Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet Karting    [LBPK] Ideas and Projects
#1

It's back! And future WIP

Archive: 17 posts


Good morning crafting maestros!

I just learned that the website was back and got my internet back all within the last couple days! Glad to see that the community is still going strong and publishing new creations. I haven't been able to create anything myself in this time,but I have the plans for a new level that I plan on starting in the next week or so. This is going to be Sackulese 3 (and probably final).

I'm going back to the roots of interesting boss fights, to circumvent a lot of the problems I had with the overreaching adventure of the second installment (even though I still find it fun, just wish I could have added more like originally planned). There will be a mild story component, that I'm going to have to figure out the right way to tell. I've also got a couple ideas on making the combat more interesting with some killing spree or survival bonuses. We'll see if I can work them in without causing any undue problems in the engine.

Cheers all!

I'll be going through the new levels soon!
2015-08-27 13:52:00

Author:
StJimmysAdiction
Posts: 388


Yay! Glad to have you back on board StJ. It was getting very lonely on the Karting forum.

And double Yay to the return of Sackulese. Can't wait to get to grips with those bosses.

2015-08-27 16:38:00

Author:
Scorpio1357
Posts: 460


It's been a little bit, so I suppose it's time to update. I've not accomplished as much as I'd hoped, with limited time and competing with my wife for use of the creator. I have finished the first boss, and gotten good headway into the second, but the second is quite a bit more complex than the first, so it will take more in game time. The third and especially the fourth wont take as long as this one.

I'm planning on giving special, one time use weapons as bonuses during the fights, how would y'all like those to be given? Surviving for a certain amount of time, like 60-90 seconds, or a hit spree without dying, say 5-6 hits, or what?
2015-09-19 05:10:00

Author:
StJimmysAdiction
Posts: 388


I'm planning on giving special, one time use weapons as bonuses during the fights, how would y'all like those to be given? Surviving for a certain amount of time, like 60-90 seconds, or a hit spree without dying, say 5-6 hits, or what?

Personally I prefer time limited weapons, it would be quite cool to have 'invulnerability' as a special weapon too.

Have I played any of your wifes creations? What's her PSN?
2015-09-19 11:33:00

Author:
Scorpio1357
Posts: 460


Here's her levels: https://karting.lbp.me/v?q=mrs6510

I've posted them on here before, but they didn't come up when I searched a bit ago, so you may have played some of them. It's been a while since she made something though.

Invulnerability would be a cool one, and useful as a several second buff. I'm thinking of randomly giving 1 of ~3-4 special weapons in addition to the primary sword weapon, things more fantastical. So a survival of something like 45 seconds would give you a weapon? I'll have to play with the timing - what do you think would be good? The fights are going to be in pretty quick succession from each other, so in between shouldn't be a problem.
2015-09-19 16:04:00

Author:
StJimmysAdiction
Posts: 388


Sounds good. Though it's difficult to judge on weapons when I don't know the enemy strengths/weaknesses.

That's always the make or break in my opinion when it comes to fight sequences.

*got all those levels queued
2015-09-19 21:22:00

Author:
Scorpio1357
Posts: 460


Ok, things are finally coming along. I've got all the bosses made, and all the bonuses and they're basic system together. Made the basic layout for the level, and have started implementing the bosses into the world.

Sorry it's taking so long, I don't have as much time for this as I'd like. It should be real soon now, I'm going to be hitting it hard until I'm finished.

Cheers!
2015-11-11 02:22:00

Author:
StJimmysAdiction
Posts: 388


Any teaser pics?2015-11-11 07:17:00

Author:
Scorpio1357
Posts: 460


Any teaser pics?

Not this time. I'll see about taking a few when I work on it next, but pretty much everything I've built is spoilers so far. I will get some landscaping done and post a little of that.
2015-11-11 21:23:00

Author:
StJimmysAdiction
Posts: 388


As promised, here are some teaser pics. They're fairly bare, but they show the level. Still have quite a bit of decorating to do, after I get the main mechanics filled in.
https://lbpk-production.s3.amazonaws.com/player_creations/1672142/data.jpg
https://lbpk-production.s3.amazonaws.com/player_creations/1672280/data.jpg
https://lbpk-production.s3.amazonaws.com/player_creations/1672282/data.jpg
https://lbpk-production.s3.amazonaws.com/player_creations/1672138/data.jpg
https://lbpk-production.s3.amazonaws.com/player_creations/1672136/data.jpg

That's what I got of the landscape so far. I borrowed some of scorpio's household items from his wild west first person for inside the cottage.

