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#1

Game Changers in LBP2

Archive: 13 posts


have two ideas to help double/triple the creativity in LBP2 and here they are(apologies if any are already said...my PC is dying so no time to check):

1. First Person Camera:

basically a camera that, when activated, would use the camera itself to display a 1st person view wherever the camera points...so if it points at the left side of a building you created and sackboy is running towards it about to crash into it...you'll see it as if sackboy is coming at you like any REAL camera in the real world. this is a tool to help people create FPS, 3rd person RPGs that aren't TOP-DOWN but more closer ala deadspace or like other DEMOs made by the 3D camera glitch.

and this tool also would be useful when combined with my next idea

2. Rotator (not sure if there's already something in LBP2 called that so bare with me):

so the Rotator would be a piece of logic like the mover...except this one allows you to rotate the object ALL OVER from left to right, to up and down, meaning if you built some awesome object but can't place it to your awesome TOP-DOWN...now you can by having the rotator move it to the TOP-DOWN position so it looks awesome.

but obviously this needs to be in CREATE MODE aswell...so if R3 isn't used for anything...it could be to switch between the enlarging we do with objects and such...to rotating them all over...this is obviously used to stick cameras in akward places and such to help make more games and also for us to create awesome objects that can still be used in those genres


DISCUSS
2011-03-18 20:10:00

Author:
Shadowcrazy
Posts: 3365


First I want them to fix the local space cameras, many games are possible with local space cameras but they screwed up the implementation. Even working your way around it by rotating the camera in the opposite direction causes the camera to flip upside-down every now and then...

You're not talking about rotation, it seems you're talking about x-axis flipping? Or something else? There's no way LBP is going to shun the layers it has and allow you to place objects in different orientations. The physics is 2D and as such could not handle 3D.
2011-03-18 20:16:00

Author:
thor
Posts: 388


You're not talking about rotation

Yes I am (http://www.youtube.com/watch?v=-WwQNXg1jYA), also 3D glitch expands objects way past the layers...so idk what you're talking about...also Mm is in process or trying to make Background Layering possible aswell so yeah...

again as for the "could not handle 3D"...that doesn't make sense as so many 3D levels are being displayed and nothing has been broken while playing or anything :/
2011-03-18 20:24:00

Author:
Shadowcrazy
Posts: 3365


again as for the "could not handle 3D"...that doesn't make sense as so many 3D levels are being displayed and nothing has been broken while playing or anything :/
I think he's talking about x axis flipping. The 3D glitch gives more layers, but they're still layers.
2011-03-18 22:29:00

Author:
gdn001
Posts: 5891


I think he's talking about x axis flipping. The 3D glitch gives more layers, but they're still layers.

Idk im not that smart so i dont understand x axis flipping...i just want our creativity to double in LBP with these ideas

As for them just being layers...thats perfectly fine they dont need to be playable just be able to have objects in them which the layer glitch makes it possible for these objects to be there in the back/foreground
2011-03-18 22:39:00

Author:
Shadowcrazy
Posts: 3365


As for them just being layers...thats perfectly fine they dont need to be playable just be able to have objects in them which the layer glitch makes it possible for these objects to be there in the back/foreground
Wasn't there a rumour that they were going to turn the 3D glitch into a tool? However, I'm 100% for 3D glitch, but making a real top down view would be hard to implement.

By the way, making an official 3D camera isn't a bad idea either.
2011-03-18 22:52:00

Author:
gdn001
Posts: 5891


so the said "Rotator" would rotate the object on it's Z axis?2011-03-18 22:55:00

Author:
TehUberZac
Posts: 587


Yes I am (http://www.youtube.com/watch?v=-WwQNXg1jYA), also 3D glitch expands objects way past the layers...so idk what you're talking about...also Mm is in process or trying to make Background Layering possible aswell so yeah...

again as for the "could not handle 3D"...that doesn't make sense as so many 3D levels are being displayed and nothing has been broken while playing or anything :/

Yeah ok but these 3D levels are still based around the same layers as usual and most of the time they do not feature physics... if they feature physics it has to operate in the ordinary layers. These 3D levels also suffer from glitches, you don't see them because the creators have spent a long time tweaking them. Objects in LBP2 don't have backs, for instance, so rotating them around would make them invisible. The rendering pipeline is designed around objects in layers so the lighting would get screwed up. Calculating collisions between objects is now a 3D problem which is a lot harder than 2D.

Mm made a conscious decision to use 2.5D because it makes everything easier. Physics, rendering, optimization... making it then 3D means they have to do twice the amount of work. Of course LBP can handle the 3D layer glitch and such because they are mostly used as backgrounds - and LBP already has 3D backgrounds. But there are so many problems with the glitched layers if you use them for physics or gameplay. Think of how many more problems there would be if you allowed objects to leave the usual layers.
2011-03-18 23:09:00

Author:
thor
Posts: 388


Guess rotator needs more work to see it as a tool...any ideas to improve it?

Id still want a first person camera to help with FPS, FPRPG, and those 3rd person RPGs ive been seein in LBP (good example of that camera view is gevurahs level of fist of craft earth 3D)
2011-03-19 00:00:00

Author:
Shadowcrazy
Posts: 3365


There a reason why they dont allow as to use front camera (aka 3D camera) in normal way to begin with, i when you gonna have complex level structure on whole level area looking on the side of the level would require to render a lot more since there was no distance limiter coded


These 3D levels also suffer from glitches, you don't see them because the creators have spent a long time tweaking them. Objects in LBP2 don't have backs, for instance, so rotating them around would make them invisible. The rendering pipeline is designed around objects in layers so the lighting would get screwed up. Calculating collisions between objects is now a 3D problem which is a lot harder than 2D.

Those are not so big issues to be solved if they plan real implementation and most of glitches caused because game camera didn't been created to that function, all this is hack that for coder intentions should not happen. Ofcorse they wont do change the game to full 3D just like that , so physics can stay like there are now, if we do top-down level levels without top-down physics we can do the same with side view levels. We don't need need 360 rotation to do magic, 180 or even a little bit lower would be ok as 3D camera do now. And distance rendering issue can be solved by good old foggy curtain that is missing now ;]

Yeah, it seams what im talking here is full version of top-down camera, would not only benefit front view but top-down too

Thru knowing MM implementation of something like that would require LBP3 yea it's a work
2011-03-19 05:06:00

Author:
Shadowriver
Posts: 3991


First I want them to fix the local space cameras, many games are possible with local space cameras but they screwed up the implementation. Even working your way around it by rotating the camera in the opposite direction causes the camera to flip upside-down every now and then...



Sorry for the slight offtopic, but what does the "local space" function do exactly? The tutorials didn't explain it very well in my opinion.
2011-03-19 17:36:00

Author:
SnipySev
Posts: 2452


what does the "local space" function do exactly?

It turns the camera with the object it is placed.
So if you spin object 90 degrees clockwise camera should also spin 90 degrees.

This is not how it is currently working which is annoying: if you spin object clockwise camera spins counterclockwise.
2011-03-19 18:54:00

Author:
waD_Delma
Posts: 282


Okay, thanks. I was clueless about what it does.2011-03-20 14:50:00

Author:
SnipySev
Posts: 2452


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