anoffdayTo be changed whenever Anoffday gets around to it.Registered Userregular
edited January 2011
Do what you want, even if it's already been done. Just because you think it's better than yours doesn't mean everyone else will think so. I'm working on a space level and I'm sure that's been done no less than a million times.
Whoa man. this game is going to eat my life. I played LBP and had a few levels, but this is... Well, it's just super. I finished the story levels, went through the tutorials to learn the new features and now I'm ready to rock.
I think a level contest is just what I need. I have some really great ideas I want to try out, but i want to bang out a starter level or two to get my feet wet. A level contest would get me focused in the right direction I think.
Also, aside from level contests I think a movie contest would be pretty cool as well.
I want to get in on a contest as well. Let's see. It's the end of January, almost February. We could do winter levels, Valentine's Day levels . Any other ideas?
So how is the jumping in this game? A lot of the times LBP1 was very frustrating because it felt really floaty to me, and making precise jumps was exhausting!
So how is the jumping in this game? A lot of the times LBP1 was very frustrating because it felt really floaty to me, and making precise jumps was exhausting!
It's identical
with logic though you can basically program whatever jumping you want into the game. I just finished making a sackbot that controls like Mario from SMB1.
So how is the jumping in this game? A lot of the times LBP1 was very frustrating because it felt really floaty to me, and making precise jumps was exhausting!
It's identical
with logic though you can basically program whatever jumping you want into the game. I just finished making a sackbot that controls like Mario from SMB1.
Boo! Oh well, I guess it adds some sort of challenge to the game that otherwise wouldn't be there.
I'm making a Contra hard cops inspired one, since it's not too long for the Contra game to hit the XBLA (and PSN??).
A sequencer lets the miniboss shoot to the right, activate a randomizer to either walk, jump, or jumpwalk to the right, shoot to the left and either walk, jump or jumpwalk to the right. Repeat. A simple enough basic boss to get me into it.
Its still a little bit wonky however, as for some reason the random-logic attached to 3 different 4 seconds walk/jump/jumpwalk Sequencers seems to turn itself off even when I've set the minimum and maximum offtime from the random-logic to zero. I've set the ontime to 4 seconds, but that does not seem to help. After the first sequence, the timing is wrong. Gonna search the code tomorrow to see where I've done something wrong.
Second problem is the head of the sackbot the player is controlling. As of yet, the only thing I added was a bigger jump with a quicker drop. I never meddled with the rotation of the second stick, but when I'm not pressing a direction with the second stick, the sackbot looks to the left. Very annoying and a mystery why.
Alphagaia on
Wanna try my Mario Maker levels?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
Mario falls from a height of 80 pixels, or 5 tiles, in .5 seconds. To make Sackboy fall that fast, the gravity's gotta be ratcheted up to 270%.
When he falls that fast, upon hitting the ground he gets sort of stunned and can't move for a split second. I've tried introducing a mover set to 0 that turns on briefly when you touch the ground but that doesn't seem to help.
The next idea is to mess with the antigravity thing. I don't think that'll work though. Assuming it's true to its name it makes the object it's touching act as though a lighter force of gravity were acting on it, when what I actually want is for it to give the sackbot less mass, since that would make it fall at the dame speed but not land as hard.
In the big picture it's not a HUGE problem but I'd like to avoid it if I could.
Mario falls from a height of 80 pixels, or 5 tiles, in .5 seconds. To make Sackboy fall that fast, the gravity's gotta be ratcheted up to 270%.
When he falls that fast, upon hitting the ground he gets sort of stunned and can't move for a split second. I've tried introducing a mover set to 0 that turns on briefly when you touch the ground but that doesn't seem to help.
The next idea is to mess with the antigravity thing. I don't think that'll work though. Assuming it's true to its name it makes the object it's touching act as though a lighter force of gravity were acting on it, when what I actually want is for it to give the sackbot less mass, since that would make it fall at the dame speed but not land as hard.
In the big picture it's not a HUGE problem but I'd like to avoid it if I could.
