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#1

Revolutionary Online Muliplayer 3D FPS

Archive: 73 posts


Hello guys. Right now I'm working on the biggest FPS game yet. Using the combined assets of the 3D camera and 3D layer tools as well as a new technique, Mirror-Mirror Gameplay, I am making an online-multiplayer-only full 3D FPS! Here are some features that are completed or mostly completed so far:

-3D FPS view
-Assault Rifle, fires 30-bullet rounds, Reloading function with animation as well.
-16-way directional aiming (instead of just looking forward).
-Death animation and respawn (not entirely done yet).
-Health System (kinda like Half Life).

If you have any questions or may want to playtest it when it is ready (cant test online multiplayer by myself!), let me know. That may be a little while, but I'll remember you guys! Thanks for reading!
2011-04-10 07:07:00

Author:
Codybean1
Posts: 75


Sounds great, I would love to play this. I'm actually very interested in this Mirror-Mirror Gameplay thing, is there any tutorial on it? Anyway, if you need people to beta test feel free to send me a mesage. This project seems very ambitous and I wish you the best of luck. Cheers.2011-04-10 17:41:00

Author:
Coreyeatpie
Posts: 40


Could you explain what "Mirror Mirror" Gameplay is to those of us who dont know what it is? Im curious to see some pictures soon!2011-04-10 19:35:00

Author:
grayspence
Posts: 1990


looks very interesting2011-04-11 15:43:00

Author:
keanine
Posts: 114


Sounds interesting. I wanna hear more of this mirror-mirror stuff, too.
I'll testplay?
2011-04-11 16:19:00

Author:
Narwhal
Posts: 111


"Mirror-Mirror" is a gameplay concept that involves creating multiple versions of the same environment and each player is in one of those copies. Player 1 is in a white room. Player 2 is in a white room. But the two players are in different copies of the same room.

This technique will be put into great effect in my FPS. Other players and see you as a Sackboy with a gun instead of "just an arm holding a gun". Also if two players collide, the camera wont mess up because you are not touching the other player; you are touching the avatar representing the player. It is kind of confusing. But this, combined with the fact that Sackpeople do not have to share the same screen in 'Competetive Mode', will produce an effect similar to most other shooters.

Again, confusing. But "Mirror-Mirror" can be put into other uses as well. I'll even make a tutorial on it for those who are still lost.
2011-04-11 17:48:00

Author:
Codybean1
Posts: 75


Potentially this could change gaming, just like portal did. Good luck 2011-04-11 19:37:00

Author:
TehUberZac
Posts: 587


Woah! That's some interesting stuff you've got there! I'd love to playtest it! Sign me up!

I wish you the best of luck with this!
2011-04-11 20:27:00

Author:
gamerC0LA64
Posts: 274


Respawn is complete for now. It works wonderfully so far. Mirror-Mirror is working 90%. Need to address occasional desyncing between player and avatar representing the player.

Thank you for the support. I'll add everyone who wanted to help test this to my list. This game has a LONG ways to go before completion, so I'll message you guys on PSN when I need you.

I'll also post some pictures soon as well.
2011-04-14 05:50:00

Author:
Codybean1
Posts: 75


Respawn is complete for now. It works wonderfully so far. Mirror-Mirror is working 90%. Need to address occasional desyncing between player and avatar representing the player.

Thank you for the support. I'll add everyone who wanted to help test this to my list. This game has a LONG ways to go before completion, so I'll message you guys on PSN when I need you.

I'll also post some pictures soon as well.

Great! I'll grab my stuff! /lolcdizelda

Either way, I hope you get those issues fixed soon. Have you considered multiple maps?
2011-04-15 11:37:00

Author:
gamerC0LA64
Posts: 274


id like to help this might be something else to keep me occupied in lbp2 insted of my project and looking for prize bubbles in story mode.2011-04-15 20:43:00

Author:
majormel84
Posts: 398


All I can say is good luck.

If you get it ready, message my PSN and I'll help try it!
My PSN is the same as my username.
2011-04-15 21:39:00

Author:
Tmjtk
Posts: 258


Looks extremely interesting! If you need any testing or any sort of help, lemme know! 2011-04-15 23:26:00

Author:
Testudini
Posts: 3262


Mirror-Mirror is working 99%. Player and copies of the player are almost always synced up.
I am considering multiple maps. But I am not working on any that are going to be in the game/level yet. Like alot of great things, it first needs to work, THEN maps.
I need an idea for what the health item you pick up should look like. (Pick it up to recover health) Right now I'm using Plasma-charged chicken as a placeholder. (Seriously )

I got multiplayer working! Up to 2 players as of now. When its finished you can shoot-em-up with up to 3 of your PSN buddies! And thanks for you guys' help!

