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Dynamic Thermometer Not Good for Adventure/RPG games?

Archive: 38 posts


This is very very surprising to me. I never actually used the dynamic thermometer until today and I was baffled when the thermometer shot up roughly 43-50 percent! Is this how it was in the beta?

If that is the case, then my fears about this new tool are even more exaggerated. I thought the dynamic thermometer was going to allow more complex levels, however the stigma of being limited nearly 40 percent less thermo at any given time, makes this option questionable.; Dynamic thermo would only serve to make a level longer...but not necessarily better.

I'm glad I didnt get rid of my emit/destroy stuff because it looks like thats what I will be using if the Dynamic Thermo really causes that dramatic of a reduction to the active thermometer.

Thoughts?
2014-12-06 00:01:00

Author:
Rpg Maker
Posts: 877


There may be some issues with the thermo since some people have posted about the thermo having a few problems. Perhaps these issues have effects in Dynamic mode to where it makes dynamic mode fill up more than it would.

I am curious as to how you got a figure of 40% though. And 40% compared to what? Like... 40% of a full thermometer? Because that's still a lot. And did you use the dephysicalizer as well to save on the thermo?
2014-12-06 00:20:00

Author:
Devious_Oatmeal
Posts: 1799


It holds more than you think. It does pretty well at adjusting itself but I've never really seen it low on thermo. As long as you are conscious about what is loaded, it is a great tool. For me in the beta and on ps3, it always leans higher than it is.2014-12-06 00:32:00

Author:
koltonaugust
Posts: 1382


Yea it news to me.

Basically when I switched to the dymanic thermo option, the level overheated. I know how much my objects took up in LBP2, So when it overheated, I simply counted how much the objects I deleted took up and added it up when the thermo finally notched below playable...like 99..98ish. Its difference somewhere around 40+ which is a bunch. I am not sure if this is a patch issue or if I am misusing the tool. It doesnt let me unpause though, so I would have to remove something valuable in order to play it...I think.

I am editing my turnbased game from LBP2, so it really has a lot going on at one time. Most of the cost is coming from logic...and not all the battle elements are present since I deleted a lot of stuff to port it over. ( By comparison the normal thermometer rest at 57ish) The dephysicalizer isnt really a factor yet, though I did not know it lowered thermometer. Thats a really good tip. I was going to use it to provide more anomaly control, like characters accidentally running into something or unwanted collisions.

Thats a good tip.
2014-12-06 00:39:00

Author:
Rpg Maker
Posts: 877


Another thing I find about the dynamic thermo is it seems to handle stickers and decorations better than new objects. Now it loads them last, but it's something to consider if you can afford to.2014-12-06 00:45:00

Author:
koltonaugust
Posts: 1382


Yea it news to me.

Basically when I switched to the dymanic thermo option, the level overheated. I know how much my objects took up in LBP2, So when it overheated, I simply counted how much the objects I deleted took up and added it up when the thermo finally notched below playable...like 99..98ish. Its difference somewhere around 40+ which is a bunch. I am not sure if this is a patch issue or if I am misusing the tool. It doesnt let me unpause though, so I would have to remove something valuable in order to play it...I think.

I am editing my turnbased game from LBP2, so it really has a lot going on at one time. Most of the cost is coming from logic...and not all the battle elements are present since I deleted a lot of stuff to port it over. ( By comparison the normal thermometer rest at 57ish) The dephysicalizer isnt really a factor yet, though I did not know it lowered thermometer. Thats a really good tip. I was going to use it to provide more anomaly control, like characters accidentally running into something or unwanted collisions.

Thats a good tip.

Huh... Maybe porting it over might have screwed with the thermo. Are you editing a level you made in LBP2? Like, the exact level?
2014-12-06 01:48:00

Author:
Devious_Oatmeal
Posts: 1799


What causes it to go through the roof is emitters, get rid of emitted things and you will see a vast improvement, pain because I would like to re spawn enemies. So what I have resorted to is an enemy losing collisions and transparent effect, then a follower on them zaps them to their starting position, reappearing for another fight.2014-12-06 02:49:00

Author:
clarkdef
Posts: 138


Huh... Maybe porting it over might have screwed with the thermo. Are you editing a level you made in LBP2? Like, the exact level?

