Yeah, most of this just makes things easier... these aren't that thought out.
Ideas I put in other threads:
Lead, the heaviest material in existence.
Ideas I have now:
An Alarm Sound Object.
Effects, like a screen flash, fading or weather.
Additional Character Enhancements, you know, something exciting and flashy, like temporary speed-shoes, and the like.
Ideas I scrapped:
Achivements on a level displayed on the HUD, I noticed you could see them from 'About this Level'
Multiple Gate Switch, simulations of this are possible, it would just require setting up tons of AND Gates in the formation of some kind of bracket, still, this COULD clean up alot of this and reduce thermometer take-up.
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Thread: My Suggestions List
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12-16-2008 #1
My Suggestions List
Last edited by neonrage0; 12-17-2008 at 04:16 PM.
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12-16-2008 #2
Pretty nice, adaptable suggestions, screen effects could be very useful for creating atmosphere. Rain and snow would be nice, too, though I guess they'll keep people making make-shift rain, etc.
For the HUD suggestion, perhaps if it was optional, though it could be very useful.Ace's bro.
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12-16-2008 #3Pretty nice, adaptable suggestions, screen effects could be very useful for creating atmosphere. Rain and snow would be nice, too, though I guess they'll keep people making make-shift rain, etc.
For the HUD suggestion, perhaps if it was optional, though it could be very useful.
It'd help too to know how much of the items left you had to collect while you were playing.
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12-17-2008 #4Positive Change Advocate
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Let me see...
These are approximate figures, but metal and stone are already 10 times heavier than a sackboy and approximately 30 times heavier than cardboard. How much more weight would you need? I just can't see the application of even more mass in the game...
There already is an warning alarm sort of sound effect, found in the miscellaneous sounds section. It's a continuous sound, meaning it won't be turned off unless it's told to or you get out of range. As with all sounds, they can be set to player proximity, by a switch, by contact or on destruction.
You might have meant an alarm sound like an alarm clock. I guess there is nothing like that in the game, but I am sure it's a very, very long list of sound effects that they have not included.
If you take a spot light bulb, blow it up to a huge size off screen, and then set up some sort of switch rig to make it fire and then turn off right away, I'm sure you'd get a similar sort of effect.
If you press start and go to "about this level" you should be able to find that information. I know it's not on screen constantly, but it's there.Levels published: A journey through a digestive tract; The TSR - Three Stage Rocket - an entry into "Set the Scene" contest.
The How to series: How to make a monster give out more points; How to make a permanent switch ; How to make Magic Mouths work in different ways
Current project: The Good Ship Prometheus
Read my blog. :P
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12-17-2008 #5
That's not what he's talking about. AND gates activate when two switches activate. What he means is one switch activating when 2+ keys are in range.
In theory one is aware that the earth revolves, but in practice one does not perceive it, the ground upon which one treads seems not to move, and one can live undisturbed. So it is with Time in one's life. ~Marcel Proust, The Past Recaptured, 1927
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12-17-2008 #6Positive Change Advocate
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This post talks a bit about and/or switches, and has a link to another. It has pictures as well so you can see the concept.
Although it would be a pain, I'm pretty sure you could build some sort of middle rig that would allow you to have things activate when... let's say you have six keys around, and the player brings back any 2.
It would just be quite a pain to build, test and calibrate. I guess it would be nice to have something far more simplified in the tools section.Levels published: A journey through a digestive tract; The TSR - Three Stage Rocket - an entry into "Set the Scene" contest.
The How to series: How to make a monster give out more points; How to make a permanent switch ; How to make Magic Mouths work in different ways
Current project: The Good Ship Prometheus
Read my blog. :P
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12-17-2008 #7Sackperson
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Complim-- what?
You mean, compilation, yes?
Well, I don't want to get mixed up in this strategery session anyway... Too smart for me.
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12-17-2008 #8There already is an warning alarm sort of sound effect, found in the miscellaneous sounds section. It's a continuous sound, meaning it won't be turned off unless it's told to or you get out of range. As with all sounds, they can be set to player proximity, by a switch, by contact or on destruction.
If you take a spot light bulb, blow it up to a huge size off screen, and then set up some sort of switch rig to make it fire and then turn off right away, I'm sure you'd get a similar sort of effect.
If you press start and go to "about this level" you should be able to find that information. I know it's not on screen constantly, but it's there.
These are approximate figures, but metal and stone are already 10 times heavier than a sackboy and approximately 30 times heavier than cardboard. How much more weight would you need? I just can't see the application of even more mass in the game...
But that's just my problem.
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