LAST THING: I'm thinking of multiple weapons. Right now everyone has an assault rifle (which is great). I'm thinking of a separate C4 class who can blow away terrain and and trigger remote explosives. Maybe a third class.

What should the third class be?
2011-04-17 01:18:00

Author:
Codybean1
Posts: 75


snipers?
oh gawd this project just sounds awesome.
im not really intrested in fps, but being lbp related, i just cant ignore it .
sooooooo...... can i help with the logic and stuff?
its cool if you don't want me to help with logic.....
also,im making music(im a novice at it soo yeah)so if you want dramatic music i might make some...
but,if you think its not good enough ill beta test!
2011-04-17 01:30:00

Author:
majormel84
Posts: 398


Health and ammo system is complete. The controls feel just right and for the most part, the gameplay is complete (great!).

Health can be regenerated with plasma chicken and ammo can be recovered with an epic 3D ammo crate that I am proud of.

Sniping isn't what I'm quite aiming for in this game. It's more of a quick, frantic, fun game than one that demands hiding somewhere and hugging a scope all day. I've done sniping before (see= NinjaMan: Stealth Adventure http://lbp.me/v/x305kx ), and while that fit that type of game I was making, this is more like "get your buddies together and have a blast" if you know what I mean.

Now I'm working on rewarding the player when he or she earns kills. Killstreaks like from Call of Duty sound like fun. But there are also other ideas of being rewarded.
Let's just say that every game match does NOT end the way you would expect. When a certain score is reached in a match, the one who acheived that score is transported to a dark room where he or she decides the fate of the other players Mass Effect style. Anything can happen on any scale. I won't spoil anything, but you can do some insane stuff to your buddies. No matter what you decide, your actions will end the game with you as the victor.
2011-04-19 05:44:00

Author:
Codybean1
Posts: 75


Mass Effect? Sounds good! (ME3 needs to get releasified)
Anyway, that sounds interesting. Zombies, nuke, or swarm of evil teddy bears to finish off your foes! (:<
Haha :b
2011-04-20 15:02:00

Author:
Narwhal
Posts: 111


It has been a while, but the project seems to be nearing completion! The controls are just about finalized, I have a well-designed map that's just about done, and I fixed a game-crashing bug! (Don't ask... )

With PSN up, I'll have playtesting very soon! Thanks for all the support you guys have given me!
2011-05-21 04:19:00

Author:
Codybean1
Posts: 75


Well you deserve the support.

This is a very interesting project and I really can't wait for the end result. Good luck.
2011-05-21 04:49:00

Author:
Silver39
Posts: 1703


I just had that moment. That moment that, after all your hard trials and tribulations, after all those long hours, after seeing failure in the face when you were sure it would work the way you wanted it to...

...it works. It is working. It shouldn't be long before it is complete. And again, thank you all.
2011-05-22 03:21:00

Author:
Codybean1
Posts: 75


sounds cool!
i'll be willing to test it if you want to. just send me a message on psn. I had a smilar idea but never when down with it because of camera rotating issues.
2011-05-22 04:42:00

Author:
PPp_Killer
Posts: 449


I've just tested the multiplayer and everyone who tried it out (the people who were on LBP2 at the time on my friend's list) came away fascinated. The game was slightly slow, but I'm sure it's because of all the beta stuff I haven't deleted yet.

I have 3 working characters right now, and I'll have screenshots up shortly for all you good people.

(PS: I highly respect your work PPp_Killer, you made FPS games possible in a time when people's ideas were reserved for a brighter sequel. When an idea thought too ambitious for LBP1 would be put to work on LBP2 the following year. And for your amazing work, I salute you. *salutes* )
2011-05-24 05:07:00

Author:
Codybean1
Posts: 75


This sounds absolutely epic! I would be super happy to test it if you'll send me an invite over PSN (tpower3).

