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#1

Mm Gundam: (BETA 2.0 Released Today, please check it out!)

Archive: 114 posts


God, I'm never going to finish my other projects.

Anyway, considering moderation of "copyrighted" material has been rather lenient for a long time now, I think it's time to finally work on something I've been toying around with indirectly for a very long time.


http://www.daviddino.com/mmgundam02.jpg

Introducing Mm Gundam! As a huge Gundam fan, I've been on a huge Gundam kick for a long time now considering it's the 30th anniversary of the original Gundam series.

EDIT: Well, I pretty much finalized the Mm Gundam's abilities. Check out the vid!

YouTube - Mecha Test #5 - Mm Gundam abilities preview

YouTube - Mecha Test #6 - Mm Gundam Combat #1

EDIT: Mm Gundam (Beta 1) is now published and live!

http://www.daviddino.com/mmgundamtest13.jpg

Mm Gundam abilities:

- Shoot Forward (Tap Right + Hold R1)
http://www.daviddino.com/mmgundamtest01.jpg

- Shoot Backward (Tap Left + Hold R1)
http://www.daviddino.com/mmgundamtest02.jpg

- Shield (Neutral Hold R1)
http://www.daviddino.com/mmgundamtest03.jpg

- Shield Buster (Release Shield and Shoot it)
http://www.daviddino.com/mmgundamtest04.jpg

- Beam Bayonet (get close to enemies or certain objects)
http://www.daviddino.com/mmgundamtest05.jpg

- Overdrive (get a purple powerup)
http://www.daviddino.com/mmgundamtest06.jpg

You can also regain health through yellow powerups, plus the Gundam is probably 50x more stable than the Steampunk Samurai. I am extremely happy it worked out so well!

As for the story? Well, you'll be thrown into different Gundam timelines assisting some of your favorite Gundams and pilots against memorable enemies such as the Zeong and Quebeley, on top of mobile armors like the Big Zam and Rafflesia.

Thanks to the renewable life bar, the entire level will be in the Mm Gundam making this technically a one-player affair. There will only be one life as you can retrieve life-ups throughout the stage through obvious means. It'll be difficult, but I'll do my best not to make the level impossible.

So here's to hoping I can get this tribute made soon. I already have the first level skeleton set up so all I need are enemies and details. I'll be updating the page as I continue.

Hope you guys will enjoy this as much as I will!
2009-09-14 06:15:00

Author:
gevurah22
Posts: 1476


Wonderful stuff!
Since you're quite close to MM, you should tell the guys to make this official.
I would really love some Japanese manga/anime stuff in LBP after the 2000 AD and future Marvel collaboration.
2009-09-14 07:34:00

Author:
OmegaSlayer
Posts: 5112


Wonderful stuff!
Since you're quite close to MM, you should tell the guys to make this official.
I would really love some Japanese manga/anime stuff in LBP after the 2000 AD and future Marvel collaboration.

Thanks man! When I visit them next month, that's definitely one of my first questions to them.

Seriously though, I've been wanting to do a Gundam level ever since I saw this in the inner flap of the LBP case.

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

Dude, why isn't this sticker or anything similar to this in the main game?!?!
2009-09-14 08:12:00

Author:
gevurah22
Posts: 1476


Great, the SD Gundam is one of the cutest things available on Earth.
Actually, jokes and fanboysm aside, it would be good business for Bandai.

Are you going to make different era Gundams?

http://8casette.net/blog/wp-content/uploads/2009/06/gd12.jpg

We so need Gundam in LBP.
2009-09-14 09:11:00

Author:
OmegaSlayer
Posts: 5112


Never got into Gundam myself, but I am pretty keen on the design of the suits from Gundam itself and other similar animes / games etc.

For inspiration take search FichtenFoo, it's the blog of one Micheal Fichtenmayer, he does a lot of custom models based off Gundam kits etc. He has it taken to an absolute art form!

I'll close with two questions:
1. Care to elaborate on this fabled "0 strenght floaty rail technique"?
2. Assuming front and rear firing being controlled by front / rear grabs respectively, where is the location of the "neutral" position?

Thanks! and best of luck with the project!!
2009-09-14 13:36:00

Author:
croissantbuncake
Posts: 572


Wow at the FichtenFoo reference. I remember browsing his site years ago!

As for #1, it's a really simple technique in practice. You connect the mecha to a peach floaty above it using a 0 strength and stiff piston. Then on the x-axis, you connect the floaty to either the wall or dark matter. Now the shorter the distance, the more stable it is. But considering I'm working with nearly the entire map, instability occurs. Using a floaty versus a glass rail helps counteract that instability brought by the great distance. It's not extremely perfect, but it does it's job wonderfully without relying on user input to correct the stability.

#2, neutral grab works by placing the grab switch directly above the player.

Hope that helps and thanks!
2009-09-15 15:51:00

Author:
gevurah22
Posts: 1476


Looks awesome. That's a pretty interesting idea for stability too, I'll have to see if I can adapt it somehow, though my mechs have a pretty good self-righting mechanism now.

I wasn't a big fan of Gundam, but being a big robot and anime fan, I was eventually drawn to watch the run of Gundam Wing on TV, which eventually grew on me. The mecha designs are really interesting for the most part, just like those of Macross.
2009-09-15 16:10:00

Author:
Gilgamesh
Posts: 2536


Thanks man. For slower moving vehicles, it should do just fine. Remember, the closer the object to the floaty rail, the more stable it will be.

I'm still trying to figure out a self centering mechanism for the "floaty rail.". I think I can rock something with rockets or maybe forcing the directional issue. We'll see when I get back from work.
2009-09-15 20:30:00

Author:
gevurah22
Posts: 1476


There's another manga that is really difficult to find that is really awesome mecha wise.
It's called Five Star Stories by Nagano Mamoru (the man worked with Tomino himself on Gundam mecha designs).
Check it out.


"http://www.slideshare.net/ghostlightning/we-remember-love-the-five-star-stories-mecha-designs"

http://www.hobbyfan.com/images/watermark/rb109.jpg

http://ngeekhiong.blogspot.com/2007/09/five-star-stories.html

http://ngeekhiong.blogspot.com/2009/02/new-five-star-stories-model-kits.html

These are not the better Mecha
There was the blog of a guy who made all the models but I can't find it anymore...maybe it's down...
2009-09-15 20:40:00

Author:
OmegaSlayer
Posts: 5112


Another set of AMAZING mechs! You're really great!! And, as i said to you, i will be very happy to help you with the Sixaxis sensors if you need. I see that you changed the "prospective" of the mechs: these are "on profile", the armorboys are frontal. But, on a graphic side, these mechs are amazing.
I saw your "new" Azure Palace, the underwater one, it was always great, with a sort of mech too I hope you'll finish your project!
2009-09-15 20:53:00

Author:
Dante95
Posts: 504


I think I'm going to reserve the frontal armorboys for something different, probably for my metroidesque project that I'll attempt to find time to complete. Thanks though, and I'll see if I can somehow implement your engine. It all depends on how I can improve on this floaty rail system.

Thanks to everyone who likes it so far. I will have a working level for it before I go and visit Mm and SCEE in two weeks. I'll update as soon as I'd like some testing for it. =)

As for "Knights of the Azure Palace," I'm surprised it works that well, tbh.
2009-09-16 01:23:00

Author:
gevurah22
Posts: 1476


Mmm.... I didn't get the floaty rail system... I know that method to move something like a ground mech, or something on 2 legs, but of can you use it on a flying mech? The rail make a predetermined road, so the mech can go only forward and behind...
Then, the engine is made to help the balance of the mech: you can use two rockets, one at right and one at the left of the mech. Then you connect them to the inclination sensor. If the mech is "rotating" on the left, the sensor activates the rocket to make it return straight. Maybe i can prepare a little tech demo to show this other method...

