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Sack's On The Beach v1.1

Archive: 53 posts


Sack's On The Beach v1.1RangerZero
Welcome to Sack's On The Beach, sequel to Sack's In The City. As its predecessor this is an adventure level aimed at single player. Sackboy is finally on vacation and he ended up in a small village near the beach. But something is going wrong in this place. The citizens are asking Sackboy to help them solve their problems. Sackboy, with his big heart, couldn't say no...
all
Points in interests:

-Almost freeroaming level. Only one task is mandatory to finish the level.

-Adventure type of level (it seems they are still rare!).

-Multiple different environnements.

-Huge animated boss.

-Day to night cycle while you play

-Some stuff only happens at night.

-The level is having it's own intro room with an optional tutorial.

-Multiple secrets (mainly for score/bubbles)



I hope you have fun playing this. Don't be shy on the feedback. I also have 1 quarter of the thermo left to use (a miracle I tell you) so if you have suggestions for things to add there's more chances I incorporate them.


----------------
Update 1.1

- Grafitti quest fixed!
- Emitters on the boss now invisible
- 10 repawning explosives, up to 3 at a time
- Jump platforms explained in the tutorial and in-game if you stay near beside the one you absolutely have to use
- Double checkpoints in some places to help unexperienced gamers

----------------


And lastly, some screenies!
2009-07-31 05:43:00

Author:
RangerZero
Posts: 3901


Wow, sounds awesome. I love the idea of different things happening depending on the time of day. You should expect a play from me in the morning!

Edit: I swear I'm trying to play your level, but it won't connect to the LBP servers!!
2009-07-31 06:22:00

Author:
comphermc
Posts: 5338


Man this level is fun. I didn't get to play it for very long - I'm gonna need to go back and try to finish all the areas tomorrow - but this is DEFINATELY as good as the original (which I consider to be one of my top 10 levels).

Loved the open design, the characters - epic boss!

Great job - 5 stars and a heart from me.
2009-07-31 06:23:00

Author:
CCubbage
Posts: 4430


I loved this level! This is the first open world level I've played like this, and I must say I am quite impressed.

I could never find all of the graffiti, I'm just not sure what I missed . If you don't move away all of the explosives before you detonate them, then that graffiti gets covered in black, making it basically impossible to find. You might think about moving that one a little further away.

It's also impossible to complete the level if you detonate the explosives all at once. That's what I did my first time, and naturally ended up stuck >_<. You might consider putting in an explosives emitter, so that some player won't go through the entire ghost ship then end up unable to progress without restarting...

I liked how the surfer jumps through the wall between night and day, and the ghost ship rising out of the sea at night (yes, I waited to watch it).

The people moved around very realistically, I loved how the village actually seemed lifelike because of that touch - Very nice! I'd have liked to see a few more little tasks from the villagers though (go get me this, help me get this off the top shelf...).

The boss was very well done, I really enjoyed that segment. There was a point in the caves that there's a hole in the right wall, covered by the first thin plane. I assumed it was a secret and hopped in... to my fiery death. I'm not sure if that was intended or not.

Oh yeah, and the jump platforms were confusing to learn how to use - I stood on one for a minute or two waiting for something to happen. You may want to rework the logic in them a bit to make them a little more user friendly.

Anyway, that's what I thought while I was playing. Spectacular level! I really enjoyed playing through it.

My F4F level-
Revenge Explored Part 1: The Deception.
2009-07-31 07:04:00

Author:
Shredator
Posts: 151


I loved this level! This is the first open world level I've played like this, and I must say I am quite impressed.

You should play Sack's In The City then



It's also impossible to complete the level if you detonate the explosives all at once. That's what I did my first time, and naturally ended up stuck >_<. You might consider putting in an explosives emitter, so that some player won't go through the entire ghost ship then end up unable to progress without restarting...

In some way I think I hate you. lol
I'm aware of this but I decided not to emit explosives. I was like "oh, most player won't run out and if they blow up the whole load they deserve to hit "restard level" for their mess". I said to myself I would fix it if people ask... and there you are in the FIRST page of my thread. Looks like I will fix that.




