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#1

Sensible Suggestions For Tarsier Studios And Double Eleven

Archive: 146 posts


ok, so let's keep this realistic. no 3D, No 50 layer requests, just good honest, down to earth suggestions that could find there way into the game if they're sensible enough. Keep it within the bounds of possibility and something that could be added in simply for the gamers convenience. remember the game isn't finished yet:

1/ Being able to make a colour invisible when using the sticker material or when placing a photo on the sticker material. no more having to cut carefully around a drawing. just draw it on white paper and set the sticker panel to ignore white when you place the photo on it

2/ A generic death routine that doesn't require the lethalize tool and being able to turn the sound effects off on Lethalized material (I mean no sound effect at all even when sackboy hits it. so that you can add your own sound effects)

3/ An option to rename 'All tags' of a certain name or number. handy for when you need to rename labels but have forgotten where they all are.

4/ Trace Mode: this would be when you use the sticker panel. You can turn the camera on (front or back) and then trace around what you see. for ease of use you would be able to freeze the frame or even take a picture perhaps. imagine tracing your favourite cartoon character or even doing a self portrait.

5/ Time/Date Chip: This would be round with a clock face on it. it would have one input and one output and would be synchronized with the clock on the Vita. inside there would be two settings in two halves: A date setting to activate and a date setting to deactivate. A time setting to activate and a time setting to deactivate. you could also tell the chip to activate on time alone or date alone (the standard setting being both).

now why would you want this you ask? imagine making a calender game that asked you question based on the month you are in or the season it is. imagine being able to change the template of something based on the season, such as a spring themed backdrop to a pinball machine or a breakout game. imagine if you could change your players costume into a santa clause costume at Christmas... or even imagine making sure the randomizer was truly random.

6/ A dephysicalizer chip: this just turns it on and off but can be attached to logic

7/ New Checkpoint Settings: a) Invisible setting. b) Turn off sound effects setting. c) Emitter setting. All these combined would allow you to create all sorts of new effects. Teleportation would be a breeze. Just capture a sackbot and set the checkpoint to emit the sackbot you have captured. Checkpoints for sackbots would also be simplified. Because you can also turn off the sound effect and make it invisible, you would also be able to make your checkpoints look unique. If we could also capture sackboy, it would make this process even easier because there would be no delay for the holo/follower to snap to the sackbot. Of course you also want the sackbot because you may want to disable certain controls or alter their configuration

8/ Ambient sound packs: These would be sounds that relate to certain settings such as country, towns, pubs and the such and would be sounds that run continuously in the background. They would be slightly different to normal sounds in that they would look similar to the music players with sliders to alter the volume of each sound, so that you can set up the exact ambience you want. examples:


a) Country pack: A dozen or more bird songs (such as Pheasants, Skylarks, Doves), tractors, harvesters, wasps, bees, cows, sheep, etc
b) Street pack: Car horns, engine sounds, occasional tire screeches, sounds associated with walk signs and crossings etc
c) Indoor pack: Glasses chinking, chatter, whispering, mumbling, laughter, chairs shifting etc.

9/ Grid Mode/Grid sensor: The Grid Mode would cut the entire creating area into a grid (as the name implies) rather like Sound Shapes. Each Grid would be the size of the normal playing area. When this mode is on, the camera no longer scrolls but flips immediately to the next grid along, below or above. In create mode it would show an outline of that grid so that you could still see the available space for each grid when you are zoomed out. Grid Mode would have coordinates. They would be numbered across the top and down the side, so 2/4 would be 2 across and 4 down and 2/5 would be the Grid next to that. You could use the Grid setting but then turn it off when you'd finished. This would be handy for the emit destroy technique because you could capture one whole Grid, which would be part of the capture tool

The Grid Sensor would snap to any edge and offer some settings: Left/right/Up/down. this would be so that you could make it so players couldn't return to the grid they just left. By default Grids can be accessed both ways. There would also be a Grid Coordinate setting. If you tick yes on this then the next grid would be the coordinates you place in the value. In the case above you would set it to 2/4 and regardless of what grid you were moving from, it would flip to that grid.
2012-06-12 20:46:00

Author:
GribbleGrunger
Posts: 3910


1/ Being able to make a material invisible when using the sticker material or when placing a photo on the sticker material

2/ A generic death routine that doesn't require the lethalize tool and being able to turn the sound effects off on Lethalized material

3/ Renaming 'All tags' of a certain name or number

#1 What? do you mean sticker panel? because SP does go invisible besides the sticker once you place it on the material. you can also make the whole SP invisible in the settings so that nothing at all shows.

#2 first part is good, but turn the sound effects off on Lethalized materials? you can already do that.

#3. not sure i see that being needed.
2012-06-12 21:03:00

Author:
Lord-Dreamerz
Posts: 4261


#1 What? do you mean sticker panel? because SP does go invisible besides the sticker once you place it on the material. you can also make the whole SP invisible in the settings so that nothing at all shows.

#2 first part is good, but turn the sound effects off on Lethalized materials? you can already do that.

#3. not sure i see that being needed.

1/ i was thinking more in terms of taking a photo and then being able to make a colour invisible. for instance, if you drew a picture on a sheet of white paper and then took a picture of it you would only be able to have the rectangular picture (including the white paper) on the sticker panel. but if you could make 'white' invisible, you'd be able to easily make frames for animations. this is mainly for any budding animators out there who would like to draw there own creations and then animate them on the Vita.

2/ you can turn the sound effects off but i'm talking about when sackboy actually hits the lethal material. this would be so that you could add your own sound effects in or have a quiet death when sackboy fell out of the intended level design.

3/ i once labelled about 50 tags with 'crackle' sound effect because i was intending to have that sound effect triggered whenever sackboy was close by, but then i decided to change the sound effect to 'running water'. this left me with lots of tags that were wrongly named which made it confusing because i had other tags too. what i forgot to add into my first post was that when you rename the tag it also changes all the things related to the tag to the same settings as the tag you've changed. so in my example i would have simply changed one sound effect to 'water', clicked on 'change all' and every sound effect with the name 'crackle' would have been replaced with the water sound effect.
2012-06-12 21:54:00

Author:
GribbleGrunger
Posts: 3910


1/ i was thinking more in terms of taking a photo and then being able to make a colour invisible. for instance, if you drew a picture on a sheet of white paper and then took a picture of it you would only be able to have the rectangular picture (including the white paper) on the sticker panel. but if you could make 'white' invisible, you'd be able to easily make frames for animations. this is mainly for any budding animators out there who would like to draw there own creations and then animate them on the Vita.

2/ you can turn the sound effects off but i'm talking about when sackboy actually hits the lethal material. this would be so that you could add your own sound effects in or have a quiet death when sackboy fell out of the intended level design.

3/ i once labelled about 50 tags with 'crackle' sound effect because i was intending to have that sound effect triggered whenever sackboy was close by, but then i decided to change the sound effect to 'running water'. this left me with lots of tags that were wrongly named which made it confusing because i had other tags too. what i forgot to add into my first post was that when you rename the tag it also changes all the things related to the tag to the same settings as the tag you've changed. so in my example i would have simply changed one sound effect to 'water', clicked on 'change all' and every sound effect with the name 'crackle' would have been replaced with the water sound effect.

Ok. the things you asked for sound much more reasonable now. well... the first can't really be done far as i understand. photos have to many different shade of pixels that you can't even see well. the system would have to remove all shades of red if you asked to remove red. not just the red area you wanted gone. IMO what would be better to ask for is to be able to edit photos in Vita paint. except they also won't do that because they don't want people taking photos of DLC stickers and making them close to just like the real versions of the sticker and then being able to give them to other people, hurting their sells. *mew
2012-06-12 22:04:00

Author:
Lord-Dreamerz
Posts: 4261


4/ Trace Mode: this would be when you use the sticker panel. You can turn the camera on (front or back) and then trace around what you see. for ease of use you would be able to freeze the frame or even take a picture perhaps. imagine tracing your favourite cartoon character or even doing a self portrait.

correction to my first suggestion because i put 'material' instead of 'colour'

1/ Being able to make a colour invisible when using the sticker material or when placing a photo on the sticker material
2012-06-14 11:13:00

Author:
GribbleGrunger
Posts: 3910


5/ Time/Date Chip: This would be round with a clock face on it. it would have one input and one output and would be synchronized with the clock on the Vita. inside there would be two setting in two halves: A date setting to activate and a date setting to deactivate. A time setting to activate and a time setting to deactivate. you could also tell the chip to activate on time alone or date alone (the standard setting being both).

now why would you want this you ask? imagine making a calender game that asked you question based on the month you are in or the season it is. imagine being able to change the template of something based on the month, such as a spring themed backdrop to a pinball machine or a breakout game. imagine you could change your players costume into a santa clause costume at Christmas... or even imagine making sure the randomizer was truly random.
2012-06-15 05:03:00

Author:
GribbleGrunger
Posts: 3910


This may seem kind of dumb, but I've always wanted there to be two thin layers in the back, that way, if you want to make the backdrop out of a material instead of a given background (for something indoors let's say), you still have a thin layer to work with without it interfering with sackboy.2012-06-18 19:25:00

Author:
metsfan1025
Posts: 181


Hide stickers. Like you can hide objects.2012-06-18 22:39:00

Author:
Valeview
Posts: 1581


Hide stickers. Like you can hide objects.

This. SO MUCH THIS. My recent experience with stickering in my levels have lead me to insanity... I would be super happy if this was implemented.
2012-06-19 01:09:00

Author:
grayspence
Posts: 1990


I don't quite follow that. what do you guys mean by hiding a sticker?2012-06-19 01:27:00

Author:
GribbleGrunger
Posts: 3910


I don't quite follow that. what do you guys mean by hiding a sticker?

