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Creator Pack 2

Archive: 43 posts


Hey everyone,
I was thinking that sometime in the near future there should be another creator pack where they could add and fix several things including:

-A flip object tool

-Sackbots can use grapple hooks (or at least DCS sackbots or acting sackbots)

-(long shot but) Back and foreground layer editor!
There's of course more things that can be fixed and/or added so I want to know what you think of this and what do you think Mm could add/changed to improve the game?
2011-02-03 00:08:00

Author:
TheBlackKnight22
Posts: 695


Personally SackBots should be able to do more then just use the grapple hooks. How about getting in water without frying for example? Really in all honesty they should be able to do everything a sackperson can do. Since I thought that was why they were created to begin with? O_o; Correct me if I'm wrong on that, but really you'd think they would.

Background/foreground layer editor: YES. YESSSSS. 1000x YEEESSS.

Flip-Object tool: Eh....I can see how this could be needed. So sure. Why the heck not.
2011-02-03 00:14:00

Author:
ChiuYuki
Posts: 12


Can't you already flip objects? . . .

And yes, Sack bots should be capable of anything sack boy is. AND we should be able to force custom logic on the player, so Sackboy can do anything that Sackbot can. Controlled Sackbots lets creators do far more than they could with just sackboy, but it would be nice if there were no limitations.
Now autonomous sackbots might never use the grappler, its way to complex to code but DCS sackbots should have no problem.

and background/foreground edit???? oh yes freeking please!


I would add convex object editing as well (things like balls). And along with that multi layer convex objects.
2011-02-03 03:44:00

Author:
zeel
Posts: 61


Can't you already flip objects? . . .



Well while you are creating but I'm talking about a tool you can activate or toggle to switch what direction an object faces DURING game.
2011-02-03 16:00:00

Author:
TheBlackKnight22
Posts: 695


Yeah, I agree with including an in-game mirror tweak modifier, so that enemies can turn to face another direction. And while we're at it, how about a scale tweak modifier (so we can make objects get smaller or larger, in-game obviously), and a morphing tweak modifier, so we could morph materials and shapes (say an object starts off as a cardboard square, player pulls a switch and hey presto, it morphs into a fabric star!).

I'd also like to see better corner editing tools, like say being able to select and move multiple corner points at once.

And finally, for the desperate, how about instead of having to collect prize bubbles which are impossible to get (4x? Four players required? Seriously? Have you tried doing that online?) you have an option to unlock all collectibles in a level by buying a level key? Yes, I have experienced the pain of seeing people with materials, stickers and objects which I know... I will never ever have... :'(
2011-02-03 19:31:00

Author:
Snake Mountain
Posts: 84


you have an option to unlock all collectibles in a level by buying a level key?

Hope you have your flame retardant suit on. This has been suggested in other forums and even other threads here, and you'll get a small minority of people blasting you for your laziness and unwilingness to play the game, as expected to collect the prizes. Personally, I'm all for this idea. I do not like multiplayer games, at all, and will never be able to get those prize bubbles in those levels. I am also not an elite gamer who can breeze through, collect everything, and ace every level either. It takes me many manyu attempts, and wuite frankly my least favotrite thing in the world is to play the same level over, and over and over, and over, etc...

And yet when I go into create mode, the available materials and stickers are minimal, and thus turns me off to creating anything... I think an unlock all for LBP1 and LBP2, but put a condition on it where you can only unlock up to the last level that's been played. I have played completely through the games (twice), and should be able to unlock all the content. SOmeone just starting out, and has played through the third level should only be able to unlock everything up to the third level, etc...
2011-02-03 19:38:00

Author:
wizaerd
Posts: 159


Well, that's an interesting point. I understand the idea that players should be rewarded for being good at the game, and that there is a sense of satisfaction from finally collecting that prize bubble you've always wanted. But at the same time, there is a feeling of punishing players who aren't that good at the game, or just can't get four people together who are interested in collecting the prize bubbles. So yeah, I think it would be nice if there was a way to satisfy both needs.

