Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Suggestions
#1

Creator Pack 2 and Other Ideas

Archive: 45 posts


Here are all of my ideas, but I may add other people's suggestions below as well.

Hazards:
1. Color options for all hazards.
2. Hazardous: Whether the object kills sackboy. (i.e. Walking on burning embers.)
3. Brightness: How bright the hazard is. (Current state of hazards would be the max.)
4. Light Source: Whether the hazard is a light source, or if the light is only covering the hazard.
(The difference between LBP and LBP2 hazards. LBP2's Hazards would be at 50% by default.)

Logic:
1. Visual options for all logic elements.
2. Tag goes with the style of the other logic elements. (It stands out to much right now.)
3. Resizer. (Like mover, but resizes an object instead.
4. Being able to put bolts on a microchip. This, when combined with the selector, could allow for settings to be changed without the mess of emmitters.

Glitches/Patches:
1. Category Glitch: Items put in wrongly named categories.
2. Online load times.

Emitters:
1. Smoke Machine Options:
1. Angle Radius. (Smoke can go in all directions.)
2. Being able to tweak objects when placing object to be emitted.
3. Demit Option. This would be an input on the other side of the emitter.
Once triggered, the lifetime would be negated and set to zero, no matter how much longer the object had left.
(Demitting the object.)

Materials:
1. Gravity in negative intergers.
2. Transparancy: How transparent* the material is.
3. Water material: Floats like Dark Matter, but can be swum through.
To negate lag, could be treated like gas, where other materials pass through.
(Makeshift version proved possible WITHIN the game. It didn't cause any lag or Thermo issues.)

Sackbots:
1. Can swim. (Makeshift version proved possible WITHIN the game. Media Molecule should be able to pull it off.)
2. Option for sacbots to die when they hit water.
3. Can use all power-ups. (Grappling Hook, Paintinator, and Jet Pack.)

Powerups:
1. Grabinator:
1. Linear velocity option.
2. Angular Velocity option.
2. Grappling Hook:
1. Minimum/Maximum Length.
2. Minimum/Maximum Strength. (How strong the swinging motion is.
In the case of Minimum/Maximum strength options, the strength would depend on how hard you move the joystick.
3. Reeling In/Out Speed.
3. Jetpack:
1. Normal Speed Setting.
2. Boost Speed Setting.

Rockets:
1. Optional logic element you can use instead of physical one.
The difference between this and a mover is that rockets are more uncontrollable and unpredictable.

Music Sequencer:
1. Changing the speed of the song. (May be possible already.)
2. Instrument Pack.
Instruments:
1. Tuba
2. Trombone
3. Euphonium
4. Trumpet
5. Trumpet (Muted)
6. Soprano Saxophone
7. Alto Saxaphone
8. Tenor Saxaphone
9. Baritone Saxaphone
10. Flute
11. Alto Flute
12. Bass Flute
13. Piccolo
14. Clarinet
15. Bass Clarinet
16. Harmony Clarinet
17. Bassoons
18. Oboes
19. English Horn
20. Flugelhorn
21. Cornet
22. Sousaphone
23. Mellophone
24. Bugle
25. Marimba
26. Xylophone
30. Bongos
31. Kongas
32. Guido
33. Triangle
34. Gong
35. Electric Guitar
36. Violin
37. Cellos
38. Violas
39. Double Bass
40. Mouth Harp (Like the magic mouth sound, except with different pitches.)
(Some of these percussion instruments may be included in percussion kits, but I doubt it.)

Cameras
1. More options allowed in movie camera when set to track player. (Especially Shake.)
2. Individual player cameras. The options would be Players 1, 2, 3, 4 and All.
The camera set to Player 1 would only effect Player 1.
All would effect everybody, but only once you trigger it. (If you haven't triggered it, it won't bother you.)
3. Voice Acting with movie camera instead of magic mouth. (May be possible already.)

Stickers
1. Video stickers. Basically you record videos, and paste them on like a sticker.

General Options
1. The ability to set a level to tutorial. When turned on, you can select what the player has to use inside the level.
Along with video stickers, this would make it possible to have tutorials similar to those made by MM.
2. Weather Filter: Doesn't effect gameplay, except wind, and would add interesting features with little thermo cost.
1. Rain
2. Wind (With option to push player and objects in a certain direction.
3. The ability to add subtitles to cutscenes with voice acting.
(Could be done automatically with some mistakes, or manually with greater accuracy.)



