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Yugnar's Karting Workshop

Archive: 21 posts


Hello there sackfolks!

Despite the increasing lack of activity in Karting, I just haven't forgiven myself for not publishing a single level outside of Karting's Beta (I believe I created like four of them in two weeks back in the Beta days which evidently drained all of my spare time), so I proposed myself to publish a total of 4 levels in the following month and a half. So, if I get any screenshots and stuff I will post them here (yeah, for the five projects), as I don't consider it necessary to open more than one thread for all of my Karting extravaganza.

I want to recreate two of my four beta levels slightly improved in this full version (yep I still have the track designs and drawings ), and two original new tracks I've been designing as of late. I believe I will manage this four projects as I am on vacations from school and there is not really much I can distract myself on.

Even though I won't reveal much of my projects in this post, I will just tell you than 2 of them are tracks, one is a platformer (I won a competition back in the beta with that one) and one minigame.

After I'm done with these levels I'll probably move on to LBPV and LBP2. My goal is to create lots of stuff before LBP3 comes out, though if LBP3'S BETA arrives and I manage to sneak in I'll probably leave all these projects alone as long as the Beta goes. Anyway, thanks for reading guys, if any of you'd like to recommend me anything or something let me know
2014-06-26 03:00:00

Author:
yugnar
Posts: 1478


Looking forward to them! Feel free to ask for advice on some of the finer points of creation, there are some very smart people here.2014-06-26 03:14:00

Author:
StJimmysAdiction
Posts: 388


Cool
Too bad that people wouldn't have been able to move their creations from the beta to the final game.
Anyway, great to know that you'll publish some creations soon. (and don't forget to change your privacy settings on lbpk.me or in game in parameters, to allow people to queue and see your information's levels)
2014-06-26 09:01:00

Author:
gipsy
Posts: 408


Cool (to OP)! I feel like doing the same but I'd actually improve on my Beta track. My Thermo topped out kinda early IMHO.

I'll look up your planet in LBP:K and look for your published levels eventually!

Keep us posted here!

My Beta was actually recorded by ShadowriverUB (my hero) and can be viewed here;
LBP Karting Beta - Fast Night Race of Doom! by MaxxAmmo (https://www.youtube.com/watch?v=m8t18_09Gcc)

EDIT: Anyone want to add me on PSN for LBP:K gameplay username is the same as here ---> MaxxAmmo (just mention Karting in the Friend Request plz)
2014-06-26 15:08:00

Author:
MaxxAmmo
Posts: 82


So I began working on my first track. It will be a race in space, at first I wanted to recreate a Crash Tag Team Racing track but I thought it would be much better to make some original stuff so I started this project. Been working all the morning: The whole track is now done (by that I mean just the "form" of the track, not the visuals or anything) 80% of the breadcrumbs and branches work as I want them to, just missing to create a track that opens for the third lap only and that stays closed down for the first two. I have a pretty good idea of how to make that work, but if any of you guys has recommendations about that sort of creations please let me know!

Well I haven't realky worked on visuals so far, but here is a small teaser photo of the first room:

http://i1240.photobucket.com/albums/gg495/yugnar/a55a824e05ed81a8bf52987935ce57d0_zps361cf98f.jpg
2014-06-27 20:05:00

Author:
yugnar
Posts: 1478


, just missing to create a track that opens for the third lap only and that stays closed down for the first two. I have a pretty good idea of how to make that work, but if any of you guys has recommendations about that sort of creations please let me know!



There is multiple ways to do that.
I supposed you already built your breadcrumps.
-First you have to stop up the path with some material or fences.
-Make sur you put this http://i15.servimg.com/u/f15/15/88/90/69/_0000_12.png on it, set to obstacle, to prevent the AI from trying to take the breadcrumps at lap 1 or 2.
- To open your path at lap 3, place a player sensor http://i15.servimg.com/u/f15/15/88/90/69/dcitec11.png, set to lap 3, linked to a counter http://i15.servimg.com/u/f15/15/88/90/69/compte10.png, set to one, linked to the tool who will open the path: it can be a piston http://i15.servimg.com/u/f15/15/88/90/69/piston10.png, a hinge engine http://i15.servimg.com/u/f15/15/88/90/69/charni10.png, (set to in and out -> <-) or a destructor http://i15.servimg.com/u/f15/15/88/90/69/destru10.png

Note that if you forget the counter, the piston or the hinge engine will be set off evrytime the player sensor is activated. And the path will open and close and open and so on...So don't forget it.
2014-06-27 20:30:00

Author:
gipsy
Posts: 408


There is multiple ways to do that.
I supposed you already built your breadcrumps.
-First you have to stop up the path with some material or fences.
-Make sur you put this http://i15.servimg.com/u/f15/15/88/90/69/_0000_12.png on it, set to obstacle, to prevent the AI from trying to take the breadcrumps at lap 1 or 2.
- To open your path at lap 3, place a player sensor http://i15.servimg.com/u/f15/15/88/90/69/dcitec11.png, set to lap 3, linked to a counter http://i15.servimg.com/u/f15/15/88/90/69/compte10.png, set to one, linked to the tool who will open the path: it can be a piston http://i15.servimg.com/u/f15/15/88/90/69/piston10.png, a hinge engine http://i15.servimg.com/u/f15/15/88/90/69/charni10.png, (set to in and out -> <-) or a destructor http://i15.servimg.com/u/f15/15/88/90/69/destru10.png

Note that if you forget the counter, the piston or the hinge engine will be set off evrytime the player sensor is activated. And the path will open and close and open and so on...So don't forget it.

