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The Gundam Wing Project - Survival Training v1.2 (1p-2p, new Gundam and multiplayer!)
Archive: 33 posts
UPDATE: Multiplayer and new Gundam to use! http://www.youtube.com/watch?v=bylaoe0Bd5o http://www.youtube.com/watch?v=yv9BS0joYoc http://www.youtube.com/watch?v=RnYmHizlkHg UPDATE: Added Tallgeese as a boss if you hit S-Rank (40 kills). This has been a little pet project of mine that I came back to from the beta. As the title says, this is based off of the Gundam Wing anime. It uses a similar system to my old Gundam levels back in LBP1, but now with much more freedom of movement and much better art style thanks to the stickering. http://i.imgur.com/550Oo.png http://i.imgur.com/hUFL8.jpg http://i.imgur.com/30uOK.png http://i.imgur.com/hsWgJ.png http://i.imgur.com/6AI8P.png http://i.imgur.com/Qw8XJ.png http://i.imgur.com/l6vha.png As of now, this level is meant to give the player a good feeling of how the mobile suits will control as they will be implemented in a bigger level series in the future (after I complete my stem cell project hopefully). New Gundams and enemies will be added eventually as I continue to finish them on the side. Some of the upcoming suits will be the following: - Gundam Deathscythe (player controlled) - Shenlong Gundam (player controlled) - Tallgeese - Vayaete - Mercurius - Virgo Hopefully this level harkens a sense of playing as a Gundam pilot in the anime. Please feel free to ask any questions and hope you enjoy! http://lbp.me/v/0mxe66 | 2011-05-28 06:05:00 Author: gevurah22 Posts: 1476 |
you got this down to a fine art now played really well and got a I got a S rank | 2011-05-28 09:44:00 Author: jump_button Posts: 1014 |
you got this down to a fine art now played really well and got a I got a S rank Awesome! And thanks man. It's probably the best iteration of my continuous LBP action-esque mechs yet. ^^ | 2011-05-28 11:43:00 Author: gevurah22 Posts: 1476 |
that was so incredible as all your lvls,but i specially liked this one. I get 102100 points im the 2nd in the ranking with 55 kills | 2011-05-28 12:33:00 Author: xkjz3l Posts: 113 |
O_O! Man, if only I didn't have a bunch of other things to do today; I've been really looking forward to seeing more of your Gundam levels! I've got this queued though, so I'll definitely be checking this out later on! | 2011-05-28 16:12:00 Author: Qrii_Nakari Posts: 204 |
O_O! Man, if only I didn't have a bunch of other things to do today; I've been really looking forward to seeing more of your Gundam levels! I've got this queued though, so I'll definitely be checking this out later on! Thanks! Hope you enjoy it! Like I mentioned earlier, I'll also be updating it with newer player controlled mobile suits in the near future. Eventually, it'll be more mission based, but for now at least people can get a sense of the combat and visuals. | 2011-05-28 19:05:00 Author: gevurah22 Posts: 1476 |
Awesome job on yet another Gondam level. VISUALS: The beginning of the level is well made with the title, base, and the little green robot. The Gundam suit and its attacks looked even more awesome than it was in LBP1. SOUND: Great custom music. GAMEPLAY: The Gundam controls are nicely done, and the score givers are accurate as well. My rank is S. OVERALL: A really fun level. A yay and a heart. | 2011-05-29 18:39:00 Author: JustinArt Posts: 1314 |
Nice to see that you also hag on old projects from LBP1 cant wait to play this. | 2011-05-29 21:36:00 Author: Erebus Posts: 79 |
Just added Tallgeese to the stage as a boss if you reach S-Rank (40 kills). http://www.youtube.com/watch?v=RnYmHizlkHg http://i.imgur.com/hsWgJ.png http://i.imgur.com/3TQbd.png http://i.imgur.com/eTBiJ.png http://i.imgur.com/30uOK.png Should spice up the level just a tad. ^^ And thanks for the remarks guys. Much appreciated as always. =) | 2011-05-30 02:50:00 Author: gevurah22 Posts: 1476 |
Nice Project also if its only demo about an upcoming project its really fun. | 2011-05-30 18:51:00 Author: Erebus Posts: 79 |
Wow amazing level really liked the detail you put into it. Very impressive level. | 2011-05-31 04:14:00 Author: Lordwarblade Posts: 761 |
Another great gundam level. once again I forgot it was LBP i was playing. Do you ave a transforming Wing gundam yet? | 2011-05-31 09:08:00 Author: TSFRJ Posts: 249 |
Glad you guys enjoy it! As for the transformable Wing, I did off of the base model, but it wasn't as stable as I wanted it to be. I would more than likely have to emit a new model to keep the parts stable. As for new stuff, I'm working on putting in a playable Deathscythe and multiplayer afterwards. http://i.imgur.com/xdwRn.jpg I'm still working on the camera system since the gameplay camera does not have the flatness option and movie cameras do not take multiplayer into account... unless something has changed that I have no idea about. | 2011-05-31 17:21:00 Author: gevurah22 Posts: 1476 |
