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Improved mecha suits (Another NEW VID! 9/6)

Archive: 211 posts


I've been slowly working on refining my mecha mechanics. I've seen similar ways of doing what I'm doing, but not at such a compact scale... at least from what I've seen.

http://www.daviddino.com/armorboys011.jpg

From the original (furthest left) to the most recent attempt (top right), I've been able to make it so that the player can shoot left or right at will without auto-firing like my first Armorboy. I've also been able to work out an upgrade system and multiple damage without having to rely on outside mechanics separate from the actual mecha. This helps keep everything compact and makes it much easier to do multiple spawnings. As I've seen from other levels as well, this does not use paintballs as it's weaponry of choice but key equipped plasma balls.

This relatively easy system also allows movement without having to hold R1 down to fly (unlike my original Armorboy), plus the size has decreased a lot. My stages can now be larger and less linear thanks to those key bullet points. Added with the positioning of the cockpit, controlling the mecha is much more intuitive as it really becomes an extension of using the jetpack.

I'm currently working on two levels that focus on these machines (one versus type level and a multi-stage Metroid-esque journey). Hopefully I can get these out pretty soon as I've pretty much solidified the basic controls and systems of the machines. I'll also post vids of them working in action very soon!

EDIT: New vid up of the new Armorboys in action!

YouTube - LittleBigPlanet - Mecha Test #3
2009-06-16 06:45:00

Author:
gevurah22
Posts: 1476


The orange/grey one looks cool.
Well, this is gotta be good, looking forward to it, after all, "Mr. Azure Palace" is working on it.
I just hope the mech suits can be found as prizes in the levels, they look awesome.
2009-06-16 06:51:00

Author:
Silverleon
Posts: 6707


I agree with Silverleon, the orange one is awesome and I'm definitely looking forward to this.
Your new ones are so tiny compared to the old one lol. I hope they work just as good or better than the old one. I remember I loved your old one so much that I was trying to make my own mechs. They were horrible. Really.
2009-06-16 07:11:00

Author:
brnxblze
Posts: 1318


I agree with Silverleon, the orange one is awesome and I'm definitely looking forward to this.
Your new ones are so tiny compared to the old one lol. I hope they work just as good or better than the old one. I remember I loved your old one so much that I was trying to make my own mechs. They were horrible. Really.

I'm glad y'all are looking forward to them. The orange one is definitely more complete than the smaller one, but I'm trying to figure out a couple more things to make it more interesting gameplay-wise. I really do think once you try these ones out, you'll see they're muuuuuuuuuch better than my original Armorboy. It's such a mess in regards to control versus these new ones. As for the size, remember that smaller means more instances for multiplayer fun. :hero: Plus they only take up one plane versus three, yet they are way more feature packed than the bigger Armorboys.

And yes, they'll be prizes so no worries. =)
2009-06-16 08:59:00

Author:
gevurah22
Posts: 1476


Cool, and remember, if you want to find any and all bugs/ glitches in your level or mechs, you know who to call XD2009-06-16 09:07:00

Author:
Silverleon
Posts: 6707


Hey, good to see you're still working on this!

The new models look worlds apart from your original designs. They do seem like they'll be easier to handle though, the previous Armorboy was a bit unwieldy and I kept getting randomly crushed flying it.

I assume this means you'll be remaking your previous levels?
2009-06-16 11:33:00

Author:
Gilgamesh
Posts: 2536


The newer ones don't seem to have any moving parts :O

I suppose that it might effect weight balance if you're using jetpack control, I'll have to play your mecha levels and see what you've done already but I think it'd be so cool if when you flew up the legs retracted and when you came to land they started to stick out.

Maybe for a later date (Infact I might have a bop at it though it sure won't be a pretty machine).
2009-06-16 13:06:00

Author:
Shermzor
Posts: 1330


Hey, good to see you're still working on this!

The new models look worlds apart from your original designs. They do seem like they'll be easier to handle though, the previous Armorboy was a bit unwieldy and I kept getting randomly crushed flying it.

I assume this means you'll be remaking your previous levels?

I wouldn't say I'm remaking them, but there will always be a training level (albeit not as stupid hard like before). =P

As for their design, I guess I would say the gameplay I'm trying to achieve necessitated the change. I think it works better though in the end.


The newer ones don't seem to have any moving parts :O

I suppose that it might effect weight balance if you're using jetpack control, I'll have to play your mecha levels and see what you've done already but I think it'd be so cool if when you flew up the legs retracted and when you came to land they started to stick out.

Maybe for a later date (Infact I might have a bop at it though it sure won't be a pretty machine).

Usually the less moving parts, the better in regards to durability but all of them do have such things. I could easily implement the leg thing though and just have them activated/deactivated through magnetic keys where they should "touch ground" or not.

EDIT: Well, I just finished the Armorboy EX for now. I'll be working on a training version next for the upcoming stage.

http://www.daviddino.com/armorboyex01.jpg

Brand new Armorboy EX with its upgraded self. Left the paint switch visible so you can see how much life you have left. I attempted a more ZOE-like orbital frame look. Looks okay so far. Also, all mechanics are self contained. There is no external circuitry involved. The goal is focused towards stability, durability, and ease of use in many aspects versus complexity.

http://www.daviddino.com/armorboyex03.jpg

Can shoot both right and left through grab switches. Shoots plasma, not paint. Weapons are upgradeable.

http://www.daviddino.com/armorboyex02.jpg

Upgraded Armorboy EX in flight. The legs do actually retract inward as you move away from the specific ground location. I was rather surprised at how strong it was in regards to collisions.

I'll post a video soon. =)
2009-06-19 08:54:00

Author:
gevurah22
Posts: 1476


looks great. im hoping to see robtech. and one day i may come to you for help on a future top secret lbp robot project im working on. you any good with lions?
2009-06-19 09:37:00

Author:
TSFRJ
Posts: 249


Those mechs look brilliant. I'm not dissmissing three layered walkers but they do look cool in one layer.2009-06-19 09:49:00

Author:
robotiod
Posts: 2662


^ thanks! I think you can do much more with the level when a mechs like this is just one layer.


looks great. im hoping to see robtech. and one day i may come to you for help on a future top secret lbp robot project im working on. you any good with lions?


I think I can rock some lions. Planning on doing Voltron?
2009-06-19 16:47:00

Author:
gevurah22
Posts: 1476


These things look awesome. Can't wait to see more of them.2009-06-19 17:29:00

Author:
blacknumbers
Posts: 79


Wow, these look amazing! I can't wait to try them out!2009-06-19 18:05:00

Author:
Sackdragon
Posts: 427


those look awesome! can't wait to see them in action! well done!2009-06-19 21:40:00

Author:
steakmo
Posts: 57


Sweet Awesomsauce those pics look great!

I never actually got round to making my own mecha; I found the MGO disk on the way to the LBP case and I'm only just putting LBP in now
2009-06-20 20:17:00

Author:
Shermzor
Posts: 1330


Woot! Video of some action now on Youtube. =)

YouTube - LittleBigPlanet - Mecha Test #3
2009-06-21 05:07:00

Author:
gevurah22
Posts: 1476


looks fantastic, cant wait to try it 2009-06-21 06:33:00

Author:
redmagus
Posts: 667


^ thanks! I think you can do much more with the level when a mechs like this is just one layer.



I think I can rock some lions. Planning on doing Voltron?

yep but making 5 lions which only 4 sacks to control them hmm. also i thinking making robots/ mechs combine in to big mechs will be a hudge under taking. Anyway i love your mechs. robots are 2nd only to trains. The day power rangers light speed rescue revealed supertrain megazord i was in heaven lol. I really want to recreate astrotrain from transformers on lbp.
2009-06-21 10:03:00

Author:
TSFRJ
Posts: 249


yep but making 5 lions which only 4 sacks to control them hmm. also i thinking making robots/ mechs combine in to big mechs will be a hudge under taking. Anyway i love your mechs. robots are 2nd only to trains. The day power rangers light speed rescue revealed supertrain megazord i was in heaven lol. I really want to recreate astrotrain from transformers on lbp.

Astrotrain wouldn't be too hard as long as you keep it simple. As for combi-mecha, unless you keep their mechanics really simple, they're almost not worth doing because there ends up being too much play between the different players and parts. Bad stuff happens considering there's no true way to "glue" or "bolt" the appendages together. But, this is assuming you wanted full control over the combi-mecha versus it having a predetermined set of actions.

Glad you like the mecha so far. I have more plans in store for other ones so keep an eye out. As for now, I'll probably publish a little stage with these ones... hopefully multiplayer.
2009-06-21 23:32:00

Author:
gevurah22
Posts: 1476


Astrotrain wouldn't be too hard as long as you keep it simple. As for combi-mecha, unless you keep their mechanics really simple, they're almost not worth doing because there ends up being too much play between the different players and parts. Bad stuff happens considering there's no true way to "glue" or "bolt" the appendages together. But, this is assuming you wanted full control over the combi-mecha versus it having a predetermined set of actions.

Glad you like the mecha so far. I have more plans in store for other ones so keep an eye out. As for now, I'll probably publish a little stage with these ones... hopefully multiplayer.

Was reading that while you edited it and it updated live

ANYWAY lol

I love the new mech's and they look a lot better at handling than the old ones (even though I loved your level with them )

Can't wait to try the new breed out
2009-06-21 23:36:00

Author:
dorien
Posts: 2767


Self contained mechanics!? Sounds awesome. Would you mind posting a pic of the inner workings of these beastly machines? Pretty please?2009-06-23 09:34:00

Author:
navy_flip
Posts: 19


Self contained mechanics!? Sounds awesome. Would you mind posting a pic of the inner workings of these beastly machines? Pretty please?

Haha, when I'm done. As for now, I've come up with some stuff that will be pretty cool but I plan on implementing them in a Metroid-esque level in the future. =)

On that note, I've started working on the "training stage" for these new Armorboys.
2009-07-09 06:01:00

Author:
gevurah22
Posts: 1476


Excellent mechs...so impressive. I wish I came up with something half as awesome as this.2009-07-09 06:22:00

Author:
Spider-Jew
Posts: 1090


Your mech is very good! I liked the first mech, and this one seems better!
Nice for the size, and i like the "two ways shoot". Maybe you can find useful my new SixAxiS Engine, that can help you for the balance of the Mech. You can find it here --> https://lbpcentral.lbp-hub.com/index.php?t=t=13030.
And the multiplayer idea is great, i hope you did it!
2009-07-09 16:11:00

Author:
Dante95
Posts: 504


Your mech is very good! I liked the first mech, and this one seems better!
Nice for the size, and i like the "two ways shoot". Maybe you can find useful my new SixAxiS Engine, that can help you for the balance of the Mech. You can find it here --> https://lbpcentral.lbp-hub.com/index.php?t=t=13030.
And the multiplayer idea is great, i hope you did it!
Your sixaxis thing is great and I could probably use it for something else, but I think it would take a little away from controlling the Armorboy's freedom of control.