Not being able to buy a level key for a level you haven't completed is a good idea. And also the fact that you have to PAY for level keys still gives people the incentive to try and collect prize bubbles themselves without buying level unlock keys. Oh well, just an idea...
2011-02-03 20:35:00

Author:
Snake Mountain
Posts: 84


Hold it right there: https://lbpcentral.lbp-hub.com/index.php?t=47089-LittleBigPlanet-1-Content-Pack


Ya I figured out what yo meant just a few hours later when I needed one LOL. . .
2011-02-04 00:18:00

Author:
zeel
Posts: 61


I'd like to see them edit remote controlled Controlinators to use Labels and not just tag colours.
And a camera that works like a movie cam, allowing you to focus on stuff elsewhere in the level, but also allows players to have their own cam. It'd work for people who wanted to make multiplayer vehicle-levels with remote controlled vehicles that split up and whatnot. I know versus levels already allow players to split up, but allowing players to all have separate camera focus, away from thier Sackfolk would be great.
2011-02-04 19:28:00

Author:
Ostler5000
Posts: 1017


Sackbots can already use grappling hooks, and the layer glitches will never be official- Mm have said themselves. (Although, come to think of it... The also said they wouldn't make an LBP2 xD)

I want a z-axis rotator for sackbots, so you can make them face left, right, up, down and backwards even whilst standing idle. That would be great for games where you are the sackbot, or for top down games!
2011-02-04 19:39:00

Author:
Weretigr
Posts: 2105


Sackbots can already use grappling hooks, and the layer glitches will never be official- Mm have said themselves. (Although, come to think of it... The also said they wouldn't make an LBP2 xD)

I want a z-axis rotator for sackbots, so you can make them face left, right, up, down and backwards even whilst standing idle. That would be great for games where you are the sackbot, or for top down games!

I don't know what you are thinking of but Sackbots cant use grapplehooks
2011-02-06 23:23:00

Author:
TheBlackKnight22
Posts: 695


I agree with everything. Maybe add more tags because I always run out of colors and it sucks.2011-02-07 03:27:00

Author:
dogcity999
Posts: 86


Personally SackBots should be able to do more then just use the grapple hooks. How about getting in water without frying for example? Really in all honesty they should be able to do everything a sackperson can do. Since I thought that was why they were created to begin with? O_o; Correct me if I'm wrong on that, but really you'd think they would.

This is definately a NEED. Sackbots can't swim, use the grappling hook, the jetpack.


I agree with everything. Maybe add more tags because I always run out of colors and it sucks

You can have an unlimited amount of tags if you choose a label for them in the tweak menu. For exaple, a red tag labeled bomb will only activate the tag sensor set to the matching label bomb.

Also I think a material that had the same properties as hologram, but wasn't either see through or a bright light would be cool. Or just a new option on the material tweaker to choose solid or ... can't think of the word. Not palpable?
2011-02-07 03:38:00

Author:
Kitkasumass
Posts: 494


Hey everyone,
I was thinking that sometime in the near future there should be another creator pack where they could add and fix several things including:

-A flip object tool

-Sackbots can use grapple hooks (or at least DCS sackbots or acting sackbots)

-(long shot but) Back and foreground layer editor!
There's of course more things that can be fixed and/or added so I want to know what you think of this and what do you think Mm could add/changed to improve the game.

1: There are ways that you could do that from a logic perspective, emitters, rotators, there's definately a way.

2: I have no idea how that would work, even with a DCS it would be very complicated to make work, because there's no way of saying where a sackbot would go, or where it would grapple on to if it isn't controlled.

3: This has been suggested constantly ever since the glitch was discovered, but hasn't changed at all since then in the sense that it's a GLITCH. It wasn't supposed to happen so how could Mm make it an official tool? they even said it themselves and tried to make it offical with no success. (I think)

Personally all I think they need to do is fix the bugs, and we'd have a solid game.
2011-02-07 03:46:00

Author:
Merc
Posts: 2135


1: There are ways that you could do that from a logic perspective, emitters, rotators, there's definately a way.

2: I have no idea how that would work, even with a DCS it would be very complicated to make work, because there's no way of saying where a sackbot would go, or where it would grapple on to if it isn't controlled.

