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LittleBigMemory

Archive: 63 posts


Remember the classic game of Simon? You had four colors that would light up and you had to memorize the pattern and try to last as long as you can. Well, get ready to do it again, LittleBigPlanet style. This level features a fully working version of the classic game, complete with point bubbles. If you want to get a tour of how it really works, send me a message (PSN: BSprague) and I'll show you around all of the intricate mechanisms running the show. I can't take any pictures of the level, but if someone would like to screenshot it for me that would be great (it's fairly dark anyway though). Any comments, questions, suggestions, and just general feedback are welcome, and go have fun trying to get the top spot!

Known issues:

If you get to a really high pattern number (ex. 20-25), it will stop working, though I don't know the actual number because I've never gotten that high.
Only tapping the note lightly will not register and will have to be pressed again.
2009-06-28 15:13:00

Author:
BSprague
Posts: 2325


Nice. Can't imagine how many off-screen wires and gadgets there must be. One thing though, why is the icon blue, green, red, and yellow, when there's no green in the level?2009-06-28 15:41:00

Author:
iiiijujube
Posts: 594


Nice. Can't imagine how many off-screen wires and gadgets there must be. One thing though, why is the icon blue, green, red, and yellow, when there's no green in the level?
The lights show strange colors, not the same ones that they give off. The original game of Simon had the colors in the icon, but I don't think I can use the same ones in the actual level. I'll go through all the light colors and check though.
2009-06-28 15:52:00

Author:
BSprague
Posts: 2325


Oh, ok. When I played it, all the colors matched except for the second one, which was white.2009-06-28 15:55:00

Author:
iiiijujube
Posts: 594


Fixed, the colors now match up correctly and the camera angles have been readjusted. 2009-06-28 16:31:00

Author:
BSprague
Posts: 2325


Really cute level. Your memory level brought back all kinds of memories. How does something that good only have two hearts and eight plays? Well, I can tell you now it has three hearts and nine plays! ... and now thirteen plays!

Could you make the colors bleed less into the other boxes? Unless I'm looking directly at the box when it lights up, it's hard to tell which one was actually lighting up, and which one just had light bleed into it.

Also, one of the sound effects makes me feel like I lose, even if I haven't? But I can exit out the right door? So I'm not sure what's going on there. Remember that loud annoying beep the Simon game used to have? That would be swell.

Anyway, this level is really fun. I'll definitely be showing it to my friends later.
2009-06-28 18:04:00

Author:
tashi
Posts: 60


Really cute level. Your memory level brought back all kinds of memories. How does something that good only have two hearts and eight plays? Well, I can tell you now it has three hearts and nine plays! ... and now thirteen plays!

Could you make the colors bleed less into the other boxes? Unless I'm looking directly at the box when it lights up, it's hard to tell which one was actually lighting up, and which one just had light bleed into it.

Also, one of the sound effects makes me feel like I lose, even if I haven't? But I can exit out the right door? So I'm not sure what's going on there. Remember that loud annoying beep the Simon game used to have? That would be swell.

Anyway, this level is really fun. I'll definitely be showing it to my friends later.

The colors bleeding is new, I was trying to satisfy the color scheme of the original Simon, I'll just turn down the radius of the lights. There are only three sounds: magic blast for hitting the right note, angelic choir for hitting a correct entire sequence and moving on, and I think task fail for getting a wrong note. When the door opens, you have either gotten one incorrect or went too fast, because the system is gravity fed. And one of the hearts was my own , so I really only had one.

EDIT: Color bleed fixed.

EDIT 2: I just replayed it, and I see the issue of it saying you are wrong when you are clearly not. I'm going to check that out and fix it now. It's strange, this has never happened before, and now that I publish it, everything starts breaking.

EDIT 3: Fixed the "saying you are wrong when you aren't" error, pesky physics-based system.
2009-06-28 20:00:00

Author:
BSprague
Posts: 2325


I just played it with a friend and it was great! Greater, even! Played beautifully. Sounds worked, lights worked, hits worked. I don't know how it could be any better.2009-06-28 21:48:00

Author:
tashi
Posts: 60


I just played it with a friend and it was great! Greater, even! Played beautifully. Sounds worked, lights worked, hits worked. I don't know how it could be any better.

Good to know. If you think of any ways to make it better, I'll try to implement them.
2009-06-28 21:49:00

Author:
BSprague
Posts: 2325


Well I just played it twice. First time I think I may have seen the "wrong sound when correct", but my memory is known to be attrocious.

Second time, I got 14,120pts, which puts me neatly at the top of the board I can't help but wonder how random it is though. My sequence was

Y-Y-Y-G-B-G- R -G-B-G-Y-Y-Y

I think, which is the same pattern forwards and back...

The only thing I can think of that IMO would make this better, is if you replaced the push buttons with grab buttons. I used this for my lockbox and I think it's a little easier to use for the player.

It's a nice little level :star::star::star::star:
2009-06-28 22:22:00

Author:
rtm223
Posts: 6497


Well I just played it twice. First time I think I may have seen the "wrong sound when correct", but my memory is known to be attrocious.

There is a good chance it was your memory, as I did just fix that, and have played it 50 times in a row seeing if I could reproduce it under various situations, and it worked flawlessly every time. The issue was a piston's speed, which I fixed, so as long as you played it after I republished it, as noted by my previous post, it should be fine.



Second time, I got 14,120pts, which puts me neatly at the top of the board I can't help but wonder how random it is though. My sequence was

Y-Y-Y-G-B-G- R -G-B-G-Y-Y-Y

I think, which is the same pattern forwards and back...


That must just be a major coincidence, considering if you did one more note, it wouldn't be palindromic any more.

Anyway, the mechanism that chooses the next note is basically a golfball dropping on a set of four buttons, there is no memory to that part, so it can't really pick a set backwards.


