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The Case of the Missing Donut

Archive: 56 posts


http://lbp.me/v/xe7hjp

This is my first level made exclusively in LBP 2, and I would welcome some feedback / criticism for it.

The 'story' (if you really want to call it that) is that your twin brother (or sister) lost his (or her) donut in the bookshelf, and it's your job to find it. But then when you find it, he (or she) keeps asking you to find more stuff!

So yeah, not really an A-game story, but I think it's somewhat funny in-game. Everything but the donut (which is a modified vehicle from a story level) is my own creation. Yes. Donut vehicle. I regret nothing.

Thank you very much for trying it out!

I will F4F as well.
2011-02-01 15:49:00

Author:
Dietomaha
Posts: 156


A few pictures:

http://ic.lbp.me/img/ft/01cbf4ea1035d723bcdbdde7af28d62ce6682b2e.jpg
http://ic.lbp.me/img/ft/98c88670b95b12572ce80ad4336b102d98e5a6f0.jpg
http://i3.lbp.me/img/ft/5433b51648a12a3b94d68595561c74ce5ebf6ee9.jpg
2011-02-01 18:28:00

Author:
Dietomaha
Posts: 156


This level is very original and fun! You did a great job, and there are only some small things that you should fix. First, in the beginning of the stage, if you go left and push your self against the book and then jump, you will go through a hole in the book and land on the floor, forced to restart. This isn't a big problem, it just kind of annoyed me. Secondly, I got crushed under the teacup after I went down the slide, and I had to restart from the last checkpoint. These aren't really big, but I would reccommend fixing them if you can. I really liked the level, and it was the perfect balance between hard and fun.
P.S. I gave it a happy face rating.
2011-02-02 02:58:00

Author:
Leafy101
Posts: 154


Thank you very much for posting some feedback. I appreciate it.

I'm definitely aware of both of these problems, I just forgot to fix them when I went to publish. There were so many little things to fix and these slipped by me hehe. Anyways I'll fix both of those right away. Thanks!

Would love some more feedback! F4F and such!
2011-02-02 04:10:00

Author:
Dietomaha
Posts: 156


Hey Dietomaha, as promised i played your level!
Gave it a review.

I enjoyed the level, it reminded me a lot of the story levels where you would do some platforming and then some vehicle obstacles and then a bit more platforming, really well structured.

There were a few problems i found, which were quite frustrating.
The part after you ride the vehicle where you have to swing on the 4 sponges that are electric, i found this near to impossible. Either my skill with a grappling hook isn't very good or this was just very difficult. After doing it i was quite surprised i'd managed to do it.
Then the bit immediately after, where you climb to get the tea i thought felt a bit rushed, up untill these two obstacles the game was perfect.
But of course bad feedback always makes it sound bad, but i did really enjoy your level!
I look forward to future publishes and might even go check out your other levels now.
2011-02-02 12:18:00

Author:
sManic
Posts: 17


Thank you sir

The part you are referring to with the electric sponges is indeed intentionally difficult, that's why I put the infinite checkpoint there. I just like difficult areas that really give you a sense of accomplishment once you finally get em, is all.
The bit with the tea, I assume you're talking about all the criss-crossing....girder....things? You're probably right there. That might change in the future

Thanks for the input!
2011-02-02 14:32:00

Author:
Dietomaha
Posts: 156


Looks awesome, quite alike the level i'm currently working on.

I've added this level to my queue, and will play it and review it after college.
In return, please try and review my level.
http://lbp.me/v/w66e4v

Much appreciated,

RacingCreed.
2011-02-02 14:36:00

Author:
Unknown User


Absolutely, sounds fun. Queued it up!2011-02-02 14:38:00

Author:
Dietomaha
Posts: 156


Hey!
Just played it, so here's my review:

I liked the idea of jumping through a bookshelf! And the thing with the twin is funny, too!
Gameplay was good and visuals, too. Still there were some nasty edges, would check them!

Find it a bit weird using the Hamster 3000 of the Story mode as a donut, but I always love this thing so it is okay. And hey: I'm riding a DONUT! xD
But I missed the overview in the labyrinth of that part. Just put in a camera which zooms out!

Then I saw a magic mouth at the cup of tea. Should disable view ability of it.
Well, I pushed down the cup and sled with it, fell in the whole and it trapped me. Would fix that, too!

