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#1

A Real First Person Shooter

Archive: 19 posts


We've all seen them, PPp_Killer and wildbill1217 have made some real crackers And then a couple of weeks ago we all saw that Sack Flower LBP2 Beta level and while trying to find out how it was done, I went through many ways in my head of how you could move into the screen. Most either couldn't be done or could only be done in LBP2. And all that is left is two options, one of which will allow you to move in AND out of the screen. Obviously, I'm not going to say how because I'm probably overestimating my own ability Or it will be rubbish
I'm not saying it will be perfect, but it will have a certain LBP charm.

Things are subject to change, but I'm planning on at least moving into the screen, through Doom like corridors. For the shooting part, I'm going for the two views, from the hip and down the sights.

I haven't got a theme yet.

I have a deadline though...16th November. Which was 3 weeks yesterday...I like a challenge

I'll keep you posted...
2010-10-27 22:34:00

Author:
ballisticola
Posts: 157


Just had a very similar idea not long ago, However the concept went bust due to my new idea to remake PS2's Gauntlet dark legacy in lbp. I wish you luck and hope youre project goes well, afterall it would be the first real working fps in the first game. And that's worth alot of credit to you if you pull it off : ]2010-10-27 23:20:00

Author:
shanzenos
Posts: 58


I have some FPS's too you know...my concept was a jump in a design like yours. People previously used only 2D weaponry for FPS's in LBP, but I implemented the layer glitch into it. So it would be very interesting to see your idea in effect. 2010-10-27 23:47:00

Author:
warlord_evil
Posts: 4193


I shall have a look But I'm trying to keep a clean mind, I don't want to end up copying. There is a part of me that says "Use WildBill's gun" but that ain't happening...mostly because I haven't managed to complete the level

Anyway, today's been an odd day, the thing that should be the hardest (going into the screen) was the easiest part, it went without a hitch. The actual gun control was the worst! The "Into The Screen" mechanic took 2 hours to make and test. The gun control took me 4 hours (and counting), I don't know what I was doing?! But I now have too many ideas of how to do it

Although I can probably do it, I don't think I'll be adding the "going backwards part", mainly because it's very hard and the controls would be too complexed. I had to laugh when I realised I only had the left stick and R1 Even though I could have many control schemes...it might "slightly" block the screen The one I'm going for uses pistons to try and get a much less floaty feel, but it does use alot of sensors, so it might be touchy. Just think of Sackboy inside the gun, a small space that has to be on screen all the time, with loads of sensors in that small space. But I think it can be done. And if it can't there is always another way.

My theme may be aliens, but that's only because I thought I could do that bit in Men In Black where the ship comes towards you and crashes
2010-10-28 20:18:00

Author:
ballisticola
Posts: 157


And I implemented the thing you see in sackflower, mutilple choice weapons and the ability to swap to your sidearm and back and it looks so cool.

You attempting this in LBP? wildbils level gives the gun and TBH, it's useless without the moving tech. All the FPS in LBP1 have aiming problems, wildbills gun is too slow, warlords gun is too jumpy, my gun tilts too much.

I don't know what solution you will use for aiming, but thats only one part of the problem. And I have no idea how you are going to achieve this but Good luck.
2010-10-29 05:56:00

Author:
PPp_Killer
Posts: 449


The gun! That's the hard bit! I can't believe it, I thought it would take me a couple of days, but I'm completely lost. Pistons are not a good idea. And with a jet pack, how do you stop it from wobbling about?

How come I didn't get the gun? I swear I got the top score as well Anyway my fears of copying are gone because I couldn't if I wanted to

Hold on, wait a minute...I've have completey misread Variable Length Pistons. Too slow, too jumpy, too much tilt and now too much stutter. If I can get the sensors to work with the pistons, I think I can get some good movement. And actually I don't need a lot of movement because I'm using enclosed spaces.

warlord_evil - How did you use R1 at the same time as the magic mouth? Or does it only work when you're using the jet pack?
2010-10-29 20:43:00

Author:
ballisticola
Posts: 157


warlord_evil - How did you use R1 at the same time as the magic mouth? Or does it only work when you're using the jet pack?
R1 is one of the only buttons that work during cut-scenes.
2010-10-29 22:59:00

Author:
warlord_evil
Posts: 4193


R1 is one of the only buttons that work during cut-scenes.

I know I've had a very productive night...it's a shame you can't move around though, but I can find a way around that I'm sure (not using the magic mouth, some new ideas).

After two whole days of going around in circles (literally in some cases), I couldn't leave it alone, so instead of just sleeping, I pushed on through the rubbish...and 4 hours later (and 15 minutes just now) I have what has to be the best aiming system possible on LBP It uses a hybrid of ideas, one of which completely eliminates speed, jumping and tilting issues. And I will probably publish a demo of this in the next few days, just to see what people think

PPp_killer - I've read you like the competition, I hope this is
2010-10-30 18:29:00

Author:
ballisticola
Posts: 157


theres a thread in the objects showcase, its called sixaxis something or what not, what it does apparently is keep your object completely still in the air and can even hover without you doing anything to it! i find the thread for and be back in a sec 2010-10-30 23:34:00

Author:
artise
Posts: 353


You're doing this in the BETA right?

Anyway, I've never attempted one of these things, but, in terms of going into the screen, I'm assuming you'll probably have the floor coming towards you as you move?
I might have a little go as well on the BETA - I'll let you know how I get on...
2010-10-31 01:37:00

Author:
standby250
Posts: 1113


Hmmmmm... The way I get my gun to move uses only one piston that has 0 strength and stuck to a peice of glass held down by some dark matter. Zero sensors, sackboy literally carries the gun in my level. But I don't know if you could use this with what you're doing. Can't wait to see how it all turns out though.