You know the way you can hide an object when creating, by pressing.... What is it... L2 with popit?
Dat, with stickers.
2012-06-19 12:04:00

Author:
Valeview
Posts: 1581


hello,
I'm playing the LBP Vita beta and i saw that there's only touch logic but no logic for pc vita movement
i don't know if the LBP Vita will have this feature so i suggest it now
another thing that i can suggest:

- some logic that permit game camera to follow another object. ( not player ) I know that it's possible with controllinator and 2 movie camera + 1 not gate but a logic tool that make it directly is much better
2012-06-19 15:06:00

Author:
Darkabbestia
Posts: 37


You know the way you can hide an object when creating, by pressing.... What is it... L2 with popit?
Dat, with stickers.

Now I'm curious...can you describe a scenario where you need to hide a sticker and how this would help? I can see how decorations can block your view (which can easily be worked around by putting them on their own piece of your invisible material of choice) but stickers?
2012-06-19 15:38:00

Author:
fullofwin
Posts: 1214


This may seem kind of dumb, but I've always wanted there to be two thin layers in the back, that way, if you want to make the backdrop out of a material instead of a given background (for something indoors let's say), you still have a thin layer to work with without it interfering with sackboy.

Well, that actually is available in the game. With dephysicalize you can place two materials in the same layer, and even choose how they visually overlap each other.
2012-06-19 16:17:00

Author:
Lockstitch
Posts: 415


I would like a tool that allows you to select a certain material, or a sticker, or whatever, and hunts it down so you know where it is - it might seem rather useless, but occasionally I find myself wondering "when did I use that material? I want to delete it" but I have no idea where it is, it could be a microscopic pixel of a block somewhere in the darkest depths of my level and I'd never find it - he'd be there, laughing, plotting... taking up thermo-space. I mean, I should be more careful.. but it'd just be quite convenient.2012-06-19 16:28:00

Author:
Ironface
Posts: 432


another suggestion that can be applied on all version:

a logic tool that permit HUD creation easly
then HUD can be used for lives counter or a minimap ( in this case we need also a minimap creation tool, or an automatic option that create minimap itself )
2012-06-20 11:12:00

Author:
Darkabbestia
Posts: 37


Day and night cycle. It would change automaticly like in Jak & Daxter. I know it's possible to make on LBP2 but they could add it as a single piece of logic.2012-06-20 18:59:00

Author:
Schark94
Posts: 3378


Day and night cycle. It would change automaticly like in Jak & Daxter. I know it's possible to make on LBP2 but they could add it as a single piece of logic.

that's just easily done though. timer to a selector, selector to two 'global lighting chips' with the transitions you want. done. just make sure that the timer is set to the same time as your transition times on the two 'global lighting' chips

what you could have suggested is that the global lighting chips should be effected by analogue signals then you could use positional logic
2012-06-20 19:13:00

Author:
GribbleGrunger
Posts: 3910


Positional option for timers.
If placed on a sequencer, it would only activate when the sequencer is over it, and it could be used to essentially expand one section of a sequencer if the timer is connected to another sequencer.

Do you get what I mean? It's hard to explain, but it could be very useful. :3
2012-06-21 00:47:00

Author:
ConverseFox
Posts: 2333


6/ A dephysicalizer chip: this just turns it on and off and can be attached to logic2012-06-22 03:15:00

Author:
GribbleGrunger
Posts: 3910


The one thing I would really appreciate is a better way to define and search for levels. It would be great if you could select the following to classify your level.


TYPE: ARCADE, SHOOTER, PUZZLE, PLATFORMER, ADVENTURE, RPG, TRIBUTE, MUSIC, MOVIE, STORY, INDEFINABLE, ect (you can choose one or combine with another)

DIFFICULTY: HARDLY A GAME, EASY PEASY, MIDDLE ROAD, SORE SACK, DESTROYER

PLAYERS: ANY, 1 PLAYER, MULTI, MULTI-Bw2, MULTI-Bw3, MULTI-Bw4, (Bw=Best with)
2012-06-22 04:18:00

Author:
Xenon
Posts: 306


1. An Infinite life Entrance
I know there are easy ways to work around it, but there's no reason we don't already have it.

2. An option for the controlinator to switch between digital and analog outputs for curtain buttons.
I don't own a Vita yet, but I'm guessing the D-pad, cross, square, triangle, and circle buttons are capable of analog outputs. This would be more than usefull for many things.
2012-06-22 06:58:00

Author:
ConverseFox
Posts: 2333


a touchnator, like a movinator but only for ps vita touch2012-06-22 08:32:00

Author:
Darkabbestia
Posts: 37


I actually agree with... All of these!

Especially the colour-excluding sticker panel green-screening type thing. That would probably convince me to take photos more often, of things other than the floor of the bakery. (The texture of that floor is boss)


Now I'm curious...can you describe a scenario where you need to hide a sticker and how this would help? I can see how decorations can block your view (which can easily be worked around by putting them on their own piece of your invisible material of choice) but stickers?
Okay, so you're making a main character for your level. Its head is blue with little white polka dots on it, and about 8 layers of black gradient "Shadows." You then realize that you would rather the head be green, but in order to resticker it you would have to take every sticker off of the object, put a green sticker on it to colour it green, and then replace all the stickers you took off. If there was sticker hiding, assuming that hidden stickers would be prioritized in layers (Newly placed stickers will appear behind hidden ones) all you'd have to do is hide every sticker except the skin-colour and place down a new green one.
2012-06-22 15:29:00

Author:
KlawwTheClown
Posts: 1106


I actually agree with... All of these!

Especially the colour-excluding sticker panel green-screening type thing. That would probably convince me to take photos more often, of things other than the floor of the bakery. (The texture of that floor is boss)


Okay, so you're making a main character for your level. Its head is blue with little white polka dots on it, and about 8 layers of black gradient "Shadows." You then realize that you would rather the head be green, but in order to resticker it you would have to take every sticker off of the object, put a green sticker on it to colour it green, and then replace all the stickers you took off. If there was sticker hiding, assuming that hidden stickers would be prioritized in layers (Newly placed stickers will appear behind hidden ones) all you'd have to do is hide every sticker except the skin-colour and place down a new green one.

I make tons of characters on a daily basis... one for another person yesterday, trust me, there is NOTHING worse than having to resticker my gradients... especially if I'm playing multiplayer and the lag makes me put down 2-3 stickers each time.
2012-06-22 16:09:00

Author:
grayspence
Posts: 1990


Being able to hide wires. I know that you can do this by hiding the logic that has the wire, but if something outputs to more than one other thing and you wanted to hide only one of it's wires then it's impossible-I think.2012-06-23 19:01:00

Author:
Kalawishis
Posts: 928


I have a lot of important suggestions:

- Imunities for sackbot (water and hazards);
- A "climb" material tweaker allowing sackboy to climb up a material, like a ladder;
- A way to tweak underwater breathe time (to infinite if we want);
- A touch paint tool, like PS Move paint tool in LBP2, including more shapes and a way to fill a collor with transparency;
- An official way to teleport sackboy;
- An counter with a very large limit and a "count sensor";
- A music sequencer that does not lag when looping and, if possible, that we can set the loop start position, allowing us to make music intros;
- A way to customize or turn off every default sound of the game, like score sound, dying sound, portal sound, dissolve sound, etc;
- A way to share custom costumes in bubbles. When there are DLC pieces that you dont own, the game simply dont allow you to use the costume, like it already does with community objects;
- A way to activate/deactivate controlinator "auto-enter" function (eject port dont works as intended).

I know there is workarounds for some of these suggestions, but official tools would make our work very easier.
2012-06-26 03:35:00

Author:
DizaumBR
Posts: 78


I have a lot of important suggestions:

- Imunities for sackbot (water and hazards);
- A "climb" material tweaker allowing sackboy to climb up a material, like a ladder;
- A way to tweak underwater breathe time (to infinite if we want);
- A touch paint tool, like PS Move paint tool in LBP2, including more shapes and a way to fill a collor with transparency;
- An official way to teleport sackboy;
- An counter with a very large limit and a "count sensor";
- A music sequencer that does not lag when looping and, if possible, that we can set the loop start position, allowing us to make music intros;
- A way to customize or turn off every default sound of the game, like score sound, dying sound, portal sound, dissolve sound, etc;
- A way to share custom costumes in bubbles. When there are DLC pieces that you dont own, the game simply dont allow you to use the costume, like it already does with community objects;
- A way to activate/deactivate controlinator "auto-enter" function (eject port dont works as intended).

I know there is workarounds for some of these suggestions, but official tools would make our work very easier.

I would say that the emboldened ideas are very easy to add. the others I also find good suggestions, but I'm not sure how easy they would be to add in
2012-06-26 04:22:00

Author:
GribbleGrunger
Posts: 3910


http://i401.photobucket.com/albums/pp96/clars74/lol-cats_i-love-this-thread-so-much.jpg
I hope Tarsier considers at least some of these suggestions. :3
2012-06-26 06:09:00

Author:
ConverseFox
Posts: 2333


I would say that the emboldened ideas are very easy to add. the others I also find good suggestions, but I'm not sure how easy they would be to add in

I guess you're right.. lol

But about this:
- An official way to teleport sackboy;
They could add a second input to checkpoints that, when activaved, teleport the sackboy to it. Sounds easy to implement!
2012-06-26 06:22:00

Author:
DizaumBR
Posts: 78


I guess you're right.. lol

But about this:
- An official way to teleport sackboy;
They could add a second input to checkpoints that, when activaved, teleport the sackboy to it. Sounds easy to implement!

yeah, I'm not sure about that one either. actually, i take it back, I can't see why that would be any more difficult to do than my 'making a selected colour invisible when using the sticker panel'
2012-06-26 06:41:00

Author:
GribbleGrunger
Posts: 3910


yeah, I'm not sure about that one either. actually, i take it back, I can't see why that would be any more difficult to do than my 'making a selected colour invisible when using the sticker panel'

Your suggestion is great!
But I'm just wondering if this could use too much processing, because the engine would have to keep checking the invisible color every time the SP renders. It could affect the performance...