Its a small part of it. It's just the battle system. I had to get rid of all the emitters to open it in lbp3. Maybe try building it from scratch? I suppose it wouldn't be hard to just save the object s. It's just logic and sackbots right now.

- - - - - - - - - -


What causes it to go through the roof is emitters, get rid of emitted things and you will see a vast improvement, pain because I would like to re spawn enemies. So what I have resorted to is an enemy losing collisions and transparent effect, then a follower on them zaps them to their starting position, reappearing for another fight.

I will try this when I get home. I don't think I have any emitters, but I will double check.
2014-12-06 15:25:00

Author:
Rpg Maker
Posts: 877


Its simply broken at this point. The potential benefits of dynamic thermo are outweighed by the fact that it sometimes fails to load/emit entire sections, and the fact that it has less space than the actual thermo2014-12-06 16:10:00

Author:
poorjack
Posts: 1806


No matter what thermo you use, it'll be full as long as you have a few sackbots or custom paint stickers.2014-12-07 03:18:00

Author:
minifat
Posts: 75


No matter what thermo you use, it'll be full as long as you have a few sackbots or custom paint stickers.
bit of a exaggeration, because least on my game i can have tons of bots and custom stickers in my levels as i always have been able to. *mew
2014-12-07 06:02:00

Author:
Lord-Dreamerz
Posts: 4261


bit of a exaggeration, because least on my game i can have tons of bots and custom stickers in my levels as i always have been able to. *mew

I know putting copies of things doesn't take up a lot of thermo. But I believe that if each Sackbot is unique, it affects thermo even more. Same for stickers, but I am not sure.
2014-12-07 06:54:00

Author:
Devious_Oatmeal
Posts: 1799


And did you use the dephysicalizer as well to save on the thermo?

Now you see, this is what really ticks me off about this new installation in the franchise. Zero Tutorials for things that actually matter and aren't easily figured out (instead of ones on how to grab and grow material to get over obstacles - really guys?). I've been afk from the game for over a year (maybe two) and have always been a complete Logitard, so did I miss something in a create pack that isn't showing in the store?

So seriously... what is the dephysicalizer and how exactly does it relate to the Dynamic Thermo? I've had my thermo go through the roof on imported levels, as well as ones I've created from scratch in LBP3. Levels that were fine in LBP2 have had their thermo smashed to bits on importing them, and I'm finding this new level I'm working on to mess around has about 1/3rd the stuff I'd put in a level in LBP2. It's mind boggling and uber frustrating. I've basically stopped playing completely for the past week and a half because of that and Ziggurat being broken. :/

__________________________________________________ _________________________________________


I know putting copies of things doesn't take up a lot of thermo. But I believe that if each Sackbot is unique, it affects thermo even more. Same for stickers, but I am not sure.

Yes, this is correct. At least... it is in LBP2.
2014-12-07 07:56:00

Author:
Rustbukkit
Posts: 1737


So seriously... what is the dephysicalizer and how exactly does it relate to the Dynamic Thermo?

The dephysicalizer is a tool introduced in vita. What it does is get rid of all physics for an object (except connections via string, spring, etc.) This helps the lag when playing online and does reduce thermo as it requires less work for the system. Nothing will collide with a dephysicalized object and so it should be used for purely decorative materials.
2014-12-07 08:03:00

Author:
koltonaugust
Posts: 1382


The dephysicalizer is a tool introduced in vita. What it does is get rid of all physics for an object (except connections via string, spring, etc.) This helps the lag when playing online and does reduce thermo as it requires less work for the system. Nothing will collide with a dephysicalized object and so it should be used for purely decorative materials.

As a note here, it can be functional; as the Popit Academy level showed. Just replace the players inputs while using the Popit Power-up with logic.