The, good luck for the visit to Mm Hope they'll like your projecy (and i'm sure they want xD )
2009-09-16 15:02:00

Author:
Dante95
Posts: 504


Well, the whole premise of my take on the floaty rail system is primarily keep the mecha upright, preventing the usual pendulum motion my other mecha have. Granted it supposedly keeps it held down in a predetermined path of going back and forth, having the vertical piston set at 0 strength/stiff allows it to go up and down. It has free range of motion (in a controlled state) without having the instabilities of my previous mecha.

Last night, I actually revised it even more. Taking out the floaty material, replacing it with dissolve, and adding another piston to it's left, my Gundam essentially moves like like the Cybernator this in game (granted no where near as fast), which is exactly what I'm looking for in control and stability.

YouTube - Cybernator - Stage 1

I'll take a vid of it in a bit when I get back home from work, but I'd also like to see your thing in action.
2009-09-16 16:01:00

Author:
gevurah22
Posts: 1476


Cool style of movment, it's really mech like and should really work for a non floating mech.
I really appreciate your dedication to this project.
It's the kind of dedication that brings awesome results.
I also wish you the best for your meeting with MM.
2009-09-16 16:30:00

Author:
OmegaSlayer
Posts: 5112


The whole Mm thing is a stop on my vacation in England. I'm also going to visit Sony Liverpool since they're the ones who headed the GOTY project. The vacation is more of a family thing since my wife is from England. I'll definitely do my best to make the trip to their studios worthwhile!

As for the project itself, thanks a lot! I really miss those days of side-scrolling mecha action, so I wanted to do my best to create a decent enough system that isn't too reliant on user input. The easier it is for them to control, the better!

I think I have another idea to improve the rail system, but I'll have to wait until I get home from work to try it out. This should make the movement feel less restrictive. I also finally got the beam shield working the way I wanted to. I've even implemented a neat feature that allows to leave a shield in place for a couple of seconds, fly back for some space, shoot the shield, and the shield emits lasers as an added weapon!

I'll record another "mecha test" video highlighting all of it's abilities once I finalize it all, which should be really soon. I want to get cracking on the first stage already!
2009-09-16 20:13:00

Author:
gevurah22
Posts: 1476


You're great man!
The shield idea is sick.
I wonder how much thermo you will have left for the proper level
Anyway, did you ever play Turrican back in the days?
Not properly mecha based, more armour based perhaps.
2009-09-16 20:59:00

Author:
OmegaSlayer
Posts: 5112


Yes, Turrican was one of my favorite games back in the day. It so action packed, plus the music ruled!

As for the thermo, I have more than enough. It never takes up more than 25% at the most when there's nothing in the level.

Well, I pretty much finalized the Mm Gundam's abilities. Check out the vid!

YouTube - Mecha Test #5 - Mm Gundam abilities preview
2009-09-17 08:25:00

Author:
gevurah22
Posts: 1476


looking sweet. one thing though, were you thinking of putting in something so you could maybe aim a little bit? Cause with as stable as that thing seems, you should be able to fit in all 4 directions + neutral grab, without any control issues. Maybe either have it where it moves the arm up or down, or even a more old-school thing like in that cybernator clip where up+grab would make him point upwards and shoot?
Just a thought for something you could add, but it would probably change the flow of the level alot.
2009-09-17 09:11:00

Author:
Unknown User


You only need a smart bomb Gev!
I can't believe how smooth and balanced the Mech moves.
It's easier to move the whole level steadily around the mech, that moving the mech steadily in the level
2009-09-17 09:33:00

Author:
OmegaSlayer
Posts: 5112


Wow, it works very well, expecially the abilities! The rail system works well. Great the space effect with the layers glitch I hope you can end it soon 2009-09-17 12:29:00

Author:
Dante95
Posts: 504


I'm not a huge Mech fan, but I am impressed with the system in place to give the mecha stability. Are you using a stiff piston with zero strength on a track system?

If so, how reliable is it?

Cool stuff.
2009-09-17 13:09:00

Author:
comphermc
Posts: 5338


looking sweat. one thing though, were you thinking of putting in something so you could maybe aim a little bit? Cause with as stable as that thing seems, you should be able to fit in all 4 directions + neutral grab, without any control issue. Maybe either have it where it moves the arm up or down, or even a more old-school thing like in that cybernator clip where up+grab would make him point upwards and shoot?
Just a thought for something you could add, but it would probably change the flow of the level alot.

I'd rather not get too complicated for the player. In a game like this where there is less for the user to think about, especially when the game isn't truly suited to multiple controls like the ones you and I are implementing, less is more.

It also makes it easier for me to work around the level design based on the limited control scheme.


You only need a smart bomb Gev!
I can't believe how smooth and balanced the Mech moves.
It's easier to move the whole level steadily around the mech, that moving the mech steadily in the level

LOL, that'd be pretty interesting with a bomb. I'm happy with the Shield Buster as it is though.


Wow, it works very well, expecially the abilities! The rail system works well. Great the space effect with the layers glitch I hope you can end it soon

Before I leave for England, I plan on having something playable for y'all.


I'm not a huge Mech fan, but I am impressed with the system in place to give the mecha stability. Are you using a stiff piston with zero strength on a track system?

If so, how reliable is it?

Cool stuff.

It's very reliable. You do fight the physics sometimes, but you're always upright and it never breaks. The 0 strength/stiff rail system I made involves two pieces of dark matter on opposite ends of the stage. In between those is a piece of dissolve material connected to the dark matters by two long *** 0 strength/stiff pistons. Combine that with more pistons directly under the dissolve connecting to the Gundam, and there you have my system!
2009-09-17 15:33:00

Author:
gevurah22
Posts: 1476


Neato. I suspected as much. Does a new mecha cleanly emit over the old one if the player manages to die?

I'm actually surprised that you don't get any warping with such long pistons, especially since they are in series. Nicely done.
2009-09-17 15:41:00

Author:
comphermc
Posts: 5338


I'm really impressed with both your control mechanics AND your aesthetics of the Gumdam. Fantastic job man! Just... wow!2009-09-17 15:44:00

Author:
Rustbukkit
Posts: 1737


Neato. I suspected as much. Does a new mecha cleanly emit over the old one if the player manages to die?

I'm actually surprised that you don't get any warping with such long pistons, especially since they are in series. Nicely done.

Oh, figuring out how to prevent the wobble of death was the hardest part. The trick is to make sure the part that is stabilizing the object has no resistance whatsoever, besides the 0 strength/stiff pistons. Using a glass track causes the warping due to the distance and resistance even though it's slippery.

As for respawning, one life is all they get. Thanks to the health system I made, I don't really have to focus too much on doing that, plus it forces the player to think about their actions, lol. But no worries as there will be enough health powerups throughout the stage.



I'm really impressed with both your control mechanics AND your aesthetics of the Gumdam. Fantastic job man! Just... wow!

Thanks so much man! Of course, we really won't know how good it is until you guys play it. :3

Also, I've been kinda burned out for a bit so in passing, I decided to kitbash a couple things I had in the house.

http://www.daviddino.com/gundamsackboy01.jpg

http://www.daviddino.com/gundamsackboy02.jpg

http://www.daviddino.com/gundamsackboy03.jpg

SD Gundam fits perfectly in the LBP world, doesn't it?
2009-09-23 01:43:00

Author:
gevurah22
Posts: 1476


Cool kitbash, but... did you behead a Sackboy? :eek:
That must have been kind of a weird moment lol.
2009-09-23 02:27:00

Author:
Gilgamesh
Posts: 2536


Hehe, it took a bit of force but it was a little strange to do so. LOL.

