They should add a way to reset the state of your level after you die. Now your sometimes unable to finish a level because the changes that happened before you died are still in place, creating a dead end.
I've spent considerable time with it today creating a level, an attempt at a multiplayer racer in flying vehicles around a track, and it's been an interesting, fun, yet frustrating job at times. The tools are pretty awkward - very good compared to the usual, and having created a physics editor myself (3D) I understand the difficulties. But the creation of collision geometry posses problems, it appears. You can't edit a mesh once it has been bound to others. This means any design work has to be exact before assembly, you you face a reconstruction rigmarole. Worse than that, you can delete portions of an object drawing with the Triangle button, and yet leave the collision geometry behind. I had a large glass cylinder attached to a background pillar, and chopping off the bottom of it worked in appearance but didn't remove the collision border, and that scuppered placement of objects. I had to delete the whole cylinder and reconstruct. Building nice looking models that aren't a messy hodgepodge of sticking out pieces also requires good forethought. There's a lot of 'best practice' needed to avoid holes, divots, unsightly corners etc. Multiplayer creation could prove very tricky. You'd want everyone to be up to the same standard. A top-tier creator seeing a 'noob' slapping together bits of different width leaving holes in his work might be very annoying!
There's a cap on object complexity that has bit me in the butt. My racecourse is a simple figure-of-8. The curves have to be smoothed out or the vehicles bounce all over the shop. I had a huge glass block and chopped out two cylinders. I then manually tripled the vectex count inside the curves to smooth them out, to something still a bit bumpy but acceptible(ish). In doing this I hit the object complexity limit. This then added an annoying message any time I created an object as the default starting place of placement was on my complex object. And it also means I can't adapt my map to add some starting gates, as I've evolved the design of the game. If the was a tool to slice the object in half, creating two simpler objects, that'd be a problem solved, and maybe one will feature in the final game, but you can't take a little cube and chop out a path to separate two sides, which means that limit is pretty rough. What I should have done assembled a route out of pieces...
There's also a lot of idiosyncracies to learn and work around. I rebuilt my vehicle a couple of times, eventually spending maybe an hour experimenting with materials and weights to see what is needed to attain balance - the size of a Rocket affects it's weight and thrust it seems, but full thrust is substantial even on tiny rockets. Some things proved unattainable - a rocket pack needs a minimum propulsion to overcome gravity, but you can't cap the speed and that same minimum produces crazy speeds on the downhills. In theory, if I could, I could have Sensors affecting maximum thrust depending on where the vehcile is, but you can't add multiple control systems to a device. Where at the moment the engine is always on when a Sackboy is in the driving seat, the whole thing would need a redesign.
It was certainly a fun and engaging experience, and I hope a number of issues have been addressed in the final build, with more advanced tools like Knife and Smoothing and stuff. I'll maybe have another go tomorrow.
Sorry, man! You should have said! Why you got no voice chat?Cheers for having me test your level and then buggering offline when I wanted you to test mine
I had the inner circle object glued to the background. When I deleted part of the bottom geometry, it didn't delete the collision geometry.I have no idea what you're talking about "collissoin detection" being left behind. If i remove an object, it's gone.
Absolutely. The course as was just a test course, the idea being it'd be quick to make while creating the vehicle. The reason for the cutout was the idea was supposed to be 'slot-car racer' but as I hit the limits of the engine, I realised that wouldn't be possible in the obvious way - cutting out a slot route. The end design, if I finish it, will be something very different.If I'm honest, you made your course too complex [and it was broken]...
Sure, I wasn't knocking it. Just pointing out that there's a lot to be learnt to get good results. The 'slot-car racer' is a doddle concept on paper - a vehicle that slots into a groover that just goes. Piecing it together as such isn't at all as straightforward though!It's all common sense physics IMO...and you can test it there and then.
That would control thrust, but not direction.And why are your vehicles sensor based? If you want people to control their speed so they don't go crazy, then make them powered by grab switches...then they can actually control the ship.
That would work as long as the vehicle was upright and the player had time to move around. If the vehicle is whizzing around a track, turning this way and that, managing grabs would be pretty tought. The intention was the vehicle would 'stick' to the track with the player just applying little changes.Or you could add four sensor switches on four sides, so that when Sackboy moves to that side, the vehicle moves to that side also (will need four rockets)
That's the creators fault.
Sorry, man! You should have said! Why you got no voice chat?
I had the inner circle object glued to the background. When I deleted part of the bottom geometry, it didn't delete the collision geometry.
Absolutely. The course as was just a test course, the idea being it'd be quick to make while creating the vehicle. The reason for the cutout was the idea was supposed to be 'slot-car racer' but as I hit the limits of the engine, I realised that wouldn't be possible in the obvious way - cutting out a slot route. The end design, if I finish it, will be something very different.
Sure, I wasn't knocking it. Just pointing out that there's a lot to be learnt to get good results. The 'slot-car racer' is a doddle concept on paper - a vehicle that slots into a groover that just goes. Piecing it together as such isn't at all as straightforward though!
That would control thrust, but not direction.
That would work as long as the vehicle was upright and the player had time to move around. If the vehicle is whizzing around a track, turning this way and that, managing grabs would be pretty tought. The intention was the vehicle would 'stick' to the track with the player just applying little changes.
Whilst I understand what you're saying, does this mean there is an option to 'reset' things when a sackboy dies?
If that option is missing then it needs implementing...i.e. 'disolve' on contact but 'reset' when player 'dies'.
It gets complicated when there are more than one players.
How about making the track smaller...and connecting the vehicles to the track - using bolts and ice. Like a rollercoaster. Noone seems to have grasped that yet, but I will be making a roller coaster with full lopps, and the vehicle won't fall off.
How about a reset button? In the SotC level it would be handy if you could reset the bridge and horse...you could have a button to press to reset, ah, hold on - could you have it that the bridge and horse are not there UNTIL you hit a switch? And then if you did die you could just press the button again.
So far I think I've got around the restart issue:
Instead of placing the object ready for the user, place an emitter and switch that emits the object when the user gets near it.
Having said that I haven't completed the level or testing, so I'm sure it doesn't work in all cases, but thought I'd mention it as I've played quite a few user created levels that I've had to restart, which probably I wouldn't have had to if an imitter was used instead.
Not being in the beta ???: ) I can only guess, but I think the point is avoiding restart and continuing from last spawn point.
Anyway, that will probably be level creator's responsibility.
How about a reset button? In the SotC level it would be handy if you could reset the bridge and horse...you could have a button to press to reset, ah, hold on - could you have it that the bridge and horse are not there UNTIL you hit a switch? And then if you did die you could just press the button again.
brilliant - I love the thinking...tho how will you do a loop as I would assume you couldn't use the depth to help out where the track crosses paths?
That's an option. I was wanting lane changing, rather than a straight Scaletrix design, so that players could 'overtake'. There are lots of solutions with their pros and cons and limitations. In this respect LBP is very real and phsyical, offering a load of ways to solve a problem. Should be great for developing thinking skills, especially lateral thinking and creative solutions!How about making the track smaller...and connecting the vehicles to the track - using bolts and ice. Like a rollercoaster.
That's an smart implementation of the laws of physics.And finally because the vehicle is always moving forward your automatically pressed back in your seat, walking forward will hit a proximity trigger giving you a short speed burst above the normal speed, which will also knock you back in your seat.
You certainly can use depth Make the roller coaster two deep, but the track only one deep...when you get to the point where the tracks would have to overlap, you just swap depths of the track...hence you carry on going round.