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3D Sackbot (Beta)

Archive: 14 posts


Hey guys! I'm working on a very thorough 3D Sackbot. Basically one that can run, jump, swim, etc throughout all 16 layers. I've released my current progress as a beta level, so any critique would be greatly appreciated! It's pretty far into completion, however, there are still a few bugs that need to be addressed. Let me know what you think!

Once the sackbot is finished, I'll begin work on a Super Mario 64 esque adventure in which the final prize for completing the adventure will be the sackbot logic chip.

Let me know what you think!

Here's the LBP.me link: https://lbp.me/v/qyyqs8t/activity
http://lbp.me/v/qyyqs8t
2016-03-16 16:50:00

Author:
CMike9001
Posts: 29


I will test it for you!

Many greetings, Jürgen^^
2016-03-17 09:02:00

Author:
CuriousSack
Posts: 3981


I went ahead and queued it! Is there anything that you can quickly say about how this sackbot is different than others created? Or why you created this, specifically? I'm just curious as it's quite fun to see everyone's different approach, but generally they work on it because they want something very specific out of it.2016-03-17 14:16:00

Author:
koltonaugust
Posts: 1382


I went ahead and queued it! Is there anything that you can quickly say about how this sackbot is different than others created? Or why you created this, specifically? I'm just curious as it's quite fun to see everyone's different approach, but generally they work on it because they want something very specific out of it.

Awesome, thanks! And I mostly started this project because I have yet to see one that works flawlessly and would be easy just add in your level and tweak to your liking, and I think that is something this game desperately needs. Most of them just feel really really buggy right now, from what I've seen. There are a couple I've stumbled upon that feel really smooth, but they pretty much can only run and jump on a single, flat, non moving surface. So I feel like they would also be buggy if they were exposed to more than that.

- - - - - - - - - -


I will test it for you!

Many greetings, Jürgen^^

Thanks! Let me know if you find anything!
2016-03-17 16:48:00

Author:
CMike9001
Posts: 29


Awesome, thanks! And I mostly started this project because I have yet to see one that works flawlessly and would be easy just add in your level and tweak to your liking, and I think that is something this game desperately needs. Most of them just feel really really buggy right now, from what I've seen. There are a couple I've stumbled upon that feel really smooth, but they pretty much can only run and jump on a single, flat, non moving surface. So I feel like they would also be buggy if they were exposed to more than that.

- - - - - - - - - -



Thanks! Let me know if you find anything!

Yeah, a lot of them are buggy. The ones that have stuck around for a while seem to be in a weird state as updates often broke them so it seems like it is really hard to iron out all of the bugs. I too would like to see an easily tweakable one as most of them just take the approach of "this is complicated logic so I won't explain." Comments via notes are an easy fix to a lot of these things. As for the non-flat terrain, what do you mean by that? Flat along the z (in/out) axis or the x (normal horizontal) axis? I've never seen one that easily shifts layers if the layer is juuuuuust too high, but there could probably be an easy fix per level as movers are a thing!
2016-03-17 18:51:00

Author:
koltonaugust
Posts: 1382


As for the non-flat terrain, what do you mean by that? Flat along the z (in/out) axis or the x (normal horizontal) axis?

When you make a sackbot that can run smoothly in 3D, you end up (at least the way I did it) having to make the bot freeze completely every time you stop giving xy plane input (moving left/right or forward/back) so that it doesn't snap to the closest layer every time you stop moving. I'd have to go back and look at the chip to explain why, but I remember when you do that, it causes a lot of errors with going up ramps (non-flat surface, varying in the left/right direction), jumping onto moving platforms, grabbing, climbing, etc. All of the smooth bots that I've seen seem like they got to that point, didn't figure out how to handle everything else, and made a small, simple, flat level that doesn't show a lot.
2016-03-18 04:36:00

Author:
CMike9001
Posts: 29


Few things wrong with your bot in the level, which I am sure you are aware of a few of them.

Small movements going left/right while moving in/out do not register. Say, if I were moving away, slowly, and wanted to move just a little to the left while moving back and forth, the sackboy doesn't start moving left until it hits that sweet spot on the controller to where it will finally register that the player is pressing left.

Not sure if you have added it yet, but the character does not rotate with the movements.

When the character is moving on a platform, since (I assume) you are using a speed sensor to tell when the character is moving, they do the running animation despite being still on the platform.

