Home    LBP Showcase / Reviews / Recommendations    Level Showcase
#1

RPGbot 1000

Archive: 20 posts


Hey everyone! I've always wanted to make an RPG-style level on LittleBigPlanet 2, but only recently started work on it. So, here are the results of a fair bit of work, the RPGbot 1000 - a creation I'd like to make future RPG levels with:

LBP.me link: http://lbp.me/v/dfks2g

http://i3.lbp.me/img/ft/98318d891542b71592a8253740756c6ba073052d.jpg

http://i8.lbp.me/img/ft/cc8d476e1334b3b73217b7ddde24d8b0ee9bf706.jpg

http://if.lbp.me/img/ft/90f4693731c021c93e3144b691fb4fb35aee1994.jpg

http://i1115.photobucket.com/albums/k557/izakiam96/LevellingUp.jpg

Please post feedback with any problems you encounter (and, of course, any praises you have), either here or as a review on the level. Thanks!

Also, note that this is one player only (it will work with more than one, but only one player will actually be able to use the RPGbot 1000).
http://lbp.me/v/dfks2g
2012-08-03 17:36:00

Author:
Unknown User


adding to the queue2012-08-05 04:07:00

Author:
biorogue
Posts: 8424


Thanks, I look forward to your feedback!

I've added XP to the RPGbot 1000, you can now level up to level 10. I'm hoping to make this increase your attacking skill and health, if anyone has other suggestions (maybe levelling up increases speed?), please post!
2012-08-05 12:02:00

Author:
Unknown User


I'm working on a rpg bot myself. I'll check this out as soon as I can and I'll leave some feed back for you.2012-08-09 14:31:00

Author:
Dfw86
Posts: 138


Just got done checking out your rpg bot and it's not to bad. A few things though. Go to the tutorials forum and look at some of those videos by comphremc ( I think that's how it's spelled). Learn to use the direction splitters for your attacks. This way you don't have to switch sides with l2 and r2. If you just press left or right it will switch for you. Also add in some sounds with the attacks and adjust the camera angel for the special attack. When I activated it all I saw was the floor and the bots head shaking (kinda looked constipated). While your looking at the tutorials look for the health bar tutorial by the same guy. If you use that and several microchips as you level up you can have stronger attacks and more health. Lastly, when ever I did a power attack my bar filled up. Change it so that it only fills up when you connect a hit on a enemy. If you use the health bar tutorial then you can do this easily. Other than that it looked great so far. Good luck to you!2012-08-09 19:42:00

Author:
Dfw86
Posts: 138


Just got done checking out your rpg bot and it's not to bad. A few things though. Go to the tutorials forum and look at some of those videos by comphremc ( I think that's how it's spelled). Learn to use the direction splitters for your attacks. This way you don't have to switch sides with l2 and r2. If you just press left or right it will switch for you. Also add in some sounds with the attacks and adjust the camera angel for the special attack. When I activated it all I saw was the floor and the bots head shaking (kinda looked constipated). While your looking at the tutorials look for the health bar tutorial by the same guy. If you use that and several microchips as you level up you can have stronger attacks and more health. Lastly, when ever I did a power attack my bar filled up. Change it so that it only fills up when you connect a hit on a enemy. If you use the health bar tutorial then you can do this easily. Other than that it looked great so far. Good luck to you!
Thank you so much for the very detailed feedback
I'll have a look at those videos when I next get the chance. Also, with the directional attacking, do you mean you'd like it to attack in the direction of your joystick? I.e. you both push right and attack to attack to the right? About the adrenaline/special attack, I've now removed that and replaced it with a 'Use' button - I figured adrenaline/special attack wasn't so necessary in the game I'm going to make, and the 'Use' button will do all sorts of things such as mining and smithing. Do you think I should re-implement the special attack, or is this better? (I'm trying to reduce the complexity of the controls ). If I were to keep adrenaline, I'll take your advice and ensure adrenaline only increases on hitting an enemy. And, lastly, I've been working on the levelling up system, the health increases by two points each level, and I was considering making attacks deal an extra point of damage every two levels.
Also, as I'm new to this whole feedback4feedback thing, do I need to go into your profile to see what you need feedback on?
2012-08-10 21:56:00

Author:
Unknown User


I've made a fairly major update to this beta level now, thanks Dfw86 for pointing me in the right direction with those Health bars (and of course comphernc who actually made them).

