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#1

Will stages play if the level is overheated?

Archive: 16 posts


At this point, i cannot stop that thermometer from hitting 100 percent, even when emitting one character, it blast up to 100 percent, so i was wondering if the stage will play if the level is overheated? btw Im using one material for the stage so far, its the logic thats taking up the thermostat.2011-04-01 18:31:00

Author:
Rpg Maker
Posts: 877


Test it?

If you can save the level I think it will always be playable. Only issue is that when playing some objects will be replaced with yellow exclamation points as the game can't handle what's on the screen. I don't know if it stops the logic from working, but physical objects definitely lose their visual form.
2011-04-01 18:46:00

Author:
Xaif
Posts: 365


If the level is overheated, multiplayer games tend to diverge.2011-04-02 00:56:00

Author:
Thegide
Posts: 1465


How the hell did you overheat a level using only logic? o_o

Sounds like there's a lot of optimisation that needs doing or you will just have to ration or cut things. You may be able to emit different sections of logic as they're needed maybe? I dunno.
2011-04-02 01:04:00

Author:
Ayneh
Posts: 2454


Overheating =
- No one being able to join the person/ group in the level.
- Almost imminent diverges
- Malfunction with emitters
- Possible random level breakage/ unglueing.
- Lag most likely.
- If trully 100% overheated, then you shouldn't even be able to leave create mode. xD
- Random randomness of problems.

can't remamber any other problems atm, but its not really reccomended to publish an almost overheated level unless its single players, and playtested multiple times.

Hope that helps!
2011-04-02 01:11:00

Author:
Silverleon
Posts: 6707


Well its hard to tell cause we cant see your levels >_<

but however, this happened to me, I had a bunch of logic in a microchip, and everytime I press R1 to open it, the level would overheat

When I hid it, the thermo went down a bit, not sure if this a glitch or not but it happened to me, If you do this and thermo is same, your gonna have to find a way to trick the thermo using emitters, hope that helps!

And what leon said^
2011-04-02 01:11:00

Author:
Bloo_boy
Posts: 1019


How the hell did you overheat a level using only logic? o_o

Sounds like there's a lot of optimisation that needs doing or you will just have to ration or cut things. You may be able to emit different sections of logic as they're needed maybe? I dunno.

The problem is it is emitted logic. Like the summon design you did for me, after programming, it will overheat the level when i emit it and then drop to maybe 95. I made alot of emitted logic, including enemies, but theres no way i can prevent the gauge from going up and overheating when they are emitted. It wont stay that way for long--well thats what im trying to prevent anyway.



And you guys said it mostly effects multiplayer games? This one is single player like FF, so maybe it wont. And it is around 75 when you arent in battles so maybe. I just wanted to know if i can sort of overheat the level for" a second" and it wont mess up or diverge--which is what i fear most.
2011-04-02 01:57:00

Author:
Rpg Maker
Posts: 877


Well it will play. But probably will be glitchy. When overheated, it wont do any action that can increase thermometer (emiting new objects, breaking objects, etc....) So it can lead to nasty surprises and unsatisfied players.

I would try to optimize the logic so there is not so many components or different objects. And keep it not everheated.
If this is not possible, you should probably cut some functions.
It is better to have less functions, but working flawlessly, then to have huge awesome notworking project.
2011-04-02 07:47:00

Author:
Agarwel
Posts: 207


Well it will play. But probably will be glitchy. When overheated, it wont do any action that can increase thermometer (emiting new objects, breaking objects, etc....) So it can lead to nasty surprises and unsatisfied players.

I would try to optimize the logic so there is not so many components or different objects. And keep it not everheated.
If this is not possible, you should probably cut some functions.
It is better to have less functions, but working flawlessly, then to have huge awesome notworking project.

Unfortunately i think your right, maybe the game was too ambitious for its own good. Like Hansel and Gretel bot was probably an awesome stage, but it never worked when i played it. And I never tried to again since... Im going to have to start omitting some things *sigh*

I should hold a private beta too just to be safe...
2011-04-02 20:15:00

Author:
Rpg Maker
Posts: 877


I wouldn't necessarily say that it's too ambitious. My guess is that you could do a lot of optimization, as agarwell suggested. But you may have savings to make that are outside of logic.

If you want, I could take a look and see where you are being wasteful and provide some tips on how I would try to optimize things.
2011-04-02 21:16:00

Author:
Thegide
Posts: 1465


I wouldn't necessarily say that it's too ambitious. My guess is that you could do a lot of optimization, as agarwell suggested. But you may have savings to make that are outside of logic.

If you want, I could take a look and see where you are being wasteful and provide some tips on how I would try to optimize things.

Yea i can show you, its easier to explain why there is so much logic and really no short cuts, and it sounds like im using the long way with logic--maybe i am. But the problem is LBP isn't built for Jrpgs, and thats why it uses so much logic.

Anyway ill add you
2011-04-03 00:15:00

Author:
Rpg Maker
Posts: 877


I would suggest using sub-levels...you can also use scorebubbles for bringing players back to the original level and into specific areas.2011-04-03 00:48:00

Author:
hungryhippo
Posts: 76


I would suggest using sub-levels...you can also use scorebubbles for bringing players back to the original level and into specific areas.

Yea thats the plan--sort off, but im not even in that stage. Im still trying to fit the battle system in one stage right now lol
2011-04-03 01:18:00

Author:
Rpg Maker
Posts: 877


Yea thats the plan--sort off, but im not even in that stage. Im still trying to fit the battle system in one stage right now lol

So your saying the logic for the battle system is taking up a whole level? wow... I know that there is an thermometer trick which seems to work well in LBP2;

https://lbpcentral.lbp-hub.com/index.php?t=52771-Infinite-Thermometer-Trick.
2011-04-03 16:59:00

Author:
hungryhippo
Posts: 76


So your saying the logic for the battle system is taking up a whole level? wow... I know that there is an thermometer trick which seems to work well in LBP2;

https://lbpcentral.lbp-hub.com/index.php?t=52771-Infinite-Thermometer-Trick.
That won't solve the gameplay issues, only allow you to cramp more stuff and make the level glitchier.
2011-04-03 17:06:00

Author:
gdn001
Posts: 5891


Yea, if i can get the battles in, because its already wireless-- meaning it is operated with all emitted tags, then i can still do a bunch of stuff in this game. I took out some moves sadly, but it had to be done. I can get three on 1 almost, im looking for a way to fit the other 2 monsters on the field with the three party members. Bosses seem to fit well, but we will see...2011-04-03 19:37:00

Author:
Rpg Maker
Posts: 877


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