The end result is totally worth it though.
2009-09-23 07:16:00

Author:
gevurah22
Posts: 1476


http://www.daviddino.com/gundamsackboy03.jpg

SD Gundam fits perfectly in the LBP world, doesn't it?

ROTFLMAO! That's awesome! Never quite seen a kit-bash like this done before.
2009-09-23 11:33:00

Author:
Rustbukkit
Posts: 1737


i just read the first post and will read the rest soon but first

gevurah22.....i love you (no homo)

i freaking LOOOOOOVE gundam ever since i was a lad and i even own gundam:battle universe for PSP and it kicks butt

i must play this level ASAP

also @sackboyhead on gundam .....do i smell some possible DLC if you get Mm on track with this? lol would be pretty epic to have a gundam and zaku costume with some weapons and such....a level pack...some custom sounds...maybe an addon so the jetpack can be invisible or change jetpack skins to like wings or gundam thrusters lol...ill stop im doing too much and you get the picture hehe
2009-09-24 04:15:00

Author:
Shadowcrazy
Posts: 3365


i just read the first post and will read the rest soon but first

gevurah22.....i love you (no homo)

i freaking LOOOOOOVE gundam ever since i was a lad and i even own gundam:battle universe for PSP and it kicks butt

i must play this level ASAP

also @sackboyhead on gundam .....do i smell some possible DLC if you get Mm on track with this? lol would be pretty epic to have a gundam and zaku costume with some weapons and such....a level pack...some custom sounds...maybe an addon so the jetpack can be invisible or change jetpack skins to like wings or gundam thrusters lol...ill stop im doing too much and you get the picture hehe
LOL!

But that is the ultimate goal... to get Mm to work with Sunrise/Bandai in getting some Gundam DLC somehow, someway. When I visit Mm next week, I'll leave them a little present showing them how cool Sackboy would look like in Mobile Suit gear, let alone Char's mask... (drool).

Anyway, before I leave for vacation next week, I will have something out for you guys to mess with. Until then, look at my newest Gundam Sackboy...

http://www.daviddino.com/2009SeptPickup11.JPG

2009-09-24 08:12:00

Author:
gevurah22
Posts: 1476


fukken saved...knock em dead...if we get gundam DLC....you will be my GOD of LBP hehe2009-09-24 09:20:00

Author:
Shadowcrazy
Posts: 3365


fukken saved...knock em dead...if we get gundam DLC....you will be my GOD of LBP hehe

Sieg Zeon!

Well, I'm halfway through the whole "VR Training" level. Gotta work on some sweet bosses now, but if I can't get it done this weekend I'll just drop the stage unfinished for you guys to get your opinion on the controls.

Also, I've made another addition to the Gundam Sackboy team...

http://www.daviddino.com/gundamsackboy04.jpg

http://www.daviddino.com/gundamsackboy06.jpg

My LBP Gundam Sackboy team!!!

http://www.daviddino.com/gundamsackboy05.jpg
2009-09-26 04:42:00

Author:
gevurah22
Posts: 1476


this is best idea eva :o
i cant find where to watch gundam anymore
so i resort to code geass for my dose of ******* robot suits destroying eachother.

the mini gundams lol i remember those..they tried to make a show with them...dont think it lasted a week.
still cute

those sackboy gundams are gunan give me nightmares
what made you think that was a good idea?
ripping apart perfectly good gundams and sackboys to make such monstrosities, foshame lol.

how'd you like it if i ripped your head off and put it on a gundam?
thats right you'd like that.

anyway i cant imagine how hard it was to get so much detail into a suit, have it do all these unimagineable things, and still be stable? thats just impossible by my standards.

cant wait to see it.
2009-09-26 05:00:00

Author:
Littlebigdude805
Posts: 1924


supposing we get DLC for gundam i hope we actually get more then one pack....because there are a lot of gundam pieces that i would love to have

one of them being the Zeta Booster....also complete Sazabi...and Hi-Nu gundam full costumes....maybe the O? lol too many mecha i want for the DLC that would be fan-freaking-tastic if they made....

so idk if there is a way you can convince them to make a gundam pack and then a "sequel" pack with newer content then the last
2009-09-26 09:15:00

Author:
Shadowcrazy
Posts: 3365


Good luck!
Fight for us!
2009-09-27 08:00:00

Author:
OmegaSlayer
Posts: 5112


Will do!

And here's little more work on my Gundam stage, this time with Zaku combat. (if the quality is crappy, the video might still be processing)

YouTube - Mecha Test #6 - Mm Gundam Combat #1

http://www.daviddino.com/mmgundamtest07.jpg

http://www.daviddino.com/mmgundamtest08.jpg

http://www.daviddino.com/mmgundamtest09.jpg

http://www.daviddino.com/mmgundamtest10.jpg

I should have a playable test level out by Tuesday before I head off to England for vacay. ^^
2009-09-27 11:45:00

Author:
gevurah22
Posts: 1476


standing by til then2009-09-28 02:00:00

Author:
Shadowcrazy
Posts: 3365


One last update before I head out and get ready to go to England...

Mm Gundam (Beta 1) has been published!

YouTube - LBP - Mm Gundam (Beta 1) walkthrough


http://www.daviddino.com/mmgundamtest13.jpg

http://www.daviddino.com/mmgundamtest12.jpg

http://www.daviddino.com/mmgundamtest11.jpg

I'd love for you guys to check it out and to give me your thoughts. Remember, you'll still be fighting physics so the movement doesn't truly replicate those of 2D shooters. Hope y'all like what you see so far. =)
2009-09-29 09:15:00

Author:
gevurah22
Posts: 1476


awesome i was about to sleep but screw that lol i gotta check this out...

mom: "time for bed"
me: "brb gundam lol"

hehe jk but still thats how it would go maybe lol

ok brb

EDIT: btw hope you got my visitor message...i know its a lot to read but trust me itll benefit you in the long run TRUST ME!

EDIT2: just finished and I loved it...so here comes the feedback:

gundam is actually a little hard to maneuver (yeah i understand the physics...i actually kind of enjoy it since it made me FEEL like the gundam was real in a sense that...hey its a giant robot so yeah the gundam was pretty heavy but its not a flaw...just something i wanted to point out

also seems kind of difficult to use the special attack with shield combo...tried it but everytime i got the shield up and tried to fire my gun wouldn't fire...i assume its because im too close to the shield to fire so i back away and then my shield dissappears...not really something horrible but it sorta kills a little of the gameplay for me since i cant use ALL the features...but i dont mind much

also i was wondering is there a way for the gundam to SENSE the floor and then place its feet in a "parking" kind of way like with the power up gate? i noticed when i go in there the gundam stands but when i go to the floor i cant really stand....not that its wrong or anything...just wanted to take a pic of the gundam standing still in its glory lol

all in all as usual you deliver and this is 5 star quality on its own in my opinion...can't wait until it's actually done

(sidenote) i was thinking of a devastating monstrous demon of the gundam world id like to see one day in your levels....i finally found it....my most favorite of all mechs...sazabi...oh my bad...i mean his COMPLETE form....MSN-04II Nightingale

http://mahq.net/mecha/gundam/cca-novel/msn-04ii.htm

just thought i would throw it out there in case you were looking for a "challenge" (see what i did there? )

well anyways gave you the feedback and such...now i think i need to rest my fingers lol been talking to much
2009-09-29 09:32:00

Author:
Shadowcrazy
Posts: 3365


Why do I have to stay 8 more hours at work?
WHYYYYYYYYYYYYYYYYYYYYYY???

