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#1

Two ideas that I think are very important for LBP 2

Archive: 29 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...

My second point is:

A simple "save device" that works with numbers, which can be useful for "linked levels" can be added to the game. The device should work like this, say, the player collects a certain object in the game (which can, for example, be "coins"). For every object (coin) a certain amount of number will be added to the save device, say, for one coin, 10 points. At the end of the game, these points will directly be transferred to the next ("linked") level. In the next level, the player will buy new gadgets, weapons etc. with these points (amounting to the number of coins calculated with the given multiplier, say, 10 coint x 10= 100 credits). The player will choose new gadgets/weapons according to the number of coins he/she collected in the previous chapter and better players will be available to "buy" better weapons/gadgets in the next level(s).
2010-10-30 12:02:00

Author:
terbas
Posts: 93


1st thing is already possible with sackbots. some logic, and the second has already been suggested a lot m8. 2010-10-30 12:41:00

Author:
Silverleon
Posts: 6707


The second is already possible. Just use the current score givers/takers and scoring system as a currency system.2010-10-30 14:04:00

Author:
Holguin86
Posts: 875


The second is already possible. Just use the current score givers/takers and scoring system as a currency system.

Yeah but it will only work for the level you won the points. He wants to transfer the points to one level to another.
2010-10-30 14:53:00

Author:
ZeroZ30o
Posts: 157


i think this are very cool features, i made a level in lbp1 where the enemy moves in both directions an also face both directions and i made his face with a rotor but i had to make him bald so that way give the impresion that he looks both sides my level's name is: action shooter crazy agent sack 6, in case you wanted to check it out, ^^2010-10-30 15:22:00

Author:
Unknown User


Yeah but it will only work for the level you won the points. He wants to transfer the points to one level to another.

In linked sub-level score is transfer down
2010-10-30 15:22:00

Author:
Shadowriver
Posts: 3991


You can make an emeny turn by putting the part you want to turn on a motor bolt and having a timer alternate between two Gyroscopes facing opposite directions. It worked perfectly in my Destroyer Of Blocks minigame.2010-10-30 15:29:00

Author:
piggabling
Posts: 2979


@piggabling, yea you are rigth thats exactly how i did it in my level action shooter crazy agent sack 6 too2010-10-30 15:33:00

Author:
Unknown User


Yeah but it will only work for the level you won the points. He wants to transfer the points to one level to another.

It WILL work, because you keep your score when you go through linked levels.

... as Shadowriver has already said.
2010-10-30 15:37:00

Author:
Holguin86
Posts: 875


But flipping mover(?) would be cool ofcorse and you are not first one suggestion it ;]2010-10-30 15:54:00

Author:
Shadowriver
Posts: 3991


Obviously, it's easy with two linked levels, but a kind of saves system would be useful, if you play a level [01], quit the game, and then another day play the level [02] (the sequel).

You could do that by giving custom stickers and then the player would use it with a score giver to get a precise amount of points, but that would be awfully complicated.

The player's got 273 points, he's bought a sword, a shield and 3 potions.. Ok, then THIS sticker gotta be emitted.

And in the second level : Okay, the player used THIS sticker, so I gotta give him back this amount of points and these weapons...
2010-10-30 16:04:00

Author:
Oddmania
Posts: 1305


You mean cookie elements, well thats compliantly different idea and also suggested infinite times Best way that they could do that iw would be ability to remember selected elements with states, of corse it would be per player.2010-10-30 16:16:00

Author:
Shadowriver
Posts: 3991


You mean cookie elements, well thats compliantly different idea and also suggested infinite times Best way that they could do that iw would be ability to remember selected elements with states, of corse it would be per player.

Yes that's what I meant Yeah I guess that would be very complicated... Maybe, if we had an inventory system, then they could make up a tool that would keep the inventory in memory (but we haven't got such a tool, so the best then could do for the moment would be to give away a score backup to the player so he can use it later).
2010-10-30 17:07:00

Author:
Oddmania
Posts: 1305


Obviously, it's easy with two linked levels, but a kind of saves system would be useful, if you play a level [01], quit the game, and then another day play the level [02] (the sequel).

You could do that by giving custom stickers and then the player would use it with a score giver to get a precise amount of points, but that would be awfully complicated.

The player's got 273 points, he's bought a sword, a shield and 3 potions.. Ok, then THIS sticker gotta be emitted.

And in the second level : Okay, the player used THIS sticker, so I gotta give him back this amount of points and these weapons...

This is possible too. Rtm and Aya have been working on data encoders that work on the basis of scoring. Take a look at their beta levels.
2010-10-30 18:00:00

Author:
Holguin86
Posts: 875


Rtm's level always freezes on me. Is that a beta issue, level issue, or what? I want to see it work..2010-10-30 18:04:00

Author:
piggabling
Posts: 2979


This is possible too. Rtm and Aya have been working on data encoders that work on the basis of scoring. Take a look at their beta levels.

