Prima Games eGuides Little Big Planet 3 Signature Series Strategy Guide

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Little Big Planet 3 Signature Series Strategy Guide Create Tools Quick Reference: The Tools Bag

Creatures and Characters

Creature Sensors

Player Sensor

It’s been said that 90 percent of success is showing up. When making a level, the other 10 percent of that equation is the Player Sensor. When a sack person saunters into its trigger range, it activates whatever output it’s currently connected to.

Player Sensor Adjustments
Adjustment Type
Adjustment Name
Effect

Range

Minimum Detection Range

0-∞.

Maximum Detection Range

0-∞.

Trigger Angle Range

0°-360°.

Layer Range

0-16.

Count

Number of Players Required

1-4.

Require All Players

Yes/No.

Detects Unspawned Players

Yes/No.

Character

Character to Detect

Select an adventurer.

Reset

Clear selections and rest to a sack person.

Output

Invert Output

Yes/No.

Display

Show Radii in Play Mode

Yes/No.

Visuals

Electronics and Cables Visibility

No/Switch Visible/Switch and Cables Visible.

Visible in Play Mode

Yes/No.

Color

Select color.

Sackpocket Item Sensor

Bringing the correct tool to the job is always important. This Sensor was built to ensure just that. It detects which Adventure Items are in a sack person’s Sackpocket and reacts accordingly.

Sackpocket Item Sensor Adjustments
Adjustment Type
Adjustment Name
Effect

Adventure Item

Choose Adventure Item

Select an Adventure Item, including any My Sackpocket Items you have created.

Behavior

Required Quantity

1-100.

Only When Equipped

Yes/No.

Range

Minimum Detection Range

0-∞.

Maximum Detection Range

0-∞.

Trigger Angle Range

0°-360°.

Layer Range

0-16.

Output

Invert Output

Yes/No.

Visuals

Electronics and Cables Visibility

No/Switch Visible/Switch and Cables Visible.

Color

Select color.

Grab Sensor

Use this gadget with grabbable materials. It activates when a sack person grips it with their tiny knit hands.

Grab Sensor Adjustments
Adjustment Type
Adjustment Name
Effect

Behavior

Require All Players

Yes/No.

Character

Character to Detect

Select an adventurer.

Reset

Clear selections and reset to a sack person.

Movinator Cursor

Cursor Detection

Grabbing, No, Hovering Over Any Object, or Hovering Over Grabbable Objects.

Require Tag

Yes/No.

Output

Invert Output

Yes/No.

Visuals

Electronics and Cables Visibility

No/Switch Visible/Switch and Cables Visible.

Visible in Play Mode

Yes/No.

Color

Select color.

Sticker Sensor

Slap this Sensor on an object you expect players to put a particular sticker on. It activates when the target sticker of your choosing is applied to the same object.

Sticker Sensor Adjustments
Adjustment Type
Adjustment Name
Effect

Item

Item

Choose Sticker, Decoration, or My Picture to activate Sensor.

Range

Sticker Detection Mode

Range and Object, Object Only, or Range Only.

Maximum Detection Range

0-∞.

Output

Invert Output

Yes/No.

Visuals

Electronics and Cables Visibility

No/Switch Visible/Switch and Cables Visible.

Visible in Play Mode

Yes/No.

Color

Select color.

State Sensor

This Sensor takes surveillance to the next level. Its activation criteria go beyond a simple Player Sensor to include the type of action being performed within detection range.

State Sensor Adjustments
Adjustment Type
Adjustment Name
Effect

State

Choose State

Select a state from the available list.

Detect State of

Creatures in Range or Creatures in Contact.

Character

Character to Detect

Select an adventurer.

Reset

Clear selections and reset to a sack person.

Range

Minimum Detection Range

0-∞.

Maximum Detection Range

0-∞.

Trigger Angle Range

0°-360°.

Layer Range

0-16.

Count

Number of Players Required

1-4.

Require All Players

Yes/No.

Detects Unspawned Players

Yes/No.

Output

Invert Output

Yes/No.

Visuals

Electronics and Cables Visibility

No/Switch Visible/Switch and Cables Visible.