I'll try it as soon as I reach home.
Have a nice vacation!
Keep the LBPC banner high!
2009-09-29 09:52:00

Author:
OmegaSlayer
Posts: 5112


I just tried your beta and i can say that it is very good. The mech controls are easy and good working, but i feel it a little heavy. Then, in the beginning, i pressed R1 before the thing launched me, so it stopped for some seconds, but the mech didn't broke. Very good use of the 3d glitch (oh, is it really dangerous for LBP servers or it was a fake?). Then, good use of the combo shield-shoot, i liked it. Something about enemies: if you go behind them, they can't shoot you, but you can easily beat them. It's not really a bad thing, but i remember you want to make levels challenging Good one was the automatic laser sword, but maybe you can change the colors of the weapons, they're all pink. I'll like a blue laser sword The mech graphic was awesome, really curated, very good job. And the rail system works well, the Mech moves very well and it has a perfect balance
Overall, i think you can make another awesome level. I really enjoyed this beta, i wrote only some cons because i want to help you to make a better level Hope my feedback was useful!
2009-09-29 15:01:00

Author:
Dante95
Posts: 504


thats pretty badass2009-09-29 20:28:00

Author:
siccology
Posts: 279


This is awesome! I really like how your attack changes to a sword when you get close enough.2009-09-29 20:51:00

Author:
StrayFelisCatus
Posts: 178


Thanks for the testing guys! It's only been less than a day and the feedback has been great so far. I'm at the airport bar right now having a couple of drinks before my flight, so I'll do my best to answer your questions and reports so far.

Really quick - the reason it feels heavy is a limitation of the my floaty rail system. You're essentially anchored to something so the heaviness is a tradeoff to the stability it gives you when attacking. Considering it's a shooter heavy level, I'd rather take stability with heaviness versus a lot of inaccuracy like in my GOTY level.

@ Shadowcrazy - the Shield Buster attack is one of those things that I'd liken to being a "secret attack." I'd love to get it working on the fly, but because of it's wide attack and the nuances of the shield, I'd like more to be an advanced technique. That's just me though.

As for the Nightengale, I wanted to add that to the beta, but I didn't have enough time. You'll just have to deal with Char's Zaku II S for now. =P I have some ideas for funnels, etc. when I come back from vacation so we'll see what's up.

@ Dante95 - Thanks for the writeup. I'm still working on some of the launching sequence so we'll see how that turns up. Due to the nature of a couple things, it somewhat can't be helped in regards to firing when launching. As long as you stay inside the cockpit and launch regardless, I'm happy with that.

As for the directional firing of the Zakus, those things were just fleshed out in a really short time span due to the fact I was leaving on vacation. I've added the ability to shoot backwards if you move behind them, but it doesn't work for the last two baddies, so I'll tackle that when I get back from vacation.

As for everything being pink, I'm just staying true to the Gundam franchise of pink beam weaponry for the Gundams. Aside from Gundam Seed, which loved rainbow lasers up the ying yang, I'd like to keep it real with the rest of the main UC Gundam series with their pink lasers and explosions.

I've currently released a new version that makes the Zakus attack you if you move behind them, but of course they'll need much tweaking as the last two don't shoot when firing backwards for some stupid reason.

I've also talked to Siobhan Reddy (executive producer @ Mm) today in regards to my visit to the studios this week, so I'll be definitely pushing my ideas to them in regards to some of my ideas and whatnot. Hopefully they'll be cool with the Gundam theme I'm using so no moderation will ensue.

If not, I'll just change the level to the good 'ol Armorboy theme again. I've also got a little present to Mm which hopefully pushes the idea that SD Gundams would make a perfect future DLC.

I'll be checking up here and there depending on how wacky my schedule gets when I'm in England, so hope to see you guys soon!

I'm definitely glad you're enjoying what you've played so far. I really want to make it a super-accessible experience for all players with Mm Gundam.
2009-09-29 23:53:00

Author:
gevurah22
Posts: 1476


Holy moley - incredible! It's the most original thing I've seen on LBP for a long time. Kudos to you, my friend.

Enjoy your trip over here in England, and I'll speak to you when you return!
2009-09-30 00:09:00

Author:
MrsSpookyBuz
Posts: 1492


Holy moley - incredible! It's the most original thing I've seen on LBP for a long time. Kudos to you, my friend.

Enjoy your trip over here in England, and I'll speak to you when you return!

Thanks! And I'll definitely let you know how things went. =)
2009-09-30 00:38:00

Author:
gevurah22
Posts: 1476


you never cease to amaze me dino...I cheer from the sidelines for SD Gundam DLC....oh and try to see if we can get jetpack skins too....would make SD gundam costumes look cool if the jetpack could be thrusters or for a dragon themed level to be wings....but GUNDAM DLC first lol...goodluck and report back here ASAP upon arrival to US soil2009-09-30 02:26:00

Author:
Shadowcrazy
Posts: 3365


Just confirmed that I'll be having lunch with the devs tomorrow. They'll be receiving one my Gundam Sackboys in return, lol.2009-10-01 18:46:00

Author:
gevurah22
Posts: 1476


Fair enough 2009-10-01 20:45:00

Author:
OmegaSlayer
Posts: 5112


sounds like fun 2009-10-02 03:10:00

Author:
Shadowcrazy
Posts: 3365


I tried the beta, finally.
And it left me speechless.
Unfortunately the commands are always an issue, even if this Gundam works very well, and I don't think you can improve them better than you already have done.
Anyway as I started the level my jaw dropped.

Kudos!
2009-10-02 06:09:00

Author:
OmegaSlayer
Posts: 5112


I tried the beta, finally.
And it left me speechless.
Unfortunately the commands are always an issue, even if this Gundam works very well, and I don't think you can improve them better than you already have done.
Anyway as I started the level my jaw dropped.

Kudos!

It honestly is a shame the controls can't be improved upon moreso than they already are like you said. Considering the game isn't really meant to be a shooter, there's only so much you can do with the controls. Thanks for checking it out though!

I was speaking to johnee yesterday about his own mech and the controls he had on it were insane in comparison to mine. It's pretty interesting seeing the differences of gameplay design we had in comparison to each other. Regardless, good times to say the least.

As for the Gundam Sackboy, everyone had a blast with it. Mark Healy, Kareem, Alex Evans, Siobahn, Spaff, and pretty much everyone else I showed it to loved it. It even had some of them going, "we should have Gundam DLC sometime in the future!" I'm going to hold it to them from now on.

But Gundam Sackboy is placed in their trophy case with all their awards they won on top of other cool knicknacks from the community. Gotta build that foundation for the future of mecha on LBP!

And in regards to the moderation thing just in case, the designers were saying they don't care. xD
2009-10-03 06:35:00

Author:
gevurah22
Posts: 1476


all according to plan2009-10-03 09:14:00

Author:
Shadowcrazy
Posts: 3365


World domination commence!
Thanks for working for the cause.
2009-10-04 09:56:00

Author:
OmegaSlayer
Posts: 5112


Incredible! I can't wait to try it when I get home tonight!

