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#1

Realistic Suggestions

Archive: 60 posts


ok, so we all have our dreams and fantasies and we all have our own take on what we would like to be added to the game, but what of the content that's already there... with a few realistic suggestions LBP2 could be a heck of a lot better

1/ The music sequencer. this is very simple but with huge implications: give the music sequencer a 'positional and signal strength' setting just like the ordinary sequencer. just digest that for a moment and consider the potential. a very simple and i'm sure easily implemented addition that would take music making to a whole new level. with a little community knowledge i'm sure you can see why this would be brilliant. chorus anyone? different music for different sections... you get the picture.

2/ the sticker panel: again this is so easy to update: give it a on/off physics switch to decide on whether you are able to pass through it or collide with it. again think of the possibilities here. interactive animation springs to mind such as a gust of wind that momentarily forms a platform.

3/The sticker panel: make it so that you can see the frames of an animation without the need to go to preview mode, and add the ability to flick through the layers with R3. this would make animation easier

4/the Paint tool: just give us a fill option.

5/ an option to 'Find and Replace' on the tags. this would enable you to change all the tags that are labelled a certain thing to something else without the need to hunt everyone down individually. this could also be applied to anything that can have a label attached

6/ A generic death routine not linked to any lethalized animation. Sackboy just drops dead. you would apply this new lethal status in the same way as any other but there wouldn't be any sound effects or special graphic effects. this leaves it open to add your own sound effects and invent your own reasons for sackboy dying. a fall, a poison plant, lack of air etc...

7/ A detection radius for the Grappling hook. this would mean you wouldn't have to adjust your level because you found out that people could cheat and take a short cut, you would just shorten the radius. And a 'lock' system that would lock the grappling hook to a certain length when L1 was held. this would be able to be turned on or off.

8/ stickers with the grid. if you could use the grid with stickers it would make it easier to size them and line them up for repeated patterns.

9/Material Changer: this is pretty simple. allow us to access the materials in our personal section too, instead of having to go through the whole material menu when you may have already used it and you are just adjusting the overall balance of the visuals.

10/Three new animations for Sackbots. many people like to make levels with guards in them and whilst 'patrol' is pretty good, it doesn't animate as such, so a march animation would be welcome. another a lot of people would be grateful for would be a sneak animation. there is little point in having speed sensors if we can't reflect that idea with a sackbot and i'm sure many people who like making films would use this quite a lot. lastly a drunken animation, a faltering stop/start if you will. this could be used for various effects, not only drunkeness. staggering from a fallen building, from a smoke filled room, or even swooning from a broken heart. this could also be used by those who love to make films

11/delethalized lethalized animation. i came across this when making my last level and thought it would be really helpful to be able to make gas harmless. think of the great effects you could create with that. others could be simply used for effect without us having to find ways around them being on the same layer.

12/ bouncepads: let us turn of the sound of the bouncepads. if there is a work around for this then ignore, but i can't recall anyone mentioning it

13/Thermo use: it would be very helpful to be able to find out how much thermo each material/object uses in LBP2. why not just be able to right click the material/object and find the info there?

14/ (suggested by Darkcloudrepeat) There is also the depth of field settings on movie cameras.
Maybe add that same setting to the Gameplay camera. Since we are on the matter of depth of field, I would love to see a depth of field that comes from the foreground and moves toward the back and also be able to control how you want it too be. For example blur out the back and foreground layers and leave the middle layer intact.

15/ (suggested by Darkcloudrepeat)And maybe add the Gameplay shake setting to the movie camera and vice versa, I find the Gameplay camera's shake to be much better and having the option to switch between the movie style shake and the Gameplay shake on either of the cameras would be quite nice.

16/ (suggested by Darkcloudrepeat) Another one is to be able to control the z axis rotation of sackbots (similar to what happens when you are stickering your sackboy and rotating with R1 or L1). They had this in the older version of LBP2.

