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Time to Rewind (Rewinding in play mode!!)
Archive: 16 posts
the description pretty much says it all, but here's a pic anyways http://i8.lbp.me/img/ft/d48601702d1da117aa56c952e45267a2281d683a.jpg http://lbp.me/v/zsnfdf | 2011-04-07 17:02:00 Author: evret Posts: 612 |
I Q'ed this to check it out, maybe tomorrow. Feel free to check out my levels, I just recently published my Sacknight sequel. | 2011-04-08 04:41:00 Author: Hoplyte Posts: 100 |
I haven't checked out this level yet, but if it is the same tech as I think it is, I've already seen it - http://lbp.me/v/xzc6j6 Poor guy only got 17 plays, don't think he knew what he was on to! Btw not trying to take anything away from the creator of this level, I'm sure it's awesome, but I just wanted to give the above guy some credit for figuring out how to do it before this level became so popular. | 2011-04-08 13:44:00 Author: agsrule Posts: 89 |
if it is the same tech as I think it is, I've already seen it. it's not the same tech, i just played it and he is just making the bot reappear and return to a preset checkpoint when you hold L2 With my rewinding tech, your sackbot retraces his own movements, so all your jumps layer changes and movements are replayed in reverse while you hold L1, upto the last 8 seconds | 2011-04-08 14:37:00 Author: evret Posts: 612 |
Hello (and sorry about my poor english), I've tried your level earlier today. I was wondering if it was possible to do that, and I have to admit it's working ! Very good job on logic stuff ! There is some precision issues (for example I was not in the cart but just in front of it when I rewind), but I guess this cannot be fixed as it's related to the game physics engine itself. About the level itself, I think it was great but puzzles could be improved and different puzzles could be added. I liked it and enjoyed the level, but I found that the rewind functionnality is underused. Well, maybe i'm asking to much, and maybe it's quite difficult to implement, but I wanted more rewind stuff . Anyway, the logic behind the level is working very well, the change of light when you rewind is perflectly done, the cart sequence is fun, so congratulations about this brilliant implementation of the rewind funcitonnality ! | 2011-04-08 14:57:00 Author: Slurm Posts: 262 |
it's not the same tech, i just played it and he is just making the bot reappear and return to a preset checkpoint when you hold L2 With my rewinding tech, your sackbot retraces his own movements, so all your jumps layer changes and movements are replayed in reverse while you hold L1, upto the last 8 seconds Ah OK! I don't think his tech is quite so simple as you suggest though, from what I can remember it doesn't always return to a set checkpoint but rather until you let go of the button, but it has been a while since I've played it... Anyways, looking forward to checking this level out, many congrats on the MM Pick | 2011-04-08 16:09:00 Author: agsrule Posts: 89 |
screenshot looks great, adding to queue | 2011-04-08 16:44:00 Author: biorogue Posts: 8424 |
Played this level this morning. I thought it was very creative. I thought the rewind functionality and aesthetics were near perfect. Sometimes while rewinding, the sackbot would disappear and only a dot would remain. This was remedied by simply rewinding a little more. Other than that I thought the level was fun to play and original. Well done,two thumbs up! J | 2011-04-09 02:19:00 Author: Unknown User |
Wow, MM Pick in two days! I was in the 1st ten plays, amazing level and fun gameplay! | 2011-04-09 03:10:00 Author: iBubek Posts: 682 |
From what I can guess, your constantly emitting Holotag trails, which become deactivated once passed, so he'll continue to the one before hand - up to 100 (=8 seconds)? | 2011-04-09 09:23:00 Author: Nurolight Posts: 918 |
I realsise you couldn't hope for any better feedback than an Mm pick, but you should know for me it was literally jaw dropping the whole time. I don't think people appreciate how clever and well made this is. | 2011-04-09 14:05:00 Author: Unknown User |
Hey there Played your level And my mind asploded trying to figure out hopw you acheived this. I blame my inferior knowledge with logic, but hey, Im still learning! That was fantastic, the level was never dull, and the moments in which I did use the rewind button were very good at showcasing what you logic can do! Thanks for a fantastic level! -Grayspence Oh by the waym im dying to know, how did you get the sky in the background to look like that? Im sure thats a really simple question, but its such a nice background! | 2011-04-09 14:29:00 Author: grayspence Posts: 1990 |
I played a few days ago, but finally came back here. Funny that momentum died in the forum but you're MM Picked (guess you're winning where it matters most)! Level looks great, the rewind mechanic blew me away, and the MM Pick is so well deserved. I think you impressed some of the boys in England. Kudos to you. Perhaps, and it's completely up to you, you could put out a tutorial teaching how you did the rewind mechanic. Other than that, I'd love to see more levels with it. | 2011-04-12 06:38:00 Author: Hoplyte Posts: 100 |
Cool level! Checked it out the other day and I have to admit I missed the point at first. lol. Impressive tech, can't wait to see it fully realized in a full level! Congrats on the pick too! Oh by the waym im dying to know, how did you get the sky in the background to look like that? Im sure thats a really simple question, but its such a nice background! Take the blue bubble animated material and turn the brightness all the way down to 0. I found it in the beta. For a real kick, mess with the fog color and add lights | 2011-04-12 06:47:00 Author: Morgana25 Posts: 5983 |
From what I can guess, your constantly emitting Holotag trails, which become deactivated once passed, so he'll continue to the one before hand - up to 100 (=8 seconds)? mostly correct, goes up to 40, one every 0.2 secs, but this could b increased, although it can start to cause lag with too many, there is also a selector with 40 outputs on each one, the tag the follower follows is connected to the first output, and a destroyer is on the last output, the selector moves to the next selection evey time a new one is emitted and moves to the previous selection evey 0.2 secs when rewinding. this may or may not be better/lower thermo with a sequencer, timers or counters but i didnt try them although i'm pretty sure they could be used instead. thanx for all the feedback sackpeoples | 2011-04-12 13:26:00 Author: evret Posts: 612 |
I have to say that i envy you, i have been racking my brain on making an original concept to lauch my Series XD and your tech is simple...but its the process that makes it complex and i have to give you credit man...your a tech genius XD | 2011-04-12 18:12:00 Author: Angelgozen Posts: 286 |
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