Could you upload a picture with the code? Have you tried using more friction with a higer gravity?
Alphagaia on
Wanna try my Mario Maker levels?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
looking for 3 other people to get the x3/x4 stuff in two of Eve's Asylum levels. it's all i need to 100% the game!
psnid is fenikuman, add meeee
Houk the Namebringer on
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anoffdayTo be changed whenever Anoffday gets around to it.Registered Userregular
edited January 2011
I think the servers are working better. I've connected to a couple people tonight with no problem. I was finally able to get a couple levels 100% that I couldn't before because I needed a second sackperson. I also met a cool guy who was running around as Daxter while I was Jak. Of course we had to pose for a picture.
Mario falls from a height of 80 pixels, or 5 tiles, in .5 seconds. To make Sackboy fall that fast, the gravity's gotta be ratcheted up to 270%.
When he falls that fast, upon hitting the ground he gets sort of stunned and can't move for a split second. I've tried introducing a mover set to 0 that turns on briefly when you touch the ground but that doesn't seem to help.
The next idea is to mess with the antigravity thing. I don't think that'll work though. Assuming it's true to its name it makes the object it's touching act as though a lighter force of gravity were acting on it, when what I actually want is for it to give the sackbot less mass, since that would make it fall at the dame speed but not land as hard.
In the big picture it's not a HUGE problem but I'd like to avoid it if I could.
Could you upload a picture with the code? Have you tried using more friction with a higer gravity?
what about a material tweaker? Might be something in there you can use.
IIRC, when you use a material tweaker on a sackbot the only thing you can actually tweak is whether or not it's grabbable.
looking at mario again, I've actually noticed that if you hit the ground with horizontal momentum he slides a bit. if hitting the ground triggers a horizontal mover temporarily that might solve the problem for me
thinking about it now though that's actually gonna be pretty complicated to do right
The best thing is that even with all the crazy logic I've got the sackbot still only takes up the first tick of the thermometer.
So I solved the randomness thing, but with some caveats.
When I got home a bit ago I was able to do some testing. Figured out how the random seed is being chosen, and how to take advantage of that. From what I can tell the seed is set on the moment of creation (with a few exceptions that are interesting but not helpful to solving this problem). So placing them in level results in the lack of randomness. Emitting one has the same problem, assuming it's always emitted at the same time.
Solution? Have it emitted based on a variable outside the scope of the level (ie the player). The time the emitter is spawned isn't set in stone that way, which results in a different pattern each time. So it works, but that would mean you'd have to emit your whole deal at once (which could be prohibitively bullshit at times).
Solution to THAT? Wireless communication! rather than having a randomizer on your circuit, have one unique tag sensor hooked to each distinct output that you'd normally have going from the randomizer. Make an invisible piece of hologram wit ha circuit, containing the randomizer hooked up to tags keyed to those sensors. Have that holo emitted in the range of the chip with those sensors. Voila. IMPORTANT: make sure that emitter is triggered in a way that it will not be at a set time. Player sensor, part of a grab circuit somewhere, etc. As long as the player is triggering it (and it isn't just a player sensor over the entrance) you should have the sequence be different each time.
Much more work than if the randomizer did its job. It isn't foolproof and definitely requires more planning than just being able to plop a chip down that magically makes things random. From what I can tell though, it WORKS. Which is more than the damned bit we have now does. There are a few circumstances where this won't be ideal, but it should solve most of your randomness issues, at least until the preexisting tool (hopefully) gets patched.
going back and looking at mario again, you actually have approximately the same amount of maneuverability as he does
if you hit right and a at the same time and hold right until mario lands, he travels four tiles
sackboy makes it about three and a half
I think what you're actually perceiving is that sackboy does it more slowly'
Once I've got his jumping speed worked out I can replace his air controls with movers that let him get around more quickly in the air
speaking of movers, does anyone have some concrete info on how they work?
from what I understand, the number you set is a velocity that the mover's set to. the acceleration setting controls how fast you get up to that velocity if you're moving slower than it, and the deceleration setting controls how fast you slow down to that velocity if you're moving faster than it.
