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#1

To Clive, With Love

Archive: 24 posts


New track! Please let me know if there are any kinks to work out still. This one had many, many more problems than my other one. I had fun playing around with custom weapons for this one too. Heh. You can see a couple of them in the last two images.


https://lbpk-production.s3.amazonaws.com/player_creations/135947/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/135949/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/135951/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/135953/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/135955/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/141219/preview_image.png (https://karting.lbp.me/v/30yr)


http://www.youtube.com/watch?v=4BJfXYOe5s8
2012-12-11 09:57:00

Author:
Remy
Posts: 252


qued up the pics look supurb 2012-12-11 14:02:00

Author:
WESFUN
Posts: 1336


First off, the track is very impressive. The visuals are amazing, I love the lighting, and you have some great ideas.

However, the track is deeply flawed and buggy. The drop down the orange tunnel left me turned backwards a couple of times, and those green pipes never seemed to be lined up fast enough to get in without landing in the fire. On my second lap, I landed in the fire from missing the tube, and respawned in the fire. On my 3rd lap I was way behind, and I got a fast forward. The FF threw me through the wall and onto the floor, under the track, where I respawned over and over from being out-of-bounds or going "the wrong way" until they just cancelled the race on me.

Don't get me wrong here, I don't know how the heck you did some of the stuff you did on this track in the first place, and it IS very impressive... but there are some major kinks that need to be ironed out before circulation.

I wish there was a way to make it to where only certain people could play your track without publishing, so that you could essentially have beta testers.

Good luck with this man. I'm sure it will be incredible when you get everything working as it should.
2012-12-11 15:03:00

Author:
Wigriff
Posts: 118


looks promising.......qued



i really enjoyed that but like mentioned above a few bugs. will being going back when you update......a heart for you sir
2012-12-11 15:23:00

Author:
Flaming-Wreckage
Posts: 54


Wigriff, that part you're talking about with the pipe and the fire is exactly where the bugs were giving me trouble. Alright, I'll unpublish it...

For that part though, the other racers are supposed to troll you by pressing the button while you're about to go into the tube, so if you land in the fire before the tube lines up...that's part of the track. It actually does line up to give you enough time to drive into the appropriate tube, but if someone else presses the button, you're supposed to end up in the fire. Like a trap (and it helps people catch up from behind).

Thanks for the feedback and testing it out!

Edit - It's republished. I only changed the area where you would respawn in the fire/off the track. I located exactly where it was messing up in the furnace pit and altered some things. The other "issues" mentioned with the track are meant to be the way they are (with the alternating pipe and the pipe that leads down to where the crushers are). They are meant to behave like obstacles that could disorient you.

If there are any other out of bounds issues, let me know! I really appreciate it!
2012-12-11 20:21:00

Author:
Remy
Posts: 252


Dang, looks great! Got it Q'd up. 2012-12-11 21:28:00

Author:
fireblitz95
Posts: 2018


Like many before you have already mentioned, I too was victim to terrible glitches worse than a Windows 98 computer connected to today's Internet without anti-virus software. Well maybe not that bad. The problem for me was in the pipes. Perhaps installing a track inthem would be for the best. I even somehow fell out of them and was not considered out of bounds...

HOWEVER... this track is showing promise and looks beautiful! So please work on the bugs and get'er updated faster than a desert canine chasing a bipedal foul that puts Brad Keselowski to shame.
2012-12-11 21:54:00

Author:
WyomingMyst
Posts: 101


I don't have a chance to play for awhile to look, but it sounds like you have a faulty reset zone under the piped. Don't just erase the track under them, go to the track paints and pick the No Reset or similar paint, that will ensure that it picks the next valid piece of track to spawn on.2012-12-11 21:58:00

Author:
IvoYaridovich
Posts: 88


I had no idea there was a button controlling the tubes. I thought they just were on a motor and weren't lining up fast enough. My bad, I'm sorry.

I'll give it another go tonight.
2012-12-11 22:22:00

Author:
Wigriff
Posts: 118


The problem is, there is a track inside the pipes that you can't actually see, AND I painted a "No Respawn" zone there... For some reason the only problem area is the right side of the pipes, and that is where the track is. The left side is perfect, and I only have breadcrumbs there.

Sometimes the game is smart and places the racers in the right spot...but other times it decides to place them inside the flames or off the track. I keep republishing hoping that things will help. I added an empty circle shape instead of an empty gear shape to hopefully block off some of the bad sections in the furnace pit. I also added another flaming object to put in the center since that is what was giving me issues before. If nothing works, I'll just have to scrap the shifting pipe/button and just have it so that both areas are open at all times. That seems to be the only surefire solution, but if I do that, it ruins one of the more challenging parts of the track.