1) Health bars (both yours and enemies&apos are no longer holograms but timers, like in comphernc's tutorials, but with some minor alterations.
2) Enemy Health bars follow individual enemies, rather than grouping together.
3) Your level increases your Health.
4) Your level increases your Damage.
5) Adrenaline has been replaced with Use/Skill - two examples of Use are in the level, I'll update it with Skilling when I make it.
6) You no longer 'level up' every time you spawn after gaining at least level 2.

The only bug I've found so far is that you can't level up past level 2, shouldn't be hard to fix.
Please post any other issues you find!
2012-08-13 13:56:00

Author:
Unknown User


I've got it queued. Gonna play it as soon as I can. :hero:
Here's my F4F: http://lbp.me/v/dqd2f9
2012-08-13 14:26:00

Author:
Sackpapoi
Posts: 1195


Hey sorry its taken so long to get back to you. It's great that you have gotten so much done with it and I'll check it out soon to see how it looks. When I was talking about attacking to left and right I ment to use direction splitters and selectors. It's a bit of a pain to set everything up as you have to make all left and right actions separate. But then you don't have to make the player manually select which side to attack. In my opinion that is way better for gameplay. I'm not sure how that use skill would work. I never thought of doin something like that but can't wait to try it. I'm glad I got you in the right direction I know those videos have taught me everything I know about lbp2. If you get a chance could you check out my new level called cave explorer beta. This is the link for it http://lbp.me/v/dt145q I would much appreciate it and I'll check out your new rpg bot soon. Thanks2012-08-14 04:10:00

Author:
Dfw86
Posts: 138


Quick question, I don't know if it's my browser (Google Chrome) but this page reads 'Replies 1 to 9 of 9' at the top, yet only shows 8 posts, my first post is missing... Anyone know why? I'm pretty sure I haven't deleted the first post.2012-08-15 21:21:00

Author:
Unknown User


Quick question, I don't know if it's my browser (Google Chrome) but this page reads 'Replies 1 to 9 of 9' at the top, yet only shows 8 posts, my first post is missing... Anyone know why? I'm pretty sure I haven't deleted the first post.

Yeah I have no idea why that happened. So I had to search the level via in game. Perhaps ask under the sight feedback section.

Anyways I just tested out you RPGbot and it seemed to work quite well. I had a little trouble at first because I accidentally skipped the tutorial wih r1. But after I read it again everything made sense. The combat was good and I liked how you had 2 different attacks. I didn't exactly use guard feature so I don't know if it works or not. Even though I only went to level 2 it seemed to work fine. The enemies were quite lame to be honest. Idk if they were supposed to be tough but I was only hit once. And that was because I just sat there wondering i they evened attacked. I wouldn't mind in the full version if there was multiple classes to pick from. Maybe one with a bow, magic/staff, axe, an or spear. All together though it worked quite well in the beta stages from what I tested.

F4F Click here (https://lbpcentral.lbp-hub.com/index.php?t=72241-The-Free-Roam-Adventures-of-the-Beta-Cavern-Rpg&p=1023186#post1023186)
2012-08-15 22:03:00

Author:
SilverTriforce7
Posts: 183


Glad it's showing again, I won't worry about posting in the feedback section unless it happens a second time though.

Anyways I just tested out you RPGbot and it seemed to work quite well. I had a little trouble at first because I accidentally skipped the tutorial wih r1. But after I read it again everything made sense. The combat was good and I liked how you had 2 different attacks. I didn't exactly use guard feature so I don't know if it works or not. Even though I only went to level 2 it seemed to work fine. The enemies were quite lame to be honest. Idk if they were supposed to be tough but I was only hit once. And that was because I just sat there wondering i they evened attacked. I wouldn't mind in the full version if there was multiple classes to pick from. Maybe one with a bow, magic/staff, axe, an or spear. All together though it worked quite well in the beta stages from what I tested.
Thanks for the feedback. I got the idea of two different attacks from Castle Crashers, in case you've played that, I like combat system in it and am trying to implement something similar into my RPG. The enemies in the level are going to be the weakest enemies in the actual game, but I might speed them up a bit (perhaps use a randomiser to select between 1 sec, 2 sec and 3 sec intervals?) so you are hit more often and the blocking is more useful.
I really like your idea of choosing a class, although I'd probably have to buy the Patapon pack (I think that's the one) to make it. What if, for a magic class, you had a close-combat square attack (Square), and a long-ranged magic attack (Triangle) with the same damage as it's ranged?