The only thing I can think of that IMO would make this better, is if you replaced the push buttons with grab buttons. I used this for my lockbox and I think it's a little easier to use for the player.

It's a nice little level :star::star::star::star:

I'll put in the grab switches next time I'm on LittleBigPlanet, I'm in the middle of an Uncharted 2 multiplayer beta session.
2009-06-28 22:40:00

Author:
BSprague
Posts: 2325


That must just be a major coincidence, considering if you did one more note, it wouldn't be palindromic any more.

Anyway, the mechanism that chooses the next note is basically a golfball dropping on a set of four buttons, there is no memory to that part, so it can't really pick a set backwards.

1/4096... But stranger things have happened! I was actually gutted when I messed it up because I really wanted to know what the next one was going to be!
2009-06-28 22:51:00

Author:
rtm223
Posts: 6497


1/4096... But stranger things have happened! I was actually gutted when I messed it up because I really wanted to know what the next one was going to be!

Well, no matter what the next color was, it would have ruined the whole palindrome. I don't even think its possible to make a sequence work like that, unless the entire sequence was made in advance, which it isn't in this level. It's made as it begins playback for that round.
2009-06-28 23:02:00

Author:
BSprague
Posts: 2325


Well I just played it twice. First time I think I may have seen the "wrong sound when correct", but my memory is known to be attrocious.

Which is how you handily pwned the high scores, right?
2009-06-28 23:36:00

Author:
tashi
Posts: 60


Which is how you handily pwned the high scores, right?
Eventually, everyone will have the same top score, because it will be all people who wrote down the sequence, until the game ran out of space for the sequence and stopped.
2009-06-28 23:41:00

Author:
BSprague
Posts: 2325


Is that an accusation BSprague?

@tashi. In fact my short-term memory is very bad and I also have a mild learning disorder that affects my ability to commit sequences to memory. But I got lucky. If you look at the sequence I got given, and look at the order of the buttons: Not only does it repeat in reverse but the sequence looks like:



R G B Y
x
x
x
x
x
x
x
x
x
x
x
x
x

The pattern in the middle is very easy to remember, compared to what could have come up.
2009-06-28 23:46:00

Author:
rtm223
Posts: 6497


Woo its out, just got through it. I must still be going too fast because I keep getting wrong sequences. I'll come back later to try and break it some more
Still it looks a lot better and why don't you add a secret switch to let us see the inards of it. I remember seeing some of it but that was all the stuff on the ground
2009-06-29 00:49:00

Author:
Waldo
Posts: 108


Woo its out, just got through it. I must still be going too fast because I keep getting wrong sequences. I'll come back later to try and break it some more
Still it looks a lot better and why don't you add a secret switch to let us see the inards of it. I remember seeing some of it but that was all the stuff on the ground

I really would let people see how it works, the only problem is that half of it dissolves when you lose, to prevent people from continuing to hit buttons and get bubbles. Many of the main components are made out of dissolved and destroyed at the end. However, I do have a "tour" level on my moon with jetpacks and it is in the light and somewhat commented to see how it works. There is another user with a similar level, but his is overly-complicated and has to stop at 15 sequences, it would require hours of reworking for his to be able to handle more. Mine is fairly easily expandable for many more terms in the sequence, and I could even add another color or two without too much trouble.

UPDATED: Now has a slightly larger capacity for numbers, should be even less prone to problems, reads patterns back a little quicker, more uniform read back speed (no random slower notes), and grab switches. The read speed change is more resulting from my laziness to change it back to normal, but I also like the slightly increased speed, it feels more responsive and makes it harder for people to cheat (not much, but I like to think so ).
2009-06-29 01:01:00

Author:
BSprague
Posts: 2325


the colors and the boxes with the lights look cool and it works fine but maybe if you added different sounds to every color so its easier to remember and made the switches smaller or more apart from each other because i lost when i was trying to press the green button and i accidentaly pressed the one next to it but overall its cool 4 stars2009-06-29 05:21:00

Author:
Racroz
Posts: 406


the colors and the boxes with the lights look cool and it works fine but maybe if you added different sounds to every color so its easier to remember and made the switches smaller or more apart from each other because i lost when i was trying to press the green button and i accidentaly pressed the one next to it but overall its cool 4 stars

I'll add in a different musical instrument sound for each note, rather than a different pitch. And I'll see if I can make the grab switches smaller while still maintaining symmetry and grabability. I'll update this post when I have done so.

EDIT: Updated level. Now has smaller grab switches that are more spaced apart and a different sound for each note.
2009-06-29 18:03:00

Author:
BSprague
Posts: 2325


I got to check it out again, it should be less glitchy with the grab switches2009-06-30 07:25:00

Author:
Waldo
Posts: 108


I got to check it out again, it should be less glitchy with the grab switches
Honestly, I haven't ran into any problems in my last 20+ play-throughs. I extended the "memory pipes" and made them of a more friction-prone material to prevent excess spacing resulting in uneven note playback. Also, I finished the tour level, it has pictures of all the wiring and about 100 different comments to explain what everything does.
2009-06-30 13:05:00

Author:
BSprague
Posts: 2325


Nice idea! I love these types of games. Be nice if it could handle quick inputs (well it does but you get a failed sound which is odd). Like I had 2 yellows in a row...tap tap...failed sound...sequence continues and I can carry on...
Short but sweet (as most concepts are) but in a way it is a full blown level in itself.
Not sure if there is much else to say about it, personally I would of had a lighter colour and look to the level but that's me!
Nice level keep it up
oh...4 stars and hearted!
2009-06-30 18:11:00

Author:
adlingtont
Posts: 321


Nice idea! I love these types of games. Be nice if it could handle quick inputs (well it does but you get a failed sound which is odd). Like I had 2 yellows in a row...tap tap...failed sound...sequence continues and I can carry on...
Short but sweet (as most concepts are) but in a way it is a full blown level in itself.
Not sure if there is much else to say about it, personally I would of had a lighter colour and look to the level but that's me!
Nice level keep it up
oh...4 stars and hearted!
I'm working on the issue now. The whole system is gravity fed, so if you try to trigger it before the next term appears, it marks it as half incorrect, and then gravity pulls it into place, allowing you to go on. I don't really know how to fix it, so what I might just do is disable player input while gravity is going, indicated by a green or red light at the top.