As for things that we do not know, it would be nice to have an entire list that said what everything did. "This material does this and this." "The Dephysicalizer does this and this." Like... A dictionary for everything in LBP, but having more info than, "Use this if you want to add some zany so-and-so to your level!" That's more of a 'flavor text'. They could add the more in-depth details to the Popit Wiki on the LBP-HUB site as well.

Some people don't even know what the Color Wheel on objects and Stickers means. Some don't know that you can use R2 to show the current read-out of outputs. And some don't know that if you press Select while holding an Object, it will become a decoration. (That last one is a joke. BUT HOW DO YOU KNOW?! 8D)
2014-12-07 08:32:00

Author:
Devious_Oatmeal
Posts: 1799


The dephysicalizer is a tool introduced in vita. What it does is get rid of all physics for an object (except connections via string, spring, etc.) This helps the lag when playing online and does reduce thermo as it requires less work for the system. Nothing will collide with a dephysicalized object and so it should be used for purely decorative materials.

Ahh.. so it's an 'official' tool in response to our old method of gluing light matter and using the corner edit tool to ghost an object! Nice, I didn't know this would affect thermo. Thanks! So I guess they assume everyone has a Vita then. -_-

- - - - - - - - - -


As a note here, it can be functional; as the Popit Academy level showed. Just replace the players inputs while using the Popit Power-up with logic.

Some people don't even know what the Color Wheel on objects and Stickers means.

Man, my game must be seriously bugged or something, because I don't have a colour wheel on objects or stickers. Also, I don't recall anything in either of the two Popit Academy levels talking about what you mentioned above. Player inputs? Players have inputs now? Jeezuz, I'm so lost with all this new stuff they didn't bother to tell us about.
2014-12-07 20:11:00

Author:
Rustbukkit
Posts: 1737


From what I've learned, the dynamic thermometer is very easy to become "bugged", but when it's working properly you can fit an incredible amount of detail and length into a level. I've made several levels in LBP2 using emit/destroy, and I think our biggest platformer was 2500kb backup size (using emit/destroy several times). I've already exceeded this on LBP3 without using emit/destroy a single time.


By the way, if you are forced to use emit/destroy for some reason, you'll probably be happy that emitters now have a "destroy" input on the bottom.
2014-12-08 03:08:00

Author:
ILoveI6v6I
Posts: 44


Man, my game must be seriously bugged or something, because I don't have a colour wheel on objects or stickers. Also, I don't recall anything in either of the two Popit Academy levels talking about what you mentioned above. Player inputs? Players have inputs now? Jeezuz, I'm so lost with all this new stuff they didn't bother to tell us about.

A color wheel in the popit right next to the object or decoration. It looks like the Apple loading icon. Err... An older version of the loading icon. You know, the rainbow icon.

And the way I used 'input' is more of a computer term; Inputs and outputs. The player's 'input' is whatever they do to interact with the level. So whatever the player would do, while using the popit power-up, is considered an 'input', but NOT an 'input' in the sense of a logic piece in LBP.
2014-12-08 04:23:00

Author:
Devious_Oatmeal
Posts: 1799


I've took noticed during my Beta testing, that when you apply the Dynamic Thermo, the thermo holds approximately half of LBP2's capacity, maybe even less. Which is highly disappointing and contradicts the nature of it's purpose. I scratched my head wondering why the thermo shot up so fast, when I barely had anything in the level.

On top of that, I can not use the Dynamic Thermo because it corrupts and gives me errors when using the Object Saver tool. So it's only logical for me to NOT use the Dynamic Thermo, have more thermo and the ability to use the object saver. Rather than using the Dynamic and having less thermo to work with and not be able to use the Object Saver.

The Dynamic Thermo in my opinion at this stage, is an epic fail.
2014-12-08 04:46:00

Author:
LoVeRiCe
Posts: 90


I've took noticed during my Beta testing, that when you apply the Dynamic Thermo, the thermo holds approximately half of LBP2's capacity, maybe even less. Which is highly disappointing and contradicts the nature of it's purpose. I scratched my head wondering why the thermo shot up so fast, when I barely had anything in the level.

