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Canyon Jazz - Yarbone ►SPOTLIGHTED◄

Archive: 55 posts


Canyon Jazz
PSN: Mr_Spoonylegs

So basically this is a survival challenge where random pre-made sections keep coming in from the right. The camera is fixed, and there's gas around the edges....

I just made a randomizer, and gave it 8 different options to choose from. Each option is connected to a randomizer, with each randomizer emitting a different section (wich makes 8)

here are some pictures taken from creation mode.

http://i535.photobucket.com/albums/ee357/Yarbone/Eenfoto_1.jpg
http://i535.photobucket.com/albums/ee357/Yarbone/Eenfoto_2.jpg
http://i535.photobucket.com/albums/ee357/Yarbone/Eenfoto_3.jpg
http://i535.photobucket.com/albums/ee357/Yarbone/Eenfoto_3.jpg
http://i535.photobucket.com/albums/ee357/Yarbone/Eenfoto_5.jpg
http://i535.photobucket.com/albums/ee357/Yarbone/Eenfoto_6.jpg
http://i535.photobucket.com/albums/ee357/Yarbone/Eenfoto_7.jpg

Video:

http://www.youtube.com/watch?v=29jlSwvIdRU

Now... i have to say that there might be some problems, like bugs or something. Just say if you find anything
2009-06-25 21:54:00

Author:
Yarbone
Posts: 3036


That looks cool :3

I'll definitively given thus a try if I ken!
2009-06-25 21:56:00

Author:
dawesbr
Posts: 3280


Everyone go play this level now please.

Yeah so I don't really like survival challenges, and normally just ignore them. But solidplace earned my very first heart so I had to give it a go. I actually died pretty quick but thought it was brilliant. Love the visual style again, and I love how each section is multipath and you can't see the joins. Very well constructed with nice gameplay.

I'm not really keen on the forced side scrolling but as that's a necessity in this level I'll let you off

I'm gonna go and play again a few times, will post back more feedback if I think of anything.

It's almost certainly a 5* and heart from me though.


Edit - played a few times, didn't get a great score, but I enjoyed it

OK so you can see the joins, but only because I was looking! One way to avoid this could be to have the joins exist on the different layers in slightly different places. So the join on back thin layer is covered by the back thick layer object on the new section, etc. Not a biggy though.

What are you using for your randomiser? It seems you get duplicate sections more often than you should and some of the sections seem to appear more often than others.

Finally, occasionally the new section takes a while to come into place. At one point I was nearly dead before I jump over the gap! You should be able to emit the new section closer right up close and then force them together, or maybe emit more sections in advance?

I dind't think that it was too slow, running backwards and forwards to collect the bubbles got me close to the back quite often.

Anyway, as promised - 5* and a heart.
2009-06-25 22:38:00

Author:
rtm223
Posts: 6497


I have to say I was impressed. The attention to detail was nice, and the tech was good. I've been meaning to do something of a similar fashion except on a grander scale. Mind sharing some of those contraptions

Alright bullet time
+Love the randomness, makes for good replayability
+the design was nice, wasn't too bland albeit slightly brown but you went with a good theme

-It seemed kind of slow, I was on it for a bit but I didn't feel it go faster at all, I was expecting something like that
2009-06-25 22:40:00

Author:
Waldo
Posts: 108


I just played this about half a dozen times - sorry for ruining your play/heart ratio, but it was very restart conducive (this is a good thing). As waldo said, it can seem a bit slow, but if it goes any faster, I could see it becoming very difficult. Perhaps release an Uber-hard mode?

+The frame around the level was a nice touch - it's simple but it keeps the level looking clean.
+addicting
+simple, yet great looking

-The randomizer isn't a perfect setup... I had 2 of the same in a row.
-One of the sections lagged behind a bit and I had to make a leap for it.
-It didn't accelerate at all, which would've been nice.

I will give this 5 stars and a heart, but when I restarted, the PS3 locked up. This is not your fault obviously...

