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#1

RPG-Platformer: The Power of TILT

Archive: 42 posts


I am going to retype the info for this level soon. I need to work on the sackbot right now instead

Gameplay

Leveling
Leveling in RPGP does not increase any stats in any way. In fact, the only thing leveling does is add a skill point that you can use to acquire a skill. I feel that this basic principle takes away a lot of complexity for me, the creator, and for you, the player. I feel that stats would make it confusing because there's always a few stats that people won't understand what they do and I would probably add a currency to the game (which probably wouldn't be all that feature-adding) that makes it hard to tell what the score is, currency or experience. Now as for why I use an experience bar: that's simple. This way I can easily make the level non-linear and so that if you are stuck on a particular quest, you can do some random encounters to level-up.

Skills
For starters, most of the platforming areas should be able to be beaten with the beginning skills (after the tutorial of course). Now what purpose are the skills then, you ask. Beating the game without any skills will be EXTREMELY hard and the skills make the game bearable. So, you can almost think of the skills as a difficulty setting. Although the levels will be complete-able with no skills, they will not be designed to. They will be tested AFTER they are made for certain skill sets that I believe should be unlocked by that point. This does mean that the game will get progressively harder and for those seeking an even bigger challenge some areas will be optional to beat and incredibly hard for even a level 30 player (the max level).


Update 0.01 (https://lbpcentral.lbp-hub.com/index.php?t=74673-RPG-Platformer-The-Power-of-TILT&p=1049719#post1049719)
Update 0.01.2 (https://lbpcentral.lbp-hub.com/index.php?t=74673-RPG-Platformer-The-Power-of-TILT&p=1049917#post1049917)
Update 0.01.3 (https://lbpcentral.lbp-hub.com/index.php?t=74673-RPG-Platformer-The-Power-of-TILT&p=1121136#post1121136)
Update 0.01.4 (https://lbpcentral.lbp-hub.com/index.php?t=74673-RPG-Platformer-The-Power-of-TILT&p=1208144&viewfull=1#post1208144)
Update 0.01.5 (https://lbpcentral.lbp-hub.com/index.php?t=74673-RPG-Platformer-The-Power-of-TILT&p=1208820&viewfull=1#post1208820)
Update 0.01.6 (https://lbpcentral.lbp-hub.com/index.php?t=74673-RPG-Platformer-The-Power-of-TILT&p=1209593&viewfull=1#post1209593)

None

When repeatedly entering doors, you respawn [FIXED]
I forgot but it had something to do with timing and emitters
When repeatedly opening and closing the menu, the level ends [FIXED]
I have no clue how I fixed this but it is fixed.
Huge lag at platform section, sounds are 2-5 seconds late [FIXED]
Still a slight lag for the bouncing pad but not very noticeable. Fixed through Dephysicalization tool
During transitions, the player can see their own sackboy exit controllinators sometimes [FIXED]
I believe it was related to bugs 1 and 2.



Exiting from the skills menu will cause you to fall for a short period before getting picked up.
Door to Geoffrey's bedroom not showing up. [FIXED] Had to redo the door logic which was oddly messed up...
Will not spawn player if you exit menus when you accessed it from a doorway.
Kitchen will sometimes remove decorations but not transport player out.



Sometimes grappling will not work straight upwards
You can potentially get 2 skills with 1 point with proper timing
Dashing is broken for the time being - It's not broken, just lagging



None! (actually fixed an undocumented glitch where the spell wheel would turn and turn back immediately)




When sliding off of platform, gravity doesn't exist.
Spell wheel wiggles
Dashing lags a lot when starting
Can use spell when it's not unlocked at the moment (It only checks that it is the active spell in the spell wheel, but needs to check if it is unlocked as well).
2012-10-09 04:45:00