17/(Suggested by damaz10) An ability to add a dualshock rumble tweaker or something, I like levels that incorporate your controller rumbling when something dramatic on screen happens. Imagine an earthquake in a level

18/Suggested by Denim360 The Int-music implement on music sequencers, making the music continue playing instead of resetting, allowing channel to become higher and lower throughout the level.
2011-10-02 01:15:00

Author:
GribbleGrunger
Posts: 3910


A global light source location editor would be incredibly useful.
Currently the only way to change the global light location is too change the day/night setting or change the background. I want to be able to change the level of light without changing the shadows and vice versa (or at least, minimally affect the other).
2011-10-03 02:32:00

Author:
Darkcloudrepeat
Posts: 606


Not sure if this would be realistic or not, but make sackbots compatible with ALL the powerups. It seems like swimming/jetpacking wouldn't be too hard to make, but grappling sackbots might be complicated if you set them to follow. It shouldn't be a problem if they were acting, though.2011-10-03 02:37:00

Author:
RabidJellyfish
Posts: 130


A global light source location editor would be incredibly useful.
Currently the only way to change the global light location is too change the day/night setting or change the background. I want to be able to change the level of light without changing the shadows and vice versa (or at least, minimally affect the other).

yeah a global setting would be very helpful. you can use the merge glitch in interesting ways for lighting but it's still not as easy as being able to set it to 'local'. on the other hand, would it be a simple update? i'm not sure about that.

another suggestion i made in another thread was a fill option for the paint tool. it just seems such an oversight on MMs part and i can't see why that would too complicated to include in a later patch
2011-10-03 07:29:00

Author:
GribbleGrunger
Posts: 3910


There is also the depth of field settings on movie cameras.
Maybe add that same setting to the Gameplay camera. Since we are on the matter of depth of field, I would love to see a depth of field that comes from the foreground and moves toward the back and also be able to control how you want it too be. For example blur out the back and foreground layers and leave the middle layer intact.

And maybe add the Gameplay shake setting to the movie camera and vice versa, I find the Gameplay camera's shake to be much better and having the option to switch between the movie style shake and the Gameplay shake on either of the cameras would be quite nice.

Another one is to be able to control the z axis rotation of sackbots (similar to what happens when you are stickering your sackboy and rotating with R1 or L1). They had this in the older version (http://ps3media.ign.com/ps3/image/article/108/1088515/littlebigplanet-2-20100510062020060.jpg) of LBP2.
2011-10-03 13:55:00

Author:
Darkcloudrepeat
Posts: 606


Be able to tilt the game camera vertically up more, so we can easily make a 3D view without the need of trying to find a new way for 3D.2011-10-03 17:55:00

Author:
lemurboy12
Posts: 842


i'd say that was heading in the direction of wishful thinking again though. having the same functionality on both camera options seems well within reason for instance. one thing i would also like to see included is a rename tag option. this option would allow you to either rename one tag or every tag with the same name. i say this because just recently i made a level with the sound effect of water (set to modify sound) and then i placed tags in appropriate places and set a sackbot to look at tags. i then decided i wanted it to be wind instead and i'm currently hunting all of them down. an option to 'change all' would be so convenient2011-10-03 20:26:00

Author:
GribbleGrunger
Posts: 3910


How about a setting that translates other languages?2011-10-03 21:06:00

Author:
carringtonandrew
Posts: 85


How about a setting that translates other languages?

grammar is the barrier here. for instance we would say: 'he walked up the stairs' while the germans would say: 'up the stairs he walked'
2011-10-04 11:33:00

Author:
GribbleGrunger
Posts: 3910


Actually not understanding the languages is the barrier.Things like japanese text for example I can't make heads or tails of so it would be nice to be able to translate that into english text. Even if the grammar isn't goo I'm pretty sure we could all understand it.2011-10-04 15:13:00

Author:
carringtonandrew
Posts: 85


Give us back hearted objects in the favourites menu.
Allow us to tilt the create camera more so I don't have to stand on Dark Matter and use a game camera to sticker certain areas.
2011-10-04 22:14:00

Author:
kirbyman62
Posts: 1893


Allow us to tilt the create camera more so I don't have to stand on Dark Matter and use a game camera to sticker certain areas.

that's a new one on me. how does that work out of interest?
2011-10-05 11:15:00

Author:
GribbleGrunger
Posts: 3910


Not sure if this fits with the discussion but...
The Sound Recorder
Able to record a sound using a headset/pseye and use it like a sound object.

