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Snowflakecat's Superior Infinite Checkpoint

Archive: 24 posts


I've made a fixed infinite checkpoint. Check out a level called "Snowflakecat's Superior Infinite Checkpoint" by snowflakecat or read how to make one here (http://www.snowflakecat.com/2008/12/infinite-checkpoint.html).

Mobile version coming later this week (will update this thread when released).
2008-12-09 22:56:00

Author:
snowflakecat
Posts: 102


Hmm, really good idea actually. I might need this if I ever get around creating a level.2008-12-09 23:06:00

Author:
Whalio Cappuccino
Posts: 5250


And I literally thought of this 30 minutes ago lol.

Congrats for beating me to it
2008-12-09 23:07:00

Author:
DrunkMiffy
Posts: 2758


Very good idea.
Surely though MM must bring a patch in that allows us to tweak the amount of lives we want each checkpoint to have and infinite should be an option.
Until then though this is a great idea
2008-12-09 23:16:00

Author:
dorien
Posts: 2767


I've made a fixed infinite checkpoint. Check out a level called "Snowflakecat's Superior Infinite Checkpoint" by snowflakecat or read how to make one here (http://www.snowflakecat.com/2008/12/infinite-checkpoint.html).

Mobile version coming later this week (will update this thread when released).
About time you showed up. =P

Anyway, this thing is awesome. It hardly has any overhead and it works like a charm. I'm using it exclusively in my upcoming series Mobile Suit Armorboy.
2008-12-09 23:47:00

Author:
gevurah22
Posts: 1476


Haha wow. This one complete obliterates my one

Very nice work
2008-12-10 00:28:00

Author:
DrunkMiffy
Posts: 2758


An amazing idea with incredible applications. Thank you for sharing, snowflakecat. 2008-12-10 05:32:00

Author:
Elbee23
Posts: 1280


lol actually I had this method in my head when Clipper of neoGAF forums was posting about making one. I didn't implement this until recently.

For a mobile version, please be sure to checkout Clipper's Endless Checkpoint Demo. He put a lot of effort into it.
2008-12-10 06:05:00

Author:
snowflakecat
Posts: 102


That is awesome... I might go back and replace the checkpoints in my Free Will Hunting level with these if I can get it to fit in the last remaining centimeter of thermometer space. People give up so easy if they have to replay a level and the jumps in the lower path way are brutal in the style of the original Tomb Raider where you have to step back and get a running start and jump at the last possible second to make almost every gap. It's fine for me because I understand it, but for the novice or first time player of the level it is an unforgiving trial and error that simply destroys 4 person parties that fly through lives in a matter of minutes.

Thanks alot for the idea.
2008-12-10 16:12:00

Author:
Unknown User


I want to add that if you want to give x amount of lives to the player, set it generate a total of x times.2008-12-10 23:05:00

Author:
snowflakecat
Posts: 102


Yeah, that works and it's cool. I couldn't get it to work in the upper alternative pathway of Free Will Hunting... the nature of the foreground and motion just makes it impossible... but I used them all over the other route and the rest of the level and maybe that difficult/rubbish tag will fade away now. The Sands of Time has them now too. Try them out if you want to see your idea in action.

I don't know if I misread your instructions, but I couldn't get it to work unless I first activated the sensor in create mode, quickly paused, to have one checkpoint there already - then save - and then play mode to cause one checkpoint to stay permanent as a face and a second checkpoint to constantly flash unseen over/in it. Once I figured that out, implementing them together as a captured object was a breeze.

I found that you're right, it does make me a sloppy player, but at the same time I was rushing to playtest and ensure everything worked correctly with each checkpoint.
2008-12-11 00:51:00

Author:
Unknown User


yup =) that's what you need to do to have a checkpoint there initially =P. Will definitely checkout your level but I'm on a hiatus since I have a few job interviews coming up2008-12-11 00:59:00

Author:
snowflakecat
Posts: 102


last week I updated the demo level with a mobile version. Details here. (http://www.snowflakecat.com/search/label/infinite%20checkpoint)

Next week I will updated it again with a "flawless" version.

