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#1

What can I improve?

Archive: 45 posts


Okay guys,
To keep it short and simple..
Tell, how can I improve as a creator.

what are the details i forgotten to add,
what do I need to focuss on,
What could I have done better and so on.

Advanced critisism is highly encouraged.

And dont worry, I wont mind any strong critisism, ill take it into consideration and eventually it might help me become a better creator,
so be dead honest and do your worst

(this also means you guys!.. you know.. comph.. steve.. clay.. adi.. rtm.. poms.. ranger.. JB.. etc.. etc.. )
that is.. if you ever played my levels

thanks in advance
2010-08-31 21:14:00

Author:
Luos_83
Posts: 2136


- Sometimes when trying to jump from layer to layer in the front, sackboy would automatically shift to the sinking layer behind and die.
In both your "Morbidallia" and "logic tribe" boss.
The worst aspect of all your levels.

No lag please.

No extra thin layers. You dirty cheater.

Spell check LBPC posts.

Playtest each checkpoint to check for any annoyances. I remember on one of your checkpoints, I would run foward, then automatically run up the bottom of a tree. Which got annoying after dying a few times.
Speed running through your levels helps with this.

Make it possible to skip lengthy convo trees.

No invisible walls. Breaks the immersion. Have natural obstacles (or cutscene cameras) if you want the player to watch/read the story. I would go for cutscene MM, as the player can circle/skip through them if they just want to get on with the gameplay.

Base the lighting on the default sackboy. In your Morbidallia level, I had to switch to glowing skeleton skin to have a chance.

Keep up the gameplay platforming. I would hate to see you shift focus more towards the visuals.
Keep up the detailed level threads.
Keep up the humor.
Keep creating.

I wish more people made threads like this.
2010-08-31 22:37:00

Author:
midnight_heist
Posts: 2513


One of my annoyances with your creating style is gameplay is neglected and visuals are favored. Your levels never seize to amaze me when I load one up and I see this fantastic sprawling cave, or towering waterfalls crashing down in a perception of paradise. Eventually though, as the levels get longer the gameplay seems more repetitive...

I have found that in newer levels that you have created more interactive gameplay. I think you just need to keep working on it and, like everything else... You'll get better!
2010-09-01 03:42:00

Author:
tanrockstan34
Posts: 1076


I would have to honestly say the same thing that midnight said, try to get more creative with your platforming and gameplay, add some unique Sack The Legendary elements that no one will suspect. I would say myb get more varied as far as building and material wise. Try getting some good stickering going so as to get some great visuals. Other than those, I think your doing a fine job chap! 2010-09-01 15:40:00

Author:
damaz10
Posts: 771


Look into some tutorials, work slow and steady. Make sure everything is totally perfect. Don't rush things2010-09-02 04:34:00

Author:
snaker
Posts: 68


Well, your visuals are great, sometimes i just sit their and stare at an object wondering what stickers you used before getting out my pop-it to remove the stickers ()
hmmm, and what everyone else said: the gameplay is mostly the same.... Just make something new and you'll be the perfect creator
2010-09-02 08:55:00

Author:
YEAH_NAH
Posts: 775


Hey guys,
thanks so far for all your comments and critiques!
I wont go into all that is said, but most I agree on.



No extra thin layers. You dirty cheater.
Gnagna, you'll only see more layers from now on..
I will try to keep layerglitches to a minimum..
but even though I said id never use em..
Thack and Theck are now my two new best friends.


Base the lighting on the default sackboy. In your Morbidallia level, I had to switch to glowing skeleton skin to have a chance.
My HD tv-settings are actually ISO-ed to make sure everything is set correctly when it comes to gamma, contrast, color etc.
If it was too dark, I would have added more light.
Check your own settings

Furthermore,
In about a day I will release some pictures of my "Sack, The legendary level 1" revamp.
Dunno If I will remake em all..
but lbp2 finally give me a chance to really.. really make the story the shining star of STL.

I have allready rewritten a lot of stuff (Have i.e. Amber save captured companions for instance).