*Clear/Invisible
2011-01-23 17:09:00

Author:
Green-Tomato
Posts: 140


nice ideas especially the materials 3.
iv'e been wishing for this for the longest time.
2011-01-24 00:31:00

Author:
ktmbillyjr
Posts: 177


Hazards- These are great ideas, but why not have the default/current brightness be, say, 50%.
Also, shouldn't transparency be a material changer function? It doesn't make sense why it would be a hazard option.

Logic- Why combine the gravity tweaker and the material tweaker? Fine just the way they are.

Patches- They're working on it.

Emitters- You could always just paste various smoke machines on a microchip to simulate this.

Materials- What do you mean gravity in negative intergers? 0% in the instances of materials, is weightless.

SackBots- Maybe later, but for now, that is only a bug. What I would like though, is that swimming in water is possible, but the motion depends on the SackBot's animation type. For example, if the SackBot was set to idle, it would just aimlessly float on the surface, or if it was set to patrol, it would swim back and forth a set distance on the water's surface. It would be nice if there was a tweak option that allowed you to set limits for a SackBot's animation, so a patrolling SackBot wouldn't walk all the way to the edge of a material...

PowerUps- I love those ideas! Why not throw in a minimum and maximum speed and/or length for the Grapple and Grabbinator, while we're at it?

Rockets- You can use Movers.

Music Sequencer- I do believe there is a speed setting, but I may be wrong.
More instruments would be nice, though.

That's all! I may edit later, but I'd love it if people would comment on my comment, lol. Thanks! Great Ideas!
2011-01-24 00:49:00

Author:
Super_Clone
Posts: 849


3. Water material: Floats like Dark Matter, but can be swum through.

Sack Blitzball would be glorious.


Materials- What do you mean gravity in negative intergers? 0% in the instances of materials, is weightless.

Materials float up, maybe?

And floaty floats down. ...
2011-01-24 01:01:00

Author:
Luminous_Reaver
Posts: 70


Rockets:
1. Optional logic element you can use instead of physical one.
What about movers? Movers were even called "Magic Rockets" back in the pre-alpha stages of LittleBigPlanet 2.
2011-01-24 01:07:00

Author:
warlord_evil
Posts: 4193


The only difference is that rockets seem more uncontrolled, and unpredictable. They could move in a different direction each time you use it, even if you put it in approximately the same place.
Negative intergers for gravity would make an object float up.
Floaty would start at zero (Pink), and -? (Peach).
I know you can pull the effect off with multiple smoke machines, but if MM made it an official option it would be easier and take up less thermo.
I will also change transparency to materials.

One thing I will add is enabling options for movie cameras when set to track players. Especially shaking, since it could be used on everything from a crashing plane to an earthquake.
2011-01-25 02:19:00

Author:
Green-Tomato
Posts: 140


I have an idea I would love to see implemented! The ability to access the tweak menus of materials such as hologram while decorating your Earth and Moon. It bothers me so much that it isn't an available option.2011-01-25 02:29:00

Author:
Super_Clone
Posts: 849


Changing the speed of the song. (May be possible already)

Yes it is. (:
You can tweak the Beats Per Minute to adjust the speed.
2011-01-25 03:46:00

Author:
jEpiik
Posts: 81


Idea for Sackbots: Allow them to use the Grappling Hook in conjunction with Acting options. I was going to make a silly Spiderman skit but then I discovered to my dismay that Sackbots can't equip grappling hooks. D:

I second Super_Clone's request to be able to tweak materials in planet/moon edit mode. I want a planet with green neon bevel continents

Oh, and just to submit an idea of my own, I'd like an "Independent Player Cameras" option for cooperative levels, so that each player in a multiplayer game can have their own cameras and wander off without triggering a countdown of doom (Much like Versus mode, only for this you wouldn't need to tag your level as a versus level, and so you'd still be scored as if it were a cooperative level). It'd be great for people who want to make hangout levels, and levels that require players to split up and solve puzzles individually.
2011-01-25 04:31:00

Author:
ChazFox
Posts: 132


Idea for Sackbots: Allow them to use the Grappling Hook in conjunction with Acting options. I was going to make a silly Spiderman skit but then I discovered to my dismay that Sackbots can't equip grappling hooks. D:

Nor can they equip the jetpack or paintinator. These are power ups too, yes? Why can they not be used by Sackbots?

