Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 3    [LBP3] Everything Else LittleBigPlanet 3
#1

What new types of logic would you like to see?

Archive: 129 posts


Come up with an idea for logic that will make it easier or add more depth to logic in game, and maybe some logic mechanic changes.

Personally I would like to see better tutorials on logic. The tutorials in LBP2 were good but it didn't really show other things logic pieces could be used for. I would also like to see NAND, NOR, and XNOR just to make things more organized, and a tool that allows a player's score/status (anything you want, like a lvl in RPGs) to be saved in any level(s) the creator specifies. You could create a RPG series, but have a spinoff that can allow you to use the same data from the main series.

e.g. Pikachu has 2 electric type attacks in your main game series LittleBigPokemon. You use this specific logic/tool to allow those 2 specific attacks on another Pikachu in a spinoff game called LittleBigPokeDungeons.
2014-06-19 17:59:00

Author:
TimeLordBlue
Posts: 37


Honestly, generic logic is better, it allows you to add depth to anything.

But what I would want is more pre-made logic, like math chips, because implementation of logic into the software make it less thermo consumptive

Also what I would like is things we CANT do now, like hardware/deeper software access, so people could use levels from the music, to make equalizers, and clock access to see actual lag spikes so we can make things slow emmiting, or delete stickers if the PS3/4 begins to lag

Finally someone is interested about the logic on LBP3
2014-06-19 19:30:00

Author:
amiel445566
Posts: 664


So basically like a data chart? That would actually be pretty helpful. And it would show where lag spikes actually happen and how they happen, or at least what caused it to happen. There should also be a slow all type of thing. It slows down the whole level so you can perfectly animate or emit objects at the right time.2014-06-19 21:05:00

Author:
TimeLordBlue
Posts: 37


Continuing with music sequencer suggestions like Amiel's, some way to sequence tags and music sequencers would be great. Basically one tag equals the size of one instrument block, which is really frustrating. If you'd have eight bassdrums in the block, and you'd want to sequence a light to those? You can only insert two logic pieces throughout the whole block, plus if you'd want to repeat this you'd need four channels to put logic on...

Shorter logic lengths on (music-) sequencers is a must. Or some other way to sequence logic to music more precise. This would definitely benefit to actual sounds inserted to songs too.
2014-06-29 15:43:00

Author:
Woutery
Posts: 793


Come up with an idea for logic that will make it easier or add more depth to logic in game, and maybe some logic mechanic changes.

Personally I would like to see better tutorials on logic. The tutorials in LBP2 were good but it didn't really show other things logic pieces could be used for. I would also like to see NAND, NOR, and XNOR just to make things more organized, and a tool that allows a player's score/status (anything you want, like a lvl in RPGs) to be saved in any level(s) the creator specifies. You could create a RPG series, but have a spinoff that can allow you to use the same data from the main series.

e.g. Pikachu has 2 electric type attacks in your main game series LittleBigPokemon. You use this specific logic/tool to allow those 2 specific attacks on another Pikachu in a spinoff game called LittleBigPokeDungeons.

You can already do that.
2014-06-29 16:30:00

Author:
Rpg Maker
Posts: 877


I want to be able to declare variables and finally use precise numbers, I'm tired of the lack of accuracy from the analogical outputs. You run into so many problems the instant you want to do something that's remotely bigger and complex.2014-06-29 21:32:00

Author:
Rovelius
Posts: 74


Implement Unreal Engine 4?s Blueprint logic features already!<32014-06-30 00:46:00

Author:
Jauw
Posts: 484


You can already do that.

A more simpler way to do it, without having a whole clutter of logic.
2014-07-05 23:28:00

Author:
TimeLordBlue
Posts: 37


A more simpler way to do it, without having a whole clutter of logic.

It's really not all that complex. And NAND NOR and XNOR are in lbp2. They're the just inverted versions of the regular gates Lol.

All I want is more precise analog values to a greater range. .1% to 10000% would be awesome, but I mostly just want it to be accurate and not screwy like it is now.
2014-07-05 23:54:00

Author:
Tynz21
Posts: 544


It's really not all that complex. And NAND NOR and XNOR are in lbp2. They're the just inverted versions of the regular gates Lol.

All I want is more precise analog values to a greater range. .1% to 10000% would be awesome, but I mostly just want it to be accurate and not screwy like it is now.

You can get accurate arithmatic in a mantissa range of 24, exponent accuracy of 7 and 2 sign bits (one for digital sign and one for anaIogue sign)

Mantissa Accuracy: 1.00000000000000000000001 (24 Digits)
Exponent Accuracy: 1.8446744e+19 (2^(2^6)) or 7 bits of accuracy
Digital and AnaIogue Sign: (+/-)N%(Digital(+/-))

Its pretty accurate, but it wont get anymore accurate now that PS4 LBP3 is limited to 32 bits because of backwards compatibility

It would be cool, but nevertheless impossible
2014-07-07 02:12:00

Author:
amiel445566
Posts: 664


Basically anything to limit the amount of logic you have to use. For example, you should be able to assign a "type" to a tag. So eg a tag could have a description of "shotgun" and a tag type "weapon", and also a tag with description "machine gun", with the same tage type. Then you could have a tag sensor that detects all tags with type "weapon". It's only a minor thing, but it would be a useful addition IMO.

Is there a death sensor yet? Because that would also be a useful piece of logic.
2014-07-08 10:33:00

Author:
Ali_Star
Posts: 4085


How about a slap sensor?2014-07-08 14:50:00

Author:
DaFrontPorch
Posts: 20


How about a slap sensor?

Would be better if thats a tweakable feature in the Impact sensor instead.


-hyper
2014-07-10 00:13:00

Author:
hyperdude95
Posts: 1793


Would be better if thats a tweakable feature in the Impact sensor instead.


-hyper

Technically we can already make a slap detection logic with a smart use of logic that senses the button presses in the right timing and for it to only activate when near a sackbot or normal sackperson assuming they allow us to put logic on the normal sacks when you enter the level now, you could also substitute the need of a normal sack being able to have built in logic on them by making following holo blocks with chips on them. But in general I don't think a slap detention option would be really necessary as it's use is so limited. *mew
2014-07-10 00:26:00

Author:
Lord-Dreamerz
Posts: 4261


around christmas time I expect to see a switch that detects whether players are naughty or nice.
and of course, an eggdicator. (https://www.youtube.com/watch?v=kpgRdVBf5Qk)
2014-07-11 03:11:00

Author:
Deftmute
Posts: 730


It's really not all that complex. And NAND NOR and XNOR are in lbp2. They're the just inverted versions of the regular gates Lol.

All I want is more precise analog values to a greater range. .1% to 10000% would be awesome, but I mostly just want it to be accurate and not screwy like it is now.

Yes please. It really annoys me that performing calculations on precise values becomes so inaccurate, as they could be used to add currencies/alternate score systems.
2014-07-11 22:25:00

Author:
Croned
Posts: 24


The main logic feature I want is a Capture Logic tool in the Tools page of the Tools bag, to store custom logic under either "Custom Logic" or, by choice, one of the normal logic categories or a custom category. This should also apply to custom powerups and music.2014-07-15 21:36:00

Author:
L1N3R1D3R
Posts: 13447


The main logic feature I want is a Capture Logic tool in the Tools page of the Tools bag, to store custom logic under either "Custom Logic" or, by choice, one of the normal logic categories or a custom category. This should also apply to custom powerups and music.