Visible in Play Mode

Yes/No.

Color

Select color.

Powerups

Basic Powerup Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Behavior

Can Be Dropped

Determines whether or not players can drop the item after it’s been equipped.

Jetpack

Accept no substitutes: this is the original Jetpack. It allows a sack person to fly within a defined tether range, giving players the power of flight without needing Swoop or making your level “fly out of” proof.

Unique Jetpack Adjustments
Adjustment Type
Adjustment Name
Effect

Tether Length

Tether Length

0.0-∞.

Tetherless Jetpack

This Tetherless Jetpack has all the get up and go of its tethered buddy, with none of the distance restrictions. Let’s just see whether or not Swoop can keep up!

Grappling Hook

Players don’t need to be the king of the jungle to swing with the best of them. The Grappling Hook provides countless hours of aerial acrobatic enjoyment as sack people swing through your level. Just make sure there are enough grapple points for them to swing from.

Hook Hat

Created for occasions when using your head is better than using your feet, the Hook Hat connects to Bendy Rails to allow a sack person grinding privileges.

Boost Boots

The single greatest video game trope is finally available to sack people. That’s right, the coveted double jump is now possible with this fancy footwear.

Grabinators

Wearing these high-tech gloves gives a sack person extraordinary strength to pick up grabbable objects normally too massive for their tiny frame. Give these to players for a boost in upper sack body strength and a sizable uptick in objects thrown airborne.

Scuba Gear

When you don’t want sack people desperately gasping for breath, Scuba Gear provides a limitless supply of oxygen to keep them swimming merrily. Place one in your level to give players ample breathing time to explore and soak up the craftsmanship that went into the level.

Creatinator

Like Athena from Zeus, the Creatinator allows objects to spring forth from a sack person’s head fully formed. The speed and angle of these objects, as well as ammo supply, can be tailored to their purpose in your level. Think of them as portable Emitters—portable Emitters that can be aimed!

Creatinator Adjustments
Adjustment Type
Adjustment Name
Effect

Basic Settings

Object to Emit

Set the object emitted by the Creatinator.

Ammo

Determines the amount of ammunition the Creatinator has. Toggle between 1 and 1,000, or set to ∞.

Max Emitted At Once

Set the maximum number of items the Creatinator can emit.

Recycle Old Objects

Determines whether or not the oldest objects are destroyed when the maximum number has been reached.

Speed

Linear Velocity

Determines the speed at which the object emitted. Objects travel as soon as they are created.

Angular Velocity

Set spin rotation on emitted objects.

Accuracy

Set the accuracy of emitted objects. Toggle between 0% and 100%.

Timing

Rate of Fire

Set how much time passes between each emitted object.

Lifetime

Set how long each emitted object exists before self-destructing.

Visuals

Visual Style

Goggles or Creatinator.

Effects

Create Effect

Determines the visual effect when the object is emitted (Appear, Expand, Fade).

Destroy Effect

Determines the visual effect when the object is destroyed (Dissolve, Shrink, Explode, Fade, Splat, Fall Apart, Disappear).

Powerup Remover

When a tool you’ve given players has served its purpose, it’s wise to pack up that plaything for the moment. An unavoidable Powerup Remover in a player’s path is certain to lighten the load.

Special Powerups

Popit Powerup

The powers of Create Mode have been transplanted into Play Mode. Make no mistake—this is one of the most powerful Powerups to date. Use it carefully.

Popit Powerup Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Inventory

Choose Goodies

Select Goodies bag items available in the Popit while the Powerup is active.

Choose Tools

Select Tools bag items available in the Popit while the Powerup is active.

Controls

Popit Cursor

Yes/No.

VCR Controls

Yes/No.

Special Properties

Grid Snap

None, Small, Medium, or Big.

Freeze Sackboy When Paused

Yes/No.

Layer Boundaries

Front Layer

1-17.

Back Layer

1-17.

Behavior

Can Be Dropped

Determines whether or not players can drop the item after it’s been equipped.

Popit Powerup Tweaker

Given the immense power of the Popit Powerup, it is often necessary to augment the scope of what players can affect while using it. This Tweaker sets special rules to any object it is attached to.

