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Sackbots = FAIL

Archive: 18 posts


Maybe im being finnicky and pedantic and whatever, but does anybody else really dislike the way that large sackbots move??

What i mean is that a sackbot that is double the size of a regular sackboy will still run just as fast as one half the size of sackboy. The problem is that, while trying to make it so that all characters can keep up with each other (or whatever the reason was) it means that the animation of large sackbots is very ugly.
The movement animation (as far as my untrained eyes can tell) is the same for every size bot, and if this was correctly done, as in the speed of the bot scales relatively to their size the animation would suit better.

IM NOT SAYING THIS IS A HUGE ERROR IN PROGRAMMING all Im saying is that there is something uncomfortable about the way that sackbots move when it is disjointed, i think it is something to do with their feet not planting on the floor properly (an animators worst nightmare)

Also i think this applies to jumping aswell, that a regualr sackboy can jump just higher than his own head, whereas a giant bot's feet only leave the ground at the same height, making their jumps almost irrelevant in comparison to their body size

Discuss please, i am open to all arguments
2010-11-25 20:05:00

Author:
Skalio-
Posts: 920


I would say this is a common problem when you increase an animation's size in any case.
It's just like in flash when you make a run cycle larger, which then highlights little details you missed.

And what is your definition of a "large" sackbot?
2010-11-25 21:41:00

Author:
midnight_heist
Posts: 2513


"Large (http://dictionary.reference.com/browse/large)" Heh. 2010-11-25 22:12:00

Author:
iBubek
Posts: 682


Ooooh you did not just insult Sackbots/ the best thing to Happen to LBP.
This calls for a mini rant!

First,you should change the title of the thread, as it implies Sackbots overall FAIL, not just for those specific scenarios you wanna put them in in which they don't exceed.

Secondly, Movement speed is fine as it is if you ask me, sure you want them to move more realisticlty according to size, but would that really be useful/ good for when making levels?
Sure there's the 5% of people who may benefit from this, but the other 95% is better of as how the movement and jumping settings are as it is.
Besides, there's already various ways to change a Sackbots movement speed, mainly from the "Walking speed" option in their tweaking menu, and using different methods from movers and anti-gravity switch and such.

People don;t want their Giant sackbots to get to the other side of the place in 2 secs or jump 200m when they jump, nor do they want little sackbots to take forever to walk, or to not being able to catch up to a sackboy when following the player.

Again, you can always make the sackbot jump higher or lower with movers or anti-gravity, so you can make a giant Sackbot jump to the top of the level and a mini sackbot not being able to jump at all, and vice-versa.

Sackbots don't fail, people who don't wanna think of/ to lazy to make ways to work around those little details and want everything made for them, leaving nothing to the mind to think, do.

Remember, in this kind of games, usefulness is more important than perfect physics.
2010-11-25 22:35:00

Author:
Silverleon
Posts: 6707


Can't you tweak the walk speed?2010-11-26 04:36:00

Author:
kiwidog
Posts: 72


@silver
lol i agree with most of what you sayin here and (before the latest patch anyway) the largest sackbot you could make was around double the height of sackboy, so at this height he wouldnt have to run across the level in 2 seconds, or jump 200 metres, the problem that has now arisen is that we can now scale sackbots to heights that are pointlessly large and pointlessly small

@kiwidog
the top running speed is 100% and it means 100% of sackboy speed, so you cant make them faster than sackboy, and running speed setting doesnt apply to controllinated sackbots
2010-11-26 13:46:00

Author:
Skalio-
Posts: 920


we can now scale sackbots to heights that are pointlessly large and pointlessly small

Sooo... Don't scale them that big or small if you don't want to. Problem solved

I think this "problem" is one that's been imagined. We now have more flexibility to scale the sackbots. If you find use for them at those sizes there are ways to tame their motion, as silver explains. If you don't have use for them at those sizes (because they are "pointless") what have you lost?
2010-11-26 13:58:00

Author:
rtm223
Posts: 6497


ok so i wouldnt actually use those huge sackbots we can now make but ill give an example: what if you want to make a sackbot family, the "parents" should be larger than the children in order to differentiate between them, this is where the problem of scaling come up, its not major but i just think theres somethign ugly about it2010-11-26 18:35:00

Author:
Skalio-
Posts: 920


I don't see the problem? If you're making parents, then just make them whatever size you want, you're not restricted to use either unusually small or unusuablly large? I don't see what you mean.2010-11-26 19:16:00

Author:
Prince Pixelton
Posts: 286


the top running speed is 100% and it means 100% of sackboy speed, so you cant make them faster than sackboy, and running speed setting doesnt apply to controllinated sackbots

Incorrect, you can raise the walking speed up to 150%, so you can indeed make them faster than Sackboy, and the speed does apply with controllinated Sackbots.