This... This is actually a great and original idea!
2014-07-15 22:19:00

Author:
yugnar
Posts: 1478


Logic to detect death simply through a single chip would be ideal. Having to create on myself was pretty annoying, the logic became slightly excessive and there was a pretty sum of trial and error testing, eventually I had to implement a system to detect if it were functioning correctly. It can detect if a sackbot or sackperson has died. An example of the logic can be seen on the image.

48490

New logic I think would appreciate is being able to transfer 'stuff' between level links, so some sort of data count transfer using tags to send information between logic. Take for example statistics, the player has 12 bullets of 30 remaining with 2 clips, 37% health of 100% and 91% armor of 100%. Being able to do this would help me significantly, as my current level requires me to delete and spawn hundreds of items and the logic is starting to build up extensively to a situation where I'm beginning to forget what each thing does. Optimizing levels is frustrating especially when you want to change something. There's emitters, counters, toggles, timers, controlinators and just every kind of logic there is with wire connecting around the level.

- Scott
2014-07-20 22:45:00

Author:
SEWO97
Posts: 637


How about a slap sensor?

This... so much this...
2014-07-20 22:54:00

Author:
ForgottenEnigma
Posts: 1414


Instead of only having a "player" option in the tweak menu, specify which player it is. Either that or don't put stupid restrictions on sackbots (like not being able to grapple or swim).2014-07-21 22:18:00

Author:
koltonaugust
Posts: 1382


Instead of only having a "player" option in the tweak menu, specify which player it is. Either that or don't put stupid restrictions on sackbots (like not being able to grapple or swim).


That would be great! I don't know why sackbots can't swim, I mean, I know they are not waterproof but, Is there any real technical restriction that prevent them from swimming? The lack of this ability limits the use of sackbots in aquatic environments.

Now, another type of logic I want to see is a weight tweaker, so you can modify the weight of any material. Sometimes I want to build a contraption out of metal, but it becomes too heavy (e.g. if I want to lift it with the grabinators) and I need to find a lighter replacement material (like cardboard), but what happens when the main material is glass? Or neon? or any other material with no lighter similar replacements?...

The weight tweaker could be a tweak in the anti-gravity tweaker instead of a whole new piece of logic, but it shouldn't affect the gravity properties of the material by itself, so you can make a big metallic box that weights as much as a cardboard box of the same size (so neither of them would kill a sackboy if dropped on his head) and, of course, both of them will fall with the same acceleration.
2014-07-23 05:43:00

Author:
Mac-fox
Posts: 30


A Shakeinator! Ok.. maybe not that name, but the concept went through my head alot! Just a simple switch, that activates the vibrate function of the Dualshock controller.. i mean, it's there for a reason.
You could set the intensity from 0% to 100% and you could choose which player's controller is affected. Let's just hope nobody abuses that function..

Also, lately i had to deal with the thermometer alot, because i had too many materials in my level. It is neat that there is a place in the popit that shows you which materials you used, but it would be even better if it would highlight the places you used them in the level.

Another thing is HUD customization, like in LBPK. There were many useful little settings to things that LBP automatically does. I would like to be able to for example choose the way the camera works, without having to change the Game mode.
2014-07-26 00:43:00

Author:
aster6000
Posts: 59


Instead of only having a "player" option in the tweak menu, specify which player it is. Either that or don't put stupid restrictions on sackbots (like not being able to grapple or swim).

Sackbots can't grapple? I did not know of this preposterous thing! I think they can, a friend was working on a war style level and required that when the player jumped and hit the ledge of a building the Sackbot hang on and pull itself up. And I think they grapple some in the story levels.

- Scott
2014-07-26 02:32:00

Author:
SEWO97
Posts: 637


Actually they cannot grapple. Just check the sackbot's tweaks... They can't use that power up...2014-07-26 18:51:00

Author:
yugnar
Posts: 1478


I had multiple gadget additions. There's brand new ones and some existing gadgets will have extra preferences.

So.. The Size Tweaker. I sure Karting has that that alter the object's proportion.
Set the values how fast/slow the object grows/shrink. It also works with sackbots.


Now, another type of logic I want to see is a weight tweaker, so you can modify the weight of any material. Sometimes I want to build a contraption out of metal, but it becomes too heavy (e.g. if I want to lift it with the grabinators) and I need to find a lighter replacement material (like cardboard), but what happens when the main material is glass? Or neon? or any other material with no lighter similar replacements?...

I thought of that as well. You can also add it to sackbots so you could make it lighter or heavy (Or even make it float if you make the properties of the peach floaty)

Which brings me to an addition to the anti-gravity tweaker - the buoyancy settings.
Set how fast the object float upwards by the percentage.

I would like the material preferences to be unlocked to sackbots. You can be able to set the bounce or friction, which means you don't have to place it on the surface. If you do make it indestructible, there's a extra preferences to set which the bot immune to; crush, fire, ice, gas or electric.
2014-07-27 20:47:00

Author:
ShiftyDog
Posts: 293


The main logic feature I want is a Capture Logic tool in the Tools page of the Tools bag, to store custom logic under either "Custom Logic" or, by choice, one of the normal logic categories or a custom category. This should also apply to custom powerups and music.

We don't really need that. Just put it on a microchip/controlinator and capture that. Then make a custom section for Logic in your captured objects. I use this a lot for sackbot logic as you can tweak it to receive, capture it, place it on the sackbot's chip and it's ready to use straight away!

I would like to see a better randomizer, at the moment, the outputs stay active when the inputs aren't. It's [literally] impossible to get some things to emit randomly at the moment.

It would also like to see a compressor/encoder so you could link (say) 8 inputs into one output, then place a decoder to split it back into 8 outputs. Alternatively, allow direction splitters to work when hooked up to another direction splitter. I can combine four or more inputs into one with several direction combiners but they don't decode into more than two outputs. Anything that allows (numerical) calculations to be made would also help like sqr root/multiply/divide functions although I can't see what you'd use them for at the moment.

---------------------------------
Reversable Logic, Quantum functions, the more complex the better. I have no idea how they work but if it opens up new possibilities, I don't mind learning them.
2014-07-29 00:44:00

Author:
wally-217
Posts: 521


An "If gate" would be great, let's say you'd like to make a sequence of non linear things but instead of using a bunch of logic to do so the if gate would be there to say "if the players does this then this happens"2014-07-29 08:18:00

Author:
NuclearSoup
Posts: 2


Logic that can make objects big and smaller would be good2014-07-29 16:22:00

Author:
badkitten810
Posts: 17


An "If gate" would be great, let's say you'd like to make a sequence of non linear things but instead of using a bunch of logic to do so the if gate would be there to say "if the players does this then this happens"
That's what standard wires are for, no need for a gate. Although, if you need, you can add a Buffer Gate [Not gate with inverted output].

