by jkhouw1 » Wed Mar 25, 2015 4:57 am
@ccrunner524 - how do you turn off the pick up? and how did you get Sif to stand still?
My issue with playset style is I always hit memory limits - clearly their implementation of decorations uses far less resources than what we get. Even the orbs - their challenges in the playsets have hundreds, if we put down 40 or so there goes half the memory. And all kinds of extra logic toys to do what should be simple tasks (like controlling platforming toys), or work arounds to enforce driving a car/mount, or that mounts don't trigger things that they are supposed to etc - to overcome every one of those is 10 more logic toys than should be needed.
Also, the text creator is a bit flawed - why they don't have a simple "OK" or "continue" instead of always have accept/cancel. Or allow us to enter the text that will be in the buttons.
for the map objectives, I've played with leaving a trail of sparks or other effects controlled by a single effect generator - it works, but there isn't a great effect for it (subtle sparks are hard to see, other ones are too big)
I prefer to create larger expansive story-like toy boxes, but I no longer trust the doors at all so have to work within the constraints of a single box. And I get tired about 1/2 through of continuously building logic to solve what should be a simple task, rather than focussing on the play aspect of the toybox.
Lastly, I really wish there was an option to just turn off collision detection when putting down static items. It would make the scenery so much better. (think Halo's forge for example). And there isn't an issue with collisions of static items - take the scenery for example and the large flagged asgardian columns - they have a large collision area (bigger even than their actual blue/red outline is). but if you change that objects style to something smaller, place it, then change it back it works fine and can intersect other objects. You can even put them coming up the middle of the spinning platforming toys or sliding walls etc. but its so cumbersome to have to keep change back and forth.
Just give us the option to "snap to grid" or turn it off.
Oh - and an option to save state without fully reloading the box for dev purposes. Nothing worse than putting down a ton of decorative items that happen to be destructable, then accidentally destroying them when you test game play. Well there is a lot thats worse, but it is frustrating.