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Sonic The Hedgehog LBP3 Edition (Demo for PS Exp)

Archive: 16 posts


I was quite surprised when trying out the new things how much possibilities were open to my Sonic Sackbot and much more control I could give to him. After about a week of fiddling I put together a little tech video showing off what I got so far.


https://www.youtube.com/watch?v=8opraboMzGU

I still have a lot of ideas to try out. I want to get back into video recording again so it might be difficult balancing time between that and this. That and deciding how I want to handle the level (depending on how the Dynamic thermo will work out with it) I might even make a tech demo level for people to try in the future.

But I'd love to hear some opinions and comments from you LBPC Sonic fanatics about it<3
2014-11-30 01:05:00

Author:
JKthree
Posts: 1125


I kinda' like the look of this because it looks like you're adding Sonic to LBP rather than trying to just do a straight replication of Sonic. Too many people try to do straight replications of existing game and it rarely works so you have a sub-par replication of a game that, if I really wanted to play, I could just play the original. I like the idea of a LBP meets Sonic.2014-11-30 02:29:00

Author:
Sehven
Posts: 2188


That looks pretty impressive! I think you should add in 3d layer movement to make Sonic more 3d. I also like how your making a modern Sonic bot. So many people just make sprite levels with classic sonic, and they end up not being very fun.2014-11-30 18:36:00

Author:
gurren009
Posts: 2592


Nice to see somebody who has skill with this game's create-mode do something with Sonic. It always seemed like all the creators who had any skill in this game almost never touch anything Sonic related... I almost was afraid to click this topic thinking it might be another noob who didn't know how to really create yet and had nothing to show off other then a idea in text form and probably asking for help... and was afraid they were wanting to do some nonsense like recreate 1 of the whole old games in LBP instead of making their own Sonic level ideas probably... But happy to see none of that was the case! *mew

You did some pretty nice logic super fast! I am also working on a original themed Sonic set of levels myself... between a lot of other projects. Tho i put off working on them until i 100% the game's storymode... I just need to 100% the x4 area and i'll be done.

Also i'm not saying you should, but once you complete all ya logic and basic props them later perhaps you should give it away in a level for newer creators, I would love to see people make actual good Sonic themed levels... gotta say even tho i'm a Sonic fan I have never liked any Sonic level on LBP... But i don't enjoy amateur stuff, and as i said before i haven't seen any quality creator release a Sonic level before. *mew
2014-11-30 19:30:00

Author:
Lord-Dreamerz
Posts: 4261


That looks pretty impressive! I think you should add in 3d layer movement to make Sonic more 3d. I also like how your making a modern Sonic bot. So many people just make sprite levels with classic sonic, and they end up not being very fun.

I had that thought for quite awhile, almost since the discovery of the 3D camera glitch. I even had made some sprites from Sonic Advance 2's Special stage to prepare (obviously I wont need it now). I'll probably wait till i'm done experimenting other things onto the 2D version first before I give it another shot.


Also i'm not saying you should, but once you complete all ya logic and basic props them later perhaps you should give it away in a level for newer creators, I would love to see people make actual good Sonic themed levels... gotta say even tho i'm a Sonic fan I have never liked any Sonic level on LBP... But i don't enjoy amateur stuff, and as i said before i haven't seen any quality creator release a Sonic level before. *mew

That was actually the top priority on the props, something easily editable as prizes (Unfortunatly some felt lazily done like scripted loops). It will take a bit of trial and error changing the angles and speed of the wind materials on say the launch ramp or boost rings to get it where you want. I do hope the prizes turn out better this time. I wasn't satisified with how some of the moves were from my LBP2 version to give them all out.
2014-11-30 20:29:00

Author:
JKthree
Posts: 1125


That was actually the top priority on the props, something easily editable as prizes (Unfortunatly some felt lazily done like scripted loops). It will take a bit of trial and error changing the angles and speed of the wind materials on say the launch ramp or boost rings to get it where you want. I do hope the prizes turn out better this time. I wasn't satisified with how some of the moves were from my LBP2 version to give them all out.