The buttons in the cheese sections were nasty. If you push them two times, the doors close again. (I think you used toggles for that)
Try using a counter which counts up to 1. If you press the button again, the counter does nothing. (a perfect permanent switch)

At the end of the level I entered the controllinator of the donut and jumped out of the level. Fix that, too!

Well, to sum it up: I 'Yay'ed it. It was fun and thats good!
2011-02-02 14:47:00

Author:
RedShadow_88
Posts: 100


Great feedback, thank you. Everything you've suggested sounds like a good idea As for the donut hamster thing, I resorted to this because I couldn't get one to work on my own lol. I still do plan on changing that eventually, once I figure out how to make one boost like the hamster, which so far I've had no luck with

Everything else will get a change though, thanks
2011-02-02 14:51:00

Author:
Dietomaha
Posts: 156


Played this last night. It's a lot of fun! I noticed the same problems already mentioned above. If you fix those things you'll have a great, polished level!2011-02-02 15:47:00

Author:
Aselrahc
Posts: 185


I fixed all the stuff that needed fixing (except a custom donut, but it's coming), if anyone would like to give it another go.

Thanks for all the feedback
2011-02-02 17:31:00

Author:
Dietomaha
Posts: 156


JUst played it, it's cute and challenging. Donut riding is cool but you should think about putting score bubbles or something in the path, it would make flying through the path a lot more satisfying

Epic cheese intro.
2011-02-03 15:23:00

Author:
Foofles
Posts: 2278


Okay I played it, very charming, but it isn't really designed for multiplayer is it?
So my advice, either say "1 player only" or add extra donuts for the other players to ride
Could you try my level? click here (https://lbpcentral.lbp-hub.com/index.php?t=46894-When-Movies-Go-Wrong-%28Film%29)
2011-02-03 16:38:00

Author:
onaga666
Posts: 293


Hi! Played your level and I really found it excellent, added to my hearted purely on merit! The concept was funny yet charming and the overall level design was varied and colourful. Just one or two very small niggles - I found the coloured gas descent a bit challenging due to camera angle and speed of the winch, that could use a little tweaking, and also the cheese basketball section had a camera angle that didn't show the bounce pads so took me a while to figure out what to do. And if I'm being very picky, the tea cup seems to be made out of concrete or something as I struggled to push it lol!

But those are just very small irritants in an otherwise brilliant level - 9/10 from me!
2011-02-03 17:15:00

Author:
agsrule
Posts: 89


Okay I played it, very charming, but it isn't really designed for multiplayer is it?
So my advice, either say "1 player only" or add extra donuts for the other players to ride
Could you try my level? click here (https://lbpcentral.lbp-hub.com/index.php?t=46894-When-Movies-Go-Wrong-%28Film%29)

Yeah this is definitely true. I'll add a signpost and some stuff saying 1-Player, thanks for pointing that out. I'll try your level soon
2011-02-03 17:31:00

Author:
Dietomaha
Posts: 156


Also, I fixed the camera in the basketball area. I don't know what I was thinking with that The camera points down now so you can see where to jump.2011-02-03 17:32:00

Author:
Dietomaha
Posts: 156


JUst played it, it's cute and challenging. Donut riding is cool but you should think about putting score bubbles or something in the path, it would make flying through the path a lot more satisfying

Epic cheese intro.

I would just like to say, I did indeed have score bubbles all through the donut ride area, but I cannot for the life of me figure out how to get a controlled object to pick them up. Any suggestions with this? I actually posted a thread about this very thing before I published in the help forum, but still couldn't get it working
2011-02-03 19:46:00

Author:
Dietomaha
Posts: 156


Gave your level a try, awesome job! I didn't experience any issues, and it was both humorous and fun. The swinging part with the electric-sponges was sort of challenging, but I got by it after a few attempts. (And the cheese cutscene was pretty awesome) Nice job!2011-02-04 05:58:00

Author:
Jdsfrog
Posts: 97


Many of the issues I encountered were mentioned already, the hole at the beginning. It's still there so you haven't fixed it yet, get to work!