Grr. *shakes fist*
2011-01-25 08:18:00

Author:
Ninja_Gnome23
Posts: 198


Jetpack and paintinator can easily be replaced by a mover on a Sackbot with smoke and a costume, and a creatinator set to fire paint. However the grapple hook cannot be accurately re-created2011-01-25 11:17:00

Author:
RAWTalent
Posts: 224


The water material idea would suit many purposes, BUT it would be a game breaker. First of all if you would have terrible lag if somebody would put water all around the place in very, very small cubes. Second you wouldn't be able to put the material in a god **** bucket cause shaking the bucket would move it into water and ruin your level. It must have been thought aboud but it ain't gonna happen. Not if they don't find any more clever way to do this. Anyway where do we even need new water material? Real watorz&Animated water FTW!2011-01-25 12:28:00

Author:
FreeAim
Posts: 2462


Thanks for all of your ideas so far! I have updated the thread again, this time listing all of your ideas as well as a couple more.

Yes the water material would take up some more thermo, but if it only effects sackboy I don't see how it would be much of a problem.
It floats like dark matter and only has a wavy outline, meaning it should be at least a hundred times easier to make than fully animated water.
2011-01-25 12:53:00

Author:
Green-Tomato
Posts: 140


Jetpack and paintinator can easily be replaced by a mover on a Sackbot with smoke and a costume, and a creatinator set to fire paint. However the grapple hook cannot be accurately re-created

Yes. However, it's not the paint that I'm after. I don't particualrly want my characters (Sackbots) wearing goofy hats while killing people. It's just silly. Paintinator gun = MUCH cooler.
2011-01-25 23:09:00

Author:
Ninja_Gnome23
Posts: 198


Be able to change the time signature in the sequencer. This is vital. Unless there's a way to do it already and I just haven't seen it?2011-01-26 00:20:00

Author:
Unknown User


The water material idea would suit many purposes, BUT it would be a game breaker. First of all if you would have terrible lag if somebody would put water all around the place in very, very small cubes. Second you wouldn't be able to put the material in a god **** bucket cause shaking the bucket would move it into water and ruin your level. It must have been thought aboud but it ain't gonna happen. Not if they don't find any more clever way to do this. Anyway where do we even need new water material? Real watorz&Animated water FTW!

I think you read that wrong.
2011-01-26 02:54:00

Author:
Luminous_Reaver
Posts: 70


Nor can they equip the jetpack or paintinator. These are power ups too, yes? Why can they not be used by Sackbots?

Grr. *shakes fist*

They can equip paintinators if you just set the equip creatinator on, i don't know but for some reason this works. During one of the tutorials, i think it may be the sackbot tutorial, shows the paintinator in place of the creatinator.
2011-01-26 07:11:00

Author:
TheDesertDrifter
Posts: 72


they should add a feature that records a screen and saves a video which can be played on the holographic material which would look much better than the sequenced slides they used2011-01-26 07:16:00

Author:
TheDesertDrifter
Posts: 72


They can equip paintinators if you just set the equip creatinator on, i don't know but for some reason this works. During one of the tutorials, i think it may be the sackbot tutorial, shows the paintinator in place of the creatinator.

You sir, are a genius! I tried the jetpack and since that didn't work (because there's no on/off for it) I just assumed the others didn't work either. This is exactly what I needed! Hopefully there's no patch to get rid of this...

A million thank-you's!
2011-01-26 07:20:00

Author:
Ninja_Gnome23
Posts: 198


Be able to change the time signature in the sequencer. This is vital. Unless there's a way to do it already and I just haven't seen it?

This and to be able to change key within a measure without creating another instrument and finding your place again
2011-01-26 15:33:00

Author:
JStormz
Posts: 9


Posted stickers and general option sections. I will add time signature and key changer options to the music sequencer section as well.2011-01-26 19:28:00

Author:
Green-Tomato
Posts: 140


I'm surpirsed nobody has come up with this suggestion yet... A tweakable wind machine/generator... and dynamic weather affects.2011-01-28 23:10:00

Author:
wizaerd
Posts: 159


For powerups, add a tweak that would make the powerup invisible.

LOGIC:

I want an ammo/health bar

Unusual Tweaks for the ammo/health bar:
Flow or choppy (blocks, you know what I mean)
time or amount
forward or backwards
gradual fill/deplete or instant
option to link display to holo or neon
square or round display
self recharge yes/no
recharge instant y/n

Distance glue. Glue two things together that are not touching.

Bolts, movers and rotators.
Add interval tweak. Number of small squares for movers, degrees for rotators and bolts.