Besides visuals...
I will do my utter best to add more and more (original) gameplay into the levels with less walking before the next gameplay room.
2010-09-02 18:43:00

Author:
Luos_83
Posts: 2136


I'll admit, I yawned a few times during some of the text cut scenes. But it's no biggie.2010-09-02 19:02:00

Author:
TehUberZac
Posts: 587


Hmmmm... Hard question... In my eyes you are pretty much amazing in all aspects (unbeatable with clay) but I will try to come up with anything... Here goes...

Nope, you are that awesome there is no way you can improve without breaking some law of the universe. The law of AWESOMENESSJk, I will stop now!Feedback... *drumroll*

Well, on the logic part I believe you can't do anything more, but (yes but, incredibly is it not?) for now (had your hopes up?) you should come up with new and refreshing gameplay elements and advance further thereon, visuals and such you are already ace at. Also test everything to see if it breaks or not. I would be happy to test btw!
2010-09-02 19:04:00

Author:
moonwire
Posts: 1627


Make sure you add A LOT of detail in your level because thats what people appreciate the most.2010-09-02 19:06:00

Author:
OK1124
Posts: 126


I don't know if it's possible to make your levels better, but if there is a way, don't work on 10 levels at a time! Hah! Just kidding!

Seriously though, I would have to say:
1. Keep up the long, detailed, immersive levels.
2. Beware of the annoying plan-shifts.
3. The Lost Cave of Ankor Sack lacked direction in some places. Just don't allow all levels to be like that, which they aren't. :]
4. Add optional hints and conversation skipping.

That's all I've got. It's hard to improve one of my favorite creators. Just keep up your work!

EDIT: I disagree with using less of the extra layers. The more layers, the more immersive in my opinion.
2010-09-02 22:31:00

Author:
piggabling
Posts: 2979


Thack and Theck are now my two new best friends.

Heh. Can't help remembering this from 6 months ago...


not using the theck/thack layers as I do not trust them...

How times change, eh?
2010-09-03 00:56:00

Author:
Aya042
Posts: 2870


No extra thin layers. You dirty cheater.

Well, on the logic part I believe you can't do anything more

I disagree on both of these. I love extra layers and they can really make a level just pop out at you and they add so much more versatility (not sure whether we're talking about the 50 layer glitch or theck/thack, but either is applicable), and I think there's ALWAYS room to improve with logic. I'm still discovering new ways to do new things (perhaps I spend too much time on that aspect and not enough on creating, as evidenced by my lack of finished levels).


My HD tv-settings are actually ISO-ed to make sure everything is set correctly when it comes to gamma, contrast, color etc.
If it was too dark, I would have added more light.
Check your own settings

That would be a valid point if you were only making levels for yourself. Since you're making them for others to play, you might want to leave some margin for error on the whole darkness thing so that everybody can see where they're going. There's few things that bother me more than when a level is too dark to see what's going on.


Add optional hints and conversation skipping.

I agree about conversation skipping. I like to read them the first time I play a level, but I hate it when I'm forced to sit through them on my second play-through. Imo, every cutscene/conversation/tutorial should be skippable (that's why I like to stick cutscenes at the beginning of a level, set them to start before the player has a chance to spawn and hook a killswitch to the whole cutscene that's triggered once the player spawns: that way, pressing the circle button will immediately end the cutscene... but again, it only works at the beginning of a level. Another option would be to have a grabbable material where sackboy stands when a cutscene triggers: since the player can still grab during a cutscene, he could just tap R1 to kill the whole cutscene.

Optional hints are nice, but I'm not sure what the best way of triggering them would be. I like to use a "you suck meter" on the more difficult parts of levels: I use a death detector/counter to give the player some sort of assistance (spawn a checkpoint to help them get partway through a tough obstacle, emit a powerup, or give a hint) if they die a certain number of times. You might also use a timer: if a player is stuck for a long time at a puzzle, a hint could trigger.
2010-09-03 05:47:00

Author:
Sehven
Posts: 2188


I'm a bit late here, everyone's covered most stuff. To be honest I think you've been heading the right direction; your levels have constantly been improving, so keep it up!

