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#1

How do you guys feel about levels with a lot of links?

Archive: 12 posts


I've decided i'm going to go all out with this level i'm making and make it like 5 parts. Does anyone have any gripes with levels that have a bunch of links? I'll probably need that many so it doesn't suffer from a bunch of slowdown.2013-10-21 03:38:00

Author:
IcyFlamez_
Posts: 118


I think that should be fine. Slowdown will be terrible.
I had played levels that are well-crafted with good graphic but the slowdown makes the levels unplayable.
Perhaps break the level into 5 parts so that players can take their time to play all of them. (rather than all link together)
2013-10-21 05:14:00

Author:
greyfox1980
Posts: 95


I was just gonna have a chapter select at the beginning lol.2013-10-21 06:01:00

Author:
IcyFlamez_
Posts: 118


I think I would rather have separate levels designated as such. ...though if you go really wild and one is too short, one link per level might not be too bad.2013-10-21 11:06:00

Author:
jwwphotos
Posts: 11383


Yeah none of them should be full sized levels. Part one is probably somewhere around 50% as long as you'd expect the average level to be. That's mainly because it's supposed to be a tutorial of sorts (Ok no it's actually because of dumb slowdown T_T). I did something similar as this on LBP2, except the levels were separate, but I released the 4 parts at the same time. I know releasing them separate would probably be better to gain popularity, but I dunno. There's just something I like about making full adventure sagas... I'd say the whole thing should probably fill about 2 and 2/5ths of a thermometer. I have no idea why the level starts slowing down when the thermo is only 30% filled :I2013-10-21 15:40:00

Author:
IcyFlamez_
Posts: 118


[...] I have no idea why the level starts slowing down when the thermo is only 30% filled :I
Slowdown usually occurs if either one or both of the GPU (in charge of the visuals) or CPU (in charge of physics calculations) are having trouble keeping up with what's going on in the level. The Thermometer is only a measure of the amount of Memory taken up by the level.

Given the relatively high Memory to Processing Power of the PS Vita, LBPV levels can easily end up chugging along even though the thermo still has plenty of room to spare...

There is quite a few ways to reduce the strain on both GPU and CPU, and most of these are briefly mentioned in the optimisation tutorial in the game
Such techniques include:

- 100% dampening of every moving object when not on the screen. (CPU)
- Make any object that will never have to move 'Static'. (CPU)
- Dephysicalise any solid objects and materials that are not going to physically interact with Sackboy or other objects. (CPU)
- Zoom the camera in to only show what's necessary. (GPU)
- Be careful not to overuse semitransparent objects or materials. (GPU)
- Limit the amount of light sources used in each scene. Any given object will only display lighting from the two nearest sources anyway. (GPU)

Good luck
2013-10-21 18:24:00

Author:
Slaeden-Bob
Posts: 605


Slowdown usually occurs if either one or both of the GPU (in charge of the visuals) or CPU (in charge of physics calculations) are having trouble keeping up with what's going on in the level. The Thermometer is only a measure of the amount of Memory taken up by the level.

Given the relatively high Memory to Processing Power of the PS Vita, LBPV levels can easily end up chugging along even though the thermo still has plenty of room to spare...

There is quite a few ways to reduce the strain on both GPU and CPU, and most of these are briefly mentioned in the optimisation tutorial in the game
Such techniques include:

- 100% dampening of every moving object when not on the screen. (CPU)
- Make any object that will never have to move 'Static'. (CPU)
- Dephysicalise any solid objects and materials that are not going to physically interact with Sackboy or other objects. (CPU)
- Zoom the camera in to only show what's necessary. (GPU)
- Be careful not to overuse semitransparent objects or materials. (GPU)
- Limit the amount of light sources used in each scene. Any given object will only display lighting from the two nearest sources anyway. (GPU)

Good luck

I do all that stuff to the MAX lol. I also made it so the lights are off unlesd you are within vicinity.
2013-10-21 22:24:00

Author:
IcyFlamez_
Posts: 118


I think you do whatever you think makes the “flow” of your story work best. I haven’t worked with level links on Vita, so I can’t speak to their reliability. I know auto triggered links in LPB2 or untrustworthy to say the least. I think the chapter idea is good and would allow the player to come back anytime. The problem with any level is that’s it’s not easy to get repeat plays, so you really only get one quick chance to pull that captive audience in and keep them there. Good luck!2013-10-21 22:32:00

Author:
peoriaspitfire
Posts: 359


Ohhh yes I do remember that being a problem in LBP2.... The level link bug isn't a issue in LBPV... Right?2013-10-23 03:42:00

Author:
IcyFlamez_
Posts: 118


i havent came across a failed link in lbpv yet, lbp2 its an annoying problem. especially if the next level is a sublevel.

for added convenience, make all levels visible and not just sublevels that are hidden and cant be downloaded. in case i love it enough ill download it for when i travel i got some great levels to play on the plane/train/ or automobile

i think there might be a download issue for sublevels, but not sure. or its for non sub levels. not sure which one it is. it autodownloads linked sublevels or visible levels????? hmmmm now im wondering for myself. thanks for sparking my curiosity.
2013-10-23 22:39:00

Author:
L-I-M-I
Posts: 611


You can't download sublevels? Now that wouldn't make any sense. You should be able to.

My Cybershock level has a sublevel linked to it and I downloaded it. It works fine :L
2013-10-23 23:47:00

Author:
IcyFlamez_
Posts: 118


I personally HATE levels with lots of links. No don't get me wrong, the levels themselves are still fine. But I have a rather slow-ish connection. It takes me around 90 seconds to load a very basic level. It once took me 10 full minutes and all it came up with was a "Failed to load level" message. As such, level links make it very difficult for me to play levels because I am constantly waiting for it to load. 1 or maybe even 2 is fine, but 4? I could make some progress in more than 1 WIP level in that total loading time. My suggestion is to reduce the thermo level in every way you possibly can, but don't avoid using level links because I said so. If the level starts lagging to where it's too noticeable, it's time for a link.2013-10-24 04:46:00

Author:
qwerty123456
Posts: 309


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