Also, it doesn't sound like you need any help, but if theres anything you'd like, I'll lend a hand.
2011-05-25 01:49:00

Author:
Unknown User


I have four playable characters each with their own unique look:

Charalan Soldier: Rebel soldier who is one of the squad members of Team 47; a top-secret philantropy organization that takes down oppressive and unjust governments. If you don't know what "charalan" or "philantropy" mean, google it.

Hatsune Miku: Digitalized pop singer from the popular singing synthesizer application "Vocaloids". I didn't create her, but after having her as a placeholder for another character, my friends insisted on keeping her in. So I did just that. Again, google it (or "Youtube" it).

Team 47 Guillie: One of the units in Team 47, Guillie is the outdoor recon guy who can sprint in a full coat of seaweed. A unique feature of Guillie is that you see part of the suit on his arm, a nice feature to remind you of who you are.

Follower of The Old Way: Just one of many in a production line of Sackbots designed to protect and enforce the very government Team 47 is tasked with taking down. Perhaps the most unique because the HUD not only has a Sackbot arm holding the gun, but there is also hologram in front of your view (to give the feel that you are a Sackbot)! This character even has character-specific sounds and fizzes out when he dies!


There's a backstory to all this, as you may already tell. I'm going to make a single-player campaign after the multiplayer is released. But right now, everything seems VERY close to being finished and again, thank you all.
2011-05-25 04:37:00

Author:
Codybean1
Posts: 75


I don't think it would be possible, but if you can make some slight up and down aiming so you can get headshots, that would be awesome!2011-05-26 02:22:00

Author:
Joey9898
Posts: 131


Up-Down aiming would be great, but I don't know how it can be possible. It probably would be if the stage itself would move up-down (crouching maybe) but hey, by now, anything is possible in LBP2!

Always make a level with the mindset that everything is possible!
2011-05-26 04:09:00

Author:
Codybean1
Posts: 75


The Mirror-Mirror technique is a very good idea, but do you need it? Unless you're rotating the floor, what's wrong with having the players in the same map?

Aiming is something I've been thinking about for months. Depending what layer the player is on (although it doesn't matter that much, it's just easier) you've 3 layers of movement. Think of it like this, a corridor that's 3 squares across and 3 squares down. You've got 9 squares to aim at. The top 3 are the headshots, the middle the body and the bottom legs. So you can aim anywhere horizontally, that's just a mover and you have three levels of movement vertically, using the in/out movers. And the best thing is, it doesn't require you to move the camera. The wider the viewing angle, more you've got to aim at, if it's in your field of vision, you can aim at it.

BUT...on a sad note, Robbit tells me that Steve_Big_Guns, who must be one of those testing the Move DLC, says the DLC breaks the camera. But Robbit also tells me it could just mean resetting the camera angles...so fingers crossed and keep going
2011-05-26 16:46:00

Author:
ballisticola
Posts: 157


I would like to see a trailer, something like what Steve Big Guns did. 2011-05-27 01:45:00

Author:
SPARTANDUDE924
Posts: 285


This sounds amazing. I can't wait to see what it looks like and I'll gladly help out if it's needed. 2011-05-27 03:48:00

Author:
WoodburyRaider
Posts: 1651


Trailers are cool, but I don't think people want to see a trailer for a multiplayer game if they can play it. The game/level is almost done, with the gameplay finally coming full circle.

I'm making a pre-game start up like in Call of Duty (black-and-white, countdown, music). It is all randomly generated, so a different jingle may play or the announcer guy may say something different like, "I'll buy you dinner if this turns out well," or, "Take no prisoners, we already have enough as it is." Those two are just examples.


I'm sure that the DLC shouldn't break the camera angles. Media Molecule respects most user-generated glitch tools if it means the community can make great use of them. Besides, if they didn't, the 3-D layer glitch would've been gone long ago in an update that reworks the layer system. So I'm confident that things will turn out great.

Also, yes. I need the Mirror-Mirror technique. The player sees himself in an FPS view with a HUD and everything while other players see him as a full-bodied Sackperson. It's innovative and it works wonderfully. If they were all in the same room, the camera would get seriously messed up if two or more people were close to each other. So yes, Mirror-Mirror is a nessessity.
2011-05-27 03:58:00

Author:
Codybean1
Posts: 75


Do you have an E.T.A on the level?2011-05-27 04:44:00

Author:
SPARTANDUDE924
Posts: 285


E.T.A ? Specify what that is...2011-05-30 23:50:00

Author:
Codybean1
Posts: 75


Estimated Time of Arrival.