But alas, one thing I hate, HATE about your levels. Cutscene Cameras that activate when I've just collected the 4th of 5 point bubbles, meaning I miss out on precious combo! D= It never really bothered me until I realised it happens in pretty much all your levels. xD So yeah, that's my Luos pet peeve. other than that keep trying new things, busting out some fresh gameplay would be cool!

http://i.neoseeker.com/mgv/272671-Blackfalcon/671/5/animal0064hb2_display.gif
2010-09-03 16:15:00

Author:
Blackfalcon
Posts: 409


by Sehven;
I disagree on both of these. As do I,
The extra layers can really make or break a room if done correctly.
As clay has been doing almost all of the complex logic since we met,
I tend to rely on him when it comes to the more complex logic.
I myself are just mediocre when it comes to logic, but logic will never be a barrier for what I have set my mind on.

by Blackfalcon;

It never really bothered me until I realised it happens in pretty much all your levels.It bothered me even more , last time I played it I wanted to physically punish me for doing that


Add optional hints and conversation skipping.Trust me, from now on, you dont have to wait for long cutscenes anymore.. (in my new levels).


Also by Sehven;

I like to use a "you suck meter" on the more difficult parts of levels: I use a death detector/counter to give the player some sort of assistance (spawn a checkpoint to help them get partway through a tough obstacle, emit a powerup, or give a hint) if they die a certain number of times. You might also use a timer: if a player is stuck for a long time at a puzzle, a hint could trigger. Good Idea!



There's few things that bother me more than when a level is too dark to see what's going on.Yea, ill ask some non-HD tv-owning people to tell me when parts are too dark next time I let them beta-test levels.

Maybe get my old tv from the basement and plug them in when I am reaching beta.


(so much quoting!)
by Uberzac;

I'll admit, I yawned a few times during some of the text cut scenes. But it's no biggie. I will try to spice up cutscenes and add some clever stuff to keep you entertained..
Though chances are I will go over the cutscenes with the lbp2 tools.

by aya;

How times change, eh?They do.. they do so much.


And, i could quote some more,
but overall i do agree with you guys
thanks so much for the feedback.

as promised, image of the new Sack, the legendary level 1:


http://fc01.deviantart.net/fs70/f/2010/246/b/0/b0d990b6175ad7d329d01a4fd651825c-d2xwzlm.jpg
2010-09-03 17:35:00

Author:
Luos_83
Posts: 2136


Luos, I am drooling over this newly improved STL 1 you have going on. I think I may be in love2010-09-03 17:47:00

Author:
damaz10
Posts: 771


Cool, I might actually get on the leaderboard in a future level of yours! xD

Oh yeah, if you could have more things happening in cutscenes other than just barrages of text? Maybe flashbacks when descirbing a past event, that sort of stuff.

http://i.neoseeker.com/mgv/272671-Blackfalcon/671/5/animal0064hb2_display.gif
2010-09-03 18:06:00

Author:
Blackfalcon
Posts: 409


Oh yeah, if you could have more things happening in cutscenes other than just barrages of text? Maybe flashbacks when descirbing a past event, that sort of stuff.

The dragon slayer intro made me realize my cutscenes where quite weak,
I will take care of this in the future.
2010-09-03 18:21:00

Author:
Luos_83
Posts: 2136


I think Dragon Slayer made everybody feel bad about their cutscenes: it was a-freakin'-mazing! I've been thinking about the lbp2 tools and how cool it'll be to record voice dialogue, but now I'm wondering if it'd be cooler to go Dragon Slayer style and skip dialogue completely.

Checked out the pics of STL: they look awesome. Can't wait to see the finished product.
2010-09-03 20:11:00

Author:
Sehven
Posts: 2188


So true Sehven,
but if i would use voices..
I need voice talent.. my english sounds weird.. and relying on adi..
would be a bit much
2010-09-03 20:16:00

Author:
Luos_83
Posts: 2136


The none dialogue approach works very well, unless your main character is recounting something personally.

