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Brandon's Suggestion Pack

Archive: 13 posts


I did say I feel there are still a few ways Little Big Planet 2 could improve on its already generous offering of new tools and gadgets, and I said I'd divulge them here, so here goes:

[POWER-UPS]

Dashinators - these speed-boostingrunning shoes allow Sackboy to run faster by holding R1 down. While dashing, you can execute a Turbo Jump by pressing X. A Turbo Jump works like a regular jump but with more oomph. The Dashinators also improve your traction, allowing you to run right up slopes and even walls. Even better, they allow you to wall kick by pressing X when touching a vertical, non-hazardous surface.

Climbinators - these are the clingy, climby cousins of the Grabbinators. When you grab an object you can climb it, either on the side in the case of thick objects or on the face in the case of any object, thick or thin. On the side of an object, the controls work like a clock: Right and left make Sackboy move clockwise and counterclockwise around the object, respectively. Up and down allow you to change layers like usual. On the face of an object, however, the controls change so now you move in four different directions. You can jump off an object at any time by pressing X.

Power Drill - with this tool, you can tunnel your way through solid rock! And just about anything softer than rock. Like most power-ups, you operate it by holding R1. You can aim the drill with the right analog stick.

[LEVEL KIT]

Warp Points - these resemble Check Points, but instead of reviving you when you die, they enable you to travel to other Warp Points in the level instantaneously. Handy when you need to get somewhere quickly! Here's how they work:

Each Warp Point has a unique type of input and output. You connect the first Warp Point's output to a second Warp Point's input. When you enter the first Warp Point, it spits you out of the second one you connected it to. You could in turn connect the second Warp Point to a third Warp Point, or connect it back to the first Warp Point to create a two-way warp. Warp Points also have a standard input for activating them via switch or sensor, just like a Check Point.

[MODIFICATIONS]

Sackbots - why don't they have a "Flee From Tag" setting? They have "Follow Player", "Flee from Player", and "Follow Waypoint" settings. Also, adding a waterproof setting would be nice, so we don't have to worry about Sackbots short-circuiting in levels that have water in them.

Player Sensor - how about a Sackbot option? I know they're technically not player characters per se, but Sackbots don't have their own sensor to speak of. A Sackbot Sensor can also work, of course, but I figure adding the feature to an existing sensor would save room.

Impact Sensor - I would recommend three separate settings for Object, Player, and Sackbot. That way, when you have a hologram security field set up, you don't have to worry about the security being accidentally tripped by a wayward Sackbot or object.

Make the Power-Ups fit into a large space again - I'm surely not the only person who's annoyed that the power-ups no longer fit neatly into a single space?
2011-05-29 23:41:00

Author:
Brandon
Posts: 106


Warp Points: Controlinator teleport. Sackbot Sensor: Put a tag on a Sackbot. Put a tag sensor of the sackbot tag.



Problems Solved
2011-05-30 00:04:00

Author:
Unknown User


^ your name suits you Lol. Oh btw can i add too this list how about,BEING ABLE TO LISTLE TO THE INGAME MUSIC WHILE IM FLOATING NOT JUST WHEN IM ON THE GROUND IN CREATOR MODE THANKKYOU!!!!! god thats annoying...2011-05-30 01:52:00

Author:
ktmbillyjr
Posts: 177


I like the climbanator idea.2011-05-30 11:35:00

Author:
craigmond
Posts: 2426


I did say I feel there are still a few ways Little Big Planet 2 could improve on its already generous offering of new tools and gadgets, and I said I'd divulge them here, so here goes:

[POWER-UPS]

Dashinators - these speed-boostingrunning shoes allow Sackboy to run faster by holding R1 down. While dashing, you can execute a Turbo Jump by pressing X. A Turbo Jump works like a regular jump but with more oomph. The Dashinators also improve your traction, allowing you to run right up slopes and even walls. Even better, they allow you to wall kick by pressing X when touching a vertical, non-hazardous surface.

Seems like a good idea, but kinda too farfetched.