On top of that, I can not use the Dynamic Thermo because it corrupts and gives me errors when using the Object Saver tool. So it's only logical for me to NOT use the Dynamic Thermo, have more thermo and the ability to use the object saver. Rather than using the Dynamic and having less thermo to work with and not be able to use the Object Saver.

The Dynamic Thermo in my opinion at this stage, is an epic fail.

The current stage of the Dynamic Thermo is not good, but since you were able to test it during the Beta, a time when the Dynamic Thermo was working properly, then having half the amount you could have in a normal level sounds pretty useful. That means that within the area of the Dynamic Thermo, you can have half a level; according to LBP2's thermo.

I would say that, unless you really pack things in together, the Dynamic Thermo would be amazing. Although... It would be really nice if it could take in more at once. Also. This Beta testing. Was it on the PS4?
2014-12-08 05:43:00

Author:
Devious_Oatmeal
Posts: 1799


I tested this on both PS3/PS4 during the beta.

A Dynamic Thermo in its current stage is not recommended for a big project, because you can only have so much in your level or game, before it overheats. I'd much rather have the full thermo, undegraded by the Dynamic Thermo. All I really need to do is have the object destroyed when it's offscreen, which is what I do anyways in all my projects.

Rather than risking to have the game overheat because you have a certain number of things onscreen, due to the Dynamic Thermo. Without that global setting turned on, I have more than twice the things run onscreen without fear of it overheating. I just see absolutely no point to have the dynamic thermo turned on at this point, when it's drawback outweighs it's advantages by a great margin.
2014-12-08 07:00:00

Author:
LoVeRiCe
Posts: 90


I tested this on both PS3/PS4 during the beta.

A Dynamic Thermo in its current stage is not recommended for a big project, because you can only have so much in your level or game, before it overheats. I'd much rather have the full thermo, undegraded by the Dynamic Thermo. All I really need to do is have the object destroyed when it's offscreen, which is what I do anyways in all my projects.

Rather than risking to have the game overheat because you have a certain number of things onscreen, due to the Dynamic Thermo. Without that global setting turned on, I have more than twice the things run onscreen without fear of it overheating. I just see absolutely no point to have the dynamic thermo turned on at this point, when it's drawback outweighs it's advantages by a great margin.

Perhaps it's something that creators who aren't familiar or new to an 'infinite' level can use.
2014-12-08 08:56:00

Author:
Devious_Oatmeal
Posts: 1799


We need to gather up and test the hell out of the dynathermo. Too much confusion around it.2014-12-08 09:05:00

Author:
Rovelius
Posts: 74


We need to gather up and test the hell out of the dynathermo. Too much confusion around it.

I would agree, but the results from testing it now in its current state may not match the results of testing it after the patches.
2014-12-08 09:20:00

Author:
Devious_Oatmeal
Posts: 1799


Now you see, this is what really ticks me off about this new installation in the franchise. Zero Tutorials for things that actually matter and aren't easily figured out (instead of ones on how to grab and grow material to get over obstacles - really guys?). I've been afk from the game for over a year (maybe two) and have always been a complete Logitard, so did I miss something in a create pack that isn't showing in the store?

I'm surprised that no one mentioned the tutorials in game and on the website yet.

https://lbp.me/videos/tutorial

Yes, you could argue that they are not that indepth, but they do give quite a nice overview of some of the 'advanced' options not covered in popit academy.

Which has the goal of only demoing simple stuff for new creators, specifically to welcome new players. I kind of expect new popit academy levels to pop up in that future, but for now I did think that this did a good job to talk about it's uses.

I am yet to try this, but they are meant to also be run in 'second screen' mode on PS4 where you can watch the video on your phone/vita if you select tutorial in-game.
2014-12-08 09:28:00

Author:
Mr_Fusion
Posts: 1799


A color wheel in the popit right next to the object or decoration. It looks like the Apple loading icon. Err... An older version of the loading icon. You know, the rainbow icon.