Enjoy~
2008-12-18 03:20:00

Author:
snowflakecat
Posts: 102


Cool... gonna go check it out now.2008-12-18 03:25:00

Author:
Unknown User


I will check this out for sure.
Ingenious! :arg:
2008-12-18 03:26:00

Author:
Unknown User


I use these checkpoints, they are awesome and so is snowflakecat 2008-12-18 04:29:00

Author:
Jaeyden
Posts: 564


@jaeyden

lol thanks but I have to give credit to Clipper who spent lots of time investigating this. If he didn't spend all that time making his version of it (and posting about it on GAF), I wouldn't have bothered to make a more compact version. I have yet to finish your Ninja level, but I'll beat it eventually and get the highscore ;-P
2008-12-18 05:13:00

Author:
snowflakecat
Posts: 102


Awesome, I'm in need of this for my upcoming sequel to HAWK Lair. I have a spot that's TOUGH to get through and I'd rather leave it the way it is because I'd rather it be HARD than too easy. But I don't want casual gamers getting frustrated and not finishing the level cause they had to restart. This right here is the perfect solution. Thanks a bunch to you and Clipper 2008-12-18 05:25:00

Author:
KAPBAM
Posts: 1348


I was talking about Mr. Stamp not your checkpoint

I comment to authors all the time to check out yours and Clippers designs. IMO they should be a staple for story levels, races and LONG levels. I was playing a great story level earlier and came OH SO CLOSE to losing my last life after about 20 minutes of play...I was thinking "O.K. do I really want have to start over?" lol. Anyway, you get anywhere on a movable one yet or do you think its impo?
2008-12-18 05:46:00

Author:
Jaeyden
Posts: 564


@jaeyden

Movable one is in there, but I have a feeling people don't know how to make it work efficiently (force checkpoint activation everytime). I will make a "flawless" version that minimizes thermometer while being gravity independent, but the tradeoff is space.
2008-12-18 08:22:00

Author:
snowflakecat
Posts: 102


Hey snowflakecat,

Your checkpoint actually got a major downside:....
I used your infinite checkpoint in my level. Then i played my level with 3 other people, and then someone suddenly dissappeared!!!!! (so he was like... totally gone)

I think i know why: When someone is respawning and someone else emits a new checkpoint while the other person is respawning... then the player will disapear :/
2008-12-23 07:43:00

Author:
Yarbone
Posts: 3036


Hey snowflakecat,

Your checkpoint actually got a major downside:....
I used your infinite checkpoint in my level. Then i played my level with 3 other people, and then someone suddenly dissappeared!!!!! (so he was like... totally gone)

I think i know why: When someone is respawning and someone else emits a new checkpoint while the other person is respawning... then the player will disapear :/

I was there! We couldn't beat the level because the game still thought we had 4 players... Man, that sucked huh Yarbone?

As for the topic, yeah I'm pretty sure it was because of your infinite checkpoint, because it happened at the spot where there was one. And it was as soon as I spawned, he wouldn't spot. It was weird because I was trying to activate another spawn point, but everytime I tried the spawnpoint would activate for a second, and then go back to the infinite checkpoint as if someone kept activating it.
2008-12-23 09:41:00

Author:
Whalio Cappuccino
Posts: 5250


He just got sucked i another dimension or something!!!2008-12-23 10:31:00

Author:
Yarbone
Posts: 3036


Yeah I've known about this limitation for awhile. You can fix it by increasing the range of the proximity switch and adding a barrier. I'm making a flawless one now to overcome this limitation. (it wasn't so prevalent before 1.07, maybe MM changed a few things? I also notice this more when there's greater latency between online players)

OK so I played around with it and it seems that this flaw cannot be overcome--it has to do with the inherent nature of generating a checkpoint--unless you set the proximity to "require all" which in some cases might be a better idea.

Edit: I'm retracting that statement since it's possible with multiple checkpoints at once but it's somewhat of a nightmare to setup since you have to destroy the previous checkpoint.

I'm updating my level right now with the "minimal flaws" version as well as the "require all" version.

Edit: OK updated please check it out to get some ideas on how to make it multiplayer friendly =P
2008-12-23 15:26:00

Author:
snowflakecat
Posts: 102


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