UPDATE:
I implemented the system described above, there are now two lights at the top that signal when it is alright to input notes. When the light is red, the player's input will not do anything. Players who try really hard may still be able to break it, but under normal use, it works perfectly.

Externally, there isn't much of a change than that, but internally, I've added about 100 new wires, which are all failsafes that protect against
A)The system breaking
B)People trying to break the system
C)Corrupt sequence logic

Everything has been re-routed and updated to be more secure, and everything should run smoothly. I have also updated the speech bubbles to reflect the updates I've added in. Unfortunately, since the system is so new and untested by anyone but me, it may still have hidden problems that I'm not aware of yet. Test it out, report any issues, and tell me what you think.
2009-06-30 18:19:00

Author:
BSprague
Posts: 2325


Love the concept! My feedback:

Level should have optional instructions, like go left for instructions, go right to play right now. Something like that.

Way too dark for me, kind of a cool atmospheric thing going but it seems just a bit TOO dark.

Also I think I might know why people think they are getting the wrong when right problem, the sound of grapping, and lights, and even the new input now lights all work sometimes without the input being recognized by the machine - if you grab really fast. The one sound that confirms you have grabbed the input is the only one that doesn't sound which queued me into why I was losing when going fast.

The point collecting room is a bit dull, and again the end just going to black is soooo dark and kind of boring. You should make the score room a little more interesting, maybe have a simon board in the background, some music, or something, plus just the gekko skin in 90 degree angles looks way too simple.

Man I really really liked this level though, the logic has to be awesome. I'm going to play it a couple more times to see if I can (honestly) get that high score.

4 stars, and brilliant tag.

And thanks for playing Deja Boom! Nice avatar too, you make it?
2009-07-01 19:04:00

Author:
LuckyShot
Posts: 713


Love the concept! My feedback:

Level should have optional instructions, like go left for instructions, go right to play right now. Something like that.
I'm going to make it "Grab for instructions" at the beginning and they will come down. That way it's unobtrusive and still accessible without going out of the way.

Way too dark for me, kind of a cool atmospheric thing going but it seems just a bit TOO dark.
That's just my style I like to keep it dark, especially in a level that revolves around remembering bright colorful lights.

Also I think I might know why people think they are getting the wrong when right problem, the sound of grapping, and lights, and even the new input now lights all work sometimes without the input being recognized by the machine - if you grab really fast. The one sound that confirms you have grabbed the input is the only one that doesn't sound which queued me into why I was losing when going fast.
When the light is red, the machine doesn't accept player input and the lights and sound don't go on. To test this: wait until you have two of the same color in a row. Hold onto that color for the first one, don't let go. The light will turn red, and when it turns green again, it will immediately fire the color off again. I have had strange "not registering" problems, but I have to explore why that is happening.

The point collecting room is a bit dull, and again the end just going to black is soooo dark and kind of boring. You should make the score room a little more interesting, maybe have a simon board in the background, some music, or something, plus just the gekko skin in 90 degree angles looks way too simple.
I didn't want to detract from the actual playing experience by cluttering it, but I can totally see what you mean about the boring point room. I'll leave the 90 degree gecko in just for uniformity's sake, but I will implement the colored lights I used in the gameplay room alternating and circulating around the walls. I'll also put in a cool laser effect I've been wanting to try out. If you've ever played the Virus Survival level (by yonis), you'll know what I'm talking about. I'll add in music as well, I don't see anything wrong with that after the gameplay bit is done

Man I really really liked this level though, the logic has to be awesome. I'm going to play it a couple more times to see if I can (honestly) get that high score.
The logic is pretty insane, but I've optimized it to only take up about 65-70%
of the thermometer, so I have room for effects and improvement. Thank you for your feedback, it is greatly appreciated and I'll work at implementing all of the things I've mentioned in this post in the next couple hours (or days, depending on how long it takes).

And thanks for playing Deja Boom! Nice avatar too, you make it?
Deja Boom was a great level, it was my pleasure to play it.

The avatar was based on a previous avatar I made, but this one was made entirely by Rhyfelwr, who did an absolutely amazing job with it.
2009-07-01 19:32:00

Author:
BSprague
Posts: 2325


Just played a couple of times and here are my thoughts:

The thing that most impressed me is the random generated 'track'; I played like four or five times and always found a different track to challenge, this adds a lot to replay value for those who appreciate memory games (and I am among them).

Few suggestions in fact:

- It seemed to me that the light where all white with a coloured glass in front of them, you can use confused coloured lights to improve visuals a little bit; the available colours will fit perfectly, just spread the radius a bit.

- I don't know how you wanted it in terms of difficulty but sound effects instead of piano notes or different tones of the same effect increase the diffuculty of the task, personally I would have appreciated it more with piano notes but it's just my humble guitarist opinion.

I understand that the lack of visuals is due to the thermo (I guess it's overheating), but maybe a different choice of the not grabbable materials (I don't know the english name of it) will give the level a more captivating look.

Maybe you can solve the delay issue increasing the vertical distance between the floor and the 'buttons'.

Technically your level is a very refined masterpiece.