If you go on the ramp, and then press down (Slowly) the character will walk on air. Same thing for tyhe bridge and you become Jesus.

If you hit X quickly while on the grass, the character will go up slightly. I was able to do it at least 3 times before actually doing a small jump.

If you swim in circles without hitting X or O, the character still goes down.

If you let the character float in the water, he will eventually reach the top, jump, then fall back in going pretty deep.

He will keep jumping if you hold X down.


There might be more, but I have some stuff to do so can't go too deep into finding problems.
2016-03-20 07:43:00

Author:
Devious_Oatmeal
Posts: 1799


Few things wrong with your bot in the level, which I am sure you are aware of a few of them.

Small movements going left/right while moving in/out do not register. Say, if I were moving away, slowly, and wanted to move just a little to the left while moving back and forth, the sackboy doesn't start moving left until it hits that sweet spot on the controller to where it will finally register that the player is pressing left.

Not sure if you have added it yet, but the character does not rotate with the movements.

When the character is moving on a platform, since (I assume) you are using a speed sensor to tell when the character is moving, they do the running animation despite being still on the platform.

If you go on the ramp, and then press down (Slowly) the character will walk on air. Same thing for tyhe bridge and you become Jesus.

If you hit X quickly while on the grass, the character will go up slightly. I was able to do it at least 3 times before actually doing a small jump.

If you swim in circles without hitting X or O, the character still goes down.

If you let the character float in the water, he will eventually reach the top, jump, then fall back in going pretty deep.

He will keep jumping if you hold X down.


There might be more, but I have some stuff to do so can't go too deep into finding problems.

Thanks for all of the feedback! I'll see what I can do. A lot of those seem like they might have just acted abnormally on your end whenever you played it (like the rotating and the small movements), but I'll double check!
2016-03-20 17:44:00

Author:
CMike9001
Posts: 29


Few things wrong with your bot in the level, which I am sure you are aware of a few of them.

Small movements going left/right while moving in/out do not register. Say, if I were moving away, slowly, and wanted to move just a little to the left while moving back and forth, the sackboy doesn't start moving left until it hits that sweet spot on the controller to where it will finally register that the player is pressing left.

Not sure if you have added it yet, but the character does not rotate with the movements.

When the character is moving on a platform, since (I assume) you are using a speed sensor to tell when the character is moving, they do the running animation despite being still on the platform.

If you go on the ramp, and then press down (Slowly) the character will walk on air. Same thing for tyhe bridge and you become Jesus.

If you hit X quickly while on the grass, the character will go up slightly. I was able to do it at least 3 times before actually doing a small jump.

If you swim in circles without hitting X or O, the character still goes down.

If you let the character float in the water, he will eventually reach the top, jump, then fall back in going pretty deep.

He will keep jumping if you hold X down.


There might be more, but I have some stuff to do so can't go too deep into finding problems.

Anyone else also experiencing all of these issues? The only bugs that I could confirm when testing where the moving platform problem (currently working on a fix for), the swimming problems, and the continuous jumping (easy fix).
2016-03-21 20:39:00

Author:
CMike9001
Posts: 29


Which system are you guys playing on? I know some sackbots have issues on PS3 while some have issues on PS4 due to controller sensitivity, or sometimes the level loads weirdly. Definitely worth it to note the system though.2016-03-23 19:53:00

Author:
koltonaugust
Posts: 1382


Which system are you guys playing on? I know some sackbots have issues on PS3 while some have issues on PS4 due to controller sensitivity, or sometimes the level loads weirdly. Definitely worth it to note the system though.

I'm on PS4
2016-03-24 17:03:00

Author:
CMike9001
Posts: 29


I am on PS3.2016-03-25 07:41:00

Author:
Devious_Oatmeal
Posts: 1799


That's probably what the difference is then. I've noticed these bots only seem to REALLY work on the system they are made. Something about the logic doesn't quite match up I guess. I forgot which level I played on PS4 that was made on PS3 had similar issues.2016-03-26 05:48:00

Author:
koltonaugust
Posts: 1382


Just letting y'all know, I had a breakthrough and came up with a MUCH better approach than I had previously been doing. Once I get a couple more things working I will start a new beta and a new thread for Version 2.0. This Sackbot should be completely smooth everywhere, and should be able to react to almost any level design with no external sensors.2016-03-28 14:25:00

Author:
CMike9001
Posts: 29


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