Edit: I'm sure there's a thread somewhere about this already, but how do you capture an activated checkpoint, so as to make a teleporter of sorts like in the intro? I get that you smash the one, but how do you capture an activated checkpoint?
2009-06-25 22:53:00

Author:
comphermc
Posts: 5338


Edit: I'm sure there's a thread somewhere about this already, but how do you capture an activated checkpoint, so as to make a teleporter of sorts like in the intro? I get that you smash the one, but how do you capture an activated checkpoint?

Check out this post: active checkpoints (http://www.lbpcentral.com/forums/showpost.php?p=177655&postcount=5)
2009-06-25 23:11:00

Author:
v0rtex
Posts: 1878


Nicely done!

Looks great, and i liked the way you could choose which way to go on some of the sections.

The only fault i could find was the jump-pad with the nails above, i landed and it bounced me straight into the nails, i couldn't really do anything about it. Only happened once though, so might be a random....
2009-06-25 23:16:00

Author:
julesyjules
Posts: 1156


Check out this post: active checkpoints (http://www.lbpcentral.com/forums/showpost.php?p=177655&postcount=5)

AHA I've been meaning to find something like that, thanks.

Yeah also I might add I did see certain ones come up more often than others maybe you can use that to your advantage like make super bubbly sections mega rare than again if thats the case than good it kind of makes score whoring unfair
2009-06-26 00:36:00

Author:
Waldo
Posts: 108


I was playing it 4 players I didn't last long lol but wow thats really cool its an old school style game i like it2009-06-26 04:40:00

Author:
Xeno_Destroyer
Posts: 72


Great concept. I didn't realize you had a randomizer setting the pattern. Cool idea for replay. I love the concept and think you might be onto something here. Is your thermo maxed at this point?2009-06-26 05:51:00

Author:
Morgana25
Posts: 5983


Ok, for the randomizer, it is possible to have sections that come op multiple times in a row, but i'm sure it's 500% random.

and, i know it's possible that some sections just dissappear while you're on it: i'm working on that LOL xD


-The randomizer isn't a perfect setup... I had 2 of the same in a row.
-One of the sections lagged behind a bit and I had to make a leap for it.
-It didn't accelerate at all, which would've been nice.

first of all... i've worked ages on the randomizer to get working "properly" but i'll try to perfect it.

the lagging behind is also a fault of the randomizer.

I still haven't figured out the speed yet. I think the speed you start with is quite good. And it does accelerate after a while but it just takes very long. I might change that.


Great concept. I didn't realize you had a randomizer setting the pattern. Cool idea for replay. I love the concept and think you might be onto something here. Is your thermo maxed at this point?

yes the thermo is almost at max... it's very annoying while building; i keep getting the message that my level is starting to overheat <__>

EDIT: the section with loads of spikes in it.... it's impossible to hit the roof when you just stand on it. But.... if you timing is wrong when you jump on the platform then you could be send flying to the spikes yeh >_<
Thanks people!!!
2009-06-26 05:59:00

Author:
Yarbone
Posts: 3036


but i'm sure it's 500% random
Well that's the problem then, it's too good bring it down to 100% then you'll be laughing. A way to test how random it is would be to move it to another level and just have each of the 8 outputs spawn a block of glass into a vertical tube. Set the max spawned at once to as high as you can and just leave it running for a long while. The stacks in the tubes should all be at roughly the same level. Make sure it is triggering at the same rate as in the actual level as this may have an impact on the results.

With regards to the thermo, the simplest way around it would be to prevent multple instances of the same section so you can reduce down the "number spawned at once" on the emitters. Of course, this will mean more logic to ensure that you don't trigger a new instance before the old one has passed the player. So "simplest", may not be so simple
2009-06-26 08:56:00

Author:
rtm223
Posts: 6497


the "number spawned at once" is already at minimum

Thanks for the tips dude

btw... wich level should i do the feedback on for F4F?
2009-06-26 09:02:00

Author:
Yarbone
Posts: 3036


Minimum is 1? But I have seen the same section go past twice in a row? I'm confused...2009-06-26 09:04:00