And here's some SD versions I've been working on for the multiplayer I'm messing with, which should be out before Comic-con.

http://www.daviddino.com/lbpsdmecha1.jpg

Even with the camera zoomed out, there still wasn't THAT much space with two Armorboy EXs, so I decided to shrink them down to size even more! They'll still have all the same functionality as the big one. So aside from size, nothing has been compromised.
2009-07-15 09:10:00

Author:
gevurah22
Posts: 1476


They look tiny now. Like the twin robots in transformers 2.

I think they look a bit too 'chubby' now.
2009-07-15 10:36:00

Author:
moleynator
Posts: 2914


They look brilliant and I can't wait to try them out.

I think the smaller ones are much better because although I loved your original ones it was difficult to see what was going on around you most of the time because the camera couldn't zoom out far enough. These should make for a much more enjoyable experience and be easier hopefully.

I tried to shrink my FF7 cutouts down to that sort of size so they could be used as characters in a FF7 level but whenever I did that the shapes all distorted and lots of bits disappeared altogether. I can't find any way around that.

You've done a great job there already and I love the way the arms lift up to fire the weapon. That looks pretty cool.

One technical query , how do you activate paint switches without using paintballs ?
2009-07-15 12:05:00

Author:
mistervista
Posts: 2210


And I thought the old one's were cool, these look awesome!!!2009-07-15 18:47:00

Author:
Leather-Monkey
Posts: 2266


One technical query , how do you activate paint switches without using paintballs ?

Capture paintballs and have something activate the emitter to shoot paintballs onto a certain area with the paint switch, preferably something key based. =)



I think they look a bit too 'chubby' now.

Ever seen SD Gundam, before?

http://www.freewebs.com/chaostheroyalknight/5d_021_sd_gundam.jpg

I think it works well with the miniature aesthetic of LBP anyway on top of making more space for other things within the level.

As for someone's question about what they look like internally...

http://www.daviddino.com/lbpdsmecha02.jpg

And now I've completed two different versions (with 1p/2p colors for versus mode), both with timed powerups.

http://www.daviddino.com/lbpdsmecha03.jpg

Both models obviously have different ways of attacking, different powerup abilities, and different HPs, lol. I'm working on the level now to hopefully debut at Comic-con. =)
2009-07-19 21:09:00

Author:
gevurah22
Posts: 1476


I wouldn't be able to find my way around that mass of wires, let alone build the whole thing. Bravo donkey, bravo.2009-07-19 22:41:00

Author:
moleynator
Posts: 2914


I keep meaning to reply and say these new armor suits are ridiculously awesome. You've come close to making the LBP equivalent of Bangai-O.2009-07-19 22:47:00

Author:
Unknown User


As for someone's question about what they look like internally...

http://www.daviddino.com/lbpdsmecha02.jpg
Very cool, though it seems like it would be incredibly hard to edit, move, or otherwise manipulate wires. Great work on that, rarely does something look that good and remain fully functional.
2009-07-19 23:14:00

Author:
BSprague
Posts: 2325


Oh dude, these look awesome!
Are you sure you don't need a tester?
2009-07-19 23:16:00

Author:
Silverleon
Posts: 6707


*whistles* Donkey does it again! Very nice. 2009-07-20 20:27:00

Author:
Xenifus
Posts: 306


Wow, those are some amazing mechs! Looking forward to seeing them in action! I always love a good mech level.2009-07-21 00:35:00

Author:
cid_incognitus
Posts: 19


I keep meaning to reply and say these new armor suits are ridiculously awesome. You've come close to making the LBP equivalent of Bangai-O.

Haha, thanks for the comparison but I doubt the engine could handle some Bangai-O action.

New vid of the Armorboy hangar and the their different abilities/power-ups.

YouTube - LittleBigPlanet - Mecha Test #4

When I get a rough skeleton of the stage, I'll need some help testing. ^^
2009-07-21 05:55:00

Author:
gevurah22
Posts: 1476


Man...this is so freaking impressive!!! Everytime I see them, they are even sweeter!!! I can't wait to get my little sackboy hands on one of these and take it for a spin. Power-ups are so cool, no idea how you do it...but it is awesome!!! Man I think this deserves a few more exclamation points!!!!!!! Great work!2009-07-21 06:15:00

Author:
Spider-Jew
Posts: 1090


This is very very very very awesome.
Not much else to say...
2009-07-22 06:17:00

Author:
hilightnotes
Posts: 1230


Wow, that's amazing, is it released yet?2009-08-02 03:51:00

Author:
L0l_L0l-
Posts: 139


Not yet. Still working on some things that will make it better. Also deciding on whether or not co-op should be two different mecha or one that will hold two or more people.2009-08-02 22:24:00

Author:
gevurah22
Posts: 1476


Two separate ones definitely. Easier to build, easy to communicate between people and makes each player able to do their own thing.

If it gets to 4 people then you'll want to have 2 mecha and a different 'thing' to keep your layers tidy. I'd say a different 'thing' so that the sacrifice of not having your own suit has compensation in the form of more firepower or a different gameplay mechanic.

Your level (levels ) of course.
2009-08-02 22:35:00

Author:
Shermzor
Posts: 1330


I remember playing your level with the initial model and thinking they were pretty cool but you have come so much further with the concept. These are outstanding.2009-08-03 00:58:00

Author:
Killian
Posts: 2575


these look like they'll be a number one hit cant wait 2009-08-03 01:55:00

Author:
lbptrophyluver
Posts: 103


Two separate ones definitely. Easier to build, easy to communicate between people and makes each player able to do their own thing.

If it gets to 4 people then you'll want to have 2 mecha and a different 'thing' to keep your layers tidy. I'd say a different 'thing' so that the sacrifice of bot having your own suit has compensation in the form of more firepower or a different gameplay mechanic.

Your level (levels ) of course.

I'm not gonna run more than two at once, but I totally agree with having two mecha versus one that has two Sackpeople in it. It eats up waaaaay too many resources once you break 3 at once.


I remember playing your level with the initial model and thinking they were pretty cool but you have come so much further with the concept. These are outstanding.

Thanks man! You'd be surprised at what pushed the development this far. I'm sure I'll tell you guys sometime soon.

But again, sorry for having this take so long. I'm currently working on the level as we speak, but I've decided to put off the versus stuff for the time being. There are too many variables that need to be worked out before it runs perfectly. I will say the people who tried it at Comic-con loved messing around with it though, which I was extremely surprised at.
2009-08-03 04:50:00

Author:
gevurah22
Posts: 1476


One word, two syllables. GODLY
Good job ^-^
2009-08-03 05:51:00

Author:
SlinkDewar
Posts: 70


Was messing around last night when working on my Comic-con level and I ended up making this in commemoration of our Marvel partnership...

http://www.daviddino.com/comicconlevel01.jpg


http://www.daviddino.com/comicconlevel02.jpg


http://www.daviddino.com/comicconlevel03.jpg


http://www.daviddino.com/comicconlevel08.jpg

And yes, it's fully functional.
2009-08-06 01:46:00

Author:
gevurah22
Posts: 1476


omg these are awesome the design everything im really excited to try this out 2009-08-06 02:25:00

Author:
lbptrophyluver
Posts: 103


http://www.daviddino.com/lbparmorsword01.jpg

http://www.daviddino.com/lbparmorsword02.jpg

http://www.daviddino.com/lbparmorsword03.jpg

http://www.daviddino.com/lbparmorsword04.jpg

http://www.daviddino.com/lbparmorsword05.jpg

Modified the Armorsword a bit so it actually uses a "beam blade." Plus I fixed a couple things, such as adding a preventative measure for players who accidentally remove their jetpacks while riding. I was kinda surprised it worked perfectly when I came up with it. =)

A vid will be coming up of the progress of the level + the new feature of the Armorsword.
2009-08-17 15:40:00

Author:
gevurah22
Posts: 1476


Sweetness. I am itching to get my hands on one of these!!2009-08-19 05:25:00

Author:
hilightnotes
Posts: 1230


This is looking so awesome!
I seriously cannot wait for the next level.
2009-08-19 15:41:00

Author:
ARD
Posts: 4291


Wheneve I feel burnt out, these always make me want to create again.2009-08-25 09:02:00

Author:
Roanoake
Posts: 166


Haha, that's awesome. Glad they can inspire you a bit. =)

I've kinda been on hiatus with improving the mecha, but the level is going along smoothly.
2009-08-28 06:36:00

Author:
gevurah22
Posts: 1476


Incredible, these are truly amazing. You really are one hell of a creator. By the way, around when will these levels be published? Because I have been searching your PSN on LBP every single time I get to play. I can't wait to mess around with these! XD2009-08-28 13:32:00

Author:
galacemiguel
Posts: 179


^ I kinda put those mechs in the back burner for awhile. This is what all this testing has ultimately come to...

YouTube - Mecha Test #5 - Mm Gundam abilities preview

Mm Gundam!
2009-09-17 08:40:00

Author:
gevurah22
Posts: 1476


Two questions, I don't think you'll like either of them.

1. Is it hanging from this "floaty rail" which is hidden off-screen or is this internal?

2. What's the damage to the thermo?

Nevermind, I just read the other thread :blush:
2009-09-17 15:47:00

Author:
croissantbuncake
Posts: 572


That looks awsesome (as usual!). Amazing effects on the mech backpack and shield!

...So, "level coming soon" - any general time frame you can give?
2009-09-17 22:23:00

Author:
hilightnotes
Posts: 1230


Great Mechs! I really would like to know how you do that rocket effect. Are those just plasma balls shrunken down or are they lights? Thanks in advance! 2009-09-18 00:02:00

Author:
gorbax
Posts: 88


A teaser should be out by next week before I go to England on vacation. As for the booster effect, they're just lights.2009-09-18 19:14:00

Author:
gevurah22
Posts: 1476


Ok, thanks. 2009-09-18 23:25:00

Author:
gorbax
Posts: 88


your mech design has inspired me to pull off one of my own, but without the jet pack. It is a strange contraption. I'm building the arms and legs all from the flat layers only using elastic and pistons (looks amazing but not very durable :eek and supporting the whole thing with a cart underneath it. My problem now is making the system support itself. At first I had free standing pistons doing the work but everyone knows how unreliable they are.

I wanted to ask if you ever though about adding a HUD to your mechs. I already have the entire system thought up and you could have a ton of weapons added to your mechs easily with just AND/OR gates and a sticker menu. I even found out a way to make an alarm and a giant red DANGER! come over it. With the use of global lighting you could even have the whole screen turn red. All while only filling the first flat layer.
2009-09-19 02:10:00

Author:
Waldo
Posts: 108


Still slowly plugging away...

http://www.youtube.com/watch?v=axGZYTczb7Q

It uses a tap grab mechanism to activate the lasers and shield on top of other multiple functions.
2009-11-30 19:05:00

Author:
gevurah22
Posts: 1476


Wow - this is really shaping up. Looks very cool.2009-11-30 19:13:00

Author:
CCubbage
Posts: 4430


Thanks man, it's been a huge process trying to find the most efficient solution while keeping everything stable and simple for the player. The floaty rail, which has gone through so many variations, is essential to player control and the accuracy of the regenerative life bar system as well. It was also hard figuring out the respawning, but luckily, I came up with a decent system in place. No bugs yet!