About the F4F, I've played and reviewed the previous requests I had and queued yours
2012-08-16 09:56:00

Author:
Unknown User


hi JimBob Jeffers, checked out your updated bot a little bit ago and I think that it is a lot better! A huge improvement. I think the attacking is much smoother now that you don't have to manually select sides. I also think the new health bars add a lot to it also. With the enemies though they are real slow. I didn't get hit once and at one point i sat there for about 5 seconds and nothing. I just killed them and moved on. I know that they are suppose to be the weakest ones in the game, but they should be somewhat interesting or a kinda challenge or else players loose interest. Also i could tell i was leveling up, but there was no notification to let me know. The only way i could tell was my basic attack was suddenly killing in 2 hits instead of 4. I forgot to try out the blocking while fighting but when I tried it before i fought a bot it was a bit odd to me. When blocking do you have to turn it on and off? I couldn't move while blocking and if I tried he just slapped at nothing. The use/skill button does have possibilities, but it didn't impress me much in the beta. I think that you should keep the adrenaline bar. If you use the same set up as the health bar to the adrenaline bar then it would work great. Maybe have it just do one powerful attack or have it active for so long and your attacks have bonus effects to them. I see how using different classes would be cool and i like the idea a lot, I just have no idea how to set up the weapons lol good luck to you on that. Also dont limit the attacks to just a swing and damage. The rpg bot (that im taking a brake on) i added a special effect to some of his attacks. Like one would emit a shock wave and when it hit the enemy it activated a tag that activates a sequencer. On the sequencer I had movers and rotators set up so that it looked like the shock wave hit them they got blasted up into the air. So far it looks great though and I can't wait to see the finished product. Sorry this one was so long lol. If you get a chance please check out a bot that im working on in my cave explorer beta level. If you already have dont worry about it.
Here's the link http://lbp.me/v/dt145q

Keep up the hard work!
2012-08-16 21:08:00

Author:
Dfw86
Posts: 138


Thanks for giving more feedback, Dfw86 - don't worry about the length, the longer the better
I'm currently working on the first level of the game, I hope to make harder enemies for it, as I understand the current enemies (though the weakest) are pretty... pathetic. When levelling up, there should have been a green pop-up for level 2 (it doesn't work from level 3 up though, I'm working on that), but seeing as it didn't work for you I'll have another look at it. Do you think I should have a little icon somewhere signifying your current level? Perhaps a pop-up...
At the moment, yes, you have to turn block on and off. I noticed the same issues with slapping though, and I'll fix this so you stop blocking if you move.
In the actual game, I think Circle will be less of a Use button and more of a Skill button, however so far I'm not so sure about it and may revert it back to adrenaline as you said (I haven't found a need for skilling, and it would have to use the same experience as fighting, which would mean you could skill your way up to powerful attacks, which obviously isn't right).
I've always liked the idea of a 'finisher move', so I'd probably use that for adrenaline. I hadn't thought about special effects though, having enemies blast away sounds like a neat idea!

Again, thanks for the feedback. Don't expect an update to the beta any time soon though, because as I said I'll be releasing the actual game as a beta instead (this level was focussed on the bot itself).

P.S. I have played your level, I left a review on it however if you'd like a more in-depth one I'm sure I can pm you or something.
2012-08-17 17:05:00

Author:
Unknown User


I think you defiantly need some notification that you storage leveled up. Even a simple arrow pointing up when you level up would be better than nothing. Also I wouldn't put out your actual level for testing. I would maybe use a small part of it or make a new area all together. I think that if everyone played the level that they wouldn't have much interest in it cause they'd only be seeing smoother game play. Thanks for playing my level though. I know bout the double jump and respawn problems but I just can't get them right. if your any good with emitters send me a private message and I'll show you the set up and problem. Can't wait to play your next level though. Good luck.2012-08-17 17:25:00

Author:
Dfw86
Posts: 138


Just played this. Here is my feedback.

-While I was level one, the fast attack was pretty useless since I could kill enemies with the "strong attack" way faster (in 2 hits). As I leveled up the fast attack killed them in two hits, making the strong attack useless as it took more time to use. I recommend giving the enemies more health to make the attacks more useful, or just make the attacks do less damage. (and maybe making the fast one faster since the strong one didn't take much time)

-The block move should be set to where it blocks only if you hold the L1 (or whatever button it was) rather than to where you have to press it once to block/unblock. At least,that's what I think...