The lack of a touch paint tool in LBP Vita is a shame...
It would allow us to draw much more precisely than the painful PS Move paint tool!!
2012-06-26 07:10:00

Author:
DizaumBR
Posts: 78


Your suggestion is great!
But I'm just wondering if this could use too much processing, because the engine would have to keep checking the invisible color every time the SP renders. It could affect the performance...

but then again, this feature would be self contained and wouldn't effect the game when in create mode or play mode.


The lack of a touch paint tool in LBP Vita is a shame...

It would allow us to draw much more precisely than the painful PS Move paint tool!!

I'll eat my virtual hat if that isn't in the finished game
2012-06-26 07:16:00

Author:
GribbleGrunger
Posts: 3910


I'll take you up on that.

Now I can't wait to see that on YouTube. :3

you'll just have to take my word for it
2012-06-26 07:40:00

Author:
GribbleGrunger
Posts: 3910


The ability to edit vocal recordings would be fantastic. Sometimes you'll have a great recording but you start a little too late or slip in some profanity . A simple cut would be perfect.2012-06-26 19:53:00

Author:
Tellous
Posts: 45


The ability to edit vocal recordings would be fantastic. Sometimes you'll have a great recording but you start a little too late or slip in some profanity . A simple cut would be perfect.

yep, that's a great suggestion, especially if you could then take those recordings and place them on the music sequencer. I can't see that being too difficult

what we could do with is a 'positional' setting on the music sequencer. that would allow for some nice little tricks for extending your music or repeating a chorus
2012-06-26 20:08:00

Author:
GribbleGrunger
Posts: 3910


The lack of a touch paint tool in LBP Vita is a shame...
It would allow us to draw much more precisely than the painful PS Move paint tool!!

Huh? last i known Vita has touch-paint. they even show it in the older videos. *mew
2012-06-26 22:04:00

Author:
Lord-Dreamerz
Posts: 4261


Huh? last i known Vita has touch-paint. they even show it in the older videos. *mewIt has material paint, not sticker paint... Which older videos do you mean?2012-07-03 23:17:00

Author:
Taffey
Posts: 3187


It has material paint, not sticker paint... Which older videos do you mean?

I would link you except i'm on my PS3 atm and for some reason i can't view videos anymore on here. stupid sony browser... anyways it was that old video from last year with the dinosaur in it and where they show you can wear LBP2 DLC costumes on LBPvita. it clearly shows the person using the LBP sticker paint tool that was first made in the MovePack. and i'm pretty sure they said more then once it's it in the game. suppose i could ask one of the team members i'm friends with if it is. though tbh i don't really care. *mew
2012-07-04 05:10:00

Author:
Lord-Dreamerz
Posts: 4261


I would link you except i'm on my PS3 atm and for some reason i can't view videos anymore on here. stupid sony browser... anyways it was that old video from last year with the dinosaur in it and where they show you can wear LBP2 DLC costumes on LBPvita. it clearly shows the person using the LBP sticker paint tool that was first made in the MovePack.I'm guessing you might mean this video... It shows paint-like actions in the context of stickers, but it is all material manipulation:



http://www.youtube.com/watch?v=2wrBh1KOluY




though tbh i don't really care. *mewUm, ok then.
2012-07-04 06:03:00

Author:
Taffey
Posts: 3187


I'm guessing you might mean this video... It shows paint-like actions in the context of stickers, but it is all material manipulation:



http://www.youtube.com/watch?v=2wrBh1KOluY

actually you are right about paint not being in that video. but I was thinking of the wrong video when i posted that. there was one that showed the paint tool... hmm guess i gotta go look for it.


http://www.youtube.com/watch?v=qAcK3FEatY0
here it is. jump to 0:55... hmm... it seems to be some kind of sticker editor even if it is not LBPpaint. hm guess i'll go ask my friend later since now i'm unsure a bit. *mew
2012-07-04 06:34:00

Author:
Lord-Dreamerz
Posts: 4261


LBPpaint is not in LBPvita. i just asked Syroc about it. he said they maybe will put it back in the game someway in the future. well now we know. ...leaves me wondering what we saw in that video though... meh whateverz. *mew2012-07-04 21:17:00

Author:
Lord-Dreamerz
Posts: 4261


mmmm... I'd say that was as much an oversight as not having a dephysicalizer chip. I bet they add it in later.2012-07-04 21:20:00

Author:
GribbleGrunger
Posts: 3910


I'd want a math tool, like for example it would look like a selector but side ways have inputs on the top and outputs on the bottom but with the tool you can adjust what each input does, like for example plug in a blue tag sensor to an input and it you would be able to set it to either subtract like say 100 digits or add 200, or maybe multiply/divide the number by 2 or perhaps even increase or decrease the Max amount of digits. And then on the output side make so you could have one output activate when set to 'below 50' or a range of numbers like '67-100' or an exact number like 0. Also i'd make the numbers visible on the math tools bar so you can see it in play mode.

It could be used for tons of things like mAth puzzles or rpg life bars.

Ps as far as i know of the vita game doesn't have this already but i could be wrong.
2012-07-05 11:22:00

Author:
SilverTriforce7
Posts: 183


I'd want a math tool, like for example it would look like a selector but side ways have inputs on the top and outputs on the bottom but with the tool you can adjust what each input does, like for example plug in a blue tag sensor to an input and it you would be able to set it to either subtract like say 100 digits or add 200, or maybe multiply/divide the number by 2 or perhaps even increase or decrease the Max amount of digits. And then on the output side make so you could have one output activate when set to 'below 50' or a range of numbers like '67-100' or an exact number like 0. Also i'd make the numbers visible on the math tools bar so you can see it in play mode.

It could be used for tons of things like mAth puzzles or rpg life bars.

Ps as far as i know of the vita game doesn't have this already but i could be wrong.

The AND and OR gates have options to be ADD and MULTIPLY gates in LBPVita. If a signal going into ADD is negative, it will be subtracted. If a signal going into MULTIPLY is a fraction, then it will be divided.
2012-07-06 16:30:00

Author:
L1N3R1D3R
Posts: 13447


The AND and OR gates have options to be ADD and MULTIPLY gates in LBPVita. If a signal going into ADD is negative, it will be subtracted. If a signal going into MULTIPLY is a fraction, then it will be divided.Yep, and you can hook logic into notes to see the exact value being output (without having to use a complex community-sourced signal reader). Really nice new features.. Kind of makes my head hurt. 2012-07-06 17:57:00

Author:
Taffey
Posts: 3187


I just thought of something great, how about a water material type, like metal, and wood. That way you could place the water anywhere and each differrnt materials could have different properties like infinite breath time, or forces you to float/sink. And you could still edit the wave height and particle amount the same way you edit a holograms color and speed. Thats a reasonible suggestion right.

Ps: i read through the thread and didn't see it but i might of missed it so sorry for that and sorry if its already in the game (doubt it though) but I'm trying not to see to much about the game. Keep it a surprise if you know what i mean.
2012-07-13 15:24:00

Author:
SilverTriforce7
Posts: 183


when i was playing with my beta,i noticed that when you set the createinator to make fire,it will make separated fire balls(like a normal material with fire set on it),unlike in LBP where it acts like a flame thrower...this isnt a big deal,i know,but it kinda bugged me out...i liked the flame thrower effect
(it hope it wont be like this on the full game...) i know there trying to make the game identical to LBP2(with more stuff) cuz in the beta survey theres a part where they ask you if you found ANYTHING that was on LBP2 and not on LBP VITA...lol,but i forgot to put in this...

edit:i refill the survey with it...but i just remembered another thing, creating online!! (and this is actually sort of important for me...)


