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Iron Man Sackbot!

Archive: 19 posts


Hello - just registered with the forums here!

HORROR OF HORRORS: The recent game update by MM has made Holographic material set off impact sensors! NOOO!
Now my suit can't function properly. >_<
EDIT: Nevermind, suit changed around, and now it functions more properly than before the update! Hoorah!

Anyway, didn't come here to say hi - came here to spread the word about a project I've been undertaking: an Iron Man Sackbot! He's only the first stage of a bigger project - a project covering both movies - but for now, I need to work out the difficulties in this suit, as well as add new abilities or features.

I'd really appreciate feedback, and I am willing to give feedback in return, hence my picking the Feedback for Feedback option - I'm not a machine, though, so please give me some time after you play my level!

UPDATED:
As of now, the Iron Man Sackbot currently has:
-A Repulsor Laser system w/ laser sighting (for both arms, each controlled independently)
-A Missile Targeting System, which can target up to three things simultaneously.
-Flight Systems (a bit glitchy if you fly directly into corners.. but if the suit were real, you'd wanna avoid flying into walls, period! Just try to avoid corners for now, and hopefully I'll be able to fix this later)
-Flight Systems now enter a "hover" mode when the left stick is either *lightly* moved or stationary. Repulsor Lasers can now be used while "hovering," now, too!
-Boost Attack System(you should try it on the Villian test dummies at the end!)
-Boost Jump System(For going up.. really fast. And taking stuff in your way.. out of the way, too.)

To be developed:
-Health Gauge
-Flight safety systems(to avoid corner deaths, for instance)
-Repulsor "charge up" special effects?
-And, of course, your good ideas!

I'll eventually work on the Mk. I Suit he used in the first movie (my level has a demo of what it looks like so far), as well as a War Machine Suit(also have a sackbot modeling this costume).

I hope you enjoy using him, and be easy on the level design and/or glitches, please? I designed the level for testing the sackbot out, not to win awards. XD

As for level development, haven't gotten around to making a level featuring this guy yet, but have started on an intro to the first movie, and am roughly halfway done.

I may not visit this site too often, though, so if you want feedback, please leave it in the form of a level review/comment? I am planning to come back to this site now and then, but I may be able to respond sooner if you leave an ingame message.

Thank you!
http://lbp.me/v/xj131s
2011-02-12 05:17:00

Author:
Unknown User


Looks cool man I will check it out, feel free to check out my first level if you think you are ninja enough2011-02-12 06:15:00

Author:
Gutz
Posts: 175


I did check out your level.

It's pretty nice - having the option to turn off traps is a good idea(though I didn't use it. )

It feels like you should probably hide some of the programming elements, like the Magic Mouths and the Music Box.

Also, if you'd like to take the time, you could program in timers and player sensors hooked up in such a way that the NPC doesn't speak so derogatorily towards you if you're quite fast and don't use the trap deactivators.

Also, the grappling hook section was fairly easy, especially when compared to the rest of the level.

Keep up the good work!
2011-02-12 07:29:00

Author:
Unknown User


I dunno whats wrong with me but I couldn't get the laser sight to activate, but really, who needs laser sight when you have repulsers. The demo was awesome, I dunno if its possible but maybe you could tweak the jets to just make you hover instead of float up? Not really an issue but it might feel more natural. Also might want to clarify that you have to be on the ground to do the boost I was flying around pressing triangle for a couple minutes trying to get it to work then it dawned on me. Can't wait to blow some more things up with this!2011-02-14 04:34:00

Author:
Gutz
Posts: 175


Ah, thanks. I'll add a thing to the note saying you hafta be on the ground to boost dash..

Anyway, the sights are activated by holding R2 and moving the Right Stick(or L2 and Left Stick) WITHOUT pressing R1/L1. It'll help you aim before you fire, since the Repulsor doesn't have a machine-gun like firing rate! Taking a second to aim can save more time than firing twice - one miss, one hit, y'know? You can use both hands, thus both repulsors, at the same time, in case you didn't try it.