For example, on a motor bolt. If a joystick is connected, you set it for 90% and you move it to the right...then it would spin to the right in 90% intervals.
2011-01-29 00:59:00

Author:
Biv
Posts: 734


I say have so kind of weather settings.

It wouldn't effect gameplay, but just be like the colour correction or the background colour filters and have a slider!

Just a filter is all i ask Mm
2011-01-29 01:07:00

Author:
a_mailbox
Posts: 416


Don't forget Focal Points when placing stickers so it's more precise.





thank you for your time.

<3
2011-01-29 01:25:00

Author:
wolverine_2008
Posts: 304


Added 35 possible music sequencer instruments, and I will add other ideas in a minute.2011-01-29 19:35:00

Author:
Green-Tomato
Posts: 140


Ability to dissolve materials other than just dissolve.2011-01-29 23:52:00

Author:
ktmbillyjr
Posts: 177


a lot of this stuff is possible already but i do agree with te weather filter2011-01-30 18:49:00

Author:
Unknown User


Possible, yes, convienient, no.2011-01-31 13:03:00

Author:
Green-Tomato
Posts: 140


Ability to dissolve materials other than just dissolve

Put a destroyer on it, set it to dissove, and hook it up to an input (switch, button, chip, timer, etc...

AI've noticed that there is a whole slew of requests in here of stuff that is indeed already possible. SO perhaps the best new feature would be much more in-depth videos/tutorials/documentation on how to best use all the tools and features we already do have. As well as weather/wind machine...
2011-01-31 15:12:00

Author:
wizaerd
Posts: 159


Sackbots:
2. Option for sacbots to die when they hit water.
)
Open circuit board on sackbot. Put Water Sensor hooked to Destroyer. Profit?
2011-02-07 20:53:00

Author:
mattman111
Posts: 188


Materials- What do you mean gravity in negative intergers? 0% in the instances of materials, is weightless.
I think by negative gravity he means flipping the gravity so that the top of the level is the source of gravity, although I think this is a pretty stupid idea. I mean sure, it's already possible using cameras and gyroscopes, but having NEGATIVE values for gravity would just be stupid. I think a more appropriate tweak would be gravity source, where you could choose were the gravity source is, the angle of it, and also the ability to make objects have their own gravity. That would be very awesome. Unfortunately, I think that making objects have their own gravity fields will be too time-consuming, because of the recent LBP2 game release and all the whatnot going on right now. I just think we'll have to wait for a while for all of these. Also, there was some waterfall material in the beta. Foofles used it in one of his videos. Go to his youtube channel and look for something with water. I wonder what that is, and if it's in the real game? Maybe they took it out because it was too buggy? We should ask foofles.


Open circuit board on sackbot. Put Water Sensor hooked to Destroyer. Profit?
Umm, sackbots already die when in contact with water. He just means if they do fix the sackbot-water-death thing, that they should also add an option for making them die, too.
2011-02-08 02:35:00

Author:
Unknown User


I think a water material is an excellect idea, Mm said it would be hard to implement pourable water, but imaging it like this, as mentioned.

Its treated like any other material, (can be shaped etc.) But can be navigated through like the hologram, but intead of simply going through, as soon as you enter, sackboy switches to his swimming animations. For example, a swimming pool, create the hole, and shape in the water material in that area instead of the whole level with global water.
2011-03-05 18:55:00

Author:
MaxDiehard
Posts: 14


Really good ideas! Another patch should be patching over the 3D glitch. The water idea is very good! I would definately use that.
One other thing, make a sequencer have a One-shot option. That would be a lot simpler than what I do now.
Also for movie cameras camera shake doesn't work so much so Mm should improve on that.
2011-03-05 19:21:00

Author:
Unknown User


Sackbots can use Paintinators. Just turn on the "Creatinator" setting. The Paintinator is like a Creatinator, right?2011-03-05 20:20:00

Author:
L1N3R1D3R
Posts: 13447


I think it would be nice to have an option to force players through level links as to smooth out gameplay.2011-03-06 00:32:00

Author:
Inferno
Posts: 58


Inter-level Circuit Node and Receiver. It could work in a way that if you activate a switch or a sensor in one level, it will activate the inter-level Node, and every level you (or your friends) have made with that same labeled inter-level Circuit Node Receiver would be activated.