I will, thanks

EDIT: Okay, I've just played it. I hardly understood anything, as only a few bubbles speech are displayed (many don't appear with that movie camera). Anyway, as I thought, this works with linked-levels (that require to use that checkpoint that link them), right? I must've missed a lot of things because of the speech bubbles that don't appear, but this would probably not work after playing a level, quitting the game and then playing its sequel, right? :/
I guess it's simply not possible, but LBP isn't endless anyway, and that issue isn't that important.
2010-10-30 18:06:00

Author:
Oddmania
Posts: 1305


Rtm and Aya have been working on data encoders that work on the basis of scoring.

I haven't, but Upsilandre has. Check it out - he gives away the encoder/decoder in prize bubbles.
2010-10-30 19:37:00

Author:
Aya042
Posts: 2870


It's actually as simple as giving bubbles while opening the level link (which can be done with a switch), and having score sensors in the other level. You will need to do a little tweaking though - e.g.

10 POINTS = A
(Sensor =10) AND (NOT) (Sensor = 20) AND (NOT) (Sensor = 30) = A

20 POINTS = B
(Sensor = 10) AND (Sensor = 20) AND (NOT) (Sensor = 30) = B

30 POINTS = C
(Sensor = 10) AND (Sensor = 20) AND (Sensor = 30) = C

Does that make sense? That's what I did anyway, and it works. BTW, you can link these things up to checkpoints, so if you do it quick enough, you can determine where the player spawns.

2010-10-30 19:59:00

Author:
standby250
Posts: 1113


An invert option is needed....Allthough with dissolve and emitters it is possible to replicate MAYBE i wanna do a big robot and then i maybe want it to turn around right`Ay ?2010-10-30 21:12:00

Author:
Unknown User


invert? What's wrong with a NOT gate?2010-10-30 21:15:00

Author:
standby250
Posts: 1113


Maybe somehow using logic you could make a number that is given to the player after the end of the game, this number is determined by the actions made in the game and how much currency they aquired, the number would then be input into the linked level to apply the upgrades/currency onto the next level.2010-10-30 21:46:00

Author:
Unknown User


That sounds like your best bet. Unfortunately, it will be quite a lot of work. I mean, if there are 5 potential things you can buy, then there are 25 potential combinations, right?
E.g.
12345
01234
00123
00012
00001
00000
(0 representing not buying anything)
And that's just 5 possible combinations. It would probably be quite difficult. And if you wanted more things to buy, then the number of potential combinations would go up...

And if you look at my above post, you'd have to do that kind of thing 25 times - and that's just for this example.
2010-10-30 21:57:00

Author:
standby250
Posts: 1113


I will, thanks

EDIT: Okay, I've just played it. I hardly understood anything, as only a few bubbles speech are displayed (many don't appear with that movie camera). Anyway, as I thought, this works with linked-levels (that require to use that checkpoint that link them), right? I must've missed a lot of things because of the speech bubbles that don't appear, but this would probably not work after playing a level, quitting the game and then playing its sequel, right? :/
I guess it's simply not possible, but LBP isn't endless anyway, and that issue isn't that important.

I was thinking you mean save data
For this case imo there still should be native solution to be done here anyway, current work around only allows to move limited number of bits that can be only on/off signal
2010-10-30 23:14:00

Author:
Shadowriver
Posts: 3991


Flip object is needed, things like when my big boss can't turn around when you go behind him looks dumb,
and no, emitters look bad as they Disappear for a bit before emitting the new one, plus if something gets in the
way, it won't emit at all (>_>) *mew
2010-10-30 23:35:00

Author:
Lord-Dreamerz
Posts: 4261


1st thing is already possible with sackbots. some logic, and the second has already been suggested a lot m8.

Sorry but, I don't think that making level bosses only out of sackbots is enough... I may as well want to build a "shoot'em up level" where the aircraft moves both right and left by flipping in both directions with a command from the controllinator. If we can dress sackbots as AIRCRAFTS, that wouldn't constitute a problem, I guess!
2010-10-31 08:39:00

Author:
terbas
Posts: 93


Well currently it can be solved by using holograms, but problem is still with physical objects2010-10-31 14:05:00

Author:
Shadowriver
Posts: 3991


And about "saving..." Saving points is not enough... You may as well want to save the final state of a level using cookies... (Like what stands where, what has been missing etc.) There, points are out of the question...2011-05-12 20:05:00

Author:
terbas
Posts: 93


Just yesterday I was bemoaning the lack of a "mirror axis tweaker" for the creature you ride in my current project; I'm all for this, obviously!

Flipping the head/neck with emitters/tag followers was easy enough and looked pretty good, the legs are more of a problem but I had a plan I think would have worked ok. Flipping the controllinator is where I got stumped...it looks silly having your sackperson riding facing backwards. Ejecting/Entering a controllinator is always quite a visual/auditory production and I was also concerned about inadvertent ride hoping in multi-player situations...

At this point I'll probably design the level so that you only need to move forward/up/down to progress. I'll try orienting the controllinator to face the screen...maybe it will look like you are riding side-saddle...and I can keep the creature flipping. Certainly this is something that should be easy to do in a "platform for games".
2011-05-12 20:53:00

Author:
fullofwin
Posts: 1214


Another thing to add would be a custom sound object. Kinda like the magic mouth's sound recording tool, but with no text.2011-05-14 16:44:00

Author:
Unknown User


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