@PPp, My gun does not move slow >:[
@Warlord, Your fps is how I learned to make my own. when I go to edit my costume I can tell that the box is what controls it all. Also your guns look
freaking awesome!
2010-10-31 23:20:00

Author:
Unknown User


@Standby - I wish it was the beta! I would of made it already

@Bill - Pistons, glass, dark matter, I see what you've done, mine is a "little" bit more elaborate than that. And yeah, your gun isn't slow, especially if you use X The trouble with the guns (although, you've got it pretty good) as far as I can see is they are too heavy for Sackboy to carry, yet Sackboy in a jet pack is the only way to do it.

Anyway, I haven't done anything today, I needed the sleep or I would have gone crazy I was trying to make stuff before I had made the basics. You can't start making a gun before you've made the part that controls it. I even tried to make Sack Flower halfway through I'll try and get some done today. I'm making a demo of the aiming system and one for the movement part, probably movement first because it's a bit more fun

The one thing that was unexpected is that you can't put the cross hairs in the back thin layer because it reacts with the background stuff. Which meant the barrel of my gun had to be shorter.

I may change my deadline, as long as I can get it done before LBP2 comes out. The only reason I had a deadline was because I'm going to be without the internet for a bit.

EDIT
My movement demo is now a copy of this:-

http://www.youtube.com/watch?v=570lEAdQuUw
2010-11-01 21:22:00

Author:
ballisticola
Posts: 157


But that sackfighter uses a lot of thermo for the moving environment, hard to work with and slow frame rate. How are you going to get rid of the disappear gas?2010-11-02 06:35:00

Author:
PPp_Killer
Posts: 449


But that sackfighter uses a lot of thermo for the moving environment, hard to work with and slow frame rate. How are you going to get rid of the disappear gas?

It's not going to be exactly the same, just inspired by Basically this whole project is turning into many projects...ALL AT THE SAME TIME!!! I've stupidly opened my mouth too many times One second I was thinking about getting the aiming system finished and then I see this video...and my brain says "Go on, it will only take a couple of hours". If I do something like what I've seen in LBP2 in LBP1, then I'm happy...but I'm running out of time. The ultimate goal for LBP 1 or 2 is to make a FPS, the deadline of 16th November is basically pointless now...unless it's 16th November 2011

But I still have to publish something soon and that something is called "Jet". Which is still just a demo and will just use R1 to fire, on the rails is really the best thing to do, because the time I've spent making controls puts me off doing anything...my kingdom for a mover I did try to do a barrel roll, but it's unpredictable at best. But I do love the style I've done it in, it's very 2001
2010-11-03 18:15:00

Author:
ballisticola
Posts: 157


Doing quite well, you can now control the plane I'm busy now making the moving background.

It's supposed to be a demo, but it's getting bigger by the day. You start the level already in the air, where your controls are stiffened up to ease you in, then you are let free (i.e I remove the pistons that are holding you down ), which works really well...if I can get the weight and balance right. This or course means the barrel roll As long as the jet pack over powers the plane then you can get some brilliant results. Although, you can see SackBoys head through the top, but I haven't really got a choice, I could make a cockpit, but that adds too much weight.

The demo will end with you landing the plane on a aircraft carrier...the aircraft carrier will appear from the distance...think about that
2010-11-06 20:56:00

Author:
ballisticola
Posts: 157


I have high hopes for this project and I have many ideas on how to make it work myslelf but you said previously you want a clear mind so you don't copy so I'll give you a hint.
Don't overthink it
2010-11-10 03:18:00

Author:
Unknown User


You're making a jet fighter level now?2010-11-10 11:13:00

Author:
PPp_Killer
Posts: 449


You're making a jet fighter level now?

Yes and it is a pain in the backside!!! It's only a demo, but it's taking too much time, it's suppose to show moving backgrounds...I haven't even started with the actual fighting part yet. Next week I'm going home for christmas with no internet (only an hour or two every week) , just me and a good 18 hours a day to create.

The FPS is still on, it's just me with too many ideas. When I bought LBP I started to try and make MGS...then I bought the GOTY edition...from China, the DLC doesn't work, so I went back to the original...I had deleted the MGS level. Then I planned to make a MGS trilogy of my own, that's pretty much planned out on paper. Then I went back to making MGS 1 and 2 (managing to fit the whole of MGS into one level). Then after that I was planning to make RPG. Then I started to make a level called The Box, that was full of mini games, one of those mini games was an FPS. Overthinking? Me?! But to be fair on myself most of that was me planning for LBP 2. It's so much easier on that and I haven't even played it, I just know it is. As will become clear when you see my technique. A technique that is more flawed than I first thought...there is no way you could make a game using it in LBP...that's why it's a demo That and I will have LBP 2 before I ever make a full game

I could literally make a whole thread on the technique. And the other techniques, which really are very funny/crazy. I'm not saying how I'm doing it (I'd be here all day), but suffice to say, it's literally like animating a whole movie on your own...without the right tools...or enough time...when you can't be bothered
2010-11-10 17:47:00

Author:
ballisticola
Posts: 157


Hehe like on ace combat! landing is F_U_N! I'm not going to use the forward movement thingy, Ima keep the side to side style in my future FPS's.2011-01-02 07:18:00

Author:
Unknown User


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