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#1

Few New Tools/Switches that'd Rock!

Archive: 2 posts


First and foremost, Invisible Tool would be a great boon to many of us. I know we have the ability to hide things in create mode but what I'd like to see is a switch/tool combo to set an objects visibility.

The tool would just click on it and let the user hard set its visibility from 0 to 100%, the switch would do the same when activated with the few other tweaks we know, how long does it take, one shot, etc etc etc.

Second would be a Glow Tweak, the ability to make an object glow. This I could also see being pretty awesome! The tweaks would be your standard light tweaks, color, brightness, radius, etc etc etc. There would be a hard setting tool and of course a switch that can be activate.

Third: Tangibility tool, which could potentially just be part of the visibility tool. Tangibility sets whether or not the object is calculated for various collisions, specifically sackbots, players, other rigid bodies, and a special fourth setting for other intangible objects (so you could have two different sets of objects that collide with each other, but not the rest of the level, good for background you don't want interfering with your level)

Next, I'm not sure if there's any buttons not being used at the moment, but a floor command for create mode would be sick. When holding onto an object you could click this button and, fwoom! It immediately drops down to sit on the first object it can. Clicking it again makes it try and go through said object and collide with the next object below. I've used a tool similar to this in quite a few various GUIs for creating things and it's very useful, and I know it'd make LBP2 all the more amazing

Fifth, and probably most important, at the moment when a sackbot is set to follow a waypoint and is equipped with creatinator/paintinator, it attempts to shoot at the object even though it isn't set to aggressive. What I would like is first and foremost the sackbot not to shoot when he isn't set to aggressive, and second a new AI setting for Flee: Waypoint, working exactly the same as flee, but from a waypoint instead of the player. This would allow me to make sackbots chase each other. This is serious business here!

Next, setting flee + aggressive would make the sackbot shoot at said target while maintaining a distance, whereas waypoint + aggressive makes the sackbot get up close and personal.

Finally, I'd like the ability to make cameras have a view relative to their rotation, so if I stick a camera on a rotating block, the screen will rotate to fit the cameras view. This would allow a player to easily make a level that's upside down, or many other silly things
2011-01-27 15:51:00

Author:
lionhart180
Posts: 200


i would quite like to see this - but tbh its not among my top 100 additions to the game and also i reckon the game engine would struggle to make sense of half visible objects and whats going on behind them, glow tweak can be emulated by mixing holgram material with other materials, hologram doesnt have any physical properties - but with a few clever tweaks and logic chips you can give the impression of it (once you played through all of story mode youll know what i mean, everything you said about sackbots is possible with some fairly basic logic , the rotating camera thing is possible - its a setting called local space,
2011-01-27 19:15:00

Author:
Skalio-
Posts: 920


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