Basically, what day should we expect this to be out?
2011-05-30 23:56:00

Author:
Silver39
Posts: 1703


I've always wondered?
Why has anyone not thought of making a FPS where as rotating is smooth? It can be done by simply rotating the entire map with a rotator attaching itself to the map when R-Stick is moved?
ALthough, that would mean holo points for enemies to know where they are, that lock in place during rotation.
2011-05-30 23:58:00

Author:
Nurolight
Posts: 918


I've always wondered?
1. Why has anyone not thought of making a FPS where as rotating is smooth?
2. It can be done by simply rotating the entire map with a rotator attaching itself to the map when R-Stick is moved?
ALthough, that would mean holo points for enemies to know where they are, that lock in place during rotation.
1. it has been thought of
2. thats not as easy as it sounds
3. i found a better way, check this out http://lbp.me/v/0ht9kb
2011-05-31 02:27:00

Author:
evret
Posts: 612


I must say that mirror-mirror method sounds awesome.

Lots of potential there, especially outside the FPS genre, like accurate fighting games, a first-person RPG, racing games, etc...
2011-05-31 02:44:00

Author:
SSTAGG1
Posts: 1136


E.T.A = Around 2 weeks or more (depends on how much time I have with it ).

I've made the Character Select screen! Choose one of 4 characters, and when everyone is ready, the leader chooses options for the match (like the score limit), and then everyone is good to go! It doesn't matter which, or how many, characters there are. The presentation is wonderful, and I can't wait for you all to see it!

I am starting TESTING PHASE!! It has been nearly 2 months, but I am finally ready for other to try out the game/level. The following people are going to be invited via PSN to join:

Silver39_7
SPARTANDUDE924
ballisticola
WoodburyRaider
tpower3
PPp_Killer
jonwins
Coreyeatpie
gamerc0la64
Tmjtk
UltimateClay
majormel84

Starting Tuesday, I'll invite anyone on this list who is playing LBP2 when I'm on (usually most nights) for a playtest or two.
2011-05-31 04:32:00

Author:
Codybean1
Posts: 75


1. it has been thought of
2. thats not as easy as it sounds
3. i found a better way, check this out http://lbp.me/v/0ht9kb

What tricks have you up your sleeve I wonder?

The trouble is, the map is too heavy for the rotator's to move (even with light material and no gravity) and you eventually hit the sides anyway. Both things I've been working on today, not sure how successful it is though

OT, Time to Rewind was amazing by the way Never found the room though Spent quite a bit of time swinging around on the trees at the beginning

You probably won't see me, Cody, I'm usually on at 12pm (UK time) Unless, "the night" is 2 in the morning? Or I could wake up at 6am...
2011-05-31 22:39:00

Author:
ballisticola
Posts: 157


What tricks have you up your sleeve I wonder?

The trouble is, the map is too heavy for the rotator's to move (even with light material and no gravity) and you eventually hit the sides anyway. Both things I've been working on today, not sure how successful it is though

OT, Time to Rewind was amazing by the way Never found the room though Spent quite a bit of time swinging around on the trees at the beginning

You probably won't see me, Cody, I'm usually on at 12pm (UK time) Unless, "the night" is 2 in the morning? Or I could wake up at 6am...

with my method the player stays in the same place the whole time, and the level rotates and moves around you, you can have a level almost half the size of create mode without it ever touching the walls, however the larger the level, the slower you have to have rotation to keep it stable.
also i'll be making my paintball level copyable when i publish my next level, so people will be able to see how it works, i suck at explaining things so there is no way i could teach anyone how to do by trying to explain it on these forums coz it is quite complicated
2011-06-01 02:28:00

Author:
evret
Posts: 612


Hey could you send it to CyanideExpress instead? It's my main account.2011-06-01 08:31:00

Author:
SPARTANDUDE924
Posts: 285


with my method the player stays in the same place the whole time, and the level rotates and moves around you, you can have a level almost half the size of create mode without it ever touching the walls, however the larger the level, the slower you have to have rotation to keep it stable.
also i'll be making my paintball level copyable when i publish my next level, so people will be able to see how it works, i suck at explaining things so there is no way i could teach anyone how to do by trying to explain it on these forums coz it is quite complicated