Author:
koltonaugust
Posts: 1382


Looks great! Can't wait to play the final result.2012-10-10 00:53:00

Author:
ChrisF2112
Posts: 265


Update 0.01
(I'll put those numbers as playability percentages so it should increase exponentially to a point)
The main thing I've been working on today? Grocery shopping XP memorization! Yes, the XP memorization should now work for Geoffrey 100% when I trigger it, either through save or save and quit or a forced save through changing characters. Since I spent too much time trying to avoid binary, I decided I would try it. Turns out, it's not so bad. Only 20 switches for a max XP memorizing of around 1,000,000. Here's a pic of the almost finished XP memorizer (there's just a few things missing and the triggers aren't set up to memorize your score except through save and quit)
http://www.lbpcentral.com/forums/attachment.php?attachmentid=42241&d=1349840931
as you can see, it's tedious work so I hope I didn't mess up!
Today was largely unproductive besides that. Unfortunately I am a procrastinator. I can show you some of the other things already made in my level though (they're thrown together and most likely might be replaced).
42243
http://www.lbpcentral.com/forums/attachment.php?attachmentid=42243&d=1349842366
Fancy, huh? Nah, I don't really like this menu, but it could be worse.
42244
http://www.lbpcentral.com/forums/attachment.php?attachmentid=42244&d=1349842366
Now shows that you're saving. All I need now is a loading one and transitions won't be so gross.
42245
http://www.lbpcentral.com/forums/attachment.php?attachmentid=42245&d=1349842367
No dialogue made yet. Hopefully I will get to have some dialogue choices for you but definitely not anytime soon. It's not one of my top priorities.
42246
http://www.lbpcentral.com/forums/attachment.php?attachmentid=42246&d=1349842368
mmmm, rear touch
42247
http://www.lbpcentral.com/forums/attachment.php?attachmentid=42247&d=1349842369
It's the subtle things
42248
http://www.lbpcentral.com/forums/attachment.php?attachmentid=42248&d=1349842370
Look at that fancy pointer
42249
http://www.lbpcentral.com/forums/attachment.php?attachmentid=42249&d=1349842371
If you die once here... i don't even -_-

Oh and by the way, that is now the main character Geoffrey unless I can either come up with a new costume or better name
2012-10-10 05:16:00

Author:
koltonaugust
Posts: 1382


I could make you a costume. I'm pretty good when it comes to costume making.2012-10-11 02:36:00

Author:
amoney1999
Posts: 1202


@amoney1999 - nah, I don't want to focus on costumes right now. I have to get enough done by November to enter in the contest. My priorities right now are focused towards gameplay.

Update 0.01.2

Today I didn't add all that much because i didn't get to start create until 9pm so I didn't actually do well at create until 10pm.
Accomplishments

Scoring System Fixed (thanks evret!)
Events for "Your Room" Created (though not memorising yet, may change dialogue boxes)
Changed the Pause Button to a Save Button
Cleaned up Stray Wires
Organised Emitted Objects in Popit

Currently Known Glitches

When repeatedly entering doors, you respawn
When repeatedly opening and closing the menu, the level ends
Huge lag at platform section, sounds are 2-5 seconds late
During transitions, the player can see their own sackboy exit controllinators sometimes

Pictures
http://www.lbpcentral.com/forums/attachment.php?attachmentid=42254&d=1349929388
The new XP memoriser
http://www.lbpcentral.com/forums/attachment.php?attachmentid=42256&d=1349929393
The result of either tapping or double-rear-tapping the drawer before the secret platform
http://www.lbpcentral.com/forums/attachment.php?attachmentid=42257&d=1349929394
Dialogue after secret platformer
http://www.lbpcentral.com/forums/attachment.php?attachmentid=42258&d=1349929395
Your first experience! The score will not be seen in the level, it is for testing only.
2012-10-11 05:23:00

Author:
koltonaugust
Posts: 1382


This looks so cool!!
Cant wait to play the finished thing, i can tell that this is going to be one of my favourite levels already, its exactly the type of thing ive been trying to make in LBP since i started playing in '09.
Thumbs up from me
2012-10-20 14:55:00

Author:
Skalio-
Posts: 920


Kind of sort of update - I've been working on multiple things slowly (I can't seem to focus on one thing to start working on.) They include:
1. The intro scene/montage and music (I suck at music so I'm just getting a general tune for now)
2. The First villages original look and swallowed by darkness look which is used in the first boss battle
3. The first boss battle concept. It involves a burrowing bug and a whole lot of tilting/turning your vita
4. Characters (symbols/motifs for them and costumes/names)

The one thing I am totally not sure about is whether a montage of scenes will be enough to start the level. I think it should be if it is done well since you play through the "intro".
2012-10-22 04:38:00