The Boost Jump can be used before activating flight, and you can de-activate flight when Boost Jump's recharged then Boost Jump again, then.. well, enter flight again. It transitions smoothly if you're fast, and might be a neat thing to try.

And if you haven't already, try boost dashing into the villian test-bots at the end of the level. It's more satisfying than I programmed it to be. ^_^

As for the jets, well, it's kind've complicated - the special effect that gives off the fire and smoke for Iron Man also pushes him. It's a thruster hidden by the "white-hot" hologram special effect - it helps give Iron Man an extra push. I understand that Iron Man DOES float in the movies, though, and I may need to work on this, but it'd be hard, since the flight system was programmed almost from the beginning with the thruster format, and I've built upon Iron Man since.. ergh. I may end up leaving flight as it is - to me, it seems responsive and easy-to-use. If you wanna stop to shoot, you can find a place to land, usually; in the movie, Iron Man always did.

Anyway, as for the Anti-Tank Missile System, I've pretty much scrapped it for now, though I may build it if called upon. It likely won't bring much new to the table, though..

And the Jump Boost Attack System? ...the complexity of a FAULTY version of it still is baffling. It seems like it should de-activate after destroying the target, without a hitch! Should I stop to think and experiment with it for a long time, I might be able to get it to work, but then when I do, I'll still hafta program in safety systems to work with its delicate programming, and ensure it can't be activated when other systems are online, and... yeah, for now, it's in the recycle bin, though I may pull it out later. I doubt it, though.

Enough griping, though. I'll still welcome suggestions, but please be aware that Iron Man, as of now, is very complex, and difficult systems, I. E. the Jump Boost Homing Attack Of Infinite Complexity And Dizzying Difficulties, will likely not be used. Simple edits to improve performance, such as Laser Sights(someone suggested that) - y'know, stuff that just plain sounds easier to program - may receive more attention.
Like, maybe a throttle system for the jets. I probably need to go work on that.
2011-02-14 06:09:00

Author:
Unknown User


Fun.
I think I would add a gun to the right stick, as the arm movements take a while to set up. Using L2/R2 feels a little awkward, but you don't really have a choice since they move the arms.
Would also be nice if you could see the missile, as it goes too quick and is very easy to miss (as in can't see it).
I would also move the red triangle aiming thing to spawn to the right if he's facing right, and left if facing left.

Would love to play a full level in that suit.

Oh, I managed to break the suit by flying into a corner of a conputer console thingee.
Which then led to infinite deaths. Perhaps you should test out a checkpoint system?
2011-02-14 08:43:00

Author:
midnight_heist
Posts: 2513


Well, if you've seen the first movie, the Missile Targeting System of mine is meant to imitate the "Anti-personnel" (or whatever) system that Iron Man used in the hostage situation...
But anyway, back on topic, if you've seen the movie, you noticed the projectiles moved almost faster than the eye can see. If you look close, you can still see the missiles fired from my suit, though.

As for spawning the Missile Targeting System's Cursor on the left/right depending on direction faced...
um, yeah. The Targeting Cursor(which is a seperate holo-material that follows Iron Man until Square is pressed, upon which it counts down a timer, which while counting down, will move towards a shortly timed emitted tag, and after that tag disappears, it becomes controlable, or something along those lines and..yeah), upon the time it was made(before adding the left-hand Repulsor laser, the boost dash, and the boost jump), its programming rivaled and probably even dwarfed the programming of the rest of the suit combined, though I don't think I really compared them.

Suffice to say, changing it might not be as bad as I may think, but.. well, considering the amount of programming I've given it, it may end up to be a nightmare.

I think I should increase the speed the cursor moves while Missile Targeting is active, though, since in larger rooms, it's a bit.. unresponsive, simply due to being slow.