Author:
rtm223
Posts: 6497


no the minimum that's still playable for the level... wich is 3

some sections are limited to 1 because they're just too big. I made a kind of mechanic for that to work
2009-06-26 09:04:00

Author:
Yarbone
Posts: 3036


Yeah, this is what I mean. If you can work out the logic for preventing duplicates you can drop the max at once down to 1, and probably get 16 or so sections in there. It's the simplest method conceptually but certainly not that simple to implement.2009-06-26 09:08:00

Author:
rtm223
Posts: 6497


yeah, i did it only with two sections because it takes a long time make it. lol xD

anyways... wich level do you want me to give feedback on? :O

EDIT: err... you don't have any levels showcased here on the forums >_<
2009-06-26 09:10:00

Author:
Yarbone
Posts: 3036


Yeah, I've still not completed a level, so my feedback's for free. But if I ever do publish something... just remember you owe me bucko! Heh, only joking it's cool, I enjoyed the level - thought I'd let ya know.

I'll leave this thread alone now, give other people chance to comment
2009-06-26 09:24:00

Author:
rtm223
Posts: 6497


ok dude, i'm preparing for publishing an improved version where you don't have large gaps, no random dissapearing blocks and duplicate prevention.

I eliminated the random dissapearing blocks and i've taken care of the duplicate blocks problem. The only remaining problem is that the chance of having a gap has largely increased

on the positive side. My thermo has decreased to half the thermometer!! :O now i can add even more blocks!... yay :hero:
2009-06-26 12:41:00

Author:
Yarbone
Posts: 3036


Awesome. How exactly are you matching up the speed on the blocks to push them together? I'm sure you can eliminate the gaps issue too.2009-06-26 12:49:00

Author:
rtm223
Posts: 6497


I speed them up by setting the first 10 wheels (on wich the blocks roll) on speed 50 or something. Just really high. The problem is that they're getting emitted to late >_<
I'll look into that later.

Here are some behind the scenes pictures.

http://i535.photobucket.com/albums/ee357/Yarbone/Eenfoto_8.jpg http://i535.photobucket.com/albums/ee357/Yarbone/Eenfoto_9.jpg
http://i535.photobucket.com/albums/ee357/Yarbone/Eenfoto_10.jpg http://i535.photobucket.com/albums/ee357/Yarbone/Eenfoto_11.jpg
http://i535.photobucket.com/albums/ee357/Yarbone/Eenfoto_12.jpg

As you can see, the randomizer has 12 options to choose from. Now only having 8 inserted.
When you start, a little cart will be emitted and then will drive to the left, and increase the speed of the wheels.
2009-06-26 12:58:00

Author:
Yarbone
Posts: 3036


Just got done playing this. Man, this level is SO much fun. It takes the whole "endless" level idea and puts a new spin on it. This level FEELS like a true platformer instead of a challenge.

It's hard to critique such a simple, well-executed idea (not simple in the building of it, simple in the way it plays).

Nice job - I gave 5 stars and a heart (I already have a heart on your Solidplace level)


Edit: Of note, I was playing again and was doing pretty well when the level suddenly sped up (which I know is by design)... however, I was in a position where I was waiting for one of the "pop-up" sections of the floor and so couldn't really go anywhere to save myself. I'm no sure if the speeding up part is supposed to kill you, so I thought I'd mention it.
2009-06-26 15:28:00

Author:
CCubbage
Posts: 4430


If you trigger the emitter that is going to be next before there is space for it, with an on/off signal, and keep that signal on until it has materialised it should appear really close to the previous one, so the initial gap would be very small and it should be a little easier to match them up. TBH, I noticed less gaps today than yesterday, so you may have inadvertantly fixed it.

I just beat CCubbage's high score (by a little bit), only to find that Killian has pwned it while I was playing lol.
2009-06-26 17:51:00

Author:
rtm223
Posts: 6497


The behind the scenes pictures look crazy! I will be sure to try this again since you've changed things (I've just got to wait for my roommate to give up the TV).2009-06-26 17:58:00

Author:
comphermc
Posts: 5338


I'm on top at the moment with 11,000 after my first go.

