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#1

a memory card microchip?

Archive: 14 posts


Ive gotten an idea because people complain about how there isn't online saves for levels ,so I wanted to make a save data chip!
any logic peeps can help! and maybe we can help the community move forward!.
this may even be possible!by the logic and tactics we've learned!!!
2011-08-11 16:41:00

Author:
majormel84
Posts: 398


Well... technically you simply cant do this unless the player goes into the level in create mode, since you shouldn't be able to access actual objects.

I'd wish you luck, but there's 99% chance it probably won't work since the solution may be tedious to find and excecute.
2011-08-11 21:44:00

Author:
Fang
Posts: 578


I don't really get it, LBP profile in a microchip?? That's impossible!

Some people backup objects online by putting all their made stuffs in the blank level and publish it as locked. But I like to see the online profile backup though, how 'bout that?
2011-08-11 22:07:00

Author:
ShiftyDog
Posts: 293


I was being a wacko when i thought of this but the idea is to use a combonation of stickers and points(or points only).i think.I Might wait for the move pack to see what type of logical wonders may help(or a creators pack 2?).still thanks for thinking this is interesting.2011-08-12 17:57:00

Author:
majormel84
Posts: 398


I have devised two solutions to this problem.

Passwords are rather impractical because of the inherent length they sometimes have. However, it is a + that you can take a picture of a password screen right in your popit. So lengthy passwords aren't a bother to write down.

The other solution is a fantastical but reasonable solution. Media Molecule could release an update which adds two new logic chips. Write memory, load memory. Each chip would feature a PS1 memory card for a picture and have an arrow moving in or out. The update would also add a memory card Icon to a players popit. When selected it brings up a memory card block menu where they can view the icons for every level that has written save data to the players virtual memory card. In this menu they can delete and manage the different saves.

When the Write memory chip has an input it would prompt the user if they wanted to save. If the player agrees, the game will take a snapshot of the level and the exact properties of the level at the time of saving. Sort of like when you save in create mode. When the Load Memory function is called, the game will scan the players memory card for any state saves and ask which the player would like to load.

Of course certain problems arise such as the creator republishing the level without an object which is saved in someones save state.
2011-08-12 19:33:00

Author:
Nightshade_games
Posts: 76


haha that is a cool idea...
ill probably have a mod lock this thread,its kinda stupid lol.but im lazy so i hope they see this and lock it.
2011-08-12 19:41:00

Author:
majormel84
Posts: 398


Best way would be to have a few pre-defined sets of "memory cards" that are in fact stickers.

For example; say I get to Level 3, and I have 4 lifes, and I'm holding a Sword. You could be awarded 3 prizes at the end of the level, each one a different sticker (that has a look that corresponds to what it represents).

It would be a bit tedious to wire up (for example; if there was a max of 20 levels, you'd need 20 unique stickers and sensors) but I'm sure the effect would work pretty nicely.
2011-08-12 23:01:00

Author:
alexbull_uk
Posts: 1287


Go make an RPG and you'll have to make a sticker for every variation. Think of the primary school problems where you had to figure out how many different outfits somebody could put together from the clothes provided.

It'd be hard.
2011-08-13 00:14:00

Author:
Nightshade_games
Posts: 76


this idea wouldve worked if the overlord glitch was used for the right things imo.
like a hologram with a tag would follow you everywhere and you would be given a prize for the checkpoint you reached..and im too lazy to explain the rest,but i hope some of you get what i mean.
2011-08-13 00:17:00

Author:
majormel84
Posts: 398


I would suggest using a sticker switch, and give the person a sticker when you save off.2011-08-13 01:26:00

Author:
lark98-2
Posts: 116


ok thanks guys!mods lock the darn thing please!!!!im too lazy!2011-08-13 10:12:00

Author:
majormel84
Posts: 398


Media Molecule could release an update which adds two new logic chips. Write memory, load memory. Each chip would feature a PS1 memory card for a picture and have an arrow moving in or out. The update would also add a memory card Icon to a players popit. When selected it brings up a memory card block menu where they can view the icons for every level that has written save data to the players virtual memory card. In this menu they can delete and manage the different saves.

When the Write memory chip has an input it would prompt the user if they wanted to save. If the player agrees, the game will take a snapshot of the level and the exact properties of the level at the time of saving. Sort of like when you save in create mode. When the Load Memory function is called, the game will scan the players memory card for any state saves and ask which the player would like to load.

Of course certain problems arise such as the creator republishing the level without an object which is saved in someones save state.
If it is indeed possible to use the virtual mem sticks in LBP, this would be brilliant. Fix for incompatible saves would be to reset their save each time they played the level if it was a different version.
2011-08-13 17:07:00

Author:
SSTAGG1
Posts: 1136


Honestly I have no Idea how LBP Memory can be stored. I did think about it once or twice, and I have a stupid idea here:

Have a bunch of switches in the corner of the level in the form of a grid. Every save has a combination of switches that trigger the area where you left off.
2011-08-13 19:14:00

Author:
Unknown User


I vote for Nightshade_games solution. Since Mm advertised this as a "Platform for games", we should have already been given memory card functionality. Even I would have seen the need necessary after all the RPG's and such in LBP1. Hooking up all those switches just doesn't work anymore.


For example: I'm making an RPG with a money system, buying and selling system, and a leveling up system. How am I supposed to make that work when Chapter 2 comes out? All the money would be reset, they would lose all their weapons they earned, and the leveling would be messed up.


The only solution that I have is to start them off in Chapter 2 with the strongest weapons in Chapter 1, Starting them off with a decent amount of money, and setting them at the highest level from Chapter 1. But then what about the people who didn't get this far? Or just quit halfway through? They get to start with maxed out objects.


But whatever... I guess I could work that into the story somehow... :/
2011-08-14 06:00:00

Author:
Speedynutty68
Posts: 1614


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