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#1

LittleBig...Guitar Hero?!

Archive: 8 posts


I was thinking, a guitar hero-esque game could be quite interesting. Have 5 different notes with different keys on them be emitted at different times on the beat of the preset tracks. The only problems are - how to do the input and how to do the notes

For the input, one idea I've had is to have a room with a 5-part ceiling - sides, ceiling, and corners - each with a one-shot, single-ball paintinator switch on. When hit, this triggers a flipper-piston, which triggers one half of an AND switch. The other half only triggers when the note is near to the player/area where the notes must be hit, and also this system can recognise when a bum note is hit.

The notes may be even more complicated. Sure they can be emitted, but how can they be gotten rid of? And how to stop collisions?

Thoughts/comments/ideas?
2009-02-18 13:28:00

Author:
dawesbr
Posts: 3280


There are a few DDR levels out there, you might want to check those out since it's exactly the same idea. Might give you some ideas on how to make them.2009-02-18 13:36:00

Author:
ThommyTheThird
Posts: 440


I received an object named "Guitar Hero" on a 100 prize level. There are actual buttons on it. The guitar was really well-crafted. I haven't tried looking for the actual source of the object.2009-02-21 09:59:00

Author:
uzman
Posts: 209


Yeah, it's been done, but not very well. :C
But your idea sounds a lot more sophisticated. Better. As for the notes, they could be dissolve objects painted Green, Red, Yellow, Blue and Orange, and if they aren't hit by the switch (in which they would be dissolved, obviously) they will go to another sensor switch underneath and dissolve, but not give any points maybe? I don't know. Good luck anyways!
2009-02-23 20:24:00

Author:
Breezy-The-Pro
Posts: 134


The guitar hero level I played was buttons on the floor that had to be pressed in-time with notes falling behind a layer of glass (the TV).

The note chart was limited to 3 buttons, and for all consideration, it worked well. The problem? It's not fun. Running back and forth to jump on one of three buttons is not exciting gameplay.

If you can make this exciting, then, by all means go for it. Someone out there needs to try to make anything and everything in LBP - but some things aren't well suited to this style of gameplay.

If I were to make a guitar hero level, I'd do a crossover platformer, where the platforms "are" the note charts, and there's cool stuff going on in the background.

Doing it with the paintinator could be comical, because you'd get the farting noise of the paintgun going off with every note (I just loled imagining Carry On My Wayward Son with paint farts in the background)
2009-02-24 13:36:00

Author:
Thegide
Posts: 1465


Thanks for the replies. Breezy, love your idea, will take it into consideration if I have any time to work on this. I'm thinking buttons on the walls now, not paint switches, to save thermo/reduce complexity.2009-02-25 18:08:00

Author:
dawesbr
Posts: 3280


4 to 5 buttons on the ceiling in a small rectangular box big enough to just accommodate the area where the notes will land when played, leaving the whole rest of the screen to show "falling nots"... shot at with the paintinator is definitely your best bet... since you can let go and hold your aim, players would only have to run back and forth to hit notes, unlike the terrible jumping on buttons in earlier attempts.

I would set each button up to a switch box somewhere. In this box make it a typical piston and mag key set up, so that the piston will extend down to activate the switch that activates the reward/points for correctly hitting notes.

The buttons will be connected to the stiff pistons, and set to directional, and probably inverted.

To prevent the buttons from extending the piston when a note is not properly aligned, you will need a blocker for the piston key, to prevent it from moving down and activating the key.

To do this, I would have a separate sliding piston inside the box that will move side to side... when a note is not in line with the "hit time" for the buttons, it will be closed. When the note falls into line with the correct time for the button to be hit, by having a mag key on it that activates the switch while in it's small radius, the sliding door will move out of the way and allow the button hit to extend the piston up to the mag switch that controls the point drops.

To make this play a song, in time, though, you could have the mag switches on the piston boxes also connected to an emitter so that when a point score is triggered, it also emits yet another color of key to trigger a mag switched sound on a note when it is correctly in line for the same sequence of events.

If everything was well oiled, and set up to happen quick enough it should score and play only when the correct buttons are pressed at the correct time.

It seems like this would work best in my mind, if the whole play mechanic was built as an elevator vehicle that moves vertically along a floor-to-ceiling song track so that the notes appear to be falling, and you don't have to worry about a complex system for emitting a sequence of notes by creating a separate music track off screen to coincide with hundreds of emitters.

You could also have the emitted key that plays the notes dissolve the music blocks, along with some cool lightening and LED effects...

This probably makes no sense, and there's probably simpler ways to do it, but if I was going to do it this would be how.

http://www.lbpcentral.com/forums/picture.php?albumid=239&pictureid=2507
2009-02-25 18:45:00

Author:
Unknown User


I've seen that somewhere, it was ok if you do make this make it so you hop on the buttons or something.

seems fun, I hope it works.
as for your ps3, I've never heard of that. sorta like the xbox's ring of death thingy.

http://prodegebanners.sitegrip.com/images/swagbucks-468x60Alt.jpg (http://swagbucks.com/?cmd=sb-register&rb=364834)
2009-02-26 22:37:00

Author:
0987654321a9
Posts: 11


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