This stinks.
2012-12-11 22:30:00

Author:
Remy
Posts: 252


This level isnt popping up in search for me lol I really want to play this one too, Am I typing in something wrong? is it unpublished.2012-12-14 01:28:00

Author:
Unknown User


I have tempoarily unpublished the track due to respawn issues. I'm doing my best to republish though!2012-12-14 03:34:00

Author:
Remy
Posts: 252


I finally got a chance to look at it, and I think I know the issue. The issue being, you're venturing off the main drawn track using breadcrumbs as the main track it seems, it may be a branch too, but regardless. The game really doesn't like when you do that. Assuming the track and breadcrumbs act as they do in Modnation, and they haven't give me reason to think otherwise, this means it is actually possible to skip the entire section of your track by simply pressing select. This is where it throws you down to the ground, as the track then hasn't got a clue where to put you, but I managed to skip the entire breadcrumb section with perfect accuracy in that fashion.

This also means anyone that gets blown up by a weapon, or uses a fast forward would skip it too. Regrettably, it is a flaw with the game but there is nothing that can be done keeping the track as it is. The only way to fix it is to make sure that the main painted track covers everything you deem as the main path of your track. There is clever ways to hide the track inside objects to make it seem as though it isn't there, but without it being there the track will always have respawn issues.

If you don't have enough track to redraw it over there, get as close as you can to the shape, then you can use the manual edit tools to stretch and drag the spline into shape. It's an old trick from Modnation that we used to get more track out of it.

I hope this helps.
2012-12-14 11:09:00

Author:
IvoYaridovich
Posts: 88


What Ivo says seems to be right. I have had the same thing happen due to breadcrums in my own track.2012-12-14 11:18:00

Author:
anarchowolf
Posts: 194


That stuff about skipping got me thinking. I've managed to force a player respawn by using a named arena respawn point and triggering a reset to that point. What if you trigger the reset to the respawn point when you detect a reset while in the particular area? Might just work... or maybe the universe would explode. Or something in between. 2012-12-14 18:45:00

Author:
Rogar
Posts: 2284


Sadly, I did have track in the pipe area at one point. Check out my help thread about respawning. I posted a video. Having track there actually made matters even worse, so I figured if I just made the right side of the pipes a breadcrumb path, it would work perfectly like the left side. Now it does, but now I guess there's a problem somewhere else. I'll keep it published for now, but I'll try and update it. I may try what Rogar said since that is one thing I haven't done. TheAdipose actually suggested that elsewhere too.2012-12-14 19:40:00

Author:
Remy
Posts: 252


Well certainly think you captured the atmospere of a Factory of A Better Tomorrow, I especially liked the trash compactor portion favorite part of this track, as for the tubes i didnt have a problem with the spawn, but I agree with Ivo on that, because on my track, if you die on the ramp it will spawn further ahead of people sometimes, it is pretty inconsistant, wasnt really much I can do about that. I really did enjoy this track though keep up the good work friend!2012-12-14 20:13:00

Author:
Unknown User


That stuff about skipping got me thinking. I've managed to force a player respawn by using a named arena respawn point and triggering a reset to that point. What if you trigger the reset to the respawn point when you detect a reset while in the particular area? Might just work... or maybe the universe would explode. Or something in between.

Alright, I tried this and people will be interested to know this actually works! You can connect a Reset Sensor to a Reset gadget to force someone to spawn from a particular spawn point. Should come in handy.

Just make sure you don't trigger the reset sensor again from the reset, or you get an infinite loop and we all know what those do to universes...
2012-12-14 22:57:00

Author:
Rogar
Posts: 2284


Rogar, you are a fantastic human being. It worked! A million times thank you for the exact setup, and have another million for good measure. Hopefully this track has been republished for the very last time (at least for this particular reason) because I am very close to feeling like a baby faceplanting into the asphalt.

https://lbpk-production.s3.amazonaws.com/player_creations/141241/data.jpg
2012-12-15 19:02:00

Author:
Remy
Posts: 252


...Is it too personal a question to ask who Clive is?2012-12-15 20:30:00

Author:
Unknown User


...Is it too personal a question to ask who Clive is?

Clive Handforth, from LBP2.

http://i1035.photobucket.com/albums/a434/IP-A-I-N/Clive.jpg
2012-12-15 20:34:00

Author:
fireblitz95
Posts: 2018


I'm glad you put this back up! I love Clive. Queued!2012-12-15 22:17:00

Author:
anarchowolf
Posts: 194


Great track man! I had no problems and I am very happy you got the respawn issues worked out. The level definitely captures the feel of a Factory of a Better Tomorrow perfectly! If I didn't know better, I would have thought that MM themselves made the level!2012-12-17 17:43:00

Author:
Manlius10A
Posts: 88


Just letting you all know that this track as well as A Lively Hive (https://lbpcentral.lbp-hub.com/index.php?t=76098-A-Lively-Hive&highlight=Lively+Hive). The conveyer belt works as it should, and I added some Sackbot sound-effects to make it feel more like The Factory of a Better Tomorrow. As for A Lively Hive, I added some sound there as well, fixed some respawn issues, and adjusted some other things scattered around the track.

I encourage anyone who played these levels to play again since the scoreboards were wiped clean. I had about 110 races on A Lively Hive, so it was pretty painful to republish. Needed to be done though.
2013-02-28 23:48:00

Author:
Remy
Posts: 252


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