Popit Powerup Tweaker Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Can Be Selected

Determines whether or not the Popit Cursor can select an object. Yes/No.

Inventory

Choose Goodies

Select Goodies bag items available in the Popit while the Powerup is active.

Choose Tools

Select Tools bag items available in the Popit while the Powerup is active.

Editing

Can Be

Select whether a selected object can be Resized, Copied, or Deleted. Yes/No.

Tweaking

Can

Select whether a player can Tweak Object, Tweak Logic, Tweak Connectors, or Hide. Yes/No.

Merging

Material Mergeable

Yes/No.

Behavior

Include Rigid Connections

Yes/No.

Effects

Highlight Strength

0%-100%.

Controls

Popit Cursor

Yes/No.

VCR Controls

Yes/No.

Visuals

Visible in Play Mode

Yes/No.

Popit Cursor Sensor

This Sensor is set to detect that creative tangle known as the Popit Cursor.

Popit Cursor Sensor Adjustments
Adjustment Type
Adjustment Name
Effect

Trigger

Trigger On

Hover or Picked Up.

Include Gadgets

Nothing, Can Tweak Logic, Can Tweak Connectors, or Logic and Connectors.

Behavior

Include Rigid Connections

Yes/No.

Output

Invert Output

Yes/No.

Visuals

Visible in Play Mode

Yes/No.

Powerup and Sackpocket Pedestals

These two pedestals are so similar, they might as well be sisters. Both are here to grant sack folk one of the new Adventure Items; they just differ on how long the sack people can keep it. The Powerup Pedestal works like a standard Powerup, whereas the Sackpocket version adds the item to a sack person’s Sackpocket.

Pedestal Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Can Be Selected

Determines whether or not the Popit Cursor can select an object. Yes/No.

Adventure Item

Choose Adventure Item

Select from the Sackpocket Items or from My Sackpocket Items.

Capture Sackpocket Item

Use this capture tool to collect Blaster Hand custom Powerups.

Display

New Item Bubble

Only available when gifting one of your My Sackpocket Items with the Sackpocket Pedestal. Yes/No.

Behavior

Can Be Dropped

Yes/No (Powerup Pedestal only).

Blaster Handle

The Blaster Hand is the single most creative, amazing, unexpected Powerup ever to grace the worlds of LittleBigPlanet 3—at least it could be, assuming that you make something with it. This unique tool allows you to make and capture your own Powerups. Place the Blaster Hand onto an object to open a special Circuitboard where you can direct the function and use of your tool.

Once it is ready, use the Capture Sackpocket Item function in the Global Stuff menu to add it to your inventory.

Blaster Handle Adjustments
Adjustment Type
Adjustment Name
Effect

Aiming

Grip

Blaster or Fist.

Aiming Speed

0%-100%.

Behavior

Allow Grabbing/Climbing

Yes/No.

Visuals

Visible in Play Mode

Yes/No.

Audio

Enable Sounds

Yes/No.

Sackbots

Sackbot

The Sackbot is a sack person’s best friend. Or enemy. Or anything else you choose to let them become. Sackbots are more advanced versions of ordinary creatures. They can look like anything (including characters from the Story levels), use a wide variety of animations, be decorated, and be made to act out an action you choose in one place or anywhere in the level (or just once). Best of all, Sackbots can be directly controlled with a Controlinator, and they even have room for multiple Behaviors on their Circuitboard.

Many Sackbot Tweaks actually affect their primary Behavior chip. Below are the primary Sackbot Tweaks only. See Behavior for the remaining items.

Sackbot Unique Adjustments
Adjustment Type
Adjustment Name
Effect

Multiple Forms

Is a Changeling

Yes/No.

Change

Toggle Form Options of Changelings.

Character or Main/Alternate Form (Changelings)

Costume Selection

Custom Costume (you select Sackbot form and costuming), Copy Player 1-4 (copy one of the players’ costuming options), or Copy Owner.

Copy Form

Sackbot copies Costume and character form of matching player. Yes/No.

Choose Creature Type

Set Sackbot form. Choose between a sack person, Toggle, Oddsock, or Swoop.

Costume

Set Costume.