Tri-state Gates also exist, I'm not too sure what they do but I'd like to see them in game.
2014-07-29 19:26:00

Author:
wally-217
Posts: 521


I would like to see a better randomizer, at the moment, the outputs stay active when the inputs aren't. It's [literally] impossible to get some things to emit randomly at the moment.

Just redo the entire randomizer. Almost nothing about it was well designed. It's a great idea but poorly executed. Especially since the seed is always the same.
2014-07-30 00:34:00

Author:
koltonaugust
Posts: 1382


Just redo the entire randomizer. Almost nothing about it was well designed. It's a great idea but poorly executed. Especially since the seed is always the same.

Even the wirepathing is screwy with it, seriously wire something straight into another input and watch how wonky the wirepathing can get specifically for the randomizer!
2014-07-30 05:43:00

Author:
amiel445566
Posts: 664


Honestly, generic logic is better, it allows you to add depth to anything.

But what I would want is more pre-made logic, like math chips, because implementation of logic into the software make it less thermo consumptive

Also what I would like is things we CANT do now, like hardware/deeper software access, so people could use levels from the music, to make equalizers, and clock access to see actual lag spikes so we can make things slow emmiting, or delete stickers if the PS3/4 begins to lag

Finally someone is interested about the logic on LBP3

Yes, I agree entirely with the idea of some pre-made chips. I remember when Attract-o-gel came out, I felt like I had completely wasted my time with wall-walking logic because of the Attract-o-tweaker. I say we need more pre-made logic like that as well! I also agree with deeper access as well.
2014-08-02 20:49:00

Author:
Bladex61
Posts: 348


I'm not sure on logic right now but 6 players will be great.2014-08-02 23:33:00

Author:
TranscendantAether
Posts: 175


I'm not sure on logic right now but 6 players will be great.

Great but laggy
2014-08-03 04:41:00

Author:
Bladex61
Posts: 348


I'm not sure on logic right now but 6 players will be great.

Already confirmed to be a maximum of 4 players like every other LittleBigPlanet game (except PSP)
2014-08-03 04:43:00

Author:
Smuffy04
Posts: 606


They need a costume sensor, detects the required costume to activate a switch.2014-08-03 05:03:00

Author:
TranscendantAether
Posts: 175


Just redo the entire randomizer. Almost nothing about it was well designed. It's a great idea but poorly executed. Especially since the seed is always the same.

When you place a randomizer and unpause the game the path becomes predetermined. To avoid this, you can spawn the randomizer mid game froman emitter or you can just build the entire level in pause mode.

Which is still really stupid, they ought to just make it work properly...
2014-08-03 06:08:00

Author:
Tynz21
Posts: 544


They need a costume sensor, detects the required costume to activate a switch.
I feel bad to keep countering you but what if the required costume is a DLC that a player doesn't have? Then that would mean a player couldn't move on in the level. It is an interesting idea though.
2014-08-03 07:10:00

Author:
Bladex61
Posts: 348


I feel bad to keep countering you but what if the required costume is a DLC that a player doesn't have? Then that would mean a player couldn't move on in the level. It is an interesting idea though.

Yeah, or DLC no one can get anymore *cough*incredibles*cough*
2014-08-03 07:29:00

Author:
Raku
Posts: 292


Lol, theres gonna be logic flooding your tool bag. But what could they be? Any ideas?2014-08-03 17:18:00

Author:
Rhn5star
Posts: 3


There's already a virtually identical thread.2014-08-03 17:40:00

Author:
Tynz21
Posts: 544


I want better mover. Mover need to separate all directions with their own acceleration and deceleration, and local space tweaking for right left up and down. Truly advanced mover.2014-08-03 22:50:00

Author:
IAB98
Posts: 23


I want better mover. Mover need to separate all directions with their own acceleration and deceleration, and local space tweaking for right left up and down. Truly advanced mover.

Why not just use multiple movers?
2014-08-04 00:42:00

Author:
Tynz21
Posts: 544


but what if the required costume is a DLC that a player doesn't have?

Maybe that could be useful having only players with a certain DLC can activate.
2014-08-04 01:38:00

Author:
minecrafter0482
Posts: 82


Maybe that could be useful having only players with a certain DLC can activate.

I'd say it's a bit unfair for the people who don't have it though
2014-08-04 02:17:00

Author:
Bladex61
Posts: 348


https://lbpcentral.lbp-hub.com/index.php?t=89473-What-new-types-of-logic-would-you-like-to-see2014-08-04 04:00:00

Author:
Bladex61
Posts: 348


Merged... please continue. 2014-08-04 11:23:00

Author:
jwwphotos
Posts: 11383


Why not just use multiple movers?

It's not that simple. If you use multiple movers, the deceleration still affect eachother which sucks.
2014-08-04 11:32:00

Author:
Willman4
Posts: 170


When I use multiple movers I turn down all the deceleration to 0% and use gravity tweaker dampening instead. Another option to turn off the deceleration is to put the movers in a chip and turn off the chip.


But to get back on topic... I run into trouble with logic signals to or from emitted objects. Maybe they could give tag sensors, tag followers, etc a tweak to only sense/follow/etc tags on the object they were emitted from, and another setting for only tags on the objects they emitted. But maybe I'm the only one who runs into these problems.
2014-08-04 12:52:00

Author:
Rogar
Posts: 2284


When I use multiple movers I turn down all the deceleration to 0% and use gravity tweaker dampening instead. Another option to turn off the deceleration is to put the movers in a chip and turn off the chip.

Yes exactly, I also do that but I find it very ineffective.
2014-08-04 13:47:00

Author:
Willman4
Posts: 170


I'd like to see an updated version of the memorizer as it is now we have to put the output into everything individually why not have the option that remembers everything the player does in the level sorta like recording so it could even remember the stickers the player placed in a level. Then again I suck at using memorizer cant even make a level up system that it'll remember lol.
Would also like to see more global effects like rain and wind rather than just limited to fog. It would save having to fill the whole level with material that looks like rain when we could have the option to make the whole level filled anyway.
2014-08-04 14:18:00

Author:
sonicfan-1
Posts: 41


I'd like to see an updated version of the memorizer as it is now we have to put the output into everything individually why not have the option that remembers everything the player does in the level sorta like recording so it could even remember the stickers the player placed in a level. Then again I suck at using memorizer cant even make a level up system that it'll remember lol.
Would also like to see more global effects like rain and wind rather than just limited to fog. It would save having to fill the whole level with material that looks like rain when we could have the option to make the whole level filled anyway.

Yeah save states, and also something that someone else said before that I thought was an amazing idea, the memorizer would open up and anything inside would be saved, it would be so much better
2014-08-05 09:45:00

Author:
amiel445566
Posts: 664


update the follower to have acceleration/deceleration sliders instead of a combined strength slider.2014-08-06 22:59:00

Author:
Jacob46719
Posts: 38


update the follower to have acceleration/deceleration sliders instead of a combined strength slider.