I had to get rid of the powerup system to cut down on some stuff, but the addition of the 6-way armor buster is a good trade off. A couple more tweaks to the scoring and I can focus on finishing the final stage!

I published the stage in the video so if you wanna check it out, I'd really appreciate your input.
2009-11-30 20:22:00

Author:
gevurah22
Posts: 1476


Thanks man, it's been a huge process trying to find the most efficient solution while keeping everything stable and simple for the player. The floaty rail, which has gone through so many variations, is essential to player control and the accuracy of the regenerative life bar system as well. It was also hard figuring out the respawning, but luckily, I came up with a decent system in place. No bugs yet!

I had to get rid of the powerup system to cut down on some stuff, but the addition of the 6-way armor buster is a good trade off. A couple more tweaks to the scoring and I can focus on finishing the final stage!

I published the stage in the video so if you wanna check it out, I'd really appreciate your input.
I'll give it a few run-throughs this evening.
2009-11-30 21:01:00

Author:
CCubbage
Posts: 4430


Just updated it with lighter materials and a more stable floaty rail. It's much quicker than before. =)2009-12-01 07:14:00

Author:
gevurah22
Posts: 1476


Very cool - had fun with this last night! Controls were definately improved. I became really good at flipping the arm the other way and fighting behind me while using the shield. Fighting an enemy behind AND in front felt much nicer this time.2009-12-01 13:58:00

Author:
CCubbage
Posts: 4430


That's good to hear! Any other improvements you can think of to make it feel better? Or make the combat feel natural?2009-12-01 15:24:00

Author:
gevurah22
Posts: 1476


Hi just watched the new video you put up. I have to say it looks pretty cool. The flight controls look to be a lot more stable than your previous versions, which i thought was the major draw back in your earlier designs. Now looks like you can fly around and still have accuracy with your shot.2009-12-01 15:25:00

Author:
deboerdave
Posts: 384


That's good to hear! Any other improvements you can think of to make it feel better? Or make the combat feel natural?
Maybe the shield stays up a bit long when emitted - it might make the action go a bit faster if when you lower the lifetime on it... seemed to get in the way when I was finished and wanted to shoot.

Also, maybe some stronger sound effects and even some light shooting out of the gun would add more satisfaction when shooting.
2009-12-01 16:01:00

Author:
CCubbage
Posts: 4430


Maybe the shield stays up a bit long when emitted - it might make the action go a bit faster if when you lower the lifetime on it... seemed to get in the way when I was finished and wanted to shoot.

Also, maybe some stronger sound effects and even some light shooting out of the gun would add more satisfaction when shooting.

No can do on the shield. If it doesn't have a longer lifetime, it won't sustain itself when being hit by longer beam blasts such as the ones the Gelgoog boss has. I wanted it to demit as soon as possible, but it really isn't a shield otherwise. As for the sound effects, I can change them up a bit. I'll also make the barrel blast more pronounced.


Hi just watched the new video you put up. I have to say it looks pretty cool. The flight controls look to be a lot more stable than your previous versions, which i thought was the major draw back in your earlier designs. Now looks like you can fly around and still have accuracy with your shot.

Thanks man. It definitely took a long time to get it right, but I've actually improved it even more today after messing around with the PSP version and doing a similar floaty rail system with Armorboy Portable. I'm kinda kicking my self in the butt considering it was a super easy solution.

The whole goal for this project is to provide the player with a "suit" that gives them abilities, while being as responsive with the controls as possible. It's definitely not the most advanced thing out there, but being "in control" is ultimately what will make or break this mechanic. I could care less about realism while trying to break the physical limitations of the engine.
2009-12-02 06:43:00

Author:
gevurah22
Posts: 1476


No updates on this in two months. Is there a new thread that I didn't see or has work on this project stopped?

The problem with putting mag keys on enemy shots and the switch on your mech, is that the same bullet can "hit" you multiple times. I was playing your demo and was just barely outrunning an enemy shot and took like 5 hp damage from it cuz it kept setting off the switch.

My solution when I made "Starfighter" was to glue a little piece of pink floaty (glitched to look like glass) to the plasma ball, put an emitter and mag switch on the floaty and a key on the plasma. It acts like a p-switch: when the plasma pops, it triggers the emitter to spit out a couple leds: a spark effect. One of the leds has a red key on it which is how my ship registers hits. That way, it only counts as a hit if it actually hits you.

I'm curious about your rail system. My starfighters move pretty slowly and I was impressed at how fast your gundam can move. I use a series of zero strength pistons to stabilize my ship. Is that what yours uses?

If you haven't yet, you should check out my starfighter level. It uses similar gameplay mechanics and features weapon powerups (shotgun and machinegun) and shield powerups. It does have a few problems though: the rail system can break near the top of the level (I've only seen it happen in two player for some reason) and some of the enemies will just refuse to die when their creature brains pop. Aside from those issues, I'd be interested to know what you think and if you have any pointers.

I'm going to start work on a new one soon, but I think the ship will have a much smaller flying area and I'll use a scrolling background (it'll be like those old 8 bit spaceship shooters).
2010-02-01 16:58:00

Author:
Sehven
Posts: 2188


In my opinion, using keys is actually more of a time waster. I have a new invention which I call Plasma-Paint. Simply make the plasma bigger than the paint, then simply drag the paint inside the plasma and connect it with a stiff invisible rod to the plasma!

This is actually a very sleek solution, as plasma and paint are actually able to slip between each other on the same layer, but cannot be glued. Rods offer a nice solution, and are the most effective, because they can make it seem like plasma is actually made of paint - There is also another thing I noticed. I linked the two using a rod, then destroyed the rod. I then exited my popit and pressed play. As you know, paint will fall (or shoot) and plasma floats. I noticed that when the paint hit the ground, the plasma disappears! I'm sure this can be used practically...
2010-02-01 22:53:00

Author:
Richasackboy
Posts: 619


I'm guessing this was what he entered in his Goty level, steampunk Samurai, and everything about the suits worked perfectly. Lock?2010-02-02 01:09:00

Author:
Incinerator22
Posts: 3251


Far from done guys...


http://www.youtube.com/watch?v=RVxj1_qg4UI

http://www.daviddino.com/lbpazureknights04.jpg

As for keys not being useful, I have to refute that because paint carries weight. If you make it fly at a high speed, it's going to end up breaking things you don't want to unless you make all your moving parts out of metal or wood, which is not viable for the mobility that my creations need.
2010-02-02 04:54:00

Author:
gevurah22
Posts: 1476


I didn't say the keys weren't useful. They seem to work reasonably well on your level. I just pointed out the flaw that they can register as hits without actually hitting you and I mentioned my solution which was to use the plasma balls as p-switches and emit the key that actually triggers a hit. It could even be improved upon from what I use in starfighter: instead of an led, it could just emit an invisible piece of dark matter with the key in a layer you're not using with a .1 lifetime. I agree that paintballs aren't an option due to the force they exert on impact.

I'm curious how you manage to get faster than .1 sec hit detection. Trade secret? Rail system too? If you ever elaborated on how the rail system works, I must've missed it. I'm also curious about how you get the player back into a jetpack if they press circle. In mine, I rigged it so the only platforms are at the checkpoints so if you press circle anywhere else, you die. It'd be nice to change it so that the accidental circle press isn't deadly, though.

I must admit that my starfighter was inspired after seeing your earliest armor boy way back when. I thought it would be cool to make a jetpack powered ship that could change direction. It was kind of a back burner project, though, until I discovered the zero strength piston stabilizer. It wasn't until yesterday that I stumbled upon your threads here and saw the progress you've made on jetpack powered vehicles. It's pretty impressive.
2010-02-02 06:25:00

Author:
Sehven
Posts: 2188


Looks great, kudos for using such a small scale.2010-02-05 01:05:00

Author:
M_R_Enigma
Posts: 161


I watched the videos.
They look awesome in-game. Really awesome. I really want to play a level with them.
What materials were used to make these?
2010-02-05 18:58:00

Author:
JellyWeasel
Posts: 64


sounds good/ I always watch for your mechs they fun and I love gundam so I always want to snag one XD.2010-02-06 20:47:00

Author:
Delirium
Posts: 349


I didn't say the keys weren't useful. They seem to work reasonably well on your level. I just pointed out the flaw that they can register as hits without actually hitting you and I mentioned my solution which was to use the plasma balls as p-switches and emit the key that actually triggers a hit. It could even be improved upon from what I use in starfighter: instead of an led, it could just emit an invisible piece of dark matter with the key in a layer you're not using with a .1 lifetime. I agree that paintballs aren't an option due to the force they exert on impact.

I'm curious how you manage to get faster than .1 sec hit detection. Trade secret? Rail system too? If you ever elaborated on how the rail system works, I must've missed it. I'm also curious about how you get the player back into a jetpack if they press circle. In mine, I rigged it so the only platforms are at the checkpoints so if you press circle anywhere else, you die. It'd be nice to change it so that the accidental circle press isn't deadly, though.

I must admit that my starfighter was inspired after seeing your earliest armor boy way back when. I thought it would be cool to make a jetpack powered ship that could change direction. It was kind of a back burner project, though, until I discovered the zero strength piston stabilizer. It wasn't until yesterday that I stumbled upon your threads here and saw the progress you've made on jetpack powered vehicles. It's pretty impressive.

When I finally release a full level using this stuff, I'll spill the beans. xD

Until then, I'll just keep plugging away and making them as easy to use as possible. And this is the smallest I've come up with so far.

http://www.daviddino.com/dslbpcharszaku2.jpg

I have a pretty good idea of what I want to do so you'll see this in a level really soon. =)
2010-02-20 09:40:00

Author:
gevurah22
Posts: 1476


WOW were does the sackboy go? XD that really IS armor!

P.S. needs alittle detail on the jet pack or is that a shoulder plate...hmmmm
2010-02-21 04:26:00

Author:
Littlebigdude805
Posts: 1924


WOW were does the sackboy go? XD that really IS armor!

P.S. needs alittle detail on the jet pack or is that a shoulder plate...hmmmm

Shoulder plate. :3

http://i120.photobucket.com/albums/o194/ngeekhiong/CharsZakuII_BoxArt.jpg
2010-02-21 05:25:00

Author:
gevurah22
Posts: 1476


think i made that one....nah...wish i had though, everytime i went for a new one it was there and i had to make a choice, now the hobby place doesn't sell them anymore T-T2010-02-21 05:40:00

Author:
Littlebigdude805
Posts: 1924


I have a pretty good idea of what I want to do so you'll see this in a level really soon. =)

Looking forward to it.
2010-02-22 07:38:00

Author:
Sehven
Posts: 2188


When I finally release a full level using this stuff, I'll spill the beans. xD

Until then, I'll just keep plugging away and making them as easy to use as possible. And this is the smallest I've come up with so far.

http://www.daviddino.com/dslbpcharszaku2.jpg

I have a pretty good idea of what I want to do so you'll see this in a level really soon. =)

Nice detail to size ratio. But I think the left foot should overlap the right foot to add to the depth.