I also got trapped under the cup of tea as I held on while it slid down the slide, you could use logic to make the cup ungrabbable after the player grabs it once and on that note I am not even sure it it's possible. But what happens if you pop a material tweaker on the cup to make it grabbable? Instead of cutting sponge into it, the sponge is effective but not very visually appealing. One more thing about the tea lol, was wondering how it would look if as the pieces fell out of the cup they got destroyed with the splat effect to make it look more liquidy.

As foofles point out, bubbles in the doughnut bit would be very nice. There's no real incentive to take that loop at the minute for example. And again, when I did find bubbles in the level they are clumped together and generally not there as a way to tell the player where to go. You can use bubble chains to mark paths instead of arrows. Who doesn't love a few bubbles? As they are now there is lots together in some places, spread them out more throughout the level and make the player work a little to chain them together. As for getting a controlled object to pick up bubbles I have no idea sorry. I tried quickly there but failed. If you try picking up a bubble in one of the creatures areas in that first level of avaolia it doesn't work so there is some logic on them. I noticed you can plug a wire into bubbles but triggering said wire didn't seem to do much.

I found one part frustrating. There was a sponge that I had to grapple and swing up to the platform above to the right. But right below this platform was another sponge which I grappled 95% of the time making me have to go back up and try again. That could be a bit easier. There is an arrow on the wall pointing up and a pot with sponge attached to it below(not sure what that does).

Other than that I had fun playing it.
2011-02-04 15:00:00

Author:
OneEyedBanshee
Posts: 1370


Nice ideas and fitting visuals
I liked the cheese part most, but it would be cool if you could jump into the tea cup to slide down
No bugs encountered, liked, hearted.
2011-02-04 15:42:00

Author:
Unknown User


Many of the issues I encountered were mentioned already, the hole at the beginning. It's still there so you haven't fixed it yet, get to work!

I also got trapped under the cup of tea as I held on while it slid down the slide, you could use logic to make the cup ungrabbable after the player grabs it once and on that note I am not even sure it it's possible. But what happens if you pop a material tweaker on the cup to make it grabbable? Instead of cutting sponge into it, the sponge is effective but not very visually appealing. One more thing about the tea lol, was wondering how it would look if as the pieces fell out of the cup they got destroyed with the splat effect to make it look more liquidy.

As foofles point out, bubbles in the doughnut bit would be very nice. There's no real incentive to take that loop at the minute for example. And again, when I did find bubbles in the level they are clumped together and generally not there as a way to tell the player where to go. You can use bubble chains to mark paths instead of arrows. Who doesn't love a few bubbles? As they are now there is lots together in some places, spread them out more throughout the level and make the player work a little to chain them together. As for getting a controlled object to pick up bubbles I have no idea sorry. I tried quickly there but failed. If you try picking up a bubble in one of the creatures areas in that first level of avaolia it doesn't work so there is some logic on them. I noticed you can plug a wire into bubbles but triggering said wire didn't seem to do much.

I found one part frustrating. There was a sponge that I had to grapple and swing up to the platform above to the right. But right below this platform was another sponge which I grappled 95% of the time making me have to go back up and try again. That could be a bit easier. There is an arrow on the wall pointing up and a pot with sponge attached to it below(not sure what that does).

Other than that I had fun playing it.

Thanks for the tips. If I ever figure out how to get the bubbles to work on the donut that's the first thing to be added. The pot with the sponge thing, I just forgot to delete that honestly lol. It was used in an earlier iteration, but not so much anymore. I'll see what I can do about that platforming bit there as well. I tried fixing the hole at the beginning...guess it didn't work

Thanks for the feedback everyone, I'll update if I change the level.
2011-02-04 16:58:00

Author:
Dietomaha
Posts: 156


I feel that the picture in your post doesn't give the level justice.
I feel the level gets much better the more I progress, really nice work.
I noticed in the obstacle with fire floors and half circle sponge on the ceiling, the grapping hocks acts in an unpleasing manner were it grapes the sponge that is second next to me and that always leads me to my death, maybe few tweaking can fix that.

Overall I enjoyed the variety and length of the level. I voted yay.

Edit if you get time please do a feedback on my level. Be warned although short it is quite challenging pretty much just like how Rockman games normally are. Hope you enjoy it
2011-02-06 01:23:00

Author:
Super Sackboy Bros
Posts: 17


Sure! Queued up, thanks for the feedback.