And the way I used 'input' is more of a computer term; Inputs and outputs. The player's 'input' is whatever they do to interact with the level. So whatever the player would do, while using the popit power-up, is considered an 'input', but NOT an 'input' in the sense of a logic piece in LBP.

Right, I assumed you meant the colour picker like we've always had with lights, to give them a colour. I don't have that showing up beside objects or stickers, which is why I'm assuming it's just another frustrating bug with my game. So then, are you saying I should have a colour picker wheel showing to immediately assign a colour change to stickers/deco's/game objects?

Computer terms... totally doesn't register with me the way you used it. lol Had you said action or interaction, I'd have clued in. Now I get you.
2014-12-08 10:01:00

Author:
Rustbukkit
Posts: 1737


I'm surprised that no one mentioned the tutorials in game and on the website yet.

https://lbp.me/videos/tutorial

Yes, you could argue that they are not that indepth, but they do give quite a nice overview of some of the 'advanced' options not covered in popit academy.

Which has the goal of only demoing simple stuff for new creators, specifically to welcome new players. I kind of expect new popit academy levels to pop up in that future, but for now I did think that this did a good job to talk about it's uses.

I am yet to try this, but they are meant to also be run in 'second screen' mode on PS4 where you can watch the video on your phone/vita if you select tutorial in-game.

I admit, I forgot those even existed. xDD

But regardless of their existence, it's similar to the thing Destiny tried to pull off with the whole, going online to learn of certain things, rather than learning of them in-game.

There should really be some sort of hall, at least an online hall (In-game), where all these tutorials can be found. Having them on a separate device is useful, but for some, it can be a nuisance.
2014-12-08 10:12:00

Author:
Devious_Oatmeal
Posts: 1799


I'm surprised that no one mentioned the tutorials in game and on the website yet.

https://lbp.me/videos/tutorial

Yes, you could argue that they are not that indepth, but they do give quite a nice overview of some of the 'advanced' options not covered in popit academy.

Which has the goal of only demoing simple stuff for new creators, specifically to welcome new players. I kind of expect new popit academy levels to pop up in that future, but for now I did think that this did a good job to talk about it's uses.

I am yet to try this, but they are meant to also be run in 'second screen' mode on PS4 where you can watch the video on your phone/vita if you select tutorial in-game.

What surprises me more is that there's no mention of this in the game (unless I missed or don't recall seeing it). I thought LBP.me was just an online function to add levels to your queu and stay connected with friends, and I haven't checked that in ages.

The tutorials in game are great, but no new ones were added to this version except the popit puzzle section, and like you said, are more aimed at new players and only touch on very basic things that are much easier to figure out than things like animation tweakers, or pointing out how things that relate to the dynamic thermo function should be used in conjunction with it.

Honestly, the create aspect of this game is HUGE, and given that we're on the third instalment and that some of the dev's are pulled straight from the community, I thought by now they'd understand benefits of implementing better steps to teach and encourage users about new and more complicated tools and their functionality. I didn't learn a single thing from the two meager stages of popit academy that I wasn't already taught in the tutorials from previous games, or could have figured out by mucking about with them. I think the more advanced tools should have gotten new tutorials or popit puzzle attention.

While online video's are great (thanks btw, for pointing me to those - I've already learned something new about the Broadcast Microchip), I think when you have to go outside a game to an external learning source, it's a bit of fail in my opinion. There are so many people who could be turning out better content if they knew about those video's, or even this forum or others like it. We might have had fewer 'bomb the cheetah-shark survival levels' if more people had better information on how to create back in the day, and that part of the publishing community will never change if they aren't aware of and encouraged to check out online video's like those at LBP.me. Ok... maybe not fewer of those levels, but I can dream can't I?

