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3D Level Design 2.9 (Beta)

Archive: 6 posts


My previous thread got deleted somehow, so I am making a new one!

LBP Link: https://lbp.me/v/qy2txxt/topreviews?p=1&l=12

(I'll update this in a bit to make it look nicer)

For those of you that don't know, I am crafting a (killer) 3D solution. This solution is honestly the best out there (I have tried many). It is almost 100% smooth, uses very little thermo, and most of all is actually easy to use. I am on the verge of completing this, and will post a blank template level and tutorial once I do. Anyone will be able to copy this template to his/her moon, and begin crafting a grand 3D adventure with ease. I think you all will be pleasantly surprised at how simple and organized the logic is.

Anyways, check it out! It is still not finished so I am more than open to suggestions, comments, or concerns! Hope you guys like it, and I can't wait to see what everyone (hopefully) builds with it in the future!
http://lbp.me/v/qy2txxt

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For those of you who have been following the old thread, I recently added climbing, grabbing, and swinging in Updates 2.8 and 2.9.
2016-12-17 19:48:00

Author:
CMike9001
Posts: 29


Just a few questions, since I've mainly been following this only in play mode (haven't been near create mode for 3d, but might start something soon). How much thermo does it take up (Most seem to be a lot, but honestly I'm pretty willing to accept half thermo, ideally < 1/4)? Also, how modular is it? I'm looking for a 3D setup that is easily added onto where I can temporarily disable controls for certain abilities. For example, I want to add a double jump and a ledge climb. Is the jumping handled normally (if i remember correctly it is) and can I disable movement and create an animation that makes it look like the sackboy is holding onto the ledge directly behind him in layer? Further onto that, could I replace the movement with horizontal only movement to make it look like shimmying without having to do a weird workaround like using followers instead of movers on the sackboy? And I think you already answered this, but is it controllinator or broadcast chip? And is climbing speed modifiable (i know you use followers to mimic climbing instead of the default (a solution I am perfectly fine with as climbing kind of sucks with default))?2016-12-18 06:52:00

Author:
koltonaugust
Posts: 1382


I'd have to strip everything else, but I think it takes up about a fourth thermo for 2P. It's a broadcast chip with a custom mechanism for each player, but is very easy to change. My goal is to implement normal movement but leave it where players (like you) could easily tweak it to their specific level needs. Hope that answered your question!

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The last thing I'm trying to add, by the way, is slides. I want Sackboy to be able to run on 3D "hills" and what not to be able to replicate some Super Mario 64 esque stuff. Any one know a good way of doing that? The only bot I've seen that does this is SteveBigGuns, but his seems overly complicated from what I've looked at.

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The last thing I'm trying to add, by the way, is slides. I want Sackboy to be able to run on 3D "hills" and what not to be able to replicate some Super Mario 64 esque stuff. Any one know a good way of doing that? The only bot I've seen that does this is SteveBigGuns, but his seems overly complicated from what I've looked at.
2016-12-19 18:13:00

Author:
CMike9001
Posts: 29


Wow. That's a lot less thermo than I thought it would be when I played your level. Honestly, I don't really care too much about it being broadcast. My preference is controllinator, but for a chip to give out, broadcast is definitely the way to go as it is more readable. As for the hills, I don't think that would necessarily be a chip problem. I would create a hitbox for each ramp with a tag in the back and front for layer movement and a tag on the top and bottom for vertical movement. Horizontal could be movers or followers as well. That's what I would try first. Not sure if it would work or not. Controls would have to be disabled in the hitbox though2016-12-20 10:53:00

Author:
koltonaugust
Posts: 1382


Hmm, okay. I'll play around with that, I like that idea. I might do like back left, back right, front left, and front right corner tags to account for tilted ramps. My biggest concern would be jumping and landing back on the hill. Maybe I could implement some sort of Z-axis memory, so it would know where to "land".

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Don't think I'm going to be able to do tilted slides, sadly. I was hoping it would work, because you can make some gorgeous 3D hills that way. The physics get a little wonky though since the layer positions of each corner change. But, I think this method should work for flat slides.
2016-12-20 20:41:00

Author:
CMike9001
Posts: 29


Yep, that's where my implementation falls flat. Didn't even think of that. Do ramps have impact sensors that work? I would play around with that first just to see if there's an easy solution. If there's not, I would try to find an easy solution as there's less of a reason to add a function that's too hard to use to a general-purpose chip.

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So I looked into the ramp issue, and I think your best bet on an easy solution is rail hooks. You can move the rail itself for horizontal movement which means the hardest part is the initial position upon contacting the ramp area. I feel like the best way is to have a front and back for the start and end points and then go layer by layer saying what position the rail should be at. This is an initial check and then have the rail hook move like the sackboy. It's not fast, but it is relatively easy. Requires Feedback loop though so it might be messy in the logic. As for jumping, you'd have to fiddle around with it. Also sorry for double post.
2016-12-21 07:57:00

Author:
koltonaugust
Posts: 1382


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