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#1

Some Sackbot Suggestions

Archive: 9 posts


Here's some suggestions that I thought up whilst gadding about with some sackbots in the beta.

1. Sackbot skin material:
I think this could really work well for sackbot levels where a wooden robot may be out of place. Imagine an extra page in the sackbot costume tweak menu, filled with the materials you have gathered in the game, whereby the selected material (wood being default) is applying to the default sackbot mesh. That way you could have little rusty metal bots running about in steampunk levels or polestyrene bots in your sci-fi levels. (Yes I'm aware you can sticker bots but what I'm suggesting would carry over the bump / displacement map of the chosen material).

2. Statue tweak:
Ok, so this is a simple yes/no tweak option in the sackbot tweak menu. Set "statue" to yes and the bot is frozen in the current pose and has grabbability turned off (purely to make it immune to slaps - they could be made grabbable again with a material tweaker if necessary). So you could create your own herioc diorama of sackbot Roman Legionnaires to stand in your Sack History Museum or create some guardian sack statues to watch over your temple entrance.
2010-12-12 11:52:00

Author:
croissantbuncake
Posts: 572


Both would be pretty neat. if #2 could be turned on off on the fly (mid level in play mode) it would be great for stunning NPCs.etc
by the first one, do you mean normal sackboy textures on the sackbot model? They would need to each be remade to fit the sackbots shape, otherwise texture glitches would occur ( http://www.youtube.com/watch?v=ctyLdF2ff3I heres an example of texture swapping in super smash bros. As the characters have different shaped textures to match their model, using a texture designed for someone else would cause this sort of thing to happen...)
It'd also be neat if there was an on/off tweak to whether sackbots can go into water (so you could make a 'human' character go into water whilst a 'robot' character couldn't)
2010-12-12 12:15:00

Author:
Matimoo
Posts: 1027


I'm pretty sure he means using your selection of materials you have collected for create mode, and having tweaks on the sackbot that replaces the default wood material with the selected material. For example, the default sackbot is currently the default wood and the dark wood, no? So say I wanted a chrome and sponge sackbot, it would essentially replace the default wood and dark wood with the chrome and sponge. I hope I explained well enough, if not, I'll post a picture later.2010-12-12 12:28:00

Author:
Super_Clone
Posts: 849


@Matimoo: Regarding #2, exactly, and it would also make it easy to recreate the ice hazard (albeit only affecting bots - rust hazard?!).
By number one, I'm referring to normal create mode materials (sponge, rubber, metal, polestyrene etc) on the sackbot model. Regarding the mapping, I don't think it would be too much of a problem given the level of detail of the sackbot texture (two shades of wood, a wooden stitch and a wooden bolt) I don't see much of a problem.
Regarding the on/off toggle, we can already do that in the game, simply add a second sackbot brain chip to the bot's microchip (so it has two brain that are identical except for the tweak you wish to toggle, which in one brain has "yes" and the other has "no"), and wire a selector to both and wire your input into the selector.

Regarding the tweak for waterproofing, that seems inevitable (though may be overlooked)...

@Super_Clone: That's it, you must have replied as I was typing!

In retrospect there are problems inherent in the create materials that would first need to be addressed whereby the texture deforms when shrunken to a certain level (wedding skull metal and mgs stone materials are particularly bad when it comes to this).
2010-12-12 12:38:00

Author:
croissantbuncake
Posts: 572


Do you mean actual materials, or sackboy skins when in #1? Sackboy skins can already be done, but a material cahnge for sackbots would be nice...

For #2, you should be able to turn on "slappable". It would be pretty funy to go up to a staute and slap it so its head turned around after all....
2010-12-12 14:35:00

Author:
Schwem00
Posts: 255


Surely for the non moving part you could just have a sackbot with nothing program but use a material changer and tweak him to 'not grabbable'. I'm not sure but I think I read somewhere that un grabbable means you can't slap it (along with not being able to grab it of course)2010-12-12 15:05:00

Author:
I_PUNT_KNOMES
Posts: 42


@Schemn: I mean actual materials like cardboard, basic metal etc, which would be applied to the bot to give it the appearence of a cardboard, metal etc robot.

@I_PUNT_KNOMES: You are correct about the material tweaker rendering him non-slappable. What I suggest with the "statue" tweak would be to have a perfectly still (i.e. not breathing or blinking) bot.
2010-12-12 19:41:00

Author:
croissantbuncake
Posts: 572


I'd like a way to trigger an output (e.g. death) when a Sackbot is slapped.

http://i.neoseeker.com/mgv/272671-Blackfalcon/671/5/animal0064hb2_display.gif
2010-12-13 20:11:00

Author:
Blackfalcon
Posts: 409


I'm sure you can make a slap detetor using a controlinator (set to nearest player and override sackbot = no) and player detector (to ensure that the setup works only within normal slapping radius) wired through an and gate wired up to a timer and selector... There may be some additional tweaking needed to get it...2010-12-13 22:33:00

Author:
croissantbuncake
Posts: 572


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