Author:
koltonaugust
Posts: 1382


I'm putting this project on hold until a patch comes to fix the crashing. This is the tenth time all my work has been lost and i am sick of it. I could not care less about the online problems but the crashing is absolutely unacceptable for this game. I suppose this means the contest is a no-go for me but oh well. i might be updating slowly but I highly doubt it at the moment because I can't even stand to look at my vita.
EDIT:
I might work on cutscenes though since those rarely crash on me.
I guess I can show you the one picture I took before forgetting what I was doing though...
http://i7.api.vita.lbp.me/img/ft/787ecc707dcee37d717968e2ad42ed84ba649df6.jpg
The style for the outside is rather bright in the beginning and will have cameras set up so the trees look farther away.
EDIT AGAIN:
Well what do you know, my rant worked! The game got updated so I've played for a couple of hours today and finished the first town. Here is how it looks. I don't think it's big enough to be an 'update' though.

For some reason, these pictures are really dark and get rid of most of the blur.
http://i8.api.vita.lbp.me/img/ft/18866cbe2e2b5116fb33b03a4c40c7997407b420.jpg
http://i3.api.vita.lbp.me/img/ft/d6396eec169ce040b8517a0d1100cfc1613b9be9.jpg
http://i3.api.vita.lbp.me/img/ft/d6396eec169ce040b8517a0d1100cfc1613b9be9.jpg
http://i3.api.vita.lbp.me/img/ft/b33d39836bd4f09eb257de17c0e3584aef0967e2.jpg
http://i2.api.vita.lbp.me/img/ft/be2c2b554b12b91468274a5b3c66d3ebb699c5b8.jpg

Some other notes:

BUGFIX: You can no longer die by going in and out of the menu repeatedly. Hurray for movie cameras!
BUGFIX: You no longer can die by attempting to go outside. Hurray for who knows what!
NEWBUG: You can get stuck in black area leaving house. Pushing the in game menu button and then resume fixes it though.
BUGFIX: You can no longer run while in the menu (whoops!)
General Speedup. Often lag is reduced because I dephysicalized everything.
2012-10-29 02:50:00

Author:
koltonaugust
Posts: 1382


Oh my! Am I a slow creator or what?! Tiny updates from here on out until Februrary (sorry, I'm busy). On the good news I do like the boss I made!
http://i8.api.vita.lbp.me/img/ft/d988a7ff8a508bcd425db9459540cc726e17fb12.jpg
Yes, it is a bug. I really like how the design turned out, except it feels bare in two parts. The movement of the legs compensates for that by distracting you (and it will be underground for most of the boss fight). The gameplay for this boss is really lame though (sorry!). It is mainly aimed to introduce you to introduce you to tilt features of the level. You tackle it in three parts (hence the three body parts) and while the first two will be walked through for you, the head will actually feature some need for skill and less on gimmicks (it's the first boss, it's allowed to have gimmicks ).

EDIT:
Also, some relatively important stuff:

You can no longer end the level by entering rooms quickly, like a spaz
Dialogue for the first town done (it's very simple dialogue but it was annoying to do with notes and choices) Also, the choice you make in the first level will decide which side quest will become available later
Camera transtitions fixed so that they will go back to the correct one after a cutscene is triggered (Curse you movie cameras!)
I published a locked copy for testing and will send out keys later and ask for bug testers. If you want one you can ask and I will send one your way. People with keys can share it as well if someone they know would be a good tester.
2012-11-14 04:41:00

Author:
koltonaugust
Posts: 1382


Maybe can i help u koltonaugust? PM me the answer2012-11-15 18:06:00

Author:
totodiel
Posts: 31


id love to help test your level, i think we are already on PSN so just send me a key over whenever your ready for testers2012-11-17 20:21:00

Author:
Skalio-
Posts: 920


Whatever happened with this?2013-04-29 06:33:00

Author:
vitamin_arrr
Posts: 10


Sorry I've been very busy with Theatre this year. I intend to continue this starting now since the summer break is about to begin 2013-05-26 21:11:00

Author:
koltonaugust
Posts: 1382


Good to see this project is still alive. Looking forward to your creation!2013-05-27 18:37:00

Author:
Schark94
Posts: 3378


hey Kolton, how is this project coming on?2013-07-09 18:44:00

Author:
Skalio-
Posts: 920


Wow, I really don't seem to be working on this at all do I? To be completely honest though, I doubt this will ever be finished as I do seem to get busy every time I start making progress. Hopefully I will start up and make actual playable gameplay this time. There have been snippets here and there in create mode but I really just need to buckle down and make the darn sackbot for platforming and then the rest will be a lot faster. Unfortunately life keeps getting in the way but I do have another minor but very important update (it was from about a month ago before I went to camp for two weeks and I couldn't find my ps vita charger when I got back). So anyways here's update:
Update 0.01.3
Features:

Skills Menu
Thermo/Performance Saving Emitter Technique Applied

I told you it was a minor update. Now for the pics!

