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#1

SackMech

Archive: 47 posts


I have begun work on what will become a series of levels based on the Battletech/Mechwarrior universe (while avoiding any direct references and imagery of course).

This all hinges on the use of an advanced system for piloting your 5-sack tall mechanical war machine through the various stages to complete your objectives.

Each level will be made as a self-contained mission which, when all objectives are completed successfully, gives you a key to access the next mission (The first mission will be a training course to learn how to properly use your mech, and to learn when it is best to abandon the mech in favor of moving on foot).

As the missions progress, you also gain an insight into the larger storyline and gradually rise in rank and responsibility within your organization, ultimately becoming the top dog and leading the charge in a final climactic battle against your adversaries.

I have determined the storyline, and I think I will use the name SackMech from now on. There will be eight levels in all and I'll be starting work on the levels proper shortly, so expect to have to go through training soon.

Development Blog:
Follow the development and detailed updates on this project as I write them in my blog : http://www.lbpcentral.com/forums/blog.php?u=1118&blogcategoryid=57

A few screenshots of the mechs :
http://www.lbpcentral.com/forums/picture.php?albumid=354&pictureid=4497http://www.lbpcentral.com/forums/picture.php?albumid=354&pictureid=4495
http://www.lbpcentral.com/forums/picture.php?albumid=354&pictureid=4494http://www.lbpcentral.com/forums/picture.php?albumid=354&pictureid=4493
2008-11-15 22:29:00

Author:
Gilgamesh
Posts: 2536


It seems to me as though your piston on the left leg may not be at full strengh strength. I've notice while creating things that if one piston is connected to an object that is also connected to another piston that moves in different direction, that one of the pistons often times fails or doesn't won't to work.2008-11-16 00:01:00

Author:
tribesofwar
Posts: 15


What material are the legs made of? If you make the left leg out of a slightly stronger material, that may help out.2008-11-16 17:33:00

Author:
cursedbalcomb
Posts: 16


I'm having a rather annoying issue I could really use some help with.

The right, frontmost leg is consistently "stronger" than the left, backmost leg. What this results in is that the right leg can easily push the mech upwards and has a perfect circular walking motion, but the left leg consistently fails to push the mech up, instead dragging back and forth on the ground.

Both upper legs are connected to the waist using wobble bolts, while both lower legs are animated with a pair of pistons pushing against the upper legs and connected via a simple bolt.

What I find most strange is that if I hang the mech in the air and make it walk, both legs function perfectly, but as soon as the mech has to support any kind of weight, the left leg fails to do the work. It's almost as if the game's physics engine applies more weight to the back plane than to the front plane, which makes no sense

If anyone could give me some pointers, I would more than appreciate.

It's the physics of it all. I've tried making mechs very similar to your process including wobble bolts but no matter how much tweaking has been done, they will consistently fall apart at some point. It's rather frustrating and I suggest you figure out a system with pistons and bolts (not wobbles). It can be done, but tbh you're not going to get farther than what you have with wobble bolts.

But like above, mess around with the materials as well. It really changes the dynamics of moving objects such as yours.
2008-11-16 18:08:00

Author:
gevurah22
Posts: 1476


What material are the legs made of? If you make the left leg out of a slightly stronger material, that may help out.

Well, both legs are made of wood. In fact the entire structure is made of wood. I have tried changing the feet to lighter materials but it seems to give the same results and also made the feet susceptible to explosives, so that rules out using lighter materials. I haven't tried making asymmetrical changes yet, but I'll try your suggestion.

If all else fails I suppose I may either have to fake the mech walking or add more pistons to the left leg.

As I've put in my update, the mech works now, all that's left is some minor tweaking for the backwards walk and placing the various weapon emitters

But I'm not posting to talk about that. I've thought of a name for my series of levels and wanted some criticism.