And update the follower to actually follow properly and not float back a bit from moving objects regardless of speed...
2014-08-09 09:25:00

Author:
Tynz21
Posts: 544


Am I the only one who wants to see a tool that change the costume of a Sackbot? Also, I think a Time Tweaker would be very useful for slow-motion levels.2014-08-09 14:48:00

Author:
Francesco734
Posts: 19


We don't really need that. Just put it on a microchip/controlinator and capture that. Then make a custom section for Logic in your captured objects. I use this a lot for sackbot logic as you can tweak it to receive, capture it, place it on the sackbot's chip and it's ready to use straight away!

Sorry for the late response, but I have a reason behind my logic.

If I want to use logic, powerups, or music, I go to the tools bag, not to the goodies bag.

If you can save logic, powerups, or music in the tools bag, it would feel a lot more convenient, especially if there are tiny but convenient logic pieces the developers may have forgotten, like a direction inverter.
2014-08-17 18:56:00

Author:
L1N3R1D3R
Posts: 13447


Am I the only one who wants to see a tool that change the costume of a Sackbot? Also, I think a Time Tweaker would be very useful for slow-motion levels.

1. Just destroy and emit the sackbot differently

2. All it takes is a timer that everything's movement (set to speed scale) is dependant on.
2014-08-17 21:13:00

Author:
Tynz21
Posts: 544


I don't even know what to brainstorm anymore. I'm sure there's gonna be tons of cool new logic. Most things you can already do in LBP2, now I think it's just a matter of expanding its possibilities and making things more easier for the creator. I do however hope they add in the "position in layer" tweak and the "destroy all emitted" input on the emitter, both from LBP Vita. These were very useful to me!2014-08-18 00:06:00

Author:
airide101
Posts: 141


1. Just destroy and emit the sackbot differently

2. All it takes is a timer that everything's movement (set to speed scale) is dependant on.

You are right, but doing the "emit a different Sackbot" thing is quite hard to pull off. I tried a few times and always ended up failing. Same thing with the Slow motion, it can be done, sure, but adding a time tweaker would make thing easier
2014-08-18 09:46:00

Author:
Francesco734
Posts: 19


I want more convenient tweaks. A way to make a follower tethered (possible, but tricky and I've yet to figure out how to make it work exactly as I want it to without resorting to physical attatchment). Also, a way to rename tags in the tag menu to cause all tags assigned with the previous name to change to the new name .2014-08-18 21:36:00

Author:
Ryuhza
Posts: 355


I'd like a darkness tweaker to make Sackboy completely visible in the dark as if he was standing in the light but the light only affected him. It would also work on other objects.

Is there a way to do that in LBP2?

Also, something to make him (or an object) visible behind walls as if his image always took priority even if something were in front of him. You could also tweak objects to overrule this.
2014-08-19 14:13:00

Author:
MMLgamer
Posts: 183


How about position option on timers? It would be so useful to have that.2014-08-19 16:37:00

Author:
raptor42694
Posts: 89


Come up with an idea for logic that will make it easier or add more depth to logic in game, and maybe some logic mechanic changes.

Personally I would like to see better tutorials on logic. The tutorials in LBP2 were good but it didn't really show other things logic pieces could be used for. I would also like to see NAND, NOR, and XNOR just to make things more organized, and a tool that allows a player's score/status (anything you want, like a lvl in RPGs) to be saved in any level(s) the creator specifies. You could create a RPG series, but have a spinoff that can allow you to use the same data from the main series.

e.g. Pikachu has 2 electric type attacks in your main game series LittleBigPokemon. You use this specific logic/tool to allow those 2 specific attacks on another Pikachu in a spinoff game called LittleBigPokeDungeons.
Currently I would love to see a very big instant fun platformer on LBP 3!
2014-08-19 17:57:00

Author:
Timthegamer12
Posts: 43


Costume changer, If you activate it, it changes your current costume to set in the costume changer. Good for armor equips in RPGs.2014-08-20 03:04:00

Author:
TranscendantAether
Posts: 175


Costume changer, If you activate it, it changes your current costume to set in the costume changer. Good for armor equips in RPGs.

Can't be sure, but that may already be a thing in LBP3. During the create mode demo, Gevurah22 walked sackboy through a floating wrench thing that seemed to change his costume.
2014-08-20 03:11:00

Author:
Ryuhza
Posts: 355


Can't be sure, but that may already be a thing in LBP3. During the create mode demo, Gevurah22 walked sackboy through a floating wrench thing that seemed to change his costume.

Well... I guess they have everything beside holding a created power up with 2 hands.
2014-08-20 03:20:00

Author:
TranscendantAether
Posts: 175


I wanna see a sound sensor. Like if you have a mic, you could like make a sound in it and it would activate2014-08-21 01:52:00

Author:
ZNBJ
Posts: 181


I'd like some sort of in-game material locker...as in, when object A touches object B in the proper location they lock together and act as one piece. Cranked up tag followers are not quite good enough.

And as recent experience has showed me, I'd like an increment rotator tweek on rotators and motor bolts.. Set the degree and it turns that much per input.
2014-08-21 02:42:00

Author:
Biv
Posts: 734


More advanced default sackboy AI would be nice, or a way to make custom AIs easily


Can't be sure, but that may already be a thing in LBP3. During the create mode demo, Gevurah22 walked sackboy through a floating wrench thing that seemed to change his costume.


I think that was a new power up thing.
2014-08-21 04:08:00

Author:
Menen101
Posts: 74


Also, a way to rename tags in the tag menu to cause all tags assigned with the previous name to change to the new name .

That's something I've ran into wanting a few times.
And including the previous page, I've always had trouble with movers - gravity affecting them, having to stack movers, ehh. And oh gawd Followers. They never can keep up exactly.

Seems like the Bendy Rail will help for some problems though!

As for what I want...



Also, lately i had to deal with the thermometer alot, because i had too many materials in my level. It is neat that there is a place in the popit that shows you which materials you used, but it would be even better if it would highlight the places you used them in the level.

Another thing is HUD customization, like in LBPK. There were many useful little settings to things that LBP automatically does. I would like to be able to for example choose the way the camera works, without having to change the Game mode.

^Basically; Exactly.
2014-08-21 12:54:00

Author:
VnGamer234
Posts: 111


I've always had trouble with movers - gravity affecting them, having to stack movers, ehh.

That's basically the only issue with any logic I can think of off the top of my head. Along with that, movers need some kind of way to be able to bring objects in anti-gravity to a stop. At least without putting dampening on them because that can affect the speed at which the object travels.
2014-08-21 16:29:00

Author:
terablaze4925
Posts: 21


What about a light sensor? It can detect the intensity and color of light and output a signal based on that. It could be on/off or increase based on how bright the light is.

A possible application of this would be a sneaking level, where if sackboy enters an area that is too bright he is spotted.
2014-08-21 20:14:00

Author:
Menen101
Posts: 74


That reminds me, we really need a light that can be placed inside of a microchip, especially now with the Power-Up creator happening (flashlights/torches ho!). An area light, a spot light, and a laser light at least.2014-08-21 22:48:00

Author:
Ryuhza
Posts: 355


That reminds me, we really need a light that can be placed inside of a microchip, especially now with the Power-Up creator happening (flashlights/torches ho!). An area light, a spot light, and a laser light at least.