As for flying into corners and dying, that's kind've something I'm unable to fix right now. Considering in full flight you wouldn't want to run into walls at ALL, common sense should dictate not to do that - 'sides, it's also a physics thing with the engine. If you get a Jetpack Powerup(MM made, not made by me!), and fly into a small enough corner, well, I assume this happens:
You fly into the corner, in which you currently fit. However, deeper into the corner, you CANNOT fit.
By applying pressure in the direction of the corner(by moving that way), the "smooth" ramps leading to the corner's "point" allow you to keep moving that way until the physics engine says you're supposed to get crushed, due to lack of space. And you do get crushed.

It happens with an MM-made powerup, and as such, fixing it would be a doozy - the issue probably has more to do with the physics engine rather than programming - and granted, my suit is probably easier to destroy by such a method, but since the issue IS present in the jetpack, I'll likely ask people just to caution about SUICIDALLY FLYING A ROCKET-PROPELLED SUIT INTO A SMALL SPOT*cough*
I'm being funny, don't take me too seriously, but.. when taken out of the in-game context, it still doesn't seem like a bright thing to do. XD

As for adding spawn points, it might be tricky, considering that my Iron Man suit consists of many (invisible) holograms that follow him and perform functions for him. May not be a big deal, and generally spawn points are a good idea - I'll likely have to confront this issue anyway when I make the full levels. Fixing it sooner than later may help save time when Iron Man has even more programming..

Thanks for the feedback!

Oh, and suggestions for the Mk. I Suit(The first suit Tony Stark used in the movie) will be welcome, as well.
What I have planned:
-Flamethrowers(either in one hand or in both, not sure yet.. likely both)
-Slower, stylized walking(play "Sackzilla - Destroy Tokyo!" in LBP2 and you'll understand what I mean)
-Megaton Punches, so to speak. Sends foes flying!
-Grabbing and throwing foes, without grabinators. And probably a grab and "baseball bat" punch them(fling 'em into the air, then punch as they come down. Hoorah).
-A (hopefully) relatively simple Missile system.
-A health system, with lots of health. Don't want you to be invincible, but I don't want it to be hard, either. Basically it'll be so you can easily escape if you're not totally careless. And bullets won't hurt you - just explosives, and maybe some other hazards.
-Multiplayer in the actual level, with the other players getting paintinators. The Paintinators'll likely defeat guards in 4-5 hits or so, while Iron Man can OHKO them. Plus the normal players won't be immune to bullets.. Level'll be kind've "Single Player preferred, multiplayer compatible," so to speak. Since it's about Iron Man, though, lots of infinite life checkpoints will appear along the line, too, so the other players won't hafta worry too much.
-Jet-thruster-jump-thing finish! Other players will be able to grab onto the suit as it's warming up the jet so they can escape, too, without having to die by being left behind. XD

The above statements are not final, but hopefully will be integrated.
Suggestions about the Mk. I suit may be helpful, as I'll begin programming it soon..!
2011-02-14 23:33:00

Author:
Unknown User


Hey played this out like requested. And it's OKAY. Not amazing, but better than some sackbots I've seen. *shudders*

Anyways you may want to look at the logic for your repulser beams. I could only get them to fire like one every five trigger presses for some reason. Not sure why. And why exactly can't you use your missile system mid flight? I mean... Seems kinda odd...If it's logic trouble then let me tell you right now, it IS possible to do XD
2011-02-18 21:40:00

Author:
LukeCF
Posts: 790


i did play it and your tech is overall solid...but there have been so many Iron Man sackbot techs that...well i'm sory to say that nothing really stands out compared to some of the original Demo's2011-02-19 13:37:00

Author:
Angelgozen
Posts: 286


Prize? I rate your iron man as Excellent.

As for a special attack ... how about the one where both warmachine and ironman use their repulsors and kill whiplash?
2011-02-19 21:08:00

Author:
joeharkum
Posts: 38


This looks like a pretty quality level. 2011-02-19 21:22:00

Author:
Clivefan11
Posts: 106


Initial Thoughts

Good looking bot, close to the real thing, and convincing enough that I don't cringe - it even made me giggle a little!