I will call it "Sackwarrior" (a play on the name Mechwarrior). The levels will have the naming convention : "Sackwarrior - <level name>"

What's your opinion?
Is it catchy enough?
Descriptive enough?
Will it get me moderated?
2008-11-21 18:06:00

Author:
Gilgamesh
Posts: 2536


^ Hmmm, it can appeal to those who have experienced Mechwarrior before, but I don't know if that is enough to draw in an audience outside of that. I don't think it will get moderated as it is not directly from that IP. You might want to add something to the description that is a little catchier than that... perhaps having the prefix "Metal (something) SackWarrior." It alludes a bit more to something mecha-like.2008-11-22 05:27:00

Author:
gevurah22
Posts: 1476


Just to let you all know I have published a closed beta level (aptly named "Closed Beta"). I would like to have brutal critique so that I can fine-tune the basic mech handling aspect

You will need to enter a passkey to be allowed into the level, the passkey is 8 6 B (simply paste those stickers anywhere on the wall in any order, but only those stickers).

I will be checking the comments on the level from time to time, but would really prefer to have the comments posted in this thread. Thanks to all who participate.


Known issues I'm currently working on :
-The red platform will sometimes pop out of the mech while driving or falling from a great height.
-Attempting to eject will sometimes activate the jump jets.
-The level design sucks (it's just a beta ).
-The damage bars will sometimes become blackened by explosions.
-The heat bar is easy to forget, but unforgiving. I'm going to try to add additional warnings before you overheat.
-The damage bars sometime have a bit of lag before registering damage.
-The enemy mech keeps twitching even after it's dead.
2008-11-23 14:32:00

Author:
Gilgamesh
Posts: 2536


I've not even played it and it SUCKS! How much worse can it get than that? No I will try this. When you're using stickerswitches don't those three stickers appear separately to show they're keys...and doesn't that defeat the whole purpose of it being locked? I fire up my popit menu and I see the three stickers I am supposed to use...2008-11-23 16:21:00

Author:
BasketSnake
Posts: 2391


I've not even played it and it SUCKS! How much worse can it get than that? No I will try this. When you're using stickerswitches don't those three stickers appear separately to show they're keys...and doesn't that defeat the whole purpose of it being locked? I fire up my popit menu and I see the three stickers I am supposed to use...

Hehe, don't worry about the pass machine. I've specifically made it to counter this, since I have set up additional "false" stickers on the wall also, so you see the number 1 through 9 and ABCDE, but if you put any sticker that doesn't belong, the key doesn't work... and also there's no hint that you only need three.

Unfortunately, locking levels means I would need to put the key to the level in ANOTHER level which itself has to have a password to get the key... which seems like a needless chore, so I made myself a handy little passkey contraption.
2008-11-23 16:32:00

Author:
Gilgamesh
Posts: 2536


I hear thee. That's what I'd do too.2008-11-23 17:27:00

Author:
BasketSnake
Posts: 2391


An issue I had were the cockpit controls. It's definitely an interesting way of moving the mech and I completely understand why you did it the way you did, but I still felt a disconnect versus being in total control. I think the red platform or the cockpit need to be designed a little better to help prevent accidental squishing or falling out. Even without the red platform falling, I would find myself crushed or outside of the mech all of a sudden. Maybe adding a jet pack would alleviate some of those issues (but again, I can see why it would be an issue visually).

Jump jet registering seemed rather wonky as well as they would sometimes activate while simply due to moving around, especially in the air... thus leading to an accidental overheat. Personally, I think you should switch damage and overheat consequences as well. Also, walking backwards was interestingly more solid than moving fowards (stability and animation wise). Since it's a huge mech (Timberwolf, lol) I think it should move accordingly like one as well. It's rather floaty, although I can understand why you had to do that.

