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#1

Thermo Friendly level?

Archive: 16 posts


http://img6.imageshack.us/img6/3112/img1428trc.jpg

If you guys what i mean, like music levels, do everything else beautiful and then just make that whole music section appear right place without filling thermo full, could that be possible?

And one idea was make one cube and put that appear widget to it, then make it to appear new cube. Then make it object and make it appear some where and PLAY. Could this work, that first cube appears and then next one and so on?
2009-08-02 14:37:00

Author:
AmaiWana
Posts: 20


Objects that have not yet emitted still take up thermo.

I feel like it would only work if the emitters were attached to whatever "car" the player is riding in, as the repeated sections would need to be emitted from the same emitter (emitted objects still count for thermo). Attaching the emitters to the car, however, would create all sorts of timing issues (and would make it much harder to make!)
2009-08-02 14:47:00

Author:
comphermc
Posts: 5338


its like you activate switch and it will show cube and that cube will show us new cube, so its not like in create mode anymore, like while you are playing level it just show cube and next there appear new cube next to it.

hmm... i have to test this bit...
2009-08-02 15:07:00

Author:
AmaiWana
Posts: 20


with the "emitting a cube" thing, in order to make it work right, you have to engineer it backwards.... so capture the final product, emit it from the second to final product, capture the second to final product.... etc.

and like cophermc said, emitted objects do take up space... sometimes more than needed if they're tweaked improperly.
2009-08-02 20:27:00

Author:
Burnvictim42
Posts: 3322


As an example, if your object was equal to 1, putting it inside an emitter would only make it equal or more often, 1.1 or greater. The game factors in everything that could be happening in Play Mode and throws it into the thermometer.2009-08-02 23:09:00

Author:
BSprague
Posts: 2325


Still, there is many thermo. It only shows the one that is the highest.

Let's say you're level is starting to overheat and the message says "too many unique shapes", this means it's unique shapes that are in too great number and you could add plenty of stickers.

So there's a thermo for emitters, use it. It will save space in the unique shape thermo, stickers thermo, collected objects thermo depending what is it that you emit.

.
2009-08-03 02:41:00

Author:
RangerZero
Posts: 3901


I'm not sure that's entirely accurate Ranger. For example: I am over the limit on shapes thermo, I capture a large object so that I go down below the shapes thermo threshold, then put it in an emitter with max at once 1. The thermo goes back, more or less, to where it was and I get the same shapes thermo message. I'm using a lot of very large emitted objects and this is the behaviour I've seen.

As BSprague says, the thermo has to take into account the edges/shapes/stickers/etc that are part of the emitted shape, because when it is spawned these are considered part of the level - hence controlling your "max at once" is important. As far as I can tell it then adds a little bit of emitter thermo to accomodate for processing the emission (is that the right word?) - i.e. collision detection and rendering at the point of spawn, plus the overhead of explicitly keeping track of which objects came from which emitters and in what order (for the purposes of demitting etc.).

I don't think you can save on the other thermos by emitting objects in this way.
2009-08-03 09:26:00

Author:
rtm223
Posts: 6497


i dont understand this at all2009-08-03 10:48:00

Author:
inferedmonkey
Posts: 76


hmmm O.o....

I test this cube thing, i dont know was it some sort glitch coz i put them appearing 0.1sec and disappearing 0.2sec, then i click play, some disappeared and some didnt... so, is there some sort glitch, aa i forgot, those cubes what supposed to disappear didnt do anything for thermo.
2009-08-03 11:55:00

Author:
AmaiWana
Posts: 20


hmmm O.o....

I test this cube thing, i dont know was it some sort glitch coz i put them appearing 0.1sec and disappearing 0.2sec, then i click play, some disappeared and some didnt... so, is there some sort glitch, aa i forgot, those cubes what supposed to disappear didnt do anything for thermo.

Maybe post a level with this or elaborate a bit because I'm not seeing the whole picture here.

Is this emitter moving? Are the emitted objects made of dark matter? Is there a pattern to which ones are disappearing? What is the 'Max At Once' set to? Is there a 'Max Emitted'? All of these things could help explain if it is actually a glitch that you are experiencing, or just the way it works.

And rtm223, that's the exact same line of thought I had. Conclusion: There is no way that storing objects in emitters will lower your thermometer.
2009-08-03 12:48:00

Author:
BSprague
Posts: 2325


I'm not sure that's entirely accurate Ranger. For example: I am over the limit on shapes thermo, I capture a large object so that I go down below the shapes thermo threshold, then put it in an emitter with max at once 1. The thermo goes back, more or less, to where it was and I get the same shapes thermo message. I'm using a lot of very large emitted objects and this is the behaviour I've seen.

As BSprague says, the thermo has to take into account the edges/shapes/stickers/etc that are part of the emitted shape, because when it is spawned these are considered part of the level - hence controlling your "max at once" is important. As far as I can tell it then adds a little bit of emitter thermo to accomodate for processing the emission (is that the right word?) - i.e. collision detection and rendering at the point of spawn, plus the overhead of explicitly keeping track of which objects came from which emitters and in what order (for the purposes of demitting etc.).

I don't think you can save on the other thermos by emitting objects in this way.


Maybe "complex shapes" and "emitting" is inclusive of course. That would make sense. Just saying you can overheat because of multiple different reasons (aka different thermo) and you can see what causes your overheating in the dynamic message the game gives you. If you reduce what it says there, you will gain thermo. Basically, trying to design your level around all the different things that will take thermo and fill them as equally as possible will be the best way to do the biggest level out of the memory available. If you put too much of one thing, you will bottleneck your memory for the rest.

They should have designed the thermo otherwise so it's more clear. In my Crazy Train level I was overheating because of the number of seperate objects according the message. I represented the tracks by stickers and gained alot of thermo.

.
2009-08-04 17:39:00

Author:
RangerZero
Posts: 3901


I noticed in my level Do you want this(?) i was making new section for it, i started doing it at 48% of thermo and it stayed at 48% all the time. Is it i used same materials and things? or something....2009-08-05 20:38:00

Author:
AmaiWana
Posts: 20


I noticed in my level Do you want this(?) i was making new section for it, i started doing it at 48% of thermo and it stayed at 48% all the time. Is it i used same materials and things? or something....

It means that one thermometer was already higher than the ones you were adding to. If you already had a couple materials in there and didn't use any new ones, and that was the highest thermometer by a decent margin, you wouldn't see any change by adding new shapes or things like that. It displays the most filled thermometer, of which there are several.
2009-08-06 13:41:00

Author:
BSprague
Posts: 2325


It might also be important to add that many different materials might make the thermo rise faster, because it makes the game have to render more of different materials.2009-08-07 23:00:00

Author:
goldenclaw13
Posts: 224


It might also be important to add that many different materials might make the thermo rise faster, because it makes the game have to render more of different materials.

Materials are one of the thermos. By the time you have objects thermo up at 90%, you can have around 15 different materials and not notice the difference.
2009-08-07 23:04:00

Author:
rtm223
Posts: 6497


Materials are one of the thermos. By the time you have objects thermo up at 90%, you can have around 15 different materials and not notice the difference.
Yup.... I usually finish an entire level with only a few pieces of material so that I can see whats going on - then at the end I start going hog wild with as many materials as I want without the thermo rising at all. That's probably a good design flow, because you can then see what's REALLY happening with your thermo.
2009-08-08 01:25:00

Author:
CCubbage
Posts: 4430


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