In my opinion, the power-ups and the all-around idea (aside from the fact it's Gundam) reminds me a lot of R-Type. Seriously, I realize nobody knows what R-Type is, so please, be my guest. (http://lmgtfy.com/?q=R-Type)
2009-10-04 15:23:00

Author:
Xenifus
Posts: 306


-_- R-type isn't that old2009-10-04 18:43:00

Author:
Shadowcrazy
Posts: 3365


This was a really well done level with great gameplay elements.
As mentioned somewhere above me, the controls are not perfect but what you did achieve was absolutely wonderful!

It even worked pretty well in multiplayer!!
2009-10-04 19:34:00

Author:
Zwollie
Posts: 2173


Thanks everyone. Here's to hoping I can improve the controls somehow let alone improve the quality in the final product. Still in England away from my PS3, but ideas are definitely being written down when they come up.

One pretty interesting thing though... Spaff told me Alex Evans said, "woah awesome effects," about my level.

I'll take that! :3
2009-10-05 15:26:00

Author:
gevurah22
Posts: 1476


This is probably the most stable flying mech sort of thing I've seen in LBP yet.

I think my absolute favorite part is that the enemies can also shoot backwards when you're behind them. That's just a good attention to detail.
2009-10-05 15:30:00

Author:
Foofles
Posts: 2278


This is probably the most stable flying mech sort of thing I've seen in LBP yet.

I think my absolute favorite part is that the enemies can also shoot backwards when you're behind them. That's just a good attention to detail.

It wasn't like that initially considering I had thrown everything together really quickly before I flew off to England on vacation, but thanks to the feedback here, I dropped that in right before I left for my flight. It was pretty easy to do considering the enemies are built off a similar frame as the Gundam.

It definitely keeps you on your toes.
2009-10-05 15:39:00

Author:
gevurah22
Posts: 1476


Please don't shoot me in the face for saying this.

I had an extremely hard time with this level. I read the instructions about 1000 times and could not work out what to do.

I tried this level yesterday and I could not get past the second obstacle. I must have restarted like 700 times. I think I was probably doing something wrong.

It was a beautiful looking level. The Gundam was amazing looking. I wish I could have seen more, but I am terrible at video games, apparently. I loved what I did see.
2009-10-05 15:54:00

Author:
xkappax
Posts: 2569


It's a little awkward to control until you wrap your head around it. But that's understandable when you consider what he's working with.

The shield is a little awkward, and most of my kills were melee (which I'm glad works backwards too).

I like the power up! Rapid fire!
2009-10-05 16:04:00

Author:
Foofles
Posts: 2278


It's a little awkward to control until you wrap your head around it. But that's understandable when you consider what he's working with.

The shield is a little awkward, and most of my kills were melee (which I'm glad works backwards too).

I like the power up! Rapid fire!

Oh, heck yeah. I couldn't make something that complex in a million years.

The shield was actually the only thing I was able to use.... I couldn't make anything else work no matter how hard I tried.
2009-10-05 16:07:00

Author:
xkappax
Posts: 2569


you should do what i do....just fly str8 in the desired direction and when you finally get your character to shoot...never let go hahah

basically all you have to do is make your sackboy grab the desired direction..so first drift slowly to the right and grab while you're doing it to have sackboy grab right....if you grab at first and then move right then that could be the issue

but as someone said here the melee works so i wouldnt stress so much since you could fly behind them and impale them with the saber


sidenote: glad he kept the beams pink colored....hated SEED's rainbow lazers...not attractive at all
2009-10-05 20:45:00

Author:
Shadowcrazy
Posts: 3365


Question, would you rather have shields as the default HOLD + R1 or lasers as the default?

The reason I put shields was simply because defense is rather imperative, lol. But it might be easier for people like xkappax to have lasers as default so they can at least attack normally.
2009-10-06 08:58:00

Author:
gevurah22
Posts: 1476


I think that is better to have the shield on R1, cause if you had the laser on it, you'll be unable to aim in front or behind. Then, i found the controls simple but wellmade. Maybe there is something to fix, but the mech works pretty well.2009-10-06 09:22:00

Author:
Dante95
Posts: 504


I played this last night.... wow, great mechanic! But, it certainly takes some getting used to - the controls worked really well once I had practiced a bit.

I PERSONALLY felt the laser would be better as the default rather than the shield. I just kept feeling like when I grabbed it should have shot, and it felt a bit odd having to push the stick to the right to fire.... if you're currently moving towards an enemy and suddenly need to put on shields it seemed also odd to have to stop and then grab. So, if these were switched it may be more natural to control.

The biggest thing to me, however, was the arena where you're fighting 2 different dudes - one in front and one in back. I was shooting at the guy in front, and noticed plasma coming at me from behing... but I couldn't see there was anyone back there until they were about to hit me. I couldn't tell how far back the camera is zoomed, but if possible it may help in these situations to have a secondary camera in the area evening out the amount you can see in front and behind you (only when you are being attacked from both sides, obviously, is this an issue).

But I gotta say, I was blown away by the suit. I loved your mech suit in the GOTY edition, but it felt a bit floaty and hard to aim. This one did NOT have that problem. I felt the suit was perfectly weighted and easy to aim. And, obviously, looked incredible.

Great job... looking forward to the final product.
2009-10-06 16:51:00

Author:
CCubbage
Posts: 4430


I tend to agree with ccubbage about the shot being the default option, but then again, if you switched the controls,players like me probably wouldn't be able to control the shield. It comes down to what you feel is more important for the player to control easily, the shot or the shield.

In my case, i was able to get past the initial area where I had to use the shield just fine, but the moment I had to shoot, I wasn't able to control it.

I might just be an inept idiot, though, so please don't listen to me if the majority of people are having no problem controlling it.
2009-10-06 18:56:00

Author:
xkappax
Posts: 2569


no offense to the 2 above but i have no problems with the lasers...and putting it as the default doesn't seem like a good idea since...how am i going to aim? also when using the shield you can move with the shield still on by holding the button so it being default is perfect...moving it to the right or left makes you have to move while using the shield....doesn't sound as good and i can imagine it wouldn't look good neither

also you guys have to take note that there is an auto bayonet when you get close to the enemy so you can always use that..

as for your trouble shooting...idk maybe you're pushing R1 and then moving right or maybe your controller isn't as responsive as you once thought...but to me i didn't have no problems the level played flawlessly for me 1st try

also on a side note: hilarious thing happened to me....i replayed the level to check it out again and i pushed R1 a little early...next thing i know when Mm Gundam deploys he apparently EJECTS me off the cockpit and i come crashing to the ground....there was nothing down there to keep me company so i had to sackboy suicide lol

i think it would be kind of cool if you had a sort of teleporter or something down there as a secret for those of us who get ejected...maybe a photobooth with char and his zaku or something and they do something hilarious down there

OOOOR you could have like a maintenance team down there and when you fall they get suprised and blast you to death or something....

just ideas floating in my head...but the eject can also be done at the end of the game by flying towards the checkpoint and then pressing O to eject from the jetpack...Mm Gundam slides off screen and you get out freely....i think i uploaded a pic too but knowing the millions of players who will play it's most likely gone by now
2009-10-06 20:40:00

Author:
Shadowcrazy
Posts: 3365


I think the hardest idea for people to normally grasp is when you're shooting while TAPPING -> + HOLDING R1.

The second you start shooting, you can move all over the place as long as you're holding R1. The same goes for all the actions of the mecha. I'll probably add a little more instruction in regards to the level so it should make it easier to understand.

Again, thanks for the help with this. I just want to make it easier for everyone to play, you know? ^^

@ CCubbage - I've tried the cameras already and I can't get further than that. I'd have to change the default camera on the Gundam and that would deter the POV. I can probably tweak it a little more to help accommodate the backwards action.

