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Magnets

Archive: 20 posts


Why? Because they have the ability to pull together and push eachother apart.

I'm hoping that Mm will consider this idea seeing as there would be almost endless possibilities for creation with using magnets. Not that there isn't almost endless possibilities with what we have already, mind you. It's just another tool that could be a powerhouse within the arsenal of great stuff that we have so far.

Some uses for magnets would be:

- creation of true hover vehicles.
- New weaponry for zapping or scrambling sackbots enemies.
- New climbing tools.
- Lifting machines

Please let me know what you guys think about this.


HP
2011-03-11 15:21:00

Author:
Haleys_Papa
Posts: 171


you can make magnets in lbp2 :/
I get what you mean but this is overall not nessisary. Its quite easy w/ the tools you have!
2011-03-11 16:38:00

Author:
a_mailbox
Posts: 416


Then how can you do this?2011-03-11 18:03:00

Author:
Haleys_Papa
Posts: 171


Followers have a "Flee Instead of Follow" option. They can cover the attract and the repel of magnets.2011-03-11 19:06:00

Author:
nextlevel88
Posts: 149


I see. But those are followers. Regular objects cannot do this without magnetic forces.2011-03-11 19:12:00

Author:
Haleys_Papa
Posts: 171


But if you put the follower on the regular object, it will follow or flee based on what you have the follower set to.2011-03-11 19:16:00

Author:
nextlevel88
Posts: 149


Follow/ flee = its atracted or reppeled by the object, so it kinda is the same thing/ can be used for the same thing.2011-03-11 19:42:00

Author:
Silverleon
Posts: 6707


Oh right, now I get it. I forgot about the follower switch. I kept thinking about the sackbots and the creature brains ans stuff. My apologies. Thanks for the help guys.2011-03-11 19:50:00

Author:
Haleys_Papa
Posts: 171


Material property got stickyness too

But in name of simplicity, magnetic material would be not so bad idea
2011-03-12 16:33:00

Author:
Shadowriver
Posts: 3991


ya... maybe it'd be in creator pack 2!2011-03-12 18:35:00

Author:
Clivefan11
Posts: 106


It could be a cool addition2011-03-12 19:50:00

Author:
craigmond
Posts: 2426


I've been experimenting with pseudo-magnetism with tags, tag sensors, and followers as an alternative for grappling hooks for some time now (since my player-controlled sackbot cannot use an actual grappling hook). However, I've hit quite a number of snags in my plans, enough that I've had to scrap some of the ideas that I had for using magnets (like riding on a magnetized skyhook attached to a rail, or swinging from magnetized swings). While I'd like for the pull/push of my magnets to gradually get stronger the closer they are to eachother, and to be applied alongside other forces like gravity, I can't seem to be able to make it work out. For example, whenever I set my followers to receive a speed signal, they just float in place at all times like dark matter, even when receiving no signal. I've also tried to make them stick together on impact, but the followers try to push away anything that gets in their way, sometimes breaking stuff or even themselves apart in the process.

I've since given up on trying to use magnets as an alternative to the grappling hook, but I do have some other ideas to use with magnets, such as pushing/pulling objects that are either too far away to reach normally, or deadly to the touch, or hovering over magnetic surfaces (of the same polarity) or moving towards magnetic ceilings (of the opposite polarity).

Long story short, I'm casting my vote on supporting this feature. Using followers seems to be too unreliable.
2011-03-12 22:01:00

Author:
Shadow Wolf TJC
Posts: 72


How do they work?

This isn't such a bad idea, using followers can get too complex.
2011-03-13 04:31:00

Author:
Arkei
Posts: 1432


btw the hover car idea got me thinking, i you attached a microchip to a piece of hologram material and put a car of any kind on it like 2 or 4 medium grid over it
you could connect them with a piston with the speed you want the hovering to have(idk if you can attach a piston to holo material, haven't tested it)
on the microchip in the holo attact the advanced mover with maximum deceleration only. then put a Controllinator on the car, put an advanced mover in it too(deceleration as the holo one). take the left right commands for the control and put them in the mover in the holo. therefore you will move the holo which drags the car arund and the piston will give it that hovering effect.
its a rough idea, i think i put a mover too many. i will try this tomorrow when i play. but there are many ways to fake magnetism. lets push this games engine to the limit!
2011-03-13 04:50:00

