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#1

Sackbot SiZe Glitch. BETA level.

Archive: 6 posts


So I've been thinking for a while now as to why Mm removed the glitch that allows us to make sackbots really big, or really tiny. To be honest, I'm not sure why this wasn't just included as an option to begin with?

I've only seen one or two levels make good use of the glitch in the beta, and I really think it's something that's being overlooked as a really valid option for creators. I know some of you may make the arguement that by upscaling a sackbot and putting the player in a DCS controlling that character, and then scaling down your other sackbots you can achieve some good results... but the truth is that you can't. Not only are the animations off, which cause the characters to "skate", but sackbots being controlled by the player in a DCS simply can't do what actual sackboys can do (walk in water, use the grappling hook, trigger certain things, etc). This fact alone, makes this option useless for many applications.

I have been working on a level to illustrate just one of the uses of this bug, in order to try and raleigh some support from the community to try and see if we can't get Mm to make oversizing and undersizing sackbots more than we are able to now. I know it's a long shot... but it doesn't hurt.

Anyways, the level is called, Fire Bugs. Since the BETA is ending soon, I haven't had time to polish the level at all or tell the backstory to it. But for anyone interested in a fun little level that shows how usefull really tiny sackbots are, I'd hope you give this one a go before the BETA ends.

I'm certainly not one to ask for anything, but if anyone finds real value in this being a regular option for sackbots, I'd ask that you go play the level in hopes that Mm might see it on cool pages and maybe consider making this an option for us. I'm really not looking to get on cool pages to be cool (anyone here knows I don't much care for that kind of "glory")... I'd just like it to get enough plays for Mm to take notice and consider allowing us to resize sackbots more drastically than we can now.

I'd love to hear your thoughts on the issue, and will gladly take any recommendations to play other levels putting this gltich to good use before it disappears forever when the beta ends.

Again, the level is called, Fire Bugs if anyone cares to check it out.

Cheers!
2011-01-04 03:37:00

Author:
Rustbukkit
Posts: 1737


ahem,
http://beta.lbp.me/v/p-8e

Queued

I don't know if they will bring it back, but we better fight for it! Obviously some limit is needed so sackbots aren't overly big or too small. I know a feature I want back is further create zoom back...
Hey I just noticed! Where did the code card picture on lbp.me go!?
2011-01-04 11:52:00

Author:
PPp_Killer
Posts: 449


Altho, you should be aware doing that was a glitch to begin with, removing the boundaries of how much you can increase/ decrease the Sackbot's size would cause many problems.

I toyed around with giant and micro sackbots, many times, giant sackbots will simply fall down the floor, and reach a point where they simply "break" while micro sackbots are basically intangible to all but water.

Trust me, m8, there mare be a few benefits, but the problems out-weight the benefts by a longshot, yes I know only increassing the size cap a little may not change much, but they already had a set size for a reason, that's probably the best most stable size range.

I doubt they'd remove any "useful" glitchess unless they can cause some major problems, just look at 3D glitch, its still there, if they removed anything "just because," like you claim they did with the sackbot size limit, that would've been out a while back.


Just keep in mind, that a lot of times, things are there for a reason, and not just because Mm are trying to be evil or anything.
2011-01-04 12:04:00

Author:
Silverleon
Posts: 6707


S'then I wonder why they removed the emmiter resizing trick with the checkpoints... I still have large grid sized small and large versions of all the available checkpoints though, so, yea...2011-01-04 13:04:00

Author:
Super_Clone
Posts: 849


S'then I wonder why they removed the emmiter resizing trick with the checkpoints... I still have large grid sized small and large versions of all the available checkpoints though, so, yea...

Did they? : O I better make some now, while I can.
2011-01-04 22:01:00

Author:
Radishlord
Posts: 706


Thanks Rauland, I forgot all about LBP.ME


Altho, you should be aware doing that was a glitch to begin with, removing the boundaries of how much you can increase/ decrease the Sackbot's size would cause many problems.
Fully aware... that's why I referred to it as the Sackbot SiZe Glitch.

I toyed around with giant and micro sackbots, many times, giant sackbots will simply fall down the floor, and reach a point where they simply "break" while micro sackbots are basically intangible to all but water.
Not true. Giant sackbots worked fine for me (though I admit I didn't muck about with them nearly as much as the tiny ones), however... they they are much less usefull than tiny ones in my opinion. Micro sackbots act the exact same as any other. They are affected by all the hazards, and can still use power gloves, creatinator, etc. - there's no difference at all with the onese I created. I'm not sure if intangible is the word you were looking for... perhaps I'm misunderstanding your meaning?

Trust me, m8, there mare be a few benefits, but the problems out-weight the benefts by a longshot, yes I know only increassing the size cap a little may not change much, but they already had a set size for a reason, that's probably the best most stable size range.
Well, like I said... all of mine work perfectly and haven't affected any gameplay, materials, costume pieces, or anything else in any adverse way. I'm not sure what the problems are that out-weigh the benefits by a longshot and haven't seen any proof in any of the other beta levels that used them either. It could also be that Mm just limited their size because it's something they personally thought was a good limit to go with (visually speaking). Not necessarily because it causes problems. Of course, this is all just speculation on both our parts at this point.

I doubt they'd remove any "useful" glitchess unless they can cause some major problems, just look at 3D glitch, its still there, if they removed anything "just because," like you claim they did with the sackbot size limit, that would've been out a while back.
Please don't put words in my mouth, I never "claimed" they removed it "just because". I don't know their reasoning. It could be that they just didn't really see it as being a valid or usable gltich at the time, or that they had so much on their plate at the time with other bugs that it was easier to remove and ignore it... who knows? I've done a ton of testing with them and have found no problems at all, so I don't see why this would be a problem. Of course... that's my experience with them. You say your large ones fell through floors, and your tiny ones were somehow messed up and I'm not really sure how as "intangible" doesn't seem to apply here.

Just keep in mind, that a lot of times, things are there for a reason, and not just because Mm are trying to be evil or anything.
Absolutely, and sometimes there isn't any good reason at all other than a judgement call. I think if enough people in the community see this as a valid option for sackbots, then Mm could perhaps give this to as an option in a future patch. As I said... it doesn't hurt to try. If you don't ask... you'll never know. Just look at all the other suggestions the community has put forth that the Mm have implemented. Who would have really thought we'd ever get a grappling hook, music sequencer, or real water? We got those because the community wanted them and saw them as valid tools to create with.

I never implied that Mm are trying to be evil at all. But I do believe that sometimes companies can have slight oversights... they are human after all... whereas demons, serial killers, and politicians are evil.




S'then I wonder why they removed the emmiter resizing trick with the checkpoints... I still have large grid sized small and large versions of all the available checkpoints though, so, yea...

Agreed! That was a totally usefull glitch that they removed. One that wasn't level breaking at all, but has actually rendered many levels created in LBP useless in LBP2 where backward compatibility is concerned. I would love to know why it was taken away... and really hope it's still usable in the finished version of LBP2.



Did they? : O I better make some now, while I can.

Sadly, they won't work in LBP2, unless they remove the "thingy" that removed the glitch to begin with.
2011-01-04 22:08:00

Author:
Rustbukkit
Posts: 1737


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