This would basically be a mix of the magic mouths recording function and the sound objects.
2011-10-07 16:44:00

Author:
keanine
Posts: 114


Luminosity option for sticker panel. It currently glows, but if you turn down brightness, it turns the image black. I suggest a Brightness tweaker AND a luminosity tweaker, so we can turn off glow without making it black.2011-10-07 17:21:00

Author:
poorjack
Posts: 1806


Do you know what I really could use? A tile material- where it is like sticker panel but where you can tweak a sticker into it. THen, it tiles it like a normal material, so basically that tweak option remove the need to put 300 stickers on a material and jack up the thermo, just to get a different looking material. And also you could use the UV tool on it to rotate the custom texture. And maybe a tweak to make it solid/ non solid and a tweak if it is solid, so you can change the physics of it. (Eg, tweak it to act like peach floaty, or metal.)2011-10-07 17:33:00

Author:
StaticLinuxpro
Posts: 482


lol... it's supposed to be tweaks to what is already there that wouldn't break the engine (or we think within reason it wouldn't)2011-10-07 20:30:00

Author:
GribbleGrunger
Posts: 3910


The ability to turn off shadows. It ruins the effect of your level looking like it's indoors if the walls are casting a shadow from the sunlight. Or is there already a way to do this that I'm missing?2011-10-10 22:29:00

Author:
PGdafrog
Posts: 277


The ability to turn off shadows. It ruins the effect of your level looking like it's indoors if the walls are casting a shadow from the sunlight. Or is there already a way to do this that I'm missing?

just use another light source. that's not a realistic suggestion though. what i'm looking for are pretty simple things that are just oversights on MMs part. nothing spectacular but would make life so much easier or with a little imagination could be quite an asset to the community - such as 'positional' on the music sequencer. simple, but would open up all sorts of possibilities
2011-10-11 03:14:00

Author:
GribbleGrunger
Posts: 3910


There is two types of shadows cast by an object or material.
The first is the global light casted shadow and the second is the artificial shadow casted by light objects.
Although it can be moved around a bit the global shadow is always there regardless of where artificial shadows are and that can be annoying for people who are creating top down games/levels.
The work around is to place a 10-20 layer long (split equally into the foreground and background) piece of material at a certain place over your object or level to block the global light.
This will get rid of all global shadows but the area blocked will be a good bit darker in colour than before and that can't be helped unless you get rid of the material blocking the global light.

Although the option of turning off/on global shadows is not a simple inclusion into LBP2 it certainly is a realistic one.
2011-10-11 04:20:00

Author:
Darkcloudrepeat
Posts: 606


I'd really like to see a strength setting for sticker panel/holo. They're currently very weak and won't support a Sackboy if set to grab-able.2011-10-11 11:01:00

Author:
Kiminski
Posts: 545


Lol grabbing holo in the sky and then fall is too funny.2011-10-11 11:46:00

Author:
OmegaSlayer
Posts: 5112


that's not a realistic suggestion though

I thought it was realistic
2011-10-11 22:04:00

Author:
PGdafrog
Posts: 277


Allow us to tilt the create camera more so I don't have to stand on Dark Matter and use a game camera to sticker certain areas.

This is what I do, I tilt the camera to the side, decorate that side of the dark matter, and then rotate the piece of dark matter up.
2011-10-13 18:54:00

Author:
lemurboy12
Posts: 842


An option to toggle the movie camera borders On/Off on the movie camera and maybe give the same toggle option on the game camera as well.

Fix the way decorations on a sackboy/girl/bot take priority over all costume pieces and skins.