Climbinators - these are the clingy, climby cousins of the Grabbinators. When you grab an object you can climb it, either on the side in the case of thick objects or on the face in the case of any object, thick or thin. On the side of an object, the controls work like a clock: Right and left make Sackboy move clockwise and counterclockwise around the object, respectively. Up and down allow you to change layers like usual. On the face of an object, however, the controls change so now you move in four different directions. You can jump off an object at any time by pressing X.

Yeah, its been suggested since LBP1, so either they're already working or planning on working on them or they're not seeing the light any time soon or at all.

Power Drill - with this tool, you can tunnel your way through solid rock! And just about anything softer than rock. Like most power-ups, you operate it by holding R1. You can aim the drill with the right analog stick.

Freely cutting through objects in create mode already gives maxes out amount of corners allowed really fast, I doubt this would be much different, meaning it would either uber lag or look really really bad when drilling/ it wouldn't be able to make turns, nor cut when the max amount of corners is reached..

[LEVEL KIT]

Warp Points - these resemble Check Points, but instead of reviving you when you die, they enable you to travel to other Warp Points in the level instantaneously. Handy when you need to get somewhere quickly! Here's how they work:

Yeah, Natural teleporters would be nice, but again, people have been asking for these since who knows when, so they'r either working on them or they can't/ won't.

[MODIFICATIONS]

Sackbots - why don't they have a "Flee From Tag" setting? They have "Follow Player", "Flee from Player", and "Follow Waypoint" settings. Also, adding a waterproof setting would be nice, so we don't have to worry about Sackbots short-circuiting in levels that have water in them.

If its gonna flee from an "object" why make it go there in the firs place, otherwise you can always program its "escape" by making it follow waypoints anyways.

Player Sensor - how about a Sackbot option? I know they're technically not player characters per se, but Sackbots don't have their own sensor to speak of. A Sackbot Sensor can also work, of course, but I figure adding the feature to an existing sensor would save room.

Key Sensors work just fine with Sackbots, just place the key or the key sensor on the Sackbot's chip, and its ready to be detected with a matching key/ key sensor.

Impact Sensor - I would recommend three separate settings for Object, Player, and Sackbot. That way, when you have a hologram security field set up, you don't have to worry about the security being accidentally tripped by a wayward Sackbot or object.

Again, you can use key sensors here, simply set them to activate with specific tags if you want them to be activated by something and not the player, or for each specific thing.

Make the Power-Ups fit into a large space again - I'm surely not the only person who's annoyed that the power-ups no longer fit neatly into a single space?
I don't get it... ._?


You gotta remember to think with logic first, m8.
2011-05-30 13:23:00

Author:
Silverleon
Posts: 6707


To answer the single space thing: Let's just say you're placing Grabbinators into the level using the Big Grid to place them. As you're moving the pad around, you decide to move it to the left instead of the right. Rather than moving one full space each time, it first slightly nudges, then starts moving the way you want it to. If you decide to move it back to the right, same thing. This means the power-ups are no longer centered, and that just bugs me.

Why would Dashinators be farfetched? They make up for Sackboy's slow natural running speed.

I figured the drill would create holes similar to bombs, but without the dangerous explosions.

Making a Sackbot flee from a target is a lot more convenient than having to create waypoints for it to follow or even a floating hologram target. It's all about streamlining the process and saving time as well as thermometer space.

You guys have got me with the Tag Sensor-as-Sackbot Sensor method. However, with the Impact Sensor it's not so simple. The Tag Sensor detects objects in a radius, while Impact Hologram applies the detection to the shape of the hologram. The Impact Sensor cannot be set to only detect players, which is the real reason I suggested the three options in the first place. You can solve the detects objects problem by gluing the Hologram to everything touching it, but not with Sackbots.

I also found myself wanting more specific settings when I was designing a stealth level once; the guards would trigger impact sensors they weren't meant to, and you can't set an Impact Sensor to not detect a tag.
2011-05-30 21:34:00

Author:
Brandon
Posts: 106


Pretty much everything here can be done with logic, lol.2011-05-30 22:44:00

Author:
onaga666
Posts: 293


If its gonna flee from an "object" why make it go there in the firs place, otherwise you can always program its "escape" by making it follow waypoints anyways.