Another suggestion; get a load of people to test your levels extensively!

http://i.neoseeker.com/mgv/272671-Blackfalcon/671/5/animal0064hb2_display.gif
2010-09-03 20:38:00

Author:
Blackfalcon
Posts: 409


imo your hints are too obvious and are more like instructions.2010-09-04 18:03:00

Author:
lifeiscrapislife
Posts: 396


Wow, this is coming from a creator who made one of my favorite series ever. (At least in my top 3 ) But anyway, hmmm. I've played all Sack the legendary and Logic Island and the switch trigger tribe and the lighting was gorgeous so can't tell you to improve on that. You do awesome with story plus added great humour and never had a single bug/glitch in the levels.... Hmm....tough one 2010-09-05 01:08:00

Author:
Dragonvarsity
Posts: 5208


not a lot to improve on.

I would suggest some more gameplay changes in the STL series... but a series needs to feel consistant, so its probably ok. You show variety in your skills in the UFO, roller levels so its clearly a stylistic choice and thats fine.

You know how I feel about your cut scenes already I was suggesting visual scenes way back in sack 3, but you've always prefered the extended dialogue option.

Make a sequel to discworld or something like that
2010-09-05 08:15:00

Author:
TheAdipose
Posts: 533


I'd love to see a sequel to Discworld, that was a truly innovative and brilliant level!

http://i.neoseeker.com/mgv/272671-Blackfalcon/671/5/animal0064hb2_display.gif
2010-09-05 10:02:00

Author:
Blackfalcon
Posts: 409


I know its been a while,
but maybe some people might have other suggestions.

so now its your time to rant about my levels
2011-01-05 18:57:00

Author:
Luos_83
Posts: 2136


I hated that beta level Lockpick's Maze. It was pure genius and quite a bit of fun.

/rant

lol
2011-01-05 19:02:00

Author:
jwwphotos
Posts: 11383


so now its your time to rant about my levels

Where to begin?

Your more recent beh'ta series is a big improvement from a gameplay POV, particularly beh'ta 2. Still, couple of things still bug me a little:-


Being able to skip cutscenes, which I know you did for some of the StL levels, but for a level to have good replay value (and to preserve my sanity during playtesting), it's a necessity IMO. However, I can imagine it being somewhat painful in some cases, where the cutscene sets up the initial state of a puzzle or a sackbot's correct location, as, by bypassing the scene, you'd have to find another way to set it up.


Unnecessary layer-changing is another minor nitpick. There are a few instances where you use multiple layers to provide more interesting background detail (which is a good thing), but it's often too easy to accidentally jump into the background layers, and have to jump back onto the main path to continue. Simple fix would be to stick a layer blocker (e.g. electrified hologram) in, but I find that to be a bit cheaty, and another solution such as making the background naturally inaccessible, possibly adding a secret way to get there to score some additional points (q.v. the section behind the fence in beh'ta 2), to be more elegant.




I hated that beta level Lockpick's Maze.

So did MM apparently.
2011-01-05 19:23:00

Author:
Aya042
Posts: 2870


Lockpick's maze was one of the most beautifully conceptualized original levels I've ever seen. Well defined rules set expertly adhered to and explored. I think your at the top of your game... outside of some inadvertent layer switching (in the past), occasional cutscene... messing with a combo, your there on everybody's radar.2011-01-05 19:50:00

Author:
Gravel
Posts: 1308


1. I will be sure to make cut-scenes skippable in any lbp2 level I will make, its one of the highest on my list.
2. I will try and make sure that layershifting will be less of a hell.
3. Even if a contraption or puzzle is very experimental, it must be simple to understand and have a flawless excecution cycle.
4. More people testing my levels.
5. I will make sure cut-scenes wont be in the way of combo's and the other way around.
2011-01-05 19:56:00

Author:
Luos_83
Posts: 2136


You're one of my favorite creators lately, so not much in my opinion. many will probably disagree, but i think you sometimes use too much lighting. though it looks wonderful, it's sometimes too much variety in colors, like a saturated rainbow when just a complimentary color would do. ancient trials was better in that aspect, but with your wide and sweeping cameras in the beta, it gets very laggy sometimes. whenever i'd play with other people the camera pulling would have so much lighting and geometry on screen that it would slow to a crawl.