Edit: unless he's in a pose with his knee up.
2010-02-22 07:40:00

Author:
Incinerator22
Posts: 3251


char's zaku? what will you think of next?

lol you need to make an altron gundam version of that armor specially just for me hahahah jk, well maybe not :/

anyways i love how it looks so far...can't wait until this one comes out looking foward to it most of all

ur #1 fan
2010-02-22 08:23:00

Author:
Shadowcrazy
Posts: 3365


char's zaku? what will you think of next?

lol you need to make an altron gundam version of that armor specially just for me hahahah jk, well maybe not :/

anyways i love how it looks so far...can't wait until this one comes out looking foward to it most of all

ur #1 fan

If I'm gonna do Altron, I'm gonna do it right. =p I don't think I could make the dragon fangs work though without them breaking. =(

But I'm thinking about making a Dom if there's space. This level should be easy to finish since the whole setting is about going to an out of control Ball factory that needs a little destruction, lol.

I've also drawn up a pretty interesting enemy tracking device combined with my rail system that should lend well for a special boss I have in mind. =)


Nice detail to size ratio. But I think the left foot should overlap the right foot to add to the depth.

Edit: unless he's in a pose with his knee up.

The knee is up. ^^ I would add more articulation, but when you start getting really small, it becomes a liability.


char's zaku? what will you think of next?

lol you need to make an altron gundam version of that armor specially just for me hahahah jk, well maybe not :/

anyways i love how it looks so far...can't wait until this one comes out looking foward to it most of all

ur #1 fan

If I'm gonna do Altron, I'm gonna do it right. =p I don't think I could make the dragon fangs work though without them breaking. =(

But I'm thinking about making a Dom if there's space. This level should be easy to finish since the whole setting is about going to an out of control Ball factory that needs a little destruction, lol.

I've also drawn up a pretty interesting enemy tracking device combined with my rail system that should lend well for a special boss I have in mind. =)


Nice detail to size ratio. But I think the left foot should overlap the right foot to add to the depth.

Edit: unless he's in a pose with his knee up.

The knee is up. ^^ I would add more articulation, but when you start getting really small, it becomes a liability.

So far the Zaku's controls are...

- Hold R1 to shoot. If held for too long, the machine gun will overheat. The Zaku's arm will drop signifying the weapon has overheated and "smoke" will emit from the barrel. The player cannot shoot for 5 seconds until cooldown has completed, signified by the machine gun returning to the ready position.
- Tap R1 to change directions. When tapped quickly, the Zaku will "flip" its body pointing in a different direction. All controls are the same in that position. Tap R1 again to return to the upright position. Considering the level is in "outer space," this action is somewhat believable, lol.

It will use my rail system for stabilization and I'm trying to adapt my replenishable lifebar system so that health is reflected into the Zaku eye versus seeing it on a paintinator switch. I'm also thinking about adding a direction + R1 function for the shield/heat hawk/dummy, but we'll see.
2010-02-22 18:37:00

Author:
gevurah22
Posts: 1476


Your mechs look better day by day ?__? I'm seeing that you are working very much, with Azure Palace and ArmorBoy! The designs are awesome, the controls are improving, and i like all the little things that you add: the recovering shield, the overheat of the gun, the shooting shield... Hope you'll post new beta soon! 2010-02-22 19:35:00

Author:
Dante95
Posts: 504


Your mechs look better day by day ?__? I'm seeing that you are working very much, with Azure Palace and ArmorBoy! The designs are awesome, the controls are improving, and i like all the little things that you add: the recovering shield, the overheat of the gun, the shooting shield... Hope you'll post new beta soon!

Thanks man. Since finishing Knights of the Azure Palace Part 1, I've had a new drive to work on these things. And to be honest, the better work I do on these, the better the Azure Knight Armor will be for Part 2. I'm currently working on underwater homing weapons for Knights. :3

A beta for the Zaku should be up real soon. I'll throw up a mecha test vid as well to show the progress. I had sgt_poptart try it out yesterday and he said it was much better than the rest in regards to ease of use.
2010-02-22 19:49:00

Author:
gevurah22
Posts: 1476


yeah i know your pain bro...but maybe the dragon fangs don't need to be attached...i mean call me crazy...but im sure we all know the limitations that LBP has at the moment...im sure you could emit them out or something...all i know is that I'd do ANYTHING to see altron on your armorboy collection (lol you can already tell which gundam is my favorite). shadowcrazy piloting his altron gundam...releasing an army of GMs and guntanks to the masses mwahahahahaha i could rule A Baoa Qu

oh and your boss....hmmmmm neue ziel?....alpha azieru? you're keeping me in suspense here lol.

P.S. you KNOW me already dude...a beta for anything related to you i wanna be #1 in line for...so yeah as soon as you begin beta for this man PSN message me or here lol cuz i gots to get my mecha on
2010-02-23 03:16:00

Author:
Shadowcrazy
Posts: 3365


yeah i know your pain bro...but maybe the dragon fangs don't need to be attached...i mean call me crazy...but im sure we all know the limitations that LBP has at the moment...im sure you could emit them out or something...all i know is that I'd do ANYTHING to see altron on your armorboy collection (lol you can already tell which gundam is my favorite). shadowcrazy piloting his altron gundam...releasing an army of GMs and guntanks to the masses mwahahahahaha i could rule A Baoa Qu

oh and your boss....hmmmmm neue ziel?....alpha azieru? you're keeping me in suspense here lol.

P.S. you KNOW me already dude...a beta for anything related to you i wanna be #1 in line for...so yeah as soon as you begin beta for this man PSN message me or here lol cuz i gots to get my mecha on

It'll be interesting to say the least. =)

As for Altron, I think I'd want to keep it real close to how it actually performs. It would probably end up being 2/3rds of the thermo, but since I'm getting tracking down really well, I think I could pull off some fun dragon fang tracking action.

As for the recent work, I made some pretty accurate Ball mobile suits that do follow you around while staying rather upright. If I can get their cannons to work properly without ruining the balance (which I'm very close to doing), this is going to be a pretty unique level altogether. I've also completed some work on the boss enemy tracker and it's been working out a lot better than I expected. My rehashed regenerative health function has also been implemented with flying colors. The Zaku's health is signified by the brightness of the mono-eye and has three levels of taking 10 hits each (30 hits altogether before you blow up. It can be replenished like the one found on the Mm Gundam.

I'll do a heat hawk "shield" tonight and throw up a vid on youtube when I'm done.
2010-02-23 17:22:00

Author:
gevurah22
Posts: 1476


lol if you can get altron into this then like i always say...i love you (no homo) hehe and yeah it'll be greatly appreciated


also glad to hear the work is doing well i like where this is going...hope you plan BALL's speed as slow as it usually is

also i read heat hawk shield did i read correct? lol is this mech who i think it is?
2010-02-24 01:40:00

Author:
Shadowcrazy
Posts: 3365


lol if you can get altron into this then like i always say...i love you (no homo) hehe and yeah it'll be greatly appreciated


also glad to hear the work is doing well i like where this is going...hope you plan BALL's speed as slow as it usually is

Haha, no doubt. But the Ball is pretty much as accurate as it could be, I suppose. lol.


also i read heat hawk shield did i read correct? lol is this mech who i think it is?

A Zaku? =P
2010-02-24 02:19:00

Author:
gevurah22
Posts: 1476


i was thinking more of the gouf but then i remembered he wields no heat shield...more like a bad *** gatling shield

so assuming this level gets completed in time are you going to make a full on series with characters and such? or are you just going to keep making random mission levels?

cuz to be honest we REALLY are in need of a badass series of GUNDAM and you would be the perfect person to do it
2010-02-24 05:05:00

Author:
Shadowcrazy
Posts: 3365


i was thinking more of the gouf but then i remembered he wields no heat shield...more like a bad *** gatling shield

so assuming this level gets completed in time are you going to make a full on series with characters and such? or are you just going to keep making random mission levels?

cuz to be honest we REALLY are in need of a badass series of GUNDAM and you would be the perfect person to do it

Goufs don't fly, so that's definitely a no-go. As for a series, I could always pull of a G Generation type situation where its just a full on mashup of all the series, or I could just do random missions like how I'm currently planning it in my head. I need to work on the health system a little more to prevent some wacky glitches, but I think the system I've set up this time is probably the most stable and user friendly.

Speaking of which...


http://www.youtube.com/watch?v=02icKDM9rew

- switch directions simply by tapping R1 quickly
- Holding R1 activates the machine beam gun
- Prolonged use of the gun will cause overheating, which has a cool down period of 5 seconds
- health is signified with by the Zaku eye. A warning alarm is activated when you are at 1/3rd of your health.

The Balls primarily follow you versus the Blue Destiny which both follows and retreats on random intervals and on special circumstances. I'll eventually set up its weapons systems so that it mimics the player's as well (overheating, close range, etc.).
2010-02-24 16:43:00

Author:
gevurah22
Posts: 1476


That, is awesome! Have you ever thought of a tutorial for a very very very very very simple suit. Mine never stay upright 2010-02-24 17:13:00

Author:
Jedi_1993
Posts: 1518


Eheh, I was sure that a video was imminent So, I can see that this new Armorboy is awesome as all the others. If I remember well, this way of "back shooting" was used in the Armorboy for the PSP version, am I right? It's a very cool way to shoot behind. You made other following enemies, and I have to congratulate with you, they were one of the best things in the Azure Palace. I never watched Gundam or anything similar, but I'm seeing that you are reproducing in al the details the original mechs.
Overheat and rechargeable shield are great
2010-02-24 18:07:00

Author:
Dante95
Posts: 504


Eheh, I was sure that a video was imminent So, I can see that this new Armorboy is awesome as all the others. If I remember well, this way of "back shooting" was used in the Armorboy for the PSP version, am I right? It's a very cool way to shoot behind. You made other following enemies, and I have to congratulate with you, they were one of the best things in the Azure Palace. I never watched Gundam or anything similar, but I'm seeing that you are reproducing in al the details the original mechs.
Overheat and rechargeable shield are great

Thanks man. I'm pretty passionate about getting these things right as evidenced by the constant tweaks and public betas, etc. I just want it to be more accessible than my other levels, I suppose.

But yes, the directional change system is from the PSP version of the Armorboy I created. If you try hard enough, the suit will break off of the control unit. It's not as sturdy as my other suits, but the versatility and control is much better. It's just the tradeoffs that need to be made I suppose.


That, is awesome! Have you ever thought of a tutorial for a very very very very very simple suit. Mine never stay upright

I will once I'm done with this level. :3
2010-02-24 21:19:00

Author:
gevurah22
Posts: 1476


loved the video, here are my thoughts:

1.seems the handling of the mech is going to be the easiest ever, and i loved the backflip shooting that you used for the directional shots

2.question tho, what's the white clicker thing supposed to be?

