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Community Curator
mnimmo1986
Posts: 7,251
Registered: 03-13-2009

A Guide To Water In LBP...

[ Edited ]

Water General Behaviour

  • Water applies an upward force to objects in it dependent on the size and density of the objects. Most objects will either float to the top or sink to the bottom.

  • Water has a dampening effect on objects that are in it i.e. fast moving or spinning objects will generally be slowed down by being under water. Obviously they may still accelerate due to gravity.

  • Water applies a force on objects in the water when the water level is changed. i.e. if the water level is increased objects will be pushed upwards.

  • Lethal materials behave the same underwater with the exception of fire objects which are extinguished when the shape becomes fully submerged. This does not apply to certain mesh objects such as the candle object.


Water Control

  • Water height across the whole level can be changed, from no water, to right to the top of the level.

  • This setting is found in the Global Settings part of the tools bag, the same page as the global lighting settings. On this page use the right analog stick to precisely raise and lower the settings.

  • Water Swell or Waviness can be turned on or off to a varying amount. This slowly oscillates the height of the water over a period of time.

  • Water colour/tint of the water can be changed between several shades and combinations of those shades.

  • Water Murkiness can be changed to make the water look more or less clear.


Water and Sackboy

  • Sackboy will rise to the surface of the water slowly if he is left still.

  • When on the surface Sackboy can swim left and right using the left analog stick.

  • Pressing jump and an upwards direction or just pressing jump will cause Sackboy to jump from the water's surface.

  • When Sackboy is submerged he can move in all directions using the left analog stick.

  • Pressing/holding 'X' gives Sackboy more speed through the water in the direction you are moving.

  • When Sackboy is in shallow water, where his legs can still touch ground, he will control as normal although his movement left and right will be slightly slowed.

  • Whilst Sackboy is swimming he is pushed towards the front layer unless an object prevents him. (In the same way as the jetpack)

  • When Sackboy begins to swim in the water all power-ups will be automatically removed with the exception of the scuba gear.

  • Whilst Sackboy is under the water's surface he loses air from his air meter. Sackboy starts with 30 seconds of air.

  • Resurfacing or swimming near a bubble machine instantly refills Sackboy's air meter.

  • Sackboy will emit bubbles describing how much air he has left at 20 seconds, 15 seconds and a permanent counter will count down from 10 to 0.

  • When Sackboy's air runs out he will drown and explode into bubbles and bits!

  • Sackboy can grab and pull objects underwater and at the water's surface.


Scuba Gear

http://img192.imageshack.us/img192/6103/aphoto2.jpg

 

  • The scuba gear object gives Sackboy an infinite air supply when he is underwater.

  • Picking up the scuba gear object unequips any other power-up The scuba gear may be picked up underwater as well.

  • The scuba enhancement can be unequipped by pressing circle unless Sackboy is underwater and using the scuba gear.

  • The scuba gear also matches the colour of your popit.


Bubble Machine

http://img39.imageshack.us/img39/2252/aphoto8.jpg

 

  • The bubble machine refills Sackboy's air supply if he is in close proximity to it.

  • It can be operated on or off by a switch.


Water Switch

http://img695.imageshack.us/img695/9272/aphoto3.jpg

 

  • The water switch is a switch that is activated when it is submerged in water. It can be connected to the same objects as other switches.

  • It is attached as a decoration similar to other switches.

  • It can be tweaked to adjust behaviour (One-Shot/On-off/Directions), be inverted and made invisible.


Global Water Object

http://img64.imageshack.us/img64/576/aphoto5.jpg

 

  • Similar to the global lighting object the GWO can change the water's settings over a specified time when it is triggered.

  • Be default the GWO is triggered by Sackboy's proximity. The radius of detection can be tweaked in the tweak menu.

  • If a switch is attached to the GWO it will no longer be activated by Sackboy's proximity.

  • Only one GWO may control the water's settings at any time. It is always the last object to be activated that takes priority.

  • GWO objects cannot be inactivated, as such, only overridden by activating another GWO.

  • The GWO is placed in the same way as the GLO and can be made invisible like other switches and connectors.

Message Edited by mnimmo1986 on 13-12-2009 03:42 PM
Uncle Jalapeño
bbonds_007
Posts: 563
Registered: 05-29-2009
0

Re: Woo! We can talk about water...