that's why i asked for performance analysis in the beta forum, myself.

other than that, i think sometimes your areas are cramped and cluttered - wide cameras on those parts with tons of materials, stickers, floating things & corners makes everything hard to discern. scale-wise, in proportion to sackboy, things sometimes seem like hobbit houses.

i'm really forcing myself to think back and nitpick though, 'cause these are trivial flaws.
2011-01-10 22:32:00

Author:
Unknown User


Clearly, you need to cocreate with me come LBP2

That's right... daddy's back.
2011-01-10 22:49:00

Author:
Thegide
Posts: 1465


About friggin time gide

And Ninja,
Imho the fps-stuff is not my fault,
its the poor engine that cant hold it.
For that reason I cannot understand MM and would personally really liked it if they pushed the fps up higher,
or add additional tools that will help lower engine stress by being able to optimise the collision of objects.
No instead, fire, gas, plasma and even electro pull away more fps than they did in the prev. game.
On that aspect, the beh'ta levels, lockpicks maze and frantic where all build with pushing the engine to its limits fps wise as a goal.
(lockpicks maze is a few holo's away from turning into a compression tool).

I will tone it down a little in the full game,
But imho people can manage with a bit lower fps, back in the day we pushed pc's back to 28fps with our unreal levels.
Its just that nowadays ppl are spoiled with epic fps.

On that note, I would ask all creators to push the engine limits,
the more reason for MM to improve that in the future of lbp.
I do agree it should not affect gameplay, but I wont stop using massive amounts of light in my levels.
"though it looks wonderful, it's sometimes too much variety in colors"
Examples please, because I cannot really agree with that.

But, I do appreciate your honesty, and I am sure to take it all with me for my next levels.
2011-01-10 23:37:00

Author:
Luos_83
Posts: 2136


I know. it was never my fault in False Idols either when the levels slowed to a crawl, but I think that's why I toned down my lighting so much myself. I'm an old school gamer, so slow down was something I was used to, but I've tried to compromise.

It's so hard not to. I want to rebuild that series & in my mind I'm thinking how can I make it look better without having the same slowdown as before? I've tried to adopt a cleaner MM style, but it feels empty without the ambience. It's a lose lose.

i'd have to play through a level with you to point out specific parts where the color saturation gets off. blue meshes into the green floral in one corner to look sepia & cold, while warm & vibrant red in the opposing corner makes the green more eye popping, so both sides of a room may clash hard. it can't be helped sometimes since electricity glows so much now & none of our hazards are neutral (save for spikes). i can't really tell you specific parts without a step by step play through.

nitpicks, but trying to help.
2011-01-11 08:56:00

Author:
Unknown User


Yea, I guess you need to show me,
because in real life, cold and warm allways clash, especially at dusk and dawn.



http://photos.travelblog.org/Photos/1878/6867/f/25823-Sand-dunes-1.jpg http://parkerlab.bio.uci.edu/pictures/photography%20pictures/Sand%20ripples%20by%20flashlight%20fill.jpg http://thundafunda.com/2/traveling-pictures-tourism/download/Sand%20Springs,%20Totem%20Pole%20and%20the%20Yei-Bi-Chei,%20Monument%20Valley%20Navajo%20Tribal%20Park ,%20Utah%20and%20Arizona.jpg http://www.greatholidayhomes.com/graphics/forest4.jpg http://www.thegreenhousehotel.co.uk/images/newforest.jpg http://mystrymoon.screaming.net/cavesofdrach.jpg http://www.places.co.za/photos/cango_caves.jpg http://fc04.deviantart.net/fs70/i/2010/108/e/4/BlueBerry_by_cursed_soul.jpg http://fc09.deviantart.net/fs31/f/2008/202/1/c/The_throne_by_cursed_soul.jpg http://fc07.deviantart.net/fs18/f/2007/161/e/b/Bee_Clean_by_cursed_soul.jpg
http://fc03.deviantart.net/fs51/f/2009/257/f/4/f42af6275ce401aedc412952e2a3c266.jpg
http://fc00.deviantart.net/fs45/f/2009/102/8/9/89907b0d856156d3de71739d7d04f022.jpg http://fc00.deviantart.net/fs18/f/2007/211/3/e/Flowers_Of_The_Sun_by_cursed_soul.jpg
http://fc01.deviantart.net/fs23/f/2007/360/1/4/Will_it_ever_be_dark_again____by_cursed_soul.jpg http://fc05.deviantart.net/fs45/f/2009/073/0/c/Ye_Olden_Days_II_by_cursed_soul.jpg http://fc04.deviantart.net/fs17/f/2007/209/d/e/From_My_Balcony_by_cursed_soul.jpg http://fc08.deviantart.net/fs44/f/2009/128/8/e/8e65d36d4ad8eaec2077db8be492880e.jpg http://th08.deviantart.net/fs7/PRE/i/2005/235/2/7/DM_Sirea_UT2k4_Deathmatch_map2_by_cursed_soul.jpg http://th02.deviantart.net/fs7/PRE/i/2005/199/b/d/DM_Drathi___UT2k4___08_27_04_3_by_cursed_soul.jpg http://fc06.deviantart.net/images/i/2002/20/e/0/Chamber_of_silence.jpg
http://www.doupe.cz/Files/Obrazky/art2/s/spellborne/prev/spellborn_03.jpg




