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#1

Create mode "update" feature

Archive: 10 posts


I've been doing some sackbot AI work recently and feel almost as if there's a missing feature in LBP2 create mode: an update or refresh feature. Something that re-evaluates all the nodes in your level and updates their state while paused. It would make the testing in create mode workflow a much smoother experience IMO.

I'm finding that while testing AI as I build it, things like movie cameras & sackbot behaviors often become activated and "stuck" as active until you somehow reactivate their inputs; in the case of the movie camera if it has an infinite hold time and gets activated while unpaused in create, you have to tweak the hold time and let it deactivate (or simply destroy and rebuild) before it can be activated again. Same goes for sackbot behaviors, if one gets activated, tweaking and re-firing the input while testing can become a huge time suck. I'd rather pause the game, update the logic, refresh and the let action play out again rather than having to diddle around with all the tag sensors attached to the various sackbot behaviors.

It seems like before saving a level, there's always a round of checking logic for counters, timers and sequencers to see if they've been activated because even if you have logic in place to immediately reset or shut them off, it'll still fire when the game is in play mode.

Anyway, just an idea... is this a problem for anyone else? Any ways of making this easier to deal with?
2011-03-12 21:35:00

Author:
Chazprime
Posts: 587


Its a B for me too, I have an impact sensor on a bot and everytime I come into the level and hit play it marks 1 impact so i have to reset it everytime. This would be an awesome feature, you should write Mm and give them your idea in hopes it makes it into another creator pack.2011-03-14 02:28:00

Author:
Gutz
Posts: 175


Put the movie cameras on a sequencer and set it to forwards and backwards. So when the input is off it ends camera even though it is on infinite hold time.2011-03-14 03:31:00

Author:
Bbody
Posts: 43


I didn't notice any problem with that, i usually work on pause with logic and to do test on change i unpause and undo when you done testing a change and continue editing. Every time when you unpause the create mode history point is created but testing by walking in level don't create any history point. and you can always return to entry point by undo.2011-03-14 17:44:00

Author:
Shadowriver
Posts: 3991


I didn't notice any problem with that, i usually work on pause with logic and to do test on change i unpause and undo when you done testing a change and continue editing. Every time when you unpause the create mode history point is created but testing by walking in level don't create any history point. and you can always return to entry point by undo.

I normally work in pause mode as well, but when you're working with sackbot behaviors you really can't properly test them without unpausing and letting the little buggers run wild. Since sackbots need to have one behavior active at all times, it is really easy for one to get stuck and to deactivate it you have to change your logic to turn it off and reactivate the one you want. Not the most elegant solution. That's the primary motive behind this suggestion, it'd be nice to just have a feature that would let you pause and reset everything.
2011-03-17 07:39:00

Author:
Chazprime
Posts: 587


You can still rewind after checking it works, and then re-pause.2011-03-17 10:14:00

Author:
Silverleon
Posts: 6707


You can still rewind after checking it works, and then re-pause.

The whole point of this is that you shouldn't have to rewind.
2011-03-17 15:57:00

Author:
Chazprime
Posts: 587


But to rewind you only have to push 1 button. Your idea sounds more complicated.2011-03-17 17:32:00

Author:
jalr2d2
Posts: 256


I find it a little annoying with how much testing needs to be done but at least at the end of the day you can press one button and everything is fine, that's what I always do, no big deal though it would be nice if there was another way round it but I really don't think it is possible
Rewind button ftw
2011-03-17 18:23:00

Author:
Elsa
Posts: 164


But to rewind you only have to push 1 button. Your idea sounds more complicated.

Not at all.

If I make a connection in my logic that completes the logic, but the sackbot has changed behaviors, I have to reset the behavior manually so that it won't persist when I switch to play mode and start with the wrong behavior. Rewinding will undo my changes and doesn't always activate the right behavior.

This is a really common feature in node-based computer apps, I use it all the time in Nuke - If something isn't behaving as expected, I press the little "update " button at the top of the screen and force all of the nodes to update.
2011-03-17 19:59:00

Author:
Chazprime
Posts: 587


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