Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Suggestions
#1

Some ideas

Archive: 5 posts


1. Emitters need an "Emit/destroy" input action. Like...On = emit off = destroy. So you can dynamically emit entire sections of your level and destroy them after the player has passed (it'd save tons of thermo space)

2. Fix Hedge Hopping (seriously you'd think fixing a story level would be at the top of their list.)

3. Diving in should try to connect you with people who are similar to you (like similar hearted levels or stuff like that)
I hate diving in and joining the same 5 or 6 noobs who immediately bring me to a copied mortal kombat level. And then I leave and dive in again and it joins the exact same person >_<
2013-05-05 19:59:00

Author:
dragonboy269
Posts: 172


I agree with you on some (like 3 of these).

For the emitters, I usually don't care about emitters, but that's a good idea.

For that second one, I can't believe that level is still broken. As soon as we got rid of the boos, we destroyed Hedge Hopping, and it has never been fixed.

That third suggestion sounds like a matchmaker idea, but yes. I turn on auto reject to block junk level fans while I don't use the feature. So yes, add the matchmaker feature in dive in.
2013-05-05 20:43:00

Author:
Apple2012
Posts: 1408


I also noticed it's impossible to meet people from countries other than your own now after they changed the dive-in feature. I liked meeting people from other countries because they tend to be more polite and have better manners (apparently most people from my country are total jerks because that's all I ever meet now)2013-05-05 21:11:00

Author:
dragonboy269
Posts: 172


I can offer some advice on emitters. It's how I save space.

A lot of my emitted objects have destroyers on them that activate when they get too far away from a certain tag. So I'll put a tag on a 0% brightness hologram or sticker panel, so it's invisible. Once objects move out of range, they vanish.

A good example is on my level Miserable Mire, right near the beginning. In the fight with Baron Boots, the Zombies occasionally 'reset'. Their heads, detached from their bodies, hang around after you kill the zombies so you can use them as steps, but once the screen starts getting crowded, a tag is emitted which activates destroyers on everything, wiping all zombies.
2013-05-08 20:22:00

Author:
Kato
Posts: 732


For the emitter problem, here's a solution:
For every piece of emitter logic, put a player sensor. Hook it (and other trigger things) to an "and" gate and hook THAT up to the emitter. So it only turns on while you are in the area AND other methods of trigger are on.
Also, if you want to destroy an entire area after you've passed it here's a mind-blowing tool:
DESTROYER! hooked up to a player sensor in the next area of the level.
The second problem, I agree on. You would think they would fix something like a broken level.

The third, is a great idea. Over the LBP2 years there's been one giant level pattern: Mortal Kombat levels. I never look at the Cool pages now because nothing's really good on em' except some levels. Anyways, I am tired of seeing the same idiots when I dive in.
2013-06-19 17:59:00

Author:
Xtrahuman
Posts: 431


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.