I think I know how you did it
If anyone's ever tried to place lots of rotators on the floor, which activate when you move over them...you will pretty much find out straight away that all the rotators revolve around the same spot, in the middle of the floor. So you have to find a way to move each section of the floor, without it moving the whole floor from the center (because that ruins it JUST slightly ).
So what I did was, under each section that I wanted to rotate, I made a rotating cross that locks in perfectly with the floor. This can rotate independently from the rest of the floor, meaning when you're on top of it, it doesn't rotate from the middle. Next, because the sections under the floor are not joined to anything, the floor didn't rotate properly (they get in the way)...although, it might be alright, because first I was using sections that were stuck to light matter (which meant it couldn't rotate at all). After that hip-cup, I simply emitted the underneath sections as I move over the right section, one rotator at all times. To combat the fact there was no light matter holding everything up, I used gravity tweakers to hold them in the air. It works well, but started to fall when you rotate, so I just placed another gravity tweaker, but instead of having just 100% anti-gravity, it has 100% damper (and no anti-gravity) set to stop everything falling when you stop rotating.
The bigger the area, the more unstable it is (because of the weight). What I was going to do next was use a follower, to keep everything in the middle of the screen.

It works very well, I've also got another little gem...but I haven't tested it yet and I don't want to make a fool of myself But if it works, it's a game changer (what a foolish thing to say, maybe )

Wouldn't it be funny, if both were different
2011-06-01 23:51:00

Author:
ballisticola
Posts: 157


very different to my method, i only use one rotator and one mover on the level, and the level is all one piece, i dynamicly move the point of axis of the level using a form of triangulation, and i'm doing the same thing to keep enemies moving in the right place relative to the level while rotating, i should be finished a third person survival shooter within a week or so2011-06-02 02:33:00

Author:
evret
Posts: 612


Sorry about not showing you guys pictures. It's been a busy week and I don't have much free time. I'll figure it out soon enough.

Also, can't wait to see you guys' new 3D camera techniques. They sound awesome.
2011-06-02 04:48:00

Author:
Codybean1
Posts: 75


This sounds very fascinating! I'll definitely play it when it's finished and I can get my PSN thing to work (long story).
GoodLuck!
2011-06-02 05:04:00

Author:
Unknown User


very different to my method, i only use one rotator and one mover on the level, and the level is all one piece, i dynamicly move the point of axis of the level using a form of triangulation, and i'm doing the same thing to keep enemies moving in the right place relative to the level while rotating, i should be finished a third person survival shooter within a week or so

This is war now! LOL Sounds unbelievable!!! I say "This is war", I wave the white flag already ONE mover, roator and floor??? I guess that the mover is moving the whole thing (which I tried), but ONE rotator!? So you don't use any type of locking mechanism? And the rotator can't be in the middle surely!? It must be moving with you somehow...at least I can get back to making my game now
2011-06-02 22:49:00

Author:
ballisticola
Posts: 157


So when will we beta test? Im anxious to see how good this is 2011-06-02 23:11:00

Author:
SPARTANDUDE924
Posts: 285


I have the first screenshots of the game/level now!

Here are some pictures showing off the first map, Forestside:

http://id.lbp.me/img/ft/4ed59a470fdb4d2f06feba4730d4dd457f1b331d.jpg

This is an map of the... well, map. This overhead map displays player spawnpoints in the map. Since there is only one player playing and that player chose to be the Soldier, only the Soldier's spawnpoint information is displayed.
http://i2.lbp.me/img/ft/5a2abec4a0a1940c30f92a716a5ae973d8a97499.jpg

This is a slight demonstration of the Mirror-Mirror technique in action. You can see Miku right there, but no HUD or anything. Also, the camera isn't messing up from her presence.
http://if.lbp.me/img/ft/6af0bfb80e9fc89f1ea4c799b0c1e566818a8aad.jpg

The orange bar is the player's health and the yellow bar is the player ammo. For example, here is the player with no ammo.
http://i3.lbp.me/img/ft/44300e71958319d2cfa61aa26656da30497aa0c2.jpg

This is just a small preview of what's to come. I already have alot more to show. What do you think?
EDIT: Sorry, I'm slow to send the test invites, just barely had enough time making these screenshots! Also, fixing some stuff as well.
2011-06-04 00:12:00

Author:
Codybean1
Posts: 75


This looks very impressive!
Can I be a tester?
My PSN is the same as my name here
2011-06-04 01:30:00

Author:
DarrienEven
Posts: 217


Holy Sh-

My mind = BLOWN!
2011-06-04 10:57:00

Author:
Unknown User


That truly is revolutionary. Great job!