Add a selective colours absence option in the global settings. With this you will be given the colour pallet similar to or the same as the colour selection from the light objects. You will be able to toggle any amount of these colours to off and when you do those selected colours will turn a shade of black, grey or white.
MM have something similar to this already in one of the colour correction options, red is the only visible colour and the rest of the colours are black and white so it would be a grand idea to expand upon that.
2011-10-14 15:53:00

Author:
Darkcloudrepeat
Posts: 606


nice suggestions there.2011-10-16 10:09:00

Author:
GribbleGrunger
Posts: 3910


A material select halo. You go into your popit and look at starred items. Then in the list of used items an option to 'select all'. Or some sort of instance count that sits like the padlock icon, showing a number for all unique uses of something.

The result of 'select all' would be all items/sticker/object getting an outline like if you had sected it. It'd help with optimizing levels as you hunt down single use items, useless stickers and extraneous materials.
2011-10-17 07:30:00

Author:
Mr_Fusion
Posts: 1799


An ability to add a dualshock rumble tweaker or something, I like levels that incorporate your controller rumbling when something dramatic on screen happens. Imagine an earthquake in a level 2011-10-17 16:21:00

Author:
damaz10
Posts: 771


An ability to add a dualshock rumble tweaker or something, I like levels that incorporate your controller rumbling when something dramatic on screen happens. Imagine an earthquake in a level

now that's what i'm talking about here. a very simple and realistic thing to add that would give creators something else to consider when making games. hunting down hidden keys etc and a growing heartbeat spring to mind straight away.
2011-10-17 16:58:00

Author:
GribbleGrunger
Posts: 3910


I've got a very realistic suggestion. Not sure if its on here or not, But a top down create mode option (when starting a new creation the option would appear (standard create) or (Top Down Create)

Simply put, this would change create mode to allow for the creation of 3D objects and turn sackboy into the standing position simulated by parking him in a controlinator. Jumping would the work the same as moving in-out layers, and sackboy would have full 8 directional movement.

This would mean true top down levels and a great deal more functionality, as well as the ability to cause the peaks og objects to be towards the screen.

Its something that shoulda been basic.
2011-10-24 07:22:00

Author:
Eternal_Rise
Posts: 113


I've got a very realistic suggestion. Not sure if its on here or not, But a top down create mode option (when starting a new creation the option would appear (standard create) or (Top Down Create)

Simply put, this would change create mode to allow for the creation of 3D objects and turn sackboy into the standing position simulated by parking him in a controlinator. Jumping would the work the same as moving in-out layers, and sackboy would have full 8 directional movement.

This would mean true top down levels and a great deal more functionality, as well as the ability to cause the peaks og objects to be towards the screen.

Its something that shoulda been basic.

something tells me that wouldn't be as simple as it sounds. what i'm looking for are suggestions like the one above you. adding rumble as an option on the controlinator should be very simple but would give creators another neat feature to play with. things that you just think: 'if only they'd added this small little feature'. tweaks more than totally new such as my tag suggestion
2011-10-24 16:25:00

Author:
GribbleGrunger
Posts: 3910


That's the thing though, From what I've seen, the BETA had similar features. I'm not even saying a re-skin or new tools. Sackboy's orientation already exists, and in fact, the ability to put him in this position on the controlinator would seem to suggest the orientation was planned to begin with.

The rumble would actually be a similarly difficult thing to implement, given the rumble input of localized danger. It would require recoding for either a danger interrupt, or variable rumble frequencies.

Code already exists for both functions. Lazyness is more likely the deciding factor, rather than difficulty.

However, in the nature of your thread, I will dramatically limit further suggestions.
2011-10-25 06:18:00

Author:
Eternal_Rise
Posts: 113


That's the thing though, From what I've seen, the BETA had similar features. I'm not even saying a re-skin or new tools. Sackboy's orientation already exists, and in fact, the ability to put him in this position on the controlinator would seem to suggest the orientation was planned to begin with.

The rumble would actually be a similarly difficult thing to implement, given the rumble input of localized danger. It would require recoding for either a danger interrupt, or variable rumble frequencies.