You beat me too it :smileywink:
Frida the Bride
minameissteve
Posts: 258
Registered: 02-21-2009
0

Re: Woo! We can talk about water...

W00t!

 

So, what exactly happens when you put an electrified object in water?

Minameissteve
Thanks Tommy012345!:smileyhappy:
Uncle Jalapeño
bbonds_007
Posts: 563
Registered: 05-29-2009
0

Re: Woo! We can talk about water...


minameissteve wrote:

W00t!

 

So, what exactly happens when you put an electrified object in water?


Nothing special, works like normal electricity on land. Which IMO is a good thing.

Community Curator
mnimmo1986
Posts: 7,251
Registered: 03-13-2009

Re: Woo! We can talk about water...

[ Edited ]

Guide moved into the OP.

 

Now with images :smileyvery-happy:

Message Edited by mnimmo1986 on 13-12-2009 03:29 PM
Frida the Bride
striker720
Posts: 404
Registered: 09-20-2009
0

Re: Woo! We can talk about water...


mnimmo1986 wrote:

As a starter for you all, here's a general guide, as posted by Spaff in the BETA forum....

 

Water General Behaviour

  • Water applies an upward force to objects in it dependent on the size and density of the objects. Most objects will either float to the top or sink to the bottom.
  • Water has a dampening effect on objects that are in it i.e. fast moving or spinning objects will generally be slowed down by being under water. Obviously they may still accelerate due to gravity.
  • Water applies a force on objects in the water when the water level is changed. I.e. if the water level is increased objects will be pushed upwards.
  • Lethal materials behave the same underwater with the exception of fire objects which are extinguished when the shape becomes fully submerged. NB. This does not apply to certain mesh objects such as the candle object.

Water Control
  • Water height across the whole level can be changed, from no water to very nearly the top of the level.
  • Water Swell/or Waviness can be turned on or off to a varying amount. This slowly oscillates the height of the water over a period of time.
  • Water colour/tint of the water can be changed between several shades and combinations of those shades.
  • Water Fog/Murkiness can be changed to make the water look more or less clear

Water and Sackboy
  • Sackboy will rise to the surface of the water if he is left still.
  • When on the surface sackboy can swim left and right using the left analog stick.
  • Pressing jump and an upwards direction or just pressing jump will cause sackboy to jump from the water's surface.
  • When sackboy is submerged he can move in all directions using the left analog stick.
  • Pressing X gives sackboy more speed through the water in the direction of the stick.
  • When sackboy is in shallow water, where his legs can still touch ground, he will control as normal although his movement left and right will be slightly slowed.
  • Whilst sackboy is swimming he is pushed towards the front layer unless an object prevents him. (In the same way as the jetpack)
  • When sackboy begins to swim in the water all powerups will be automatically removed with the exception of the scuba gear.
  • Whilst sackboy is under the water's surface he loses air from his air meter. Sackboy starts with 30 seconds of air.
  • Resurfacing or swimming near a bubble machine instantly refills sackboy’s air meter.
  • Sackboy will emit bubbles describing how much air he has left at 20 seconds, 15 seconds and a permanent counter will count down from 10 to 0.
  • When sackboy's air runs out he will drown and explode into bubbles and bits!
  • Sackboy can grab and pull objects underwater and at the water's surface.

Scuba Gear
  • The scuba gear object gives sackboy an infinite air supply when he is underwater.
  • Picking up the scuba gear object unequips any other powerup. The scuba gear may be picked up underwater as well.
  • The scuba object can be unequipped by pressing circle unless sackboy is underwater and using the scuba gear.
  • When the scuba gear is equipped certain costume items will not be displayed. When the scuba gear is removed the costumes will display as normal.

Bubble Machine
  • The bubble machine refills sackboy's air supply if he is in close proximity to it.
  • It can be operated on or off by a switch.

Water Switch
  • The water switch is a switch that is activated when it is submerged in water. It can be connected to the same objects as other switches.
  • It is attached as a decoration similar to other switches.
  • It can be tweaked to adjust behaviour (One-Shot/On-off/Directions), be inverted and made invisible.
  • The light on the water switch will activate when it is submerged.

