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#1

Facing opposite directions (a problem that should not be in LBP2)

Archive: 10 posts


I believe that there's an important deficiency in the highly anticipated and great game called Little Big Planet 2. Which is: In creating 2-D platform levels, a gadget that inverts objects in different axes (especially in the X-axis) is needed. To define it more precisely, the characters or objects (produced by materials) should be able to face in the opposite direction (i. e. turn from left to right instantly) with a command from the controllinator. The (hand-made) hero or an enemy creature in the game should be able to face the opposite direction (get inverted instantly) without the need to be re-emitted and maintaining all its specialities, as in all simple platformers. This can also allow the players to design shooters that flow in both directions (left and right at the same time). This deficiency in the previous game used to compel the players to design creatures that can only face one direction and move backwards -while facing the opposite direction- instead of being able to "turn/face" to the opposite direction and move afterwards. If a gadget that "inverts" objects/creatures made by the players can be added to LBP2, that would simply be awesome...2010-10-26 14:14:00

Author:
terbas
Posts: 93


Its a good idea but one that could be accomplished similarly to how gevurah does his animations, just lighting up/ activating holographic material.
Just make your character and glue 2 together, one obviously inverted, then when it moves left activate that on, when it move right activate the other one.

This can be improved by using a sequencer to activate 3 or 4 different hologram drawings in sequence and getting a running animation.Not an easy thing to do by any means, but not overly complex once you get the hang of it.
2010-10-26 14:19:00

Author:
robotiod
Posts: 2662


But this would limit the "inversion" to holographic material. And this is unfair because I'd like to create bosses and other characters with the materials of my choice...2010-10-26 14:23:00

Author:
terbas
Posts: 93


I know this might not be the easiest approach, but couldn't you just use wireless logic, followers and emitters to simulate flipping the object?

I do agree that a "Flipper" would be a nice addition to the Mover category.
2010-10-26 14:46:00

Author:
Slaeden-Bob
Posts: 605


Yes this would be great and not too difficult to achieve - after all, we can already flip objects in create mode. Being able to do it in play mode would be great - at the moment we need to design creates that rotate body parts to look the other way, or use emitters, or just not bother. The hologram solution is nice but it is not useful in every situation.2010-10-26 15:34:00

Author:
thor
Posts: 388


I believe it would be possible with emmiters set to 0 to achieve the effect, it might look out of place and definitely wouldn't look very good during lag but it would be possible.2010-10-26 15:36:00

Author:
robotiod
Posts: 2662


I believe it would be possible with emmiters set to 0 to achieve the effect, it might look out of place and definitely wouldn't look very good during lag but it would be possible.

If limited in animation, then sure, but it's not an elegant solution when in a complex environment and can be prone to misfiring if there's any collision detection. I don't think its worth it at the moment, but I'm sure someone will go about and do something awesome.

I've been wanting a flip tool for the longest, but we gotta work with what we got. But yeah, using holograms to emulate that is by far the best solution, granted it isn't applicable to everything... unless someone got the cow glitch to work again, lol.
2010-10-26 19:28:00

Author:
gevurah22
Posts: 1476


What's the cow glitch?2010-10-27 04:03:00

Author:
Unknown User


I believe it would be possible with emmiters set to 0 to achieve the effect, it might look out of place and definitely wouldn't look very good during lag but it would be possible.

The emitter set to 0 doesn't act like you think, it goes of for 0.1 between emitted objects and creates flashing.


What's the cow glitch?

Cow glitch is material glitched to have over material properties, example: Dark matter that looks like cardboard, or glass that like sponge.

Only if I could make holograms look like metal or cardboard.. :O
That would allow me to actually make a decent animation for my FPS levels!
2010-10-27 06:40:00

Author:
PPp_Killer
Posts: 449


The emitter set to 0 doesn't act like you think, it goes of for 0.1 between emitted objects and creates flashing.



Cow glitch is material glitched to have over material properties, example: Dark matter that looks like cardboard, or glass that like sponge.

Only if I could make holograms look like metal or cardboard.. :O
That would allow me to actually make a decent animation for my FPS levels!

You're exactly right... I started a thread here, in lbpcentral, named "Sprite Material: Why is it important?" and started another in "getsatisfaction". You can vote for it in "getsatisfaction" so that they will consider this idea...
2011-05-10 10:59:00

Author:
terbas
Posts: 93


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