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

slip-on bot? Without the weaknesses or a bot?

Archive: 18 posts


how ****ing nice would it be to be able to put a bot out with a costume you want the player to use, let (or force) them jump in it, and still be able to swim, use grappling hooks, and jump into controlinators? If you die, you come out of the checkpoint still in the bot-suit.

No messy techniques needed, it just works like it should, end of story. How hard could that possibly be to put in a patch? Heck, I'd buy a DLC for that, easy.
2011-02-18 04:01:00

Author:
Unknown User


So you more or less just want bots to be able to swim like everyone else?
and want bots to have a premade life-gate that could easily be made with logic?
2011-02-18 05:30:00

Author:
Lord-Dreamerz
Posts: 4261


swim, use grappling hooks, and jump into controlinators.. all toggleable, (why not) And a microchip board for playing various tricks.

And I was thinking of normal, unmodified checkpoint gates, nothing new for that. There's a workaround, yes, but ... well.. why should we have to?
2011-02-18 06:25:00

Author:
Unknown User


You know you can do that with the right logic? There is a tutorial on YouTube on how to make a controlable sackbot. It's really easy!2011-02-18 07:15:00

Author:
LBP2_Tutorialist
Posts: 225


i dont think u can make em swim2011-02-18 07:28:00

Author:
Onii55
Posts: 153


oh yeah, you cant make em' do that...2011-02-18 07:31:00

Author:
LBP2_Tutorialist
Posts: 225


you could probably do an okay job with simulating it though by turning on anti-grav, a mild damper, and an advanced mover that gets turned on when you press X

shouldn't really be necessary to do all that though.

In at least the case of the grapple, it does seem like that'd be pretty tricky to teach a sackbot, even in a rudimentary way. Maybe that's why it's not included? Still it would be nice, just for when you want to directly control a bot.

One thing I'd like added is the ability to tweak what lethal objects the sackbot is vulnerable to. You can do this a little by lethalizing the sackbot itself, but that also makes it take on certain visual properties that you might not want it to have.
2011-02-18 09:09:00

Author:
Speed Racer
Posts: 156


How hard could that possibly be to put in a patch?
Very...
What, do you think they thought "Hey, wouldn't it be funny to not allow sackbots to use jetpacks, Grappling hooks, or let them swim?
Yeah, that'd be hilarious, and it'll annoy people so lets do it!"?

Of course not.
Its not that they don't want, m8, its that they can't.
At least not yet, they may be able to do it in the future, but not now.

Mainly to do with the limitations in A.I. of the sackbot.
No, they wouldn't be able to do it "only with the player controlling" as it'd be too buggy still.
(Like what of you just put another sackbot in the controlinator controling them?)

Don't worry, and be patent, m8, even if they're not able to implement that, there are various players working on workarounds for all that, so even if not "official" it should be kinda possible later on.

Why should we make workarounds?" You ask?
Simple, because its not as easy as you think to program al that into the game, they can't just *poof* whatever they want, its a long process, that pretty much anything has to go through to make sure the new stuff is "safe" and even if many players ask and say they would settle with "glitchy" versions of it, if its not acceptable during QA, it won't make it, as they may get into some deep trouble if something "not suitable" for release, makes it.

So even if its done by now, it still has to be tested, checked, double-checked, and triple checked, and may take weeks or months to be out.
2011-02-18 09:42:00

Author:
Silverleon
Posts: 6707


If you could aim the grapple, it could be hard to program. But you can't. It isn't hard to have a sackbot be able to use the grapple. Heck, sackbots can move in a conrolinator up and down. It really isn't any different. Up to go up, down to go down. If you wanted to make a dumb version of a grapple for a bot, first he shoots out a sticky thing with a wench. While the player has R1 down, he grabs on to the other end. Press up to go up, down to go down. When the player lets go of R1, the thing disappears and BOOM!!! You have a dumb grapple. Heck, you can even aim it if you want to. If you want it to stick to only certain things, put a collision switch on the sticky part, and activate the sticky part when it collides with something of the same tag.