As you say, they aren't in-depth, but from checking one or two out just now, they are certainly sufficient in explaining enough to give people a head start and give some direction on what something does and why you might consider using it. Heck, I just realized I'm able to do something I would have avoided before because I'm a logitard, but am now able to probably pull off with the Broadcast Microchip, so clearly these videos should be getting more attention and advertising in game!
2014-12-08 10:28:00

Author:
Rustbukkit
Posts: 1737


I've took noticed during my Beta testing, that when you apply the Dynamic Thermo, the thermo holds approximately half of LBP2's capacity, maybe even less. Which is highly disappointing and contradicts the nature of it's purpose. I scratched my head wondering why the thermo shot up so fast, when I barely had anything in the level.

On top of that, I can not use the Dynamic Thermo because it corrupts and gives me errors when using the Object Saver tool. So it's only logical for me to NOT use the Dynamic Thermo, have more thermo and the ability to use the object saver. Rather than using the Dynamic and having less thermo to work with and not be able to use the Object Saver.

The Dynamic Thermo in my opinion at this stage, is an epic fail.

My estimation of the 40+ increase was about there then. I just thought I was crazy...

I experimented a little bit the the dynamic thermo more and here are the main issues I ran into:

1. You have to create smaller objects.
Smaller objects mean smaller environments. If the object is not in the loading zone, it does not exist. I for one...love scenery. Not only for the depth, but also I like to implement verticality. THe problem with the DT(Dynamic Thermometer) is that you can either position the loader very wide or very tall and narrow. Some of the bigger enviornments I designed in LBP2 would be impossible to create. Since some set pieces would span out and give the illusion of a large world. Art becomes hindered essentially. Again, I could be doing this wrong, but thats what I see so far.


2. Its not really better than Emit/Destroy
I actually ran my RPG on LBP2 that had all the freezing issues and frame rate drops. Mostly thanks to just how much E/D was used. However, it ran like a breeze in LBP3 and I think this is mainly due to the game having higher memory limits. I will have to experiment with this a bit further, but I would wager its far greater with memory than LBP2 because things like DT exist. (I am on PS4 though, so I am not if that effects anything.)

Now I question the point of the DT, since it was really designed to be this "huge" feature. I cant find a reason to use this over E/D. It also confirms my theory that you could create longer, but simpler games, in which case are absolutely useless to adventure or RPG games. Anyone who has even attempted those genres knows that the thermo shoots up very fast. Its also more complex imo to set up than E/D, and as we established, 40-50 percent thermo cripples any project...especially pre-existing levels or ideas.

Perhaps some creators may find use for it...but its seems like it will be pretty rare at this point unless the thermo becomes far more forgiving.
2014-12-09 00:00:00

Author:
Rpg Maker
Posts: 877


The dynamic thermo is awesome, I have built about a third of what the older metroid games were and its holding up fine. You just have to stay away from emitters, nothing should be connected or glued if not need be (land enviroment), and space things out these new backgrounds give a massive amount of space.

Yeah at first I thought it was fail too.
2014-12-09 00:52:00

Author:
clarkdef
Posts: 138


My understanding about DT is that it is a much cleaner implementation of Emit/Destroy.

If you think about it, this allows for some pretty rapid prototyping of a layout without the fuss of heaps of logic. The video tutorials on it also do mention some design techniques to avoid blowing out the thermo.

The new features on emitters to trigger destruction is also very cool for building in the LBP2 style so it's great to have both options. DT being much faster to set up as well.

I think that it is a little early to say it's 'not as good' or a 'fail' comparing it to the tricks learned over several years of LBP2. Emitters were super inefficient until people came to fully understand all the settings and things to avoid.

I'm sure that in time it will be a viable create method, especially after the initial period of people opening their LBP2 levels. I just think that a few techniques used in LBP2 may be causing the issues when rolled into the infinite levels design.

And I don't want to be 'that guy' but the tutorials about DYNAMIC THERMOMETER, PERMANENCY TWEAKER, LOADING LINKER, and PRELOADER do mention on several occasions some things to avoid when making Dynamic Levels.

I don't think that by dropping in a level then trying to work out how much you need to delete is a good test, you really need to be putting together the stuff from the onset to really get a good feel for it, again something that will come over time.