Funny Head Size

Determines whether or not the Sackbot’s head size is amusingly disproportionate to its body.

Display

Show Circuitboard

Determines whether or not the Circuitboard is visible.

Stabilize Circuitboard

Yes/No.

Sackbot Behavior

Not every actor needs a huge script. Sackbots can easily work autonomously based on some very simple criteria. Set them to be hostile, to follow or flee, and guide everything from their ability to use the same Powerups as a normal player to their ability to jump, brave heights, move between layers, and more.

Sackbot/Behavior Adjustments
Adjustment Type
Adjustment Name
Effect

Visuals

Animation Style

Set the type of animations used by the Sackbot.

Expression

Expression Type

Set the Sackbot’s mood (Happy, Sad, Scared, Angry, Neutral).

Expression Level

Determines the three levels of expression intensity.

Behavior

Walking Speed

30%-150%.

Behavior

Determines the Sackbot’s behavior (Idle, Follow, Flee, Patrol, Act, Follow Waypoint).

Players (Active on Behavior: Follow and Flee)

Players

Lead or All.

Acting (Active on Behavior: Act)

Record

Record a custom acting animation for the Sackbot (Act Behavior only).

Restart

Restart any current custom acting animation.

Playback Mode

Determines whether the custom acting animation loops, and whether or not it resets its position in doing so (Loop Absolute, Play Once, Loop Relative).

Recoded Sound

Yes/No.

Follow (Active on Behavior: Follow Waypoint)

Follow Tag Color

Set a Tag Color.

Select or Tweak a Tag Label

Choose from a list of available named Tags to follow.

Trigger

Awareness Radius

Set the radius in which the Sackbot can detect players or Tags.

Layer Detection

0-16.

AI Tweaks

Can Change Layer

Yes/No.

Right-Handed

Yes/No.

Can Jump

Yes/No.

Can Swim

Yes/No.

Afraid of Danger

Yes/No.

Is Hostile

Yes/No.

Afraid of Heights

Yes/No.

Powerups

Can Use Creatinator

Yes/No.

Can Use Grabinators

Yes/No.

Can Use Controlinator and Movinator

Yes/No.

Can Use Brain Crane

Yes/No.

Can Use Hero Cape

Yes/No.

Look At

Looks Around

Determines whether or not the Sackbot turns to look at the player.

Looks at Tag

Determines whether or not the Sackbot turns to look at Tags of the specified color.

Looks Directly Toward Things

Determines whether or not the Sackbot tracks objects and can look straight out.

Target

Tag Color

Set the color of Tags the Sackbot tracks and interacts with.

Select or Tweak a Tag Label

Keep track of your Tags by labeling them.

Magic Mouth

Got a message for players in your level? Stick a Magic Mouth onto a surface or creature. As a sack person approaches, a speech bubble appears with a message of your choosing. You can also attach dramatic camera angles and even player-recorded messages when you are looking for something extra flashy.

Magic Mouth Adjustments
Adjustment Type
Adjustment Name
Effect

Text

Speech

Set the text to be displayed in the Magic Mouth’s speech bubble.

Display Subtitles

Displays the text as subtitles when the Magic Mouth is used with a Sequencer.

Display

Display

Sets the type of presentation for the Magic Mouth’s message. Switch between Bubble, Subtitle, and None.

Bubble Style (Only Available with Display: Bubble)

Speech, Thought, or Caption.

Position On Screen

Select the screen quadrant for the Bubble.

Speech

Voice Type

Determines whether or not audio accompanies the Magic Mouth’s text bubble. Choose between the available voices, or record your own (None, Gibberish Voice, Recorded).

Choose Voice (Speech: Gibberish Voice only)

Select from available voices.

Ducker

Lowers the volume of any currently playing music during speech playback.

Trigger

Trigger Radius

0.0-∞.

Layer Detection Range

0-16.

Input Action

Determines what effect a connected input has on the Magic Mouth (On/Off, One-Shot).

Behavior

Auto Close

Yes/No.

Skippable

Yes/No.

Camera

Movie Camera

Determines whether or not the camera switches to a letterboxed, cinematic view with the angle and zoom of your choice when the Magic Mouth is triggered.

