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What are your current LBP related level plans?
Archive: 25 posts
Since this topic isn’t about any precise LBP game I figured general chat would be close enough. Anyways with LBP3 around the corner I’m sure many are already planning on moving some of their current projects onto LBP3. But that leads me to my question what are your current LBP related level plans? *mew As for me I’d like to get back into LBP2 create-mode and get some stuff done before LBP3 if I can manage to pump my energy up for the effort of creating again. I’ve been in a kinda down time when it comes to creative works for a while now and I hope to change that, especially since I’m working my way up to becoming a indie game developer so I can start creating games for the PC or even for game consoles! Also there are some levels I started last year I would like to try to get done before LBP3. 2 of them are my one shot Godzilla level and my other WIP Sonic level. And I think I may wait for LBP3 before I start up my main LBP series again. “Misadventures of Dareti” The biggest problem is I need to get over my lazy procrastination problem which has always been a issue for me and the fear of I‘m not skilled enough to make my content as epic as I want it to be… I also get burnt-out fast… Well I suppose I just gotta wish myself luck and keep trying. P: | 2014-06-12 16:14:00 Author: Lord-Dreamerz Posts: 4261 |
Currently I have no real plans. I have quite a few created music pieces on LBP2 that I may want to release at some point..... I dunno. Given new logic, I could probably come up with a new idea entirely. But other than that, there is a small idea in the back of my mind about remaking my Sackleships level (yes yes, as if we needed more next-gen remasters!), but make it much prettier, more user friendly, and more logically effecient.... perhaps even allowing for an AI opponent, who knows. I could probably do this on PS3, but can't be bothered getting back into level creating at this late stage. EDIT: where is the *mew? | 2014-06-12 16:23:00 Author: Ali_Star Posts: 4085 |
I want to work on a sequel to this level I made http://vita.lbp.me/v/g3gvr. Think Wham-Bam Rock, but it's a whale instead. I hope to use LBP3's tools to recreate the final boss from Skyblazer. | 2014-06-12 16:45:00 Author: Chdonga Posts: 388 |
Songbird & Me will have a sequel which will be in HD Egyptian Ruins and Science Of Solstice will also be made in LBP3! Oh and my series Dragon Sky has been pushed to LBP3 which means Chapter 1-3 will be published on LBP2 the rest on LBP3! There's more i want to tell you but i'll be spoiling the fun. | 2014-06-12 18:34:00 Author: Tikaki-MooMoo Posts: 524 |
I'm probably going to quit LBP2, and not come back until the beta testing for LBP3 opens. There are so many tools for me to use. I'll get back to playing LBP some time. | 2014-06-12 19:28:00 Author: Apple2012 Posts: 1408 |
statik and I are getting closer to completing the first half of Printz 2, with only cinematics (minimal), voice acting (lots) and music to be done. It's taken us over two years to get to this point.... mostly from rebuilding the entire level three times, indecisions overthe best minigames and puzzles to include....... logic redos.... er. the list goes on. But I'm hoping that we'll finish Printz 2 completely before we move to lbp3. for printz... 3! | 2014-06-12 19:43:00 Author: rialrees Posts: 1015 |
I kinda fancy making a 2D fighting game, a proper one like Guilty Gear. Thing is, I really suck at fighting games so I dunno if I can make it fun and balanced. Right now, I'd like to make an 8-bit CPU. It'll probably only take a single session to make since it's already working in Logisim, it's just I don't play very often. | 2014-06-13 04:44:00 Author: Ayneh Posts: 2454 |
I kinda fancy making a 2D fighting game, a proper one like Guilty Gear. Thing is, I really suck at fighting games so I dunno if I can make it fun and balanced. I wanted to do something like that, too. Thing is, I really suck at making logic that's more complicated than a string bean. I can play them and I love 'em to death, but... whoop. ;<; I want to at least make an air-based platformer level, since all my other levels are kinda... well, not good, now that I look at them, ahaha. | 2014-06-13 05:18:00 Author: CirkuzFr3ek Posts: 194 |
I wanted to do something like that, too. Thing is, I really suck at making logic that's more complicated than a string bean. I can play them and I love 'em to death, but... whoop. ;<; I love them too, I like the art and characters but have trouble with even basic combos. The logic will be alright but I imagine the animations will take forever to make. | 2014-06-13 05:48:00 Author: Ayneh Posts: 2454 |
I love them too, I like the art and characters but have trouble with even basic combos. The logic will be alright but I imagine the animations will take forever to make. I can combo pretty well, but my issue is doing them against something that isn't a CPU player. Heh. :'3c Oh, shoot, I forgot I also had a cavern level I wanted to finish, but it'll need a massive redo, I'd imagine. I'd ALSO need to find out how to make better-looking caves. :'D | 2014-06-14 00:37:00 Author: CirkuzFr3ek Posts: 194 |
I want to publish at least one more level in LBPK, VITA and LBP2 before LBP3 comes out. I've got projects in all of them so maybe I can get to publish up to six levels before I get to focus on LBP3 | 2014-06-15 06:29:00 Author: yugnar Posts: 1478 |