3: This has been suggested constantly ever since the glitch was discovered, but hasn't changed at all since then in the sense that it's a GLITCH. It wasn't supposed to happen so how could Mm make it an official tool? they even said it themselves and tried to make it offical with no success. (I think)

Personally all I think they need to do is fix the bugs, and we'd have a solid game.

I'm not speaking of making the GLITCH official... I'm just saying that it would be nice if maybe there was a 3D editor.... I was just throwing out Ideas..

And for the flip object tool, I don't want to emit it and rotating it won't do.
2011-02-07 13:02:00

Author:
TheBlackKnight22
Posts: 695


Gravity boots... *drools*2011-02-07 13:09:00

Author:
Tawarf
Posts: 457


Sackbots definitely should be able to use the Grabling hook, but also the Paintinator! Heck; all the upgrades!

Also i would like that you're able to set the edit camera a little more precise, sometimes i can't place objects cause of the camera... Next i would like that the object that a emitter will emit, when you're choosing where to emit it, is a actual object and not a 'ghost' image. This way you now for sure that it will fit in tight spaces.
2011-02-07 14:25:00

Author:
Unknown User


I would simply like to see the ability to make sackbots move their legs in mid air.. It looks a little silly giving them parkour logic and they appear to just 'float'.

I also think giving the controllinator the left and right option instead of combining them would have been helpful too.. but I've worked around that so no problems there
2011-02-07 18:12:00

Author:
Unknown User


Something I ran into over the weekend, that I thought would be a good addition... A way to optimize shapes. I was drawing out, using a circle shape, a fairly big underground layer, which eventually became too complex to add more too. Using the corner editor, there were lots and lots of carner points that didn;t really need to be there. Having a tool to optimize shapes, removing unneceesary points would be advantageous I think.2011-02-07 18:28:00

Author:
wizaerd
Posts: 159


but also the Paintinator!


Set them to be able to use the Creationator. Then they can use the paintinator.
Acting advantages would be sweet. Like new emotions, animations, etc.
2011-02-07 19:18:00

Author:
jalr2d2
Posts: 256


Set them to be able to use the Creationator. Then they can use the paintinator.
Acting advantages would be sweet. Like new emotions, animations, etc.

...or just give them a paintinator and they can use a paintinator.

Also, Sackbots can't use Grappling hooks, Jetpack, or Go underwater, for A.I. reasons.

Sackbot's A.I. are mostly only to move left right, just basics.
To have it be able to control a grappling hook as intended would need much more advanced A.I.
To go diagonally, up, and down for the underwater and Jetpack, may not be as complex as the grappling hook, but still is more complex than what they have atm, so may be on a future patch, but for now, we can just wait.

Before people ask again, no, they can't "just make it," so they can do that only while controlinator controlled, it'd bee too buggy and too many glitches and problems involved.

Just be patient, if they haven't added it is because they haven't been able to, not because they wanna be evil and not allow users to use those features.
2011-02-07 19:51:00

Author:
Silverleon
Posts: 6707


Using the corner editor, there were lots and lots of carner points that didn;t really need to be there. Having a tool to optimize shapes, removing unneceesary points would be advantageous I think.

Can't you just use the corner editor to remove those extra points??
2011-02-07 20:45:00

Author:
Chicago51
Posts: 258


Well while you are creating but I'm talking about a tool you can activate or toggle to switch what direction an object faces DURING game.

Can't you just hook the switch up to an emitter that emits the same object, just flipped?


And for the flip object tool, I don't want to emit it...

Why not? If you have to press a button or flip a switch or whatever to initiate the flip, it's exactly the same thing as having a "flip object" switch. I'm not against having that switch put in the game, but this should be at the bottom of the list as it's already possible with the tools we have.
2011-02-07 21:02:00

Author:
ccapel
Posts: 100


Can't you just use the corner editor to remove those extra points??

If I have several hours where all I want to do it travel along the outline of a large complex shape, deleting reducndant points, sure I suppose I could. Or there could be an optimize shape feature...
2011-02-07 21:07:00

Author:
wizaerd
Posts: 159


Before people ask again, no, they can't "just make it," so they can do that only while controlinator controlled, it'd bee too buggy and too many glitches and problems involved.

