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#1

"Level starting to overheat" message?

Archive: 20 posts


What does this mean? Is it because my thermo is only 2 bars from the top?

It is suggesting I use simpler shapes.

I have some trees that have really complex shapes... And I have a front panel that is rather complex...

But that is about it as to complex shapes.

Any thoughts?
2009-03-24 23:42:00

Author:
dobi6
Posts: 359


this message means that your starting to run out of room on the thermometer. when the thermometer reaches the last line (at the top), you can't add anything else to your level and stuff might get unglued.

here's a few things that might help you reduce the thermo a bit.

- check any of your emitters and see if you can tweak the amount emitted (from infinite to 10, if it won't affect the gameplay)

- reduce the amount of materials that you use. every time you add a new material, it adds a chunk to your thermo. so if you have any small amounts of a material you barely use, change it to something you use a lot

- if you have any lasers, be aware that they use up a lot of thermo

- when you make a room (or just an area), try to make it's edges flat and straight (where the object ends). by this i mean, keep the part where the player goes all odd-like, but where the object ends, make it nice and straight
2009-03-24 23:58:00

Author:
RickTheRipper
Posts: 345


Are you talking about you're "Little Dark and Stormy Night" level?2009-03-25 16:59:00

Author:
SawronZXZ
Posts: 463


Lots of things contribute to your thermometer. Yes, you start to get warned about this when it's two notches from full.

Rick's correct, but there's much more to consider.

- moving parts. if it can move or slide around, it's going to contribute to the thermometer. gluing stuff to dark matter or to the ground can reduce thermo.

- number of unique materials. reducing the number of different materials you use can reduce the thermo.

- number of (collected/captured) objects. some objects are very thermo-intensive. The story-collected objects that are uniquely shaped (i.e. vases, bottles, masks, clouds, etc.) can easily become a heavy burden on thermo if you use too many of them in the same level. Similarly, highly complex captured objects will often add to thermo, moreso if they contain new materials or emitters.

- "max emitted at once" on emitters. This is the FIRST place you should look when trying to lower your thermometer. Emit no more than you need on screen at once - emitters have to reserve memory for the amount of potential objects they can emit, not just the number currently instantiated (active/emitted)

- complexity of shapes. this is where the corner edit tool makes a WORLD of difference. Simply put, the more vertices (corners) your shape has, the more memory it takes up. If you draw complex shapes with the circle tool, you will run out of thermo much faster than if you were to draw the same shape using minimal numbers of edges with the corner tool. Reduce the complexity of your environment to reduce thermo.

- stickers and decorations can eat up small bits of thermo too, as can lots of switches and wires. plan your level design to allow for room for these things during the final stages of production.
2009-03-25 17:34:00

Author:
Thegide
Posts: 1465


Are you talking about you're "Little Dark and Stormy Night" level?

Yep?that's the one... It is mostly done, so I am not too worried... And I only have a few more changes to make on peoples' suggestions...

But I want to have some breathing room to prevent problems for future edits.

I plan to officially unlock the level in a day or two
2009-03-25 18:02:00

Author:
dobi6
Posts: 359


I think you're getting that message b/c of the "Infinite Checkpoints" you used. If you want I have an idea for a lot of lives.

1) First, go into an empty level. Next, make a circle, about 4x the size of a normal checkpoint.

2) Pause create mode and put the circle in the back layer, floating (thin). Make as many checkpoints as you can possibly need, and glue them all to the thin circle (As many as possible).

3) Save this as an object and heart it (to get to it faster). Now you can delete your object (not from your popit, from your LEVEL).

4) Go towards the entrance and make a small block of wood 1 plane thick. Place an emitter on the block. Set the emitters settings to emit 1 at a time, max. emitted to 1, lifetime to ∞. Now set the emitted object to your hearted checkpoint monstrosity, and shrink it down until the flat circle is the size of a normal checkpoint.

5) The other checkpoints should have shrunk. Now place where you want to emit it.