3.also I'm assuming you'll be adding the cannon to the balls right? just wouldn't be the same without them

4.G generation sounds better, and maybe a 2p fighting level to be like GUNDAM VS GUNDAM NEXT (love psp imports ) (lol makes altron more likely, plus other gundams are good to add)

5.noticed one of Blue Destiny's shots hit a ball, will those shots affect them to? (would add more "realism" and it makes for more strategies)

6.maybe find a way for us to take cool pix with the mechs, sorta like how your first pic was displayed with mech next to pilot..would be pretty neat

and ummm yeah those are my thoughts for now lol
2010-02-25 00:52:00

Author:
Shadowcrazy
Posts: 3365


loved the video, here are my thoughts:

1.seems the handling of the mech is going to be the easiest ever, and i loved the backflip shooting that you used for the directional shots
It's using really light materials on top of using less parts than the other ones I've made so its movement is really fluid.



2.question tho, what's the white clicker thing supposed to be?
White clicker?


3.also I'm assuming you'll be adding the cannon to the balls right? just wouldn't be the same without them
I'm working on the balancing issues, but there will be a cannon connected.

I'll probably do a versus mode thing as well. First thing is first though... I have to publish this level, lol.
2010-02-25 20:55:00

Author:
gevurah22
Posts: 1476


yeah white clicker, looks like a mouse pointer and such and it emits and dissolves rapidly at some points in the video2010-02-26 01:43:00

Author:
Shadowcrazy
Posts: 3365


yeah white clicker, looks like a mouse pointer and such and it emits and dissolves rapidly at some points in the video

Ah, that's a lame attempt at smoke during the overheat.
2010-02-26 04:27:00

Author:
gevurah22
Posts: 1476


lol i see...why not emit a tiny rocket and try that out?2010-02-26 04:41:00

Author:
Shadowcrazy
Posts: 3365


lol i see...why not emit a tiny rocket and try that out?

Just tried it. It looks way ugly, lol.
2010-02-26 05:44:00

Author:
gevurah22
Posts: 1476


maybe just line up the top of he gun with mini red lights that make a lighting effect as if the gun was turning hot from heat2010-02-26 05:57:00

Author:
Shadowcrazy
Posts: 3365


maybe just line up the top of he gun with mini red lights that make a lighting effect as if the gun was turning hot from heat

That looks better. BTW, I've fixed up the Ball "Commander" Type with the cannons. This is gonna be pretty sweet as they're actually really thermo friendly.
2010-02-26 06:37:00

Author:
gevurah22
Posts: 1476


awesome man can't wait, lemme know when you decide to do betas man, you know I'm automatically volunteering for ANYTHING you need testing and such2010-02-26 07:21:00

Author:
Shadowcrazy
Posts: 3365


awesome man can't wait, lemme know when you decide to do betas man, you know I'm automatically volunteering for ANYTHING you need testing and such

No prob. In fact, I'll probably shell something out tonight beta wise as the mechanics seem to be in good order. If you're online later on, I'll show you the inner workings of everything I have so far. I'll probably cut and paste some Blue Destinies and downscale them as GMs for good measure and for some variety as I have already implemented the "overheat" system onto the Blue Destiny mid-boss.

All I really need to do now is maybe add some Salamis class ships for fodder and create a White Base type final boss with the Gundam showing up... on top of the backgrounds and it'll be a done deal.
2010-02-26 21:07:00

Author:
gevurah22
Posts: 1476


sounds awesome can't wait

**** sucks i wont be on tonight i would have loved to go into it and see the behind the scenes....crap man lol well hopefully you have another opportunity like this for me some other time...if anything you have me on PSN so dont hesistate to PSN message me a key or anything man. im eager for participation
2010-02-27 02:10:00

Author:
Shadowcrazy
Posts: 3365


I just tailor fit Gilgamesh's circle button function into the Zaku. Although it isn't as clean as I'd like it to be, it's become a huge help in increasing ease of use and function. Therefore...

Hold R1 - Shoot
Tap R1 - Release Dummy
Press Circle - Switch directions

Big ups to Gilgamesh for this! :3
2010-02-27 09:16:00

Author:
gevurah22
Posts: 1476


whut? Has someone figured out a way to use circle? Tell me how!2010-02-27 11:54:00

Author:
TNSv
Posts: 302


whut? Has someone figured out a way to use circle? Tell me how!

Play Gilgamesh's Strikewing (: https://lbpcentral.lbp-hub.com/index.php?t=22607-Strikewing-Operation-Starshock-%28LBPC-Online-Create-Contest-entry%29) level and you'll see how he uses it. So awesome. :3
2010-02-27 17:51:00

Author:
gevurah22
Posts: 1476


I just tailor fit Gilgamesh's circle button function into the Zaku. Although it isn't as clean as I'd like it to be, it's become a huge help in increasing ease of use and function. Therefore...

Hold R1 - Shoot
Tap R1 - Release Dummy
Press Circle - Switch directions

Big ups to Gilgamesh for this! :3

Shucks, :blush:

But I'm glad to hear you managed to adapt it. I just remembered I forgot to mention that Sackboy tends to "jump" slightly when getting reequipped, though I bet you've already noticed that. There's probably a way to counteract this effect, maybe using dark matter or something.
2010-02-27 18:32:00

Author:
Gilgamesh
Posts: 2536


I begun experimenting my self with making a gundam. design wise my friend thought you gave me one of your prototypes lol

any way i hope you don't mind giving me some tips though I like to figure out most things my self.
2010-02-27 19:02:00

Author:
Delirium
Posts: 349


I just tailor fit Gilgamesh's circle button function into the Zaku. Although it isn't as clean as I'd like it to be, it's become a huge help in increasing ease of use and function. Therefore...

Hold R1 - Shoot
Tap R1 - Release Dummy
Press Circle - Switch directions

Big ups to Gilgamesh for this! :3

very impressive, seems this level is going to be greatness in less then a day
2010-02-28 00:11:00

Author:
Shadowcrazy
Posts: 3365


Here's the ideas thread for the level: SD Gundam - Zaku Survival (https://lbpcentral.lbp-hub.com/index.php?t=23327-SD-Gundam-Zaku-Survival-(with-vid)&p=403495)

And the vid of the mechanics and enemies so far...


http://www.youtube.com/watch?v=vpvCIihFUu0
2010-03-01 04:26:00

Author:
gevurah22
Posts: 1476


looking good can't wait

edit played the beta and here is what i got in order of appearance:

1. after the tutorial ended the dissolve material gate dissappeared and the ball next to it came at me...after defeating it it blew up new me and damaged the dummy balloon mechanism in my zaku (couldn't shoot dummies the whole level)

2. after destroying the bridge and entering a building i took out Command Ball and when i got too close and collided with it it broke my gun (no more shooting)

after that i just retreated my way to the scoreboard

those were the cons...now here are the pros:

1.great handling, felt like i was piloting a REAL armor and not using a giant mecha with a bunch of buttons
2.great balloon dummy, looked really cool and i assume it would draw attention away from you so that woulda been awesom
3.nice newtype jingle...took a second to realize it but after i figured out what that noise was i started enjoying it more
4.nice designs, the zaku is great and cool looking, loved how you implemented my light feature for the heat...and i LOVE how you used the grab switch as a hand, was very clever and it makes it visually appealing.

needs a touch of work on the issues but other then that you know me man, GUNDAM FAN, GEVURAH FAN so this was a superb level, 5star and hearted, going to try it one more time and i'll update if anything
2010-03-02 02:13:00

Author:
Shadowcrazy
Posts: 3365


Kind of an update to the overall mechanics. Gilgamesh once again used his genius and helped improve the speed at which the circle button activates the change of direction. It feels more crisp in regards to the controls and becomes less of a liability when attempting to change directions. Good times :32010-03-05 23:15:00

Author:
gevurah22
Posts: 1476


Some work that I'm going to start on pretty soon.

http://www.daviddino.com/lbpironman01.jpg

=)
2010-04-24 02:00:00

Author:
gevurah22
Posts: 1476


ha funny lookin2010-04-24 02:17:00

Author:
Littlebigdude805
Posts: 1924


Some work that I'm going to start on pretty soon.

http://www.daviddino.com/lbpironman01.jpg

=)

o.O holy ******* i want this
2010-04-24 02:37:00

Author:
Shadowcrazy
Posts: 3365


Needs moar War Machine!

Still, looks cool.
2010-04-24 02:43:00

Author:
Gilgamesh
Posts: 2536


Needs moar War Machine!



Your wish is granted!

http://www.daviddino.com/lbpironman02.jpg

=P
2010-04-24 07:39:00

Author:
gevurah22
Posts: 1476


you thinking about adding his OTHER suits into the level?2010-04-24 07:45:00

Author:
Shadowcrazy
Posts: 3365


Probably not. I'm a little unsure of how I want the level to be, so I'm just sticking to those two for thermo convenience.2010-04-24 19:12:00

Author:
gevurah22
Posts: 1476


That Iron Man suit is awesome! It's just perfect! 2010-04-25 00:28:00

Author:
piggabling
Posts: 2979


hey dude, can i also help out with beta testings?? my psn is AssassinshooterX. i really ADORE ur creations, ur brand new suit is incredible!!!! plz let me help, also i have some experience witch creating flying vehicles. just message me when u want me to do the tests. i also found a couple of probs on ur newest lvl. i really wanna help!! Thx!!!!!! Oh and also , do ur iron man suits fly and shoot????2010-04-26 23:53:00

Author:
shadowsythe456732
Posts: 176


Hehe, they look great!
Funny thing, i just finnished watching Iron Man and this thread popped up.
Pretty convenient.
2010-04-27 00:15:00

Author:
Silverleon
Posts: 6707


can't wait to see this done, need to add some tanks, and some soldiers and such, maybe add war mongers to attack2010-04-27 03:58:00

Author:
Shadowcrazy
Posts: 3365


Got bored and started working on Jehuty from Zone of the Enders.

http://www.daviddino.com/lbpzoe01.jpg

Just like the original game, it does switch from long range to melee the closer you get to an enemy. I'll probably pop a vid up when I get all of its systems running.
2010-05-15 10:35:00

Author:
gevurah22
Posts: 1476


ZoE, friggen Epic! I anxiously await that video!2010-05-15 11:55:00

Author:
4wheel
Posts: 511


will u ever post a tut on how to make a basic mechsuit? cause tht would be sweet!2010-05-15 16:08:00

Author:
Rynofire
Posts: 158


Looks cool. Can't wait to see what you'll do with lbp2.2010-05-15 18:38:00

Author:
Sehven
Posts: 2188


how do u tell when your health goes down? lights, paint switch, blood?? also what features does it have? dummy,shield, bombs.2010-05-15 22:20:00

Author:
shadowsythe456732
Posts: 176


Got bored and started working on Jehuty from Zone of the Enders.

http://www.daviddino.com/lbpzoe01.jpg

Just like the original game, it does switch from long range to melee the closer you get to an enemy. I'll probably pop a vid up when I get all of its systems running.

im instantly offended (not really lol) that you have yet to provide anubis and Viola's mech...still tho jehuty looks slick and brand new...hope LBP2 makes it easier for you to design newer (shinier?) mechs
2010-05-16 00:08:00

Author:
Shadowcrazy
Posts: 3365


how do u tell when your health goes down? lights, paint switch, blood?? also what features does it have? dummy,shield, bombs.

