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I'm looking into loading in areas by emiting them

Archive: 6 posts


So I want to add in zones where the player can cross into and the screen goes to black for 2secs and the character is loaded into another area. Some of these areas have many types of zone lines that lead into other areas. Each area is roughly 15-30% thermo when its out. Never did this before so any tips?2015-11-23 12:51:00

Author:
venat
Posts: 715


Emit emitters. This cancels the cost of the map. It could be 80 percent complex and still work. I have done this in LBP2. I would also designate a spot in the level where you will emit each map. But it's that simple. You can even make a loading screen while you delete and emit each area, though I do like the faded black like classic RPGs do.

This works if you have battle transitions as well. Just make a blank holo that follows the character and tracks its position on the map. When the area need to be reloaded, the holo emitter can then emit the character. This is how I do basic screen transitions without losing the player position in the event that the active map needs to go away temporarily.(Menus, battles, cutscenes)
2015-11-23 16:05:00

Author:
Rpg Maker
Posts: 877


I dont really need to delete the area or character the sprite that hes currently in when going to the battle screen.
The battle screens will need to be emited though everytime. There can only only be one area screen up at a time though.

Thinking of just emiting all the area screens in one single spot.

Anyway thinking of doing this.

Steps:
Character walks into a zone hit box.
Character sprite controls are locked.
Screen goes black.
Current area destroys.
Character sprite changes to a layer without any collusion in it. (Any layers from 1 to 13)
Emite new Area.
Character sprite follower activates and moves to spawn point for the zone he entered in.
Character sprite moves up to correct layer when tag is directly on top of the characters collusion box.
Screen lights up
Controls become unlocked.

The player cant change layers in my rpg normally. They touch hit boxes that force the character up or down layers. Like using ladders and stairs. Making the character change layers in mid loading screen I can emite the character in any area without him crashing in any of the areas collusion when reaching his spawn point.
2015-11-23 22:05:00

Author:
venat
Posts: 715


Right you are using Sticker panel, then it should be easier then. Like you said, you can just disable control of the character and switch to battle.

How complex is the character? It almost sounds like you dont need the temporary layer switch. I would just have another spot for battles and disable collisions for the field character, assuming its mostly sticker panel(disable physics for the colliding material). Its easier to just use a movie camera and go to another designated spot for me and then emit the field back on the character after battle. Since he wont need to move, he will appear in the same spot and layer he was when the battle starts.

Of course, it really comes down to preference and your create style.

Even though the emitters dont cost anything, I dont want to have too many elements in the same place, so I designate an area for both exploration and battles. LBP3 does handle this better than LBP2 so it may not matter how you do it. Your way should work too.
2015-11-24 02:25:00

Author:
Rpg Maker
Posts: 877


The 'destroy' input in LBP3 for an emitter would makes this way to build much easier that in LBP2 which required things to be glued or piles of tags all over everything.

Downsides are because it has to spawn a whole section each time; there is never a real option for carry over or persistence, like a player puts a sticker on something or you want it to remember battle damage, or a slain enemy.

Emitters, while not on screen and not generating any thermo, are not exactly 'free'. They are holding the sets pieces, and do need to load when you first play the level.

My 'Fonts' level shows this problem, it is very light on thermo, but can take a significant amount of time to load for people, because it it is full of emitted font sets.

https://lbp.me/v/4kvzqc/topreviews

When I built it there was no warnings that it would be buggy, but it was actually so large that it wouldn't load for anyone. I had to remove some fonts to make it work again. Pretty easy to do because I was giving out packs, much harder to carve out a section of an RPG to get it working again.

I find Infinite levels less finicky to work with, as you can easily edit everything without unpausing and emitting sections, or loading into a different badge on your crater to edit each section.

The infinite setting also an extra background that removes the walls and ceiling, you have control on how much you want to load at a time, and you can actually zoom waaaay out, and it shows where things will spawn as a red outline.

I consider it a refined LBP 3 version of the emitter strategy and removes a lot of the logic you need to do it, but you do need to teleport the actually player to the area required.

The the thermometer behaves differently as it jumps all over the place when you move, there aretwo different colours that switch back and forth as it loads sections.

The level will always keep connected logic loaded, so mounting sensors and tags on sticker panel not glued to anything is a good tip, but infinite sensor settings are something to keep an eye on, as it may mean that more than you need at one time stays loaded.

So the Emitter build approach of self contained logic is still the way to go.

Just like with the emitters, there is an actual size limitation though. I'm guessing both of these limitations are a total file size cap.

Infinite levels will (eventually) warn you the size may cause it to not load properly, but it won't stop you building as far as I could tell.

My recently Team Picked level of a Back to the Future Giveway got caught out by this though.

https://lbp.me/v/qx09x2-/trailer

I built 4 different versions of the one cityscape into the level with no warning issues, I added some logic, cameras, music, and it started to warn me so I tested it and it still played and loaded fine.

I added some prize bubbles, then published version consistently crashed you back to the PS home screen when you switched cameras/zones, and when I went into to edit mode whole sections would not appear.

I had to revert to an older, less polished version with some very valid reviews about it being buggy, empty, and hard to navigate.

The biggest issue I encountered was that the actual thermo head room is very different and my level started to overheat when I put the Delorean time machine in the level, because it is highly detailed and full of infinite range sensors I guess. That one object in an infinite level is actually too much for the level to deal with.

While Emit/Destroy does give a lot of control on the whole though, I still prefer infinite to emitters for editing abilities and the like.

Anyways, I'd say give the Dynamic setting a test and see how it likes you.
2015-11-26 08:17:00

Author:
Mr_Fusion
Posts: 1799


The problem with Dynamic settings is that I found it cant handle all the logic that could come with an RPG like this. If you are doing something like Zelda maybe, and by all means if you can get it working, try it, but I couldnt fit half of my rpg battle system on a dynamic thermo without breaking and I think his game would be similar.

I thought it was just me, but like I told people in the other thread, Felkroth didnt like it either since he ran into the same issues. D/T loves adventure games, but hates RPGs.

It could be improved now though, so yea couldnt hurt to experiment on a different level. Let me know if it works.
2015-11-27 18:34:00

Author:
Rpg Maker
Posts: 877


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