A Light Tweaker that makes anything you put it onto a light source
2014-08-22 02:19:00

Author:
Menen101
Posts: 74


I'd like a mass tweak, so cardboard can have the same mass as metal, and vice versa.

Also, a 100% float tweak. Unless moved by a mover, rotator, etc, it will not sink or rise. No more sinking platforms because sackboy grabs/is on one.
2014-08-22 02:35:00

Author:
Biv
Posts: 734


A logic for Sackbots that changes their costume but keeps parts of the player's costume

So for example you could make a sackbot that adds a helmet to the player, but keeps the other features such as clothes of the player. It could also add decorations or stickers. It doesn't modify the player's actual costume, just adds features
2014-08-22 02:56:00

Author:
Menen101
Posts: 74


A logic that makes objects that can only be seen by player of choice. Example: HUD.2014-08-23 05:21:00

Author:
TranscendantAether
Posts: 175


A few things I'd like to see in LBP3


a water material that you could swim in instead of using the global water tweaker that makes the whole level filled with water.
waterproof sackbots and an updated version of the memorizer.
An updated version of the worm hole would be nice too e.g. different transition types such as cut, hard panel, fade like the movie camera, and to work with sackbots.
it would be nice if the water projectile could pile up into a pool or a puddle of water.
Another idea I had was for the acceleration of the emitter to have no effect on the object emitted.
more animations that you can set for sackbots e.g. punching, kicking, and an output for the acting chip on sackbots for easier, smoother movies and animations.
a logic emitter that could emit logic on a micro chip, and a logic destroyer that destroys logic
a material bender that is like a wobble bolt, except it bends material ( like how we bend our arms to make a muscle or something)
a material changer

I am bursting with new logic ideas
2014-08-23 07:27:00

Author:
Stitch
Posts: 20


Something to make logic "spread" when you blow up materials to pieces would be nice.2014-08-23 09:52:00

Author:
Rovelius
Posts: 74


Something to make logic "spread" when you blow up materials to pieces would be nice.

Tags, Fleeing Followers, Timers
2014-08-23 19:12:00

Author:
amiel445566
Posts: 664


There is one change I would like to see to existing logic. When using tags and tag sensors, if a tag sensor and it's corresponding tag are both placed in the same microchip, the sensor will not detect the tag. I'd rather that were an option rather than a strict rule. What bothers me more, however, is that if a tag sensor and it's corresponding tag are placed in two separate microchips but both microchips are on the same object/material, the sensor won't detect the tag! I've had to make a thermo-consuming tag relay system to get around this annoying rule, and I think it'd be much better as a tweak option in the sensor itself, or the tags themselves, or both. "Detect tags on local microchip etc. : Yes/No". Simple as that.2014-08-25 05:51:00

Author:
Ryuhza
Posts: 355


If you can save logic, powerups, or music in the tools bag, it would feel a lot more convenient, especially if there are tiny but convenient logic pieces the developers may have forgotten, like a direction inverter.

Ah, I get you now. To me, personally, it's not that big a deal, I just create a new category for logic in my popit. I'm constantly switching between the tools bag and objects bag anyway though.



I'd like some sort of in-game material locker...as in, when object A touches object B in the proper location they lock together and act as one piece. Cranked up tag followers are not quite good enough.
Set stickiness on a material tweaker, It does exactly that.


There is one change I would like to see to existing logic. When using tags and tag sensors, if a tag sensor and it's corresponding tag are both placed in the same microchip, the sensor will not detect the tag. I'd rather that were an option rather than a strict rule. What bothers me more, however, is that if a tag sensor and it's corresponding tag are placed in two separate microchips but both microchips are on the same object/material, the sensor won't detect the tag! I've had to make a thermo-consuming tag relay system to get around this annoying rule, and I think it'd be much better as a tweak option in the sensor itself, or the tags themselves, or both. "Detect tags on local microchip etc. : Yes/No". Simple as that.

Again, this exact feature is already present on LBP2, there is a "detect tags in the same microchip" option on tag sensors, it's quite obvious as well if you read the options.
2014-08-25 14:07:00

Author:
wally-217
Posts: 521


Guys seriously stop posting info or asking for links to/from the beta. Jww is probably about fed up with people not understanding the rules. For your own good, don't get banned.2014-08-25 17:08:00

Author:
EinRobot
Posts: 739


Again, this exact feature is already present on LBP2, there is a "detect tags in the same microchip" option on tag sensors, it's quite obvious as well if you read the options.

Is there really? Was it in an update or something? I use tag sensors more than most tools, and it'd be really weird if I didn't notice that after three years.
2014-08-25 21:00:00

Author:
Ryuhza
Posts: 355


Yeah, it was patched in with one of the DLC updates, probably DC Comics or the Cross-Controller pack. We also have addition on OR gates, multiplication on AND gates, and infinite range on sensors, off the top of my head.2014-08-25 22:13:00

Author:
Rogar
Posts: 2284


Is there really? Was it in an update or something? I use tag sensors more than most tools, and it'd be really weird if I didn't notice that after three years.


Yeah, it was patched in with one of the DLC updates, probably DC Comics or the Cross-Controller pack. We also have addition on OR gates, multiplication on AND gates, and infinite range on sensors, off the top of my head.

it was? I never really started using more complex logic until this year so I just assumed it had been there from the start. The DC comics update makes sense though since they added NAND , NOR and Buffer gate options.
2014-08-26 00:38:00

Author:
wally-217
Posts: 521


If I want to use logic, powerups, or music, I go to the tools bag, not to the goodies bag
Powerups will be stored in the "Sackpocket" section of your popit, which you view from a powerup pedastal.
2014-08-26 00:57:00

Author:
minecrafter0482
Posts: 82


Set stickiness on a material tweaker, It does exactly that.


Hmmm, I could never get that to do anything. I'll have to check it out again
2014-08-26 01:01:00

Author:
Biv
Posts: 734


Yeah, it was patched in with one of the DLC updates, probably DC Comics or the Cross-Controller pack. We also have addition on OR gates, multiplication on AND gates, and infinite range on sensors, off the top of my head.

Cool! I knew about the infinite range, but I just started playing again a few weeks ago after taking a year long break and I hadn't heard about the other stuff. Well, I guess that takes care of that.


it was? I never really started using more complex logic until this year so I just assumed it had been there from the start. The DC comics update makes sense though since they added NAND , NOR and Buffer gate options.

What are Buffer gates? I found/figured out how to use the other two, but I'm not sure if I've heard of the buffer gates.
2014-08-26 01:19:00

Author:
Ryuhza
Posts: 355


what i want is easier sorting. the sorting in lbp2 was junky, and any category you made, whether it was costume or goodies, the category would show up and just annoy me. i also want to be able to color the letters of the category. talking about popits, being able to change text color, having a color wheel instead of pre set colors, and be able to change the edges of it. last thing i want is the vita notes to be in lbp3. those were uber mega.