Still working on it, but I'm thinking about using the replenishable life bar system in my old Gundam. You can also switch to a defensive stance which allows a powerful charge move. ^^


im instantly offended (not really lol) that you have yet to provide anubis and Viola's mech...still tho jehuty looks slick and brand new...hope LBP2 makes it easier for you to design newer (shinier?) mechs

The hologram material is going to work wonders with mecha like OFs. I'll get to Anubis soon enough. =)
2010-05-16 02:10:00

Author:
gevurah22
Posts: 1476


glad to hear LBP 2 is making mecha easier on you dino...can't wait to see what you can cook up with these fun new tools2010-05-16 03:35:00

Author:
Shadowcrazy
Posts: 3365


Thanks man. I honestly can't wait to get it in my hands.

Anyway, video!


http://www.youtube.com/watch?v=VfNM8dEVMDs
2010-05-16 11:23:00

Author:
gevurah22
Posts: 1476


Pretty cool! Love ZoE, so I can't wait to see Anubis (personal fav). The rotation seems to have a slight issue though, but the melee attack and defense mode are awesome. 2010-05-16 14:35:00

Author:
Gilgamesh
Posts: 2536


Sweet. You slashed him into pieces
Looks epic bro. You should do Death Scythe from Gundam Wing , That would be sick.
Or The Tall geese Hahah
2010-05-16 15:00:00

Author:
SupaSack34
Posts: 180


gilgamesh (more like gilgaMECH amirite? ) is right man something seems off with the rotation....like jehuty after the turns seems to list lazily to the left or right at times


but defense mode is awesome...and attack mode made me laugh it was pretty funny

but all in all i love how you keep improving your work over time....can't wait to see what you come up with next
2010-05-16 18:07:00

Author:
Shadowcrazy
Posts: 3365


Pretty cool! Love ZoE, so I can't wait to see Anubis (personal fav). The rotation seems to have a slight issue though, but the melee attack and defense mode are awesome.

Yar, I'm looking at ways to fix the rotation considering the weight imbalance of the mech. I have an idea of how to fix it though. But once again, it wouldn't be possible without your circle function.


but all in all i love how you keep improving your work over time....can't wait to see what you come up with next

Thanks man! Jehuty is still a ways to go, visually and mechanically as evidenced in the vid, but it's all laying down the groundwork for what LBP2 will have to offer. It's going to be hard leaving the E3 booth this year to mess with other games, lol.
2010-05-16 19:52:00

Author:
gevurah22
Posts: 1476


It's going to be hard leaving the E3 booth this year to mess with other games, lol.

Haha, How awesome would it be if you built a fully functional mech in the amount of time you were there at the booth?
You'd have a huge crowd watching haha
2010-05-16 21:31:00

Author:
SupaSack34
Posts: 180


It's going to be hard leaving the E3 booth this year to mess with other games, lol.

lol just make sure the new E3 level you make with 3D glitch contains more content for us then before
2010-05-16 21:37:00

Author:
Shadowcrazy
Posts: 3365


Looks awesome in motion. Love the shield effect especially. I've seen emitted electric glass used as a shield before, but yours just seemed to pull it off better. The melee effect was kinda' hard to see, but seemed pretty cool anyway.

Question: how exactly does the circle button function work? The only thing I can think of is taking advantage of sackboy's auto layer changing. A platform in the layer behind the mech that's slightly elevated from the floor of the cockpit? That might be why it didn't work me that one time in your Gundam level: I must've already been at the bottom of the cockpit (I was flying down at the time). I wanted to add something like that to my starfighter, but couldn't think of a solution (circle button is brilliant) so I settled for having it turn around at key points in the map via mag key. I've been thinking of making a Starfighter II so maybe I'll try that. Then again, by the time I get around to it, lbp2 will probably be out so I won't need to use clever tricks any more.
2010-05-16 23:04:00

Author:
Sehven
Posts: 2188


Looks awesome in motion. Love the shield effect especially. I've seen emitted electric glass used as a shield before, but yours just seemed to pull it off better. The melee effect was kinda' hard to see, but seemed pretty cool anyway.
I just used gassy lights to create the effect. I think the electricity kinda ruins the visual aspect of it. As for the melee, I just recently added more visual cues to it. I'll probably make another video with all of its functions in place when they're finalized. It does look a lot better than before. ^^

I've also fixed its auto centering by changing the material properties of the anchor point, giving it more weight. In order to counteract that added weight, a rocket was placed under it to ensure stability. Sure, I get that crazy rocket sound now, but stability has increased tremendously all around. The movements are much more sharp and I don't have to worry about gravity having too much of an affect when the jetpack is released during turning.



Question: how exactly does the circle button function work? The only thing I can think of is taking advantage of sackboy's auto layer changing. A platform in the layer behind the mech that's slightly elevated from the floor of the cockpit? That might be why it didn't work me that one time in your Gundam level: I must've already been at the bottom of the cockpit (I was flying down at the time). I wanted to add something like that to my starfighter, but couldn't think of a solution (circle button is brilliant) so I settled for having it turn around at key points in the map via mag key. I've been thinking of making a Starfighter II so maybe I'll try that. Then again, by the time I get around to it, lbp2 will probably be out so I won't need to use clever tricks any more.

As for the circle button function, there's a key on the tethered jetpack. When you release the jetpack, the key leaves the trigger radius of the switch, which activates whatever you want, be it turning, a weapon, etc.
2010-05-17 19:37:00

Author:
gevurah22
Posts: 1476


ok i just created a version of your mech that can teleport to you enemy, instantly. th way i did it was that, the gun is powered by holding r1. then to switch to def, and teleport you tap r1. when in defensive mode hold r1 for shield. to teleport, double tap r1. (it only teleports forward) the way it works is that the double tap activates a wobble bolt that has a key on it. the moment the bolt turns, it is in range of the key, that activates a VERY hight powered rocket witch propels you instantly forward. the problem is that it takes alot of time to get the rocket placed somewhere where when you move it stays stable. i got it pretty good laid out. My problem for the mech is that i cant get the look right. thats the hardest part for me lol. it also has the circle button, its the same effect as your circle button.2010-05-18 01:47:00

Author:
shadowsythe456732
Posts: 176


Ive gotten into the hobby of making my own suits, they aren't mini like yours. A friend thought i should show you one in particular for some reason. Here are some of it's functions:

- Fly and hover across the ground. Simple enough
- Shield, Grab down
- Charge, it has a wing like attachment on its back, grab forward to raise its lance and it will open up and speed you forward only useable while hovering
- Also has a cannon like thing on its back, grab and hold back to bring it over the shoulder and charge up.

I named it the Shadow Lance (V2)
Its not much compared to the size and maneuverability of yours
I don't spot you online much so i'll just have to send it over if you like
2010-05-18 03:27:00

Author:
Littlebigdude805
Posts: 1924


why not make a video or send pix on this thread? would be cool to show the rest of us too2010-05-18 06:03:00

Author:
Shadowcrazy
Posts: 3365


As for the melee, I just recently added more visual cues to it. It does look a lot better than before. ^^

Sweet. Looking forward to seeing that.


As for the circle button function, there's a key on the tethered jetpack. When you release the jetpack, the key leaves the trigger radius of the switch, which activates whatever you want, be it turning, a weapon, etc.

Whoa! That would work much better than the layer transition thing I said. So does a piston pull the tethered back away or something, or does the mag key stick to the jetpack that you actually pick up and fly with?
2010-05-18 07:46:00

Author:
Sehven
Posts: 2188


Wow I really like your mechas! I love the details, the movements and the controlls! There is one thing I'm curious about though. How do you make the energy bar to work with every part of the mech? Everytime I try do make every part of my mech damageable it won't work. Only the piece I placed the bar on.2010-05-18 08:54:00

Author:
Chrree
Posts: 554


ok i just created a version of your mech that can teleport to you enemy, instantly. th way i did it was that, the gun is powered by holding r1. then to switch to def, and teleport you tap r1. when in defensive mode hold r1 for shield. to teleport, double tap r1. (it only teleports forward) the way it works is that the double tap activates a wobble bolt that has a key on it. the moment the bolt turns, it is in range of the key, that activates a VERY hight powered rocket witch propels you instantly forward. the problem is that it takes alot of time to get the rocket placed somewhere where when you move it stays stable. i got it pretty good laid out. My problem for the mech is that i cant get the look right. thats the hardest part for me lol. it also has the circle button, its the same effect as your circle button.

So "teleporting" is technically a quick burst forward?


Ive gotten into the hobby of making my own suits, they aren't mini like yours. A friend thought i should show you one in particular for some reason. Here are some of it's functions:

- Fly and hover across the ground. Simple enough
- Shield, Grab down
- Charge, it has a wing like attachment on its back, grab forward to raise its lance and it will open up and speed you forward only useable while hovering
- Also has a cannon like thing on its back, grab and hold back to bring it over the shoulder and charge up.

I named it the Shadow Lance (V2)
Its not much compared to the size and maneuverability of yours
I don't spot you online much so i'll just have to send it over if you like

I'm hardly online at the moment as I've been busy with a ton of stuff, but if you want to send it over, go ahead. =)


Whoa! That would work much better than the layer transition thing I said. So does a piston pull the tethered back away or something, or does the mag key stick to the jetpack that you actually pick up and fly with?

Well, for the quicker response, the tethered jetpack is connected to a piece of unbreakable material by a piston that is set to constantly push the jetpack outward. Once the jetpack is released, it pushes key out of the trigger radius and does its magic from there. The switch is connected to the anchor point.


Wow I really like your mechas! I love the details, the movements and the controlls! There is one thing I'm curious about though. How do you make the energy bar to work with every part of the mech? Everytime I try do make every part of my mech damageable it won't work. Only the piece I placed the bar on.

Well, the energy bar is technically separated from the mecha itself. There's at least two magnetic switches that activate paint balls to hit the energy bar. The switches have varying trigger angles to compensate for shape of the mecha.
2010-05-18 23:26:00

Author:
gevurah22
Posts: 1476


see the cool thing is that you can make it so that when you burst forward. the lights go down, creating that teleport effect. btw do u have any tips on making the look of the mech? (sketches,designs,special stickers.ect..) im stuck on the look of jehuty.. im also changing your melee. it seems as if your enemy blue destiny unit seemed to do more damage, so im making the blade point forward in a cool stance. just need some help with the look. thanks2010-05-20 02:45:00

Author:
shadowsythe456732
Posts: 176


see the cool thing is that you can make it so that when you burst forward. the lights go down, creating that teleport effect. btw do u have any tips on making the look of the mech? (sketches,designs,special stickers.ect..) im stuck on the look of jehuty.. im also changing your melee. it seems as if your enemy blue destiny unit seemed to do more damage, so im making the blade point forward in a cool stance. just need some help with the look. thanks

Well, I haven't adapted the Blue Destiny in the vein of a ZOE type enemy, so there was an obvious advantage in the way it was attacking Jehuty. That won't be an issue considering I'll be making enemies that are made specifically for Orbital Frame battle.

As for the look, it's good to work on the models at a relatively larger size. Once you think you have the look right, you scale it down to the size you want.