Edit:just got another idea,when you start creating a level,the touch controls should be off by default in your player setting in your popit,and then,only when you build something that uses the touch,like a touch material,a touch sensor,etc...it will automaticaly toggle itself to what ever you did in your level that is touch...

so,i enter creating a level,the touch for the level in play mode are off by default,i create something i can touch with the front touch,automatic it will toggle the front touch to ON,i make something that uses the back touch,and back touch is on!

this will help because by default the touch is on (obviously) so for noobs,who dont know you can toggle the touch controll in your popit,this would make thair levels better,for example (this happend a lot in the beta),i enter a level by someone who didnt put ANY touch controls in the level,but DIDNT turn OFF the touch controls ,when i would play this level,i would be irritated because i will keep touching my back and see a stupid circle irritated me...instead ,the touch controls will be OFF because he didnt use any touch!
(of course you can still controll the touch controls without having to make something to touch in your level,just like you do now by going to player settings in your popit,it would just be OFF by default !
2012-07-14 03:21:00

Author:
ythyth
Posts: 400


I've got a suggestion But I'm not certain if it's 'sensible' so I'll put it here instead of my main post. perhaps someone could tell me if it's easily possible:

A meterial follower. this would just be an extra setting for the follower and the material tweaker. when you put a material tweaker on a material with the new setting (let's call it waypointer for arguments sake) then set the follower to waypointing, it automatically follows that material. handy for making a fuse!!!
2012-07-17 20:27:00

Author:
GribbleGrunger
Posts: 3910


I got an idea. You should be able share objects and level keys using Near. Other games use Near to share goodies with friends. LBP Vita should be able to share goodies too.2012-07-17 20:57:00

Author:
unc92sax
Posts: 928


I got an idea. You should be able share objects and level keys using Near. Other games use Near to share goodies with friends. LBP Vita should be able to share goodies too.LOVE this idea. The 'play off' challenges with Near are great - this should be added as well! 2012-07-17 23:44:00

Author:
Taffey
Posts: 3187


Got another idea! A sticker creator using something much like Paint Park.2012-07-18 17:24:00

Author:
unc92sax
Posts: 928


7/ New Checkpoint Settings: a) Invisible setting. b) Turn off sound effects setting. c) Emitter setting. All these combined would allow you to create all sorts of new effects. Teleportation would be a breeze. Just capture a sackbot and set the checkpoint to emit the sackbot you have captured. Checkpoints for sackbots would also be simplified. Because you can also turn off the sound effect and make it invisible, you would also be able to make your checkpoints look unique. If we could also capture sackboy, it would make this process even easier because there would be no delay for the holo/follower to snap to the sackbot. Of course you also want the sackbot because you may want to disable certain controls or alter their configuration2012-07-28 17:04:00

Author:
GribbleGrunger
Posts: 3910


You can turn off sounds for checkpoints, controlinators, bounce pads and some other hard coded sounds too An invisible setting would be nice, but you could just dephysicalise checkpoints and hide them in walls. I also don't know how useful an emitter setting would be on the checkpoint as we do already have sackbots and emitters - plus it would probably be very difficult to implement in the game if you take sackboy out of the equation.2012-07-28 18:04:00

Author:
Holguin86
Posts: 875


You can turn off sounds for checkpoints, controlinators, bounce pads and some other hard coded sounds too An invisible setting would be nice, but you could just dephysicalise checkpoints and hide them in walls. I also don't know how useful an emitter setting would be on the checkpoint as we do already have sackbots and emitters - plus it would probably be very difficult to implement in the game if you take sackboy out of the equation.

Is that feature specific to LBPVita because I could have sworn I couldn't turn checkpoint sound effects off? An invisible setting would be really handy though. The problem with the system at the moment is that there are problems when the holo/follower snaps to the spawning of the new sackbot. You would want to be able to spawn anywhere in the level without the necessity for that snap-too pause, that's why I suggest that you should be able to capture sackboy with the sackbot set up. So that wherever the sackbot spawns, there is no need for that snap-too, making it immediate... I'm also not sure of this, but doesn't sackboy retain collision detect during that snap-too? If I'm right then if there are any walls in between, sackboy won't be able to snap-too that point.

edit: unless when you make the player 'not visible' in play mode whilst on the controlinator seat, it IS the same as dephysicalising sackboy? I've not used it that often
2012-07-28 19:51:00

Author:
GribbleGrunger
Posts: 3910


Is that feature specific to LBPVita because I could have sworn I couldn't turn checkpoint sound effects off?

Yes those sound tweaks are new to LBPV.


The problem with the system at the moment is that there are problems when the holo/follower snaps to the spawning of the new sackbot. You would want to be able to spawn anywhere in the level without the necessity for that snap-too pause, that's why I suggest that you should be able to capture sackboy with the sackbot set up. So that wherever the sackbot spawns, there is no need for that snap-too, making it immediate...

Spawning directly from checkpoints isn't immediate though, you still have to wait for the camera to whizz back to the checkpoint before you can respawn. Followers set to 100 speed are essentially the same as this.


I'm also not sure of this, but doesn't sackboy retain collision detect during that snap-too? If I'm right then if there are any walls in between, sackboy won't be able to snap-too that point.

edit: unless when you make the player 'not visible' in play mode whilst on the controlinator seat, it IS the same as dephysicalising sackboy? I've not used it that often

Sackboy should be non-physical whenever he sits in a controlinator, whether it's invisible or not.
2012-07-29 14:09:00

Author:
Holguin86
Posts: 875


ah! Thanks, Hoguin.

any news on this idea potentially being in the final build:

4/ Trace Mode: this would be when you use the sticker panel. You can turn the camera on (front or back) and then trace around what you see. for ease of use you would be able to freeze the frame or even take a picture perhaps. imagine tracing your favourite cartoon character or even doing a self portrait.

This would revolutionise LBPVita. People could create their own scenery from scratch
2012-07-29 14:16:00

Author:
GribbleGrunger
Posts: 3910


This is what every LBP should do, not just LBPVita: An option of what to do when your friends are inviting you.2012-07-31 14:40:00

Author:
L1N3R1D3R
Posts: 13447


How about don't do what cambridge did and drop support for the game when their are tons of bugs. 2012-08-01 21:17:00

Author:
ryano775
Posts: 32


How about don't do what cambridge did and drop support for the game when their are tons of bugs. That's not an accurate statement by any definition, but I do see what you're getting at. I'm sure Tarsier will do a fine job of supporting LBPV.

2012-08-01 23:31:00

Author:
Taffey
Posts: 3187


I'd like an option for ladder climbing, deathless teleporting, ledge climbing, gun firing, etc. Obviously they can be done, and it's no so difficult, but I (and assuredly, you) are lazy, and it's about time we got things done for us so we could sit back and be as languid and slothful as we want to be.2012-08-03 10:35:00

Author:
Ironface
Posts: 432


I'd like an option for ladder climbing, deathless teleporting, ledge climbing, gun firing, etc. Obviously they can be done, and it's no so difficult, but I (and assuredly, you) are lazy, and it's about time we got things done for us so we could sit back and be as languid and slothful as we want to be.

It's not about making something easier, it's about broadening your options and making those options more convenient. Would you say that LBP2 is easier to use than LBP1? People would say yes depending on what they achieved on LBP1. But those that get deeply involved in the logic of LBP2 would argue it's far more complex than LBP1. Anything that can be 'faked' but always looks 'faked', is a legitimate area for improvement.
2012-08-03 13:25:00

Author:
GribbleGrunger
Posts: 3910


Rain, muzzle flashes, the gruesome head exploding of our sackbot friends, achievable... but in option form, would they not be so much better? No one asks to be spoon fed for the expedience, but they do want to get as close to realistic as possible, and it just so happens it'd save a lot of time too, LBP1 is indeed generally easier to use (as in, easier to master) but in terms of realising your imaginings, there are definitely limits. LBP1 is easier because unlike LBP2 if something seems too hard to accomplish, it's probably impossible, on LBP2, it'd just take a lot of thinking, and a profusion of logic. But no one who plays either games is above a challenge.2012-08-03 16:34:00

Author:
Ironface
Posts: 432


Rain, muzzle flashes, the gruesome head exploding of our sackbot friends, achievable... but in option form, would they not be so much better? No one asks to be spoon fed for the expedience, but they do want to get as close to realistic as possible, and it just so happens it'd save a lot of time too, LBP1 is indeed generally easier to use (as in, easier to master) but in terms of realising your imaginings, there are definitely limits. LBP1 is easier because unlike LBP2 if something seems too hard to accomplish, it's probably impossible, on LBP2, it'd just take a lot of thinking, and a profusion of logic. But no one who plays either games is above a challenge.

I find myself agreeing with you here. There is a thin line between engaging your imagination and attempting to pull it of with your ingenuity. I agree that we wouldn't want to stifle ingenuity by making it all too easy to accomplish, but in most cases, the more things are improved and simplified in LBP games, the more ingenious people become. Take the dephysicalised for instance. In LBP2 you had to use a glitch to do it and that glitch falls in the ingenuity argument, but by adding the function in LBPV as standard, it will open up possibilities for even more ingenious applications of it.

I feel a further explanation is needed for you to understand where I am coming from: In a thread in the suggestion section of LBP2, someone wants the sensors to have different detection radiuses such as square or triangular, but this can be achieved easily by using holo and an impact sensor. This certainly doesn't need to change because it doesn't look 'faked' it works perfectly and does exactly what you want it to do. But if you want a ladder climb you have to jump through hoops to accomplish this and no matter how ingenious you are, it always looks 'faked'.

In short, some things can be done other ways but some things will always look 'faked' if they're not added as standard.
2012-08-03 16:52:00

Author:
GribbleGrunger
Posts: 3910


Us perfectionists attempt to achieve the closest thing to realistic as possible, totally agreed, that which is possible isn't necessarily true to life in terms of physics or perhaps appearance. But I guess we shouldn't waste our '3 wishes' (so to speak) on that which can be accomplished, when we can instead hope for what we currently can't execute..2012-08-04 09:18:00

Author:
Ironface
Posts: 432


8/ Ambient sound packs: These would be sounds that relate to certain settings such as country, towns, pubs and the such and would be sounds that run continuously in the background. They would be slightly different to normal sounds in that they would look similar to the music players with sliders to alter the volume of each sound, so that you can set up the exact ambience you want. examples:


a) Country pack: A dozen or more bird songs (such as Pheasants, Skylarks, Doves), tractors, harvesters, wasps, bees, cows, sheep, etc
b) Street pack: Car horns, engine sounds, occasional tire screeches, sounds associated with walk signs and crossings etc
c) Indoor pack: Glasses chinking, chatter, whispering, mumbling, laughter, chairs shifting etc.