All the stuff you showen off in the video is just test props for logic correct? because visually that's what they look like to me, Also have you considered turning Sonic into a actual ball object when rolling? I know on LBP2 that was a bit difficult from errors that would come from emiting and unemiting things... But with all the new logic on LBP3 I imagine there is better ways that could be handled now.

Also any plans on a ring hud and life system? on LBP2 I made a nice ring hud that counts up to 100 and was able to minus any exact number of rings i wanted, and of course obviously you couldn't die as long you had any rings. I imagine on LBP3 this could be done better and more easily. *mew
2014-11-30 20:55:00

Author:
Lord-Dreamerz
Posts: 4261


All the stuff you showen off in the video is just test props for logic correct? because visually that's what they look like to me,

Sorry I was referring to the various things like the swing poles, boost ramps/rings and the like (I always called them props) Back in the LBP2 version, they just emitted a hologram that sonic followed, so it had to be recaptured, placed, and its velocity/duration changed to get it where you wanted.


Also have you considered turning Sonic into a actual ball object when rolling? I know on LBP2 that was a bit difficult from errors that would come from emiting and unemiting things... But with all the new logic on LBP3 I imagine there is better ways that could be handled now. I always felt that was out of place and would be better for a sprite version. I was only going to do it as a last resort. Like if local space logic was needed in LBP2, since the bot was actually rotating, so was the microchip. Thankfully LBP3's character rotation solves that


Also any plans on a ring hud and life system? on LBP2 I made a nice ring hud that counts up to 100 and was able to minus any exact number of rings i wanted, and of course obviously you couldn't die as long you had any rings. I imagine on LBP3 this could be done better and more easily. *mew

Actually yes, you can see what I had on the rings so far at the ending hint in the video. I always kept preaching to the other LBP2 Sonic creators that a ring system was possible but surprised none of them bothered attempting to make one. In LBP2 my Homing attack logic was rather poor and couldn't handle complex enemies so making a ring system then was pointless to me. How the HUD will look will depend on if the other ideas I have for Sonic will work.
2014-12-01 18:18:00

Author:
JKthree
Posts: 1125


I always felt that was out of place and would be better for a sprite version. I was only going to do it as a last resort. Like if local space logic was needed in LBP2, since the bot was actually rotating, so was the microchip. Thankfully LBP3's character rotation solves that


Last resort? You say as if that's a incorrect way to do it. And saying it's best left in sprite levels is illogical. Have you played the modern Sonic games? i am assuming you have, even in Sonic generations Sonic's model is replaced with a ball form model when he is spindashing and even in some games when he is just plain rolling and those are 3D games. IMO it's more classic, cartoony and looks better. And far as physics goes it would work better compared to the square hit box of a sackdoll. Sure all these kinds of things are just a matter of personal taste just as all design work is, but i'm just saying. *mew
2014-12-01 20:45:00

Author:
Lord-Dreamerz
Posts: 4261


I decided to publish the tech demo from the video in honor of the PS Experience create a thon for people to try (As I try to figure out the odd spin animations sonic now has). I also put a new song in the level to hear.

https://lbp.me/v/qt27ynw/

One of the ideas I've been experimenting with is coming along good. Not spoiling what it is yet
2014-12-07 22:18:00

Author:
JKthree
Posts: 1125


Looks cool i like the logic and can't wait to see what sort of level you build out of it.2014-12-08 03:19:00

Author:
Lordwarblade
Posts: 761


The level's actually pretty good for a tech demo! I would suggest making the jump higher, and also making the bounce button just circle. I was kind of confused when you had to press circle and move the left analogue stick down. Also, for your full Sonic levels you should make the boost meter a bit longer(in time). Lastly, this isn't a suggestion for improvement but something optional you could add. I'm kind of wondering what it would be like if a Sonic level had 3d layer movement, and I think it would be cool if one of yours levels played like that. Anyways, so far it looks pretty good! 2014-12-10 20:56:00

Author:
gurren009
Posts: 2592


The level's actually pretty good for a tech demo! I would suggest making the jump higher, and also making the bounce button just circle. I was kind of confused when you had to press circle and move the left analogue stick down. Also, for your full Sonic levels you should make the boost meter a bit longer(in time). Lastly, this isn't a suggestion for improvement but something optional you could add. I'm kind of wondering what it would be like if a Sonic level had 3d layer movement, and I think it would be cool if one of yours levels played like that. Anyways, so fa it looks pretty good!