@ xkappax - No worries! The easier it is for you to control, the more fun it will be for everyone, honestly. I don't want it to be complicated, so making the controls more accessible will make it better.

@ shadowcrazy - LOL, too many ideas. Gotta get everything right first before working out the extras.

Anyway, when I get back, I can switch the controls just to see for a bit. It won't affect the overall control scheme so let's play with it for a bit.
2009-10-07 09:00:00

Author:
gevurah22
Posts: 1476


im all for it...anything to help gather more fans for gundam


i hope all of you who arent fans of gundam will now see this and want to check out the GOOD gundam series and maybe you might get interested

GOOD gundam series include the following all series EXCEPT for the following:

Gundam SEED - rainbow lazers? copy char? no thanks
G Gundam - skin tight spandex? over a million of the used to be RARE gundams? HELL NO
Gundam Wing - 5 special gundams that no body else has....1 sided fights? too boring
SD Gundam - i love SD but when it's cel-shaded and its a gundam form of pokemon? then id likely eat some beetle dung then watch it again

basically watch the ones that started with Amuro Ray...Z gundam, ZZ gundam...ummm crap i wish i knew all the names..this is the only gundam series that was in order and such
2009-10-08 08:42:00

Author:
Shadowcrazy
Posts: 3365


Whut? G Gundam is one of my favorite Gundam series due to the fact that meshes the Gundam and Super Robot series so well. Love conquers all man.2009-10-08 10:40:00

Author:
gevurah22
Posts: 1476


Ohhmm...a quick side-note, when you take off your jet-pack, your not able to get back in the mech. idk if that was just me or...idk, i was curious as to see what would happen when i took off the jet-pack.:blush:2009-10-08 10:52:00

Author:
manny_wtk
Posts: 127


Ohhmm...a quick side-note, when you take off your jet-pack, your not able to get back in the mech. idk if that was just me or...idk, i was curious as to see what would happen when i took off the jet-pack.:blush:

Do you slide out? In order to hit the checkpoint in the end for the beta, I had to take out the barrier that keeps you in the Gundam. It's normally supposed to emit a jetpack every 3 seconds so if you accidentally remove the jetpack, you're covered.

I'll fix it when I get back since I have ideas on how to get around it all.
2009-10-08 11:09:00

Author:
gevurah22
Posts: 1476


Whut? G Gundam is one of my favorite Gundam series due to the fact that meshes the Gundam and Super Robot series so well. Love conquers all man.


it was okay for games and such....but i HATED the fact that a gundam was practically a toy in there...and they had ****** designs like holland (windmill gundam) and to me it made it look like gundam was being made fun of...i didnt mind the motion sensor action since it was a break from normal piloting and it makes for great martial arts moves on gundam...but other then that i didnt like the series so much...only a lil bit of it
2009-10-09 03:15:00

Author:
Shadowcrazy
Posts: 3365


Thought about a couple things when I mess with the neutral R1 switch to shooting that I'll try to implement when I get back home.

- TAP R1 shoots one laser. TAP R1 quickly to shoot really fast (if it works)
- HOLD R1 to shoot a charge shot

Shield will be moved to TAP --> + HOLD R1 and shooting left will be the same. Let's see if it works out as planned.
2009-10-12 00:37:00

Author:
gevurah22
Posts: 1476


The mech performs great, gevurah!! Not too hard to control, overall "simple" moveset (though a tutorial would help ). This is off to a great start! Here's a suggestion I just wanna throw out there:

Various Gundam types.
Imagine playing as the Kowloon Gundam or Lumber Gundam! That'd be so sick! Escpecially facing off against, like, the Devil or Grand Master Gundam!! Now THAT'D be AWESOME!!!!!
*ahem* Sorry for the odd commentary. Like I said, just wanted to throw that out there.
2009-10-12 02:46:00

Author:
Outlaw-Jack
Posts: 5757


This.
is.
PWN.

Seriously, the best creation I've ever seen.
EVER.
2009-10-12 02:59:00

Author:
chezhead
Posts: 1063


Thought about a couple things when I mess with the neutral R1 switch to shooting that I'll try to implement when I get back home.

- TAP R1 shoots one laser. TAP R1 quickly to shoot really fast (if it works)
- HOLD R1 to shoot a charge shot

Shield will be moved to TAP --> + HOLD R1 and shooting left will be the same. Let's see if it works out as planned.

Good idea, but isn't it a little more complicated of the original version? If you made it to improve it, i think that it's a very good idea, but if you do it to make it simpliest, maybe it was better the original beta....
Anyway, i think everytinh g you'll made will be awesome, so good luck
2009-10-13 14:29:00

Author:
Dante95
Posts: 504


Haven't done any work on the stage yet, but I'll definitely keep it simple like you mentioned on top of increasing the firing rate.

And holy crap at the plays! I was way freaking surprised at how many there are for simply being a beta. :O

BTW, I've read a lot of comments saying the arm came off. Has this happened to anyone and when does this occur?
2009-10-14 00:24:00

Author:
gevurah22
Posts: 1476


no idea the arm came off...lol to be honest i would try to destroy Mm Gundam from time to time to see if there are any kinks that need ironing out...but i couldnt break him 2009-10-14 00:29:00

Author:
Shadowcrazy
Posts: 3365


It's the same for me, dunno what's up tbh.

Anyway, I just released Beta 1.2.

- switched controls for firing forward and shield
- firing rate has been increased

Took awhile for me to get used to, but I think the switch could be for the better. Of course, the final level will be tailored accordingly.

I'm off to bed thanks to jet lag, but let me know what you guys think of the control switch!
2009-10-14 06:07:00

Author:
gevurah22
Posts: 1476


I'll try it when I get back home.2009-10-14 06:55:00

Author:
OmegaSlayer
Posts: 5112


It's the same for me, dunno what's up tbh.

Anyway, I just released Beta 1.2.

- switched controls for firing forward and shield
- firing rate has been increased

Took awhile for me to get used to, but I think the switch could be for the better. Of course, the final level will be tailored accordingly.

I'm off to bed thanks to jet lag, but let me know what you guys think of the control switch!


quick idea if you have the thermo for it....wouldn't it be better to have...BOTH?

you could make a switch to ask players how they prefer the control scheme and based on what they select an emitter would emit that specific Gundam with said control scheme (maybe you could do something in create mode to help you differentiate between them but not noticeable to us players)
2009-10-14 07:49:00

Author:
Shadowcrazy
Posts: 3365


you wouldn't need to emit a whole other gundam, you should just be able to get by with like a sticker + switch that people could use to change control schemes. The only thing is that it would add, is a slight delay to grabbing and firing due to the logic engaging, though that should not even be noticeable.

You could even have the sticker just be pure white or something, and you have the sticker switch on a white part of the gundam.
2009-10-14 08:20:00

Author:
Unknown User


The RX-78 is amazing, I don't know how you do it!

Which is your favourite Gundam series out of interest? I've only seen the more modern ones like Wing and SEED and have been meaning to watch the older stuff for a while.
2009-10-14 15:45:00

Author:
Ayneh
Posts: 2454


The RX-78 is amazing, I don't know how you do it!

Which is your favourite Gundam series out of interest? I've only seen the more modern ones like Wing and SEED and have been meaning to watch the older stuff for a while.

G, X, and Zeta are my favs. Thanks man. As for the RX-01 (=p), it's meant to be a mish-mash of a lot of the main Gundam designs. The backpack is kinda like Force Impulse from Destiny, but you can see some 00 design as well with the green orbs.