Huh? This makes no sense. Setting up two controllinators to transmit and receive is the equivalent of just giving the player control of the sackbot. (which is a Sackboy with a "t" at the end by the way, lol) There's no reason why the player couldn't use all gadgets while controlling a Sackbot.


If I have several hours where all I want to do it travel along the outline of a large complex shape, deleting reducndant points, sure I suppose I could. Or there could be an optimize shape feature...

Sorry to be so contrary today, but I don't agree with this. Seriously, how complex is your shape that you're actually complaining about the time it takes to remove excess points from it? The corner editor is a God-send and allows for easy creation of basically any shape you can dream up.

I've had overly complicated shapes that I've need to go in and clean up as well, but this never takes more than a few seconds.

Besides, "Optimize Shape" is a bit vague anyway.
2011-02-07 21:10:00

Author:
ccapel
Posts: 100


Optimize Shape is only vague if you have no vector graphics experience. It removes unnecessary and redundant points, and I'm so very glad that in your shapes all the points are so very accessible. However, in the shapes I've been making, which use the three layer drawing trick as opposed to cutting or deleting, it adds very many points, all crowded so very close together. Especially if using anything other than just a square.2011-02-07 21:17:00

Author:
wizaerd
Posts: 159


However, in the shapes I've been making, which use the three layer drawing trick as opposed to cutting or deleting, it adds very many points, all crowded so very close together. Especially if using anything other than just a square.

What is this trick? Sounds interesting.
2011-02-07 21:45:00

Author:
ccapel
Posts: 100


What is this trick? Sounds interesting.

I first learned of it while watching this video tutorial: http://www.youtube.com/user/MrMorris1980#p/u/19/rhj4GhLrhKY

Basically, draw your overall shape using a shape that is three layers deep. Then if you wanted to cut a shape out of it, you redraw (using X not the triangle key) with a 1 layer or 2 layer shape within the boundaries of the three layer shape, and it automatically cuts the shape but leaves it as a single piece. Hope that makes sense...

When you cut a shape, it cuts all layers, including the back most thin layer. However, this trick leaves the back most layers intact.
2011-02-07 22:25:00

Author:
wizaerd
Posts: 159


...or just give them a paintinator and they can use a paintinator.

Also, Sackbots can't use Grappling hooks, Jetpack, or Go underwater, for A.I. reasons.

Sackbot's A.I. are mostly only to move left right, just basics.
To have it be able to control a grappling hook as intended would need much more advanced A.I.
To go diagonally, up, and down for the underwater and Jetpack, may not be as complex as the grappling hook, but still is more complex than what they have atm, so may be on a future patch, but for now, we can just wait.

Before people ask again, no, they can't "just make it," so they can do that only while controlinator controlled, it'd bee too buggy and too many glitches and problems involved.

Just be patient, if they haven't added it is because they haven't been able to, not because they wanna be evil and not allow users to use those features.

You are wrong. Sackbots could easily have ALL the abilities of sackboy, since they are based off the same model. Sackbots are literally just sackboys with circuit boards attached, yes writing AI for a some features would be a pain, but any player controlled (or actor) sackbot could do those thing. And if it is rendered autonomous it will simply do nothing with the grappler. As for jet packs, and swimming, that AI would not be all that hard, I could build the logic my self if only the sackbots didn't die upon touching water. But put low G on one and you could basically mock it up, with a rotator that looks in the direction of movement, and a mover. You could probably even make a half decent animation for it with the acting function, but the animation just needs copied over from the sackboy (development wise). And jet pack? really? Ive seen many a sackbot that can do that!

However what if you could trigger grappler use with a tag? The sackbot would aim at the tag and fire, then adjust length to some user defined setting, as well as swing at a user defined rate. Use a sequencer an you would have sackbots swinging around in no time.


Why not? If you have to press a button or flip a switch or whatever to initiate the flip, it's exactly the same thing as having a "flip object" switch. I'm not against having that switch put in the game, but this should be at the bottom of the list as it's already possible with the tools we have.