Avoiding large parts of scenery, linking logic across areas, making the loading zone too large are things that Emit/Destroy preferred, emitting and removing huge chunks in one go, as opposed to small sections was a great option. DT works in the opposite way, small parts pop in just off screen, and disappear just as they leave the screen. Essentially each separate part has it's own emitter.

It's not for loading in the entire castle coming up in the next scene, it's for loading the front wall of the castle as you approach, then the Courtyard, then the Door.

Designing levels with Preloader loading doors and delays will be very powerful once things are built (and tested) to specifically take advantage of the functionality.

EDIT:

Just adding a video of the difference in dynamic thermo for a fairly detailed set of buildings I am working on. Switching to the smallest zone clearly has the biggest impact on lowering the thermo and as I walk through the environment you can see the thermo change when I hit a large building chunk (The section I show by selecting before switching on DT). I also show a few different buildings so you can get a idea of the module size that is loading in.

Switching to a larger loading zone and longer screen clearly shows how much more it jumps at the same section. It never gets to the same height as a normal thermo, but it does get close when walking down the longer street, as it pretty much has it all loaded.

There is a small bit of shadow pop in the smaller setting, but this is that who thing about tweaking the right size based on the speed of moving through the level and maybe a picking certain sections. You can also see a drastic drop in thermo when crossing the street as I'm guessing it has dumped everything behind me and there is nothing to load up front yet.

It's a pretty simple test, but honestly, to me; it's very promising with how I plan to lay out this particular stage.


https://www.youtube.com/watch?v=WDaDMzCGbW8&list=UU9BQVVMx8DMpJneWd1-Bijw
2014-12-09 08:27:00

Author:
Mr_Fusion
Posts: 1799


I can see it being applied to your level well, however, it's a platformer that doesn't require lots of unseen logic that needs to be ON all the time.

In RPG's case and mine as well, I need everything to be active all the time, things that keeps track of status, anything from level up progression, to enemy health logic, to inventory, just about everything, even if it's offscreen..... I know the permanency tool should apply here, but not really.

Most of my projects all takes place in a single area so I need all the thermo I can get. Being handicapped by half just doesn't sound logical.

My whole argument here is that DT simply can't be applied to every single project.... Projects that requires heavy logic work, I don't recommend the DT.
2014-12-09 13:33:00

Author:
LoVeRiCe
Posts: 90


Certainly agree that it's not for every level, especially if your logic spans over screens and need to maintain connection. Your collaborations with headman are indeed a very different thing, and I don't see any point of using dynamic in that sense.

The tutorials do allude to not building like this if using the Dynamic Thermometer, so you just have two options. Normal mode, which gives you more headroom in the thermo and Dynamic, which (I'm guessing), has to lower the headroom to put in a buffer to allow for large spikes in loading what is on the screen.

The level in the video I posted is going to be an adventure based on Back To The Future so that environment I show will have several different time periods, as well as day/night stuff, and there will be save sates for certain objects.

I have built all the set pieces for all the time periods, and have the emit/destroy and lighting logic for them in LBP2 with a memoriser and a few tags to then say if it was day/night and have their lights come on.

The point I was trying to highlight in general is that it still too early into LBP3 for people to say it's a disappointment, because I think that if I were to have placed more of that 'complete' level setup in LBP3 I wouldn't have had as good as a response in dynamic thermo.

In a way, I'm lucky that I'm having problems with DC DLC, because the level uses along of that content, and I can't edit it. Which is why I looked at the original set pieces.

If I were to start out building the logic from this point, I have a better chance to learn and understand what works well in the DT environment. Heavy logic work may respond very well to the environment if created in a way that takes advantage of it.
2014-12-09 20:34:00

Author:
Mr_Fusion
Posts: 1799


Just to test, I started a new level and just saved some of my older objects. I really think this thermo may need a patch or something. One sackbot shot the thermo up to like 70. So I just have a block and a sackbot resting at 70 percent. The wierd part is, when I grab the sackbot, the thermo drops to 20 percent, until I release the popit again, and causing the thermo to go back to 70 percent. On the saved level option screen, it says that the level is only 20 percent full.