As for having both choices, I'll think about implementing it granted I've found it much easier to do the shield buster since making the changes.
2009-10-14 23:28:00

Author:
gevurah22
Posts: 1476


you wouldn't need to emit a whole other gundam, you should just be able to get by with like a sticker + switch that people could use to change control schemes. The only thing is that it would add, is a slight delay to grabbing and firing due to the logic engaging, though that should not even be noticeable.

You could even have the sticker just be pure white or something, and you have the sticker switch on a white part of the gundam.


okay you have to explain to me how you plan on changing the control scheme on a gundam with a switch...because i didnt know that you could make a switch that would cross the wires and change the effects of what the gundam does
2009-10-15 00:29:00

Author:
Shadowcrazy
Posts: 3365


you don't really switch the switches, you use magnetic keys, switches and wobble bolts.

http://i15.photobucket.com/albums/a369/NotThoughtThrough/switchthing.jpg

you have the sticker switch hooked up to the middle wobble bolt (set to 180 degrees), and neutral grab to either the left or right, and forward grab to the opposite wobble bolt. Then have one magnetic switch go to shield, the other to forward shoot.
2009-10-15 00:43:00

Author:
Unknown User


Okay! Slowly started work on the actual first stage. It'll definitely be more of a tutorial, but the action will hit hard right after. Also, considering it's called "Mm," the story will kinda be a cross over of the main LBP story with certain key elements of the Gundam universes. Hopefully it'll be engaging and funny at the same time.

Also, I've added another member to the Gundam Sackboy crew...

http://www.daviddino.com/2009octpickup26.jpg

I'm actually getting a couple more large SD mobile armors to help me model them in game. It should be pretty interesting to see the final product. =)
2009-10-18 00:50:00

Author:
gevurah22
Posts: 1476


Gave the level (first beta) a go and I must say it's very impressive. I did have a bit of difficulty with the controls but I'm sure that's been rezsolved in this version. Looking forward to the finished product.

Unrelated question; In the left of the picture you just posted, are they 3 and 6 inch sackboys in the mid and background respectively?
2009-10-18 01:11:00

Author:
croissantbuncake
Posts: 572


They sure are the 6" ones in the back. I use the 3" ones for the Gundam Sackboys.2009-10-18 02:12:00

Author:
gevurah22
Posts: 1476


Okay! Slowly started work on the actual first stage. It'll definitely be more of a tutorial, but the action will hit hard right after. Also, considering it's called "Mm," the story will kinda be a cross over of the main LBP story with certain key elements of the Gundam universes. Hopefully it'll be engaging and funny at the same time.

Also, I've added another member to the Gundam Sackboy crew...

http://www.daviddino.com/2009octpickup26.jpg

I'm actually getting a couple more large SD mobile armors to help me model them in game. It should be pretty interesting to see the final product. =)

rofl!!!! great gundam sack...i almost peed my pants from laughing so hard!
2009-10-18 04:56:00

Author:
theswweet
Posts: 2468


I really like this level, but one suggestion, can you make the shield disappear quicker? It always seems to get in my way.2009-10-18 05:12:00

Author:
warlord_evil
Posts: 4193


It's kinda meant to be in your way, so you can do the shield breaker move.2009-10-18 10:41:00

Author:
croissantbuncake
Posts: 572


I really like this level, but one suggestion, can you make the shield disappear quicker? It always seems to get in my way.

I've actually dropped the lifetime of the shield. I might be able to drop it quicker considering I made the Mm Cannon shoot faster.
2009-10-18 16:54:00

Author:
gevurah22
Posts: 1476


Also, I've added another member to the Gundam Sackboy crew...

http://www.daviddino.com/2009octpickup26.jpg

lol okay....is there ANY way you can send me one of these Gundam Sackboys? seriously a fusion of 2 great things into one and now i simply MUST have one but i suck at making them....lol but yeah any chance you can make me one i'd be delighted

maybe a sazabi or an epyon sackboy
2009-10-19 08:19:00

Author:
Shadowcrazy
Posts: 3365


I tried the "new" beta and i can say that controls are very good. The only thing: to shoot you must stop fro a second, because if you go right and start shooting, the shield will appear, so you have to stop to do the "neutral grab". Nothing bad, it's only that i was thinking at the old controls. Then, i have some trouble in the start, when the catapult launches the mech in the space: for 2-3 times, i was in the mech but without jetpack, so the sackboy fell. Oh, i saw that you toke my suggestion to make enemies able to shoot behind And, another suggestion, i don't know how, but it's better if you "stop" the controls in the beginning launch: if the shield appears, the mech will broke Anyway, it's a fantastic project, done very well. Hope you'll finish it soon 2009-10-20 13:51:00

Author:
Dante95
Posts: 504


lol okay....is there ANY way you can send me one of these Gundam Sackboys? seriously a fusion of 2 great things into one and now i simply MUST have one but i suck at making them....lol but yeah any chance you can make me one i'd be delighted

maybe a sazabi or an epyon sackboy

I might give one away in a promo contest for the level, but with stuff like this I really don't make requests. It does get kinda pricey once I add it all up. I actually just finished two more and that's pretty much it for me in regards to making any more.

Which brings me to the following...

God Gundam sacrificed the last two of my Sackboys...

http://www.daviddino.com/gundamsackboy07.jpg

For the following transformation! :lol

http://www.daviddino.com/gundamsackboy04.jpg

Team GunSack, lol. The wife thinks they look cool so I'm in the clear. :lol

http://www.daviddino.com/gundamsackboy06.jpg

And I promise I'm working on the boss now...

http://www.daviddino.com/2009octpickup38.jpg

I'm currently working on the Devil Gundam's movements in-game. Kinda off, but I'll get there. =)


I tried the "new" beta and i can say that controls are very good. The only thing: to shoot you must stop fro a second, because if you go right and start shooting, the shield will appear, so you have to stop to do the "neutral grab". Nothing bad, it's only that i was thinking at the old controls. Then, i have some trouble in the start, when the catapult launches the mech in the space: for 2-3 times, i was in the mech but without jetpack, so the sackboy fell. Oh, i saw that you toke my suggestion to make enemies able to shoot behind And, another suggestion, i don't know how, but it's better if you "stop" the controls in the beginning launch: if the shield appears, the mech will broke Anyway, it's a fantastic project, done very well. Hope you'll finish it soon

Falling out won't be an issue. I just needed to mess with the cockpit for the beta, but it's all taken care of. Plus turning off the controls is possible before launch. I really want to publish it already, but work and grad school really has been a killer since I got back from vacation.

Just know progress is definitely being made.

EDIT: I kinda ran into a little design dead end when I was testing a few things earlier, so I'm hoping you guys can give me a little feedback.

You know how it is right now where you can shoot front and back at will, right? In order to essentially eliminate a little player error, I was thinking of the following.

- Reduce controls down to two, i.e. neutral R1 and -> + R1 = shooting forward
- <- + R1 = Shield
- Arm automatically moves behind you if you move behind an enemy.

The level is essentially a side scrolling shooter and I would of course build the stages to complement the controls. As you are facing forward most of the time, it only makes sense to not have the shield at the -> + R1 position due to the way you're moving. Granted you essentially lose a little freedom in where you're shooting, I wasn't planning on having too many enemies behind you in the first place.