What about vehicles? or creatures? Some objects emitters/destroyers would work. But if you make lets say, a dog, and you want it to always follow you, as well as face toward you, it would be a pain to use mobile emitters, and complex logic to make it work. And what about vehicles? Sopose I want to replicate the AT-ST from star wars:

http://www.legendgames.co.uk/acatalog/sw_universe33.jpg


Now I want it to turn around to face left or right, depending on my movement of the right joy stick. To do this I would have to destroy the entire vehicle, and re emit it. That's a clunky, slow, and overly complex situation. I would have to have my DCS, and emitter on a holo, set to follow the vehicle, and the hassle trying to rig a health bar, and accurately reflect any damage that has been done. . . it may not even be possible. Think about it! say my left leg motor is blown away, I't makes it very hard to move but I can manage but then I turn o shoot the rebel scum sneaking up behind me! And I'm magically whole again????
2011-02-07 22:34:00

Author:
zeel
Posts: 61


Well, I guess it'd be cool to have this in a creator pack (https://lbpcentral.lbp-hub.com/index.php?t=48215-Path-Tool-and-Pathfinder).2011-02-07 22:44:00

Author:
EliminatorZigma
Posts: 173


Love the convex item editor, you really could craft your own entire game with that.. maybe in LBP3 haha2011-02-07 23:00:00

Author:
reiko57
Posts: 115


You are wrong. Sackbots could easily have ALL the abilities of sackboy, since they are based off the same model. Sackbots are literally just sackboys with circuit boards attached, yes writing AI for a some features would be a pain, but any player controlled (or actor) sackbot could do those thing. And if it is rendered autonomous it will simply do nothing with the grappler. As for jet packs, and swimming, that AI would not be all that hard, I could build the logic my self if only the sackbots didn't die upon touching water. But put low G on one and you could basically mock it up, with a rotator that looks in the direction of movement, and a mover. You could probably even make a half decent animation for it with the acting function, but the animation just needs copied over from the sackboy (development wise). And jet pack? really? Ive seen many a sackbot that can do that!

However what if you could trigger grappler use with a tag? The sackbot would aim at the tag and fire, then adjust length to some user defined setting, as well as swing at a user defined rate. Use a sequencer an you would have sackbots swinging around in no time.



What about vehicles? or creatures? Some objects emitters/destroyers would work. But if you make lets say, a dog, and you want it to always follow you, as well as face toward you, it would be a pain to use mobile emitters, and complex logic to make it work. And what about vehicles? Sopose I want to replicate the AT-ST from star wars:

http://www.legendgames.co.uk/acatalog/sw_universe33.jpg


Now I want it to turn around to face left or right, depending on my movement of the right joy stick. To do this I would have to destroy the entire vehicle, and re emit it. That's a clunky, slow, and overly complex situation. I would have to have my DCS, and emitter on a holo, set to follow the vehicle, and the hassle trying to rig a health bar, and accurately reflect any damage that has been done. . . it may not even be possible. Think about it! say my left leg motor is blown away, I't makes it very hard to move but I can manage but then I turn o shoot the rebel scum sneaking up behind me! And I'm magically whole again????

Aright, go contact Mm, and tell them how simple it is, tell them step-by-step what to do and how to do it, since you seem to believe its so simple, you must know how its done, am I correct?

Who knows, you may have just found your future job @ Mm (If you don't have one already.)
2011-02-08 04:04:00

Author:
Silverleon
Posts: 6707


I would be happy to, now where is a Mm rep when you need one.

They don't have to script AI, just make sackbots capable of wearing all the power ups. and leave the rest to the community.
2011-02-08 04:11:00

Author:
zeel
Posts: 61


I would be happy to, now where is a Mm rep when you need one.

They don't have to script AI, just make sackbots capable of wearing all the power ups. and leave the rest to the community.

You dont think that a company, that has put this much time and effort into building this game, with these create capabilities didn't think this through? I'm confident and sure that Mm didn't include this for a specific reason, and I trust it's something they're continually looking into. You have never seen the internal workings or the code for this game, so you have no idea what it would take to include this capability, or what lese it would interfere with should it be added.
2011-02-08 15:02:00

Author:
wizaerd
Posts: 159


Okay, the grappling hook may not be that easy to program, but I don't think that swimming or using a jetpack would be much of an AI issue. You already have follower tools that move an object any direction on the X-Y plane, so how hard could it be to do the same for sackbots with jetpacks or sackbots underwater?2011-02-08 15:48:00

