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9 Suggestions for LBP2

Archive: 5 posts


Turn off Sackbot's ability to slap.
Sometimes, if I wire things to make their arms move, they swing and hit instead of moving their arms. Same goes if you move their arms quickly with the controlinator. This is highly inconvenient in some instances, so please make it an option in the sackbot behaviour switch to turn it off!


Option to make Sackbots unaffected by slaps (player or Sackbot).
Several times I have managed to throw off course some sackbot by hitting them and knocking them over, such as off edges or into dangers that they would have otherwise avoided. This can have a nasty habit of breaking a level.

Make Sackbots water and danger-proof.
This one is pretty implicit. What about when we want Sackbots to be diving instructors, or pirates escaping through the water with loot? Maybe even a Minataur escaping over fire so that you are unable to pursue. There are countless uses for this!!

Which brings me onto this;

Fire, plasma, gas and electricity sensors. Perhaps you have a sackbot in a robot costume, or a piece of machinery that you want to become active when touching electricity, or trigger flames to appear when fire is touched. Perhaps just to hook up to a counter so you can choose to make a sackbot die when hit by X number of plasma bullets etc. without having to use tags. You know it makes sense!

But, you know what else makes sense?

Choosing the direction of an Impact sensor.
Why, you may ask? Because then you can make a Sackbot's circuit board know when he's touching the floor, ran into a wall, or hit a ceiling! This would eliminate the need to line floors with countless tags for the tag sensors to pick up! But even if you just need one tag, it still doesn't make the Sackbot very universal!


Followers that follow any object without fail.
Apparently putting it to full speed, on full strength isn't enough. If I move the sackbot or object fast enough, or suddenly change direction at great speed, the following hologram or whatever else flies off and loses it's position!


Now this one, I haven't quite come up with a solution yet, but in a concept for a Lemmings mechanic I was doing, I had the countdown to explosion numbers following the lemming, but the problem was, if two lemmings overlapped, there was a 50:50 chance that the hologram would start following a different lemming instead. Any ideas?

Whilst still on the subject of my Lemmings...

Option on the explosion destructor for splash damage.
This would be very convenient! And also an option to select the splash radius. For any of you who have played Lemmings, you will know that upon self destruct, they take a fair amount of landscape with them. This is currently impossible. *sad face*

Finally, spawning from Lemmings again, I have a powerup suggestion...

THE BLOW TORCH!
Y'know, like the one in Worms? This would be a brilliant powerup that would allow me to use the dig abilities that the Lemmings in the real game have. It should have the ability to 'burn' through any material that could have been otherwise affected by explosives. I.e. cardboard, polystyrene, sponge, dissolve and any material that has an object tweaker set to 'destructible'.


What do you think of my suggestions?

And what's the best way to get these suggestions to either Tom or Spaff? Thanks!
2010-12-09 11:27:00

Author:
Weretigr
Posts: 2105


Option to make Sackbots unaffected by slaps (player or Sackbot).
Several times I have managed to throw off course some sackbot by hitting them and knocking them over, such as off edges or into dangers that they would have otherwise avoided. This can have a nasty habit of breaking a level.
!

You can already do this one, I think you have to use a material tweaker and turn off 'grabbable'

Kingo' and I were getting sick of people ruining our bcc03 entry whilst playtesting by dragging all those little army sackbots around.
2010-12-09 13:07:00

Author:
Asbestos101
Posts: 1114


Ah ok... Perhaps they should add that in some sort of info section, or tutorial then... But thanks! I'll try it next time 2010-12-09 13:10:00

Author:
Weretigr
Posts: 2105


I agree with most of these suggestions - although pretty much every one of them is possible with the tools we have now

In particular i can tell you straight away that placing a material tweaker on a sackbots circuitboard and putting it on un-grabbable (the only option to tweak is grabbability when on a sackbot chip) will make the sackbot unslappable aswell
To make sackbots unaffected by hazards you need to put a danger tweaker on their circuitboard - For example to make a minotaur that escapes over fire turn him on fire just before he reaches the fire he has to run over
Impact sensors can be set to require tags - meaning that you can make a sackbot that knows whether it is touching the ground, the wall, the roof or whatever
Splash damage for exploding things would be a cool tweak - although you could just emit a LBP1 impact bomb really quickly and with a bit of love and time you could make it look seamless
Do we really need a blow torch when we have a creatinator that shoots whatever you want it to? Just make a flame out of blue holo and fire projectiles and it should look just fine
The lemmings following problem could be reduced (not solved) by adding tag labels so that there is a much smaller chance of two lemmings with the same tag crossing paths then the little countdowns would be less likely to be messed up


But i do agree that if these things were actually tweaks, or native items to the game things would be easier
Hope i helped

EDIT: Ah it took so long to write this some questions had been answered by the time i posted
2010-12-09 13:21:00

Author:
Skalio-
Posts: 920


I agree with most of these suggestions - although pretty much every one of them is possible with the tools we have now

In particular i can tell you straight away that placing a material tweaker on a sackbots circuitboard and putting it on un-grabbable (the only option to tweak is grabbability when on a sackbot chip) will make the sackbot unslappable aswell
To make sackbots unaffected by hazards you need to put a danger tweaker on their circuitboard - For example to make a minotaur that escapes over fire turn him on fire just before he reaches the fire he has to run over
Impact sensors can be set to require tags - meaning that you can make a sackbot that knows whether it is touching the ground, the wall, the roof or whatever
Splash damage for exploding things would be a cool tweak - although you could just emit a LBP1 impact bomb really quickly and with a bit of love and time you could make it look seamless
Do we really need a blow torch when we have a creatinator that shoots whatever you want it to? Just make a flame out of blue holo and fire projectiles and it should look just fine
The lemmings following problem could be reduced (not solved) by adding tag labels so that there is a much smaller chance of two lemmings with the same tag crossing paths then the little countdowns would be less likely to be messed up


But i do agree that if these things were actually tweaks, or native items to the game things would be easier
Hope i helped

EDIT: Ah it took so long to write this some questions had been answered by the time i posted


Changing danger all the time is kind of inconvenient...

I said I'd like it without the tag because then it will work on any surface, without having to put tags on them.

I have tried the splash damage emit bomb thing, but I can't emit it close enough to the sackbot.

Firing projectiles at close range to destroy cardboard etc. would kill the player too.

I meant something automatic, so I could just emit the same sackbot multiple times...


Thanks for showing me how to do bullet points, btw (Without the button I mean >.<)
2010-12-09 13:35:00

Author:
Weretigr
Posts: 2105


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