Code already exists for both functions. Lazyness is more likely the deciding factor, rather than difficulty.

However, in the nature of your thread, I will dramatically limit further suggestions.

don't limit your suggestions if you can justify yourself so eloquently. perhaps you are right and my reluctance was born out of ignorance.
2011-10-25 23:11:00

Author:
GribbleGrunger
Posts: 3910


Please, don't get me wrong. I'm not making an attempt to be arrogant or any such thing. This is simply how I tend to state things, until someone sets me off on a rampage.

Further suggestions would be primarily
-localize water (either material or fill tool. Double the usefulness if it acted as a fill (Can you say running taps that actually fill sinks?)
-A power glove setting for Wall climbing (Think Knuckles) and ceiling walking (Instead of that annoying swing'n'grab we have to do now)
-Bootinators; most of these features can be clunkily done with a sackbot, but) Settings for run speed, Jump power and perhaps even the ability to stomp objects
-Stomp sensor(for usage with Bootinator stomp setting)
-"Requires Sackthing" setting on the impact sensor. (like the requires tag, only more useful)
-Creatinator Converter (The ability to change between the helmet and the glitch begotten gun form with the flip of a setting switch
-Hazard Suit... inator? (Tweakable to provide protection against Gas, Plasma, Fire or Electricity (or any combination of the four) without the use of a sacbot set on (Danger) )
2011-10-26 07:26:00

Author:
Eternal_Rise
Posts: 113


A generic death routine not linked to any lethalized animation. Sackboy just drops dead. you would apply this new lethal status in the same way as any other but there wouldn't be any sound effects or special graphic effects. this leaves it open to add your own sound effects and invent your own reasons for sackboy dying. a fall, a poison plant, lack of air etc.2011-10-27 08:12:00

Author:
GribbleGrunger
Posts: 3910


I like it *nods*2011-10-31 05:17:00

Author:
Eternal_Rise
Posts: 113


i would also like a detection range adding to the grappling hook, that way you can adjust the radius instead of finding out that you have to adjust your whole level section because people can reach a part you didn't want them to. i would also like to see a length lock added that can be turned on and off. you would then hold L1 to keep the grappling hook at a certain length while you are swinging2011-11-02 16:28:00

Author:
GribbleGrunger
Posts: 3910


Some great suggestions for all...
I really liked the one about a "Rumble" tweaker, it would be a great asset to most creators.
Also, the "Shadow" option, though small, might be useful in some instances. (Yes, they do get VERY annoying sometimes.)

Some other options might include...

-A Global Wind Tweaker (For when you want decorations, objects, or things to blow wind-like, and so you can control it)
-A Local Water Object (Not global, but so you could put water in a glass or in a pool or lake, not filling the whole level with odd consequences)

I did not see some above ideas, but now that I have, the "Hazard Suit" Idea might be worthy of mentioning, it certainly looks useful
2011-11-03 14:40:00

Author:
Unknown User


nice suggestions there but what i'm looking for is adjustments/improvements to what we've already got... things that can be added through a firmware update rather than a new game pack, hence realistic.

it would be really handy if you could use the grid with stickers too. it would make it easy to line them up and size them if you wanted to repeat a pattern or place them accurately on materials
2011-11-04 22:45:00

Author:
GribbleGrunger
Posts: 3910


Material Changer: this is pretty simple. allow us to access the materials in our personal section too, instead of having to go through the whole material menu when you may have already used it and you are just adjusting the overall balance of the visuals.2011-11-10 02:21:00

Author:
GribbleGrunger
Posts: 3910


I believe that there is already a sticker grid function, correct me if I am wrong, but I have (sporadicly) been annoyed when I left my "Small Grid" on and tried to place a decoration, and it annoys.
A good use might be one for Play Mode, so it would not be just for levels.

Still, most of the tools in the game do not have small improvements needed anywhere, maybe a new pack or such in the future, but all problems (if any) are highly inconsequential.