- - - - - - - - - -

also, better cameras. those were whacky in lbp2 and always looked away from the spot you put it. moar camera options would be nice, aswell. like top down cameras, first person cameras, and third person cameras.
2014-08-26 02:13:00

Author:
XX_sonicfan_XX
Posts: 265


Another idea I had was for the acceleration of the emitter to have no effect on the object emitted.

isn't that the 'ignore parent velocity' option on a emitter? If you meant the object doesnt move in relation to when the object the emitter is on moves then we already have that feature.

also I'd like to see an option in sound effecta to utilize the speaker on the Dualshock 4. You can have a sound effect play from the controller, and also could have it play in the game itself. One game that I know of that uses the speaker is Resogun. Every time you got a multiplier or upgrade there would be an announcer speaking from your DS4. Could be cool to see this in LBP3
2014-08-26 02:39:00

Author:
JonL21
Posts: 30


isn't that the 'ignore parent velocity' option on a emitter? If you meant the object doesnt move in relation to when the object the emitter is on moves then we already have that feature.

Yeah, I'm fairly certain you're right on that one.


also I'd like to see some type of logic to utilize the speaker on the Dualshock 4. When activated, you can have a sound effect play from the controller, and also could have it play in the game itself. This can make it compatible on the PS3 and PS4. One game that I know of that uses the speaker is Resogun. Every time you got a multiplier or upgrade there would be an announcer speaking from your DS4. Could be cool to see something like this in LBP3

That would be a nice tweak for sound objects. I hope that shows up in the game!
2014-08-26 02:45:00

Author:
piggabling
Posts: 2979


I have an idea for logic that it would be like a network sender and receiver (or something like that) where it would allow for things like if you connected a controlinator to a sender and then hooked up a receiver to lets say a sackbot then you'll be able to send information from one person who's individually playing the level by himself to another side where 4 players could already be playing the same level and then that sackbot would be able to come in and do stuff to them. This could also be combined with the memoriser to allow for information from everyone to be saved into a level. Imagine a usermade level and within that level having an level editor in which the network sender and memoriser could allow for in level level sharing.2014-08-26 07:41:00

Author:
PokeMario
Posts: 6


There's obviously climbable materials in the game, as revealed in the E3 demo. But I hope there would also be a climb tool, making any material climbable. Also, LBP2 introduced the Global Lighting Tweaker. I would like to see a Global Weather Tweaker, instead of the weather material from LBP Vita which forces you to use a layer. With a Global Weather Tweaker you can choose precipitation type, color, direction, speed, size, etc. From Gamescom videos, I seen that the Ghost tool is making a return.2014-08-27 00:17:00

Author:
rambo3416
Posts: 179


- Make any material destroyable. Where it can blow up and break apart like cardboard

- 4 Way Gravity & Physics Direction. Would make top down 3D platforming possible, as Sackboy's physics would work like normal, but he would be walking at a 90 degree angle. Affects objects too. When you place a 'block' in the air, it doesnt fall 'down', but rather to the 'side', which would be the ground. Also affects water.

Complete Sackbot Physics Adjuster - Changes the physics of tagged sackbots. Adjust mass, jump power, pulling power, carrying power, throwing power. Also adjust invulnerability to fire, explosions, spikes, or being squashed. With that you can make a level where a sackboy can take fire damage and not die until your counter for fire damage is filled. Also possible to give the ability to fly like you do in create mode without the assistance of a jet pack.
2014-08-27 02:59:00

Author:
bluearth
Posts: 100


There's obviously climbable materials in the game, as revealed in the E3 demo. But I hope there would also be a climb tool, making any material climbable.

I'd be surprised if this weren't an option, since all new special materials in the past (Attract-O-Gel, Wall Jump, etc.) have had tweaks to make any material have their features.
2014-08-28 02:18:00

Author:
L1N3R1D3R
Posts: 13447


They need more memory options (not for memorizer but gate memory)

like feedback loop gates or analog memory gates

would make making analog logic a lot more thermo friendly and easier to work with

another thing that is a necessity to add for logic is 0 latency analog digital conversion so if the gate detects any percentage then it turns on digitally, and also just have 0 latency comparing as gates (>=, <, = and so on) so that it is more thermo efficient and easier to work with

all of this would make making math logic on LBP a snap (thermo wise) but maybe at least for a minimum add the 0 latency analog digital conversion they had in LBPvita (which was implemented as a 0.0 second timer because that has no use normally, which makes it great, because all it is is a tweak to an existing gate) since it exits in LBPvita, then I have little doubt that it won't exist in LBP3

(lets make math less thermo people)
2014-08-28 18:12:00

Author:
amiel445566
Posts: 664


I've been using the wall-jump tweaker lately, and while I've been able to use it for some really exciting stuff in my newest project, I think it could use a few more options.

When tweaking the jump strength, there should be two separate measurements, one for jump length, and the other for jump height. Maybe they could even let you set an arc, like how the new layer Launchers Work. I think the speeds for sliding up/down the wall should be able to go further than 200%/-200% since I was dissatisfied with the speed of the fall at 200%. Also, there should be an option as to whether sackboy can or can't control the speed of his descent/ascent using the left stick (currently, it's always enabled, so even if you have the sliding speed set to 0%, Sackboy can slide up and down of his own volition).

Those are the most important things. On the more complicated side, perhaps there could be a way to keep the wall slide and wall jump separate. In my level in progress, I wanted to give sackboy a special command with up & x while on the wall, but I couldn't because X always makes you leap off. I ended up having to map the command to L1, which feels much less intuitive and makes your name pop-up all the time.


----

Wait, I just thought of something else. With followers and in & out movement. When you set a follower to be able to move in and out, they'll only do it if they're also moving left right up or down. If you move in and out without moving in any other direction, or if you move in and out inside the minimum detection range, the follower won't correspond. Setting them to move in & out as soon as you do or detect in & out movement as something to react to should be a setting, maybe with it's own min/max range.
2014-08-28 19:32:00

Author:
Ryuhza
Posts: 355


Already confirmed to be a maximum of 4 players like every other LittleBigPlanet game (except PSP)

I'd personally like to see 6 players. It's set to 4 as a default for story, but you could set it from 1 to 6 in your levels.

I'd also like to see a control toggler thingy. Basically, you would have multiple characters in a level existing at once, and a button would toggle them, like the Lego Games. Each character would have a "Control Chip" with an assigned number, and an input function. The input function would be "Move Up/down character". The first player would auto-assign to "Character 1". If another person joined, they would auto-assign to "Char 2".

For example, I would make a level based around "Sonic Heroes". I'd have 3 characters, each with control chips numbered 1-3. I'd wire L1 to "Move character Up", and R1 to "Move character down", and give the player control of the 1st character from the get-go. If a second player joined, they'd get character 2. They could switch between "character 2" and "Character 3", and so would Player 1, so they couldn't take control of the other physical player

...I have a horrible feeling that I'm not making sense.
2014-08-28 20:25:00

Author:
Cheatster9000x
Posts: 36


I'd personally like to see 6 players. It's set to 4 as a default for story, but you could set it from 1 to 6 in your levels.