- - - - - - - - - -

Here's the last picture, and this is the cover photo for the level:
https://lbpk-production.s3.amazonaws.com/player_creations/1672472/data.jpg

I'm really close, all I have left is to add the health bars, prizes, and give it a couple of run throughs.

I have run into a strange, minor problem. But in typing this out, I think I've figured out how to fix it. Some details though: I've got it set up so that you receive special weapons for surviving a certain amount of time. I've got a randomizer deciding which weapon you get. The problem is that the text prompting you that you have access to the bonus only lasts for a few seconds. I think the problem is that the "off time" of the randomizer wears off too fast, causing it to activate a second bonus - creating competition for the text box, which makes it just stop showing. The more you know...

A couple of the bosses have specific targets to hit, but I haven't decided if I need to put in a hint text box. There are visual cues, but this still works the same way as the others in that successful hits provide points. Opinions?
2015-11-15 15:35:00

Author:
StJimmysAdiction
Posts: 388


Unless you've already sorted the text out. There is an option within the hud gadget to have the text appear for a specific amount of time rather than ON/OFF. That would solve the issue I think. Had that on my Gunship level for the hints.

2015-11-15 18:10:00

Author:
Scorpio1357
Posts: 460


Okay, so I got some good and some not so good news.

Good first: I'm effectively done with the level.

Not so good: I've come across what I think is a couple of glitches. They're not really critical, but they are pretty big quality of life things. Firstly, the health bars stopped working. All the mechanics of it seem to be functioning, but the translation to the HUD seems to drop off. Secondly, the score givers from hitting the bosses stopped working. I determined today that the hits are being recognized and the bosses can still be killed, but as it is you have no way of knowing if you landed a successful hit.

If anyone knows a way around this problem or what could be causing it, it'd be a big help. Otherwise I'm going to tinker with it for just a bit longer then make the counter gadget visible as an ad hoc health bar and call it a day. It's not how I want to publish it, but I don't have the time or patience to rebuild everything.

Any ideas?
2015-11-17 00:52:00

Author:
StJimmysAdiction
Posts: 388


Uncertain without seeing how you have the 'hit/score' logic set up. I have had similar issues and my workaround was to use 'pulse generators' as I call them (Counters set to 1 and output to their Reset and the score giver) to make sure the signal goes through.

There is another way using the Synchronizer and different battery strengths but would probably mean a complete reworking of what you have already, though it definitely works and seems to have a faster reaction time.
2015-11-17 03:37:00

Author:
Scorpio1357
Posts: 460


The pulse generator is sorta what I have: weapon blast sensor set to max of 1, and resets when full. The output goes to a counter for the internal "health bar" and also to a score giver. The signal seems to be working through the internal health bar, but not the score giver. The thing is, that it was working, and then suddenly it wasn't. That's what makes me think glitch.

The other option is something I've never really played with. Never had a good grasp of the ways to use it. A little beyond my immediate imagination .

I may try simply replacing the old score givers with new ones. That has occasionally worked for faulty gadgets before, it'll be a quick test. It's a shame, my thermo isn't close to full, tried to make sure of that, but it's a gadget and logic heavy level. Sometimes it seems that you an onl have so much of that before some starts to get forgotten by the system.
2015-11-17 04:21:00

Author:
StJimmysAdiction
Posts: 388


Definitely correct. Replace the score givers BUT don't alter any settings within them other than the score you're giving. Forget the rest.

I've had so many issues with changing multipliers etc, the score givers never work correctly afterwards.
2015-11-17 11:38:00

Author:
Scorpio1357
Posts: 460


Ok, so I have finished. I couldn't get the score giver to work for individual hits, so that's simply out of the level, but you still get a big chunk of change for killing each boss. I did, however, get the health bars to work. I think there was a problem with several systems hooked up to one HUD output, so I had to put a different health bar for each boss up there in the least cluttery way. I think I did a decent job of that.

For reference, I was able to play through and end up with ~22,000 points, where the highest required for all the prizes is 16,000.
2015-11-19 04:00:00

Author:
StJimmysAdiction
Posts: 388


Ok, so I have finished. I couldn't get the score giver to work for individual hits, so that's simply out of the level, but you still get a big chunk of change for killing each boss. I did, however, get the health bars to work. I think there was a problem with several systems hooked up to one HUD output, so I had to put a different health bar for each boss up there in the least cluttery way. I think I did a decent job of that.

For reference, I was able to play through and end up with ~22,000 points, where the highest required for all the prizes is 16,000.

A fitting bow out for our hero, top boss battling. Cracking job.

I'm not even sure you needed the hints in the end. It was fairly obvious where the weak points were.

Does get tough to avoid their weaponry at times, but that's part of the fun!

2015-11-19 12:44:00

Author:
Scorpio1357
Posts: 460


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.