For the 'long game' issue (20 - 25 matches) I can't provide solutions since I can't even imagine how your random track generator works, so I don't have the possibility to guess what the problem is.

In fact LBP editor is full of strange behaviour I can't explain to myself, like pistons that stop working at 0.1/0.2 speed or mag switches that do not recognize the appropriate key...

In my latest level (which you played) a certain Idol could be found as first, second, third, fourth but if you got it as fifth or more, the hideout never worked properly stopping itself! o_O
I solved that issue completely but I had to entirely change it (exchanged a piston with dissolve material to let a wall fall...).

All in all I enjoyed playing the level.

Rated :star::star::star::star::star: and hearted (and placed 6th).
Hearted you also as author for the impressive (to my eyes) random track generator.

Awesome!
2009-07-01 19:56:00

Author:
Miglioshin
Posts: 336


Just played a couple of times and here are my thoughts:

The thing that most impressed me is the random generated 'track'; I played like four or five times and always found a different track to challenge, this adds a lot to replay value for those who appreciate memory games (and I am among them).
It actually would have been harder to make it with one set pattern. The random generator is really what drives the whole level.


- It seemed to me that the light where all white with a coloured glass in front of them, you can use confused coloured lights to improve visuals a little bit; the available colours will fit perfectly, just spread the radius a bit.
In earlier builds, I did use colored lights without any glass, but the actual light wouldn't match up in color, so I ended up just doing this. I like uniformity, so it's just easier for me to leave them all the same and use customizable glass platelets to do the work.


- I don't know how you wanted it in terms of difficulty but sound effects instead of piano notes or different tones of the same effect increase the diffuculty of the task, personally I would have appreciated it more with piano notes but it's just my humble guitarist opinion.
I also had this originally as well, but I changed it at someone's suggestion. Personally I don't care either way, but I want to make this level as accessible as I can, so if diversifying the sound is what makes it easier to jump into, that that's what I'll do.

I understand that the lack of visuals is due to the thermo (I guess it's overheating), but maybe a different choice of the not grabbable materials (I don't know the english name of it) will give the level a more captivating look.
Actually, the thermometer isn't as full as you'd think, it's only about 65-70% full. I have a lot of room for decoration and improvement, I just was focusing on actually making the level work first. Now that that is out of the way, I'll be sure to spice up the level. I used colored dissolve material because it looks good with stickers on it and it doesn't have a texture to it, unlike sponge for example. I outlined what I'm working on to improve the visuals in the post above yours.

For the 'long game' issue (20 - 25 matches) I can't provide solutions since I can't even imagine how your random track generator works, so I don't have the possibility to guess what the problem is.
I can expand it to whatever I want it to be, up into the 100's, but the longer the sequence capacity, the more likely it is to break. I don't want to go into detail about how it is set up, but it is done in a way that sequence are not individual pieces, so there are not 25 of some random object around that make it work. It is all one seamless set up, so expanding it by 5 or 10 more is not an issue if people can actually get up that high.

Rated :star::star::star::star::star: and hearted (and placed 6th).
Hearted you also as author for the impressive (to my eyes) random track generator.
Awesome!
I'm glad you enjoyed it and thank you very much for the high rating and hearts, I appreciate the fact that my work doesn't go unnoticed.

UPDATE:
1. Massive aesthetic overhaul on the latter parts of the level:

Added music after losing
Simon colors dancing around screen borders
Laser pattern in the bubble pit.


2. I also made the instructions optional. Now the only thing that comes up is: Tap R1 for instructions.

3. More behind the scenes work to ensure there was no unneeded flickering between the red and green input lights.

And here is a picture of one of the updates (with wires):
http://img19.imageshack.us/img19/58/aphotor.jpg
2009-07-01 20:09:00

Author:
BSprague
Posts: 2325


very cool concept! I don't have much to say but the colours were bright and easy to remember. That's it , I hearted it 2009-07-02 00:51:00

Author:
Chump
Posts: 1712


Have I gotten more stupid or is there no way out of the bubble room? All the changes besides that seem fine. Also, it should be a crime that such an amazing level has only nine hearts.2009-07-02 04:12:00

Author:
tashi
Posts: 60


errmmm... i couldn't get out at the end :S

anywayssss.....

pros
+ it works
+ optional helpfull info
+ classic

cons
- i never really like this game lol
- i think i broke it O_o
- visuals could've been better.
- Couldn't get out of the score bubbles room.




:star::star::star::star:

just ask for further details if you don't know what i meant. =D
2009-07-02 13:37:00

Author:
Yarbone
Posts: 3036


HEEEEEEELP!!!!!!!

I'm stuck in the bubble room and can't get out. I hope this is not me being stupid but it looks like I'm not the only one with this problem.

The really sad bit is my score is 19,800 and I bet I never manage to do that again! Oh well....I suppose I shall just have to return to pod....my sackgirl is sobbing as I type this...

That aside I really enjoyed playing the level. It was fun and I can appreciate (even if I can't understand) the mechanics of it and agree that it should have more hearts.

Heigh - ho!
2009-07-02 14:44:00

Author:
shropshirelass
Posts: 1455


I'm really sorry about the bubble room door being "locked". I forgot to re-attach the wire to the piston after I renovated the entire room. I think I may have published the fix, but if not, I'll surely be doing that today.

It's silly, I can make a complex piece of machinery but I can't wire a door.



cons
- i think i broke it O_o
- visuals could've been better.