Perhaps... the thermo is not less...but rather different. I will keep testing with this. I will have a little more time since I ended my last final today, but there may be some potential with this. I really like the idea of using DT for different genres(assuming we get this thermo figured out) and large in part because of Level stitching. A real game could legitimately be built in theory if both elements are in place.

As much of a disappointment I have so far with DT, I have also pointed out the possibility creators could be using the tools wrong. Without a real in depth tutorial on how the thermo is effected, it may just take some time to learn. One would think the intended purpose of DT was to explore genres beyond platformers.
2014-12-11 04:56:00

Author:
Rpg Maker
Posts: 877


Just to test, I started a new level and just saved some of my older objects. I really think this thermo may need a patch or something. One sackbot shot the thermo up to like 70. So I just have a block and a sackbot resting at 70 percent. The wierd part is, when I grab the sackbot, the thermo drops to 20 percent, until I release the popit again, and causing the thermo to go back to 70 percent. On the saved level option screen, it says that the level is only 20 percent full.

Perhaps... the thermo is not less...but rather different. I will keep testing with this. I will have a little more time since I ended my last final today, but there may be some potential with this. I really like the idea of using DT for different genres(assuming we get this thermo figured out) and large in part because of Level stitching. A real game could legitimately be built in theory if both elements are in place.

As much of a disappointment I have so far with DT, I have also pointed out the possibility creators could be using the tools wrong. Without a real in depth tutorial on how the thermo is effected, it may just take some time to learn. One would think the intended purpose of DT was to explore genres beyond platformers.

That's interesting as in beta I had 6 sackbots with simple logic attached and they were only like 20% combined for Dynamic Thermo. Although I didn't quite catch which thermo you are referring to as glitching (I assume DT?).
2014-12-11 05:57:00

Author:
koltonaugust
Posts: 1382


That 20% level thing is just measuring the readiness of your creation being published. Like giving your level a title, an icon, a brief description and a trailer, after doing all of that, it'll then say level at 100%, which just means it's ready to be published.

It actually has nothing to do with thermo usage or capacity.
2014-12-11 08:16:00

Author:
LoVeRiCe
Posts: 90


Another, well, not really a test... but interesting thing to do to see what is going on...

You can zoom way way, waaaaaay out on the level. Like so far out you can see then entire thing on the screen... flying about you can clearly see the pop in range, things outside the range appear like they are made out of red sticker panel. You hold down to zoom out, let go, then hold down again. If you open your popit, or leave hover mode it zooms back in.


https://www.youtube.com/watch?feature=player_detailpage&v=PQ8cy9loWiQ

I think that the way people are looking at the thermo may be wrong also. As it is actually showing a snapshot what it is displaying, and if it's high in that one section, it's like the warning about having to space your level out NOT the thermo overheating. It's more of a status check of that section rather than any indication of what people currently think of as 'thermo'

I think that the trick is building sections to dynamic thermo capacity, and putting 'loading' zones on either side to allow for a bit of buffer. Like building a complex castle but with some simple scenery either side.

Example/Idea: A small range square zone DT with some sensors to pre-load upcoming areas... This would mean that you sort of shift the loading zone forward to focus more on what is coming up rather than what is behind the player.

The thing about the bot is interesting... Does the bot have any extra logic, like emitters or a 'floating' HUD?

In the traditional thermo do you occasionally get warnings about spacing things out more?
2014-12-11 09:35:00

Author:
Mr_Fusion
Posts: 1799


I know about that zooming out thing way back, it's good to test out and see how big of an area you want your level and camera view to be. Usually you would want to make it as small or slightly bigger than your camera field of view.

You could be right about the DT being just a warning and not really an overheated issue, cuz the thermo bar does change color when you switch between off and on the DT. I'm just too lazy to test that out myself at the moment. Hopefully you're right about it, if so, I would consider using DT.
2014-12-11 13:28:00

Author:
LoVeRiCe
Posts: 90


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