OOOOhh deathscythe sweet Can you try my 3D multi-player tankshooter level? | 2011-05-31 19:21:00 Author: TSFRJ Posts: 249 |
Absolutely amazing piece of artistry here! I expected no less from the amazing Gevurah anyway! (Loved little Haro by the way) This is one of the few survival challenges in which I was willing to go back to again and again and thought had originality to it, even though it is based off of an anime. You stayed true to the Gundam SD visual style, and the control movements definitely felt very responsive and fluid. I really enjoyed the fact that players would have to be strategic with which types of attacks to use in order to reach the SSS rank, something I don't see too often with many of these current survival challenges. I loved how you made the Tallgeese floating ominously in the background while the action was all over the place too (Zechs?! Quit spying on me! ) Oooooo, the Deathscythe! <3 I'm assuming each playable character will have their own advantages and disadvantages on the battlefield, so I'm eager to see how you're balancing out these mechs! | 2011-05-31 20:11:00 Author: Qrii_Nakari Posts: 204 |
OOOOhh deathscythe sweet Can you try my 3D multi-player tankshooter level? I'll hit it up when I get back home from work later on. ^^ Absolutely amazing piece of artistry here! I expected no less from the amazing Gevurah anyway! (Loved little Haro by the way) This is one of the few survival challenges in which I was willing to go back to again and again and thought had originality to it, even though it is based off of an anime. You stayed true to the Gundam SD visual style, and the control movements definitely felt very responsive and fluid. I really enjoyed the fact that players would have to be strategic with which types of attacks to use in order to reach the SSS rank, something I don't see too often with many of these current survival challenges. I loved how you made the Tallgeese floating ominously in the background while the action was all over the place too (Zechs?! Quit spying on me! ) Oooooo, the Deathscythe! <3 I'm assuming each playable character will have their own advantages and disadvantages on the battlefield, so I'm eager to see how you're balancing out these mechs! Thanks a lot! I'd really lend a lot of the visuals to the G Generation sprites I used via PSeye, but they came out a lot better than expected. =) Glad you enjoyed it! I did spend a bit of time doing the whole risk vs reward type gameplay in the different attacks and I'm hoping I can continue that with the newer Gundams that will be added in the future. For example, Deathscythe's lvl 2 charge will put it into a cloaking mode that allows it to not be tracked by enemies, but if it gets hit by a stray bullet or attacks just once, the cloaking will come off. But it will have a longer range melee and will have faster movement, minus the long range weaponry Wing has. And hopefully the new bosses I'll add eventually will put the players on their toes as well due to the AI I'm setting up. I'm kind of wondering whether or not I should add guest Gundams and characters from other shows as well... but if I can get the multiplayer camera system to work, I might just have to. | 2011-05-31 21:53:00 Author: gevurah22 Posts: 1476 |
Wonder If they could ever make those Gundame SD charaters in to sackboy costumes | 2011-05-31 23:05:00 Author: TSFRJ Posts: 249 |
but if I can get the multiplayer camera system to work, I might just have to. What exactly are you trying to go for with the multiplayer camera system? I know you want to keep the flatness of the movie cameras, but are you trying to make it so that multiple players would have their own movie cameras to view from? Wonder If they could ever make those Gundame SD charaters in to sackboy costumes I'd be very happy if they could do that! Although, it might be somewhat possible to create your own costumes of the Gundams (not as accurate but it's worth a shot), seeing as Sehven's already got impressive Transformers costumes. | 2011-05-31 23:15:00 Author: Qrii_Nakari Posts: 204 |
What exactly are you trying to go for with the multiplayer camera system? I know you want to keep the flatness of the movie cameras, but are you trying to make it so that multiple players would have their own movie cameras to view from? It would be ideal if they had their own movie cameras, but I know that's not possible at the moment. If anything, I'd work on a camera system that somehow centers itself between two or more Gundams on the screen and will zoom in and out accordingly depending on their relative distance from each other. The zooming out/in logic is easy enough with the tag sensors, but centering the camera with a mover that can accurately gauge itself in-between the two will be interesting to work on. At the least, I can just have the camera follow one character and the second player will just have to stay within the viewable area, lol. | 2011-05-31 23:39:00 Author: gevurah22 Posts: 1476 |