By the way if anyone cares, I added a good bit more score bubbles to the level. Still none on the donut course, can't get that to work yet
2011-02-06 14:58:00

Author:
Dietomaha
Posts: 156


awesome level i had a lot of fun playing it. the only thing is you should tell the player that the cheese is needed in the different obstacles. other than that i found no problems =)2011-02-06 14:59:00

Author:
yomamma12120
Posts: 11


Kay after reading through some of these comments I've decided to post.
By the way I played this and found it fun but there were a lot of small little issues I had with it, lots of what people have been saying.

Anyways I think I have a solution to your problems.

I'm not sure how to get a true collection effect from score bubbles but a work around would be this: (I've yet to test it but it should work.)
With the score bubbles what you want to do is place a microchip on the bubble.

Open up the score bubble's micro chip.
Put an anti grav thing on it, so it won't fall or anything.
Put a collision detection switch on it, and have it activate a destroyer switch to it, and a score giving switch to it.
Copy and paste.

That way when you collide with it, it disappears and gives you what ever number of points you set it too.

Not a true solution, but it should work.

And as for the boost thing, I have this too. I think. I kinda want to test it out and make sure I can do it before I list it here though. So I may do that later tonight, and if I do I'll go test the score thing too, though that should work from my understanding of the tools...

PS: Try the level in my sig?
2011-02-06 21:46:00

Author:
LukeCF
Posts: 790


Thanks, I'm definitely gonna try that method out. I'll check back and let you know if it works! 2011-02-07 02:23:00

Author:
Dietomaha
Posts: 156


I tried a variant of your score bubble concept, but I'm not happy with either of them sadly. It works conceptually, but every once in a while it gets stuck on the bubble for a second (which in turn stops the controlled object), which really messes with the pace.

The way I did it, I have tags hooked to impact sensors on all sides of the donut, and each bubble hooked to a tag sensor / score giver / destroyer. I can set the radius pretty high so it'll definitely be destroyed before stopping the controlled object, but then bubbles pop way before you touch em. Also you don't get score multipliers this way.

I don't like it, it just feels sloppy to me
2011-02-08 16:22:00

Author:
Dietomaha
Posts: 156


I tried a variant of your score bubble concept, but I'm not happy with either of them sadly. It works conceptually, but every once in a while it gets stuck on the bubble for a second (which in turn stops the controlled object), which really messes with the pace.

The way I did it, I have tags hooked to impact sensors on all sides of the donut, and each bubble hooked to a tag sensor / score giver / destroyer. I can set the radius pretty high so it'll definitely be destroyed before stopping the controlled object, but then bubbles pop way before you touch em. Also you don't get score multipliers this way.

I don't like it, it just feels sloppy to me

Okay, what you can do is get a circle of holo material, that is larger than the actual donut, set the brightness to zero so you won't be able to see it in play mode, and move the circle of holo material together so they have the same 'center' and glue the two together, use my score solution that I explained earlier and it should work right now. This way the holo should touch and destory/collect the score bubble before your actual donut touches it. In theory.

Do I need to be more clear? (hopefully this solution works.)
2011-02-08 18:01:00

Author:
LukeCF
Posts: 790


That's perfectly clear, i'll definitely give it a shot. Thanks for all your help my friend.

I still have your level queued up by the way...I queued up way more levels than I should have the last week or so lol. I'm gonna get to it soon
2011-02-09 01:00:00

Author:
Dietomaha
Posts: 156


Did you give it a shot? did it work?

Oh, and I can help you create your own vehicle with a boost if you still haven't figured that out
2011-02-11 22:08:00

Author:
LukeCF
Posts: 790


I haven't even tried it yet, I've been so engrossed in making a new level I completely forgot to go back to this one lol. It's still on my list though! I'd definitely be interested to see how you make a boost vehicle though. I've had some success with vehicles (ya know, with wheels), but they don't work with the circular thing the way I did it.2011-02-12 00:41:00

Author:
Dietomaha
Posts: 156


Alright, well I could upload a picture of a micochip with explanations on it, or we could do online create sometime and I could work it out with you, or I could send you an example object, with notes labeling everything...

would you prefer any of those over the other? if not I'll probably just upload a picture of how to do it.
2011-02-12 01:27:00

Author:
LukeCF
Posts: 790


A picture would be fine, it's up to you sir.2011-02-12 15:52:00

Author:
Dietomaha
Posts: 156


I added a bonus area near the beginning of the level, if anyone's curious to look for it It's not much, but there's lots of score bubbles and a prize bubble, and one early death area has been removed in favor of this

I tried the suggestion with holo on the donut to get score bubbles, but I do not like it. Bubbles were popping in different areas than where the donut was, and it just felt sloppy so I took it back out again
2011-02-12 20:09:00

Author:
Dietomaha
Posts: 156


Hey Dietomaha, I'm sorry I still haven't gotten back to you about the hole vehicle thing yet! I'll try to do that tonight!