6) Unpause and let the emitter make one. Now delete the emitter, save the newly emitted object and delete the old one.

Fin) Now you have a small object with lots of checkpoints. (For more lives change them to double-life checkpoints)
Hope it helps.

EDIT: If you want I can make one and send it to you tomorrow. (Can't use PS3 2day. To much to do...)
2009-03-25 18:46:00

Author:
SawronZXZ
Posts: 463


I will look into this... Have you tried it?

Sounds crazy haha
2009-03-25 19:18:00

Author:
dobi6
Posts: 359


Usually if you just follow the specific suggestions the create mode suggests that is the best course of action.

As I mentioned on another thread, there are actually "many" thermos, not just one - in this case your "object vertices" thermo is reaching maximum. To fix this, you need straighter edges on your material.

A great level to look at as a model for this issue is mrsupercomputer's "Basilisk Bog". He manages to get a really complex look of trees without using a ton of edges. I do a similar thing in "Splat Invaders II".

A good idea during design if you don't want this to happen is to draw EVERYTHING initially with almost a "boxy" look, and then use a square shape to carefully add edges instead of using round shapes (which have a TON of edges on them to make them round).
2009-03-25 19:33:00

Author:
CCubbage
Posts: 4430


I will look into this... Have you tried it?

Sounds crazy haha

Yes I have tried it and it works
2009-03-25 19:48:00

Author:
SawronZXZ
Posts: 463


Usually if you just follow the specific suggestions the create mode suggests that is the best course of action. As I mentioned on another thread, there are actually "many" thermos, not just one - in this case your "object vertices" thermo is reaching maximum. To fix this, you need straighter edges on your material.

That was where I was going to start.


A great level to look at as a model for this issue is mrsupercomputer's "Basilisk Bog". He manages to get a really complex look of trees without using a ton of edges. I do a similar thing in "Splat Invaders II".

Those are both fantastic.

Basalisk Bog is one of my favourites of all time.

A good idea during design if you don't want this to happen is to draw EVERYTHING initially with almost a "boxy" look, and then use a square shape to carefully add edges instead of using round shapes (which have a TON of edges on them to make them round).[/QUOTE]

I think my trees I made are a big culprit... They have a LOT of corners.
2009-03-25 19:54:00

Author:
dobi6
Posts: 359


A good idea during design if you don't want this to happen is to draw EVERYTHING initially with almost a "boxy" look, and then use a square shape to carefully add edges instead of using round shapes (which have a TON of edges on them to make them round).

I'd use the corner editor, not the square shape.
2009-03-25 20:25:00

Author:
SawronZXZ
Posts: 463


I try to, but with some things, it won't let me.2009-03-25 20:46:00

Author:
dobi6
Posts: 359


I'd use the corner editor, not the square shape.
The box shape for initially creating the angles, the corner editor for adjusting them. You can't use the corner editor if there is no corner yet.
2009-03-25 20:51:00

Author:
CCubbage
Posts: 4430


True. True.2009-03-25 20:51:00

Author:
SawronZXZ
Posts: 463


Lots of things contribute to your thermometer. Yes, you start to get warned about this when it's two notches from full.

Rick's correct, but there's much more to consider.

- moving parts. if it can move or slide around, it's going to contribute to the thermometer. gluing stuff to dark matter or to the ground can reduce thermo.

- number of unique materials. reducing the number of different materials you use can reduce the thermo.

- number of (collected/captured) objects. some objects are very thermo-intensive. The story-collected objects that are uniquely shaped (i.e. vases, bottles, masks, clouds, etc.) can easily become a heavy burden on thermo if you use too many of them in the same level. Similarly, highly complex captured objects will often add to thermo, moreso if they contain new materials or emitters.