Author:
EliminatorZigma
Posts: 173


Swimming or the jetpack would indeed invlove some very complex AI programming, for obstacles specifically. The collision detection algorthythms would be fairly complex, far more so than just on a single plane on the ground. And for swimming, detecting, finding, and heading towards a bubble jet (air supply) would also be fairly complex. If you've never done any AI programming, you really cannot say what is hard and difficult and what is not...2011-02-08 16:12:00

Author:
wizaerd
Posts: 159


I think a dynamic weight tool could be pretty amazing.2011-02-08 17:07:00

Author:
Sumsin25
Posts: 1


Swimming or the jetpack would indeed invlove some very complex AI programming, for obstacles specifically. The collision detection algorthythms would be fairly complex, far more so than just on a single plane on the ground. And for swimming, detecting, finding, and heading towards a bubble jet (air supply) would also be fairly complex. If you've never done any AI programming, you really cannot say what is hard and difficult and what is not...

I wasn't necessarily referring to all aspects of maneuvering in the air or water. I agree that finding bubble jets would be harder to program. However, the simple act of following a tag or player shouldn't be too difficult. The following mechanics on the ground already accound for sackbots jumping over gaps and obstacles, and the programming required to maneuver around a midair/mid-water object shouldn't be much more difficult. It would simply involve determining which side of the object is not closed off. You could even have extremely simple following logic, where the sackbot would follow the exact path of the player/tag, even if it involved them getting trapped in a nook.

I'm just saying that it shouldn't be impossible or even very difficult to program. I'm not saying I have extreme expertise onadvance AI, but with the little knowledge I do have, I know that programming this may be out of my abilities, but the veteran programmers at MM should be able to pull it off.
2011-02-08 17:26:00

Author:
EliminatorZigma
Posts: 173


Aside from animations, almost anyone could mock up everything you need.

--0 or very low G tweaker
--look at rotator
--mover/folloer
--tag follower
--tag sensor
--a little conditional logic

If you want it to follow you then use a follower, and look at rotator set so there head will point at you. Add a timer, to time how long there breath has been held, once the time runs out the follower and look at rotator are turned off, and new tag follower and tag look at rotator come online. the tag will be placed at a bubble vent. A new timer is not started, if it expires before they reach the vent a destroyer is set off. A tag sensor with a very low detection range is used to sense if you get close enough to the vent, if you do the timers are both reset, and the original followers are enabled.

You can layer more complexity on top of that, like the ability to surface (more tag usage), and even jump out of the water using a mover. It could flee danger with a flee-mover and upside-down looker, activated by a tag sensor.

The only things we can't already do is make them enter water (because they die) and have them move there arms and legs as if they are swimming.
2011-02-08 22:01:00

Author:
zeel
Posts: 61


Who knows what will happen once this patch is over, as Mm says here (http://getsatisfaction.com/littlebigplanet/topics/sackbots_in_water) hey will address changing things after an upcoming patch is finished. I know there is probably a reason they didn't include what they didn't include, I was just simply giving my input as to what I would like to see in the game. If Mm simply can't do something than I can accept that there is a good reason as to why they can't or won't.

BTW- the site is where Mm takes suggestions of improvements and complaints of bugs and things. Also questions.
2011-02-08 22:12:00

Author:
TheBlackKnight22
Posts: 695


When you cut a shape, it cuts all layers, including the back most thin layer.

this is absolutely not true. it will only cut layers that it would intersect with. i dont know how many times i prove this wrong on a daily basis, but its a lot.

Also there are much more efficient ways to create complex shapes.
2011-02-08 22:31:00

Author:
Deftmute
Posts: 730


this is absolutely not true. it will only cut layers that it would intersect with. i dont know how many times i prove this wrong on a daily basis, but its a lot.

It's true every time I do it, so you haven't proven it to me...


Also there are much more efficient ways to create complex shapes.

Yeah, including building them all separately then having to glue them all together... either way, to each their own...

BTW, following me now to pick apart all my postings? LOL
2011-02-08 22:34:00

Author:
wizaerd
Posts: 159


nope i just keep stumbling into them2011-02-08 23:14:00

Author:
Deftmute
Posts: 730


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