It's just while making the vehicle I had this idea and so added more and more to it, and got a whole level idea and stuff.
I have a brief demo of it out now, it's the second level link in my signature, would you try it out and leave some feed back? It's still in an extremely rough stage, and is more of just a concept show case, but I'd be very happy if someone would leave feed back seeing as no one has yet.

And if you want to know how I did any of the other stuff my vehicle does I'll be more than happy to show you how to do that as well, other wise I'll just show you how to do the whole boost thing. (I just have to get the picture of my microchip off my PS3 and upload it here which I'll try to do tonight!)
2011-02-13 22:22:00

Author:
LukeCF
Posts: 790


Ha man, it's no problem at all. You're the one doing me a favor, who would I be to complain No rush whatsoever!

Also I definitely will check out your new level.
2011-02-14 02:08:00

Author:
Dietomaha
Posts: 156


Picture:
http://i824.photobucket.com/albums/zz165/Offofthemap/LBP%20picture%20dump/APhoto-2.jpg?t=1297651009
Now this vehicle is a little different than yours and thinking about it I should have tried to make one JUST like yours for your help but I should still be able to explain it all based off this picture. and it accomplishes what you wanted done, which is boost.

Gonna be as descriptive as possible for you

1)
So the first step of course is asking yourself if you're going to want your vehicle to be a ground vehicle that just can boost up and what not, or whether you want it to fly or not. I assume you want it to be like the hamster, which is a ground vehicle that boosts up. So ignore the anti gravity switch I have on my microchip because that's what makes it a flying vehicle. (if you do want it to fly, make sure you set the dampening pretty high [70-80 percent I think is around where I have mine] to act as a breaking system).

2) Slap on your number 1. This is an advanced mover. You can set it's speed, acceleration, deceleration and all that jazz to what ever you want it all depends on how you want your vehicle to perform.
Now I assume you want your left stick to control your vehicle so go ahead and hook up your left/right movement from the analogue stick onto the left right movement. (And if you want it to be a 'flying' vehicle [like the one in my level] go ahead and hook up the up down/movement of the analogue stick to the up/down input of the advanced mover which is the TOP input, the bottom is the on/off input. Threw me off when I was first learning movers.)

3) Optional Add in a rotator of some sort. This one has in a joy stick rotator. I assume you know what the rotators do, so if you wanna use one hopefully you'll know how to do it. If not just play around with it and check them out, if you can't get it to do what you want it to do send me a message and I'll see if I can help you.

4) Slap on 2, you're second advanced mover. Set it to exactly the same settings as the first one, except make the speed higher, the higher you set it, plug in the left/right and up/down into the left/right AND the up/down of the new mover (The up down is important here because it allows you to BOOST up into the air and what not).

Now if you hop into your vehicle right now you'll go the speed of mover number 2, because it's faster and so it over powers the first mover. We can fix this extremely simply with a counter and a timer.

5) So put down your counter (C) and your timer (T) [I changed their natural sizes].
Take the output of the button you want to use (I used X here and will refer to it as X, though you can use what ever button), so take the output of X and plug it into the counter. Tweak the counter so it only counting up wards to one. This way one press of the button X will send out a positive signal. Attach the counter up to the (2) advanced mover's bottom input (The ON/OFF input)

Breaking up this step now.
So currently if you hop into your vehicle, you'll go the speed of the first mover until you press x which then you'll go the speed of the second mover (and be able to go up/down as well), but it's permanent so we fix that in the next step.

6)Attach another output of the counter to the start of the timer. And take the output of the timer and plug it into the RESET options of both the counter and the timer. Tweak the timer to set how long you want to 'boost' (in my demo level I think I have it set for like .3 seconds?) And you're done.