Very simple layout finished. Each skill is essentially a boolean variable that I have to save so there's that :/. Overall, I'm pretty happy with the look. While it is obviously unfinished and I want to do some touch-ups with the startup bubbles and corner buttons, it could've looked a lot worse.
http://farm8.staticflickr.com/7375/9450396339_09da078411_b.jpg
Ew, he's winking oddly...
http://farm4.staticflickr.com/3740/9450397363_767094753a_b.jpg
Honestly this is a lot better than I thought it would turn out when I started it.
http://farm8.staticflickr.com/7458/9453179350_c6e3b45682_b.jpg
I don't really know what else to do for the descriptions. I forgot why I chose this over subtitles.
http://farm8.staticflickr.com/7454/9453180232_b103004611_b.jpg
As you can see, it works with no glitches encountered so far! The only thing I have to do now is find out how to save the darn counter info for the amount of skill points you have to spend.
My main plans are to finish Geoffrey's skill selection (have to think carefully before I commit to certain features) and integrate other characters. The main trouble I see with the latter is if you don't have the character will it skip them or show a blank spot or silhouette or something? I will try to get it to skip them quickly but that might change. Other plans include minor graphic changes to the category buttons and the corner buttons.
All decorations are not there when you aren't in the area. Does cause some very minor graphical glitches on occasion but nothing serious enough to look into at the moment.
Most of what I wanted to do worked so I will keep implementing this feature as I have done. The thermo didn't go down all that much but that's because half of the thermo is from logic that must stay open all the time. Hopefully this will work out on level size.

Oh the bugs! I have 4 today but honestly 3/4 are extremely easy to fix and I will fix soon and the 4th one I don't care enough about to bother with right now.
Bug 1
46435
Weeeeee!
Exiting from the skills menu will cause you to fall for a short period before getting picked up. This is caused by using the test character which wasn't meant to be used this late into level creation. The only reason I'm still using him is because 1. It's extremely weird logic that I know longer understand how it works (it's been almost a year okay?) and 2. He works perfectly (that's surprising)! The only adjustments he needs is the increased controllinator range and to be set to the Geoffrey costume and not player 1's costume.

Bug 2
http://farm8.staticflickr.com/7378/9453182532_223420d85c_b.jpg
Can you spot what's wrong?
Honestly this is nothing really. The door won't emit. Either caused by an accidental deletion of the emitter or emitting into the ground.

Bug 3
http://farm6.staticflickr.com/5527/9453184714_f32a945810_b.jpg
Where'd I go?
This would have been bad for me to have missed. Not devastating but definitely annoying considering load times in LBPV. If you were to access one of the menus as it is now in a doorway, the door (which isn't dephysicalized) would spawn making the sackbot impossible to spawn when you exit the menu (you just enter the controllinator on one of the 2-3 sticker panels that follow you everywhere. And yes those are all necessary as I have to re-emit the controllinator every time I eject you since you can't reenter it once you leave.) This is a simple fix that will also fix Bug 2 by simply dephysicalizing the door.

Bug 4
http://farm3.staticflickr.com/2811/9453183668_81b8eefc8b_b.jpg
I knew I felt a breeze!
This bug I'm not going to worry about as it rarely happens (tapping the door as you're running at full speed at the edge of the door) and I don't destroy any logic when you leave just because of this very reason.

Well back to work I suppose. Feels pretty good to be back.
2013-08-06 17:54:00

Author:
koltonaugust
Posts: 1382


I absolutely detest creating advanced sackbots -_-
On the bright side I managed to create a very smooth double jump which take into account how far you have fallen (to a degree (I hope but don't really see a reason to test since I don't plan on dropping Geoffrey from super high heights). In other words I'm not sure how much 90% dampening does at full speed.) Considering that I wanted him jumping basically the same height for as far as he'd fallen I needed to dampen him which then messed up the horizontal movement, making me have to account for that and so on.
http://farm4.staticflickr.com/3767/9506010783_b029aa7697_b.jpg
The Logic: 3 timers (one as a counter so that it's super fast) which is honestly the reason I don't like sackbots. Timing is everything.
http://farm6.staticflickr.com/5342/9508806896_bc70e47171_b.jpg
The height at which he can jump to. He can probably jump one small grid higher if you're lucky.

http://farm8.staticflickr.com/7446/9505945789_5b39279ec6_b.jpg
The real reason I made this post though is to ask you guys if you think I need to add an animation. I don't want to make him do a flip as he's not really the agile character but it does look slightly awkward when he makes the second jump. It's not that awkward as it look similar to the first jump but there is a tenth of a second where his arms do funky stuff like just hang there.