Author:
Unknown User


I've come up with a true hover system for my hover tank quite a while ago, & they actually do behave kinda like magnets. However, the system treats all materials (even holo) as other inversely-charged magnets, so it can glide smoothly over anything. I've also created a tutorial to create my hover system: "Hover-Tech Tutorial", lbp.me code: "yhks66". With a few modifications, probably using tagged impact sensors (yes, you can set impact sensors to sense only the objects that have the matching tag), you can turn my system into magnets that only affect each other. Another cool thing about my system is that it is completely adjustable, which can simulate the strength & range (perhaps polarity as well) of a custom magnet. I'll probably create a basic magnet, which could react with a copy of itself, & put it into my level for convenience.2011-03-15 04:26:00

Author:
Shuriken_Star
Posts: 114


It's been a while, but I have included my logic-based magnet into the latest update of my Hover-Tech Tutorial.2011-04-05 02:51:00

Author:
Shuriken_Star
Posts: 114


I actually suggested magnets back in the LBP1 forum several months ago - my idea was that they'd be object tags (ie stick them on something to magnetize it) - then you could tweak the polarity, field range and strength, and use groups if needed.

It'd be much better than messing about with movers, since you could save thermo for other logic - and it'll be a hell of a lot easier to use.
2011-04-05 03:25:00

Author:
Bovrillor
Posts: 309


How do they work?


http://www.youtube.com/watch?v=_P40uaZhIjk&feature=player_embedded


In all seriousness though, I, as Shadowriver said, think they would make a nice adition simply for their increased ease of use...

Until then (if ever) we just have to fake it with Tags and Followers as people have already suggested
2011-04-05 13:39:00

Author:
Slaeden-Bob
Posts: 605


I actually suggested magnets back in the LBP1 forum several months ago - my idea was that they'd be object tags (ie stick them on something to magnetize it) - then you could tweak the polarity, field range and strength, and use groups if needed.

It'd be much better than messing about with movers, since you could save thermo for other logic - and it'll be a hell of a lot easier to use.
My magnet doesn't use tag followers, but it still would be better if there was a magnetism option. Its magnetic field isn't very large & has equal strength throughout it, so it's not a very accurate magnet but it still at least behaves like one.
2011-04-07 01:33:00

Author:
Shuriken_Star
Posts: 114


...using followers can get too complex.
Actually the can't. the only way you might get confused because of complexity would be if you are using more than 5 followers at a time.

I've been experimenting with pseudo-magnetism with tags, tag sensors, and followers as an alternative for grappling hooks for some time now (since my player-controlled sackbot cannot use an actual grappling hook). However, I've hit quite a number of snags in my plans, enough that I've had to scrap some of the ideas that I had for using magnets (like riding on a magnetized skyhook attached to a rail, or swinging from magnetized swings). While I'd like for the pull/push of my magnets to gradually get stronger the closer they are to eachother, and to be applied alongside other forces like gravity, I can't seem to be able to make it work out. For example, whenever I set my followers to receive a speed signal, they just float in place at all times like dark matter, even when receiving no signal. I've also tried to make them stick together on impact, but the followers try to push away anything that gets in their way, sometimes breaking stuff or even themselves apart in the process.

I've since given up on trying to use magnets as an alternative to the grappling hook, but I do have some other ideas to use with magnets, such as pushing/pulling objects that are either too far away to reach normally, or deadly to the touch, or hovering over magnetic surfaces (of the same polarity) or moving towards magnetic ceilings (of the opposite polarity).

Long story short, I'm casting my vote on supporting this feature. Using followers seems to be too unreliable.
I agree with ShadowWolf because these magnets would be useful for the BIG, Hard to do within 5 minutes sort of stuff. Plus you guys say we can do it with the tools we already have. We can! Same for any other objects MM might make. For example, we can recreate Sackboy himself using sackbots and other tools. But it doesn't hurt to use SackBOY for your levels instead of SackBOTS. Maybe it wouldn't hurt to use real magnets instead of our magnet replicas. So I TOTALLY AGREE WITH HAVING REAL MAGNETS

MAYBE! just MAYBE, these real magnets will become the new Impact Explosive!
2011-04-07 03:58:00

Author:
LBP2_Tutorialist
Posts: 225


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