- "max emitted at once" on emitters. This is the FIRST place you should look when trying to lower your thermometer. Emit no more than you need on screen at once - emitters have to reserve memory for the amount of potential objects they can emit, not just the number currently instantiated (active/emitted)

- complexity of shapes. this is where the corner edit tool makes a WORLD of difference. Simply put, the more vertices (corners) your shape has, the more memory it takes up. If you draw complex shapes with the circle tool, you will run out of thermo much faster than if you were to draw the same shape using minimal numbers of edges with the corner tool. Reduce the complexity of your environment to reduce thermo.

- stickers and decorations can eat up small bits of thermo too, as can lots of switches and wires. plan your level design to allow for room for these things during the final stages of production.
2009-03-25 23:00:00

Author:
Unknown User


You should quote him so people know it's from Thegide and not you.2009-03-25 23:26:00

Author:
SawronZXZ
Posts: 463


Lots of things contribute to your thermometer. Yes, you start to get warned about this when it's two notches from full.

Rick's correct, but there's much more to consider.

- moving parts. if it can move or slide around, it's going to contribute to the thermometer. gluing stuff to dark matter or to the ground can reduce thermo.

- number of unique materials. reducing the number of different materials you use can reduce the thermo.

- number of (collected/captured) objects. some objects are very thermo-intensive. The story-collected objects that are uniquely shaped (i.e. vases, bottles, masks, clouds, etc.) can easily become a heavy burden on thermo if you use too many of them in the same level. Similarly, highly complex captured objects will often add to thermo, moreso if they contain new materials or emitters.

- "max emitted at once" on emitters. This is the FIRST place you should look when trying to lower your thermometer. Emit no more than you need on screen at once - emitters have to reserve memory for the amount of potential objects they can emit, not just the number currently instantiated (active/emitted)

- complexity of shapes. this is where the corner edit tool makes a WORLD of difference. Simply put, the more vertices (corners) your shape has, the more memory it takes up. If you draw complex shapes with the circle tool, you will run out of thermo much faster than if you were to draw the same shape using minimal numbers of edges with the corner tool. Reduce the complexity of your environment to reduce thermo.

- stickers and decorations can eat up small bits of thermo too, as can lots of switches and wires. plan your level design to allow for room for these things during the final stages of production.


Please don't start copying other's messages without saying from who it is.
2009-03-25 23:29:00

Author:
oldage
Posts: 2824


(If you don't know) It's from Thegide.
(If you know) I know right?
2009-03-25 23:50:00

Author:
SawronZXZ
Posts: 463


I think you're getting that message b/c of the "Infinite Checkpoints" you used. If you want I have an idea for a lot of lives.

1) First, go into an empty level. Next, make a circle, about 4x the size of a normal checkpoint.

2) Pause create mode and put the circle in the back layer, floating (thin). Make as many checkpoints as you can possibly need, and glue them all to the thin circle (As many as possible).

3) Save this as an object and heart it (to get to it faster). Now you can delete your object (not from your popit, from your LEVEL).

4) Go towards the entrance and make a small block of wood 1 plane thick. Place an emitter on the block. Set the emitters settings to emit 1 at a time, max. emitted to 1, lifetime to ∞. Now set the emitted object to your hearted checkpoint monstrosity, and shrink it down until the flat circle is the size of a normal checkpoint.

5) The other checkpoints should have shrunk. Now place where you want to emit it.

6) Unpause and let the emitter make one. Now delete the emitter, save the newly emitted object and delete the old one.

Fin) Now you have a small object with lots of checkpoints. (For more lives change them to double-life checkpoints)
Hope it helps.

EDIT: If you want I can make one and send it to you tomorrow. (Can't use PS3 2day. To much to do...)

That's a really good idea. I'm going to do this now.:eek:
2009-03-27 03:06:00

Author:
ApellesJr
Posts: 282


I found an easier way! Just emit active checkpoints instead. Here's how:


1) Squash your entrance with a large block of metal. 2) Place a double life checkpoint. 3) Switch to play mode. The checkpoint should be active. 4) Switch back into create mode. The checkpoint should still be active. 5) Decorate, capture and your done!
2009-03-27 13:06:00

Author:
SawronZXZ
Posts: 463


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