That's what I recommend. But whatever, I thought it was a pretty good RPG bot.. thing xD and I will try to play the full thing once it is out ("try" meaning if I remember or am reminded )

F4F: https://lbpcentral.lbp-hub.com/index.php?t=73268-Improper-Backgrounds-(1-player-only)
2012-08-18 06:12:00

Author:
morris6267
Posts: 144


I think you defiantly need some notification that you storage leveled up. Even a simple arrow pointing up when you level up would be better than nothing.
Yep, I'll patch this up. I may add something where pressing a button (say, L3) temporarily shows an XP bar and your current level.

Also I wouldn't put out your actual level for testing. I would maybe use a small part of it or make a new area all together.
That was my plan, just a small section of it. It isn't one level, but a series of levels linked together, which is why Score is used as XP. I'm half way through the first level, when I make the second one (kind of a level hub, it'll make sense when it's out there) I'll just publish those for testing as I would like to see how it's doing


-While I was level one, the fast attack was pretty useless since I could kill enemies with the "strong attack" way faster (in 2 hits). As I leveled up the fast attack killed them in two hits, making the strong attack useless as it took more time to use. I recommend giving the enemies more health to make the attacks more useful, or just make the attacks do less damage. (and maybe making the fast one faster since the strong one didn't take much time)
At the moment, fast attacks take 0.5 seconds, and deal 1 'point' of damage. Strong attacks take a whole second, and do 2 'points' of damage. I would like something a little different, perhaps I'll change timings as you suggested. Maybe strong attacks could have a slight stun effect?

-The block move should be set to where it blocks only if you hold the L1 (or whatever button it was) rather than to where you have to press it once to block/unblock. At least,that's what I think...
That's a really good idea, can't believe I hadn't thought of that...

Thanks to both of you for your feedback With all this, I may actually update this level again before continuing the real thing.

EDIT: Just made a little list of things to update (I think all your points are covered):

- Fix levelling up
- Re-implement Adrenaline
- Add classes
- Make enemies have random attack times
- Have blocking activated while L1 is held down
- Re-work strong and fast attacks
2012-08-19 09:49:00

Author:
Unknown User


Wow, sorry I took so long. I nearly forgot to give feedback.
It was really nice, I liked the level up feature. However, it didn't change the stats much. The enemies would bunch up sometimes, do you think you could fix that? If not, it's not a big deal at all.
That's really all I could think of. Other than that it was pretty cool. Maybe add a menu for items and stuff?
2012-08-19 10:15:00

Author:
Sackpapoi
Posts: 1195


Hello again!

It's taken a little while (I've been a bit busy) but the latest update to the RPGbot 1000 is up.
Here's a list of what I've done:

- Levelling up fixed
- Increased XP target to level up (level 2 = 1000, level 3 = 2500, etc - it's roughly an addition of 2.5x the previous level difference)
- Removed Skill/Use and put back Adrenaline:

~ Adrenaline uses the same bar type as Health
~ It decays if no damage is dealt for a while
~ Releasing Adrenaline temporarily doubles your damage instead of doing one super attack
~ It only increases when you actually hit an enemy
~ The Adrenaline bar fades in when enemies are nearby, and fades out if there are none for a period of time

- Enemies have been revamped a little. Their attack times are random but faster than before. In addition, XP gain has been fixed
- Blocking requires you to hold L1 instead of switching it on and off
- Fast attacks haven't been changed, instead Strong attacks take longer and temporarily stun enemies

I think that's everything... As usual, please comment with any problems you find, and any suggestions for improvements. I'm going to make a start on classes soon, I just need to buy a couple of packs (probably the Patapon one, but I'd like some sort of wizard's stuff - does anyone have suggestions for a bow/staff?).

Thanks!

And thanks Sackpapoi, hopefully levelling up changes stats better now. About the enemies bunching up, I've noticed this issue to, if you (or anyone else) has a suggestion on how to improve this, it'd be very welcome! At the moment they are just set to follow the player.
2012-08-26 17:23:00

Author:
Unknown User


Looks cool, I've added to my queue Here's my F4F http://lbp.me/v/bpk9dh2012-08-26 17:36:00

Author:
Unknown User


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.