If anything, I'd work on a camera system that somehow centers itself between two or more Gundams on the screen and will zoom in and out accordingly depending on their relative distance from each other. The zooming out/in logic is easy enough with the tag sensors, but centering the camera with a mover that can accurately gauge itself in-between the two will be interesting to work on. At the least, I can just have the camera follow one character and the second player will just have to stay within the viewable area, lol. From what you're talking about, it reminds me of the camera system Felkroth used in her Frozen Flame levels; however, I'm not exactly sure how she structured her logic. If you look hard enough, did you know that you can see a little square thingy in the middle of the screen in Chapter 1? I think it only pops up when you have more than one person playing. I dunno if she's okay with me telling others that or whether she meant for that to be visible, but it was one of those "oh me gosh" moments for me. If you want the help would you like me to direct her to this here thread? She does visit occasionally. As for that other method, I have heard of people complaining about levels with one camera "stuck" on one player only so I hope you don't have to resort to that. | 2011-06-01 01:10:00 Author: Qrii_Nakari Posts: 204 |
From what you're talking about, it reminds me of the camera system Felkroth used in her Frozen Flame levels; however, I'm not exactly sure how she structured her logic. If you look hard enough, did you know that you can see a little square thingy in the middle of the screen in Chapter 1? I think it only pops up when you have more than one person playing. I dunno if she's okay with me telling others that or whether she meant for that to be visible, but it was one of those "oh me gosh" moments for me. If you want the help would you like me to direct her to this here thread? She does visit occasionally. As for that other method, I have heard of people complaining about levels with one camera "stuck" on one player only so I hope you don't have to resort to that. That'd be cool, especially if she used a movie camera. | 2011-06-01 02:06:00 Author: gevurah22 Posts: 1476 |
Oh my... that looks so awesome! Using camera flatness to make such an elaborate animated mech... *drool*. And the gameplay looks so addicting! It is indeed possible to make a movie camera follow any number of tagged entities and position the camera in between them. So basically it behaves like the game camera but with movie camera and without actual players required. The logic for it is quite simple although there's a few tricks to it. Each followed entity has to have a unique tag though, but the system will always work properly even when some tags are missing so just giving each mech a unique identifier will be enough.. and they likely have one already. It is also easy to set any number of separate zoom levels based on the relative distance of the players. I actually used the distance from the center point of players though and the zoom level is determined by using tag sensor to determine if a player is far enough from the center to justify use of another zoom level. I'll try to explain the logic here and I can also show it to you in game if you want me to. Basically you need to make a separate camera rig, a piece of hologram will work. Put a microchip on this hologram and add a tag sensor for each followed entity. The range for each sensor should be from 0 to player's maximum allowed distance from camera before the camera decides to give up on that player and reset back to other players (like game camera). Each of these tag sensors needs to enable a microchip (so if the entity is not sensed, for example a mech is not in play at all, the follow logic for that entity is omitted entirely and won't interfere with the rest). Inside each of these microchips you need another tag sensor which senses the same tag as the one that enabled the chip. The output for this tag sensor needs to be Inverted and the Output should be "Closeness". This tag sensor is then linked to a Follower that follows the said tag and Input is set to "Strength" and the strength value of the follower should be set to around 60% or something for best results. So basically the logic behind this is that the further away the followed object is (inverted closeness), the stronger the camera will pull towards them. And since there will be several Followers active, depending on number of followed entities (players), the camera will more or less behave like the game camera and pull towards all of them at varying strengths. The camera zoom levels are simple to implement on top of this. Just sense a tag that appears on all of the mechs and put in zoom ranges like sensing ranges 0 to 100, 100 to 150, 150 to 200 and so on... and then just use those ranges to determine which camera (zoom level) to use. With proper transition times for the cameras, the transition is always smooth. I