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Lots of animated holos on screen lead to missing sticker images

Archive: 6 posts


I began doing a retro skin for my diamon dash level, a tribute to boulder dash. However, there are undisplayed stickers, when there are many objects on screen.

The original level used decorations on top of holograms, and things worked pretty well. We could make massive levels. But with the animated stickers, we see glitches such as undisplayed stickers, even in a very small level as our test level shows:
http://lbp.me/v/0jny7h

If you have the time, please take a look at it. You'll see the glitchy blocks display correctly esp. when you begin to collect the diamonds in large groups. The gltches also go away if you zoom very, very close so only a few objects are visible at a time.

Have you run into animation problems when using stickers on holos?

This problem leads me to believe that the current animation system puts too much strain on LBP engine. I'd really appreciate a sprite editor or some dedicated animation material

edit:
I've done quite a bit of optimizations and I'm publishing on top of this as the final level. I'll be making further optimizations and I'll do some tutorials about it.
2011-05-26 19:45:00

Author:
hesido
Posts: 166


Hey, Hesido. I feel your pain, man.

Others should feel free to correct me on this, but I believe you're observing a simple, yet unavoidable, shortcoming to the game.
Not purely a shortcoming, to be honest, but a load-balancing feature.

From the way the game behaves, it appears that shapes are "easy", textures are "almost as easy", and stickers are "hard".
Large clusters of stickers are probably hitting the area-complexity limit before anything else in the scene does.
Rather than put up yield signs all over the place -- which does happen as all aspects of the scenebecome too complex -- Mm has chosen to cut corners where they can get away with it, and knock out the occasional sticker that maybe people won't miss. (No one level can be away of how important stickers are to you, however.)

I came across your discovery early in my level development, because I have an arcade puzzle concept with lots of little tiles to it.
My first inclination was to put stickers on all of my play pieces, just to keep all the blocks at the same material, but give them distinct colors.
It didn't take long before the colors vanished, and half of my level was indistinguishable, off-tone blocks.

What I went for instead, in the end, was the creation of relatively crude combinations of materials/shapes only. Not one sticker was left.
This works great, because it appears that the game is not so quick to discount any shape as expendable. You'll be able to stuff a lot more in before something else happens -- namely, you get killed by the thermo or area-complexity limit. Also, this has the drawback of having less solid colors to choose from. Also, if you're picking for colors, sometimes the materials clink or clunk in a way that kills the illusion you're trying to create with them. Bearable trade-offs, all.

I'll pay your level a visit tomorrow, and see if I can draft you up some suitable material-based alternatives to what you have. I think we can get you a result that still looks good, without burning out the meters.

By the way: Hell yeah, Boulder-Dash rocked the house, yo.
2011-05-27 11:05:00

Author:
The Manx Turtle
Posts: 50


@Manx,

My long reply somehow was lost in the internets, I'll try to replicate my earlier reply :

Thanks a lot for the insight on stickers!

The temperature is below half, so it is probably a local screen space issue like you already mentioned. I think I can disable 3 quarters of the stickers, as each block has a black sticker on 4 sides, to reduce the shimmering when viewed from certain angles. A solid black sticker shouldn't have caused these issues, but I hope removing those should reduce the problem. (It is quite interesting why we should need solid color stickers, instead we should have a proper textureless material that we can assign any color to, one which we should be able to disable the phyisical properties of, and supports sticker colors properly)

Further optimizations may include emitting the animated diamonds only when the diamon enters the screen space, while the logic operates on and off screen. It may help but not much, as this is a screenspace issue anyway, but it is a good optimization nonetheless.

I'm currently redoing the stickers from scratch, let's hope it should be enough :

Thanks a lot for the detailed insight, and your taking time to view the level

edit: I was to queue your levels, but lbp.me is not working? (sign in with psn leads to be bad request)
2011-05-28 20:57:00

Author:
hesido
Posts: 166


I think what we need is a "sprite material". For more about this idea, check out my thread:
SPRITE-MATERIAL-(Why is it so important?)
https://lbpcentral.lbp-hub.com/index.php?t=56113-SPRITE-MATERIAL-(Why-is-it-so-important-)

Holos are too bright and sprites made with it are simply invisible in front of any background other than black. Neon, on the other hand, is the best material to create sprites. So...
Neon with holo features (invisibility and non-collision) would allow creators to make retro levels (or any level based on sprites) easier, and we wouldn't need stickers to create sprites anymore...
2011-05-28 21:25:00

Author:
terbas
Posts: 93


Hi guys, I've republished the level, I think it is now good enough for public consumption. I optimized by deleting / re-emitting some of the objects based on camera position, but I plan to further optimize it by making the whole level dynamically generated.

http://lbp.me/v/0jny7h
2011-06-08 23:11:00

Author:
hesido
Posts: 166


Please visit the last version of Diamond Dash 1.0 (A Boulder Dash clone). It is the most amazing LBP 2 level based on sprites... Here is the link for it...
http://lbp.me/v/0jny7h
2011-06-09 16:13:00

Author:
terbas
Posts: 93


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