Another option, similar to gipsy's solution, apart from...place the player sensor in the middle of the total track area on a suitable object, or piece of forcefield material, change the trigger area to maximum 500 and lap to 3. Connect this to anything you want to trigger on lap 3.....simples!

This does away with the need for the counter as the players are always within the sensors range.
2014-06-27 22:55:00

Author:
Scorpio1357
Posts: 460


Huge create session today! Really fun but exhausting. I guess the track is at least 1/4 completed now. Here, more pics. The first one is from the section I showed earlier but more completed. The next ones are from a section I created that look pretty neat when used with some special effects:

http://i1240.photobucket.com/albums/gg495/yugnar/198863e40578966675f9c12bd587dbe4_zpsb9f670fb.jpg

http://i1240.photobucket.com/albums/gg495/yugnar/80f91fc4aff285a434f96b9812b8920f_zps4c310818.jpg

http://i1240.photobucket.com/albums/gg495/yugnar/bb2e9082fc6d4c82b2fd7c9204c63a91_zps7ea18886.jpg

I won't upload much more photos until publishing... You know to keep the surprise factor

Consult of the day guys! AGGHHGHHGHH That thermo It has been approaching dangerously to the top. As my track is quite large, I've been trying to delete fences and track portions replacing them with material portions, and the thermo goes down but just a little bit. Any tips you have will be greatly appreciated guys!
2014-06-30 21:41:00

Author:
yugnar
Posts: 1478


Level is looking great!

My only suggestions would be to limit the number of different materials you are using. I've read on the forums, and experienced it myself, that the thermo actually is several small ones ie materials, stickers, logic, motors and once you get to a certain point each new material for instance will increase the thermo rapidly. I've certainly witnessed it during some of my early creations with motors especially. Also, thinner objects use less thermo, say for instance you are building a house, it's cheaper on the thermo to just create the front (or facade if you like) if you're only ever going to just see that angle from the track, as opposed to a complete block. Don't know whether that helps or not?
2014-06-30 23:38:00

Author:
Scorpio1357
Posts: 460


Ouch! All those animated/detailed materials must be taking a massive chunk of your budget im sure... If you have any groups you dont need to be grouped then definitely break them as that can get alot of thermo back. Also from your pics I see you still have some fence in and its best to have none at all, so I would delete all of it, save then turn off your ps3 and restart the game, hopefully that'll get you a fair bit of your budget back.. Be sure to restart your system, this is an old mnr trick for budget recovery and has seemed to transfer to lbpk.. Tip .. if you do have fences and just adjust the track the will impact your thermo slightly .. Good luck finishing it and look forward to trying it out

- - - - - - - - - -

Ouch! All those animated/detailed materials must be taking a massive chunk of your budget im sure... If you have any groups you dont need to be grouped then definitely break them as that can get alot of thermo back. Also from your pics I see you still have some fence in and its best to have none at all, so I would delete all of it, save then turn off your ps3 and restart the game, hopefully that'll get you a fair bit of your budget back.. Be sure to restart your system, this is an old mnr trick for budget recovery and has seemed to transfer to lbpk.. Tip .. if you do have fences and just adjust the track the will impact your thermo slightly .. Good luck finishing it and look forward to trying it out
2014-07-01 10:09:00

Author:
Laidbackcat
Posts: 34


Thanks for all the tips guys! For this update I have good and bad news. The bad news is that I don't longer think recrating my Beta stuff is a good idea, those levels were all very rushed and random ideas. Also, as this game has no longer much audience, I also want to complete my projects in LBP2 and Vita. The good news is that the original track I'm working on is at 40% completition now. And I'm loving every piece of it! Spending over 3 hours per room, I believe this is my most detailed track yet. And I've been able to tame the thermo for now, let's hope I can finish with the same amount of detail. Some pics coming soon! 2014-07-09 19:04:00

Author:
yugnar
Posts: 1478


As promised, a photo of my work:

http://i1240.photobucket.com/albums/gg495/yugnar/2e208ad81681f4e37b523955dbc188a6_zps72ca703d.jpg

What do you guys think? I believe the track is around 60% now. Just missing the final rooms, but as I want them to be significantly different depending on which lap you're on, they might take a little longer.