Would it be feasible to have a speed setting on in/out movers? the layers can be joined and we have sublayers and I would have thought the only reason you can't do it in the PS3 version is because there are no reference points for the material other than the seven layers. now we have lots more reference points on the Vita. I could be talking tosh here...

oh and one very simple request that I'm sure would be easy: could you put 'spike' in the lethalize section.
2012-08-04 14:35:00

Author:
GribbleGrunger
Posts: 3910


I don't know if this is possible or not: I'd like 'Spike' to be an option in the lethalize section. IF the dephysicalizer chip actually does make it into the game eventually (Syroc ) we could make our own spikes and then rephysicalize it on impact! IMPALED! Make those sparks red and... I like that idea2012-08-12 08:34:00

Author:
GribbleGrunger
Posts: 3910


How about different effects for the smoke machine? Much like the ones in LBPK, I'd love to see stuff such as flame, sparks, mist (like smoke, but sinks rather than rises), confetti, sludge (like the splat destruction effect, but more consistent and controlled), et cetera.. Oh, and make them tweakable too! Perhaps color, direction, and animation speed tweaks for said SFX? (IE- Green fire) That was one of the useful things I really enjoyed from the LBPK BETA.2012-08-12 21:23:00

Author:
Super_Clone
Posts: 849


Okay....I know its a long shot, but I'll say it anyway. I think you should have the ability to make a quick link to a level on the vita home screen. The icon would be the level badge and the start thing would be tweakable from in LBP vita. Starting would bring you into the level if you had the LBP vita card in. If not, you would get a basic "Please insert a vita card that contains this application". I know it probably won't happpen ever, but I still wanted to get it out there.2012-08-13 22:39:00

Author:
qwerty123456
Posts: 309


Okay....I know its a long shot, but I'll say it anyway. I think you should have the ability to make a quick link to a level on the vita home screen. The icon would be the level badge and the start thing would be tweakable from in LBP vita. Starting would bring you into the level if you had the LBP vita card in. If not, you would get a basic "Please insert a vita card that contains this application". I know it probably won't happpen ever, but I still wanted to get it out there.


Pretty neat idea,Although i don't think it's even possible with the vita's OS right now,Obviously they can just update it and make it possible...
If this would happen, GribbleGrunger would probably kill Tarsier for not calling levels apps...lol.
2012-08-14 00:03:00

Author:
ythyth
Posts: 400


9/ Grid Mode/Grid sensor: The Grid Mode would cut the entire creating area into a grid (as the name implies) rather like Sound Shapes. Each Grid would be the size of the normal playing area. When this mode is on, the camera no longer scrolls but flips immediately to the next grid along, below or above. In create mode it would show an outline of that grid so that you could still see the available space for each grid when you are zoomed out. Grid Mode would have coordinates. They would be numbered across the top and down the side, so 2/4 would be 2 across and 4 down and 2/5 would be the Grid next to that. You could use the Grid setting but then turn it off when you'd finished. This would be handy for the emit destroy technique because you could capture one whole Grid, which would be part of the capture tool

The Grid Sensor would snap to any edge and offer some settings: Left/right/Up/down. this would be so that you could make it so players couldn't return to the grid they just left. By default Grids can be accessed both ways. There would also be a Grid Coordinate setting. If you tick yes on this then the next grid would be the coordinates you place in the value. In the case above you would set it to 2/4 and regardless of what grid you were moving from, it would flip to that grid.
2012-08-22 07:46:00

Author:
GribbleGrunger
Posts: 3910


An option to lobotomize the sticker placement camera in create mode. I've set the camera zoom and rotation exactly how I want it?it irritates me to no end that the LBP2 camera will zoom into microchips/sackboy or change the rotation of the view as the pop-it cursor moves. You can gain some measure of control by going out of hover mode and placing a 0% tracking camera?but what a pain, especially when you also have to place a platform to stand on.

An infinite plane. This would work exactly like water with both a global setting and a sensor/tweaker. You?d be able to specify a material to use for the texture. This plane would just be for display, you still create geometry in the normal layers if you don't want the sack folk to fall through it. Since the extra layer glitch probably won?t be replicated in LBPV (and I don't really want it)...it would be nice to have an infinite ground plane so every level doesn?t have to look like an ant farm cross section.
2012-08-29 21:01:00

Author:
fullofwin
Posts: 1214


An option to lobotomize the sticker placement camera in create mode. I’ve set the camera zoom and rotation exactly how I want it…it irritates me to no end that the LBP2 camera will zoom into microchips/sackboy or change the rotation of the view as the pop-it cursor moves. You can gain some measure of control by going out of hover mode and placing a 0% tracking camera…but what a pain, especially when you also have to place a platform to stand on.
We thought so, too. That's why we give you the option to adjust the camera angle and zoom while placing stickers and decorations simply by touching the rear touch panel.
2012-08-30 07:39:00

Author:
Syroc
Posts: 3193


I just want one more question answered. Nothing specific, just a yes or no:

Are there any features in LBPVita that none of us know anything about?
2012-08-30 07:49:00

Author:
GribbleGrunger
Posts: 3910


I just want one more question answered. Nothing specific, just a yes or no:

Are there any features in LBPVita that none of us know anything about?

Probably! There's lots of tweaks and little things people haven't mentioned. Not long now until you can discover them all for yourself!! 20 days! wooo!
2012-08-30 08:29:00

Author:
Hallm3
Posts: 252


'probably?', 'Probably', 'PROBABLY!' What sort of an answer is that? Just tell me we can draw our own stickers or record level playthroughs to upload to Youtube!!! come on... come on... come on...2012-08-30 09:41:00

Author:
GribbleGrunger
Posts: 3910


We thought so, too. That's why we give you the option to adjust the camera angle and zoom while placing stickers and decorations simply by touch the rear touch panel.

Sounds promising, I've not been a fan of the rear touch pad thus far?but I did purchase a grip with the hope that I won?t be forced to disable it in create to preserve my sanity...keeping my figers crossed that it will turn out to be a good investment.

2012-08-30 13:39:00

Author:
fullofwin
Posts: 1214


'probably?', 'Probably', 'PROBABLY!' What sort of an answer is that? Just tell me we can draw our own stickers or record level playthroughs to upload to Youtube!!! come on... come on... come on... Unfortunately you can do neither of those things at the moment. But obviously painting with your vita is naturally something Tarsier would want to look into : ) It would be very nice indeed! I'd get a vita in a heartbeat if that feature was in the game : D haha


Sounds promising, I’ve not been a fan of the rear touch pad thus far…but I did purchase a grip with the hope that I won’t be forced to disable it in create to preserve my sanity...keeping my figers crossed that it will turn out to be a good investment.

You actually get used to holding the vita quite quickly : ) After creating for a couple of hours you hands just naturally form round the vita so that your fingers dont touch the rear touch panel.
2012-08-31 13:11:00

Author:
Hallm3
Posts: 252


I am so freaking pumped for this game. I have this countdown which I check out every day. It's awesome to see the time slowly ticking down as the date is getting closer.

We're 18 days, 5 hours, 40 minutes and 30 seconds away from the time I can pick up the game, by the way!
2012-09-01 01:19:00

Author:
Mnniska
Posts: 531


What I'd like more than anything, is the ability to transfer material shapes, or logic, or even sequenced music, across both systems (lbp2 & vita).

So for example, I create something in LBP2... Then lets say, I have to go away on a trip... I can transfer that on to the vita, carry on working on it, then when I get home, I can put the finished piece, back onto LBP2.

One thing that I can imagine would cause problems, is glitched layers, like Theck & Thack layers, and also the front and rear added layers, not sure what the exact name is for this, but I usually see it referred to as "50 layer" glitch or something.

Thoughts?
2012-09-01 12:44:00

Author:
Scarface
Posts: 31


What I'd like more than anything, is the ability to transfer material shapes, or logic, or even sequenced music, across both systems (lbp2 & vita).

So for example, I create something in LBP2... Then lets say, I have to go away on a trip... I can transfer that on to the vita, carry on working on it, then when I get home, I can put the finished piece, back onto LBP2.

One thing that I can imagine would cause problems, is glitched layers, like Theck & Thack layers, and also the front and rear added layers, not sure what the exact name is for this, but I usually see it referred to as "50 layer" glitch or something.

Thoughts?

I love the idea, would be really great. Would work well if the vita was a port of lbp2 but unfortunately since it's not, thats probably never gonna happen. Since there's stuff on the vita that's not on lbp2, like dephysicalise, position in layers, and all those new materials, decorations and objects, sending them both ways may cause a ton of problems. It'd be nice to activate a 'lbp2 mode' on the vita game though, where you're free to transfer stuff as you say between the two games : )
2012-09-01 17:54:00

Author:
Hallm3
Posts: 252


There really needs to be a dephysicalizer chip. I have an idea for a level and I need to be able to swap blocks. It would be really handy to be able to dephysicalise the blocks so that they can slide through each other. Emitting just won't give me the visual I want. Another good example would be if anyone wanted to make a chess game. It would be handy to dephysicalise the knight so that it could move through any pieces in the way.2012-09-16 16:22:00

Author:
GribbleGrunger
Posts: 3910


There really needs to be a dephysicalizer chip.

Well.. it is there. Not as a chip or object tweaker. So you can not dephysicate by the input signal in the middle of the level. But you can dephysicate any object and it will stay that way. For purposes you named, it should be sufficent.

Check this button:
http://i50.tinypic.com/140vz3s.jpg
2012-09-16 16:29:00

Author:
Agarwel
Posts: 207


Well.. it is there. Not as a chip or object tweaker. So you can not dephysicate by the input signal in the middle of the level. But you can dephysicate any object and it will stay that way. For purposes you named, it should be sufficent.