After all that though, I am impressed at the mechanics of it all plus I'm pretty sure I know how you did it after trying to ace your stage over and over again, =p All in all, just make the player feel more in control, give it more of an illusion that it is a hulking mechanical beast and you'll go far.
2008-11-23 17:28:00

Author:
gevurah22
Posts: 1476


search for sonny crockett's police car. I spent like 4 hours on that car alone just tweaking and deleting and adding to it before I was happy with it.2008-11-23 18:26:00

Author:
BasketSnake
Posts: 2391


I just played it, and I was quite impressed. Though, the jumpjets provided problems at times, and I was never even able to hurt that enemy mech. Just jumped right over the tanks, too, without even meaning to. But it was still a lot of fun.2008-11-23 21:36:00

Author:
BassDeluxe
Posts: 984


lol. I saw KAPBAM playing your level earlier and I was like "WTF? LittleBigPlanet Closed Beta?" lol 2008-11-23 22:57:00

Author:
Unknown User


Hey, thank you all for the replies (skip to the end of the post for tl;dr version ).

I think it's clear that the cockpit assembly needs work, as do the jump jet controls. One of the major issues I've had is the lack of room in the cockpit, so I think I'm going to make the entire cockpit assembly separate from the mech. This way it can move (either forward or skyward) away from the mech. This should have the double advantage of giving me more room to space out the cockpit controls and less chance of sackpeople randomly being killed by boarding the mech.

I'm also going to change the jet controls to make them more easy to gauge (both in distance and heat). Instead of simply jumping and it activates a timed jump, I'll have you jump and grab to activate the jet. You'll continue to fly and gain heat as long as you hold R1, but you'll instantly drop out and stop gaining heat as soon as you let go. This should also fix the ejection seat problem (although I'm going to have to review that mechanism once the new cockpit controls are thought up).

For the walking mechanism, I'm going to weld the back "toe" with the foot assembly. Since the foot is connected via sprung bolt, I think the loose toe is actually detrimental to the walking motion. If possible I'll also try to put more "weight" on the legs if they work better.

Unfortunately, the max heat and damage consequences must stay the same. This is because the max damage consequence has to be permanent, and the only permanent thing I can do is have the mech fall down (or teat apart, but this is much more complicated to do than it should be). I can however change the effect of having max heat. Instead of emitting an explosive, perhaps I could emit a flaming object in the cockpit. This should add that nice little "sackboy is burning" sound without turning everything black.

(tl;dr version : Mech will work better = you are happy) :hero:
2008-11-24 14:26:00

Author:
Gilgamesh
Posts: 2536


Hey man, sorry I didn't write back yesterday, I wrote a page of notes cause I'm an old die hard fan of the MechWarrior series and I wanna help you as best I can

First off, acknowledgements: Timberwolf/Madcat design = AWESOME! (but I would make something original for the final level, cause I can see this as a cause for moderation )

And props for getting a 2 legged machine to work so well!

Ok so here are my notes:

- Biggest problem (potentially very annoying): Way too easy to fall out. I landed after using the jetpacks and got propulsed out onto the firey floor, so you can imagine what happened to my poor sackboy! And then it happened again while fighting the tanks (trying to land on them). I started grabbing on and firing the weapons every time I landed just to hold on and stay in

- Glitch: happened only once though: seat piston would not bring me all the way up into the cockpit, it would stop just a sackboy's height away. After a few tries to get in, another mech was emitted (not on purpose) and then it worked fine.

- Jetpack engages almost EVERYTIME when ejecting. So you get out, wanting to leave your mech there, and it jumps off whil you're jumping out.

- Can't jetboost backwards. Not a big deal, but say you missed something, you can't go back over ennemies or hills behind you.

- In my opinion, weapons heat should be a bit more tolerant, it seems to spike way to fast.