Also, the abuility to make extremely large/ small sackbots is a GLITCH, it was not meant to be part of the actual game (thus why incredibly large/ small Sackbots will break) so i don't think that reffering to those as an example is really valid, is it m8?

I've been working on, tweaking, messing with Sackbots, studying them, the majority of my time in create mode I spend with Sackbots, making different new ones and seeing the diferences with each, trust me m8, I know a thing or two about Sackbots.


2010-11-26 21:00:00

Author:
Silverleon
Posts: 6707


???
As far as i have seen when i control a sackbot through controllinator the running speed depends on how hard i push on the left thumbsstick...
and as for 150% i had a sneaking doubt when i wrote that
2010-11-27 01:25:00

Author:
Skalio-
Posts: 920


???
As far as i have seen when i control a sackbot through controllinator the running speed depends on how hard i push on the left thumbsstick...

It does, its reliative.

Slightly moving the left thumbstick while controlling a Sackbot at 30% speed will make it so its speed is30% of that if you moved a Sackbot with 100% speed, while moving th thunmstick the same amount.

Just try this, easy and simeple, so you can understand the difference, make a controllinator to control 2 sackbots, put then on in front of the other, same layer or different ones, same thing, but change their movement speeds, one to 150%, the other to 30%, and move them left and/ or right, make them move slightly and run full speed, you should be able to see the difference more clearly that way.

Hope that helps!

(Ahem, and about that thread title...stil think its valid m8? )
2010-11-27 04:19:00

Author:
Silverleon
Posts: 6707


It does, its reliative.

Slightly moving the left thumbstick while controlling a Sackbot at 30% speed will make it so its speed is30% of that if you moved a Sackbot with 100% speed, while moving th thunmstick the same amount.

Might wanna go check that it works for sackbots set to >100% walk speed, but not for sackbots at <100%.
2010-11-27 16:13:00

Author:
rtm223
Posts: 6497


Might wanna go check that it works for sackbots set to >100% walk speed, but not for sackbots at <100%.

?
Didn't use to be like that, maybe a change since the patch?

I'll go check that out again, maybe we're reffering to 2 different things?
(MAybe mis-wrotte what I meant in lack of better wording, my english has been failing me a lot lately... O_o)
2010-11-27 17:58:00

Author:
Silverleon
Posts: 6707


101+% run speed is always full sprint?2010-11-27 18:13:00

Author:
Unknown User


?
Didn't use to be like that, maybe a change since the patch?

I remember that sackbots with a walk speed of less than 100% walk at exactly the same speed as sackbots at walk speed of 100% when controlled by the controlinator. That's always been the case according to my recollection. I never tried at 150% before, so I dunno if that has changed.
2010-11-27 19:52:00

Author:
rtm223
Posts: 6497


it's definitely noticeable and weird. In animation terms we call it "skating" when the foot falls of the walk cycle don't match the movement of the floor beneath the character. Unfortunately, I don't think it will get addressed any time soon, as Mm have bigger fish to fry right now. Still, it would be nice to see this get addressed somewhere down the road when the game has been released and all the bugs have been dealt with. For now, we can only tweak the speed in an attempt to correct any visual annoyances this lack of attention is causing.

EDIT: It should also be noted that this is a really common issue in most video games, especially with NPC's and other players online in FPS's. I've just learned to accept that it's a tough thing to nail down and fix in video games. In animation, these problems are addressed and fixed on a scene-to-scene basis. I suppose it's something that most video game companies find to be a non-issue so they don't think of it as a serious problem.
2010-11-28 19:47:00

Author:
Rustbukkit
Posts: 1737


It should also be noted that this is a really common issue in most video games, especially with NPC's
Yeah i realise this aswell, but theres something strange about being in a 3d person view as we are with sackboy and seeing the player we control skate about. Its just a minor annoyance, mainly cos ive never noticed it when im playing Tomb Raider orUncharted online unless im lagging a bit that was all
2010-11-29 15:49:00

Author:
Skalio-
Posts: 920


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