding these keys to an imaginary "inventory". The keys must be in his possession to open the door. The idea is a neat one, but to be honest I wouldn't use it that often. | 2008-10-29 00:16:00 Author: ConfusedCartman Posts: 3729 |
Congrats to the guy who came up with the idea, but, in my opinion it's a bit unnecessary.. | 2008-10-29 00:50:00 Author: Dabog Posts: 74 |
It seems I'm the one who will use this a lot I guess. Great for Zelda-esque levels. :arg: | 2008-10-29 00:55:00 Author: Unknown User |
I still don't get it ;_; Maybe it's because I haven't played the game >_> | 2008-10-29 06:29:00 Author: Stix489 Posts: 2080 |
i think dragging a key would be more entertaining. They have a grab feature, why go to old school roots? Beyond making old school levels.. | 2008-10-29 06:32:00 Author: Unknown User |
ermm.... jumping boots what honestly??? | 2008-10-29 06:51:00 Author: Thee-Flash Posts: 3154 |
This is freaking awesome in a Metal Gear level. This is exactly what is needed. You pick up a level 1 keycard(red) to unlock all red doors, then you find a level 2 keycard(blue) to unlock all blue doors, etc. | 2008-10-29 08:54:00 Author: Voltiare Posts: 646 |
I can't view the video because I'm school. Is he using sticker prize bubbles to act as items or something? | 2008-10-29 14:52:00 Author: HobocidalManiac Posts: 117 |
I can't view the video because I'm school. Is he using sticker prize bubbles to act as items or something?It seems to be dissolvable material shaped like a key with a sensor switch on it. When you get close enough, it dissolves itself and a block above the matching color door. The block above the matching door dissolves and then a block above it falls down by the matching color door. The block has a sensor switch on it that dissolves the actual door when next to. So you basically have this system for all the security doors and then you rig the sensor switch on the "key" to all the right color doors in the level to create a keycard system of opening doors. | 2008-10-29 16:23:00 Author: Voltiare Posts: 646 |
To those of you who suggested that you could drag the key around with you instead of this idea......... The problem comes when you come to a swing for instance. You can't drag the key, and swing on the swing at the same time. Therefore this technique could be used instead. Remember, that although the video shows doors being opened, it could be used any way in which a switch could be used. Very clever. | 2008-10-29 16:28:00 Author: scooby4953 Posts: 43 |
I quite like the idea myself, like someone has said for Zelda type levels. I'd like to use this in a level somewhere once I've mastered everything, because my levels are short and and not very exciting at the moment, haha. | 2008-10-30 02:14:00 Author: Yana Posts: 134 |
Actually thinking on this concept....I might try using some form of this for the powerups in LittleBigMetroid that you need to collect in order to explore more. You go find the powerup and finding the powerup suddenly causes allsorts of stuff to be able to change offscreen now that you have "collected" it. | 2008-10-30 16:16:00 Author: LordDax Posts: 79 |
I found this on the US PS3 forum. Really good idea. Very clever. Watch the video and check out the original post at http://boardus.playstation.com/playstation/board/message?board.id=littlebigplanet&thread.id=165190 Gd2ykrwVdBE I like the idea, and the more I think about it and all the many different ways it could be used to extend game play. Things like players having to keep going over the same ground, making the level last alot longer,Ingenious. I had a similar system on a level I made in the beta. It was basically a rip off of Pixeljunk Eden and had a system where when a sackboy came near to an outer ring housing small circles, it would trigger the outer ring to dissolve, causing the small circles to fall triggering an emitter to produce a new thing to jump on. I think this guys system works much better though. | 2008-10-30 18:51:00 Author: floor3013 Posts: 287 |
Been away for a couple of days and watched everyone talking about this and not really understanding what the vid was about. Now i've seen this i think it's a great idea and i'm sure will be used in loads of adventure or puzzle type levels!!!! | 2008-10-30 20:23:00 Author: dorien Posts: 2767 |
That is why you dont put a swing between a key and the door....simple solution | 2008-10-31 01:12:00 Author: Coltfirearms Posts: 269 |
That is why you dont put a swing between a key and the door....simple solution Also to you earlier post. This allows you to have 4 imaginary keys all at once and i think it would be rather hard to drag 4 physical keys about at the same time now wouldn't it. Regardless of a swing lol | 2008-10-31 01:19:00 Author: dorien Posts: 2767 |
ouu really like this fake item Idea, its like pocketing something in your inventory and to whoever said that it is like the keycards in MGS, you're **** right. I would love to use this idea in my own levels. | 2008-11-09 05:20:00 Author: TextureSlaughter Posts: 12 |
Hmmm, it has possibilities, but you can only make it out of dissolve material which could be problematic for some people. And also the falling block part was unnecessary, just use a switch that requires two inputs, or just make the radius wide enough so it doesn't need to come into view to be activated. That is why you dont put a swing between a key and the door....simple solution Or you could just give them a jetpack. | 2008-11-09 23:50:00 Author: cursedbalcomb Posts: 16 |
Who here thought the dissovling chest was cooler than the key thing? =o | 2008-11-10 02:29:00 Author: lionhart180 Posts: 200 |
I still don't get it ;_; Maybe it's because I haven't played the game >_> He grabs the key, and he can open the door. It's like he took the key and can reuse it over and over again. | 2008-11-10 02:42:00 Author: qrtda235566 Posts: 3664 |
I don't really understand the concept that you are trying to show us, but great level anyway. | 2008-11-16 21:23:00 Author: Zorez Posts: 83 |
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