Here are a few pics I took too that I thought would be useful:

1- The enemy mech's damage bar got blown up before it could drop to zero, so he wouldn't disapear,

http://i392.photobucket.com/albums/pp1/KAPBAM_psn/1.jpg?t=1227546714

http://i392.photobucket.com/albums/pp1/KAPBAM_psn/2.jpg?t=1227546785

2- and then we both fell down and had a little footsy foreplay session xD

http://i392.photobucket.com/albums/pp1/KAPBAM_psn/3.jpg?t=1227546806

Hope this helps you iron some things out I really like what you've done (like I said, big fan of this stuff, I even had the Battletech map game, or whatever it was called and a few books too! but don't tell anyone :o lol).
2008-11-24 17:14:00

Author:
KAPBAM
Posts: 1348


Ahh, Battle Mech?s. One of my absolute favorite series of all time. It is pleasant to hear that you?re levels revolve around such a series. The best of luck.2008-11-24 22:15:00

Author:
LocoCrazy yyz
Posts: 35


I just played it, and I was quite impressed. Though, the jumpjets provided problems at times, and I was never even able to hurt that enemy mech. Just jumped right over the tanks, too, without even meaning to. But it was still a lot of fun.

This is what happened to me, pretty much. But anyway, very impressed with the mech... How it looks and works. Although, I found it to be a little bit too floaty.
2008-11-25 01:27:00

Author:
aer0blue
Posts: 1603


I've tried the beta a few times now. I really love what you have done so far.

Just one small comment I would like to add... the platform to get into the cockpit seems far to sensitive, often rising up as I walk to it from ground level if I forget to jump. Is the sensor at the minimum setting?

In terms of weighting for the feet, I suspect that metal and stone might have two different weights. This might help with balancing things out. I've got to go and test the weight of the materials in an exact fashion. But if they do have different weights, it might help. You can always just sticker over them so people can't tell they are two different parts.

Once again though, this shows a whole lot of promise in terms of design and just sheer fun. I look forward to seeing how things progress!

EDIT: After experimenting in detail, it seems stone and metal have the exact same mass. It looks like it's not an easy solution to the situation.
2008-11-26 17:05:00

Author:
Elbee23
Posts: 1280


Important update, I've republished the Closed Beta level with the new mech I just finished. I'd like to have some honest feedback on it, seeing as how us creators have rose-colored glasses and all

As always the passkey is 8 6 B, and as a special reward I'm giving away my Passkey Machine if you finish the level.

Thanks to all who participate
2008-12-28 21:22:00

Author:
Gilgamesh
Posts: 2536


I'll hit this up later on after work. ^^2008-12-28 21:37:00

Author:
gevurah22
Posts: 1476


Uh yeah, this is the most awesome thing I've ever seen in this game. I cannot believe this thing functions so well to do so much. It even frickin' jumps!

After I saw your boss for Gear Tower, I knew you were adept at mechanics, but not like this. I don't have much for feedback really, but I'm not sure if the sponge is the best way to enter into this thing... would a couple rocket packs at the base of either foot be a better solution?

edit: I had alot of trouble getting the mech to boost forward rather than up, and it was almost always luck or constantly jumping and trying again to get the timing of forward momentum and hanging just right.

I blew up the goal and couldn't finish :/ still though, man. The best example of vehicular mechanics I've ever seen in this game, bar none.
2008-12-29 00:18:00

Author:
Unknown User


[...]After I saw your boss for Gear Tower, I knew you were adept at mechanics, but not like this. I don't have much for feedback really, but I'm not sure if the sponge is the best way to enter into this thing... would a couple rocket packs at the base of either foot be a better solution?

I had never actually thought of it, I'm not generally fond of jetpacks.

I'll see if I can give it a decent short range and if it doesn't interfere with anything. I do agree though, I'm not 100% satisfied with the sponge, but compared to the old red platform it's 100 times better. At least the sponge doesn't randomly squish you when entering the mech
2008-12-29 00:26:00

Author:
Gilgamesh
Posts: 2536


Me either - they're so disruptive depending on the atmosphere or style of the level, but but I've had to use them before. I did for my tank just to make exit and entry easy.2008-12-29 00:36:00

Author:
Unknown User


I have begun work on what will become a series of levels based on the Battletech/Mechwarrior universe (while avoiding any direct references and imagery of course).