Actually I think my idea would be perfect for that. Basically you would have a logic which allows you to send information across to other people playing the same level. Say for example you connect a controllinator through the the logic to a sackbot, do this 6 times and you could have six players in one game.
2014-08-28 20:45:00

Author:
PokeMario
Posts: 6


LPB3 will not have more than 4 players, that's pretty much confirmed.2014-08-28 21:44:00

Author:
wally-217
Posts: 521


LPB3 will not have more than 4 players, that's pretty much confirmed.
I know, but it's a thread for what I'd like to see.
2014-08-28 21:59:00

Author:
Cheatster9000x
Posts: 36


I'd also like to see a control toggler thingy. Basically, you would have multiple characters in a level existing at once, and a button would toggle them, like the Lego Games. Each character would have a "Control Chip" with an assigned number, and an input function. The input function would be "Move Up/down character". The first player would auto-assign to "Character 1". If another person joined, they would auto-assign to "Char 2".

For example, I would make a level based around "Sonic Heroes". I'd have 3 characters, each with control chips numbered 1-3. I'd wire L1 to "Move character Up", and R1 to "Move character down", and give the player control of the 1st character from the get-go. If a second player joined, they'd get character 2. They could switch between "character 2" and "Character 3", and so would Player 1, so they couldn't take control of the other physical player

...I have a horrible feeling that I'm not making sense.

I'm pretty sure you can already do that without too much trouble using controllinators, you just have to set it up yourself.
2014-08-28 23:16:00

Author:
Ryuhza
Posts: 355


I'm pretty sure you can already do that without too much trouble using controllinators, you just have to set it up yourself.

It takes up a Lot of resources. Not necessarily the thermo but it can cause the game to crash when you load the level if you have a good amount of characters.

Wait, actually, I have no idea what cheatster was talking about.
2014-08-28 23:54:00

Author:
wally-217
Posts: 521


I've been using the wall-jump tweaker lately, and while I've been able to use it for some really exciting stuff in my newest project, I think it could use a few more options.

When tweaking the jump strength, there should be two separate measurements, one for jump length, and the other for jump height. Maybe they could even let you set an arc, like how the new layer Launchers Work. I think the speeds for sliding up/down the wall should be able to go further than 200%/-200% since I was dissatisfied with the speed of the fall at 200%. Also, there should be an option as to whether sackboy can or can't control the speed of his descent/ascent using the left stick (currently, it's always enabled, so even if you have the sliding speed set to 0%, Sackboy can slide up and down of his own volition).

Those are the most important things. On the more complicated side, perhaps there could be a way to keep the wall slide and wall jump separate. In my level in progress, I wanted to give sackboy a special command with up & x while on the wall, but I couldn't because X always makes you leap off. I ended up having to map the command to L1, which feels much less intuitive and makes your name pop-up all the time.


----

Wait, I just thought of something else. With followers and in & out movement. When you set a follower to be able to move in and out, they'll only do it if they're also moving left right up or down. If you move in and out without moving in any other direction, or if you move in and out inside the minimum detection range, the follower won't correspond. Setting them to move in & out as soon as you do or detect in & out movement as something to react to should be a setting, maybe with it's own min/max range.

all of that sounds like an awesome idea but on the note of strength, you can put in a high % to increase effect
2014-08-29 02:54:00

Author:
amiel445566
Posts: 664


I'd like a tool that could freeze gameplay. Maybe even increase game speed or slow it down. I think the simple, convenient options would be a nice tool the have.2014-08-29 03:40:00

Author:
Rpg Maker
Posts: 877


all of that sounds like an awesome idea but on the note of strength, you can put in a high % to increase effect
Thanks. And I know, that's what I said. But even at max % (200), sliding down wasn't as fast as I wanted it to be.
2014-08-29 04:17:00

Author:
Ryuhza
Posts: 355


I'm pretty sure you can already do that without too much trouble using controllinators, you just have to set it up yourself.
I know it's already possible, I've seen it done. But it's kinda difficult, and not really accessable if you don't know what the heck you're doing. The point of the new logic in LBP3 is to inspire people who wouldn't normally create to create by making things easier.
2014-08-29 13:48:00

Author:
Cheatster9000x
Posts: 36


another thing that is a necessity to add for logic is 0 latency analog digital conversion so if the gate detects any percentage then it turns on digitally, and also just have 0 latency comparing as gates (>=, <, = and so on) so that it is more thermo efficient and easier to work with

I don't know what you use, but I'm pretty sure sequencers are zero latency.
2014-08-29 14:41:00

Author:
Rogar
Posts: 2284


I don't know what you use, but I'm pretty sure sequencers are zero latency.

nope, they have 1 tick of latency
2014-08-29 19:41:00

Author:
amiel445566
Posts: 664


Well, right you are. I thought it was just bottom inputs of selectors and certain microchip configurations. At least it makes sense for those.

Okay, I'll have that compare from LBPKarting then, please.
2014-08-29 20:53:00

Author:
Rogar
Posts: 2284


A real time clock would be nice. A logic sensor that outputs the time based on your PS3/PS4 system clock.2014-08-31 03:30:00

Author:
Menen101
Posts: 74


As I messed around this weekend, I discovered a few tweaks I'd like.

I want subtitles as an option in the movie camera menu, not just restricted to MM's in a sequencer.

Every bit of logic, from entrances to power-ups (and de-power-ups) should have a "Can not view in game mode" toggle.

I would like a material tweaker for "invisible", though we may be getting that with the dematerializer.

- - - - - - - - - -

I would like an Automated Bolt.

The bolt would look like a normal motor bolt with a microchip on it.
You'd "open" it like a microchip and, like a sackbot, it would have it's own logic chip inside.

The point of this is to have a section called "# of turns"...or something like that. Whatever number you put in, that many lines, inputs and outputs would appear.

Each line would have a number of options.
1. Forward/backwards
2. Degree of turn: From "Idle" to increments of five (5%, 10%, 15%, etc) through "Full 360"
3. Turn duration: Speed/time (see below)...Speed uses standard speed time like a bolt, time uses seconds like a piston.
4. Wait (number of seconds, like a movie or piston)
5. Output: End of turn/end of wait

A few other options.
Action: Run in order/Trigger....Run in order means each line runs sequentially. Trigger means the line does not fire until triggered.
Loop (just like a sequencer or sackbot animation)
Constant speed: Y/N If this is "Yes", the Turn Duration option is not available for individual lines and a speed option comes up (1-360, as always)

Imagine the possibilities. Precise controlling of degrees of spin, events/dialog/logic triggered at the end of each turn, multiple items controlled individually on the same object.

Just few of the possibilities and I think others could come up with more and additional options for the bolt.
2014-09-01 14:51:00

Author:
Biv
Posts: 734


I'd like a way to instantly fill counters or timers, the same way you can instantly reset them. If there's already a way to do that, then yo, you've gotta share your secrets with me.2014-09-10 04:39:00

Author:
Ryuhza
Posts: 355


Logic that makes an object invisible2014-09-10 04:50:00

Author:
bluearth
Posts: 100


I'd like a way to instantly fill counters or timers, the same way you can instantly reset them. If there's already a way to do that, then yo, you've gotta share your secrets with me.

Well, you could invert the output, then a reset will instantly fill them. But I guess that won't really help you.