A generic death is also possible (Responding to the above) because you just have a Destroyer set to "Disappear" and set "Sounds" to X

Though what might be very useful is a way to set different total death animations. (And maybe a way to modify an air supply) because the current deaths are quite limited, it would be useful to set our own...
Current: Gas Death, Fire Burning Singe/Death, Electric Fizzle Death, Plazma Disentigration, Explosion Death, Crush Death, Lack of Air Death, Spike Death (Same as crush, just with different sounds)
Being able to control which one happens with a easier tool (Like a Sackbot Brain, but a Destroyer) would be a huge relief, and maybe new deaths would be good also.
Just some ideas to ponder...
2011-11-11 21:25:00

Author:
Unknown User


Being able to emote during create mode...2011-11-11 23:00:00

Author:
Ayneh
Posts: 2454


Being able to emote during create mode...

The emote buttons have much more useful uses in create mode. If we could emote in create mode, we couldn't rewind, pause or switch between using hover mode and not.
2011-11-12 21:09:00

Author:
PGdafrog
Posts: 277


10/ Three new animations for Sackbots. many people like to make levels with guards in them and whilst 'patrol' is pretty good, it doesn't animate as such, so a march animation would be welcome. another a lot of people would be grateful for would be a sneak animation. there is little point in having speed sensors if we can't reflect that idea with a sackbot and i'm sure many people who like making films would use this quite a lot. lastly a drunken animation, a faltering stop/start if you will. this could be used for various effects, not only drunkeness. staggering from a fallen building, from a smoke filled room, or even swooning from a broken heart. this could also be used by those who love to make films.

11/delethalized lethalized animation. i came across this when making my last level and thought it would be really helpful to be able to make gas harmless. think of the great effects you could create with that. others could be simply used for effect without us having to find ways around them being on the same layer.

12/ let us turn of the sound of the bouncepads. if there is a work around for this then ignore, but i can't recall anyone mentioning it
2011-11-14 09:44:00

Author:
GribbleGrunger
Posts: 3910


The option to make a Controlinator invisible but have the player/Sackbot in it remain visible.

Also, the option to have any of the death animations (spikes, drowning, etc.) selectable for destroyers placed on Sackbots.

Also, the ability to use the <em> tags for pink text in Magic Mouths, since that feature already does exist, but it's inexplicably not available to us.
2011-11-14 20:01:00

Author:
Blue Helmet
Posts: 306


Turning bounce pad animation off is ever so slightly tricky. Basically, have a thing of hologram as close to the top of the bounce pad as you can, then on that hook an impact sensor up to a Global Audio Tweaker, setting it so that sound effects are impossible to hear. Then just hook a not gate of the same impact sensor up to a Global AUdio Tweaker set so you can hear sound effects once again.
I actually just came up with that as I was reading the post, so forgive me if I am wrong... It should work though, based on the door principle.

ALso, the pink text is a great idea. But invisible creatinators could just be following emmitters...
2011-11-17 13:15:00

Author:
Unknown User


And I agree about patrol. It is somewhat lazy, because patrol is essentially
"Walk to A, switch, Walk to B, switch, etc."
2011-11-17 13:17:00

Author:
Unknown User


I'm not sure if this is realistic or possible but my 9 year old would like to have a sackbot animal that can go with you into your pod or a level.2011-11-18 18:15:00

Author:
Lady_Luck__777
Posts: 3458


I'm not sure if this is realistic or possible but my 9 year old would like to have a sackbot animal that can go with you into your pod or a level.