This all hinges on the use of an advanced system for piloting your 5-sack tall mechanical war machine through the various stages to complete your objectives.

Each level will be made as a self-contained mission which, when all objectives are completed successfully, gives you a key to access the next mission (The first mission will be a training course to learn how to properly use your mech, and to learn when it is best to abandon the mech in favor of moving on foot).

As the missions progress, you also gain an insight into the larger storyline and gradually rise in rank and responsibility within your organization, ultimately becoming the top dog and leading the charge in a final climactic battle against your adversaries.

I have determined the storyline, and I think I will use the name SackMech from now on. There will be eight levels in all and I'll be starting work on the levels proper shortly, so expect to have to go through training soon.

Closed Beta:
I have published a closed beta level (aptly named "Closed Beta"). I would like to have brutal critique so that I can fine-tune the basic mech handling aspect

You will need to enter a passkey to be allowed into the level, the passkey is 8 6 B (simply paste those stickers anywhere on the wall in any order, but only those stickers).

I will be checking the comments on the level from time to time, but would really prefer to have the comments posted in this thread. Thanks to all who participate.

i don't have time today but i will definitely check this out tomorrow and i will post a comment btw have you seen gevurah22's levels? he did something similar except i have a feeling that your mechs will be far more complex in the movement system his is some low power boosters and a jetpack with a cockpit in the head and stomach area.

i was right

I went into create mode yesterday and I have almost finished my own version of gil's mech but I"m at a loss as to how he made it walk both backwards and forwards. I can make it go one way or the other but not both would you mind giving me some help gil.:blush:
2009-02-01 05:27:00

Author:
The Comedian
Posts: 113


It's the physics of it all. I've tried making mechs very similar to your process including wobble bolts but no matter how much tweaking has been done, they will consistently fall apart at some point. It's rather frustrating and I suggest you figure out a system with pistons and bolts (not wobbles). It can be done, but tbh you're not going to get farther than what you have with wobble bolts.

But like above, mess around with the materials as well. It really changes the dynamics of moving objects such as yours.

ohhhhhhh so that's why the cannons on my battle ship in the back plain never worked right i eventually gave up and deleted those ones.

@gillgamesh it took me a while to find your levels cause i miss-spelled your psn but i found it and played it and thought that it was a very good overall and it looks awesome ( the mech that is) but i kept getting squished whenever i jumped in front of the backwards button and i had some trouble squishing the tanks and then kept getting stuck on the wheels. have you thought of putting a brain on the tanks? also at the end i managed to blacken the enemy mech pretty good and he fell over and stopped shooting but continued to try and walk backwards and in the process he pushed the scoreboard away because it had fallen over and i could not manage to jump over the other mech with mine. i had no problem with the controls other than the walking was very weird did you just like fill all the empty space you could find with peach floaty for balance and lightness cause he kind of flaoted when he was in the middle of walking.

and is it possible to get the mech as a prize? if not can you make it so?
2009-02-01 05:37:00

Author:
The Comedian
Posts: 113


after reading everybody's feedback I really want to play this beta too!! too bad that I couldn't find it.. well, I'm just thinking, maybe I did.. is there also a donkey head within the stickerswitch menu at the start?2009-02-13 16:56:00

Author:
SmallLargeEarthling
Posts: 29


The donkey head is just a dummy switch I use. I think I'm going to keep putting it in my levels as a kind of signature trademark. You'll never be able to reach/guess the place where it activates.

If you look for my PSN Jirugameshi you should find the beta easily. It's near the south pole called Closed Beta. You'll need to put the correct stickers on the wall to gain access.