I kinda fancy making a 2D fighting game, a proper one like Guilty Gear. Thing is, I really suck at fighting games so I dunno if I can make it fun and balanced. Right now, I'd like to make an 8-bit CPU. It'll probably only take a single session to make since it's already working in Logisim, it's just I don't play very often. Id recommend you try a level called crossed souls by njn13. There are no combos but it's a 2d animated versus fighter with an ungodly number of characters, all of which look extremely well done. If you're interested, just click my profile link and scroll through my hearted players. As for my projects, this week I'll be releasing "expand", a puzzle game where you try to make all the squares the same color. It also features a scored mode and a freeplay mode, along with memorized achievements | 2014-06-15 16:50:00 Author: Tynz21 Posts: 544 |
As for my projects, this week I'll be releasing "expand", a puzzle game where you try to make all the squares the same color. It also features a scored mode and a freeplay mode, along with memorized achievements Sounds sweet! Can't wait to try it! As for me, I plan to make a puzzle level called "Sense me maybe". As the title suggests, it will be about sensors. That's it for now (don't want to spoil it all) | 2014-06-15 21:34:00 Author: DawnBreaker_23 Posts: 568 |
Id recommend you try a level called crossed souls by njn13. There are no combos but it's a 2d animated versus fighter with an ungodly number of characters, all of which look extremely well done. If you're interested, just click my profile link and scroll through my hearted players. Thanks for the heads up. I tried to play it but it's 2 player only, I watched a video instead. Yeah, it's pretty polished. I had in mind something faster paced with perhaps only 2-3 characters. From my tests a 15 frame idle animation soaks up nearly half the thermo, so this stuff is gonna have to emitted or made into stickers which both have their own problems. | 2014-06-15 22:08:00 Author: Ayneh Posts: 2454 |
Thanks for the heads up. I tried to play it but it's 2 player only, I watched a video instead. Yeah, it's pretty polished. I had in mind something faster paced with perhaps only 2-3 characters. From my tests a 15 frame idle animation soaks up nearly half the thermo, so this stuff is gonna have to emitted or made into stickers which both have their own problems. I used stickers in my dungeon break level, which was an animated level that ran at 15 fps, though it didn't end up terribly fast paced, I'd recommend using stickers definitely. Emitting frames will probably screw you. | 2014-06-15 22:47:00 Author: Tynz21 Posts: 544 |
Thanks for the heads up. I tried to play it but it's 2 player only, I watched a video instead. Yeah, it's pretty polished. I had in mind something faster paced with perhaps only 2-3 characters. From my tests a 15 frame idle animation soaks up nearly half the thermo, so this stuff is gonna have to emitted or made into stickers which both have their own problems. A 15 frame animation took up half your thermo? What are you using? With sticker panel you should be at least 70-140 before you fill half the thermo | 2014-06-16 01:51:00 Author: Bremnen Posts: 1800 |
I used stickers in my dungeon break level, which was an animated level that ran at 15 fps, though it didn't end up terribly fast paced, I'd recommend using stickers definitely. Emitting frames will probably screw you. The main issue is that bug where stickers disappear. I don't know much about this bug, only that it affected my tank level just as I was finishing it. If the cause is too many stickers visible on screen at once it'll be alright, since I estimate there'll only be 10-20 stickers on screen at any given time. If it's due to too many stickers in one place though (irregardless if they're visible or not) I'm screwed. There are other issues with stickers, like how they move whenever the object they're stuck to is edited, the quality loss and colours shifting, but I think I can work around them. A 15 frame animation took up half your thermo? What are you using? With sticker panel you should be at least 70-140 before you fill half the thermo It's just straight up sticker panel. Here's a single frame: https://i.imgur.com/cyca3Uu.jpg This blocky sketch copied 15 times ate up half the thermo, pretty bad. By combining shared elements and moving stuff around you can probably cut that down, I'll have to test that to see. | 2014-06-16 17:28:00 Author: Ayneh Posts: 2454 |
The main issue is that bug where stickers disappear. I don't know much about this bug, only that it affected my tank level just as I was finishing it. If the cause is too many stickers visible on screen at once it'll be alright, since I estimate there'll only be 10-20 stickers on screen at any given time. If it's due to too many stickers in one place though (irregardless if they're visible or not) I'm screwed. There are other issues with stickers, like how they move whenever the object they're stuck to is edited, the quality loss and colours shifting, but I think I can work around them. It's just straight up sticker panel. Here's a single frame: https://i.imgur.com/cyca3Uu.jpg This blocky sketch copied 15 times ate up half the thermo, pretty bad. By combining shared elements and moving stuff around you can probably cut that down, I'll have to test that to see. Yea, that should not be taking up half your thermo. Unless colored sticker panel takes up more thermo than sticker panel with a sticker on it. I don't think it's the corners taking up that much thermo, I just tried