What do you mean by you "broke it" because I thought my input lights made it so basically no matter what you did, you couldn't mess it up. I spent 5 straight hours unwiring everything, then rewiring it to the green/red input system. I must have overlooked some small detail somewhere down the line apparently. Hopefully you can tell me exactly how, and I'll be able to reproduce the events for causing it. And for visuals, did the version you played have circulating lights and lasers? I used around 110 lasers to make that effect and now I've almost maxed out the thermometer, I'm at about 90%. If you know how to make the visuals better, please tell me because I want this to the best level it can be.
2009-07-02 20:33:00

Author:
BSprague
Posts: 2325


I'm really sorry about the bubble room door being "locked". I forgot to re-attach the wire to the piston after I renovated the entire room.
And i thought i was doing something wrong, played this like 5 times and I still couldn't reach the scoreboard
But it's a really cool concept you have there! My only problem is that it get's a bit boring after a while. Maybe it would be cool if you could make this a part of something bigger (like a level with several of these games, you can only proceed to game number2 if you finish the first one). Just an idea to give it a bit more of a challenge...
Still, i gave it 4 stars and a brilliant tag, I will give it another shot if you fix that scoreboard thingy.
Loved the rainbow laser in the bubbleroom btw

cheers,
misty.
2009-07-02 20:45:00

Author:
Mother-Misty
Posts: 574


And i thought i was doing something wrong, played this like 5 times and I still couldn't reach the scoreboard
But it's a really cool concept you have there! My only problem is that it get's a bit boring after a while. Maybe it would be cool if you could make this a part of something bigger (like a level with several of these games, you can only proceed to game number2 if you finish the first one). Just an idea to give it a bit more of a challenge...
Still, i gave it 4 stars and a brilliant tag, I will give it another shot if you fix that scoreboard thingy.
Loved the rainbow laser in the bubbleroom btw

cheers,
misty.

Thermometer maxed out after I added the lasers in, so having a series in one level is not going to happen. Fortunately though, I did think of this and am currently working on another classic game at the moment, which I will make a post in the project section for eventually. If you get a certain score or higher on LittleBigMemory, you will receive a key to my next level in the series. Unfortunately though, it won't be done for four or five months most likely. I'm publishing the door fix now, and thank you for the positive feedback. The lasers idea and the design of it are derived from Virus Survival by yonis. I'll be sure to credit him for that as well, I've been so busy I forgot.

EDIT: Door fix up, LittleBigPlanet's pistons were doing what they do best: failing and glitching miserably. It should work now though.

EDIT 2: I can't believe this, door still not working after I republished it. This is ridiculous.

EDIT 3: After tearing down and rebuilding Rome, I think I've fixed it for good, even though the result is a tad bit sloppy.
2009-07-02 21:29:00

Author:
BSprague
Posts: 2325


Just played it again - looks great. I had another idea, but you are out of thermo now! I was simply going to say just like simon says - you could implement a timer so if they take like 10 seconds or so between inputs it would trigger the loss sequence.

Obviously you are smart enough to figure this out - I would do it with just a mag switch on a piston - set the piston to flipper motion out, and every input grab have a one time switch going to the piston, this way it flippers out each time you grab an input. So if it ever retracts the whole way, it times out. Then just have the mag switch on it inputted into an OR gate to the loss sequence. So when it fully retracts no matter how well the player is playing, it would make them lose for going too slow - AKA writing down the sequence and CHEATING, lol.

Ironically, you are out of thermo based on my previous criticism of your bubble room. This makes me very sad.
2009-07-04 18:17:00

Author:
LuckyShot
Posts: 713


THis level was very innovative. the instructions were very clear and it was a good level over all. it must have been a very complicated wiring job lol. the simple design put more emphasis on the game itself, which was interesting. however, there were some mechanical errors that i saw. i played this several times, and on the sequence where the lights simply go down the line from left to right, i failed even though i gave the right combination. also the red light green light thing was somewhat confusing, since every time i would grab the buttons it would turn red agian. i suggest that the light stay green until the player has entered the whole combination. 4 stars great level2009-07-05 03:35:00

Author:
iBeastNeebs
Posts: 12


Just played it again - looks great. I had another idea, but you are out of thermo now! I was simply going to say just like simon says - you could implement a timer so if they take like 10 seconds or so between inputs it would trigger the loss sequence.

Obviously you are smart enough to figure this out - I would do it with just a mag switch on a piston - set the piston to flipper motion out, and every input grab have a one time switch going to the piston, this way it flippers out each time you grab an input. So if it ever retracts the whole way, it times out. Then just have the mag switch on it inputted into an OR gate to the loss sequence. So when it fully retracts no matter how well the player is playing, it would make them lose for going too slow - AKA writing down the sequence and CHEATING, lol.

Ironically, you are out of thermo based on my previous criticism of your bubble room. This makes me very sad.

Luckily for you, I found a couple different areas for improvement that, while not affecting the appearance, took about 5-10% off of the thermometer, giving me more room for improvement. And yes, that is a really good idea, and would help to prevent people writing down the combination, because they would have to look at it. I will definitely think about the best way to implement this, and it will be the next major addition to LittleBigMemory.



THis level was very innovative. the instructions were very clear and it was a good level over all. it must have been a very complicated wiring job lol. the simple design put more emphasis on the game itself, which was interesting. however, there were some mechanical errors that i saw. i played this several times, and on the sequence where the lights simply go down the line from left to right, i failed even though i gave the right combination. also the red light green light thing was somewhat confusing, since every time i would grab the buttons it would turn red agian. i suggest that the light stay green until the player has entered the whole combination. 4 stars great level

It turns red after you grab it because there is a small delay between button presses, so it is out of necessity more so than choice. The sequence is randomly generated, but I am looking into why it will sometimes register incorrectly for no reason.
2009-07-06 01:04:00

Author:
BSprague
Posts: 2325


Maybe you won't believe me, but i never played this game before

Anyway, great job with the logic, i'm trying to guess it and i'm probably wrong for at least half of it; the only issue is with the grab switches: if you don't grab them for enough time the lights change but it's like you didn't do anything, and i mean not only the lights on the floor, but also the red and green on the ceiling: it happens also if you tap quickly r1.