Sackpets yay! but I doubt it will ever happen. Maybe LBP3...
2011-11-18 18:47:00

Author:
PGdafrog
Posts: 277


I'm not sure if this is realistic or possible but my 9 year old would like to have a sackbot animal that can go with you into your pod or a level.

your 9 year old could always visit HOME. you get them in there, but i doubt if you'll ever be able to do that in LBP. you could of course make a level that has a pet

Thermo use: it would be very helpful to be able to find out how much thermo each material.object uses in LBP2. why not just be able to right click the material/object and find the info there?
2011-11-19 16:23:00

Author:
GribbleGrunger
Posts: 3910


your 9 year old could always visit HOME. you get them in there, but i doubt if you'll ever be able to do that in LBP. you could of course make a level that has a pet

She only gets online to play LBP.
I have made her many however they can't travel with her and that's what she would like.
I know LBP probably won't but we can always hope.
2011-11-19 16:44:00

Author:
Lady_Luck__777
Posts: 3458


Just some small additions:

- If a music sequencer with channels is playing, and another identical music sequencer with higher or lower-volumed channels starts to play instead, if it recognises the new song as the same as itself, it would continue playing with the new changed channels, like pre-made interactive music.

- Also, another global sound and music changer, named 'Radio'; it plays the sounds/music as if it were coming out of an old speaker. That would make things such as silent movies or radio sounds so much better.
2011-11-23 00:07:00

Author:
Denim360
Posts: 482


could you clarify that first option2011-11-23 00:56:00

Author:
GribbleGrunger
Posts: 3910


could you clarify that first option

The Int-music implement on music sequencers, making the music continue playing instead of resetting, allowing channel to become higher and lower throughout the level.

I should really learn to condense down my sentences without people prompting me to.
2011-11-26 16:15:00

Author:
Denim360
Posts: 482


The Int-music implement on music sequencers, making the music continue playing instead of resetting, allowing channel to become higher and lower throughout the level.

I should really learn to condense down my sentences without people prompting me to.

i'm really torn on this one. it seems that you could probably do this to a degree with the different volume levels we already have although that would mean repeating quite regularly and writing extra long tunes... but then i realise that my suggestion of adding the same settings as the ordinary sequencer could rectify this. the only way i can see this being practical/realistic (perhaps) is if we could have more than one music sequencer in a level. but i'm not sure how realistic that is. how would you implement this with the sequencer we already have?
2011-11-26 21:55:00

Author:
GribbleGrunger
Posts: 3910


What I mean is not the same music sequencer which has an input to turn off or on different channels, just for instance, take two sequencers, Music sequencer A and Music sequencer B. Both are exactly the same as each other and have two channels, channel 1 is on and 2 is off for A, and vice versa for B.
When A is playing and then B turns on, instead of resetting the music to play B, it recognises it is the same song as A and continues playing, just with channel 2 on.
2011-11-26 23:50:00

Author:
Denim360
Posts: 482


As example of what Denim is talking about, would be games with music zones. Donkey Kong 64 and Banjo Kazooie spring to mind. You could walk from one area to another area, and although the tune wouldn't change, the tempo and instruments would, without breaking the rhythm
I think it would certainly be a fun addition to LBP, anyways.
2011-11-27 00:43:00

Author:
Ostler5000
Posts: 1017


yeah, i understand what he means. i'll put it in i think, it doesn't seem much of a stretch2011-11-27 06:17:00

Author:
GribbleGrunger
Posts: 3910


Gribble I am curious as to what you meant with:

13/Thermo use: it would be very helpful to be able to find out how much thermo each material/object uses in LBP2. why not just be able to right click the material/object and find the info there?

Right click? Do you mean like for a new site or something?
2011-11-27 18:03:00

Author:
Darkcloudrepeat
Posts: 606


Gribble I am curious as to what you meant with:

13/Thermo use: it would be very helpful to be able to find out how much thermo each material/object uses in LBP2. why not just be able to right click the material/object and find the info there?

Right click? Do you mean like for a new site or something?


lol. i just realised i was thinking about a mouse when i wrote that. what i mean is just that when you click on properties of all the things in LBP it shows you some detail, even if it's minor, such as a generic tutorial or what the material is called, so why not include thermo use for all the stuff too.
2011-11-28 18:44:00

Author:
GribbleGrunger
Posts: 3910


Yea that would be pretty nice, I just didn't understand it lol.2011-11-29 16:19:00

Author:
Darkcloudrepeat
Posts: 606


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