Check this button:
http://i50.tinypic.com/140vz3s.jpg

I know that's there. It definitely needs a dephysicalizer chip though. There are far too many opportunities for new visual effects and gameplay mechanics to overlook what I would consider an 'essential' addition.
2012-09-16 16:45:00

Author:
GribbleGrunger
Posts: 3910


Well. Maybe. Unfortunatelly Im no out of idea, why would I miss this function on chip.
Is there any gameplay or visual idea that can not be done just by dephysicilated object? Do you need to to switch this off and back on during gameplay?
If you need to do the chess, you just usi this function on all of the pieces. If you are making puzzle game, you use it on all block. And them move them by movers and logic. Im not sure if it is needed to swithc this state in the middle of the game.
2012-09-16 16:56:00

Author:
Agarwel
Posts: 207


Well. Maybe. Unfortunatelly Im no out of idea, why would I miss this function on chip.
Is there any gameplay or visual idea that can not be done just by dephysicilated object? Do you need to to switch this off and back on during gameplay?
If you need to do the chess, you just usi this function on all of the pieces. If you are making puzzle game, you use it on all block. And them move them by movers and logic. Im not sure if it is needed to swithc this state in the middle of the game.

A row of platforms you have to jump across but you can only land on one at a time because all the others are dephysicalised. You would jump and tap the next to physicalise it.

Moving chess pieces as I've already said.

Slick block swaps without having to use the emitter

Ghostly stairs that can't be climbed until you've killed all the ghosts in the area

Sinking sand

Blocks that rearrange themselves as you play. Moving smoothly from one place to the next and not just appearing.

False floors that lead you to areas that allow you to return and pass over those false floors

Trapping sackbots in ice

All sorts of visual effects that you can then interact with
2012-09-16 17:11:00

Author:
GribbleGrunger
Posts: 3910


Not gonna lie.

I wish they had:
a better fire effect (especially for projectile and hologram/stickerpanel)

reverb options for sequencer

and audio effect options like in lbp2
2012-09-17 05:06:00

Author:
a_mailbox
Posts: 416


Not gonna lie.

I wish they had:
a better fire effect



It really should be better. i played modnation roadtrip,umvc3,uncharted,and this and when i saw fire i was like meh. uncharted fire looks like it's pixlated, the others doesn't seem to take effort. -_-
2012-09-17 06:47:00

Author:
Sunbunny23
Posts: 995


It really should be better. i played modnation roadtrip,umvc3,uncharted,and this and when i saw fire i was like meh. uncharted fire looks like it's pixlated, the others doesn't seem to take effort. -_-

Doesn't that tell you something? xD It probably means fire is quite difficult to render on the vita. With its randomosity, opacity and light and shadow casting it's naturally going to be one of those things that leeches the vitas frame rate, especially on a game like LittleBigPlanet where the fire has the be able to react to being moved, rotated and generally thrashed about in any direction : )
2012-09-17 11:11:00

Author:
Hallm3
Posts: 252


There really needs to be a dephysicalizer chip. I have an idea for a level and I need to be able to swap blocks. It would be really handy to be able to dephysicalise the blocks so that they can slide through each other. Emitting just won't give me the visual I want. Another good example would be if anyone wanted to make a chess game. It would be handy to dephysicalise the knight so that it could move through any pieces in the way.

Dephysicalize block
Create a static, invisible material block that is the same shape as the block.
Set an emitter to emit the invisible collision block over top of the dephysicalize block*
When you pick up the dephysicalized block, trip the destroy input on the bottom of the emitter.
When you let go of the block, allow the emitter to fire again.
???
Profit!


*Side note: Static stuff can emit on top of other static stuff.
2012-09-17 13:11:00

Author:
comphermc
Posts: 5338


Dephysicalize block
Create a static, invisible material block that is the same shape as the block.
Set an emitter to emit the invisible collision block over top of the dephysicalize block*
When you pick up the dephysicalized block, trip the destroy input on the bottom of the emitter.
When you let go of the block, allow the emitter to fire again.
???
Profit!


*Side note: Static stuff can emit on top of other static stuff.

Well, yeah, there's always a work around but it just seems an obvious thing to have in the game. The original reason I wanted the Dephysicaliser chip was to save on thermo. The idea was to have nearly everything in the level dephysicalized with the dephysicalizer chip on it. You would then have a player sensor that lead into the chip (It would just have an Off and On). This would mean that you would be able to interact with things only if you needed to. I also have an idea for a level that would be very easy to pull off with the chip, but not so easy with the method you described.
2012-09-17 13:22:00

Author:
GribbleGrunger
Posts: 3910


I guess the main reason why is this missing are the physic troubles. What would happen if you have three object inside each other and started to physicate them? I can see it causing troubles and glitches.2012-09-17 13:56:00

Author:
Agarwel
Posts: 207


I guess the main reason why is this missing are the physic troubles. What would happen if you have three object inside each other and started to physicate them? I can see it causing troubles and glitches.

That situation can already occur when you dephysicalize them manually. That's the whole point in the dephysicalizer. This just replaces the merge glitch
2012-09-17 14:03:00

Author:
GribbleGrunger
Posts: 3910


I guess the main reason why is this missing are the physic troubles. What would happen if you have three object inside each other and started to physicate them? I can see it causing troubles and glitches.

I tried it and there were graghic artifacts ans also when you choose one material it automatically go outside from inside others.
2012-09-17 14:05:00

Author:
Domik12
Posts: 838


I tried it and there were graghic artifacts ans also when you choose one material it automatically go outside from inside others.

Well yes of course. You are supposed to glue the parts together. To get rid of the graphic artefacts you use the sub layers
2012-09-17 14:09:00

Author:
GribbleGrunger
Posts: 3910


Not gonna lie.

I wish they had:
a better fire effect (especially for projectile and hologram/stickerpanel)

reverb options for sequencer

and audio effect options like in lbp2

What makes you think that the reveres option for sequencers and the audio effects are gone?
2012-09-17 14:32:00

Author:
ythyth
Posts: 400


That situation can already occur when you dephysicalize them manually. That's the whole point in the dephysicalizer. This just replaces the merge glitch

Well I did not try it in the editor. But I guess in the editor it would behave same way as if you embed one object into another. But I quess, this could be problematic during gameplay. If you moe them together. That make them physical again (embeding) and then dephysicate again and move them apart. There would be hole in one of the objects?
2012-09-17 14:33:00

Author:
Agarwel
Posts: 207


Well I did not try it in the editor. But I guess in the editor it would behave same way as if you embed one object into another. But I quess, this could be problematic during gameplay. If you moe them together. That make them physical again (embeding) and then dephysicate again and move them apart. There would be hole in one of the objects?

The whole point in the dephysicalizer chip is that it replaces the merge glitch. What you are suggesting could be problematic is the very reason it exists in the game at all.

Let's say I wanted to create a creature. I start by having a black ball on the floor. Slowly it begins to grow legs (using dephysicalized material). Once the legs are out, you would rephysicalize the material and use a material tweaker to make the material sticky (glued). This means that the legs are now physical and can touch your character. The whole point of the dephysicalizer is that you can make complicated shapes of your own. Spaceships, submarines, machines... anything you like. You would dephysicalize anything you want, merge them together, glue them and unpause, Now you have your created object.

And like I said, when you dephysicalize something it cuts the thermo a heck of a lot, so being able to rephysicalize it at will enables you to cut that thermo down by more than half. Couple this with the Emit/cleanup tool and you would be able to have HUGE levels. To me, it was so obvious that it should be there that I assumed it was.
2012-09-17 14:42:00

Author:
GribbleGrunger
Posts: 3910


"Once the legs are out, you would rephysicalize..."
My point is - what would happen, if you sent the signal when the legs are not out yet?
2012-09-17 14:58:00

Author:
Agarwel
Posts: 207


"Once the legs are out, you would rephysicalize..."
My point is - what would happen, if you sent the signal when the legs are not out yet?

If they weren't attached to anything, the ball would probably eject them. You'd have to design around that in the same way you have to design around things now. People make fantastic things using the merge glitch and that's a 'glitch', not a legitimate tool. If I was going to attempt the spidery monster I'd have a small block of physicalized material inside the dephysicalized ball. I'd then attach the legs to pistons. When those pistons pushed the legs outside of the dephysicalized material, I'd rephysicalize them. Alternatively, because the ball is dephysicalized, you could just rephysicalize the ball and have the legs already physicalized.

If you've played the game all the way through yourself, you would have already come across something that is possible by mixing dephysicalized material with physicalized material. The stringy purple material. This is done by having physical material joined by elastic and covered by dephysicalized material that is the same material. That's how they've done it. If you had a chip you could then make a gun that rephysicalized that and it would look like you had frozen it in place

watch this: http://www.youtube.com/watch?v=Tkk438wYG8k&hd=1
2012-09-17 15:29:00

Author:
GribbleGrunger
Posts: 3910


What makes you think that the reveres option for sequencers and the audio effects are gone?

I have the game.
And when you go to edit the music sequencer, there is no reverb option. Only echo.
Also: in the global audio tweak, there is no audio effects option. Only volume changing options.

Kinda blows :/
2012-09-17 15:44:00

Author:
a_mailbox
Posts: 416


LBP2 floor and walls in create instead of the old ugly PSP version look...2012-09-18 12:46:00

Author:
ythyth
Posts: 400


All I need is co-op create. That's seriously all I need. That's seriously all we need.2012-09-18 15:29:00

Author:
lemurboy12
Posts: 842


Would it be possible to have a sensor that could pick up volume from the mic on the Vita? I'm thinking: blowing, shouting.2012-09-19 14:49:00

Author:
GribbleGrunger
Posts: 3910


Would it be possible to have a sensor that could pick up volume from the mic on the Vita? I'm thinking: blowing, shouting.