I hope you get the response you deserve from the community.
2011-06-04 11:11:00

Author:
SSTAGG1
Posts: 1136


I already see 4 things that could be wrong... 1 of which might not be able to be fixed...

1. Details. You REALLY need to use stickers for the details. (Though you were probably planning to do this later down the road. )

2. The health and ammo indicators have a slight rotate on them. (Though I'm sure it's for aesthetics )

3. I might be wrong, but it looks like if someone was further away, the reticule (If there'll be one ) wouldn't look right. Trying to get the horizon as horizontal as possible would be great. (There has to be SOME kind of reticule)

4. And the last thing are the fixed spawn points. I'm not sure what you meant by the spawn points, but if there's a specific spawn point for players, I hope you made some way for players to not spam spawn kills.

Can I be a tester? There are a lot of things that I think would get in the way. (If you don't mind of course )
2011-06-04 11:56:00

Author:
Devious_Oatmeal
Posts: 1799


it really does look amazing2011-06-04 13:22:00

Author:
Unknown User


Mind Splodes. Tell me when its done.2011-06-04 15:31:00

Author:
craigmond
Posts: 2426


To address Cyrogen's complaint: I purposely avoided having alot of detail in the level for thermometer reasons. There are 4 copies of the map in the game (one for each player) and I don't want unnessesary lag and gameplay issues to resolve from it. Also, the game will know if you or someone else is "spawn-camping" during the post-game performance review. If the Commander thinks you obtained your high ranking by camping, he will not allow you to choose the fate of the other players (AKA: no epic game-ending finale).

Also, thank you for the feedback!
2011-06-04 16:16:00

Author:
Codybean1
Posts: 75


Could you not just make random spawns? Also, stickers shouldn't impact the thermo at all, really, though I know exactly how annoying it is to make something look nice (hence why I never try anymore). I'm sure you would have no trouble getting a decorator to make the level more detailed.2011-06-04 16:54:00

Author:
SSTAGG1
Posts: 1136


I built the map with only 4 respawns in mind. It may be possible, but I would then have to move the copies of the player's spawnpoints as well, and the possiblility of two peoples' spawnpoints in the same location...2011-06-04 17:04:00

Author:
Codybean1
Posts: 75


Ok, I got a much simpler and effective way of handling this issue. Also, thanks for the feedback. It makes the level even better! 2011-06-05 01:41:00

Author:
Codybean1
Posts: 75


Yeah, you should definitely add stickers, just look at my level...

http://i7.lbp.me/img/ft/c971fcf65da5356fa0452b87101d121b2e35fc4a.jpg

Its like that all the way through, and its not even half thermo.

Oh, and By the Way, it looks like a TON of fun, really looking foward to it.

And P.S. no one say anything about my level, this is his post and let us keep it as such XD
2011-06-05 07:34:00

Author:
SPARTANDUDE924
Posts: 285


This is war now! LOL Sounds unbelievable!!! I say "This is war", I wave the white flag already ONE mover, roator and floor??? I guess that the mover is moving the whole thing (which I tried), but ONE rotator!? So you don't use any type of locking mechanism? And the rotator can't be in the middle surely!? It must be moving with you somehow...at least I can get back to making my game now

i have no physical locking mechanism anyway, the level is not connected to anything else in any way or at anytime. and there is only one mover and one rotator active on the level the whole time , i move the level around the player while it's rotating using tag sensors and a whole lot of logic, too complex for me to explain, and i suck at explaining anyway, i tried to explain it to 2 people last night while they were in create mode with me and i'm pretty sure they still dont understand it fully.

@codybean- did you get the players to sync properly? i know a way to make it 100% accurate all the time, it's similar to the way i'm making enemies move properly on a rotating level
2011-06-05 12:02:00

Author:
evret
Posts: 612


i have no physical locking mechanism anyway, the level is not connected to anything else in any way or at anytime. and there is only one mover and one rotator active on the level the whole time , i move the level around the player while it's rotating using tag sensors and a whole lot of logic, too complex for me to explain, and i suck at explaining anyway, i tried to explain it to 2 people last night while they were in create mode with me and i'm pretty sure they still dont understand it fully.