Playing it on the non-cracker side, everything works extremely fine: it's a very simple game, but can be really enjoyable; it's also a bit claustrophobic, and i like this a lot . If you need to do a timer, i have a coule of ideas (@Luckyshot: you can't use that method for a timer, because a piston in flipper motion will always "recharge" completely, regardless of one-time switch inputs, so you would need 25 of them, one for each time- out, a bit too many : )

Rated 1/5 because you remembered me how bad i am at memory games, i never got to more than 9 colors on 6 runs and i was starting to get frustrated and tempted to write down the sequence just kidding, 4/5, heart and tag "fun"
2009-07-07 16:36:00

Author:
Shadowheaven
Posts: 378


Maybe you won't believe me, but i never played this game before

Anyway, great job with the logic, i'm trying to guess it and i'm probably wrong for at least half of it; the only issue is with the grab switches: if you don't grab them for enough time the lights change but it's like you didn't do anything, and i mean not only the lights on the floor, but also the red and green on the ceiling: it happens also if you tap quickly r1.

Playing it on the non-cracker side, everything works extremely fine: it's a very simple game, but can be really enjoyable; it's also a bit claustrophobic, and i like this a lot . If you need to do a timer, i have a coule of ideas (@Luckyshot: you can't use that method for a timer, because a piston in flipper motion will always "recharge" completely, regardless of one-time switch inputs, so you would need 25 of them, one for each time- out, a bit too many : )

Rated 1/5 because you remembered me how bad i am at memory games, i never got to more than 9 colors on 6 runs and i was starting to get frustrated and tempted to write down the sequence just kidding, 4/5, heart and tag "fun"
Thanks for the input, I'm working on removing the R1 problem, but that isn't me, it's the game having a 0.1 second delay. I might have a work around, but I'll have to test it out a lot before I do anything drastic. And as for the timer, I know how I want to do it, I just have to get around to wiring it into everything.
2009-07-07 16:48:00

Author:
BSprague
Posts: 2325


Very nice... would love to see behind the scenes - see how it all works

# It is rather dark - artists choice of course

# I found the 'magical' sound triggered after you pull on a colour, quite off-putting and broke up the flow... jmho

# I lost quite a few of bubbles because I stepped a bit to close to the score board which renders you unable to step back once triggered... could the score board be moved slightly more to the right?

All in all, very enjoyable and def worth a few plays... There must be a tonne of work that does not get seen - I would be tempted to make a stripped down version, bare-bones, deconstructed look with added wheels and pulleys to add confusion... as you wont want to give all your secrets away I'm sure..!

I remember 'Simon' the first time round btw...

F4F MitorATV https://lbpcentral.lbp-hub.com/index.php?t=t=13394
2009-07-07 19:59:00

Author:
stuk71
Posts: 86


Thanks for your feedback on my level.

Once I saw the patch icon on your level and figured out that LittleBigMemory meant SIMON I got excited. One of my favorites from childhood. (IMHO 'Simon' is more recognizable than Memory and if I were you I'd consider renaming the level)

So the behind the scenes switch engineering for this level must be something else! I'm impressed!

I played four times. Each time I lost but I don't think I ever screwed up. I'm going to revisit at a later time and record a game or two to prove it! So unless I screwed up somehow without realizing, it felt like the game worked for awhile and then errors out at the expense of the player.

While the re-creation is a brilliant idea and an impressive build, the gameplay is slow and tedious. If there is anyway to speed up the user input the game would be much more enjoyable. I would spice up the amount of color to the gamestage too - it's kind of blah.

Great work! - 4 stars/Brainnss...
2009-07-08 08:43:00

Author:
J_THUNDER
Posts: 13


allright! here we go:

pros:

*good idea, well executed
*nice design, looks good
*especially the "rainbow"-thing, how did you make that??


cons:

*WAY to many info bubbles, I played it with some random folks on the net and they just left before the game even started properly. I continued, but got boored too.
*I personally don't enjoy games like Simon and puzzles and such, it's just too little action for my taste.


I guess this was a bit poor feedback, but your level is very concentrated on one thing, and if you don't like that thing you just don't like the game, right? not much more to say I think!
2009-07-08 09:33:00

Author:
Marihond
Posts: 30


Very nice... would love to see behind the scenes - see how it all works

# It is rather dark - artists choice of course

# I found the 'magical' sound triggered after you pull on a colour, quite off-putting and broke up the flow... jmho

# I lost quite a few of bubbles because I stepped a bit to close to the score board which renders you unable to step back once triggered... could the score board be moved slightly more to the right?

All in all, very enjoyable and def worth a few plays... There must be a tonne of work that does not get seen - I would be tempted to make a stripped down version, bare-bones, deconstructed look with added wheels and pulleys to add confusion... as you wont want to give all your secrets away I'm sure..!

I remember 'Simon' the first time round btw...

F4F MitorATV https://lbpcentral.lbp-hub.com/index.php?t=t=13394

If you have an alternative sound that shows minor accomplishment, isn't too long, and fits better than the one I have now, please tell me and I will gladly replace the magic blast. And yes, I will gladly move the scoreboard over, the only problem with that is I programmed all of those lights that go around the edges, and I'll have to rewire all of them. It's not actually that bad though. If you want to see how it works inside, I actually do have a stripped down version that I call "LittleBigTour". It's on my moon but I will publish it locked if anyone wants it. The only problem is I stripped it down about a month ago, so the internals aren't as updated as the new builds. And I'll be sure to check out your level soon, I'm going in for surgery today and I'll have lots of couch time for the next week.


Thanks for your feedback on my level.