Tech

I'm hardly a whiz at logic myself, but I think I can fathom out SOME of the stuff you've done here. Overall the weapons and abilities play out very smoothly (my favourite is probably the boost jump). The only one niggle I have is with the basic repulsor beam, which seems a little slow to react.

I hate to say it but I really can't give the most detailed of reviews. I like it, it impresses me, and it felt like an actual superhero costume-type thing.

F4F

I'd appreciate any comments you have on my movie, The Printz Diaries (Prologue). F4F Thread (https://lbpcentral.lbp-hub.com/index.php?t=49981-The-Printz-Diaries-Prologue-(FILM))
2011-02-19 21:26:00

Author:
rialrees
Posts: 1015


Alright, thanks for all the reviews! I haven't come to this page for a few days, so give me a bit of time to get to your levels. XD

Anyway, responses to posts:

LukeCF: I made it so the repulsors have a cool-down time, sorta - you can hold down the trigger to fire it whenever it's ready to fire again. Iron Man didn't have rapid-fire in the movie, y'know!
As for mid-flight missiles, it's more of a precision weapon and you use the left stick to aim, which you can't do in flight, but -... now that you mention it, I could probably make it work while hovering.. Never occured to me, as I made the repulsors able to shoot while hovering, but not the missiles. XD
However, by making that available while hovering, I pretty much make it so that there's no need to NOT be flying. In the movies, Iron Man never fired any weapons(unless you count the flares) during flight. I'm on the edge about this.. plus it's gonna be difficult to program in with all the safeties the system relies on. :

Angelgozen: I know that, but I really put a lot of work into this, and am planning to make levels based off of both Iron Man movies. I probably don't bring much new to the table, but instead of giving away my tech(or giving up on it due to the patch, like someone else did), I'm planning to use it to make levels.

joeharkum: I'm nowhere near the end of Iron Man 2 yet, but that sounds like a neat idea to implement as a power-move, so to speak! I'm planning to program a War Machine suit(I have a custome costume of it that I made - you've seen it in the levels), but I'm focusing on the first movie right now.

Clivefan11: Thanks!

Rialrees: Thanks for the compliments. Again, like above, Iron Man doesn't rapid fire the repulsors, but considering that I've received feedback about how slow they are, I can probably buff up their firing speed a bit.
As for the tech, yeah, he's quite complicated. When he had only flight and repulsors(and flight didn't hover), the missile system's cursor(just the cursor) had probably about as much(if not more) programming than the rest of the suit! 'Course, the suit's much more complicated now, but.. yeah. Practically everything('cept holo-material that follows Iron Man and performs functions for him) that is used has tags and programming - the lasers, laser sights, missiles, etc.

--

Alright, I've also begun work on my Mark I. Iron Man suit, and he's working out well - it feels like a heavy piece of armor, which is what it looked like in the film. So far the flamethrower and missile systems on him are working properly - I'm gonna work on implementing punching, grabbing(NOT grabinators), and POSSIBLY a grab attack(punch the guy you've grabbed, in other words, to send him flying). I've also programmed enemies, and they work - they can kill players, but not the player in the suit.

I should also work on a respawning system in case you die in the stages(speaking of both Mark I and the Mark III suits(Mark III's the one in the test level that's out now)) - I know my programming isn't perfect, and when the base game's jetpack can kill you if you fly into a small enough corner, fixing flying into corners for my Iron Man isn't gonna be easy. :