Maybe if you send a 300% signal into a speed-scale timer? I don't know exactly what you want, but it should be doable. Maybe open a thread in Help?
2014-09-10 12:47:00

Author:
Rogar
Posts: 2284


I'd like a way to instantly fill counters or timers, the same way you can instantly reset them. If there's already a way to do that, then yo, you've gotta share your secrets with me.

You should mess around with feedback loops, it's what you're looking for, they function like timers/counters, but function alot more leniently

they are hard to get a handle on, but can preform nearly every action instantaneously (except for recursion, but nothing can get past that)
2014-09-10 16:10:00

Author:
amiel445566
Posts: 664


Well, you could invert the output, then a reset will instantly fill them. But I guess that won't really help you.

Maybe if you send a 300% signal into a speed-scale timer? I don't know exactly what you want, but it should be doable. Maybe open a thread in Help?

Yeah, I tried messing with the inverted settings, but I still couldn't get what I wanted, since it inverts everything about the counter (output, count direction, and reset function) rather than one or two things. Plus I think it'd be useful to have both reset and fill to completion as options simultaneously.

I figured out another way of solving my problem with the counters, but I still think having a "fill" input would be nice.


You should mess around with feedback loops, it's what you're looking for, they function like timers/counters, but function alot more leniently

they are hard to get a handle on, but can preform nearly every action instantaneously (except for recursion, but nothing can get past that)

Oh yeah, I forgot about those. I first looked into them back when I wasn't very good with logic, but lately I've been doing all of my logic work myself and getting a better and better grasp of it. Maybe I'll check those out again and see if I can't understand them a little better. Thanks.
2014-09-11 04:31:00

Author:
Ryuhza
Posts: 355


I just want 6 players...

But a good idea would be a community sensor, what it does is let.... well I can't explain it but for an example. a player presses a button and a count gets registered so it'll be 1, another player plays the level simultaneously and sees the counter at 1 and pushes the button it now becomes 2. That's the type of logic I'd like to see one that lets you communicate with other players playing the level but not in the same session, and it also memorizes. Example
300 people played the level and pushed the button it'll remember that variable and show 300 until the next person pushes it.
2014-09-11 10:38:00

Author:
TranscendantAether
Posts: 175


I've been using the wall-jump tweaker lately, and while I've been able to use it for some really exciting stuff in my newest project, I think it could use a few more options.

When tweaking the jump strength, there should be two separate measurements, one for jump length, and the other for jump height. Maybe they could even let you set an arc, like how the new layer Launchers Work. I think the speeds for sliding up/down the wall should be able to go further than 200%/-200% since I was dissatisfied with the speed of the fall at 200%. Also, there should be an option as to whether sackboy can or can't control the speed of his descent/ascent using the left stick (currently, it's always enabled, so even if you have the sliding speed set to 0%, Sackboy can slide up and down of his own volition).

Those are the most important things. On the more complicated side, perhaps there could be a way to keep the wall slide and wall jump separate. In my level in progress, I wanted to give sackboy a special command with up & x while on the wall, but I couldn't because X always makes you leap off. I ended up having to map the command to L1, which feels much less intuitive and makes your name pop-up all the time.


----

Wait, I just thought of something else. With followers and in & out movement. When you set a follower to be able to move in and out, they'll only do it if they're also moving left right up or down. If you move in and out without moving in any other direction, or if you move in and out inside the minimum detection range, the follower won't correspond. Setting them to move in & out as soon as you do or detect in & out movement as something to react to should be a setting, maybe with it's own min/max range.

Sackbots will solve each of these problems. Movers for wall riding, which can be really really fast since while attached to a wall, the movers will slide the bot along the wall and not just drag them off.

And with a sackbot, you can make it to where you can disable buttons, or even have the buttons only work at certain times.


As for the arc, I didn't know you could control the actual arc in LBP3. Maybe you can control where Sackboy lands, but the arc may be untweakable.



BUT! If you REALLY want to control the arc, use a follower and a tag. When the bot leaps off (At zero strength, or maybe even a weak jump to help with the fluidity), make him 'follow' the tag for a second before disabling the follower. Or mess with the follower's strength. Basically, you're going to do what planets do and have a kind of controlled gravity tug. Except planets can't control it. But like how them space guys use planet gravities to fling things. Would take some messing with, but should work.
2014-09-11 11:11:00

Author:
Devious_Oatmeal
Posts: 1799


A "cloud memoriser". Similar to the memoriser in LBPV, but values are stored on the servers, as opposed to the PS3/PS4. This would make custom high score tables possible.

I'd also like to see cameras that can only be activated and viewed by certain players. This would make something like a 3D multiplayer game much easier.
2014-09-11 18:31:00

Author:
Entity
Posts: 274


Sackbots will solve each of these problems. Movers for wall riding, which can be really really fast since while attached to a wall, the movers will slide the bot along the wall and not just drag them off.

And with a sackbot, you can make it to where you can disable buttons, or even have the buttons only work at certain times.


As for the arc, I didn't know you could control the actual arc in LBP3. Maybe you can control where Sackboy lands, but the arc may be untweakable.



BUT! If you REALLY want to control the arc, use a follower and a tag. When the bot leaps off (At zero strength, or maybe even a weak jump to help with the fluidity), make him 'follow' the tag for a second before disabling the follower. Or mess with the follower's strength. Basically, you're going to do what planets do and have a kind of controlled gravity tug. Except planets can't control it. But like how them space guys use planet gravities to fling things. Would take some messing with, but should work.

My level has water and swimming though, both featured heavily. Until they allow Sackbots to go in water, I can't use them. Thanks for the response though.
2014-09-11 19:21:00

Author:
Ryuhza
Posts: 355


I came up with this idea from looking at the pirate ship in the LittleBIGPlanet Playground on PS Home. There should be a stick puppet making sorta thing that would allow you to put an object on a stick and record it as if you were recording a sackbot.2014-09-18 10:48:00

Author:
mr_D22
Posts: 58


I came up with this idea from looking at the pirate ship in the LittleBIGPlanet Playground on PS Home. There should be a stick puppet making sorta thing that would allow you to put an object on a stick and record it as if you were recording a sackbot.

This is possible with the move controller

An Aerodynamic/Hydrodynamic mover would be nice. It reads the shape of the object you place it on and applies "resistance" based on that
2014-09-19 01:15:00

Author:
Menen101
Posts: 74


I'd like to be able to use the Move Pack's tools with a normal controller.2014-09-19 08:06:00

Author:
rarfi
Posts: 18


I'd like to be able to use the Move Pack's tools with a normal controller.

The sticker painter tool can be used with a regular controller or the DualShock4 touch pad. I dunno about any of the cursor stuff though.
2014-09-19 09:26:00

Author:
Ryuhza
Posts: 355


I'd like to be able to use the Move Pack's tools with a normal controller.

Not really sure but I believe Rialrees mentioned this was possible in her Create Mode Revealed thread! Exciting stuff 8)
2014-09-19 23:06:00

Author:
yugnar
Posts: 1478


More in-depth shape-making tools. Like the ability to duplicate an object around a pivot would be nice for making gears. I know they can be made now but the process is very time consuming. It would be nice to have an interface for that.2014-10-03 18:55:00

Author:
timeSlider
Posts: 23


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.