Visuals

Visible in Play Mode

Determines whether or not the Magic Mouth is visible in Play Mode.

Actor Name

Select or Tweak an Actor Name

Choose or enter a name for the Magic Mouth.

Character Tweakers

Character Tweaker

The Character Tweaker has all the power of the Character Changer in a very small package. It is very useful when a change is mandatory, or as part of a Microchip flow.

Character Tweaker Adjustments
Adjustment Type
Adjustment Name
Effect

Character

Choose Creature Type

Select a sack person, Toggle, Oddsock, or Swoop.

Multiple Characters

Yes/No.

Character To Change Back To

Select a sack person, Toggle, Oddsock, or Swoop.

Reset

Default back to a sack person.

Visuals

Visible in Play Mode

Yes/No.

Kill Tweaker

The Kill Tweaker is not being coy in its naming. This thing is deadly! Be very careful in the Tweaks menu: the few options there hold devastating consequences to the players of your levels.

Kill Tweaker Adjustments
Adjustment Type
Adjustment Name
Effect

Effect

Death Effect

Select from Confetti, Fire, Electricity, Spikes, Horrible Gas, Drowning, Plasma, and None.

Affects

Kills

Owner (kills all players but the activating player), Activating Player, Everyone.

Visuals

Visible in Play Mode

Yes/No.

Sackpocket Tweaker

This tool is like a fickle pickpocket that can ply its trade to give or take away. Use the Sackpocket Tweaker to grant or remove items from a player’s Sackpocket.

Sackpocket Tweaker Adjustments
Adjustment Type
Adjustment Name
Effect

Adventure Item

Choose Adventure Item

Select from Sackpocket items or My Sackpocket Items.

Behavior

Input Action

Add, Remove, Add & Equip.

Quantity

Set between 1 and 1000, or ∞.

Affects

Activating Player or All.

Display

New Item Bubble

Yes/No.

Visuals

Visible in Play Mode

Yes/No.

Gameplay Tweaker

The building blocks of the Craftverse tremble before the raw possibilities of the Gameplay Tweaker. Seriously, just ask Cardboard—it’s utterly terrified! This Tweaker can override almost any standard gameplay element, so use it with care.

Gameplay Tweaker Adjustments
Adjustment Type
Adjustment Name
Effect

Movement

Movement Type

All, Walking, or Swimming.

Movement Modifier

-1000%-1000%.

Can Grab

Yes/No.

Can Climb

Yes/No.

Jumping

Jump Modifier

0%-1000%.

Air Steering

0%-1000%.

Layers

Disable Automatic Layer Change

Yes/No.

Disable Manual Layer Change

Yes/No.

Manual Jump Down

Level Setting, Yes, No.

Affects

Owning Character, Activating Character, or All.

Input Action

Input Action

On/Off, Movement Speed Scale, Jump Speed Scale.

Vulnerability

Set Vulnerability

Yes/No to Fire, Electricity, Plasma, Crush, Spikes, Horrible Gas, Drowning, and Explosions.

Visuals

Visible in Play Mode

Yes/No.

Animators

Character Rotator

Put a whole new spin on your characters by using this nifty rotator. It’s designed especially for making characters in a level rotate as quickly as you want on whichever axis you desire.

Character Rotator Adjustments
Adjustment Type
Adjustment Name
Effect

Speed

Yaw Speed

Set the speed of rotation along the x-axis. Toggle between -1500 and 1500.

Pitch Speed

Set the speed of rotation along the y-axis. Toggle between -1500 and 1500.

Roll Speed

Set the speed of rotation along the z-axis. Toggle between -1500 and 1500.

Input Action

Input

Determines what effect a connected input has on the Character Rotator (Start/Stop, Forwards/Backwards, Start playing forwards!, Start playing backwards!, Speed Scale, Positional).

Actor Name

Select or Tweak an Actor Name

Choose the target character affected by the Character Rotator from the list of available Actor Names.

Visuals

Visible in Play Mode

Determines whether or not the Character Rotator is visible in Play Mode.