What do you guys think?
2013-08-14 07:57:00

Author:
koltonaugust
Posts: 1382


Just finish it ! like really fast
and about the anim. i don't think you need any...
good luck !
2013-08-26 18:21:00

Author:
xASUSx
Posts: 49


OMG i'm so looking forward to playing this!2013-08-28 18:31:00

Author:
woulieka
Posts: 45


i hope this is coming along nicely kolt! im really excited for this project2013-09-16 01:01:00

Author:
Skalio-
Posts: 920


Wow, that's the first LBP-RPG level that looks like it could become something really great; i'm following your prograss mate!2013-09-18 14:24:00

Author:
Shaggy Vinci
Posts: 969


Nice concept, I'm looking forward to this 2013-09-22 21:14:00

Author:
ShadowArcticWolf
Posts: 131


Update 0.01.4

Been a while, eh? This is more just to let everyone know that I've started back up on this project and documenting it as well.

Accomplishments

Sackbot nearing completion for platforming skills
Fixed some grapple bugs that weren't recorded
a bit of cleaning up


Currently Known Glitches

Sometimes grappling will not work straight upwards
You can potentially get 2 skills with 1 point with proper timing
Dashing is broken for the time being


Everything but dash and power jump is implemented.
Implement those two, obviously.

Grappling is now useable do to a change in how you aim the grapple (left analogue rather than right). It still is buggy but only seems to really suck at grappling straight upwards.
When I make the platforming sections I will keep the limitations of grappling in mind. Also I will probably fiddle with it more.

If you play the bot development level you'll see. I cleaned away old animations and just did some general tidying. Things were getting cluttered!

It's good to be back, and here's to staying working on this project for a while!
2015-02-18 00:54:00

Author:
koltonaugust
Posts: 1382


I posted on littlebigplanetarium to let you know that I can help with whatever.2015-02-18 01:48:00

Author:
vinniegnsb
Posts: 22


Update 0.01.5

Features:

Optimization
Stealth System beginning to be applied


Well, I looked at the logic and I realized that the spell wheel's system was quite redundant. It had touch sensors everywhere when it only needed it in one spot. This not only contributes to the thermo, but also can cause lag, so I got rid of that! I still have a lot of optimizing to do with the UI in order to be entirely efficient but I have seemed to knock the thermo down a whole bar since I've been fixing up logic. Here's a before and after pic
Before
https://farm4.staticflickr.com/3860/14731781332_7acbe1d07e_n.jpg (https://flic.kr/p/orNekS)
After
https://farm9.staticflickr.com/8606/16631830772_3a3f95067d_n.jpg (https://flic.kr/p/rkGtQY)

Honestly it doesn't really make much sense right now to the user, but the circles are sounds. They are seen in stealth mode only which is activated by the user (not in this update). Spells don't have sounds yet but most sounds will be from the environment.
2015-02-24 10:00:00

Author:
koltonaugust
Posts: 1382


You should change your HUD overlay to look better. I suggest you make all the icons thin so they dont look like blocks.2015-02-25 02:48:00

Author:
vinniegnsb
Posts: 22


See, I thought it looked like thick material too. Unfortunately it is all thin materials. Here's a pic of platforming UI which I think just really needs work on the spell wheel but I probably won't touch it as I'd rather it look choppy than waste space for corners. (note that the buttons on the left are not apart of the UI)
https://farm8.staticflickr.com/7285/16021228693_e4a0caf8b4_o.jpg (https://flic.kr/p/qpJZ7V)

As for Town view UI, that needs a whole overhaul. The gradients look bad and I don't know what I was thinking. But everything there is thin as well. I think I was just making a placeholder when I did that.
2015-02-25 05:36:00

Author:
koltonaugust
Posts: 1382


See, I thought it looked like thick material too. Unfortunately it is all thin materials. Here's a pic of platforming UI which I think just really needs work on the spell wheel but I probably won't touch it as I'd rather it look choppy than waste space for corners. (note that the buttons on the left are not apart of the UI)
https://farm8.staticflickr.com/7285/16021228693_e4a0caf8b4_o.jpg (https://flic.kr/p/qpJZ7V)

As for Town view UI, that needs a whole overhaul. The gradients look bad and I don't know what I was thinking. But everything there is thin as well. I think I was just making a placeholder when I did that.