Also... last night, I implemented the replenishable health bar on the front glitch layers so that it acts as a HUD since it's connected to the anchor point for great visibility. It works perfectly and does not get in the way of any of the action. All I need now is to tweak the charge shot and some other visual cues and Jehuty will be up and running straight away. =)
2010-05-20 19:44:00

Author:
gevurah22
Posts: 1476


is the hud suspended by dark matter? also could you put up a beta? oh and finally what is the scale of the sackboy compared to jehuty.2010-05-21 21:50:00

Author:
shadowsythe456732
Posts: 176


The HUD cannot be suspended by Dark Matter as it wouldn't be able to move with the robot. As for the scale, I'd say its roughly 2 sackboys tall. Here's a pic of my Anubis for comparison.

http://www.daviddino.com/lbpzoe02.jpg

I've also added another charge attack in the defensive mode if you hold R1 even longer.

Level 1 Charge (2 some odd seconds)

http://www.daviddino.com/lbpzoe03.jpg

Level 2 Charge (3.5 to 4 some odd seconds)

http://www.daviddino.com/lbpzoe04.jpg

Plus new visuals for the melee attack.

http://www.daviddino.com/lbpzoe05.jpg
2010-05-21 22:31:00

Author:
gevurah22
Posts: 1476


Nice. Those shots aren't taken from the photo tool are they? They look way too good for that. Love the hud, but personally I would make it out of invisible material so only the actual healthbar is visible. I might just do something similar in the next revision of my mech (currently it doesn't have a hp system: it's invincible).2010-05-21 22:55:00

Author:
Sehven
Posts: 2188


dang it you beat me to it, i just drew out a melee visual, EXACTLY LIKE YOURS... but btw what is the scale comparison between sackboy and jehuty?? not anubis. anubis is tall counting the wings. and how do u attach the hud to the mech? stiff pistons with certain distance from mech?? that seems stable. but wouldnt that interfere with the rail system?? btw change the color of the hud, try black, blue or silver ish. (not grey) plz make a quick video and beta test lvl. Actually is it ok if i could test it??? if so, ill be on in like an hour, my psn is assassinshooterX. I could also show you my heli. sry i ask way to many questions...2010-05-21 23:30:00

Author:
shadowsythe456732
Posts: 176


The HUD cannot be suspended by Dark Matter as it wouldn't be able to move with the robot. As for the scale, I'd say its roughly 2 sackboys tall. Here's a pic of my Anubis for comparison.

http://www.daviddino.com/lbpzoe02.jpg

I've also added another charge attack in the defensive mode if you hold R1 even longer.

Level 1 Charge (2 some odd seconds)

http://www.daviddino.com/lbpzoe03.jpg

Level 2 Charge (3.5 to 4 some odd seconds)

http://www.daviddino.com/lbpzoe04.jpg

Plus new visuals for the melee attack.

http://www.daviddino.com/lbpzoe05.jpg


as usual whenever im astounded by your work....i love you....no homo haha
2010-05-22 03:21:00

Author:
Shadowcrazy
Posts: 3365


After messing with LBP2 at E3, I've decided to put Jehuty on hiatus due to the insane possibilities that would make it extremely better (Controlinator, Movement Controls, etc.)

So after not touching LBP for a couple of weeks since, I started working on shrinking and adding more detail to the Gundam on top of streamlining the logic behind it for one last mecha hurrah on LBP1.

http://www.daviddino.com/lbprx7801.jpg

Looks eons better in comparison to the original one in my old Zaku level, lol. The controls again will be simplified but more intuitive than the Zaku and Jehuty. Tapping R1 fires the beam rifle, holding R1 at a distance from an enemy activates the shield, holding R1 at a short distance from an enemy activates melee, and some other wacky stuff I'll be adding as I continue... or depending on how lazy I get, lol.

Again, the goal is all about player control so hopefully the changes I make will be better in the long run and thusly lay a good foundation for when LBP2 hits. =)
2010-07-06 22:38:00

Author:
gevurah22
Posts: 1476


looks very sexy, looking foward to see what you GOT when LBP2 comes


p.s. any chance you can figure out how johnee did his "first person wall" project for LBP2? had an insane idea of you using that for a FPS gundam level with a nice cockpit to use during the level
2010-07-07 01:27:00

Author:
Shadowcrazy
Posts: 3365


looks very sexy, looking foward to see what you GOT when LBP2 comes


p.s. any chance you can figure out how johnee did his "first person wall" project for LBP2? had an insane idea of you using that for a FPS gundam level with a nice cockpit to use during the level
Considering everything was done with the hologram material on one layer, there just happened to be a ton of stuff emitting one after another in order to create the enemy effects. Once you see how the movement orbs work, it'll become easier to grasp at how he did it. It's just a little hard to explain right now without having the build in front of me. =P

I don't know if it will hold up in the final build, but the shooter level took up almost all the thermo, FYI.
2010-07-07 04:54:00

Author:
gevurah22
Posts: 1476


i hope it'll somehow find its way in the final build...would be history in the making to see LBP2 with broken boundaries just like LBP1...then LBP3 being the result lol2010-07-08 03:23:00

Author:
Shadowcrazy
Posts: 3365


Was talking to a friend the other day and we thought up Gundam Unicorn Attack, simply because I play Robot Unicorn Attack way too much.

http://www.daviddino.com/gunicorn01.jpg

It'll be interesting to see if I can come up with some interesting gameplay to match the idea, lol.
2010-07-13 02:10:00

Author:
gevurah22
Posts: 1476


beautiful you gonna have the transformation stage aswell with the awesome swords?

also if you havent already you should play GUNDAM VS GUNDAM NEXT PLUS as unicorn gundam makes an appearance there as a playable character
2010-07-13 02:50:00

Author:
Shadowcrazy
Posts: 3365


beautiful you gonna have the transformation stage aswell with the awesome swords?

also if you havent already you should play GUNDAM VS GUNDAM NEXT PLUS as unicorn gundam makes an appearance there as a playable character

Switching to Destroy Mode will be there, but this level will be pretty streamlined in comparison to others I've made. And yes, I have rocked GvG Next+ for ages. =)
2010-07-13 03:20:00

Author:
gevurah22
Posts: 1476


was talking to a friend the other day and we thought up gundam unicorn attack, simply because i play robot unicorn attack way too much.

http://www.daviddino.com/gunicorn01.jpg

it'll be interesting to see if i can come up with some interesting gameplay to match the idea, lol.
yesssssss
make it happen!
2010-07-13 04:16:00

Author:
monstahr
Posts: 1361


yesssssss
make it happen!

QFT! I eagerly await that day.
2010-07-13 23:22:00

Author:
4wheel
Posts: 511


LOL thanks guys!

Anyway, a little update. The logic has been streamlined like crazy. The tap/grab stuff is much better, especially now that I've set firing to tap and all shield/sword functions to grab without having to switch between modes. Charge attacks are still in. Damage effects look much better. Aside from having no discrete boost functions like Jehuty with the Zero Boost (which I'm still thinking about implementing somehow without messing stuff up), this thing runs the best so far. BTW, this is for the regular Gundam, not Unicorn. I have something special for that, lol.
2010-07-16 20:38:00

Author:
gevurah22
Posts: 1476


sounds good, when can i expect to be playing alwaaaysss i wanna beee with youu
and make belieeeve with you
and live in harmony, harmony, ooh loove~

i signed someone's yearbook with that.

http://www.youtube.com/watch?v=eSMeUPFjQHc
for inspiration
2010-07-16 20:52:00

Author:
monstahr
Posts: 1361


Awesome, lol.

I'm still working out how I want to do Gundam Unicorn Attack (i.e. use the same mechanics as the Gundam or go completely different), let alone pick the right music. Hopefully soon, that's for sure.
2010-07-16 21:07:00

Author:
gevurah22
Posts: 1476


it wouldnt be Unicorn without the it's own unique attacks2010-07-17 00:58:00

Author:
Shadowcrazy
Posts: 3365


it wouldnt be Unicorn without the it's own unique attacks

Like happy rainbow newtype attacks of love and purity. =P
2010-07-17 02:21:00

Author:
gevurah22
Posts: 1476


http://www.youtube.com/watch?v=vaspozsqnys

PANCH!!! =P
2010-07-18 03:59:00

Author:
gevurah22
Posts: 1476


PAAAAAAAUUUUUUUUNCH!

looking foward to more hilarious versions of gundam
2010-07-18 04:21:00

Author:
Shadowcrazy
Posts: 3365


WOW! That video was amazing. All those attacks and defences were awesome. And if this is in LBP, then I can't wait to see what you'll do in LBP2. Great job and I'm looking forward to trying it out.2010-07-18 15:03:00

Author:
Dragonvarsity
Posts: 5208


Thanks guys! Right now, I'm working on a Zeong enemy which is working really well so far =)


EDIT: I'm done!


http://www.youtube.com/watch?v=QsetReT8-Cs

It'll be in a level really soon. =)
2010-07-19 07:09:00

Author:
gevurah22
Posts: 1476


lol can't believe you did the "retreating" thing char loves to do

also loved the bit at the end where the gundam disassembles and you're free to go....was pretty badass
2010-07-19 08:06:00

Author:
Shadowcrazy
Posts: 3365


Hehe, thanks man. After messing with the Zeong's arms, now I know I can make funnels and bits. =)2010-07-19 18:56:00

Author:
gevurah22
Posts: 1476


that'll come in handy for other mobile suits that have free flying funnels (invisible tricks yeah )2010-07-19 19:00:00

Author:
Shadowcrazy
Posts: 3365


Yup. The funnels are already running off a smaller version of the tracking system I use with the enemies. I've just tethered them and had them retract and release for obvious reasons with the Zeong. I was kinda surprised it worked so well to begin with. ^^2010-07-19 20:22:00

Author:
gevurah22
Posts: 1476


indeed...now you should try a better challenge like the Hi-Nu funnels...they're pretty much the biggest funnels i remember so if you can achieve those the others would be a piece of cake2010-07-19 20:30:00

Author:
Shadowcrazy
Posts: 3365


Shouldn't be an issue, if not easier since they're bigger. Less tweaking with the modified rocket tracking. ^^

And I really am surprised how well the Bright Punch effect works.

http://www.daviddino.com/lbpbrightpunch.jpg

Initially, it was just supposed to have Bright flying downward towards the ground. But when I had tested it randomly, it got stuck and started vibrating rapidly, which led to what it is now. =)

I'm going to make a proper training level this week and add a couple more enemies considering how fast I was able to turn the Zeong out (less than 12 hours).

Here's to hoping LBP2 keeps the layer glitches in considering how dependent I am on them now, lol.
2010-07-19 21:44:00

Author:
gevurah22
Posts: 1476


lol im sure they'll keep it you know Mm wants it to happen...just as much as they think GUNDAM DLC is awesome too ;p

it's all dependent on how they get it done


as for gundam....how could they get that in LBP2? hmmmm......

as much as i want it i cant really see gundam being released here until finally after so many years sephiroth hits the scene

but of course i want gundam DLC so bad....especially altron...since cmon....dragon fists for sackboy? pure epic
2010-07-19 22:40:00

Author:
Shadowcrazy
Posts: 3365


The newest video is amazing. When I saw your original pics and vids for this stuff I thought WOW! This is awesome. And it's on LBP. Is that possible? But now, this is just.. just.. I need a word that means quadruple awesome plus 2. But that's how amazing this is and I can't wait to see the unicorn attack.2010-07-20 03:45:00

Author:
Dragonvarsity
Posts: 5208


Wow! This Logic is incredible... I am scratching the back of head :S

Really would like to take a peak in the kitchen...

