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Community "Game" Save Files

Archive: 6 posts


Last night as I was sick and sniffly I thought of a nifty thing about save files that I've been pondering for some time.

I think I have a nice idea for that.

Now, please note I have absolutely ZERO experience with stuff like memory and hardware examination or whatnot so I'm not 100% certain this can be done.

Okay, so here's my idea:
-There can be a tool used like a global control object that can save and load.
-When the save input is activated, the player is taken to that save file screen on the PS3. When the player saves the file, the level's current condition is saved. The file cannot be activated on my moon.
-When the load input is activated, the player, if having a save file of that level, can load it. The level will then load into the saved condition. (i.e. If you killed a creature in the saved file when you load it the monster will be gone because you killed it.)

As for levels depending on level links, what if your score is saved (tweakable) as well? And if there's stuff like exp. or something, why not have more than one score thing? (i.e. A red score meter be counted as exp. and filled only with red bubbles, a blue one filled with blues, etc.)

idk, I personally find my little idea clever. idk.
2011-01-13 01:03:00

Author:
Fang
Posts: 578


1. Save idea is ok.... but it's sound like something that could brake PS3 SDK rules that Sony gives to developers

2.Links transfer over Score already, but not state of the gadget that have states. But you can use Score to transfer 18-bit (around that i dont remember) of data, but it might be not enough to transfer over two number values. 8 bit of data (aka byte) can hold number value between 0-255
2011-01-13 04:55:00

Author:
Shadowriver
Posts: 3991


1. Save idea is ok.... but it's sound like something that could brake PS3 SDK rules that Sony gives to developers

2.Links transfer over Score already, but not state of the gadget that have states. But you can use Score to transfer 18-bit (around that i dont remember) of data, but it might be not enough to transfer over two number values. 8 bit of data (aka byte) can hold number value between 0-255

Okay I don't know what you just said but I'm assuming for now it's a no-go... oh well! Always next time!
2011-01-13 05:17:00

Author:
Fang
Posts: 578


oh i for got to say XD with 2nd its of corse possible, MM could have some native support for that. I see it as special tweak that selects specific state gadgets to transfer that state to next level2011-01-13 16:17:00

Author:
Shadowriver
Posts: 3991


My idea would be more like "the selector".
When you active a switch, it'll "select" an input, and when you come back, it'll keep the exact one.
So you need to wire everything from that selector.
A bit messy :/. Maybe for LBP 3, with 8 player function x)?
2011-01-13 16:27:00

Author:
ZeroZ30o
Posts: 157


No it's not thats same as my idea, making selected components to keep there state. This not only means selector but also toggles counters and timers that is also state keeping gadgets. imo thats easier solution possible2011-01-13 21:33:00

Author:
Shadowriver
Posts: 3991


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