Is it because of your depth settings with the camera that the UI appears thick? And speaking of the UI, does it slightly move around when you move around because you are using a follower. If so I would suggest my technique of placing the player camera on the UI. This makes the UI totally stable and your character only slightly shifts around, but it still looks good.
2015-02-25 13:23:00

Author:
vinniegnsb
Posts: 22


Okay, this one has to be fast as I am quite busy today but first, to respond to Vinniegnsb: Turns out I did put the camera on the UI, the problem is the spell wheel is incredibly finicky do it being on a bolt with 0 strength with dephysicalized material and sticker panel. I cannot fix that for the time being as I remember I DID try and fix it a while ago and that was the best I could do

Update 0.01.6

Features


More Optimization!
More Spells
Health System working


Known Bugs

When sliding off of platform, gravity doesn't exist.
Spell wheel wiggles
Dashing lags a lot when starting
Can use spell when it's not unlocked at the moment (It only checks that it is the active spell in the spell wheel, but needs to check if it is unlocked as well).


Not much to say about this other than cleaning up logic by finding constants that were used and called to check more than needed. Thermo didn't go up too much even though I added spells, so that is good!
The spells are fully functional (though you can't test them in the level as it is weird to test without full enemy setup, but believe me, they do work). There are still 3 spells to make.
The health counter works and is easy to affect. Now I just need to make the checkpoint system.
2015-03-02 00:00:00

Author:
koltonaugust
Posts: 1382


Glad to see the site is up and running! Unfortunately, LBP has not been my priority so very little progress has been made on RPGP. However, I would like to show you all two small pieces of music to ask for opinions on them. I apologize for the sub par recording and overall lack of quality in the pieces (This is my first time dabbling in the music sequencer whatsits). I mainly was wondering if you guys find this music too annoying and would rather me search for already made music (though I feel most does not fit what I want) or if I should just touch it up and extend to make it a full track?

This first one is just an opening montage piece and is pretty much done for what I need it to be. This is not background music, but rather cinematic music so you will only have to listen to it once. Introducing...
I Dream of Red Buttons

https://www.youtube.com/watch?v=lbTHGuxeKKA

This one I actually really need some opinions on as it is the random encounter loading music. You will not hear this during actual platforming and it will have an option of not playing this, but what do you guys think? I know it's pretty short, but is it too annoying as it is now? Also, this is full volume on my vita so the brass is rather loud. Normally you can't hear it unless you pay attention. Give your thoughts please, bad or good! Introducing...
Agh! The Loading

https://www.youtube.com/watch?v=9BtzzpHSp78
2015-12-22 05:07:00

Author:
koltonaugust
Posts: 1382


2013 was a great time for LBPV. I'm gonna play it soon.
Sounds like a scary dream and the second one a little bit agressive. Sound actually great, but can be improved.
2015-12-22 10:18:00

Author:
mdkd99
Posts: 1172


That's actually exactly how the first one is set up to sound! That's great to hear that it sounds like a scary dream. The second one definitely needs a lot of work, but I'm confused on what you mean by aggressive. Do you mean that for a battle start it's too aggressive or rather that in general the theme is aggressive? Personally, I think the brass is wrong in some sections, and the beat is lost in some places for Agh! The Loading. Oh, and for clarification, the second one is only played when you know a platforming encounter is about to happen, but due to the way I have to set it up, it will take a bit of time (estimated 10-25 seconds, maybe less as I could technically plop the player down as it's loading.2015-12-22 12:27:00

Author:
koltonaugust
Posts: 1382


Hi koltonaugust,

I'm not yet decided, whether I like the tunes or not, cause they are so different to what I'm creating! The second tune remembered me a bit on a battle fight music of an ancient Nintendo game. I think I need some time to open myself to your tunes!