I'd rather not fiddle with the default jump. The other abilities should help you gain more height if needed (I recently lowered the deceleration on the double jump to give more control, not currently on the published level)

I actually have to keep the bounce move to down + O. Otherwise people would get mixed up in moves when it comes to pulling off tricks from springs (and so you can still bounce or slam from it as well). I know it can be confusing (people had so much trouble in my LBP2 version) but I do hope I can get a good tutorial or something to explain it in the future.

The Boost meter is definetly going to need some time balancing, in the LBP2 version, it was very easy keeping a full boost meter where as in this tech demo (I've made no change between LBP2), there's hardly any source of boost outside of constant trick spamming.

As for 3D layer movment, I must be the only person in the world who doesn't like it. Sure there are some good moments with it but I always wind up falling short a layer on platform jumping, layer moving in the air usually makes me miss things (this is almost guaranteed to cause problems with my sonic with the directional moves). I guess it just doesn't feel as smooth as regular platforming and it throws me off. I really don't think I'll be using more than 3 layers at a time anyway. But hey I do plan on givng out the logic to build your own. You can always make your own version out of it


SPOILER TIME! They are coming!

http://i0.lbp.me/img/ft/590c67e942dfd0e40bfeb719334455d0795edc10.jpg
2014-12-10 22:39:00

Author:
JKthree
Posts: 1125


Wow, very impressive from that video. I queued it up and will give it a shot as soon as I can.2014-12-11 02:48:00

Author:
Metalzoic
Posts: 43


Hows about some more teasing

http://i9.lbp.me/img/ft/df9f40672bea861760d550daf567c94071bb3360.jpg

The bad irritating news is the hud has to be several layers behind sonic. That's the only way I could get it without crashing from the wind material (no matter what the hud was made from, or making from scratch, if it was following sonic or any tags closely related to him, and the hud was too close to wind material, even from the Z axis, The game would crash when sonic touches it). Backgrounds will most likely be made in the 16th layer, but it will still get obscured on occasion

The wisps turned out almost flawless, I have given them more control over their colors/lost world conterparts. Examples, Drill can jump one ground area to the next, Laser is aimed by joystick rotator and no annoying tilting or auto moving controls WooT . I love the results <3. The hud will display the next wisp available instead of the currently used one, cause that would be too much work remembering the next available one and the current one active.

I started working on some modern badniks, they don't attack yet, but I got thin layers on them ready to be bolted for things like moving arms to aim and fire weapons. I'll be trying classical enemies another time.

Rings systems up as well, its not perfect but i'll keep giving It some more tries to perfect it.

I'm on the homestretch on things to add. Afterwards it'll be time to prepare a proper tech demo level for it.
2014-12-16 21:30:00

Author:
JKthree
Posts: 1125


At long last I can post an update. Just before X-mas I uploaded a new video.


https://www.youtube.com/watch?v=gNQKcIR9Bvo

I'm really happy with the results. Havent done a whole lot since, just some better rings (A Torus using the decoration mount to give it a "spin" effect) and bug fixes. I would really like to try an adventure level (got music up as well, though I think I need to change a few intruments on some) but I'm going to need a lot of time to prepare (choosing materials, level design, fully understanding the dynamic thermoment, I heard about some nasty disappearing level sections, which is why im hesitant)
2015-02-15 22:45:00

Author:
JKthree
Posts: 1125


Looks awesome! The only thing I'd change is make Sonic's jump a little faster. Other than that, I can't wait to play it!2015-02-20 22:17:00

Author:
gurren009
Posts: 2592


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