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#1

How do people feel about forced deaths?

Archive: 8 posts


Like when it kills forcibly them to move them somewhere else? Ive seen some people gripe because it removes the option of acing the level, but it can work out for better right, without people hating me for it??

Also, extra question, does everyone have their niche level designs or just me? Like i can create awesome industrial and mechanical levels, but couldn't do a forest for the life of me... Is everyone like this, or am i just lacking proper skills?
2012-06-12 21:02:00

Author:
hellfire
Posts: 78


There's no reason to do this in LBP2...there are numerous "death-less" teleporter tutorials out there (You basically emit 4 controlinators with auto-enter and max radius wired to immediately eject the player where you want the player to end up connected to a prox sensor to disable re-entering). HTH

I prefer doing nature scenes...and the more water the better! I could probably do a decent job with an industrial themed level, it's pure sci-fi made up scenery that I think is the most difficult. If I can look out the window and see it I can re-create a reasonable in-game version.
2012-06-12 21:17:00

Author:
fullofwin
Posts: 1214


Hmmm. Ok did not know that.

See, I have a computer level were sackboy goes into a file compressor, and currently, it compacts him (literally), and then restores him elsewhere. I kind of liked this touch, but you're saying don't do it?
2012-06-12 21:34:00

Author:
hellfire
Posts: 78


As long as you aren't giving away prizes for acing an impossible to ace level, or using a limited amount of lives, I don't see this being an immediate problem. There are better ways, but sometimes the best way is the one you know how to do best. As far as your creating skills for different environments, everyone's brain works differently.2012-06-12 21:34:00

Author:
kkoenig
Posts: 19


Well, I do use a "limited" amount of lives, but i give fair checkpoints, and the one that kills you is a double life as it is, so i guess it will be ok. I don't generally give ace level gifts anyway, so i guess ill keep the triggered death.2012-06-12 21:40:00

Author:
hellfire
Posts: 78


See, I have a computer level were sackboy goes into a file compressor, and currently, it compacts him (literally), and then restores him elsewhere. I kind of liked this touch, but you're saying don't do it?

Since it makes sense for the level to have a scene showing sackboy being squished and you aren't just wanting to move him from point A to B, I think it's appropriate/fine. You *could* accomplish this in a death-less fashion using a cut-scene and sackbots set to the player characters...but probably more trouble than it's worth.

People will gripe more about the lack of infinite checkpoints...you can't make everyone happy, don't sweat the small stuff...do what works and is easiest for you.
2012-06-12 22:19:00

Author:
fullofwin
Posts: 1214


Augh!! New problem here! I'll list it here though so i dont bump others topics away.

My level is deleting itself!?
I have to be constantly zoomed in while in create mode, if i zoom out my level starts ungluing itself!

I'd guess it has to do with complexity and limited memory, but how can i fix this? I have a pattern puzzle piece background that is made up of hundereds of shapes, and the front most thin layer of most of the level carries this theme too. The thermo is only half full, but my level is starting to quite literally fall apart, and Im too far in to do any major changes. What to do??
2012-06-13 03:13:00

Author:
hellfire
Posts: 78


I'm not opposed to death-warps, but I speak from a place where:

* I do not care about acing community levels
* I try to enjoy a level on the designer's terms

So when a level kills me, either to move me somewhere or to punish me (or even just to surprise me) I roll with it. It's not bad design to use this technique, I think. I use it myself. But dovetailing into your second question, I also enjoy and create levels that allow AT LEAST ONE ROUTE for level completion without forcing a death... multiple routes make for great replayability anyway. One of those replays ought to reward the player with an easy, smartly-devised path to the scoreboard.


My level is deleting itself!?

This is a clutter problem. To prevent permanent loss, save your level periodically and make a copy of it elsewhere on your moon. Capture chunks of the level into your Popit. Back up your profile. Quit out of everything and come back once your PS3 has cooled down for a few hours. Sometimes it all just restores itself. Sometimes you see consistent losses across copies and captures and this tells you specifically where you're overdoing it.

I had a major problem with this last year with a level that used too many stickers, too much glue, too much logic and too many layers in one area... and randomly removed different parts in play mode. I had to abandon it eventually. Sorry!
2012-06-13 03:54:00

Author:
Unknown User


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