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#1

Level checklist of sorts?

Archive: 10 posts


Hello, again... last thread I'll make in a while, I promise!

So, I just "completed" a level of mine that I've been working on for about 4 months on and off now, and I'm pretty happy with it. However, I don't have internet for a while, I'm leeching off of Mcdonalds wifi just to post this lol. I figure since I won't be able to publish for a month or two, it should give me time to polish... and polish some more.

So, what do I focus on? Is there a checklist of sorts someone could give me that I can keep running down? I'd like this level to be as prepared for publishing as possible, when the time comes. Could someone also tell me if when a level is published online, does logic sometimes get screwed up?

I have several parts with timers and camera's and such that don't do anything funky currently, just making sure it'll stay that way!
2012-06-19 21:51:00

Author:
hellfire
Posts: 78


What kind of level is it? I can't go too in depth since I don't know what genre your level is, but I do know that you should play-test your level REPEATEDLY. Get others to test it too. Make sure EVERYTHING is right, EVERYTHING! Fix EVERY issue you encounter, since while you can update the level after you publish it, what you first publish is what the players' first impression will be.2012-06-19 22:00:00

Author:
BIGGamerer
Posts: 182


sometimes logic does get 'screwed up' but i think it depends on how complex it is and how much is in one area.

1/ try to reduce the thermo as much as possible. if you have anything that is using all the layers or some of the layers, see if you can cut some material from the back (where the player can't see)

2/ if you have lots of stickers on one piece of material, try putting them on holo or the sticker panel. this reduces the possibility that the game may register that certain areas are too complex when you publish and will reduce lag. and of course, it enables you to move them around easily.

3/ check for any rounded surfaces and see if you can reduce them. in other words, make them out of many straight edges where possible. it takes a lot more processing power to create a circle, so this also cuts down the possibility of lag

4/ make sure you don't have any redundant materials/decorations/stickers. there is little point in building to the ground for instance if the player will never see it. this will help with thermo (not much, but it's still worth doing)

5/ see if you can get the same effect a more efficient way. for instance, instead of using a dozen emitters to create blossom falling, I just had one emitter attached to a piece of holo which was in turn attached to a piston going sideways across the screen. I tinkered with the speeds of both the emitter and the piston to get a nice effect (with only ONE emitter)

6/ reduce complex shapes as much as possible. I had so many jagged pieces of material that in the end I had to just let it go. but I won't make that mistake again.

7/ if you want a complex scene using stickers, material and decoration, try taking pictures of it and using the picture instead. you can always add more detail over the top later too. this enables you to have a lot more detail at very little cost to the thermo. make sure the pictures are not too big though, it reduces the quality too much

that's all I can think of at the moment. you could also spend time make it look better.
2012-06-19 22:14:00

Author:
GribbleGrunger
Posts: 3910


Awesome! This list is just what i was looking for!!

And its a platformer btw, I had built one before and released it, but it got mixed reactions, so I fixed all my mistakes this time around, and really focused on gameplay first, looks second, instead of the other way around. I think for once I got a really good balance of both. The only problem is my thermo is maxed out, but ill try some of the above to reduce it a bit.

Hopefully this level will be the first to get over 100 plays, I've had one out for months and only got 72 plays. Very depressing, but ah well, second try's the charm!
2012-06-20 00:57:00

Author:
hellfire
Posts: 78


Also, an entirely different question, but I despise making new threads due to them bunpin other people's help threads off the page...

Are there any tutorials out there in text form, about logic? All the ones I found are REALLY complex. Like way way over my head, which makes me a bit sad lol. I'd honestly like to find something that runs through the different chips in baby steps, and gives examples, and then maybe steps through how to make something simple yet worthwhile out of them. And then maybe some more advanced stuff.

But currently, all I'm finding are things like "analog logic tutorials" which may as well be written in a different language, too many things not explained clearly, and "digital logic" and such. My head hurts after reading a "simple" tutorial on how to make a "waveform manipulation chip". While I understand in concept what this is and why it works, it is not helping me learn logic at all, and just threw me into a tailspin...

And i swear people enjoy making their microchips look big and intimidating. Would it kill someone to lay them out clearly and well defined?

Anyway, any good logic tutorials out there for beginners? (like real beginners, not people trying to make a binary calculator off the bat)
2012-06-20 03:34:00

Author:
hellfire
Posts: 78


try these and then go to the link i provide and find video tutorial under 'logic' too.