Global Water Object
  • Similar to the global lighting object the GWO can change the water's settings over a specified time when it is triggered.
  • Be default the GWO is triggered by sackboy's proximity. The radius of detection can be tweaked in the tweak menu.
  • If a switch is attached to the GWO it will no longer be activated by sackboy's proximity.
  • Only one GWO may control the water's settings at any time. It is always the last object to be activated that takes priority.
  • GWO objects cannot be inactivated, as such, only overridden by activating another GWO.
  • The GWO is placed as a decoration and can be made invisible like other objects.

I knew you would do something like this :smileyvery-happy:

 

Uncle Jalapeño
Elijah1066
Posts: 522
Registered: 01-14-2009
0

Re: Woo! We can talk about water...

[ Edited ]

A small selection of the things I'd like to know about water:

 

Can you lethalize the water (fire hazad would make lava for example)? Can you use backgrounds with water? How do impact explosives react when they hit water? How do objects attached to pistons react when entering and leaving water, does the resistance change the speed? Can you make bubbles/air pockets under water, and can they be attached to objects (such as a submarine) to make dry zones? How do creatures react under water, do they get new legs (flippers)? Can you emit paint under or shoot/emit paint into water? Which materials float/sink, what are the 'neutral' materials?

 

EDIT (again): OK, refined it

Message Edited by Elijah1066 on 09-12-2009 06:25 PM
Zola
GMcGarity
Posts: 56
Registered: 11-09-2008
0

Re: Woo! We can talk about water...

Want now :smileysad: Hopefully we see this before 2010! That would be really nice ._. but I may be really optimistic. How long was online create in beta for?
GMcGarity
I have a headset and keypad feel free to friend me!
Frida the Bride
striker720
Posts: 404
Registered: 09-20-2009
0

Re: Woo! We can talk about water...

[ Edited ]

Elijah1066 wrote:

A small selection of the things I'd like to know about water:

 

What about fire objects under water? Can you lethalize the water? Is the height/depth of the water controlled by a global control? Can you use backgrounds with water? How do impact explosives react when they hit water? How do objects attached to pistons react when entering and leaving water, does the resistance change the speed? Can you make bubbles/air pockets under water? How do creatures react under water, do they get new legs (flippers)? What happens when you take a jetpack/paintinator under water? Can you shoot paint under water? Which materials float/sink?


fire must completely be submerged to be ok to touch,
can't leathalize water,
water is global,
you can use backgrounds as you are forced to the front layer,
explosives float, but don't explode,  
objects in water move slower in water,
you can't make bubbles, but there is a machine that does it for you,
creatures move slower underwater, or float,
 can't take jetpack or paintonator underwater,
paint shot at water disappears,
the light ones float, the heavy sink :smileytongue:

 

Message Edited by striker720 on 12-09-2009 10:26 AM
Community Curator
mnimmo1986
Posts: 7,251
Registered: 03-13-2009
0

Re: Woo! We can talk about water...

[ Edited ]

Elijah1066 wrote:

A small selection of the things I'd like to know about water:

 

  1. What about fire objects under water?
  2. Can you lethalize the water?
  3. Is the height/depth of the water controlled by a global control?
  4. Can you use backgrounds with water?
  5. How do impact explosives react when they hit water?
  6. How do objects attached to pistons react when entering and leaving water, does the resistance change the speed?
  7. Can you make bubbles/air pockets under water?
  8. How do creatures react under water, do they get new legs (flippers)?
  9. What happens when you take a jetpack/paintinator under water?
  10. Can you shoot paint under water?
  11. Which materials float/sink?

Ever heard of bullet points?

Anyway...

  1. The extinguise once fully submerged, you can have fire underwater, but part of the object must stick out at the water line for this to work.
  2. No
  3. Yes, and also by switches. The main global control is found in the global settings with the lighting/fog etc. settings.
  4. Yes
  5. They do not explode on contact with only water.
  6. Yes, depending on size (I think, can't remember).
  7. No, but that's what the Bubble machine is for.
  8. No flippers, if made from light materials, they will float. Heavier materials will stay submerged but overall movement is slow.
  9. Cannot be used underwater.
  10. No.
  11. The light ones, (cardborad, sponge, plolstyerine)
Message Edited by mnimmo1986 on 09-12-2009 06:25 PM