Another patch should be patching over the 3D glitch.
Why? That 3D is so useful.
2011-03-06 17:51:00

Author:
Chdonga
Posts: 388


one thing wath they can do is make possible use the paintnator like a creatinator, and in the Grapplink Hokk, make the option: Grabbeble Player?(Yes/no)2011-03-07 19:13:00

Author:
Unknown User


I might as well add my personal list of proposed additions here:

Logic Mechanisms:

Signal Comparer: Basically, this object takes 2 inputs, compares them to see whether the 1st input is lesser in charge than, greater than, and/or equal to the 2nd input, and outputs a signal based on whether or not the criteria are met. (For example, say that input 1 receives a signal at 70% strength, and the signal comparer is set to determine whether input 1's charge is greater than input 2's charge. If input 2's charge is less than input 1's charge, then the signal comparer outputs a signal with a strength of 100%, but if input 2's charge is greater than or equal to input 1's charge, then the signal comparer doesn't output any signal.)

Change to the Battery object: The battery would now have a single input. Although it would function as normal if nothing was connected to the input, if something is connected, then the battery would only output its signal if it received any signal that didn't have a strength of 0%. (Would be useful for easily transforming incoming signals from one strength to another.)

Signal Adder: Outputs a signal who's strength is the sum of the strengths of its inputs. Cannot go above 100% or below -100% so that glitches won't occur.

Signal Multiplier: Outputs a signal who's strength is the product of the strengths of its inputs. Cannot go above 100% or below -100% so that glitches won't occur.

Signal Divider: Outputs a signal who's strength is the strength of the 1st input divided by the strength of the 2nd input. Cannot go above 100% or below -100%, and outputs no signal if at least 1 of its inputs has a strength of 0%. This is done so that glitches won't occur.

Music:

I'm surprised that, out of all of the musical instruments that were proposed, that "male chorus" and "female chorus" weren't among any of them.
2011-03-08 02:01:00

Author:
Shadow Wolf TJC
Posts: 72


Inter-level Circuit Node and Receiver. It could work in a way that if you activate a switch or a sensor in one level, it will activate the inter-level Node, and every level you (or your friends) have made with that same labeled inter-level Circuit Node Receiver would be activated.

Why? That 3D is so useful.

I have a bit to add to your "ILCN&R" so that people can make it more useful/ ideal.

Add a microchip to the level links! and inter level nodes can only be put in them (thus action happen only to that level) but recevers can be put anywhere (ie: sort of like a "save")

NOTE: this may be quite difficult to acheive for Mm. But my "PER LEVEL" idea makes it a bit easyer i think.
I think this could help a LOT of RPG's out there!!!
You should also be able to label them.

this would also make it so that games feel like games and not just odd levels being "linked".
+ this could make it so that you have alternate ending.... oooooooooo so many ideas.

BUT how could Mm make it so that the Nodes work per player over the servers?
Maybe have the nodes die out after you play X levels? sub-levels not including? idk
2011-03-08 06:05:00

Author:
a_mailbox
Posts: 416


something to ADD to the music sequencer section:

ABILITY TO EXPORT/BACKUP YOUR MUSIC TRACK INTO YOUR HDD AS EITHER MIDI OR A PS3 COMPATIBLE MUSIC FILE.

to put it simply...I heard the coolest Mario Bros remix made with the sequencer and it made me wish that I could get it as an object...and then import/export (whichever term it is) the file into my PS3 to listen to on my iphone 4, PS3, PC, etc.

Mm REALLY should do this...I see no issues with this feature being put into play at all...hope they make it happen...would make me more interested in making music if I knew i could import/export it into my PC to use in websites or anything else
2011-03-11 09:34:00

Author:
Shadowcrazy
Posts: 3365


I wouldn't think there would be a copyright problem, considering Audiotool has Mario Bros. Remixes.....That sounds great, I'll add it later.
BTW you can force players through level links. Just hook up a wire to it!
Thanks for the replies guys!
2011-03-11 14:19:00

Author:
Green-Tomato
Posts: 140


instead of a magic mouth, a recorder. it would look like a speaker and wont cancel out other magic mouths if put in a music sequencer.2011-03-12 21:02:00

Author:
Cactii
Posts: 426


I am making a shrink ray that shrinks things using an emitter.2011-03-14 03:36:00

Author:
Bbody
Posts: 43


I think it would be nice to have an option to force players through level links as to smooth out gameplay.

This is simple. You can attach a wire to level links.
2011-03-14 05:56:00

Author:
Yofig
Posts: 288


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.