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#1

Boarderless Levels

Archive: 25 posts


I've been thinking about this idea for a long time, trying to rule it out, find flaws, etc. I don't see any. If you clould somehow get rid of the boarders, then you could have a really long levels to play across. This also means that lets say for example, My friends and I are playing a match of creation wars. Well my planes would take about .5 secs to get across 25 meters of the level ( i measured the level they are about 25 meters long and 15 meters high). With boarderless levels our massive (yet thermo cheap) creative armies could fight over kilometers of terrain and battleground. There was one thing that i found that might be an issue, but im not sure wat the game machanics are. When things emit does the programing emit it from a grid the game is based on (meaning the grid is important to tell the game were the iteams are being emitted) or is it based of of the emiter places the item where ever it is. There could be a variety of things this could be used for. but the best example was the creation wars thing.2011-03-31 17:48:00

Author:
Unknown User


There has to be boarders, Especially when a background is used as it would require years of rendering to make unique backgrounds "unlimited"2011-03-31 18:26:00

Author:
Kern
Posts: 5078


And if you jumped out of the level, you would, fall and fall and fall and fall and fall...2011-03-31 18:37:00

Author:
jalr2d2
Posts: 256


there isnt going to be a background, and yes you would fall and fall and fall thats why you make ur ground then put a tiny piece of dark matter to hold it up.2011-03-31 18:39:00

Author:
Unknown User


Im sorry but you can't just say "there isn't going to be a background"
Thats like saying "We'll build a car"
"It doesn't turn corners"
"Its okay, No one wants to Turn Corners these days"
2011-03-31 18:45:00

Author:
Kern
Posts: 5078


Borderless...well a Solid floor is good, that is of course needed. The walls, would kinda be a good idea cause I mean after all the thermo is the one that always tells you "Stop" and laughs at your face lol so yeah sometimes its pretty annoying that sometimes your creating and all of a sudden *wall

it just ruins it XD
In a way it would be good cause after all what matters the most is the thermo, so...yeah I guess its a good idea in a way.
2011-03-31 18:50:00

Author:
Bloo_boy
Posts: 1019


Even if it wasn't Borderless, the ability to adjust the borders, say make it longer but more narrow, or taller but skinnier, etc. Perhaps with templates, or only on the default background, etc... Anyway.

There's a actually way to do what the OP wants, sort of (here's an example of a level (https://lbpcentral.lbp-hub.com/index.php?t=53675-New-style-top-down-flight-sim) that uses a basic form of borderless play). Instead of moving the planes, make their location static and scroll the (constantly emitted/destroyed) world around them. It'd be difficult with multiplayer, but there's actually a way there, too. You'd have to keep track of relative distances, and spawn facsimiles to occupy local space when the planes come within zoom range of each other... Difficult, but, possible.
2011-03-31 19:40:00

Author:
Kanada Ten
Posts: 87


Both of these are already possible through glitches.

No background: here (https://lbpcentral.lbp-hub.com/index.php?t=50189-Glitch-No-level-background-floor-(Tutorial)&p=781413&viewfull=1#post781413)

No physical level floor: there was a glitch back in LBP1 that let you move the level boundaries. If you moved them far enough in one direction, they would break and you would be left with a level with no floor, walls or ceiling. I've seen copyable levels like this floating around the community.
2011-03-31 20:32:00

Author:
Blue Helmet
Posts: 306


Cool level. but it wount satisfy what im looking for. i want to freely move for kilometers out in one direction. lol2011-03-31 23:35:00

Author:
Unknown User


And, if some items fell without you noticing, they would take up unnessecary thermo, I do like Kanada tens idea. That could work. 2011-04-01 03:15:00

Author:
jalr2d2
Posts: 256


Boarderless?
Like without these guys?
http://www.tennis-club-oedheim.de/ski2003/boarder1.jpg


Anywho, I'd say borders are kinda necessary, the game would have togenerate an "endless" workspace otherwise, this taking a lot more effort to make, so it would either consume the termo or break a lot of stuff.

I don't really think the game was made to support objects falling infinitelly anyways.
I mean think about it, the objects (including sackboy) keep speeding up without reaching a place to stop or end, you'll never catch it, sackboy may acelerate too much, thus causing some problems.

Also, think about it, forget to glue some stuff to the level, 20mins later you realize its gone and nothin to hold it to, keeps falling and fsallling, you have to rebuild it or move the level to another spot, since those falling pieces are screwing up the level.