I agree with the choosing lethality. The only way I see that you could make him live against certain things is using 3 impact switches, 1 on a different lethalizer switch. Set each impact sensor to touching and extensions. Then each impact sensor has a different tag. The bot turns into whatever tag corresponds to it. The only thing it can't survive is gas.... WHICH REALLY SVCKS.
2011-02-18 09:53:00

Author:
Devious_Oatmeal
Posts: 1799


Well, I understood right away when I heard bots couldn't use the grapple. I have a bit of game dev background. It's an AI function that would just be messy! There's so many variables already in play in a swing, physics-speaking, that trying to cope with it via an IA would be nightmarish. But yes, as silverleon implied, "Player controlled sackbots only" swinging would be an avenue to explore- but it might get confusing for non-forum scrounging creators to fuddle why the player controlled bots can swing, but the AI ones can't.

That's kind of why I'd sort of like a separate bot-like item specifically made for players to 'wear'. I don't think MM expected much demand for player controlled bots. Some things ARE a little more 'poof' compatible. (being in a gang on dev artists picking on a lazy programmer, we could see in his eyes when he was holding back on something he could do before lunch) "Fine, fine! I can let you make small jumps with small button presses, but that means the animated 5th pass alphas won't be ready until next week!"
"Yeah, and how long would your 5th layer blah be done if you skip changing the jump mechanics?"
".... next week. But like.. a couple whole hours earlier!"
"...."
"FINE. ****ing artist department."
"The art department is 3 guys."
"Do ART then! Leave the *****ing about jumping to the *****ing about jumping department!"
2011-02-18 18:22:00

Author:
Unknown User


So basically you're saying just make them implement something that acts just like a sackboy? Oh..wait... they already have that.. it's called a sackboy.2011-02-21 07:35:00

Author:
Yofig
Posts: 288


So basically you're saying just make them implement something that acts just like a sackboy? Oh..wait... they already have that.. it's called a sackboy.

Not really...you can't implement logic into a sackbot, nor can you force players to wear specific costumes unless they're in a sackbot.
So no, its not the same as a sackboy.

@ozero:
I kinda like that idea for a separate kind of sackbot that can ONLY be controlled tho, that'd be nice and woud solve this.
(Well maybe.)
2011-02-21 08:11:00

Author:
Silverleon
Posts: 6707


Yes, I would love to have the ability for a player to wear a level-specific costume in my level.
I love default player sackboy (for checkpoints, grapple, swim, emotions, etc), but would like the player to have the option of wearing a specific costume designed for the level.
Bots are just too messy and uncool with their limitations.
2011-02-21 08:17:00

Author:
midnight_heist
Posts: 2513


Sackboy.... sackbot... sackborg?2011-02-23 03:48:00

Author:
Unknown User


He pretty much means a normal sackboy in a level - it's just that the creator can choose what the character wears. Everything else remains the same. Right?
And yes, that would be awesome!

2011-02-23 03:55:00

Author:
standby250
Posts: 1113


The ideas come up with so far are great.. I just have a slight issue to point out. One of the biggest things a costume themed sackborg is used for is to give it "super powers" would this player-only bot have provisions for such mods?

Its all a bit hit and miss really, and yes, they need to test and re-test all of this. No, it is not that they can't, it is that they know they don't have to. They know we'll play it either way, they knew the "sackbot touches water and dies" stupidity would make people rage.. If you make a perfect product, boys and girls.. wheres that leave the next one you release? IF LBP1 had had even half of this, would people have jumped for this? no.. Guess what, When LBP3 comes around, it is going to have problems out the **** too.. why? so there is something to upgrade to.
2011-02-23 17:58:00

Author:
Eternal_Rise
Posts: 113


wears, yes.. I've wanted that since lbp1 launched.. even just an option when a played goes into a level, "Creator recommends THIS outfit, put it on now? y/n"

But now.. now the bots have shown that more can be jammed in.. I want to put a microchip in the player's head. Course, THAT can be done fairly reasonably with a 'follow' chunk of hologram, barring teleports, and unwanted multiplayer ... 'chip swapping'... the wrong player getting the chip.. and no hope of giving a different chip to each player for them to keep for the whole level..... but it could be useful for a lot of things..

But that doesn't address my main wish, the costume granting/enforcing.
2011-02-24 16:53:00

Author:
Unknown User


tbh I thought sackbots would come with those giggling sounds etc. by default, but then I realized you have to program them, so I was like "AHH WTF COMPLICATED!!" But now, I'm glad they didn't do such a thing. I would be glad to give anyone a pre-programmed laughing sackbot, etc., add me.2011-02-26 04:02:00

Author:
Cronos Dage
Posts: 396


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.