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#1
"Flying" enemies
Archive: 8 posts
Here's a thought. A special kind of creature enchancement which allows them to move about in the air. When set to ignore: They can follow line paths. When they follow: They'll most likely swoop to reach you, then go back up when you leave them. And so on... You get where I'm heading right? | 2009-02-16 13:43:00 Author: neonrage0 Posts: 284 |
Here's a thought. A special kind of creature enchancement which allows them to move about in the air. When set to ignore: They can follow line paths. When they follow: They'll most likely swoop to reach you, then go back up when you leave them. And so on... You get where I'm heading right? Yep. Hope that MM will add this feature in future cheesy patches... | 2009-02-16 14:53:00 Author: Miglioshin Posts: 336 |
It is a good idea, but you can get a similar effect to this in a couple of ways. The most obvious would be to use an emitter and emit your object, from the sky, to the sackperson. Alternatively you can use a combination of winches and pistons so that the enemy goes down, but still follows your sackperson. | 2009-02-16 16:22:00 Author: Coxy224 Posts: 2645 |
It would be nice though to have an enhancement that does it for you. Simple and fast is always nice. | 2009-02-16 17:22:00 Author: Solisdrive Posts: 57 |
This is a great idea! I've newer thought of it but now it seems so obvious, we need enemies to fight whilst using the jetpack! @ Coxy224 Yeah you can create a similar effect using sensors etc in a similar way as the sack positioning device, but why would we then need normal enemies? They are a lot easier to recreate using normal tools than the flying ones, but still Mm has created them to make it simpler for people who dont know howw to use complex switches etc, besides they are really useful and work much better than "artificial" ones. This is partly why im looking forward to the next patch so much, because of the new angle option for the switches, that makes it much easier to create things like flying enemies that follow you, auto aiming turrets and much much more... | 2009-02-16 17:24:00 Author: Marklin80 Posts: 458 |
This is a great idea! I've newer thought of it but now it seems so obvious, we need enemies to fight whilst using the jetpack! @ Coxy224 Yeah you can create a similar effect using sensors etc in a similar way as the sack positioning device, but why would we then need normal enemies? They are a lot easier to recreate using normal tools than the flying ones, but still Mm has created them to make it simpler for people who dont know howw to use complex switches etc, besides they are really useful and work much better than "artificial" ones. This is partly why im looking forward to the next patch so much, because of the new angle option for the switches, that makes it much easier to create things like flying enemies that follow you, auto aiming turrets and much much more... It's for Sensor Switches too? My god, that's amazing!! More ideas popping up! | 2009-02-16 21:40:00 Author: neonrage0 Posts: 284 |
You could always make your own flying enemies using invisible dark matter and pistons and such | 2009-02-16 21:52:00 Author: Pinchanzee Posts: 805 |
You could always make your own flying enemies using invisible dark matter and pistons and such Yeah, but with this you could make their flight pattern more... Natural. | 2009-02-17 20:54:00 Author: neonrage0 Posts: 284 |
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