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The Thermo
Archive: 17 posts
I don't understand how everyone is using up so much thermo... I'm building a reasonably long level (a compact one too!) and i haven't even used up to the first large thermometer tick (admittedly it's still under construction, i expect to use no more than 2-3 large thermo ticks at the end). I'm also making a survival level (one that's got platforms that drop in to boot!) and i haven't used more than a couple of small thermo ticks. Where are people spending all this thermo? | 2010-02-04 22:43:00 Author: RCIX Posts: 250 |
The major thermo-eaters are creature brains, complex emitted objects and using multiple different materials. I think lights also have a significant impact, but I'm not entirely sure. | 2010-02-05 01:23:00 Author: Gilgamesh Posts: 2536 |
The thing that kills my levels Thermo are the number of logic gates. | 2010-02-05 08:56:00 Author: blizzard_cool Posts: 752 |
There are various things that typically kill people's thermos. Detailed landscapes will absolutely nail it, which causes a lot of problems for the artistic creators out there and whilst lighting objects don't contribute too much individually, to light a level really well will take a vast chunk of your objects and collected objects thermo. Logic systems kill it for a lot of people. Badly tuned emitters, not gluing things down to dark matter, sloppy shape construction (not using corner editor to ensure that you don't have wasted verteces). Finally, not using all the resources available (i.e. the multiple thermos) and just stopping when one of them gets near the top. | 2010-02-05 10:39:00 Author: rtm223 Posts: 6497 |
I've found with my latest level "World of Square Dissolve H4H" that I've been able to build a HUGE level. Here's the techniques: I'm building with only a single type of material (dissolve) I'm keeping the shapes simple (only using large squares for everything) Every shape in the entire level is glued together, and is glued to a single piece of dark matter (which is a triangle) I'm retaining the original color of the dissolve (thus eliminating the pesky stickers and decorations from eating up my thermo) I only need a single switch (it's a sensor switch that dissolves some things) There are no enemies or checkpoints I've found that by using these techniques, I can fill up just about the entire create area without using hardly any thermo! | 2010-02-05 15:25:00 Author: CCubbage Posts: 4430 |
I do hope you're using a grab switch and not one of those nightmarishly thermo-hungry levers CCubb! | 2010-02-05 15:31:00 Author: rtm223 Posts: 6497 |
That'll get a heart from me. Will I get one back? | 2010-02-05 15:32:00 Author: Matt 82 Posts: 1096 |
I do hope you're using a grab switch and not one of those nightmarishly thermo-hungry levers CCubb! it's a sensor switch that dissolves some things Grab switches are too tricky for me to hook up.... Will I get one back? But.... I already gave you 14 hearts for "All Trophies- One button"..... well, OK... but only if you take the bombs out of Pirate Ship Shanty long enough for me to get high score! | 2010-02-05 16:18:00 Author: CCubbage Posts: 4430 |
Sorry, you did say sensor switch. My bad, it's hard to keep up with the all the subtleties of a project this mindblowingly awesome On a serious note: Spikes. Ridiculously thermo heavy, and I really can't understand why.... | 2010-02-05 16:37:00 Author: rtm223 Posts: 6497 |
I found the better alternative is to simply close your eyes and imagine the spikes rather than actually placing them in the level. ZERO thermo usage. You can see them in action in my F4F/H4H level "FREE naked sackboy costumes WITH REAL WATER" | 2010-02-05 16:56:00 Author: Thegide Posts: 1465 |
I use a lot of imaginary spikes as decoration in my Marathon Across the Savannah level. I'm still working on an imaginary entrance so it will have even less thermo than its predecessor, Marathon Across the Garden, which received high praise for its surprise ending, the imaginary score board. | 2010-02-05 17:26:00 Author: Rogar Posts: 2284 |
This thread is getting silly.... but I'd never seen a thread dedicated to LBP having TOO MUCH thermo to work with. | 2010-02-05 18:32:00 Author: CCubbage Posts: 4430 |
i wish we had a little bit more room on the thermo for creating lvls | 2010-02-06 21:58:00 Author: The_Lil_JoKeR Posts: 745 |
i wish we had a little bit more room on the thermo for creating lvls Sure but with more room people would do more things and still run out. Then they'd wish to have more room again. The deal is about learning to optimise and have fun doing so. | 2010-02-06 23:18:00 Author: RangerZero Posts: 3901 |
I usually have a pretty good vision of how I want a level to be. I'd have more fun not having to compromise. | 2010-02-07 01:37:00 Author: Rogar Posts: 2284 |
i noticed when i had to move a big pice of a level to a difrent map to fix a unknown bug after i pasted the whole thing in a new map, there was alot more space left that i had origonally. i dunno if it was the extra inch it was above the ground. but i had more space than befour wit hthe same items. the level in now finished and after putting in the boss, i had to remove some highly detaled stuff to make room for the ending and gifts. its on the edge of overheating, but it proves that a long and detaled level is posible... btw, that level im talking about is "Sackula : rondo of bulrap" if you would want to se | 2010-02-07 20:37:00 Author: ptwob Posts: 99 |
Sure but with more room people would do more things and still run out. Then they'd wish to have more room again. The deal is about learning to optimise and have fun doing so. Excellent point. Ultimately, you need to make important decisions regarding your level's layout. If you want a big, long level, you're going to have to go easy on complexity. I you want to go all out on visuals or have an overload of creatures, you're going to have to build a smaller level. For all the people that complained about the shortness of Steve's recent Dead Space level... I challenge you to build a larger level with that degree of detail. Ironically, the people filling the thermo with incredibly complex creations aren't the ones complaining about thermo limitations... it usually new designers who haven't fully mastered the creating process yet and who find themselves out of room when their level is only half done. The trick is to wrap your level up BEFORE the thermo explodes, then go back and add detail and optimize. I still remember when I figured out gluing everything down was a huge thermo saver. I probably grabbed myself four notches of free space back during the creation of Shadow Moses. | 2010-02-08 03:47:00 Author: Thegide Posts: 1465 |
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