Character Animation Tweaker

Nothing brings characters to life quite like animation. The Character Animation Tweaker gives you a large Circuitboard to work with, upon which you can construct animation sequences for your characters. After choosing a base animation to begin with, you can customize the sequencer Circuitboard to have the animations change as you see fit.

Character Animation Tweaker Adjustments
Adjustment Type
Adjustment Name
Effect

Rotation

Override Default Rotation?

Determines whether the Character Animation Tweaker takes precedence over any existing character rotation.

Yaw Angle

When set to Override Default Rotation, specify the starting yaw value when the animation begins.

Pitch Angle

When set to Override Default Rotation, specify the starting pitch value when the animation begins.

Roll Angle

When set to Override Default Rotation, specify the starting roll value when the animation begins.

Animation

Animation

Choose an animation from the numerous categories and sub-categories available.

Behavior

Animation Speed

Set the speed of the chosen animation. Toggle between -1,000% and 1,000%.

Animation Start

Choose how far into the full animation cycle it should begin.

Animation End

Choose how far into the full animation cycle it should end.

Loop

Toggle whether or not the animations you set loop after they finish.

Reset if Inactive

When enabled, the animation resets when the character is not being animated.

Input Action

Input

Determines what effect a connected input has on the Character Animation Tweaker (Start/Stop, Forwards/Backwards, Start playing forwards!, Start playing backwards!, Speed Scale, Positional).

Blending

Animation Blend Action

Choose the manner of transitioning between different animations placed on a Character Animation Tweaker Circuitboard (Automatic Blend, Manual Blend, Sequencer Relative).

Blend Time

Specify the amount of type that elapses when blending between animations (Automatic Blend only).

Actor Name

Select or Tweak an Actor Name

Choose the target character affected by the Character Animation Tweaker from the list of available Actor Names.

Visuals

Visible in Play Mode

Determines whether or not the Character Animation Tweaker is visible in Play Mode.

Show Circuitboard

Determines whether or not the Circuitboard is visible.

Color

Set the color of the Character Animation Tweaker to help keep track of it.

Object Animation Tweaker

Objects don’t necessarily have to sit there like a still life painting. Like the Character Animation Tweaker, with the Object Animation Tweaker, you can access a large Circuitboard sequencer to program the animation of the object it’s attached to.

Object Animation Tweaker Adjustments
Adjustment Type
Adjustment Name
Effect

Behavior

Animation Speed

Set the speed of the chosen animation. Toggle between -1,000% and 1,000%.

Animation Start

Choose how far into the full animation cycle it should begin.

Animation End

Choose how far into the full animation cycle it should end.

Loop

Toggle whether or not the animations you set loop after they finish.

Reset if Inactive

When enabled, the animation resets when the object is not being animated.

Input Action

Input

Determines what effect a connected input has on the Object Animation Tweaker (Start/Stop, Forwards/Backwards, Start playing forwards!, Start playing backwards!, Speed Scale, Positional).

Visuals

Show Circuitboard

Determines whether or not the Circuitboard is visible.

Visible in Play Mode

Determines whether or not the Object Animation Tweaker is visible in Play Mode.

Color

Set the color of the Object Animation Tweaker to help keep track of it.

Decoration Mount

There are some Decorations that are just too good-looking not to use. But sometimes, you might not necessarily want them attached to a material and weighed down. The Decoration Mount does that and more. Not only can you attach any Decoration to the invisible Decoration Mount, you can even tweak it to scale the attached Decorations either over time or permanently.

Decoration Mount Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Position in Layer

Adjust the Decoration’s position within the layer. Toggle between -10 and 10.

Left/Right

Minimum X-Axis Scale

Set the minimum dimension of the Decoration along the x-axis, relative to its normal size. Toggle between 0% and 400%. It cannot exceed the Maximum X-Axis Scale.

Maximum X-Axis Scale

Set the maximum dimension of the Decoration along the x-axis, relative to its normal size. Toggle between 0% and 400%. It cannot be lower than the Minimum X-Axis Scale.

Up/Down

Minimum Y-Axis Scale

Set the minimum dimension of the Decoration along the y-axis, relative to its normal size. Toggle between 0% and 400%. It cannot exceed the Maximum Y-Axis Scale.