the issue is that the units are confusing! I think that the speed is measured in standard blocks per second but I haven't tested it yet. The acceleration is just bizarre though. I believe that 100% acceleration means that you instantaneously change to that velocity, but if that's the case then presenting the numbers as percentages doesn't make any sense. 50% is "half as slow" as 100%, but how can you take twice as long as 0 seconds to reach the assigned velocity? It doesn't seem to make much sense.
going back and looking at mario again, you actually have approximately the same amount of maneuverability as he does
if you hit right and a at the same time and hold right until mario lands, he travels four tiles
sackboy makes it about three and a half
I think what you're actually perceiving is that sackboy does it more slowly'
Once I've got his jumping speed worked out I can replace his air controls with movers that let him get around more quickly in the air
speaking of movers, does anyone have some concrete info on how they work?
from what I understand, the number you set is a velocity that the mover's set to. the acceleration setting controls how fast you get up to that velocity if you're moving slower than it, and the deceleration setting controls how fast you slow down to that velocity if you're moving faster than it.
the issue is that the units are confusing! I think that the speed is measured in standard blocks per second but I haven't tested it yet. The acceleration is just bizarre though. I believe that 100% acceleration means that you instantaneously change to that velocity, but if that's the case then presenting the numbers as percentages doesn't make any sense. 50% is "half as slow" as 100%, but how can you take twice as long as 0 seconds to reach the assigned velocity? It doesn't seem to make much sense.
Yeah, movers are going to have to be implemented if you're truly going for near mario-quality movement. I honestly haven't played with simple movers enough to know how their units relate to player movement (I've been dealing exclusively with vehicle stuff :P). But I'm sure you'll get it.
What I saw thus far was most impressive.
Also....why are we posting in this thread, when we have a perfectly serviceable new thread that Mr_Grinch kindly provided to us?
I am waiting until I'm with my girlfriend to start story mode so I've been playing around in creation mode instead. I never got into it in LBP, but this time I pushed past the initial learning curve barrier and wow... This is so fun. I look forward to playing all of your levels and sharing my own.
Some creation noob questions:
How do you get items to suspend in midair? (Prize bubbles, clouds, etc) Is it possible? I've been able to do workarounds for the most part but my clouds are extremely hazardous.
I can't get emitters to launch my ninja stars at anything but a 45% angle to the right. While this is making my level pretty hilariously difficult, I'd like to figure out how to rotate the launching angle.
How do you link a player trigger to an emitter? I assume there is some kind of invisible linking wire tool but I can't find it. The goal here is to start up the ninja star emitters only once a player has walked through a certain area.
Can you use KBAM in creation?
Thanks!
Pookiepoo on
Steam: Pookie GG Now Playing: BattleTech, Divinity Original Sin 2, MechWarrior 5
it's pretty simple, but i put a bit of extra time into polishing it up so it shouldn't be a trudge to get through. it's pretty cool how much you can do with the creator, and how quickly it all comes together. the improvements over the original are subtle yet very very important to quick, functional editing
anyway. play my level! it's rad. mega rad.
bsjezz on
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anoffdayTo be changed whenever Anoffday gets around to it.Registered Userregular
Yeah, the reason that the lasers in my game ended up having a predefined sequence that gets more sadistic as time goes by....the randomizer. I originally wanted random discharges, but found that the thing is totally useless for most things (to me). So, design goals changed. Worked out better in the end, honestly.
I'm actually kind of annoyed by the whole randomizer thing. I can think of things that I would use it for, but tons of things I CAN'T do that I was looking forward to doing. Why they didn't have the random seed not be fixed and actually give us a randomizer is beyond me. Pretty much the only thing I've been disappointed with in this game.
Sony's hardware doesn't support true random numbers.
I kid.
Gihgehls on
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Snerkycall me trickthe c is silentRegistered Userregular
from what I understand, the number you set is a velocity that the mover's set to. the acceleration setting controls how fast you get up to that velocity if you're moving slower than it, and the deceleration setting controls how fast you slow down to that velocity if you're moving faster than it.