Logic: Analogue Logic - Notation (http://www.lbpcentral.com/forums/entry.php?2106)
Logic: Analogue Logic Part 1 - Fundamentals (http://www.lbpcentral.com/forums/entry.php?2069)
Logic: Analogue Logic Part 2 - Sorting & Addition (http://www.lbpcentral.com/forums/entry.php?2107-Analogue-Logic-2-Sorting-amp-Addition]Analogue%20Logic%202:%20Sorting%20and%20Addition)
Logic: Analogue Logic Part 3 - DAC & ADC (http://www.lbpcentral.com/forums/entry.php?2130-Analogue-Logic-3-DAC-amp-ADC]Analogue%20Logic%203:%20Analogue%20-%20Digital%20Conversion%20%28ADC)
Logic: Analogue Logic Part 4 - Basics Of Sampling & Scaling (http://www.lbpcentral.com/forums/entry.php?2409)
Logic: Analogue Logic Part 5 - Division & Multiplication (http://www.lbpcentral.com/forums/entry.php?2409)
Logic: Analogue Logic Toolset (Zero Latency) (https://lbpcentral.lbp-hub.com/index.php?t=54143)
Logic: Basic (http://www.littlebigland.com/forum/showthread.php/14314)
Logic: Binary (https://lbpcentral.lbp-hub.com/index.php?t=45669)
Logic: Charging Logic (https://lbpcentral.lbp-hub.com/index.php?t=53664)
Logic: Custom Logic (https://lbpcentral.lbp-hub.com/index.php?t=44925)
Logic: LBPC Logic Pack Tools With LBP2 Gizmos (https://lbpcentral.lbp-hub.com/index.php?t=44004)
Logic: Light Sequencer (https://lbpcentral.lbp-hub.com/index.php?t=58980)
Logic: Managing Complex Logic (https://lbpcentral.lbp-hub.com/index.php?t=45354)
Logic: Observations About Player Data And Gates (https://lbpcentral.lbp-hub.com/index.php?t=48588)
Logic: Organization Tips (http://www.littlebigland.com/forum/showthread.php/14332)
Logic: Part 1 - AND And OR (http://us.forum.playstationcomics.com/t5/LittleBigPlanet-PS3-General/QW-s-LBP2-Logic-Tutorial-1/m-p/12471917)
Logic: Part 2 - Microchips (http://us.forum.playstationcomics.com/t5/LittleBigPlanet-PS3-General/QW-s-LBP2-Logic-Tutorial-2/m-p/12676856)
Logic: Part 3 - NOT, Truth-Tables, XOR And Inversions (http://us.forum.playstationcomics.com/t5/LittleBigPlanet-PS3-General/QW-s-LBP2-Logic-Tutorial-3/m-p/12723695)
Logic: Part 4 - Timers And Counters (http://community.eu.playstation.com/t5/LittleBigPlanet-PS3-General/QW-s-LBP2-Logic-Tutorial-4-Timers-and-Counters/td-p/13164980)
Logic: Perfect Hold/Tap Logic (https://lbpcentral.lbp-hub.com/index.php?t=54709)
Logic: Permanent Switch (https://lbpcentral.lbp-hub.com/index.php?t=43914)
Logic: Selector - Stopping It Cycling Back On Itself (https://lbpcentral.lbp-hub.com/index.php?t=60059)
Logic: Speed Sensor, Signal Change Sensor (https://lbpcentral.lbp-hub.com/index.php?t=48824)
Logic: Tidbits (https://lbpcentral.lbp-hub.com/index.php?t=47043)
Logic: Understanding Logic - Part 1 (https://lbpcentral.lbp-hub.com/index.php?t=60158)
Logic: Understanding Logic - Part 2 (https://lbpcentral.lbp-hub.com/index.php?t=60288)

https://lbpcentral.lbp-hub.com/index.php?t=46908-LittleBigPlanet-2-Tutorials-and-Games
2012-06-20 03:43:00

Author:
GribbleGrunger
Posts: 3910


*hugs* Much love!

Thank you!!
2012-06-20 03:50:00

Author:
hellfire
Posts: 78


I agree with BIGGamerer that you need to get as many people as you can to help you play-test the heck out of your level to uncover as many bugs as possible before you first publish. Other players will most likely find ways to play your level very differently than you expected and be able to provide valuable feedback. It’s important to find play-testers that are willing to give candid and detailed feedback and for you to take everything they say with a grain of salt. Often times, you’ll find their candid feedback was spot on or pointed out something you just overlooked or could never see because of tunnel vision. Making a level requires many hats, so it’s always great to have someone else double-check your work. In the end, always remember that it’s your “baby” so you can choose to do what you feel is best.

I’ve seen people list some nice checklists before, but I would start with a simple one, such as reviewing various things often found in a level like checkpoints (how many and where), cameras (how they look with one or multiple sacks), cut scenes (trigger correctly), sound effects (where can I add more), music, logic, moving parts (can anything get stuck out reach?) and detail (how can I make this look better). Those are only a few quick things.

I’d be willing to give your level candid feedback if and when you are interested. Good luck!
2012-06-20 19:43:00

Author:
peoriaspitfire
Posts: 359


Thanks for the advice!! However, as sad as it is, my playtesting has to consist of people I can drag to my PS3 in person lol, as I'm without internet, and don't know when I'll be able to find another provider, the services out where I live are... Limited at best.

Or, I could drag a generator, television and game system to the McDonalds parking lot, but they kind of frown on that sort of thing
2012-06-20 22:23:00

Author:
hellfire
Posts: 78


Thanks for the advice!! However, as sad as it is, my playtesting has to consist of people I can drag to my PS3 in person lol, as I'm without internet, and don't know when I'll be able to find another provider, the services out where I live are... Limited at best.

Or, I could drag a generator, television and game system to the McDonalds parking lot, but they kind of frown on that sort of thing

Another great reason to hate McDonalds!
2012-06-22 15:08:00

Author:
peoriaspitfire
Posts: 359


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