Once I saw the patch icon on your level and figured out that LittleBigMemory meant SIMON I got excited. One of my favorites from childhood. (IMHO 'Simon' is more recognizable than Memory and if I were you I'd consider renaming the level)

So the behind the scenes switch engineering for this level must be something else! I'm impressed!

I played four times. Each time I lost but I don't think I ever screwed up. I'm going to revisit at a later time and record a game or two to prove it! So unless I screwed up somehow without realizing, it felt like the game worked for awhile and then errors out at the expense of the player.

While the re-creation is a brilliant idea and an impressive build, the gameplay is slow and tedious. If there is anyway to speed up the user input the game would be much more enjoyable. I would spice up the amount of color to the gamestage too - it's kind of blah.

Great work! - 4 stars/Brainnss...
I thought that I had worked out all of the false positive problems, but I guess not. I know exactly what the issue is though, and it will be very easy to fix. The problem is that every time I update it to add new features, I'm making it more complicated and something is effected, thus throwing monkey wrenches where I wouldn't expect them. I can speed up the speed it reads the pattern back, but gravity is the reason for the red input light between button presses. I purposely made the gamestage bland because I want all of the player's focus and attention on the pattern at work.


allright! here we go:

pros:

*good idea, well executed
*nice design, looks good
*especially the "rainbow"-thing, how did you make that??


cons:

*WAY to many info bubbles, I played it with some random folks on the net and they just left before the game even started properly. I continued, but got boored too.
*I personally don't enjoy games like Simon and puzzles and such, it's just too little action for my taste.


I guess this was a bit poor feedback, but your level is very concentrated on one thing, and if you don't like that thing you just don't like the game, right? not much more to say I think!

The info bubbles are optional, and they do have to explain just about everything. I figure that the players will read the info the first time and be done with it after that. The rainbow effect was made by yonis, I just modified it. Check out his level "Virus Survival" for a truly amazing rainbow effect.
2009-07-08 15:17:00

Author:
BSprague
Posts: 2325


I'm always amazed when people construct big complicated stuff like this. I simply do not have the brain for it. I'm also terrible at Simon, so you can imagine how far I managed to get! That said, it was a lot of fun to play. You managed just the right visual scheme for the main room: not boring or ugly, but not so noisy that it would distract from the Simon game. And then, after you pick wrong, there's a big pretty rainbow to make you feel better. Hooray!

Very impressive gadgetry. Good work!
2009-07-10 06:38:00

Author:
CaptainCowboyHat
Posts: 153


This was pretty darn cool!

The first few times I played it I must have skimmed the instructions as it didn't quite make sense on how to play. I kept trying to play the sequence as fast I could grab regardless of the lights.

I finally got it sorted out and played it several times!! Very nice concept and quite a bit of fun going beep boop crash wack etc.

I wouldn't change a thing, but it might have been a bit more intuitive if there was another set of lights or sign to display "Correct" when the success music goes off or "OOOPS" when you failed the sequence. The red light just confused me. Red to me means stop as well as WRONG!! So I was REALLY confused when the sequence was 1 note!! I know.. I should have read more closely, but it was late when I first played!

...also the following instruction didn't quite make sense when I finally read the instructions carefully.. "Grab the corresponding button above when the light it green to move on" The "move on" made me think I was supposed to exit the room or something. Maybe it would be more intuitive if it read "Grab the corresponding button above to enter the sequence" "Please wait for the green light before entering each step in a given sequence." "Making an entry while the light is red will be ignored"

ahh well.. at any rate, I did figure it out and loved the game!

I gave it 4 stars and a heart!

Thanks again for playing my level and leaving your comments. I hope you revisit to read my comments back to you as well as answering your question!

Take care!
2009-07-10 14:25:00

Author:
jwwphotos
Posts: 11383


Hey man, I had played your level in passing a while back, but since you asked for F4F, I thought I'd give it a serious go. I was upset with myself for screwing up, but I think I nabbed the #8 spot. It's a neat concept. I love the randomizer, lol.

All in all, I'm not a huge fan of the design - I would've liked to see this guy somewhere :

http://gregmaleticwork.files.wordpress.com/2006/10/simon.png

Oh, well. Although your design didn't do it for me, you got 5 stars for what you managed to make. Good work with the logic. Not really a whole lot more to say - it was a simple [looking] level and it worked how it was supposed to - kudos.
2009-07-11 03:23:00

Author:
comphermc
Posts: 5338


If you have an alternative sound that shows minor accomplishment, isn't too long, and fits better than the one I have now, please tell me and I will gladly replace the magic blast.

Does there really have to be a sound at all? Apart from the beeps when you 'echo' the pattern given. Just like in the original 'Simon' game

Thank you for the F4F on MitorATV, very nice review indeed... Made my day
2009-07-11 14:58:00

Author:
stuk71
Posts: 86


Does there really have to be a sound at all? Apart from the beeps when you 'echo' the pattern given. Just like in the original 'Simon' game

Thank you for the F4F on MitorATV, very nice review indeed... Made my day

That's a good point, I think I'll take that out and leave the congratulations to the end and the fail to the failure sound. Also, expect a big update out soon, with a timer and a bunch of aesthetic updates.
2009-07-11 18:07:00

Author:
BSprague
Posts: 2325


That's a good point, I think I'll take that out and leave the congratulations to the end and the fail to the failure sound. Also, expect a big update out soon, with a timer and a bunch of aesthetic updates.

Yeah... I think that would have helped my experience. Let us know when you get that completed as I would most happy to try it again!
2009-07-11 18:16:00

Author:
jwwphotos
Posts: 11383


Also, expect a big update out soon, with a timer and a bunch of aesthetic updates.

Look forward to the update, will keep a check on your level
2009-07-11 22:48:00

Author:
stuk71
Posts: 86


Wow, I just played this level three times and I got tied for the first place High Score!