From my experiments it seemed like the Decceleration was how long it takes the object to return to 0 velocity after the input goes low, 100% being instant-stop and 0% being no-braking.
(...Uh, sorry for the late reply, you probably already figured this out.)
Posts
I want to get in on a contest as well. Let's see. It's the end of January, almost February. We could do winter levels, Valentine's Day levels . Any other ideas?
http://forums.penny-arcade.com/showthread.php?p=18090667#post18090667
Also sorry to Anoffday, I just saw your post now. I'm happy to change my suggested theme if people would prefer
I started a new thread in the hope that the title would attract a few more people.
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
Now I'm starting to see the commercials on TV though.
As soon as I did the tutorial for it I thought "Hello, random loot tables for monsters in an RPG" but I guess that'll have to wait.
It's identical
with logic though you can basically program whatever jumping you want into the game. I just finished making a sackbot that controls like Mario from SMB1.
http://www.audioentropy.com/
Sometimes I Stream Games: http://www.ustream.tv/channel/italax-plays-video-games
Boo! Oh well, I guess it adds some sort of challenge to the game that otherwise wouldn't be there.
I'm making a Contra hard cops inspired one, since it's not too long for the Contra game to hit the XBLA (and PSN??).
A sequencer lets the miniboss shoot to the right, activate a randomizer to either walk, jump, or jumpwalk to the right, shoot to the left and either walk, jump or jumpwalk to the right. Repeat. A simple enough basic boss to get me into it.
Its still a little bit wonky however, as for some reason the random-logic attached to 3 different 4 seconds walk/jump/jumpwalk Sequencers seems to turn itself off even when I've set the minimum and maximum offtime from the random-logic to zero. I've set the ontime to 4 seconds, but that does not seem to help. After the first sequence, the timing is wrong. Gonna search the code tomorrow to see where I've done something wrong.
Second problem is the head of the sackbot the player is controlling. As of yet, the only thing I added was a bigger jump with a quicker drop. I never meddled with the rotation of the second stick, but when I'm not pressing a direction with the second stick, the sackbot looks to the left. Very annoying and a mystery why.
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
Mario falls from a height of 80 pixels, or 5 tiles, in .5 seconds. To make Sackboy fall that fast, the gravity's gotta be ratcheted up to 270%.
When he falls that fast, upon hitting the ground he gets sort of stunned and can't move for a split second. I've tried introducing a mover set to 0 that turns on briefly when you touch the ground but that doesn't seem to help.
The next idea is to mess with the antigravity thing. I don't think that'll work though. Assuming it's true to its name it makes the object it's touching act as though a lighter force of gravity were acting on it, when what I actually want is for it to give the sackbot less mass, since that would make it fall at the dame speed but not land as hard.
In the big picture it's not a HUGE problem but I'd like to avoid it if I could.
http://www.audioentropy.com/
Could you upload a picture with the code? Have you tried using more friction with a higer gravity?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
psnid is fenikuman, add meeee
what about a material tweaker? Might be something in there you can use.
looking at mario again, I've actually noticed that if you hit the ground with horizontal momentum he slides a bit. if hitting the ground triggers a horizontal mover temporarily that might solve the problem for me
thinking about it now though that's actually gonna be pretty complicated to do right
The best thing is that even with all the crazy logic I've got the sackbot still only takes up the first tick of the thermometer.
http://www.audioentropy.com/
When I got home a bit ago I was able to do some testing. Figured out how the random seed is being chosen, and how to take advantage of that. From what I can tell the seed is set on the moment of creation (with a few exceptions that are interesting but not helpful to solving this problem). So placing them in level results in the lack of randomness. Emitting one has the same problem, assuming it's always emitted at the same time.
Solution? Have it emitted based on a variable outside the scope of the level (ie the player). The time the emitter is spawned isn't set in stone that way, which results in a different pattern each time. So it works, but that would mean you'd have to emit your whole deal at once (which could be prohibitively bullshit at times).