As for the name I was think of "Space Symphony", but that sounds a bit like the music-space crossover the story mode has and this level will focus on visiting some kind of space travel agency called Space Industries, which will take you to frozen planets, active volcanoes (yeah, the changing rooms), etc. As well as visiting their space station. Any suggestions?
2014-07-12 20:53:00

Author:
yugnar
Posts: 1478


Space Vacation?
Astral Bodies?
2014-07-13 03:55:00

Author:
Scorpio1357
Posts: 460


Spacescapades! Grand Spacation! Haley's circuit! Eloping ellipticals cruise! Lagrangian detour! System spectacle! Solar sampler!2014-07-13 04:11:00

Author:
StJimmysAdiction
Posts: 388


Lol guys these are awesome! But I dunno, I know I told you that the level kinda revolves around the space travel agency thing but I'm just not sure whether to pick a name that is strictly related to that, as it may seem a little bit odd. Anyway, I'll have time to think about it later. Planning on doing an extra large creation session tomorrow (just interrupted to see the World Cup's final match), maybe I can even finish this thing! Wish me luck 2014-07-13 05:14:00

Author:
yugnar
Posts: 1478


Good luck! Much as another creator might suggest a name for your level, I think it only right and fitting that you, who've spent so many hours creating it should name it.

Besides that I quite like "Galaxy Getaway"
2014-07-13 11:13:00

Author:
Scorpio1357
Posts: 460


Phew! I haven't forgot about this guys

Today was a great create session! I finally squeezed some annoying bugs with sound effects, created a lot of custom weapons (which awarded me the trophy of weapon creating by the way ) and I even got the spend 24 hours in Create only working in this level! Lol. I am working on the very last part of the track, but what I have in mind is quite ambitious. My guess is a 75% completition of the track right now! I really want to finish this soon 8)
2014-07-31 02:19:00

Author:
yugnar
Posts: 1478


No kidding. 8+ hour create session today. Big news! Level is 99% finished! YEEEEES 8) What am I missing? Well, a major glitch I'd like you experienced creators to help me sort it out! I will love whoever helps me in this little problem!

As you may or may not know about my project this track has two routes in the end, the first route is taken in the first two laps, and the second route (significantly longer) is taken only on the third lap. This routes are supposed to be obligatory for both Sackpersons and AI. The thing is the AI crashes into the obstacle that attempts to prevent the player from taking Route 1 on Lap 3 and respawns inside Route 1, which makes the whole thing pointless. Can any of you give me any help to control the respawning points of the AI and force them to take the correct route somehow? Route 1 is made of breadcrumbs and Route 2 (final lap) is the original track.

Thank you!
2014-08-01 07:44:00

Author:
yugnar
Posts: 1478


You can prevent AI from Craching into the object that attempts to prevet player from taking road 2 by using this http://i15.servimg.com/u/f15/15/88/90/69/_0000_12.png, set to obstacle, with rigid connexion.
If it's still don't work, you can force the Ai's Respawn
Check this out, Demo: respawn location (https://karting.lbp.me/v/3319) from Rogar (copyable level)
2014-08-01 07:51:00

Author:
gipsy
Posts: 408


Hi yugnar,

big compliment from me, I just noticed your thread, and I couldn't stop reading all posts in it! Its hartening to read the first announcement, and to follow you through the process of building your levels! One can really feel your energy, its refreshing and motivating and catching! YEEEEES. these are the impulses that a good game like LBP Karting can need!

thanks a lot and many greetings, Jürgen^^
2014-08-01 16:32:00

Author:
CuriousSack
Posts: 3981


You can prevent AI from Craching into the object that attempts to prevet player from taking road 2 by using this http://i15.servimg.com/u/f15/15/88/90/69/_0000_12.png, set to obstacle, with rigid connexion.
If it's still don't work, you can force the Ai's Respawn
Check this out, Demo: respawn location (https://karting.lbp.me/v/3319) from Rogar (copyable level)

God that level link saved me! It worked amazingly well! Thank you so much


Hi yugnar,

big compliment from me, I just noticed your thread, and I couldn't stop reading all posts in it! Its hartening to read the first announcement, and to follow you through the process of building your levels! One can really feel your energy, its refreshing and motivating and catching! YEEEEES. these are the impulses that a good game like LBP Karting can need!

thanks a lot and many greetings, Jürgen^^

Thanks for the kind words Jürgen I'm glad you enjoyed watching the progress of my work! People like you really inspire creators to be better everytime!



Level is out now!!! You can check the level thread (https://lbpcentral.lbp-hub.com/index.php?t=90309-Space-Symphony&p=1174527#post1174527) or the link: https://karting.lbp.me/v/w62o

THANK YOU so much everyone! Your support was fundamental in the creation of this level!!! I will not stop playing this amazing game in a very very long time but this will probably be my last creation in a while for LBPK. If you can leave feedback on my work I'd appreciate it a lot! Just pass around the level thread and I'll be sure to reply or check out any work of yours too!

-yugnar
2014-08-01 21:26:00

Author:
yugnar
Posts: 1478


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