Great survival challenge! Honestly though, I felt it was a bit too easy. It should gradually get faster a bit sooner. The only reason I died was that I was a bit bored of playing the same sections at the same speed and just got sloppy.

Overall, nice work!
2009-06-26 18:08:00

Author:
Killian
Posts: 2575


Oh, forgot something - you don't have a level description.2009-06-26 18:34:00

Author:
CCubbage
Posts: 4430


lol, yeah i totally forgot the description! xD I was finished and published it like 10 minutes later.

But seriously it gets pretty fast after a while :O....

maybe i should change the speed a bit.


but first i'm gonna play some levels with my little brother
2009-06-26 19:02:00

Author:
Yarbone
Posts: 3036


I can't wait to play this! I love Survival Challenges I'll take a go at it right now, in fact!

:edit: I loved it!!!!! Instead of the tradition moving platforms which are all seemingly flat, yours involved jumping up and around! It was brillianttttt!!!!!
2009-06-26 19:45:00

Author:
GrahamLif3
Posts: 386


I hate survival challenges, this was certainly the best i've ever played, actually it was really fun!
The concept you have there is really great yarbone!
Like cubbage already said, this doens't really feel like a survival challenge at all, feels more like good old platform fun. I also love the fact that you've put a randomizer in there, gives it a high replay-factor!

really nice job, great concept, nice visuals and a high replay-factor, 5 stars and a heart.

misty.
2009-06-26 22:20:00

Author:
Mother-Misty
Posts: 574


Ok, I frikkin love this level
Totally addictive and really well designed. For a sirvival challenge, the detail is crazy. You don't expect complex things like this being emmited, but they are and it works.

Pros:
+ Very addictive
+ Possibilities to get huge combos
+ Lots of replay value
+ Tonnes of detail
+ Just brilliant fun

Cons:
- I'm actually having trouble. Everything works how it should. Maybe a little more reward as the level progresses (occasionally a przie buble with a randomizer or something drops down)

:star::star::star::star::star: and a heart
2009-06-30 11:33:00

Author:
Coxy224
Posts: 2645


i'm working to improve it.

-i'm adding 4 extra pieces, because my thermo is way down now; i found a solution to that problem

-no duplicate pieces after each other.

-no gaps between each section (at least i hope )

- maybe i'm implementing coxy's idea :O... (about the random prize bubbles)

but i want to have this published ASAP :/
2009-07-01 09:56:00

Author:
Yarbone
Posts: 3036


Awesome, I'm still playing this level daily and still loving it There was one thing I did notice when I showed it to some mates. In the initial section where you have the fixed area with a couple of platforms on the back plane, before the rondom sections start, everyone climbs those platforms because there is nothing else to do, but a few of the random sections don't have anywhere for you to go from this point. I don't know if that section could be modified or not and tbh it'sa very minor thing.

Let us know when the extra sections are completed
2009-07-01 13:09:00

Author:
rtm223
Posts: 6497


i just made those platforms so you can enter a piece if it has an upper entrance. I did this on purpose, i hope you understand.
If i didn't add those platforms then you couldn't make it to the upper entrance of a piece (if it has a higher entrance)

here's what each block is supposed to look like
-every piece must have a lower entrance and exit
- it can be opitional to have higher entrance and exit

that's it. So you never can be sure if you're going to need those platforms.
I hope i made myself clear.

btw... i published the newer version. it has 2 extra sections. So there are 2 more to come

2009-07-01 13:20:00

Author:
Yarbone
Posts: 3036


I really enjoyed playing this level. It has a very high replay factor considering the fact that you will never have the same layout, and will always be transitioning between two different places. It all worked very seamlessly from what I saw, and I really liked the setup of the entire level, it was very smooth. Bordering the level with that rocky "picture frame" was a nice choice, and it almost puts the level into its own little world. If I did have one minor gripe, it would be that sometimes the timing of things makes it almost impossible to survive. For example, if the floor sections that push you into the air to collect bubbles or reach a ledge were on proximity switches, players wouldn't have to worry about getting stuck behind or on one waiting for it to launch. Other than that though, you have a fantastic and nearly flawless level on your hands here. It did look fairly complicated, but obviously none of that work was done for nothing. :star::star::star::star::star: and a heart from me.
For F4F: https://lbpcentral.lbp-hub.com/index.php?t=t=13198
(I'm constantly updating the level using people's feedback, so don't be shy!)
2009-07-01 14:02:00