I'm going to be setting up the first part of the series in Open Beta very soon though, so if you want you can just wait for that one for a more interesting experience.
2009-02-13 16:59:00

Author:
Gilgamesh
Posts: 2536


The donkey head is just a dummy switch I use. I think I'm going to keep putting it in my levels as a kind of signature trademark. You'll never be able to reach/guess the place where it activates.

If you look for my PSN Jirugameshi you should find the beta easily. It's near the south pole called Closed Beta. You'll need to put the correct stickers on the wall to gain access.

I'm going to be setting up the first part of the series in Open Beta very soon though, so if you want you can just wait for that one for a more interesting experience.
well, that means I actually was in your beta, but because I thought I was in another one I just started placing every sticker I saw in the menu xD
nooooo!

well, as soon as I'm going to play lbp again, I'll search for it again

EditEditEdit:
well, I finally played the Beta, and those mechs are very nice!!!
only, the health and overheating bars look a bit, uhmm.. well, not very nice, I would do it a bit different, placing lights on the mech anywhere near/in the cockpit, and the lights should react at a mag.switch placed on the different zones on the health/overheating bar.. so, when the meter says green: a light should be green
when the bar is yellow: another light should start being yellow, and the green light should stop, and this for the red light too! because, with those bars on the mech, he looks, well, I'm sorry, but, the look a bit uhmm well, not very nice xD hehe..
2009-02-13 18:07:00

Author:
SmallLargeEarthling
Posts: 29


well, that means I actually was in your beta, but because I thought I was in another one I just started placing every sticker I saw in the menu xD
nooooo!

well, as soon as I'm going to play lbp again, I'll search for it again

EditEditEdit:
well, I finally played the Beta, and those mechs are very nice!!!
only, the health and overheating bars look a bit, uhmm.. well, not very nice, I would do it a bit different, placing lights on the mech anywhere near/in the cockpit, and the lights should react at a mag.switch placed on the different zones on the health/overheating bar.. so, when the meter says green: a light should be green
when the bar is yellow: another light should start being yellow, and the green light should stop, and this for the red light too! because, with those bars on the mech, he looks, well, I'm sorry, but, the look a bit uhmm well, not very nice xD hehe..

that's a good idea SLE (he he i made an acronym for your username i'm amused by the stupidest things XD)
2009-02-14 23:07:00

Author:
The Comedian
Posts: 113


Well, I wanted to give it kind of a H.U.D. look and make it simple for the player to determine where the heat and damage is at. I also wanted it to be simple to recreate on every future enemy or mech I would make. Using lights is an interesting idea though, I'll see if I can find a way to make it work.2009-02-16 14:19:00

Author:
Gilgamesh
Posts: 2536


great..... got to try your mechs... i've tried to buid one and i quited in the development of the walk simulation.... it's very hard to put things together when we're talking about make something walk around without look funny or stupid... i would say that this might be advanced dinamics and phisics...

i can't wait to try and see what you've built... you got to be corageous to grab such a enormeous task...
2009-02-18 18:30:00

Author:
misterwonderloo
Posts: 164


Gil, when you're done with this, I might have a new challenge for you....

Ninja and I have built a very cool mech that with some tweaking, could probably walk. It's well balanced already, so there's hope that it may work. Who knows...
2009-02-19 19:20:00

Author:
Thegide
Posts: 1465


Hey, I'm sure you never thought you would see the day, but Mission 0 is officially in open beta now.

Look for the level Open Beta through my PSN, please leave comments so I can improve on the level or mechs and enemies.

No passkey is required to access the beta level and everyone is welcome to try it out.
2009-02-21 03:13:00

Author:
Gilgamesh
Posts: 2536


Hey, I'm sure you never thought you would see the day, but Mission 0 is officially in open beta now.

Look for the level Open Beta through my PSN, please leave comments so I can improve on the level or mechs and enemies.