Anywho what I'm trying to say, in a tl;dr kinda way; Borders are there for a reason, just like the thermo and any other limiters.
2011-04-01 04:21:00

Author:
Silverleon
Posts: 6707


What OP suggested is very hard from programming standpoint. Better thing would be option to make level to wrap from borders.2011-04-01 05:51:00

Author:
waD_Delma
Posts: 282


what makes you think an endless level would be thermo cheap? if by endless i assume you mean that you could fly infinitely in any direction and never come back on your self than i have to unfortunatley tell you that a computer that was powerfull enoufgh to do this would ultimately be able to think for itself and overthrow its masters, i presume that after becoming independent on humans it would start amassing a huge army of similarly clever robots, eventually killing out the human race forever, and destroying earth in the process.

basically this kinda stuff requires some mad processing power that i doubt the PS3 has.

level wrapping is a much better idea though and i could see lots of useful applicatinons for somwething like this.
2011-04-01 20:45:00

Author:
Skalio-
Posts: 920


If there would be no borders, then what use could the Thermometer be of? The borders are there to limit how much you can put in your level, so it won't crash your system or something. :kz:2011-04-01 21:36:00

Author:
IronSkullKid99
Posts: 515


lol, it's like one of those discussions about the Universe and it's size.
When you say 'Borderless', do you mean like... An unlimited amount of space? You do realise that's well... A bit impossible, right?
It's not logicly do-able to fit an infinite amount of space into one saved level, or anything to that effect.

But the ability to alter the size of the levels existing borders, now you're talking. Although I can definitely see issues with how the backgrounds would work, that'd be pretty awesome. I can't be the only one who's well... Ran out of space at some point.
LBPs level editors space is absolutely massive, but a little bit more, or the ability to flip the horizontal level for a more verticle level isn't something I'd pass up.
Or even the system that the Tony Hawks park editors used - Sacrifice level size for extra thermo, or pay some thermo to expand the level in any of the 4 directions.

Of course, like has already been said - there'd be issues with backgrounds, but in this case, I'd say they should just make BGs only work with default sized levels. (Or add new BGs for varying sizes. But again, there's a memory issue there. Oh well, LBP3, maybe.)
2011-04-01 21:36:00

Author:
Ostler5000
Posts: 1017


i know that it is impossible when you place something it tells the game where to pixalize an object. Maybe just ajustable boarders?2011-04-02 20:42:00

Author:
Unknown User


If you know its impossible then why didn't that come into account when you were looking for its flaws?

thatdoesn'treallymakesense.png
2011-04-02 22:29:00

Author:
Kern
Posts: 5078


*graon**slap* ok i guess ill just stop coming up with ideas because apperently lbp has limits on to what you can think about. darn2011-04-03 01:32:00

Author:
Unknown User


apperently lbp has limits
Correct

lbp has limits on to what you can think about. darn
incorrect

nobody said you couldnt think about borderless levels we just said that the limits on the PS3 processing power and the limits of LBP could not give you borderless levels.
2011-04-03 18:33:00

Author:
Skalio-
Posts: 920


If levels were borderless, then the game would have to render all that space when you need it, even if you just fly past it. when it comes to the point of too much that it as to delete the spaces you currently aren't using, it could ruin all projects, and small works that are there. I don't see any good use for borderless levels it would just create HUGE lag. plus, we have level links!2011-04-06 04:16:00

Author:
LBP2_Tutorialist
Posts: 225


What if the level acted as a [metaphoric?] sphere? Sort of like Pac Man, in a way. When you reach one end (wall) of the level, it 'loops' you around to the other end. Thus, creating a "borderless" level. 2011-04-26 22:04:00

Author:
Unknown User


That would also require intense processing power.

See... it works in Pac-Man because it is a very simple and mostly static probability space to be working in. And it's barely even in two dimensions. Not a lot of computing power needed.

With LBP/2, however, you're dealing with a functionally infinite number of things people can do. So if you were to do this wrapping thing.. what happens when you push an object through the wrapping border? How does the system handle that internally, and how does it look? This is intense computational power at work here. The PS3 is no slouch--there are people who use networked arrays of PS3s (running *nix, pre-patch) for cryptography, for example--but there are limits to what it can do.

Beyond that, however... why on earth would anyone want or need that? Limits inspire creativity, for one.
2011-04-30 01:35:00

Author:
roux-
Posts: 379


Even if it WERE possible.

Would you REALLY want to create that much ground? lol
2011-04-30 02:13:00

Author:
SPARTANDUDE924
Posts: 285


That would also require intense processing power.

See... it works in Pac-Man because it is a very simple and mostly static probability space to be working in. And it's barely even in two dimensions. Not a lot of computing power needed.

With LBP/2, however, you're dealing with a functionally infinite number of things people can do. So if you were to do this wrapping thing.. what happens when you push an object through the wrapping border? How does the system handle that internally, and how does it look? This is intense computational power at work here. The PS3 is no slouch--there are people who use networked arrays of PS3s (running *nix, pre-patch) for cryptography, for example--but there are limits to what it can do.

Well, LBP(2) is already programmed so that objects that go outside the outer level boundaries will be automatically destroyed. They could simply program it so that, instead of being destroyed, they would be instantly "warped" to the same spot at the other end of the level.
2011-04-30 03:19:00

Author:
Blue Helmet
Posts: 306


And what happens when objects are already there? what about objects straddling the barrier? these are highly nontrivial in terms of processing power to do, and LBP/2 already pushes the PS3 close to its limits (from what I've heard).2011-04-30 04:45:00

Author:
roux-
Posts: 379


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