Author:
BSprague
Posts: 2325


i didn't add proximity switches because i thought it could totally ruin thermo space :O

maybe i'll do that yeh... i'll see
2009-07-01 18:45:00

Author:
Yarbone
Posts: 3036


Sorry, mate.... I completely failed to say what I meant in the post earlier. What I meant was that there are a couple of sections that are open at the top, but only on the middle and front plane and it is blocked off by a wall in the back plane. For example the section with the yellow triangle and the spinning sponges. If the top platform in that first section was middle plane you could jump straight across, or onto the spinning wheels etc. As I said it's not a big deal in the slightest - makes nearly no difference to the level as a whole.

Like the updates - keep em coming
2009-07-01 22:09:00

Author:
rtm223
Posts: 6497


oh ... yes. I understand now!!

you're right... Some sections actually don't really fit that way, do they? :/
2009-07-02 05:25:00

Author:
Yarbone
Posts: 3036


Yeah that first post of mine was just rubbish! I only noticed when my friends played - they don't play LBP much and didn't take the layers into account. The just saw a high up ledge and they were on a high up ledge and expected to be able to jump across - they just hit the wall. Was kinda amusing to watch them panic lol.2009-07-02 13:48:00

Author:
rtm223
Posts: 6497


errr... bumping <_>

I would like some feedback. :/

is that even allowed? bumping your own thread D:
2009-07-16 20:40:00

Author:
Yarbone
Posts: 3036


I'll edit this comment later, and give you feedback on this level, wich I have already played.
Now my mother's callin' me for dinner.

And I guess that bumping your own thread it's allowed as long as you don't double post, I guess... :/
2009-07-16 20:49:00

Author:
Keldur
Posts: 628


I've been meaning to play this for quite awhile now, since Solidplace is one of my favorite levels and I was glad to see you back in action... finally got to it with GruntosUK and cromazonic just now. I wish I'd played it sooner because it's awesome. Easily my favorite survival game, no question.

CENTURION24 has this concept in his Run For It levels, which I really enjoyed, and they're different because they're based more on performing under pressure for perfect point combos in one go, moreso than stamina... but the production value here is very pleasing to the eye. The visuals are super crisp and clean, and the Chapter 3 storymode style is recreated perfectly. The design of each platforming section would be enjoyable in any level. What really amazed me was how perfectly they align with each other in randomization, on multiple multi-path levels without seams, clips, or jitters - sheer perfection.

I even love the screen etching on the outside, and cromazonic commented "is this a prehistoric TV" which made me laugh out loud... but it was an awesome look. I will be replaying this quite a bit with others for a good long while.

Fantastic work.
2009-07-17 11:40:00

Author:
Unknown User


This is super fun and a great idea for a survival style level! The visuals are excellent and really capture the feeling of MM's canyon levels. Each section was designed well and like Ninja, I was amazed at how you managed to align each piece so seamlessly. I played it a couple of times and it's really cool to see the different combination the pieces create.

Great level! Nice job!
2009-07-17 12:41:00

Author:
mrsupercomputer
Posts: 1335


thanks guys !
that just made my day.

should i give you some feedback? :hero:
2009-07-17 14:30:00

Author:
Yarbone
Posts: 3036


If someone was to transform the concept of fun into a LBP level, well, I believe that that level would be Canyon Jazz.
It's fun. Terribly fun. So fun that it made me forgot why I dislike survival levels. And why do I dislike them? Well, because you have to restart the level every time you die. And that, for me, kills all the fun.

