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Mousetrapped! WIP

Archive: 11 posts


Hello Karting Sackfolk, thought I'd bring you something to keep you amused (hopefully) until the Halloween Comp entries come flooding in!

This is part 2, essentially, of my "Revenge Of Games" series. Again, Sackboy's track has been altered, and also he himself transformed, to race through the iconic board game, Mousetrap. You'll need to avoid the rolling ball on the rickety stairs and gutter sections and also the Cage itself which will wipe out ALL your points, if caught. So don't!

I still have quite a few logic tweaks and track amendments to sort out. Also the karts aren't quite right yet and still working on weapons but thought I'd share the WIP thus far.

https://lbpk-production.s3.amazonaws.com/player_creations/1531227/data.jpg
https://lbpk-production.s3.amazonaws.com/player_creations/1531229/data.jpg
https://lbpk-production.s3.amazonaws.com/player_creations/1531235/data.jpg
https://lbpk-production.s3.amazonaws.com/player_creations/1531237/data.jpg

If you'd like to try the first instalment, it's here --> Revenge Of Games Pt.1 (https://karting.lbp.me/v/sg20) and features Connect 4, Scrabble, Monopoly, Trivial Pursuit and Snakes & Ladders to race through!
2014-09-05 17:22:00

Author:
Scorpio1357
Posts: 460


Wow, this looks great. The traps are looking excellent. I'm excited to see how smoothly they run - sometimes the motors can seem fairly rigid. How did you do the red pipe the ball is running along?2014-09-05 17:32:00

Author:
StJimmysAdiction
Posts: 388


Wow, this looks great. The traps are looking excellent. I'm excited to see how smoothly they run - sometimes the motors can seem fairly rigid. How did you do the red pipe the ball is running along?

All the motors are linked to sync the next one as they are in the game so they all run perfectly smoothly! The ball was originally a 'dynamic' object but regardless of tweaks, just kept jumping out of the gutter sections so had to be put on a path follower, but still looks the part I think. The red pipe is the same one from my level The Castle Grounds (https://karting.lbp.me/v/v4oe), just coloured red.

2014-09-05 18:14:00

Author:
Scorpio1357
Posts: 460


I am wrong, or you're republishing it? I remember playing this level months ago2014-09-05 18:27:00

Author:
gipsy
Posts: 408


All the motors are linked to sync the next one as they are in the game so they all run perfectly smoothly!

Interesting. I never use the "sync" function because I could never figure it out. It never worked properly for me.
2014-09-05 19:12:00

Author:
StJimmysAdiction
Posts: 388


I am wrong, or you're republishing it? I remember playing this level months ago

No, you're absolutely right, but it was terrible to play originally and all reviews were negative so I took it down after about 3 plays. It's very easy to believe you've made a decent track when you know all the bends etc but you have to listen to reviews, good or bad, it's the only way to improve, I definitely should have published it as a Beta! The 'hitbox' on the karts caused respawn problems, the weapons didn't work properly, the only bit of this level that worked correctly was the the Mousetrap Game itself. So.........

It's been gutted, the logic now works, though still in WIP, the karts are working but need some cosmetic tweaks and the track itself is being 'ramped' on bends to aid cornering and stop players flying off the track!

- - - - - - - - - -


Interesting. I never use the "sync" function because I could never figure it out. It never worked properly for me.

I've never had any problems with it particularly, it's very useful for smooth movements or in this instance, triggering the next motor with a specified delay required.

2014-09-05 19:46:00

Author:
Scorpio1357
Posts: 460


Unfortunately due to a massive LBPK glitch which has wiped out most of the logic, the kart upgrades and two of the custom weapons are flying about at very weird angles I'm shelving this level for the moment. I think all of it is fixable and blame myself for not saving enough. I will get back to this in the very near future as I think it could be a good level. Patience Sackpeeps, bear with me.

In the meantime I do have a side project I've been working on for about 4 months or so that I think should be finished soon, I don't think I'm going to put a WIP thread up for this one but I hope I get lots of questions as to how it was done when the Showcase thread is submitted.

2014-09-18 19:37:00

Author:
Scorpio1357
Posts: 460


A shame the devastation these glitches can wreak. What exactly happened? I've experienced a few times where (for some unknown reason) all of the logic connections are deleted throughout the level, including things that are emitted and aren't actually loaded. I have to go through and reconnect everything, and then go and load the objects and fix them and recapture them (even custom weapons) and reapply them to the pod/emitter/custom karter.

Specifically happened on my most recent 2 (Sackulese and the Ourorbi, and my HW competition entry). Tried exiting and reloading without saving and it didn't do anything, but I'm not confident I didn't save it before I noticed it. May happen when the level starts to get a lot of logic in it going at the same time.
2014-09-18 21:43:00

Author:
StJimmysAdiction
Posts: 388


I'd done quite a bit if tweaking here and there and went to save the level. It started to save and then it just sat there on screen with the arrows spinning around indicating it was saving but actually doing nothing. No lights showing on PS3 hard drive to say anything was happening. I left it for a while, no joy. Had to reset the PS3. When I got back into the game and back into the level all the stuff I mentioned had happened plus scenery faults, track missing and even materials had magically changed type.

Like I said, I blame myself, I usually have at least one copy of my level in the crater next to the one I'm working on and religiously save before I do any work. For some reason, known only to myself, I didn't with this level. Stupid, stupid, stupid.

And the moral of the story is......save, save, save!
2014-09-19 01:24:00

Author:
Scorpio1357
Posts: 460


I had the same thing happen as you mentioned. A 'freezing save' like you I had to hard restart. With problems after reopening, shifted pieces, reset motors, erased micro chips with open board still showing (non erasable). The weirdest thing was an actual description showed up in one of my 'created objects' with the description from one of my other objects.

Have you been doing alot of editing with your level?
I was thinking, If you 'glued' each object together (set up 'force field' pieces to touch together none touching pieces to the max amount of grouped pieces). Then saved object as..., then reopened a fresh level and added your objects (aligning), your level would be 4 major pieces or less. That might solve some thermo issues.
*not sure if actual track can be copied or duplicated.

How is your camera set up for this level?
Is it basic behind the kart?
I was thinking maybe a perspective change. Instead of starting and playing this level with basic camera, how about you play it with above view camera. Seeing the level from a farther distance (above and back around 60 degree downward) maybe even a locked position far away camera to see the level in its entirety. So your 'karts' look as small as mice. If all the logic for the traps work it would be sweet to see them actually function while driving/racing.

I just gave you the dice, It's your time to roll.

Also if you having 'falling off track' issues, build force field wall barriers. or create a huge force field danger tweaked piece (lowest settings) just under lowest track point or moving object point (so they dont interfer with each other). when you fall off track, you should be killed when you touch bottom (force field piece) and reset on track.
2014-09-19 14:17:00

Author:
valious2corvus
Posts: 171


The only way to convincingly save is to capture everything you make in my experience. That way should something catastrophic happen like this its just a case of popping everything back in position and tying the logic back together. Wise thoughts in hindsight!

Its not over, i will get back to it and i do like the idea of backing the camera angle out. i already had some forcefield walls built in and yes they disappeared too!
2014-09-19 14:54:00

Author:
Scorpio1357
Posts: 460


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