^^ got a bit carried away,
everything from the ladybug and down is personal work btw.
2011-01-11 17:20:00

Author:
Luos_83
Posts: 2136


i can't click spoiler tags on the ps3 browser but i'll check it out when i can.2011-01-11 20:38:00

Author:
Unknown User


...
Imho the fps-stuff is not my fault

That's a little like saying, "it's not my fault that when I drove my car at 200KPH and made a hard right turn, it barrel rolled down the street 23 times". IMHO, designing within the limits of the engine is the responsibility of the designer. Believe me, I agree that it would be better if the engine could handle it, but since it doesn't, we need to humbly accept that we are designing beyond the limits of the engine.

That being said, I am always fascinated by the attention (and apparent ease) that you add visual interest to your levels. There have been times when it's been literally breathtaking.

There are really only a few things that I could gripe at about your levels recently.
1. I'm not a fan of your "pan camera as hints" for a couple of reasons. a) I often like to figure things out on my own, and the camera panning has given puzzles away too early imho. b) if you are replaying the level they slow down game play unnecessarily.
2. I've always loved your cutscenes and story telling, but I'm into platforming at heart. So when I replay your levels I can sometimes get frustrated re-watching the longer cutscenes to which I already know the ending. I can appreciate that, as an artist, you want to insist that the audience experience your art as you intended, but I think there may be a way that you could allow some flexibility that would allow players to adapt their preferences to playing to your levels.
2011-01-11 21:00:00

Author:
RoharDragontamer
Posts: 397


1. I'm not a fan of your "pan camera as hints" for a couple of reasons. a) I often like to figure things out on my own, and the camera panning has given puzzles away too early imho. b) if you are replaying the level they slow down game play unnecessarily.

I agree with this one, but of course it's Luos' prerogative to choose the audience he's aiming at. But as for b), maybe he could make a temporary game camera switch in stead of a movie camera, so the player can still move forwards if he wants to?
2011-01-12 15:40:00

Author:
Rogar
Posts: 2284


O_o

Anything in the beta, stays in the beta.
So dont worry about the cam-hints, I added those for the dumdums in the beta (and there where a lot.. A LOT!!)


maybe he could make a temporary game camera switch in stead of a movie camera, so the player can still move forwards if he wants to? Thats.. Not a very good suggestion for cutscenes,
like I mentioned a few times,
all cutscenes will be skippable in future levels.