Looking forward to meet you. RUZBMAN
2010-07-20 17:26:00

Author:
RUBZMAN
Posts: 8


Thanks guys! I've come up with a way to select your level 1 charge attack before you go out and sortie. If I had more buttons, I'd make it so that you can do it on the fly, but that'll have to wait until LBP2. I'm not going to place it on a separate directional simply because of the speed of the action and lack of precision.2010-07-21 00:23:00

Author:
gevurah22
Posts: 1476


i'm just curious to how the direct control seat and your mecha will do mixed together...still has me puzzled but im sure you'll figure it out quickly2010-07-21 00:32:00

Author:
Shadowcrazy
Posts: 3365


i'm just curious to how the direct control seat and your mecha will do mixed together...still has me puzzled but im sure you'll figure it out quickly

If I were to keep the gameplay the same as it is now (well... similar), then it would kinda go like this...

Left Stick - move around
Right Stick - rotate mecha
X - boost
Double tap X - quick burst in said direction
Tap R1 - shoot
Charge R1/Release - Charge Attacks
Square - sword
R2 - Shield

After messing with it at E3, the logic and Controlinator is really easy to use. The biggest thing I want to do is recreate the Gundam Vs gameplay, either 2D or "3D."
2010-07-21 00:53:00

Author:
gevurah22
Posts: 1476


Gundam VS? i think that might not be as possible to do...but thats because for me you need a 3d playing field so maybe if it were top down like the RTS and those racing games then maybe...but right now after playing Gundam VS Gundam NEXT PLUS i cant see something like that in LBP2...maybe in LBP3 lol if it becomes a reality and is possible to make 3d worlds then sure

but here's hoping you pull it off anyways

also suggestion:

L1]---
------------>SPECIAL WEAPONS FOR EACH MECHA
L2]---/

since it seems those two buttons you're missing

oh and O can also be mapped on the control seat apparently and you can make it so you can't leave the gundam...so you could use O as an eject/self destruct thing or hell maybe even another SPECIAL for certain pilots/ (NEWTYPE, EXAM, BURNING FINGER etc.)
2010-07-21 01:12:00

Author:
Shadowcrazy
Posts: 3365


Yup, there definitely isn't a way to completely replicate the Vs series, but I want to be able to capture that high speed action. More than likely, it will come down to the 3rd Person Overhead view like a lot of the community jam levels plus having no real jump function since all the mechs I make will probably be 3 layers tall to capture their looks. It'll still be good times though. =)2010-07-21 02:40:00

Author:
gevurah22
Posts: 1476


that's cool....high speed?....hmmmm maybe....now with direct control seats and new materials i suppose you can go full out with METAL and still use gravity to help speed things along

then your mech would be fast and indestructible...from crashing or getting squashed

so i have faith you'll gain some good speed now with LBP2

i just hope you take me control mapping advice with those missing buttons and put them to good use...gives more playability IMO
2010-07-21 04:42:00

Author:
Shadowcrazy
Posts: 3365


These look AWESOME! But what level packs are used in it?2010-07-21 05:53:00

Author:
Jwei44
Posts: 46


that's cool....high speed?....hmmmm maybe....now with direct control seats and new materials i suppose you can go full out with METAL and still use gravity to help speed things along

then your mech would be fast and indestructible...from crashing or getting squashed

so i have faith you'll gain some good speed now with LBP2

i just hope you take me control mapping advice with those missing buttons and put them to good use...gives more playability IMO

If I take the 3D route, for sure. ^^


These look AWESOME! But what level packs are used in it?

All of them pretty much, lol.

And if you've watched Gundam before, you might know where I'm headed with this pic from the training level I'm creating right now...


http://www.daviddino.com/lbpmasterasia.jpg

:3
2010-07-21 08:58:00

Author:
gevurah22
Posts: 1476


lol i have no idea where you're headed with Master Asia....unless you plan on having a nice DEVIL GUNDAM boss fight...which would be very interesting

and of course....using GOD Gundam or Master Gundam would be epic too

but i like what you're showing me so far
2010-07-21 09:03:00

Author:
Shadowcrazy
Posts: 3365


You're on the right track. =)

http://www.daviddino.com/lbpmasterasia02.jpg

Remember, Master Asia is strong enough to fight without his Gundam.
2010-07-21 17:09:00

Author:
gevurah22
Posts: 1476


You know that would make for en epic cut scene, making master asia really small and watch him in a cut scene breaking through a cockpit with his super kick, would be interesting, but im lovin where this is going 2010-07-21 20:33:00

Author:
Shadowcrazy
Posts: 3365


I think the story (or lack of) I'm working on won't really necessitate that kind of cutscene, but it'll have some interesting stuff in for sure, especially with Gundam fans in general.

As for more actions, I'm probably going to have a Level 3 charge and set the Bright Punch to it since it is relatively powerful (a good 10-15 points of damage aside from it's wide range), whereas the level 2 will be something else... like a core booster carpet bombing the level or whatnot. I'm also going to add to the melee attack a combo ender like how I did with Jehuty.
2010-07-22 16:49:00

Author:
gevurah22
Posts: 1476


i like, can't wait to see all of this done so i can check it out2010-07-22 17:00:00

Author:
Shadowcrazy
Posts: 3365


Just finished optimizing the Gundam vs Zeong level. I'll post a level thread with all the info in a bit. =)2010-07-25 03:34:00

Author:
gevurah22
Posts: 1476


Just finished optimizing the Gundam vs Zeong level. I'll post a level thread with all the info in a bit. =)

WOOOOOOOW i feel lucky as hell man....i got on LBP and 1 second later i get the message that you published this level....i look at the stats while i load up my play and it says uploaded first time: 1 minute ago....holy crap so i'm techincally the first player (aside from you) to play and all i can say is SUPERB


i love the cutscene in the beginning, the infinite moving backround (makes it look more actiony and alive...more moving backrounds in future levels i hope) and the battle was pure epic

also i noticed the special if you melee enough...caught me by surprise and instant nostalgia

i'd review this more if i could but i'm too excited to do this:

FIRST PLAY, FIRST TAG, FIRST 5 STAR, AND FIRST HEART <3

i feel like i just started one of many hearts and rates this will receive...truly a glorious day
2010-07-25 04:12:00

Author:
Shadowcrazy
Posts: 3365


Pretty cool combo ender eh? =P

Anyway, glad you liked it! If you don't mind popping your thoughts on the level in the official thread here, that'd be great: https://lbpcentral.lbp-hub.com/index.php?t=31219-Gundam-Vs-Tom_Molecule!!!-Lightning-Fast-Mech-Action!!!

Good job on your score as well! Although I can't believe someone got top marks over me with just 2 freaking points! =(
2010-07-25 04:35:00

Author:
gevurah22
Posts: 1476


Pretty cool combo ender eh? =P

Anyway, glad you liked it! If you don't mind popping your thoughts on the level in the official thread here, that'd be great: https://lbpcentral.lbp-hub.com/index.php?t=31219-Gundam-Vs-Tom_Molecule!!!-Lightning-Fast-Mech-Action!!!

Good job on your score as well! Although I can't believe someone got top marks over me with just 2 freaking points! =(

lol i saw that...made me rage so hard that was supposed to be my #1 spot lol but hey that's why creators make *secrets* to keep their scores on top lol ....maybe a secret room that's invisible and hands you some nice points lol or something hahaha anyways will make a review in your thread of course....and i expect this to be spotlighted next spotlight understood?
2010-07-25 05:02:00

Author:
Shadowcrazy
Posts: 3365


Haha hopefully with the spotlight. But I'm really thinking about dem secret points, lol. I mean, 2 points!!! 2 points!!!

I saw you getting up there though in score when we were playing. Hilarious times.
2010-07-25 05:08:00

Author:
gevurah22
Posts: 1476


Haha hopefully with the spotlight. But I'm really thinking about dem secret points, lol. I mean, 2 points!!! 2 points!!!

I saw you getting up there though in score when we were playing. Hilarious times.

lol a competition i made out of it....i might try to beat this NEWCOMER and teach him a lesson eh wot? lol
2010-07-25 05:23:00

Author:
Shadowcrazy
Posts: 3365


I like the suits, they look cool, especially the upgraded ex. Good thing that they are going to be prizes!:star::star::star::star::star:2010-07-26 02:36:00

Author:
Unknown User


I wouldn't really label this new work as a mecha, but... since it takes heavy influence from Escaflowne, a bunch of SRW OG units like Cybuster, and the White Knight Chronicles knights. I'll pop this little teaser in here.

http://www.daviddino.com/lbpcrimsonscourgeteaser01.jpg

This is an early version of it. It now has moving wings, which is a really cool effect with the flowing cape considering its not supposed to be a mecha. It's more of a knight armor than anything else and is very melee heavy, but still retains similar functions and attacks like the previous Gundam. I've pretty much completed all of its attacks except for one, but that's going to be really quick. Just some fine tuning on timing and visuals and it'll be ready for testing in a level probably by the end of this week. This is most definitely my last hurrah before LBP2. It also takes up about... 33-40% of the thermo (but that's because the stickers add up).

I'll throw up a video and probably make a new thread about it tonight as an object showcase. I'm really proud of this one. ^^
2010-07-28 17:54:00

Author:
gevurah22
Posts: 1476


i love mobile armors so this is looking good can't wait

also love the ocean sunset...REALLY nice for FUTURE levelS (notice the plural? )
2010-07-29 00:38:00

Author:
Shadowcrazy
Posts: 3365


Here's my newest mecha, the Crossbone Gundam in action. =)


http://www.youtube.com/watch?v=iHTofObh-FU
2010-09-06 19:42:00

Author:
gevurah22
Posts: 1476


was playing that yesterday...pretty sweet deal you had there...couldnt get further then rank B with those **** upwards sharks coming outta ****ing nowhere lol but it was fun and thats what i care about...also you should make that 50 layer backround shareable lol...just a thought (i want the beautiful sunset lol )2010-09-06 19:50:00

Author:
Shadowcrazy
Posts: 3365


Haha, it seems as if B rank is where people get stuck on! Those upward sharks definitely keep you on your toes! Funny thing is, that those sharks happened to be a byproduct of me just messing around with their properties in the water. The nose, being the lightest part of the shark thanks to glitches made the movement perfect, which was not intentional when I had initially made it.

But yeah, I'll probably go ahead and make the sunset level copyable, or at least the objects in the background so anyone can place it in the back.
2010-09-06 19:54:00

Author:
gevurah22
Posts: 1476


But yeah, I'll probably go ahead and make the sunset level copyable, or at least the objects in the background so anyone can place it in the back.

i love you...no homo lol

also this post makes me smile
2010-09-06 20:02:00

Author:
Shadowcrazy
Posts: 3365


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