No passkey is required to access the beta level and everyone is welcome to try it out.

awesome i'll check it out first thing in the morning tomorrow
2009-02-21 04:46:00

Author:
The Comedian
Posts: 113


Alright, so I think I'm going to replace the red sponge with a short-range jetpack to make it simpler to get into the mech. I'm also going to modify the camera zone so that it doesn't just affect the cockpit, but covers the entire mech... this should allow the view to be more multiplayer friendly.

Speaking of multiplayer... since I'm adding a jetpack, what do you guys think if I added small grabable areas on the mech's weapon pods so that they can be "aimed" by the additional players? I think it could give additional players something interesting to do while also increasing the effectiveness of the mech's weapons by being able to aim up and down.

Also a reminder... the first level of SackMech is still in Open Beta, so feel free to try it out and give me feedback. I would really appreciate it and I'll be applying the feedback I get to the whole series.
2009-03-05 19:10:00

Author:
Gilgamesh
Posts: 2536


Yes, I think you're making a wise move. The red sponge is a bit clunky to use, and a jetpack would make it a lot smoother, even if at the expense of realism (which I would argue is irrelevant for this anyways).

I say go for the aiming controls. While multiplayer might not reflect a high percentage of your plays, it's better if you can cater to those who do, even if in only a small way. Currently there's nothing for extra players to do other than spectate...
2009-03-06 19:19:00

Author:
Thegide
Posts: 1465


SUPER SPECIAL AWESOME UPDATE : Open Beta has been republished with the brand new player's mech (V4.2) which includes better walking motion, better jump jet control, more badass look, and 100% weight capacity. The enemies within the level have also been updated to include the new LED health bars.

I kindly ask anyone willing to help me make the project better to test the "Open Beta" level on my PSN and give me replies here on what works, what doesn't, and any ideas you may have to make the series more interesting and fun.
2009-06-07 03:56:00

Author:
Gilgamesh
Posts: 2536


Just played this. I really like the health bars, thats a cool idea there. The only real problems i had were that 1) the mech was somewhat fragile... but i'm not sure thats easily fixable. and 2) it was hard to discern where i was to grab for jump jets and where for weapons... but that was it. impressive work there.2009-06-07 06:33:00

Author:
Burnvictim42
Posts: 3322


Thanks for the feedback. I agree that the mech is more fragile now. This is because it's holding up 100% of its own weight. Previously a giant invisible piston was pulling it upwards, taking off about 80% of the weight, but this made it float when walking and also made its feet lose grip very easily.

The most common thing I see is that the motor bolts on the hips break when the legs get bent out of shape (when walking down an incline or getting hung on a platform) or, if they don't break, the arms will break because they're being crushed by the bent legs. Using jump jets would almost guarantee something would break, but I added a "jumping position" to the mech which kicks in after a couple of seconds of jetting to keep the legs from getting bent on landing. I can't really keep the arms or legs from breaking, but I can make sure to minimize the occasions where they do.

I don't understand what you mean about discerning where to grab. You simply hold R1 to fire weapons, or X+R1 for jump jets (the instructor tells you this). Was there an issue with the grab controls?

Anyway, thanks a lot for testing!

Edit : I've added a pair on invisible stopper pistons to the back of the legs. This should keep the legs from bending out of shape when walking down sharp inclines or platforms. Let me know if it works out.

The legs can still be broken by bending them forward. Unfortunately because of the way the legs are joined I can't apply the same fix there.
2009-06-07 13:04:00

Author:
Gilgamesh
Posts: 2536


I think it was probably just my ineptitude or something lol I was standing there pressing all these different combos of R1 (no x involved) and it wasn't firing, it was occationally jumping. its possible it was just having trouble emitting, as i was hugging the other mech at the time 2009-06-08 00:38:00

Author:
Burnvictim42
Posts: 3322


I think i might have broken your mech m8...
http://www.lbpcentral.com/forums/picture.php?albumid=384&pictureid=4320
Altho i gotta say, no matter what i did, the legs wouldn't break, which is really good.