Maximum Y-Axis Scale

Set the maximum dimension of the Decoration along the y-axis, relative to its normal size. Toggle between 0% and 400%. It cannot be lower than the Minimum Y-Axis Scale.

In/Out

Minimum Z-Axis Scale

Set the minimum dimension of the Decoration along the z-axis, relative to its normal size. Toggle between 0% and 400%. It cannot exceed the Maximum Z-Axis Scale.

Maximum Z-Axis Scale

Set the maximum dimension of the Decoration along the z-axis, relative to its normal size. Toggle between 0% and 400%. It cannot be lower than the Minimum Z-Axis Scale.

Timing

Time

Set the amount of time it takes for the Decoration to go from the minimum axis values to the maximum.

Pause

Set how long a pause occurs after the span of time set under Time.

Sync

Use this value to synchronize the movement of the attached Decoration with other objects in your level that support it.

Behavior

Input Action

Determines what effect a connected input has on the Decoration Mount (Start/Stop, Forwards/Backwards, Single Cycle, Speed Scale, Positional).

Scale From Top

Set whether the Decoration scaling starts at the normal 100%.

Visuals

Color

Set the color of the Decoration Mount to help keep track of it.

Brightness

Determines how bright the Rotating Disc appears. Toggle between 0% and 100%.

Rotating Disc

Want players to get a good look at an object or Decoration from all angles? Attach it to a Rotating Disc. This tool turns any old room into a showroom to showcase whatever treasures you see fit to display.

Rotating Disc Adjustments
Adjustment Type
Adjustment Name
Effect

Speed

Rotation Speed

Determines the speed at which the disc and any objects upon it spin.

Input Action

Input Action

Determines what effect a connected input has on the Rotating Disc (On/Off, Speed Scale).

Visuals

Color

Set the color of the Rotating Disc to help keep track of it.

Brightness

Determines how bright the Rotating Disc appears. Toggle between 0% and 100%.

Visible in Play Mode

Determines whether or not the Rotating Disc is visible in Play Mode.

Simple Critters

Magic Eyes

The Normal, Evil, and Cute varieties of Magic Eyes follow the movement of players passing by their watchful gazes. Attach them to surfaces or creatures to keep an eye (or several) on players.

Magic Eye Adjustments
Adjustment Type
Adjustment Name
Effect

Color

Color

Set the color for the Magic Eye.

Creature Brains

Give the gift of life to whatever object you attach the Creature Brain to. They come in two varieties, protected and unprotected, depending on if you want them vulnerable to being popped. Creatures brought to life with these can be instructed to follow, flee, or ignore a sack person. Additionally, you can also tweak their vulnerabilities, destroy effects, and movement.

Creature Brain (Protected/Unprotected) Adjustments
Adjustment Type
Adjustment Name
Effect

Behavior

Behavior

Determines how the creature interacts with players (Ignore, Follow, Flee).

Input Action

Determines what effect a connected input has on the creature (On/Off, Kill!).

Awareness Radius

Set the radius in which the creature can detect players.

Vulnerable?

Vulnerable to Lethal Materials

Determines whether or not creatures are destroyed when making contact with lethal materials.

Destroy Effect

Determines the visual effect when the creature is destroyed (Dissolve, Shrink, Explode, Fade, Splat, Fall Apart, Vaporise, Confetti, Disappear).

Movement

Movement Speed

Determines the speed of the creature. Toggle between 0% and 400%.

Jumping Strength

Determines the strength of a legged creature’s jump. Toggle between 0% and 300%.

Jump Interval

Set the amount of time between jumps.

Jump Phase

Set a value to synchronize the movement of jumping creatures.

Wheel

For creatures that dwell on smooth paths and like to roll with the punches, wheels are an ideal way to get around. Attach a creature brain to give life to your creature and locomotion to its wheels.

Leg

Your creatures haven’t got a leg to stand on until you attach one to it. Once a Creature Brain is attached, these stubby little appendages allow them to scurry about.

Creature Navigator

As proud as you are of your customized creature, there are some places in a level where they simply have no place. Stick a Creature Navigator to any surface or object to cause approaching creatures to turn tail.