But it looks, that at least in this level, I didn't mind that. I didn't mind that because as I have already stated about, this level is FUN. Be it avoiding spikes, or jumping over whatever obstacle that you happen to encounter, but you'll have fun, because it's designed in a way wich makes you wanna play it again, just to see hwo long are you able to jazz in such an amusing canyon.

Another nice thing, it's the fact that somehow you feel in love with some of those "rooms/sections" and that you get to hate some too. It painted a smile on my face when I saw the room in wich there's a flipper, and I felt like really troubled when I saw that another hateful section was coming again. I think I even blasphemed. But boy, I did really hate that room..!

I, obviusly, gave this level 5 stars and a heart, since it's one of the very few survival games that I did enjoy.

Congratulations for such a fine level!


And for the F4F, I'd love you to give it on Lafarge's request https://lbpcentral.lbp-hub.com/index.php?t=t=13700
2009-07-17 14:51:00

Author:
Keldur
Posts: 628


should i give you some feedback? :hero:

If you want to check out Manufactured Madness, that'd be cool! It's up to you if you want to leave feedback, all I ask is that you check it out.
2009-07-17 15:10:00

Author:
mrsupercomputer
Posts: 1335


kk... i'll do that later today then.

Have patience my young padawan.

2009-07-17 15:14:00

Author:
Yarbone
Posts: 3036


I played it for the spotlight obviously last week, and again today with Ninja, as he said above. I never actually got round the leaving any feedback though.

I think its an excellent concept, really well executed.The visuals were really great, nice contrasting materials and a definete MM look about it. Its great to replay over and over again due to randomisation of the sections, always keeping you on your toes. I also liked the risk factor of some point bubbles, very well placed to sap your time and put you in a bit more danger because of you're greed.

I hearted, gave you ***** and a brilliant tag. Excellent work!

My F4F level is now mostly done, but I'd appreciate maybe a play and a few comments if you get the time.
2009-07-17 15:17:00

Author:
GruntosUK
Posts: 1754


I finally got around to playing this level, and I'm very glad that I did. This is the best survival challenge I've played in a long while! It actually played like a full platforming level, and at some points I kinda forgot that I was playing a minigame. The visuals rival Mm's canyons levels too. They have around the same style, but some of the things you used in this level like the stickers give it more of a charm then Mm's canyon levels. The "foreground" is great too. The platforming was also great, and I liked it how most of the sections were multipath, so it made the level feel even more fresh. There wasn't a single glitch for me as well. :star::star::star::star::star: and a heart! Great job!2009-07-19 20:36:00

Author:
lk9988
Posts: 1077


hmm... ok. I guess i don't have any bugs 'n glitches in my level :/

The only thing i can do is add one more section and then my level is at it's max :O
2009-07-20 07:53:00

Author:
Yarbone
Posts: 3036


Great stuff Yarbone!
I enjoyed it very much.
Guys go and play this level because it's too cool.
And I say it even if I don't like survival levels.
5 stars
2009-07-20 12:26:00

Author:
OmegaSlayer
Posts: 5112


wow, not many people seem to like survival challenges :O2009-07-20 14:42:00

Author:
Yarbone
Posts: 3036


The only thing i can do is add one more section and then my level is at it's max
Well, get to it then
2009-07-20 14:47:00

Author:
rtm223
Posts: 6497


i don't have ideas yet

2009-07-20 14:49:00

Author:
Yarbone
Posts: 3036


Well that was unexpected. A second WOW for you! This is another amazing level. My second favorite concept of all-time (second to v0rtex's VR challenge)! The only thing I can suggest is to maybe add a little bit to the description (like what you wrote in your first post in the thread) . Go make another level NOW. :star::star::star::star::star: .2009-12-22 15:31:00

Author:
brnxblze
Posts: 1318


I can't make more levels because i've got no PS3 acces anymore! D:

But.... yes, a speech bubble would do wonders i presume.

btw, to everyone here. If you don't see the platforms accelerating; that's a sign you're not doing good enough, because you've still got a long way to go to beat the highscore. Because they DO accelerate
2009-12-23 08:46:00

Author:
Yarbone
Posts: 3036


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