Thought about that too...It's definitely not possible at this moment...
2012-09-19 15:01:00

Author:
ythyth
Posts: 400


Haha I'm excited for the game, but not nearly THAT excited lol. Glad to see you'll be joining the vita crew Mnniska! I forsee a much smaller, less troll filled, future on the Vita version of this game.

I mean, not as many kids are going to go out and buy a $300 handheld and a $40 game just to play LBP and troll. If they do... we'll be ready for them muhahahha
2012-09-20 17:45:00

Author:
Nick930930
Posts: 878


A camera control input: plug in a switch or sensor; it can pan, zoom, roll, or angle the camera according to the settings.2012-09-23 21:30:00

Author:
Number7Million
Posts: 248


A camera control input: plug in a switch or sensor; it can pan, zoom, roll, or angle the camera according to the settings.

That is already there. A zoom would be accomplished by setting two cameras up: one furthest away and one close up. It's the transition between the two that gives the zoom effect.
2012-09-24 10:26:00

Author:
GribbleGrunger
Posts: 3910


It would be awesome when trying to join others online if LBPV didn't try to connect me to players who haven't put in the code to unlock online play.2012-09-24 16:37:00

Author:
Xenon
Posts: 306


It would be awesome when trying to join others online if LBPV didn't try to connect me to players who haven't put in the code to unlock online play.

Ya,When i was trying to get the 2x prizes it was quite annoying...
2012-09-24 18:49:00

Author:
ythyth
Posts: 400


It would be awesome when trying to join others online if LBPV didn't try to connect me to players who haven't put in the code to unlock online play.

If they can't play online, then why are they even registering as a possible group? That REALLY needs to be fixed.
2012-09-24 22:04:00

Author:
Number7Million
Posts: 248


Some more note options would be really cool; such as gradient text color, input actions to fade in/out, text effects like drop shadows, outlined text, bevels and (probably too ambitious) extruded (3D) text objects. It'd also be really nice if the notes had an attribute for center point, so you could reposition the text away where the note is anchored.2012-09-25 14:04:00

Author:
Chazprime
Posts: 587


I mean, not as many kids are going to go out and buy a $300 handheld and a $40 game just to play LBP and troll. If they do... we'll be ready for them muhahahha

Challenge accepted.
2012-09-25 20:28:00

Author:
bonner123
Posts: 1487


Haha I'm excited for the game, but not nearly THAT excited lol. Glad to see you'll be joining the vita crew Mnniska! I forsee a much smaller, less troll filled, future on the Vita version of this game.

I mean, not as many kids are going to go out and buy a $300 handheld and a $40 game just to play LBP and troll. If they do... we'll be ready for them muhahahha

Even if they do, they'll have a hard time switching to their alt PSN accounts which should cut out a lot of the BS right there.
2012-09-25 20:44:00

Author:
Chazprime
Posts: 587


take out the infanite checkpoints and make it challenging2012-09-26 02:28:00

Author:
WESFUN
Posts: 1336


take out the infanite checkpoints and make it challenging

Or . . . you don't have to use it in your levels?
2012-09-27 01:38:00

Author:
Number7Million
Posts: 248


I would like to see the 'shadow off' option in the global lighting logic chip. I can't understand why it's not there.2012-09-27 14:56:00

Author:
GribbleGrunger
Posts: 3910


Or . . . you don't have to use it in your levels?

i ment the story
2012-09-27 15:14:00

Author:
WESFUN
Posts: 1336


i ment the story

No offense...but that's not a sensible suggestion. For starters the game has shipped and a lot of thought went into delivering this product exactly the way it is. The story levels need to remain accessible to a wide audience. We get that you are some uber-gamer with mad skillz; your challenge was to ace each story level, in which case it doesn't matter what type of checkpoint is used or whether there are any checkpoints at all now does it?

The Tarsier guys actually seem to monitor this thread...so let's not fill it with nonsense. Thanks.
2012-09-27 15:33:00

Author:
fullofwin
Posts: 1214


BTW,Maybe you should change the thread name to "Sensible Suggestions For Tarsier Studios And Double Eleven" As they seem to surf the site too 2012-09-27 18:32:00

Author:
ythyth
Posts: 400


I'm not sure if this has already been mentioned, but the single only thing I dislike a lot and is frustrating me with LBPV is the fact you can't "Yay!" a level if it is in your downloaded levels. This should seriously get "fixed", I remember you could rate a level in LBP PSP and then all the rating would upload next time you were online. I mean, its sooo funny to see reviews like: "OMG This level is so amazing, excellent work!" with a neutral face; also if you watch carefully the number of "Yays!" and "Hearts" levels (even Team Picks) have is significantly low, compared to LBP2 for example. I think the reason of that is this.2012-09-28 02:40:00

Author:
yugnar
Posts: 1478


I'm not sure if this has already been mentioned, but the single only thing I dislike a lot and is frustrating me with LBPV is the fact you can't "Yay!" a level if it is in your downloaded levels. This should seriously get "fixed", I remember you could rate a level in LBP PSP and then all the rating would upload next time you were online. I mean, its sooo funny to see reviews like: "OMG This level is so amazing, excellent work!" with a neutral face; also if you watch carefully the number of "Yays!" and "Hearts" levels (even Team Picks) have is significantly low, compared to LBP2 for example. I think the reason of that is this.

I think the reason for that is that not a lot of people own a Vita,And then not all the Vita owners bought LBPV,That's quite a small crowd... But ya,That's a smart idea,They should totally add that...
2012-09-28 16:57:00

Author:
ythyth
Posts: 400


I'm not sure if this has already been mentioned, but the single only thing I dislike a lot and is frustrating me with LBPV is the fact you can't "Yay!" a level if it is in your downloaded levels. This should seriously get "fixed", I remember you could rate a level in LBP PSP and then all the rating would upload next time you were online. I mean, its sooo funny to see reviews like: "OMG This level is so amazing, excellent work!" with a neutral face; also if you watch carefully the number of "Yays!" and "Hearts" levels (even Team Picks) have is significantly low, compared to LBP2 for example. I think the reason of that is this.

Wouldn't most people only download a level they had already played and liked that they want available to play again offline? In which case they would have already had the opportunity to rate it? I didn't play LBP PSP much...but I seem to recall that you HAD to download a level in order to play it...so it made sense that you'd have to be able to upload your rating afterwards and doesn't seem very necessary for the Vita.

* I've only download one level, Cow's on a Biplane is one of the funniest things I've seen created in LBP.

As for the new thread title...I would have gone with "Sensible Suggestions for Future Enhancements"...I couldn't care less who actually implements them.
2012-09-28 18:17:00

Author:
fullofwin
Posts: 1214


Wouldn't most people only download a level they had already played and liked that they want available to play again offline? In which case they would have already had the opportunity to rate it? I didn't play LBP PSP much...but I seem to recall that you HAD to download a level in order to play it...so it made sense that you'd have to be able to upload your rating afterwards and doesn't seem very necessary for the Vita.

* I've only download one level, Cow's on a Biplane is one of the funniest things I've seen created in LBP.

As for the new thread title...I would have gone with "Sensible Suggestions for Future Enhancements"...I couldn't care less who actually implements them.


Or if your going on a vacation or something where you wont have wifi,So you download a lot of levels for the plane/Car/Vacation it self (Or really any place where you know your not gonna have wifi and your gonna be bored...)
2012-09-28 18:38:00

Author:
ythyth
Posts: 400


No offense...but that's not a sensible suggestion. For starters the game has shipped and a lot of thought went into delivering this product exactly the way it is. The story levels need to remain accessible to a wide audience. We get that you are some uber-gamer with mad skillz; your challenge was to ace each story level, in which case it doesn't matter what type of checkpoint is used or whether there are any checkpoints at all now does it?

The Tarsier guys actually seem to monitor this thread...so let's not fill it with nonsense. Thanks.
I just like the fact that a level can be challenging in story. it made the game far to easy to beat unlike the other lbp games that did not use infanite checkpoints all the way through. I understand the fact that some levels are hard but thats the point. I just felt un acolmlished when playing the stroy levels knowing the fact that you can beat them without worrying about the number of retrys you had left but imho that is what makes a game hard, is the "chalenge" of having to accomplish something woth a penalty. I know some people are going to disagree with this but to be honest it made the game far less challenging to add infante checkpoints to every level except the boss's. but thats what made the boss's fun was the fact that if you lose enough lives you will have to start again giving it a penalty and making it "challenging". It just was more fun and felt more accomplished beating a level that was hard under the death limit in LBP1, LBP2, and LBP PSP.
2012-09-29 02:48:00

Author:
WESFUN
Posts: 1336


I just like the fact that a level can be challenging in story. it made the game far to easy to beat unlike the other lbp games that did not use infanite checkpoints all the way through. I understand the fact that some levels are hard but thats the point. I just felt un acolmlished when playing the stroy levels knowing the fact that you can beat them without worrying about the number of retrys you had left but imho that is what makes a game hard, is the "chalenge" of having to accomplish something woth a penalty. I know some people are going to disagree with this but to be honest it made the game far less challenging to add infante checkpoints to every level except the boss's. but thats what made the boss's fun was the fact that if you lose enough lives you will have to start again giving it a penalty and making it "challenging". It just was more fun and felt more accomplished beating a level that was hard under the death limit in LBP1, LBP2, and LBP PSP.

