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#1

How to insert a button in the subtitles?

Archive: 11 posts


the titles tells it all ,how do u insert a button in the subtitles? 2011-03-03 19:41:00

Author:
PixelJam
Posts: 88


I'm guessing you're talking about labeling controller functions. Select the button on the controllinator with square, highlight the prompt and type in your custom label.2011-03-03 19:53:00

Author:
Jaeyden
Posts: 564


No, that's not what i'm talking about I'm talking about when you set the magic mouth on the sequncer, and you choose the subtitle function on the magic mouth, the subtitle comes along with a button. Like "X Shoot"2011-03-03 20:09:00

Author:
PixelJam
Posts: 88


I'm guessing you're talking about labeling controller functions. Select the button on the controllinator with square, highlight the prompt and type in your custom label.

I believe he is right, if you want X to say shoot for example then highlight the output of the X button on your controllinator, press square and type in shoot. you can do the same for all outputs to label as you need.
2011-03-03 21:24:00

Author:
Flaming-Wreckage
Posts: 54


I'm talking about when you set the magic mouth on the sequncer, and you choose the subtitle function on the magic mouth, the subtitle comes along with a button. Like "X Shoot"

Can you specify a level in which you saw this? If it's one of the Story Levels, note that they use an SGML-like tag <icon cross>, but it's not possible to enter that code yourself.
2011-03-03 21:52:00

Author:
Aya042
Posts: 2870


With Popit cursor, hover over desired button's output needed (in this case, the X button), press square, select prompt speech, press X, and type in what you want that button to do. Then exit the popit. I've done that in one of my levels, so I know how it works.

Hope that helps!
2011-03-03 23:59:00

Author:
L1N3R1D3R
Posts: 13447


I'm guessing you're talking about labeling controller functions. Select the button on the controllinator with square, highlight the prompt and type in your custom label.


No, that's not what i'm talking about I'm talking about when you set the magic mouth on the sequncer, and you choose the subtitle function on the magic mouth, the subtitle comes along with a button. Like "X Shoot"


I believe he is right, if you want X to say shoot for example then highlight the output of the X button on your controllinator, press square and type in shoot. you can do the same for all outputs to label as you need.


With Popit cursor, hover over desired button's output needed (in this case, the X button), press square, select prompt speech, press X, and type in what you want that button to do. Then exit the popit. I've done that in one of my levels, so I know how it works.

Hope that helps!

Ok, he just said it wasn't that...so I'm gonna take a wild guess here, but I'm thinking its not that, you know?
With the whole "Its not what I mean" thing he said, I can imagine that's not what he means, I know, kinda crazy, but hey, may just be true...

Now then on the subtitles on the magic mouth, not really sure, tho maybe you could use substitutes, like for example, you could just use "O" for Circle and "X" for X, "^" for triengle, and "[]" for Square, tho its not the same, not sure you can do it any other way.
(Or did you see this in a comunity level?)
2011-03-04 00:04:00

Author:
Silverleon
Posts: 6707


Can you specify a level in which you saw this? If it's one of the Story Levels, note that they use an SGML-like tag <icon cross>, but it's not possible to enter that code yourself.

The lack of this feature has been bothering me ever since the first game - it's the same with the red text used to highlight "important" words in the Story Mode...
2011-03-04 07:54:00

Author:
Slaeden-Bob
Posts: 605


Yeah, it's odd that they don't give us the ability to modify the subtitle/magic mouth text (color, font size, bold/italic etc) and add in the button icons and stuff like the OP wants to do. It would also be nice if they offered a few different fonts to use.

Ooh, they could also give us a palette of dialog balloon styles! ...and let us choose colors for the balloon and outline...
2011-03-04 17:54:00

Author:
Boscoe
Posts: 51


Ooh, they could also give us a palette of dialog balloon styles! ...and let us choose colors for the balloon and outline...

I really like this last part. It'd be a great extra level of customization. Here's hoping they plan on implementing it in the future.
2011-03-04 20:53:00

Author:
ccapel
Posts: 100


I believe you are referring to this :

http://wiki.lbpcentral.com/Tutorial:Text_symbols

Good luck
2011-03-16 01:43:00

Author:
JohnW67
Posts: 6


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