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[Battle Arena] Arctic Rumble VS

Archive: 10 posts


http://bwctesting.com/lbpk/arctic_rumble/level-promo-banner.png


Hello All,

So this is my first attempt at crafting a competitive, team-LBP quality battle area.

Level Link (https://karting.lbp.me/v/87ix)

Features:


Experimental FPS-style killstreak system with weapon perks
Day-to-night dynamic lighting
3 custom weapon additions to the usual set (minus shockwave, more on that later)
6 Prize bubbles hidden throughout the area, some in more creative ways than your average behind-the-rock
A level-changing event that occurs halfway through, lots of timed effects
A variety of subtle effects and sounds to really sell the atmosphere


I've close to maxed out the complexity gauge on this one, but I still think there's room for improvement. There are some hard to track killstreak bugs with weapons of long duration (which is why shockwave is removed until I find a better solution) and possibly some minor tweaks. What do you all think?
2013-02-07 19:27:00

Author:
Hiroshige0
Posts: 114


Links had to be removed due to the auto moderation system. It catches all posts with a large number of links, when the member has less then 5 posts.

Here are the pictures you posted.

http://bwctesting.com/lbpk/arctic_rumble/images/lbpk-ar-1.JPG

http://bwctesting.com/lbpk/arctic_rumble/images/lbpk-ar-2.JPG

http://bwctesting.com/lbpk/arctic_rumble/images/lbpk-ar-3.JPG

http://bwctesting.com/lbpk/arctic_rumble/images/lbpk-ar-4.JPG

http://bwctesting.com/lbpk/arctic_rumble/images/lbpk-ar-5.JPG

http://bwctesting.com/lbpk/arctic_rumble/images/lbpk-ar-6.JPG

http://bwctesting.com/lbpk/arctic_rumble/images/lbpk-ar-7.JPG

http://bwctesting.com/lbpk/arctic_rumble/images/lbpk-ar-8.JPG
2013-02-08 00:20:00

Author:
Lady_Luck__777
Posts: 3458


Hey, thanks! I appreciate the help.2013-02-08 01:31:00

Author:
Hiroshige0
Posts: 114


I think this is going to be an awesome play for me today - queued!2013-02-08 09:25:00

Author:
Schark94
Posts: 3378


Enjoy! Got you queued up as well, who doesn't like pirates?2013-02-08 13:00:00

Author:
Hiroshige0
Posts: 114


Looks awesome, I got it queued. 2013-02-09 22:18:00

Author:
fireblitz95
Posts: 2018


Have fun, let me know if there's any improvements to be made!2013-02-09 23:41:00

Author:
Hiroshige0
Posts: 114


This is a great level and I love how it all changes throughout the event. Piercing, sharp ice mounds penetrate their way up from below, creating ramps and more obstacles to navigate. There seems to be a tidy respawn point on most occasions as well, setting you up with a jet-pack and an item to get you straight back into the mix.

My brother and I have experienced a problem with the kill-streak reward weapon though ... it wouldn't let us fire it, no matter how hard we mashed the square button. It worked for me in single player, and for my brother (eventually) on split-screen, but never for me on split-screen.

Anyway, if you're playing on your own, it's a perfectly sized battle arena. There's an outer ring that twists through ice caves and an inner space to shoot at each other. Good stuff!
2013-02-10 01:01:00

Author:
Unknown User


Hey Cirrus, thanks for the nice review and the followup here. I'm aware of the glitch (was hoping the odds were in my favor of it never appearing again) and I apologize if it killed the mood, it's been giving me a hard time in sorting out what exactly causes it. I've attached a screenshot of my current logic for anyone that's interested:

44249

The issue *seems* to be that when I send a signal to the loadout tweaker in the pic, any normal signal just repeatedly gives the user the weapon over and over. To fix this, I applied a pulse counter to the left of each tier of weapons that sends the signal for a fraction of a second, but then there's a side effect to this too. If the weapon duration the user is currently using is longer than the time of the pulse signal from the counter - such as a shockwave - the loadout fails to apply. This also seems to happen when a player grabs a weapon at the exact time they get the perk. In your case too, sometimes the weapon appears but you are not able to fire it.

Now that you mention it too Cirrus, I'll try some more ideas I have to see what might fix it. Thanks for playing though, I'm revamping the logic now as we speak to add more complexity and at the same time free up some thermo, so there's going to be a lot more game-changing tweaks in the near future. Thanks for playing!
2013-02-10 01:43:00

Author:
Hiroshige0
Posts: 114


(I'm figuring this double post would be covered under the rules for "important info and significant time", but if not, I'm sorry!)

I've made a number of major updates to the level for 3.5 that (hopefully) resolve a few issues and add more to the experience:


Killstreak Logic - The coding for killstreaks have been completely rewritten and improved. Perks are now awarded every 5 kills of uninterrupted play, and the ones awarded are randomized. This allows for more consistent play, a chance for everyone to try the custom weapons and it reduced my logic footprint by about half. This update also attempts to fix the same bugs Cirrus and others experienced with weapon freezing and loadouts not applying with weapons of long durations; so not only is the shockwave back into play, my testing have yet to show any weapon freezing.

Weapon Tweaks/New Addition - A few weapons have been updated to reduce their thermo load, improve balance or add new effects. A new weapon called the "Pulse Mine" has been added to the perks list.

Effects/Prize Improvements - 3 new prizes have been added, new sound effects added, more "snow drifts" added, lighting improved and a new logo added to the opening movie.

Terrain Updates - I've reworked a corner of the arena into a sort of open cave that helps break up the vista in an interesting way. Also added snow grass.

LAZER SNOWMEN - Evil laser firing snowmen have invaded the arena, don't stare into their soulless eyes. They are jerks.


Thanks to all who played and gave feedback! I think I've squeezed every last drop of thermo I can out of this one, so I'm moving onto my next crazy project: a four-level, eliminator-style vertical battle arena with an incentive to keep moving up; a rising lava floor!
2013-02-12 20:21:00

Author:
Hiroshige0
Posts: 114


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