So this is how it works then: You're going normal speed left and right thanks to your advanced movement (and up/down if you set that up.) Then when you press X The counter counts up one, and is activated which activates the second faster mover, and the timer, while the timer is counting upwards the new mover will be activated essentially BOOSTING you faster, and when timer reaches it's end point, it activates which resets the counter and the timer. Since they're both reset the timer doesn't send out it's signal anymore so the 2 mover isn't activated anymore so it defaults back to the first mover, and the when you press X again the counter is reactivated and well the whole process resets again

This is all a lot, but I hope it's what you needed
2011-02-14 03:22:00

Author:
LukeCF
Posts: 790


Wow thanks a lot for that, I'm definitely gonna try it out! I really appreciate you going out of your way like that to help 2011-02-14 16:10:00

Author:
Dietomaha
Posts: 156


No problem! Glad to help. I believe we should all share our knowledge that way we can all create to the best of our abilities

And going off that I see that you played my top down platformer concept but didn't complete it.Did you not understand what to do or?

And I was thinking that for grabbing, instead of your whole body grabbing things, you could have little 'arms' in front that you could use tho grab things, do you think that would be better possibly? I don't know...
2011-02-14 16:48:00

Author:
LukeCF
Posts: 790


Yeah I didn't understand what to do lol. I was going to go back and read the description more thoroughly, but I couldn't figure it out. I grabbed the ball and shot it around for a while, and I was just basing my opinion off of that. As in the logic behind it and the fluidity of how everything worked. I do like the arms idea though, as it is now the grab button really feels like a 'stick to whatever is in your vicinity' button hehe.

I am going to try it again and read it more carefully though
2011-02-14 21:38:00

Author:
Dietomaha
Posts: 156


Yeah I didn't understand what to do lol. I was going to go back and read the description more thoroughly, but I couldn't figure it out. I grabbed the ball and shot it around for a while, and I was just basing my opinion off of that. As in the logic behind it and the fluidity of how everything worked. I do like the arms idea though, as it is now the grab button really feels like a 'stick to whatever is in your vicinity' button hehe.

I am going to try it again and read it more carefully though

I added another note that should help you out. (My other guy trying it out had the same problem as you, but my new note made it more clear for him as well.)
2011-02-15 19:48:00

Author:
LukeCF
Posts: 790


Sweet, I've got it queued up again. I also plan to attempt to implement your suggestion tonight as well 2011-02-15 22:17:00

Author:
Dietomaha
Posts: 156


I don't see why you placed the Single Player tag on this. It can be played mutliplayer. We did have one issue, though and that was at the cheese. If there was supposed to be cheese there, there wasn't and we were stuck. Right after where you grapple and swing upwards and the three lights are there and music plays. The one magic mouth went off that said CHEESE! (or w/e) but there was one more above it that would NOT go off and wherever we went it would do the CHEESE one or the twin underneath us.2011-02-16 03:58:00

Author:
RSQViper
Posts: 302


Wait what? I don't quite understand that, are you saying the cheese wasn't there and whereever you went the magic mouth went off? I'll...look into that. Never heard of that, might have happened because of something I changed on the most recent publish...?

As for single player, there are key areas that are difficult to juggle multiple players. Such as the donut, and the grab thing through the gas.
2011-02-16 04:06:00

Author:
Dietomaha
Posts: 156


Alright, I just checked the video of it. A player went up on the cheese while others were down. Make the grabber require all players to be up there and this should be fixed. And afix a game camera on the cheese to sense its area. Or, put logic so the cheese comes back if it senses all players where the cheese is supposed to be.