Solution to THAT? Wireless communication! rather than having a randomizer on your circuit, have one unique tag sensor hooked to each distinct output that you'd normally have going from the randomizer. Make an invisible piece of hologram wit ha circuit, containing the randomizer hooked up to tags keyed to those sensors. Have that holo emitted in the range of the chip with those sensors. Voila. IMPORTANT: make sure that emitter is triggered in a way that it will not be at a set time. Player sensor, part of a grab circuit somewhere, etc. As long as the player is triggering it (and it isn't just a player sensor over the entrance) you should have the sequence be different each time.
Much more work than if the randomizer did its job. It isn't foolproof and definitely requires more planning than just being able to plop a chip down that magically makes things random. From what I can tell though, it WORKS. Which is more than the damned bit we have now does. There are a few circumstances where this won't be ideal, but it should solve most of your randomness issues, at least until the preexisting tool (hopefully) gets patched.
obviously it's bullshit that you have to do that but it seems like a pretty simple solution at least.
http://www.audioentropy.com/
going back and looking at mario again, you actually have approximately the same amount of maneuverability as he does
if you hit right and a at the same time and hold right until mario lands, he travels four tiles
sackboy makes it about three and a half
I think what you're actually perceiving is that sackboy does it more slowly'
Once I've got his jumping speed worked out I can replace his air controls with movers that let him get around more quickly in the air
speaking of movers, does anyone have some concrete info on how they work?
from what I understand, the number you set is a velocity that the mover's set to. the acceleration setting controls how fast you get up to that velocity if you're moving slower than it, and the deceleration setting controls how fast you slow down to that velocity if you're moving faster than it.
the issue is that the units are confusing! I think that the speed is measured in standard blocks per second but I haven't tested it yet. The acceleration is just bizarre though. I believe that 100% acceleration means that you instantaneously change to that velocity, but if that's the case then presenting the numbers as percentages doesn't make any sense. 50% is "half as slow" as 100%, but how can you take twice as long as 0 seconds to reach the assigned velocity? It doesn't seem to make much sense.
http://www.audioentropy.com/
Yeah, movers are going to have to be implemented if you're truly going for near mario-quality movement. I honestly haven't played with simple movers enough to know how their units relate to player movement (I've been dealing exclusively with vehicle stuff :P). But I'm sure you'll get it.
What I saw thus far was most impressive.
Also....why are we posting in this thread, when we have a perfectly serviceable new thread that Mr_Grinch kindly provided to us?
http://forums.penny-arcade.com/showthread.php?t=135734
I'll be sure to keep the op up to date with PA levels and everyone's PSN name. I'll also update the competition theme every two weeks
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
Some creation noob questions:
How do you get items to suspend in midair? (Prize bubbles, clouds, etc) Is it possible? I've been able to do workarounds for the most part but my clouds are extremely hazardous.
I can't get emitters to launch my ninja stars at anything but a 45% angle to the right. While this is making my level pretty hilariously difficult, I'd like to figure out how to rotate the launching angle.
How do you link a player trigger to an emitter? I assume there is some kind of invisible linking wire tool but I can't find it. The goal here is to start up the ninja star emitters only once a player has walked through a certain area.
Can you use KBAM in creation?
Thanks!
it's pretty simple, but i put a bit of extra time into polishing it up so it shouldn't be a trudge to get through. it's pretty cool how much you can do with the creator, and how quickly it all comes together. the improvements over the original are subtle yet very very important to quick, functional editing
anyway. play my level! it's rad. mega rad.
*cough*
(I know we haven't hit 100 pages but the op seems to have vanished and we need somewhere to collect all your awesome levels and PSN names)
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
Maybe we can just get a mod to lock this one?
Sony's hardware doesn't support true random numbers.
I kid.
From my experiments it seemed like the Decceleration was how long it takes the object to return to 0 velocity after the input goes low, 100% being instant-stop and 0% being no-braking.
(...Uh, sorry for the late reply, you probably already figured this out.)