Actually,LBP PSP Only had infinity checkpoints,They did over use infinity checkpoints in LBPV in my opinion,Which made the story a lot more easier...
2012-09-29 03:27:00

Author:
ythyth
Posts: 400


Actually,LBP PSP Only had infinity checkpoints,They did over use infinity checkpoints in LBPV in my opinion,Which made the story a lot more easier...
really I only played through it once and havnt touched it since
2012-09-29 06:08:00

Author:
WESFUN
Posts: 1336


I play LBPVita as a creator so easy is a must for me; although I still haven't finished it yet2012-09-29 13:03:00

Author:
GribbleGrunger
Posts: 3910


Materials have some internal property that I?ll call strength. This affects how much weight movers/pistons/etc. attached to them can lift. I have never found this difference between materials useful and it seems like I?m always having to work around it.

I?d like an additional material tweaker setting to override the material strength and just set it to whatever the max is.

Example 1: Use a material tweaker to make sticker panel grabbable, a mover on the sticker panel should be able to lift the player.
Example 2: The new invisible material is apparently a very ?light? material and thus makes very poor wheels (too floaty), would work much better if it behaved a metal, etc.

Does this make sense?
2012-10-02 14:29:00

Author:
fullofwin
Posts: 1214


Materials have some internal property that I’ll call strength. This affects how much weight movers/pistons/etc. attached to them can lift. I have never found this difference between materials useful and it seems like I’m always having to work around it.

I’d like an additional material tweaker setting to override the material strength and just set it to whatever the max is.

Example 1: Use a material tweaker to make sticker panel grabbable, a mover on the sticker panel should be able to lift the player.
Example 2: The new invisible material is apparently a very “light” material and thus makes very poor wheels (too floaty), would work much better if it behaved a metal, etc.

Does this make sense?

Besides the usual bugs, this has got to be one of my biggest beefs. It's so frustrating!
2012-10-02 15:08:00

Author:
Kiminski
Posts: 545


Yes, a default setting in the material tweaker would be very helpful.2012-10-02 20:00:00

Author:
GribbleGrunger
Posts: 3910


On the vita lbp.me, the reviews show boos and yays, yet you can't boo anything in game so it's pointless. Also, it would be nice to see recent activity on my profile.2012-10-03 12:57:00

Author:
bonner123
Posts: 1487


Materials have some internal property that I’ll call strength. This affects how much weight movers/pistons/etc. attached to them can lift. I have never found this difference between materials useful and it seems like I’m always having to work around it.

I’d like an additional material tweaker setting to override the material strength and just set it to whatever the max is.

Example 1: Use a material tweaker to make sticker panel grabbable, a mover on the sticker panel should be able to lift the player.
Example 2: The new invisible material is apparently a very “light” material and thus makes very poor wheels (too floaty), would work much better if it behaved a metal, etc.

Does this make sense?

I Agree 100%! Is really frustrating to know that The invisible material is very light! I even cried and my PS vita exploded in my face.
2012-10-07 03:27:00

Author:
cakito123
Posts: 353


Hehe, i just read some Suggestions in this Thread, there are some things i definitely wanna see implented.

I actually just wanted to suggest that i wanna see an Invisible Material with normal physical attributes... but the possibility to tweak material a little bit more would be just as good....

And the other thing i dont get, why u can not change the music instruments after u set some notes in it... say u create a song and u dont have to think if u choose the right instruments, cause u can allways change them later and test out what sounds best....

Alot of things i thought of got allready mentioned.... i would like to see some easier way to create animated pixelated/sticker based Objects/Charakters... ok lol... if i wish me some kind of animation tool or some tool where u can create your own stickers... that would be too much i guess...

Really that thing with the invisible Material bothers me the most...
2012-12-04 21:56:00

Author:
Rough-Tea
Posts: 422


I actually just wanted to suggest that i wanna see an Invisible Material with normal physical attributes... but the possibility to tweak material a little bit more would be just as good.... Hmm, I guess I don't completely understand/know about this one. What's the issue with invisible material?2012-12-04 22:10:00

Author:
Taffey
Posts: 3187


Hmm, I guess I don't completely understand/know about this one. What's the issue with invisible material?
i think hes agreeing with fullofwin's issue a few posts back, that we should be able to change the weight/strength of materials with material tweakers.


I know this isnt really a game suggestion, but i would absolutely love to see another costume design competition like the one which gave us the Monkey King, Kabuki Actor, Sack-in-a-box and Sack-eating Plant costumes. I have no idea what i would come up with, but i know for sure that i would enter. The monkey king and kabuki costumes were two of my favourites from LBP1, and the idea that they were designed by fans really epitomises the play create share feeling that Mm worked so hard to create
2012-12-04 22:51:00

Author:
Skalio-
Posts: 920


Hmm, I guess I don't completely understand/know about this one. What's the issue with invisible material?

Its a very light material... it has really wierd physical attributions, it flows around (if its not static), like normal material with no gravity at all...

And sometimes its the only Material u can use, for specific things.

For example i created a Pixelated Character and i had to glue the stickermaterials on something, so i decided to put it on invisible material since i didnt want to show anything else than the stickerplate, but i needed some material which can collide with other objects for hit detection, but than it had awekward physical conditions.... like when i jumped in the air... it flows a while than stops ^^ or it glides on the floor... u can tweak all that things... with world gravity and that material tweaker, but having an invisible material with normal physical attributes would be best.

It just an example, but i encountered this problem in other ways too. And there is none other invisible material, which got normal hit detection and normal physical attributes.
2012-12-04 23:21:00

Author:
Rough-Tea
Posts: 422


Ah, that makes sense. Yes, I agree with that.

Or they could just add a visibility tweaker logic object or an "invisinator" tool that works like the dephysicalizer.
2012-12-05 00:03:00

Author:
Taffey
Posts: 3187


DERP
I didn't notice that there were pages after that post, so I didn't see that people already answered the question. Whoops :/ Taffey don't hurt me... *hides*

Here's my reply anyway

-------------------------------------------------------------------------------------------------------------------------------------------------------------

Hmm, I guess I don't completely understand/know about this one. What's the issue with invisible material?
I think what he means is that when you tweak invisible material to be dynamic instead of its default of static it goes all floaty . I think he would prefer it if instead of going all floaty, it would take the properties of wood for example. This is because it is a lot easier to make a material act floaty by just sticking a gravity tweaker on it, than the other way around.

In my opinion I think the best way of implementing invisible material would have been doing a similar way to dephysicalise. So that you could use a tool. Which you could use to select materials which would make that material invisible. This way the invisible material could have a whole array of different physical properties.

I hope that explained it
2012-12-05 20:33:00

Author:
OriginalCreator
Posts: 217


DERPAt least we know now that great minds think alike! 2012-12-05 21:57:00

Author:
Taffey
Posts: 3187


Not sure if it got mentioned yet, but im really wondering why the text of notes isnt visible if u snapshot it? I tried it, because i thought its a cool way to make more interessting Icons for your Levels. Im really not sure if theres a reason for this or if its a bug lol

And what i encountered as a very annyoing problem in lbpv is that i very often get errors using a piston.... i think it only even exists in lbpv... sometimes, it doesnt really matter, how u adjust it or what is connected with the piston... it.. its hard to explain... it sort of becomes the negative of what you set it to... its overlapping... it has something to do if u set to a to low minimum range, than it totally bugs out sometimes...

Its really hard to explain, i would have been better off using Screenshots to show this... but i encountered this problem several times, in different of my levels, with different material, different settings etc... i really would wonder if noone else ever encountered this problem/bug.

It actually really needs to get patched.
2012-12-08 19:19:00

Author:
Rough-Tea
Posts: 422


It would be nice to be able to see note text when it is behind transparent materials, such as the animated rain material.

And similarly it would be nice to have proper vector text, since there are certain sizes which look fuzzier than others
2012-12-08 21:11:00

Author:
Skalio-
Posts: 920


Impact sensor should have the "include touching" option it did in LBP 2. Hologram-materials don't trigger the impact sensors on LBP vita!! That kills a lot of the logic I had built on LBP 2.2013-01-03 15:46:00

Author:
Unknown User


Impact sensor should have the "include touching" option it did in LBP 2. Hologram-materials don't trigger the impact sensors on LBP vita!! That kills a lot of the logic I had built on LBP 2.

Tweak is still there, it's been renamed to "include adjacent layers"
2013-01-03 16:44:00

Author:
sportbil
Posts: 23


I could really benefit from a dynamic sticker/deco modification tool that works just like the uv tool.

- Eliminates trial and error placement due to unpredicable wrapping of stickers.
- Allows sticker origin to move off geometry without having to insert vetices, place sticker, then delete vertices.
- Avoids placement issue with stcker/deco jumping to adjacent geometry/sackboy.

LBPV is less frustrating than LBP2 but precise sticker placement still bugs me...
2013-01-05 14:49:00

Author:
fullofwin
Posts: 1214


I could really benefit from a dynamic sticker/deco modification tool that works just like the uv tool.

- Eliminates trial and error placement due to unpredicable wrapping of stickers.
- Allows sticker origin to move off geometry without having to insert vetices, place sticker, then delete vertices.
- Avoids placement issue with stcker/deco jumping to adjacent geometry/sackboy.

LBPV is less frustrating than LBP2 but precise sticker placement still bugs me...

That would be very cool. Even if they could come up with simply a sticker nudge tool so you could simply bump it a bit in a particular direction , would be helpful.
2013-01-05 16:38:00

Author:
jwwphotos
Posts: 11383


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