Video here: http://www.justin.tv/rsqviper/b/279713008 Skip to 1:20:00

It's a multiplayer problem or if someone lets go at the wrong time, I would guess. Still stinks to get there and get stuck, lol.
2011-02-16 04:14:00

Author:
RSQViper
Posts: 302


If someone lets go of the cheese you are taken to the top teleport regardless. That's another reason I labeled the level Single Player hehe. Thanks for the tips though 2011-02-16 18:15:00

Author:
Dietomaha
Posts: 156


Also thanks for showing a nice lil 'bug' at the beginning of my level where you guys dragged down the sponge thing lol

The stuff that happened in that video is pretty much why it's single player only Your guy's issue was that someone went down and re-activated the previous checkpoint so you couldn't move on. Thanks for the video mention though, even though it makes the level look awful
2011-02-16 18:19:00

Author:
Dietomaha
Posts: 156


Hey, did you ever get around to making your own vehicle? If so were you happy with the results?2011-02-16 20:19:00

Author:
LukeCF
Posts: 790


I'm in the process of making it still hehe. My mind just flies to all these different ideas constantly, but it's far up on the list of things to do lol 2011-02-17 01:07:00

Author:
Dietomaha
Posts: 156


Luke, I finished the donut I added a few things of my own, such as an emitter boost-circle-thing and various other tweaks, but to be honest it is just not working like I would want it to. Don't get me wrong, the boost works perfectly (which is definitely the main thing I needed help on), it's just I can't quite get it to be as fluid as the 'hamster donut.' It tends to stick to everything (even when using a material changer with non-stick and low friction), and just doesn't feel as well-controlled as the hamster

It's definitely a good start, and I do plan on keeping it going and trying to tweak / implement it eventually, just not quite yet!

I can't thank you enough for taking the time to help me out though
2011-02-17 20:36:00

Author:
Dietomaha
Posts: 156


Luke, I finished the donut I added a few things of my own, such as an emitter boost-circle-thing and various other tweaks, but to be honest it is just not working like I would want it to. Don't get me wrong, the boost works perfectly (which is definitely the main thing I needed help on), it's just I can't quite get it to be as fluid as the 'hamster donut.' It tends to stick to everything (even when using a material changer with non-stick and low friction), and just doesn't feel as well-controlled as the hamster

It's definitely a good start, and I do plan on keeping it going and trying to tweak / implement it eventually, just not quite yet!

I can't thank you enough for taking the time to help me out though

Stick to everything? What exactly do you mean, like rub against it?
Something I the hamster may have that your does not (I have not looked at the hamster logic so cannot say) is when the hamster boosts, it may not only activate a second mover, but also may activate an anti gravity switch along with. This would probably help it seem more 'smooth'. You'll want to take the on output from the counter and connect it to an antigravity switch with the settings you'd like on it. Make sure you have a 'default' anti grav. switch too.

Though that may not be the problem you're having I'm not sure.
2011-02-17 21:42:00

Author:
LukeCF
Posts: 790


Well the main problem I have with the 'custom' one is that it's too....wiggly, I suppose. When it is in the air, for instance, you can move left and right with no resistance and it just does not look natural. Also, whereas the hamster donut follows the path pretty well, if you boost the custom donut into a curve, it has trouble actually following the curve and likes to slow down drastically, which messes with the flow of that section I think. I'm still working on it though and it's getting better slowly, so hopefully I'll still implement it.

Also I did a minor update to the level. I removed the cake from the beginning of the cheese course, some people had said they threw their cheese up there and couldn't get it down
2011-02-21 12:06:00

Author:
Dietomaha
Posts: 156


Well the main problem I have with the 'custom' one is that it's too....wiggly, I suppose. When it is in the air, for instance, you can move left and right with no resistance and it just does not look natural. Also, whereas the hamster donut follows the path pretty well, if you boost the custom donut into a curve, it has trouble actually following the curve and likes to slow down drastically, which messes with the flow of that section I think. I'm still working on it though and it's getting better slowly, so hopefully I'll still implement it.

Also I did a minor update to the level. I removed the cake from the beginning of the cheese course, some people had said they threw their cheese up there and couldn't get it down

You could tweak the acceleration/deceleration values to add in a feeling of resistance?
2011-02-21 23:19:00

Author:
LukeCF
Posts: 790


Played the level. I enjoyed it overall, but a couple things. 1)It borrows a lot from MM, perhaps a bit too much. Maybe change up a couple of obstacles. 2)I got stuck at the part where the teacup ends up (I liked that part by the way). Getting stuck was an issue. I snagged an in-game photo to show you.

Nice job.
2011-02-24 03:22:00

Author:
Hoplyte
Posts: 100


Thanks for playing! It wasn't my intention to copy ideas from MM, I didn't have a plan going into the level and just made obstacles as they came out of my head 2011-02-24 15:18:00

Author:
Dietomaha
Posts: 156


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