with one of my animations and it took 225 frames(each with a sticker on it so 225 stickers), 10950 corners + the logic that got copied with it, to fill half the thermo. For stickers moving when you edit the material it's on, you can reduce the amount of movement by enlarging the material, zooming out, taking off large portions you don't need with a piece of material then do your corner editing while still zoomed out. (Used this method on one of the old patches, not sure if it still works) There's at least two of those sticker problems, the stickers disappearing after having too many/having too much in one space and there's the one where they disappear regardless of how many you have. The former can be gotten around, for the latter you can usually get them to come back by zooming out then back in but I don't know if it happens in play mode | 2014-06-16 19:19:00 Author: Bremnen Posts: 1800 |
I plan to finish SackDroid - Part 2. So for all of those who are still waiting... | 2014-06-17 01:26:00 Author: Kalawishis Posts: 928 |
Yea, that should not be taking up half your thermo. Unless colored sticker panel takes up more thermo than sticker panel with a sticker on it. You seem to be writing about a single piece of material with a sticker on it. The character above is made from ~40 pieces of sticker panel. I think we're comparing apples and oranges. I don't think it's the corners taking up that much thermo, I just tried with one of my animations and it took 225 frames(each with a sticker on it so 225 stickers), 10950 corners + the logic that got copied with it, to fill half the thermo. After splitting the character design across 2 stickers and cutting it out, I reached 50% thermo with 80 frames/160 stickers/9600 vertices. There's at least two of those sticker problems, the stickers disappearing after having too many/having too much in one space and there's the one where they disappear regardless of how many you have. The former can be gotten around, for the latter you can usually get them to come back by zooming out then back in but I don't know if it happens in play mode Lame. I also noticed, after copying a stickered object a load of times in close proximity to each other, the quality of the stickers degraded. This, along with the fact stickers can vanish is simply not acceptable. Emitting has its own problems. Emitting something 30 times a second just sounds like a bad idea, it might not cause any lag but I dunno. Followers always lag behind by a frame, so are unusable in a fighting game. Emitting sets of animations may work but again there's an issue with tracking, particularly if there's a frame of delay between pressing a button and the object being spawned, since the player will likely have moved in the intervening frame. Did I mention emitted animations have the tendency to flicker or ghost? Kill me now. | 2014-06-17 15:09:00 Author: Ayneh Posts: 2454 |
@Ayneh Send me the SP models, I'm curious as to how they could be taking that much thermo. It just doesn't seem like it should. *mew | 2014-06-17 15:33:00 Author: Lord-Dreamerz Posts: 4261 |
Emitting has its own problems. Emitting something 30 times a second just sounds like a bad idea, it might not cause any lag but I dunno. Followers always lag behind by a frame, so are unusable in a fighting game. Emitting sets of animations may work but again there's an issue with tracking, particularly if there's a frame of delay between pressing a button and the object being spawned, since the player will likely have moved in the intervening frame. Did I mention emitted animations have the tendency to flicker or ghost? Kill me now. Unless you're going for a lot of really long or complicated animations you shouldn't need to emit more, so no need for followers, just glue them together and you're set. I don't know about emitted animations flickering, i've never encountered that problem | 2014-06-17 19:38:00 Author: Bremnen Posts: 1800 |
Unless you're going for a lot of really long or complicated animations you shouldn't need to emit more, so no need for followers, just glue them together and you're set. I don't know about emitted animations flickering, i've never encountered that problem Hmm, I'll give it a go. You can see the smearing of individually emitted frames in my Material Animation level. It was a choice between that and flickering. I'm not sure the lifetime setting on emitters is a hard and fast rule, since if the game stutters you can often have 2 frames present at once or none at all. | 2014-06-18 22:51:00 Author: Ayneh Posts: 2454 |
I might play around with create mode and try making a platformer that has multiple different paths as a test creation to see what I could make with the new tools. After that I hope to make a top down level of sorts. I do have a couple of ideas, themes and characters but trying to bring that to LBP is a challenge so nothing will be set in stone. | 2014-06-19 00:38:00 Author: Shooter0898 Posts: 996 |
Hmm, I'll give it a go. You can see the smearing of individually emitted frames in my Material Animation level. It was a choice between that and flickering. I'm not sure the lifetime setting on emitters is a hard and fast rule, since if the game stutters you can often have 2 frames present at once or none at all. Another thing to watch out for, lame. Also, I just noticed that material itself can move when corner editing it, especially from zooming in and out, so watch out for that too. :/ | 2014-06-19 00:43:00 Author: Bremnen Posts: 1800 |
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