That's a little like saying, "it's not my fault that when I drove my car at 200KPH and made a hard right turn, it barrel rolled down the street 23 times". IMHO, designing within the limits of the engine is the responsibility of the designer. Believe me, I agree that it would be better if the engine could handle it, but since it doesn't, we need to humbly accept that we are designing beyond the limits of the engine.You are comparing a life threathening accident with pushing the engine to its limits O_o
And especially in cutscene or scenery rooms only, nobody dies from a little fps los.
And actually, in the game-industry they would ask the coders to improve the framerate rather than asking the enviroment artists to tone down their visuals.

and you cannot tell me that lbp2 is pushing ps3 limits, its more the lack of power of its engine.
So cant wait untill they rewrite it for lbp3

I push limits, and I will keep doing that,
Ill make sure the fps wont interfere with platforming etc,
but complaining about fps in a scenery room or cutscene..
is just facepalm.jpg stuff.


And on that note,

I'm not a fan of your "pan camera as hints" for a couple of reasons.*god of war, assassins creed, gta4, drakes fortune all do this as well, please complain to them too.

And I mean that, I hate this myself as well..
but the majority of companies is making players dumber and dumber by adding such features.
2011-01-13 12:45:00

Author:
Luos_83
Posts: 2136


And the beta crowd is probably smarter (on average) than the real game...

By the way, I didn't mean to suggest you do cutscenes with game camera's, just those brief hint shots. Just an idea.
2011-01-13 12:52:00

Author:
Rogar
Posts: 2284


Hmm i really had no problems in your levels besides little lag, mostly when not alone,
like always most levels are sadly best played alone :/
kinda annoying as i prefer playing with friends, MM need to fix that.
but really your levels are top level of design and great gameplay,
not a whole lot you can do IMHO. to make them better.
least the beta levels of yours i played anyways, *mew
2011-01-13 13:07:00

Author:
Lord-Dreamerz
Posts: 4261


O_o
You are comparing a life threathening accident with pushing the engine to its limits O_o
And especially in cutscene or scenery rooms only, nobody dies from a little fps los.
And actually, in the game-industry they would ask the coders to improve the framerate rather than asking the enviroment artists to tone down their visuals.
Well, my toon has died due to framerate loss, thank you very much. And according to the Mom's Against the Evils of Video Game Playing here in the states, apparently kids hang themselves for less, so I just didn't want you to have to carry all that guilt around.



I push limits, and I will keep doing that,
Ill make sure the fps wont interfere with platforming etc,
but complaining about fps in a scenery room or cutscene..
is just facepalm.jpg stuff.
I'm certainly not suggesting we keep pushing the envelope, but when you blow out the corners of the envelope, you can't blame the envelope.



And on that note,
*god of war, assassins creed, gta4, drakes fortune all do this as well, please complain to them too.
Never played them, so I can't complain.



And I mean that, I hate this myself as well..
but the majority of companies is making players dumber and dumber by adding such features.
So help stop the madness!!
2011-01-13 14:21:00

Author:
RoharDragontamer
Posts: 397


On that note,
got up with foot on wrong side of the bed (and it was boobytrapped)
so take my reply with a little bit of salt.
10 ounce of salt should do it



Well, my toon has died due to framerate loss, thank you very much. And according to the Mom's Against the Evils of Video Game Playing here in the states, apparently kids hang themselves for less, so I just didn't want you to have to carry all that guilt around.reads it again :|


And according to the Mom's Against the Evils of Video Game
thats a meme.
2011-01-13 14:48:00

Author:
Luos_83
Posts: 2136


You should be able to improve overall performance in levels now by putting sourceless lighting on following holo with location & proximity driven logic, and then complimenting it with stationary light sources in the background here and there that coalesce with each other as needed.

One set of following light sources with the right radius should be able to replace hundreds of LED's and gassed fairy lights, unless your light sources are architecturally sound & context specific, such as ceiling mounted flourescant lights and corner table lamps. ambient magical air should have less restrictions.
2011-01-13 15:42:00

Author:
Unknown User


A lot of people are complaining about unskippable cutscenes, and you said you'd fix that, but I understand the annoyance of making something you worked hard on skippable. A little tip Luos; tell people how to skip the cutscenes at the end of the level. That way they have to appreciate your genius first time round but it means they can save time in prior playthroughs.

http://i.neoseeker.com/mgv/272671-Blackfalcon/671/5/animal0064hb2_display.gif
2011-01-14 19:19:00

Author:
Blackfalcon
Posts: 409


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