Ive been thinking of a Pikmin concept that might actually work.
So the Pikmin are little Sackbots dressed as Pikmin.
The enemies will have creature brains, and when Pikmin get close to enemies, the will do some kinda headbang animation, and a bar will slow tick down with every bang (the health bar). Inside the creature will be a grabbable ball that the Pikmin will grab (i might set it as a waypoint thing) and you have to lead the Pikmin to the Onion, or maybe the Onion will be a waypoint for the Pikmin to go to.
Anyway, when the circle gets near then bottom of the onion, (The circle will have a Magnetic Key) itll activate the
Magnetic Key switch, Causing it to emit Pikmin. Depending on what color key, it will produce more Pikmin.
As for throwing, you will wield Power Gloves, and will throw the Pikmin.
Anyway, thats my idea of a Pikmin-type game on LBP2.
Questions? Comments? Wanna help?
If you view, please reply!
:SH:
7/21/10
Changed the schematics of throwing, and got rid of the Sackbot-Olimar.

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07-14-2010 #1That new pineapple smell!
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Pikmin Concept (Waypoint activating/deactivating help!)
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07-14-2010 #2An unseen farce.
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I'm not sure about the throwing predicament, but I love the idea and how well thought out it is :]
Can't wait to see this in action."Infinite in mystery is the gift of the goddess
We seek it thus, and take it to the sky
Ripples form on the water's surface
The wandering soul knows no rest" - LOVELESS, Act 1.
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07-14-2010 #3That new pineapple smell!
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Thanks!
As for the throwing, i think i should make a cursor like the real Pikmin, except you choose which Pikmin to throw.
Or even use R1-L1 to cycle through each Pikmin. If youre over a Pikmin, it'll be highlighted, and it's Mover will be activated if you press Square.
I still havent worked everything out yet, but thanks for the comment!
:SH:
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07-15-2010 #4
Maybe when a pikmin is grabbed an anti-grav generator or something that causes motion is activited while at the same time forcing you to let go (if that is possible)?
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07-15-2010 #5That new pineapple smell!
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Hmm... that's a good idea. Ill see what happens when i get LBP2. The problem is, i need some kinda switch that activates/deactivates when inside/outside a certain radius.
Would a Mag Key work? Ill put a Mag Key Switch with a radius surrounding the Olimar-Sackbot, and when you press Square, the Pikmin closest to the Sackbot will have its mover activated.
With the help of an OR gate!
But i thought of a way to throw DIFFERENT Pikmin!
Square throws Red, Triangle throws Yellow, and Circle throws Blue.
I think i got it all figured out now...
:SH:
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07-15-2010 #6
Your idea for pikmin is very good, but you should use a counter system rather than a creature brain, since in pikmin the creatures are killed when the pikmin latch onto them and start doing damage. As for the nutrients, just use two emitters, one that makes smoke, and one that makes a nutrients, that way you don't have to limit the size of the nutrients to the size of the creature.
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07-15-2010 #7That new pineapple smell!
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Oh, i see.Your idea for pikmin is very good, but you should use a counter system rather than a creature brain, since in pikmin the creatures are killed when the pikmin latch onto them and start doing damage. As for the nutrients, just use two emitters, one that makes smoke, and one that makes a nutrients, that way you don't have to limit the size of the nutrients to the size of the creature.
Can you elaborate on that counter system? Because I kinda suck at making logic/using logic.
:SH:
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07-15-2010 #8
I was thinking of an and switch. Like, if sackbot is a certain distance AND press square, activate AND switch. But if you mean how in another way, you can always use some logic. When player hold square, grab sackbot. If player lets go, activate mover switch and gravity switch. When sackbot hits object, deactivate gravity switch.
The mover will act like launch and gravity switch will make more distance.I feel like a very very very lucky... (Almost) man!
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07-15-2010 #9That new pineapple smell!
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I see what you mean, and thats not a bad idea. I think ill use that instead of my Mag Key idea.I was thinking of an and switch. Like, if sackbot is a certain distance AND press square, activate AND switch. But if you mean how in another way, you can always use some logic. When player hold square, grab sackbot. If player lets go, activate mover switch and gravity switch. When sackbot hits object, deactivate gravity switch.
The mover will act like launch and gravity switch will make more distance.
Well, we dont even have the game, so we'll cross that bridge when we get there, eh?
:SH:
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07-15-2010 #10
It would be neat to quickly emit a bounce pad under the Pikmin you wanted to throw.
That way, it does a little flip in the air just like actual Pikmin do.
PSN: rhansen2

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07-15-2010 #11That new pineapple smell!
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07-15-2010 #12
@StealthyHawaiian:
That should be fairly simple. Since there's a circuit board inside every Sackbot, just put an emitter inside the circuit board and have it emit under the Sackbot.
Program it to do a little hop and when it's in midair, just put a bounce pad there for a half a second or something.PSN: rhansen2

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Thanks!
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07-15-2010 #13That new pineapple smell!
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07-15-2010 #14
OR you could just record sackboy bouncing off a bounce pad. If possible.
I feel like a very very very lucky... (Almost) man!
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Thanks!
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07-16-2010 #15That new pineapple smell!
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