Have a fine Christmas and many greetings, Jürgen^^
2015-12-22 16:44:00

Author:
CuriousSack
Posts: 3981


CuriousSack,

Thanks for taking a listen! I quite like your tunes (finally got around to playing your vita release as well). I have to admit, I'm not quite sure I like my tunes either! The first one has grown on me a little for the cinematic purpose, but the second one is not at all. I'm quite terrible at making muzak, as I don't have the foresight to see how to repeat parts of the music with adding a new element. The main problem I have with the sequencer is that all of the instruments sound so synthesized, as a piano would be lovely for what I want to make, but the pianos they have are quite displeasing to my ear due to lack of resemblance to the real thing to me. My tunes are rather simple due to my lack of music exposure, but I've started exploring this feature because there's a lack of the style I want from music galleries online. Most music sequencers in LBP sound too happy and upbeat for my purposes or too retro. The closest thing on the vita to what I want that I have found is your piece "Forest Glade."

Here are the other little experiments I've made while trying to create pieces of music (some of these I probably will develop, like both of the bells ones), but these aren't in any usable state

https://www.youtube.com/watch?v=X9gVStWhK0A

Also, UPDATED:

https://www.youtube.com/watch?v=dxSaLa1lUtk
I think this version fixed the obvious problems with the first, such as the brass changing on the wrong beat and the guitar not having a solid rhythm to hook onto. Personally I think it's more listenable to, but still needs work. What do you guys think?
2015-12-22 17:48:00

Author:
koltonaugust
Posts: 1382


Better.

I meant, it's agressive all the time,but only a little bit.
2015-12-23 12:35:00

Author:
mdkd99
Posts: 1172


Hi koltonaugust,

thanks for listening to my songs and "forest glade" has also been my favorite song of my "Musical Glyphs" level. If you're listening to my songs, then you notice that my songs are also relatively simple. Music is a lot of experimenting, when I start composing a new song then I sit at my piano and start to play some chords in an occasional order, til I find an order which is sounding interestingly or which inspires me to a little melody! Some melody ideas I have cause of my lousy piano skills, trying to play a melody amd simply making mistakes! Some of these "mistakes" are the origin of some melody ideas that I elaborated afterwards!
In my musicsequencer tutorial that I'm working on, I will show how I'm composing one of my songs from the beginning to the finished tune!
The first video with the "RPGP Music Experiments" is rather interesting to me! Some cool ideas and material for some cool songs! You definitely should elaborate them! The improved version of your "LBPV: Agh! The Loading" is already sounding better, but to me its the fast runs of the notes that give it an aggressive character! I'm curious what you will form out of this stuff!
Have a Merry Christmas and many greetings, Jürgen^^
2015-12-23 20:49:00

Author:
CuriousSack
Posts: 3981


I have read the other side of posts. I guess your level is not finished. I mean, you would not write 0.01.6 as number, if it was finished.
Do you still work on it?
2015-12-27 02:00:00

Author:
mdkd99
Posts: 1172


I barely work on it as LBP does not remain my main focus for very long. I do like creating though and documenting it, so this is more of an ongoing project forever . The main problem with why it is so slow though is the complexity of the logic (and sheer mass of it) so after my breaks I have to relearn what I was working on as it wasn't commented because I didn't realize I would take a break. Also it lags tremendously with the microchip open. Surprisingly there is zero lag when playing though.2015-12-27 06:37:00

Author:
koltonaugust
Posts: 1382


I know that from my game Battle with Zombies. It's like 10fps with an opoened microchip.2015-12-27 10:03:00

Author:
mdkd99
Posts: 1172


Is it still in work?2016-07-08 06:43:00

Author:
mdkd99
Posts: 1172


Short answer: no. Long answer: I occasionally come back to it every now and then and improve parts that were already made, but no real progress is being made to this level. I might work heavily on it for the next week though. The only thing that I can actually show you right now (most of the stuff that's changed is logic) is the graphics change to the spell wheel. The old one was really ugly, boring, and blurry so I changed it up for a little cost of thermo. The reason this one in particular took forever is due to the turning logic messing up when I implemented it because of very strange weighting on weightless objects...

https://farm8.staticflickr.com/7310/28611208711_e001bcb46e_c.jpg
2016-08-01 05:11:00

Author:
koltonaugust
Posts: 1382


Sounds interesting. 2016-08-01 07:13:00

Author:
mdkd99
Posts: 1172


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