@codybean- did you get the players to sync properly? i know a way to make it 100% accurate all the time, it's similar to the way i'm making enemies move properly on a rotating level

Witchcraft! Are you rotating from the middle, but the sensors know where you are, so at the same time as it spins the mover counteracts it and straightens you out? Now that's logic! And I'll have to write it down!!! What idiot found this stupid camera anyway!? LOL
2011-06-06 00:02:00

Author:
ballisticola
Posts: 157


Lot's of logic, you say.... Hmm, I may have to delve into this alternate 3D view sometime, see what it's all about.2011-06-06 00:07:00

Author:
SSTAGG1
Posts: 1136


No responses in a while...

Anyway, summer is coming up and now I'm working on all the epic post-match stuff. I said awhile ago that you can decide the fate of the other players Mass-Effect style. That's still happening!

It's really cool because the losers can see you making up your mind, so surely you'll hear some cries of mercy through the mics! It works like you expect, and turns out unexpectably!
2011-06-12 06:21:00

Author:
Codybean1
Posts: 75


So still doing the beta? I'd love to try this.2011-06-12 06:44:00

Author:
SPARTANDUDE924
Posts: 285


I still got stuff I would like to fix, but I'll invite anyone who is on while I'm on to try things out.2011-06-12 19:43:00

Author:
Codybean1
Posts: 75


Im on most all the time, so just drop me a line whenever your on, I'll probably be on2011-06-12 22:20:00

Author:
SPARTANDUDE924
Posts: 285


Great news! I have finished most of the stuff here, and now I am paying you back for your kind support in this big project! I have released an EXCLUSIVE PREVIEW of the post-game stuff JUST for you guys! I've been making a variety of conclusions for your rivals in the game in the form of elaborate cutscenes. I thought they were so entertaining, that I'll let YOU to be the first to see them! But beware, it is a secret!

To access the exclusive preview, you must do these things:

1. Go to my level, "Crash Bandicoot 3D Remake V:1.4"
2. Once the level has started, (after the opening cutscene) hold L1, L2, and L3 for three seconds.

Easy as that! It's worth doing multiple times to see the different endings, and I hope you enjoy!
2011-06-15 14:56:00

Author:
Codybean1
Posts: 75


Sir, you are making the impossible possible, good luck to you.2011-06-15 16:41:00

Author:
Unknown User


This level is now broken because of the 3D camera fix in Update 1.06. It was almost complete and the multiplayer was finished. I'm sorry for all this. I'm going to find a way to get the 3D camera to work again but for now, a 99% complete game does not work anymore. 2011-09-12 03:45:00

Author:
Codybean1
Posts: 75


now that's just messed up... :/2011-09-12 05:17:00

Author:
Hawk14
Posts: 105


This level is now broken because of the 3D camera fix in Update 1.06. It was almost complete and the multiplayer was finished. I'm sorry for all this. I'm going to find a way to get the 3D camera to work again but for now, a 99% complete game does not work anymore.

that sucks dude, i was able to fix my level in around 5 mins and republish but my level only uses one cam and rotates the room, and i've only been able to get straight up and straight down views working for fps view cams
2011-09-13 03:07:00

Author:
evret
Posts: 612


Sounds awesome. I quite literally came up with almost the exact same idea, but couldn't work out the logic. I would like to beta test for you if you'd like! My PSN is listed below!

Thanks - Loafsy

PSN: Loafsy
2011-09-13 20:48:00

Author:
Loafsy
Posts: 68


I got new screenshots of the Black Ops-esque menu that I'll upload soon. I'll flip them for the right-side-up masses to drool over (it looks gorgeous!).

I came to a conclusion. I'll finish this level and publish it, but you'll need to play the game upside-down. Seriously, what the update did to the cameras was literally flip them upside down. There would be a prompt as soon as you start the level to turn your head (or TV) upside down to enjoy the full-length FPS experience of Soldiers of Virtue.

Would you guys be ok with that so I can release this (massively epic) game?
2011-09-14 04:35:00

Author:
Codybean1
Posts: 75


This sounds awesome! I've actually tried this before but I couldn't get the logic straight. I would beta test your level if you'd like! My PSN is Loafsy.

Thanks - Loafsy

PSN: Loafsy
2011-09-15 01:43:00

Author:
Loafsy
Posts: 68


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