This is a great addicting level that was really fun to play. I was only going to play is once, but my highscore was 11th place and I thought "I got to at least get top ten!" lol.

I'm pretty sure I saw a glitch in my second play through, I was like on the seventh round and the first two were yellow, but it all of the sudden changed to only the first being yellow, I grabbed it twice anyways and lost.

Despite that glitch I gave it :star::star::star::star::star: and a heart, I just can't believe how this is only a three star level.

Thanks for the comments on my level as well.
2009-07-12 04:02:00

Author:
Dr_Vab
Posts: 134


Wow, this was pretty impressive level! I was terrible at it, but for the most part I thought it worked extremely well. There were a couple times where I would get a bit eager and grab the sponge before the red light cleared and then when I grabbed the next sponge, and it counted it as incorrect. Once I slowed down and waited for the green light, it worked just fine though, so I just need to be patient!

Anyway, I thought this was a fun memory game. Good work.
2009-07-14 19:31:00

Author:
mrsupercomputer
Posts: 1335


I just played it this morning and I was hooked for about ten minutes.

-Really nice, addicting concept.
-Nostalgia (reminded me of Simon)
-Great design (I like the lasers at the end)

I don't know what else to say. It might be good to change up the sequence every once in awhile, but the game looks pretty complex to begin with as it is. That's way beyond my field of knowledge lol.

Anyways I gave it a heart and :star::star::star::star::star: because I know when I get on later I'll want to keep playing. I currently hold the 20th spot.
2009-07-19 16:32:00

Author:
Sack-Jake
Posts: 1153


It might be good to change up the sequence every once in awhile

Thanks for the feedback, but there is a different sequence every time, so how would I "change up the sequence"?
2009-07-19 22:45:00

Author:
BSprague
Posts: 2325


Thanks for leaving feedback on my Mars Attacks level, here is my feedback.

Well, the first time I did REALLY bad, I got to the fourth set, you have a really nice concept though, I loved Simon as a kid (I sucked at that one two). One problem I had, you seem to leave the instruction section on the rear plane, and have to move to the front or middle to hit the buttons, no biggy, just a little confusing at first.

I played it again, and it seemed the problem was my impatience, once I'd slowed down my button presses I got that little bit further each time (although still sucking).

I think its a great concept, and well executed. I'd love to see the logic behind it all. My only problem is my complete lack of memory and skill

*****, hearted, and complex tag (for whats no doubt going on behind the scenes),

Oh, and i liked the coloured lasers at the end to, nice effect
2009-07-21 15:17:00

Author:
GruntosUK
Posts: 1754


This is awesome, played over and over again, love the fact that it doesn't repeat the same order, gave 5 stars 2009-07-21 17:00:00

Author:
springs86
Posts: 785


This level is great, i think the whole level is just perfect as it is, well done!2009-07-25 00:37:00

Author:
snowyjoe
Posts: 509


Checked it out a few days ago and from a technical point of view your blowing my mind.

I think I would have had more fun with it if I were playing 1x but that's my own fault. The guys I was playing with kept messing it up. I though the design was nice - bit tricky to see if you've grabbed the sponge sufficiently to register it but other than that it worked nicely. I agree with Grant - awesome laser effect.

I gave it 5 stars. Thanks for sharing it!
2009-07-25 05:16:00

Author:
Morgana25
Posts: 5983


Played it and I liked it. Unique concept...not much to it lengthwise, but then I'd be missing the point. Good work. If u could expand upon that in some strange new way, it would be completely awesome! IDK what else to add, maybe lifelines or secrets or something, but what u did worked... The replayability is what's important! 5 stars2009-07-27 17:58:00

Author:
miltonTPS
Posts: 126


Played it and I liked it. Unique concept...not much to it lengthwise, but then I'd be missing the point. Good work. If u could expand upon that in some strange new way, it would be completely awesome! IDK what else to add, maybe lifelines or secrets or something, but what u did worked... The replayability is what's important! 5 stars

I'm adding in a timer and tweaking it to be even more stable and listening to feedback I've received in this thread. I'll publish an update eventually, but I have a lot on my plate at the moment.
2009-07-27 21:43:00

Author:
BSprague
Posts: 2325


Well just got through playing this and I have to say its a great little minigame. I love seeing LBP used for non-traditional uses and this really highlights the fact you can really built whatever the heck you want in this game if you have a decent understanding of logic.

Ii liked the idea of having the instuctions on a button so you don't have to go through them all each time. Also, the simplicity of the setup made it easy to get into and easy to use. I love it when creators think outside the box for ideas like this.

I think it could use a little subtle lighting maybe a few low radius low brightness spotlights (hidden) in the thin layer directly behind the player would would make it look a little prettier with a slight silouhette so you can see yourself better. Other than that though its a very solid, enjoyable minigame.
5 stars and hearted. (with a different psn but when I log on as wexfordian you'll be getting a second heart from me )

I also played your emmitter engine level and have to say its probably the fastest thing ive seen in LBP. So much faster than the rockets. Have you tried hooking that thing up to some sort of rails so you can designate a path?
2009-09-04 08:29:00

Author:
wexfordian
Posts: 1904


First off, thanks for the great feedback. Lighting is among one of the changes in my greatly updated version.

I also played your emmitter engine level and have to say its probably the fastest thing ive seen in LBP. So much faster than the rockets. Have you tried hooking that thing up to some sort of rails so you can designate a path?
I have several versions of it which are so fast it's more like a teleporter than a vehicle, but they are impossible to control within reason. And for "rails", I've put it between two layers of glass and made it work like a roller coaster, which was pretty amusing.
2009-09-04 20:34:00

Author:
BSprague
Posts: 2325


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