Again, this is just an idea so please let me know what you guys think so far. The focus is to ultimately make this easy for random players to jump right in and not worry about the controls.
2009-11-06 02:57:00

Author:
gevurah22
Posts: 1476


hm, sounds fine, it really just hinges on your level design. The two control scheme would work just fine, the only problem i could think of is trying to fly past an enemy to shoot one behind it, but again it's up to you to balance it out with your level design. One thing to maybe think about with your back+r1 being shield, is that in your tutorial, you currently have the player fly forward while shielding to stop a turret. You'll have to make sure people understand that all they have to do is hold R1, and that they can let go of backwards and switch to any direction once they're holding R1. A small thing, but if you're trying to make it easy for newbies, that's the type of mistake I can see happening a lot.

Of course you can always to try to implement multiple control schemes, but that's up to you.
2009-11-06 08:31:00

Author:
Unknown User


Yup, I've already implemented that in the tutorial I've created. That's one thing I've noticed way back when when I was watching people play GOTY and they did not really grasp the fact that once R1 is held, they can move in any direction. I think I've come up with a good way to introduce that little mechanic. We'll see how it goes considering I have the skeleton layout of the level set up. Thanks for the suggestion though. =)2009-11-06 15:29:00

Author:
gevurah22
Posts: 1476


I'm sure you'll make another awesome level! I think that reduce the control is a good idea, but be careful to control well the arm: if you are between 2 enemies, maybe that the arm goes crazy xD Maybe you can ad a new control, like "R1 Shoot. R1<- Shield. R1-> Turbo Boost". I said a boost cause i think it can be useful and funny, but it's only a suggestion
Good work!
2009-11-06 16:52:00

Author:
Dante95
Posts: 504


I actually came up with another way to get around the firing in either direction deal, but I'll save it for a future project. Thanks for the suggestions though guys! But for now, I think I might keep the controls the way they are atm.2009-11-08 01:04:00

Author:
gevurah22
Posts: 1476


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

Just uploaded Beta 2.0 with more features and enemies.

It also includes the following changes to controls: (tap/grab)

- TAP R1 shoots a single shot
- HOLD R1 brings up the Shield
- TAP <- + HOLD R1 changes the direction of the aim (controls are still the same)

Shield Buster still works and a new attack called the Armor Buster (HOLD R1 for 7 secs) has been added. I've also made it lighter so the movement is more responsive.

I've also changed the look of the Mm Gundam a little bit. Please check the level out and let me know what you think!
2009-11-30 14:35:00

Author:
gevurah22
Posts: 1476


I checked this out last night.... I liked the control changes. Still took a bit of getting used to, but I found once I got used to the controls fighting felt more natural. The only thing that felt a TAD too slow was getting the shield up when I needed it, but that may be still getting used to the controls.

I can tell you this... once I got used to it this game was a lot of fun. Totally different feel than anything else I've seen in LBP.
2009-12-01 13:06:00

Author:
CCubbage
Posts: 4430


I checked this out last night.... I liked the control changes. Still took a bit of getting used to, but I found once I got used to the controls fighting felt more natural. The only thing that felt a TAD too slow was getting the shield up when I needed it, but that may be still getting used to the controls.

I can tell you this... once I got used to it this game was a lot of fun. Totally different feel than anything else I've seen in LBP.

Awesome! The learning curve is definitely there, but I pretty much feel the same way you do about the controls. Do you think there should be more of a progression in the stage in regards to introducing the different mechanics so that players can learn the ropes even faster?
2009-12-01 15:14:00

Author:
gevurah22
Posts: 1476


Hmmm.... I think the teaching part is fine, but it really takes a bit of just flying around and getting used to it. Have you considered separating it into a non-lethal tutorial level and the actual game? You could then have unlimited targets appearing that allow the player to just sit and target practice for a while until they "get it".2009-12-01 15:34:00

Author:
CCubbage
Posts: 4430


The video looks cool, i'm going to try this. Anyway, now the movement of the mech's arm is controlled by the player right? I hope it won't be too much difficult! Anyway, in the pictures of your sackboy-gundam i can see a MacBook...And it seems the same as mine!
Good choice, man
2009-12-01 19:23:00

Author:
Dante95
Posts: 504


MacBook Pros are win!


Hmmm.... I think the teaching part is fine, but it really takes a bit of just flying around and getting used to it. Have you considered separating it into a non-lethal tutorial level and the actual game? You could then have unlimited targets appearing that allow the player to just sit and target practice for a while until they "get it".

I have and I just came up with the perfect scenario for it. It'll make more sense to Gundam fans, but the tutorial level will pretty much provide what you just mentioned. Btw, could you see the tutorial "video" pretty well?
2009-12-01 21:01:00

Author:
gevurah22
Posts: 1476


can you help me with my level when your done?2009-12-02 06:57:00

Author:
atticanreno
Posts: 14


**** i knew this was coming....as soon as online create came out -_-; why are people going to ask a master creator to help them(or do all the work while they do lil to contribute) and expect them to reply to it or even agree to it? ugh hope leerdammer didnt make everyone like this 2009-12-02 17:00:00

Author:
Shadowcrazy
Posts: 3365


ive always liked the look of the gundams, yet have never been bothered to watch any anime of it, or play any of the games, so i am clueless. Is it like some kind of mega robot fighting explosion Michael Bay uber laser beam sort of show?2009-12-02 17:08:00

Author:
TehUberZac
Posts: 587


ive always liked the look of the gundams, yet have never been bothered to watch any anime of it, or play any of the games, so i am clueless. Is it like some kind of mega robot fighting explosion Michael Bay uber laser beam sort of show?


no it's a great series about war, love, drama, etc... it's a great anime

but i recommend only watching the ones that fall under the Universal Century storyline....

since G Gundam, Gundam Wing, etc. aren't that good...while dino disagrees a bit with me lol i still gotta give it up to the Universal Century for being the best storyline/series out of all the gundam shows made

PROTIP: the Universal Century series is basically the OOOOOLD gundam series where the first gundam pilot was Amuro Ray and such...and the last of the series was ending with Amuro again with his newer and better gundam....in between there you have the Z gundam and ZZ gundam shows that fall in the storyline and much more...takes some research but if you can get all the series, and you're a big mecha fan like gevurah and me...you'll instantly fall in love with the characters, storyline, and of course the mecha

the first and ONLY anime i can really watch and enjoy since it's the only show where there is no crappy comedy (anime characters overreacting and making silly faces were funny for kids...not for me :/)

all in all gundam gets :star::star::star::star::star: from me


EDIT: played beta 2.1 .....didn't notice any changes at all...Mm gundam slim is still harder to maneuver then the original...and the control scheme isn't that great...i really don't like the idea of having to hold the grab and do something else to change directions...to me the last gundam was way better then this new one and the first controls you ever had were the best as well

EDIT2: eh the pink explosions weren't what i had in mind...somehow it just wasnt able to simulate the way the anime does it...in here it just looks like blobs of pink dissolving....idk but hopefully you find a way to add the 3D glitch in here and maybe show LittleBigPlanet in the backround...and maybe some colonies and such
2009-12-03 00:20:00

Author:
Shadowcrazy
Posts: 3365


Just played your newest version, I like the new look, and the new controls. Didn't notice any more/less trouble controlling anything. BUT, the video won't play for me, it's just obscured by the dissolve smoke. Maybe put the video behind glass, as I know you can't see some things like deadly gas through it, and I think dissolve smoke.

Also after shooting backwards for awhile, the arm wouldn't return to the forward position. Maybe have neutral grab activate the guns no matter what side you're aiming, and left/right grab switch you between sides. Though I could be missing something, I tried grabbing/taping grab in all directions and wasn't able to fire forwards again.

Looking good though, looking forward to the final version.
2009-12-03 01:17:00

Author:
Unknown User


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