think my camera in Frozen Flame had some additional tweaks too, I can show it to you at some point if you wish. Also, in Frozen Flame I use additional measures of keeping players together.. if players get too far from the camera, a Follower is activated on them, pushing them gently towards the camera so you can actually never get left too far behind. Except if your character gets stuck behind something and the follower can't fix that... in that case I have a 2 sec Forwards/Backwards timer that eventually kills the player if they get left too far behind... so similar to how the game normally works but without actually killing the actual player so that they'll always remain in the control seat. Well, that turned out to be a huge wall of text. Let me know if you want the camera logic in game. | 2011-06-01 08:03:00 Author: Felkroth Posts: 51 |
Thanks for the write up! I drew up something similar last night but didn't implement it yet because I got inFamous 2 early in the mail after work yesterday... lol. The follower insight will really help and I'll definitely keep you updated when the camera does get implemented. Again, much thanks for all of that! | 2011-06-01 18:20:00 Author: gevurah22 Posts: 1476 |
I find your lack of altron/epyon....disturbing | 2011-06-13 08:47:00 Author: Shadowcrazy Posts: 3365 |
I find your lack of altron/epyon....disturbing I knew you'd show up sometime soon. =P I actually have their sprites waiting to be scanned into LBP right now, but Stem Cell Sackboy is currently occupying my time. I did nearly complete Deathscythe's move set last night, so I should be adding that sometime near the end of this week with the hopeful addition of multiplayer. But yeah, Epyon (and Mercurius and Vayaete) are coming as bosses. =) | 2011-06-14 06:41:00 Author: gevurah22 Posts: 1476 |
I knew you'd show up sometime soon. =P lol well you know me bro...like your secret ninja friend since idk how long ago so yes you should always expect me in anything involving you, your levels, and giant mecha (ESPECIALLY GUNDAM ) with the exceptions that include me not being active on this site much...but i always find time to browse around and see what my favorite ace pilot is doin and can't wait for the boss fights sounds like this is going to be a great game and very fast and intense | 2011-06-14 19:23:00 Author: Shadowcrazy Posts: 3365 |
http://www.youtube.com/watch?v=bylaoe0Bd5o Just added multiplayer and a new Gundam, Deathscythe! | 2011-06-17 08:45:00 Author: gevurah22 Posts: 1476 |
Whoa O.O deathscyth looks such so cool and a little bit like an action figure. | 2011-06-18 19:06:00 Author: Erebus Posts: 79 |
very impressive video my good friend question tho have you been tinkering with the cut scene camera and the sequencer? i REALLY think it would be awesome if you made your own ORIGINAL gundam film in LBP you could make a more detailed cockpit and combine mobile suit pieces to make your own mobile suits and id even help out with the story if you wanted me to...but seriously you should make a film man with your skill it would be kick*** lol | 2011-06-19 02:38:00 Author: Shadowcrazy Posts: 3365 |
very impressive video my good friend question tho have you been tinkering with the cut scene camera and the sequencer? i REALLY think it would be awesome if you made your own ORIGINAL gundam film in LBP you could make a more detailed cockpit and combine mobile suit pieces to make your own mobile suits and id even help out with the story if you wanted me to...but seriously you should make a film man with your skill it would be kick*** lol Heh, I don't know about a film, but all this work is leading up to a somewhat original level set called "Operation MM" that will combine some of the Mm verse with Gundam's universe, while using a Gundam in G Generation that I can dub Mm Gundam. ^^ I might wait until the big Move DLC comes out though because the sticker material and move tool answers a lot of the issues I have in creating proper movement and workable sprites. But yeah, if I ever start it and you wanna help, that'd be cool. =) As for the movie camera and sequencer, the small cutscenes in the level and a lot of the other cutscenes I've done in the Fist of Craft Earth and other LBP2 beta levels were made using those tools. | 2011-06-19 03:03:00 Author: gevurah22 Posts: 1476 |
lol all i could do to help would be story, costumes, and voice acting...as for anything else i have no clue haha but id love to step in and lend a hand sometime | 2011-06-20 01:47:00 Author: Shadowcrazy Posts: 3365 |
great level once again Gevurah. One question though, what ever happened to the gundam for the psp edition of lbp. We still want it you know. | 2011-07-17 20:04:00 Author: Unknown User |
(Excuse the bump, but the only other place to post this would be a thread that died about a year ago) So, how are the latest Mechas going? | 2011-11-14 06:18:00 Author: Robo4900 Posts: 409 |
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