Ah, you love to bush everything with cheap arguments. what happens if you want to make sackbot run from random generated objects (like bombs for example)? I hope you wont tell me something like "why you want to throw bombs at sackbot in first place"
2011-05-31 14:36:00

Author:
Shadowriver
Posts: 3991


Pretty much everything here can be done with logic, lol.

But can it be done conveniently?

Wind Emitter and Wind Sensor - Wind Emitters resemble fans and emit a current in the direction you aim them. You can tweak the strength and range, as well as whether the wind applies to all three layers or only one. Wind Sensors generate an output when wind touches the object they're attached to, as well as any rigid connections if you wish. You can tweak the Wind Sensor's sensitivity, namely the minimum wind strength necessary to activate the sensor.

Propellinator - despite the fancy name, the Propellinator is simply a handheld fan of sorts that emits a pushing wind in the direction you aim it, like a portable Wind Emitter. The Propellinator can activate a Wind Sensor just like a Wind Emitter can.

Global Wind Object - like water, wind has a Global Object designed to adjust its settings in the middle of a level. You can tweak the strength and direction in a fashion similar to bolts or rotators.

Flashlight & Light Sensor - The Flashlight is a powerup that produces a cone of light when you hold the R1 button. You can change the color of the light produced, the brightness, and the fogginess, just like a light object. Light Sensors activate when light touches them, not counting the level's natural lighting.
2011-06-01 05:58:00

Author:
Brandon
Posts: 106


I like the sackbot flee from tag option. I can't get a sackbot to flee a tag. I even heard that there's a way but I tried it and it didn't work. Does anyone know how to do this? I need this for a level.2011-06-09 03:29:00

Author:
Joey9898
Posts: 131


Pose Editor and Animation Sequencer - These are used to create custom animations for your Sackbots. The Pose Editor allows you to adjust a Sackbot's joints to your liking and make the Sackbot strike that pose when activated, and the Animation Sequencer can take different Pose Editors and play them in sequence to create custom animations. Major joints and points of articulation include the shoulders, elbows, wrists, hips, knees, ankles, waist, neck, eyebrows, mouth, and tongue. Hand gestures may also be possible.

Also, how about an animation page for the player's popit? These could present a greater range of emotions than what is mapped to the d-pad by default. Players can make their Sackbots sit down, lounge, dance, salute, and laugh, for example. These animations are also available to Sackbots.

Sackbot varieties - Besides the basic Sackbot, how about some variations that give the sackbots different physiques? You could have a fatbot with a big gut, a buffbot with developed arms and pecs, a curvebot with...let's just say appealing proportions, and a longbot with gangly limbs and an elongated head for that awkward beanpole look.
2011-06-15 23:22:00

Author:
Brandon
Posts: 106


Everything here is a good suggestion except the fat and curvy and whatnot Sackbots. That's stupid.

Also, I feel the Power Drill (rename it the Drillinator) can only make straight lines, so it cuts the object in two when used. This way it almost completely avoid the whole maxcorners thing. Maybe a Drill Sensor would be nice, as well as a Grapple Sensor. They should also add an option to the Material Tweaker for "Drillable" with 4 options:
Default: Material default
Triggering: Can trigger any Drill Sensors on the material, but won't cut
Drillable: Obvious, can be drilled through
Undrillable: Can't be drilled through
2011-06-16 02:32:00

Author:
Unknown User


Why would Sackbots with different physiques be stupid? Wouldn't those help players create more visually interesting characters? It beats just resizing the body and head.

I forgot to add a couple of ideas to my last post: Expression Editors and Reactions.

Expression Editors are the counterpart to Pose Editors. I was thinking about how I'd like poses to be compatible with both default emotions and custom expressions, so I thought it'd be a good idea to split the Pose Editor into an additional Editor just for the face. Like the pose editor, the Expression or Emotion Editor can be used with the Animation Sequencer.

Reactions are a part of the Animation idea. Specifically, they're a type of animation that shows the player or sackbot's reaction to something such as shock or laughter.
2011-06-16 03:43:00

Author:
Brandon
Posts: 106


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