Oh yeah, i also manage to break the soilders/instructor.
http://www.lbpcentral.com/forums/picture.php?albumid=384&pictureid=4321
Unless there was supposed to be one student and a floating instructor from the beginging of course.

Oh and the meter tho show when the mech "oveheats" as well
http://www.lbpcentral.com/forums/picture.php?albumid=384&pictureid=4322


I also managed to reached the top of the level but i couldn't take a pic since i fell before being able of doing so, BUT i did manage to take a pic of when i made it reach the part after i should've gotten off.
http://www.lbpcentral.com/forums/picture.php?albumid=384&pictureid=4327

Yet the legs never broke, so they're very well made. .
Overall, the most fun thing to break i've had for a while.
2009-06-08 05:19:00

Author:
Silverleon
Posts: 6707


Thanks for stress-testing the mech Silverleon.

The arms and missile launchers are supposed to break if they get hit by explosives or get crushed by something. The firing and jump controls can also be broken if a missile hits too close to home. That's all (semi) intentional battle damage, the enemies also have destroyable bits to make it more interesting.

I really don't know how you managed to make the instructor float like that lol, I think I'll have to add some additional safeguards in that building. Can't trust those Enemy Brains to do their job right.

The new LED bars can break fairly easily I'm afraid. I made sure to make most of the walls and doors with slots to let the LED bars phase through, but I think the dropship still has a solid 3-layer wall which can break them.

I have no idea how you managed to make it to the scoreboard with the mech. I was sure the jets weren't strong enough to get there anymore. I do know there's a slight issue with the overheat timer which sometimes either stays on longer than it should, or stays off completely. Was the heat bar full and no alarm going off? I think I'm going to replace that particular device anyway, it's been nothing but trouble working with a flipper-motion wobble bolt to make a timer.

Thanks a lot!
2009-06-08 14:02:00

Author:
Gilgamesh
Posts: 2536


Actually i managed to jump it rather easly and with a lot of the overheat bar still empty.
I'l tell you how to through PM.
2009-06-08 19:31:00

Author:
Silverleon
Posts: 6707


Alright ladies and gents, Mission 1 is officially in Open Beta now. Simply look for the "Open Beta" level through my PSN. As always, I appreciate any comments from you guys about what needs to be fixed, what works and any ideas you may have to make it better.

I managed to cram four enemy mechs, an aerospace fighter and an elemental battle armor into this level (you're not supposed to kill them all, unless you're up for the challenge and want bonus points). The previous beta was a cakewalk compare to this, so let me know what you think.



The legs on the player's mech can break when walking backwards down a hill.
The legs on the second enemy mech can break when it backs up.
The LED damage bars can break off partially or completely when colliding with other objects.
The enemy mechs sometimes fall into the gap at the big bridge.
The aerospace fighter sometimes stops performing strafing runs because it stays above the mech hangar.
2009-06-25 03:43:00

Author:
Gilgamesh
Posts: 2536


Cool, i'll try to check it out whenever i get the chance.
(Tho i have a bunch of different things to do so might take a while)
2009-06-25 08:23:00

Author:
Silverleon
Posts: 6707


Well, now that I've gotten back into some semblance of peace and quiet, I've continued on with this project.

The third level in the series (mission 2) is officially in Open Beta now. If you're interested in testing, simply look for the level aptly called Open Beta through my PSN and leave any criticisms, bug reports, censored speech bubbles, ideas, etc in this thread so I can fix it.

I'll be starting on the next level in the series shortly, but this might be the last one that gets an open beta.

As always, I want to thank everyone who lends a hand with this project. I'm almost halfway done and I think it's shaping up pretty well.


Enemy mech health bars get knocked away sometimes
There is a very small possibility that Sackboy will get crushed when airdropping inside the mech


Edit: This thread can be locked.
2009-09-27 23:17:00

Author:
Gilgamesh
Posts: 2536


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