As for other updates for the Mark III in the test, I'm probably gonna fix the repulsor to send enemies flying rather than vaporize 'em - it's what happened in the film, anyway.
Questions I'd appreciate feedback on:
-
Does the Boost Attack(ground) feel right?
Is it fast enough?
Should it be available in the air(not boost jump)?(might be difficult)
Should I add a "punching" or some sort of melee move, or does the Boost Dash fulfill that roll?
-
Not really a question, but in the full levels, Iron Man'll have a health system - I'd appreciate any input given as to ideas of things that can damage(not outright kill) him. Explosives, etc. I'll still give the enemies guns, but they won't be able to harm Iron Man with just those.
-
For the levels with Mark III(and improved) Iron Man suits, should I add in the War Machine as an optional second player, or maybe alternate-colored suits, for multiplayer? Might get confusing and it's far off from now, but input'd be appreciated.
-
When my Mark I suit nears completion, should I release a test level for him, as well? He seems quite stable now(and hopefully will remain so with new systems), and as such, focusing on a level rather than waiting for feedback on him may be helpful.
-
And, of course, ideas you may have. They may be varied, such as what you'd like to see the War Machine equipped with, etc. In case you do have suggestions about the War Machine, I'm planning on making it feel like bulkier(thus no boost attacks, and no flight throttle, maybe), but more weaponry and health. Possibly. Nothing's final yet..

Thanks!
2011-02-20 04:20:00

Author:
Unknown User


I tried your level and i was honestly quite impressed: the sackbot looks nice (the head is huge but there isn't much you can do) The tech is great and works very nicely.
The hovering especially looked great. The only thing i'd change for the actual levels is maybe the missile system: an auto-lock system that tracks the sensible objectives could lead to a more fast paced gameplay. This is obviously if you plan to have action levels, because if you want more slow paced levels the current system is nice.
I'll definetely keep an eye for any Iron-Man themed level in the future .

Please return the feedback in my http://lbp.me/v/xq--dx level in the related F4F thread
http://www.lbpcentral.com/forums/sho...s-versus-level)) thanks.
2011-02-20 16:14:00

Author:
Vergil
Posts: 155


Auto-targeting objects sounds like a nice idea, thanks. Yeah, for a precision weapon, the missile system does feel a bit slow..

As for the head being large, I didn't feel like changing the normal Sackboy dimensions - figuring that this is Little Big Planet, so he should have a normal Little Big Planet head, I guess. XD

I should work on the auto-targeting, I guess.
I'll get to your level in a bit - just turned off LBP and feel like taking a break. XD
2011-02-20 20:38:00

Author:
Unknown User


all i can say its a good idea and looks pretty well,
everything worked as explained even if it was a little bit hard to get used to it at the beginning
i played it with a friend and it was fun to figure out how to get the second player to the goal as well even if the other don't got a suit
i think that would be a nice idea to experiment on as a game system to bring the other non power player save in the goal.
i remember ico?

if you like to leave a short feedback as well go here plz: https://lbpcentral.lbp-hub.com/index.php?t=49851-Little-Big-LUMINES-Puzzle-Fusion&p=778580
thank you.
2011-02-20 21:16:00

Author:
ForcesWerwolf
Posts: 475


Just added to queue so will hopefully play it soon. Please return the favour.2011-02-20 22:23:00

Author:
TimeH33
Posts: 51


Alright, should be up to speed.

Anyway, ForcesWerwolf, thanks for the co-op idea. I had planned to give some of the levels at least up to 2 player support, but now I'm planning for all of them to support up to 4 - only one gets to be Iron Man, 'course, but ideas like this:

Paintinators during the escape with the Mark I suit,
Test drones and cars drivable in the Stark Estate(when testing suit),
Weapons(and a multi-seated tank) at Golmira,
and stuff like that, y'know?

Thanks.
2011-02-21 18:55:00

Author:
Unknown User


This looks like a fun level! I queued your level and will play it tomorrow, I will leave a review on both your level and your level thread, can you please do the samething for me on my new level called Cryo Lab Test (https://lbpcentral.lbp-hub.com/index.php?t=50956-Cryo-Lab-Test&p=787675#post787675).

Thank you
2011-02-25 00:00:00

Author:
Arnald23
Posts: 1843


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