I liked how the surfer jumps through the wall between night and day, and the ghost ship rising out of the sea at night (yes, I waited to watch it).

Interesting! I also wondered of people would do that. Most players are so fast paced here that I thought I would not receive such comment.
I wish I could have made those seemless though. There was no convenient ways to make my huge boat "appear" and for the guy to enter his house. At least I guess it looks funny.



I'd have liked to see a few more little tasks from the villagers though (go get me this, help me get this off the top shelf...).

Actually, if ever you have some cool idea, throw it my way. I might add it if it's cool because I have one quarter thermo left.



The boss was very well done, I really enjoyed that segment. There was a point in the caves that there's a hole in the right wall, covered by the first thin plane. I assumed it was a secret and hopped in... to my fiery death. I'm not sure if that was intended or not.

Yes it was. I limited the possible deaths on the left but on the right I thought it was evident enough you should go down.




Oh yeah, and the jump platforms were confusing to learn how to use - I stood on one for a minute or two waiting for something to happen. You may want to rework the logic in them a bit to make them a little more user friendly.

The unconventional nature of those "jump activated platforms" is probably making them a bit obscure. What I will do is a timer activated when you're near and after a while, if sackboy is still there I will pop a message explaining how it works.

.
2009-07-31 14:20:00

Author:
RangerZero
Posts: 3901


Darnit! I just spent about 45 minutes playing Sack's in the City, and it wasn't until I came here to give feedback that I realized I was supposed to be playing Sack's on the Beach. My bad, lol. I will have to play the correct level later, but if you want I can PM you feedback on Sack's in the City (if you ever care for feedback anymore).2009-07-31 17:27:00

Author:
comphermc
Posts: 5338


Actually, I quite liked the ghost ship rising from the sea. It reminds me of certain versions of the Flying Dutchman legend. In those legends the Flying Dutchman was always seen in the distant horizon with it's own ghostly aura. If the captain then takes his ship to investigate the sighting, he'll never find any trace, regardless of how recently the Dutchman was apparently there. Hence, the legend told that the ship would sink and rise in the sea from time to time.
I also liked the logic you set up to prevent the ghost ship from sinking while you were on it, that would be quite inconvenient!

It sounds like a good idea with your jump activated platforms, hopefully that will help.

There are quite a few different things you could do for menial tasks. For example, a villager could complain that huge cockroaches have infested their attic and they're afraid to even go up there. Then put a bunch of little harmless monsters with vulnerable brains on the floor for sackboy to jump on, as well as a few glued to the ceiling to be taken care of with the paintinator. Each would have a magnetic key on them, so that a magnetic switch would know when all of them are gone.

Another you could do, a town sackboy tells you that they've locked themselves out of their own house and can't get in. You then climb up on the roof or go into the cellar to break into the house, then pull a switch which opens the door on the inside.

Just fun little menial tasks for a helpful sackboy to take care of before ending the game.
2009-07-31 17:30:00

Author:
Shredator
Posts: 151


It's SACKS...not SACK'S!
GRRRRRRRRRRRRRRRRRRR!

Seriously, dude, read my sig. Bad grammar is baaaaaaaaaaaaaaaaad.





Anywho, I must play this some time in the near future, your levels are pwn, and this looks just as pwn, if not pwn...er.
2009-07-31 17:30:00

Author:
ARD
Posts: 4291


It's SACKS...not SACK'S!
GRRRRRRRRRRRRRRRRRRR!

Seriously, dude, read my sig. Bad grammar is baaaaaaaaaaaaaaaaad.





Anywho, I must play this some time in the near future, your levels are pwn, and this looks just as pwn, if not pwn...er.

Actually, dude, it's correct. The level is intended for single player, so the title could be:

"Sack is in the City"

But, conveniently, you can put Sack's in place of Sack is. If you're going to be a grammar-Nazi, at least make sure you are correct first. Thanks!

Edit: How can you rip into someone's grammar when your post is concluded with this gem:


your levels are pwn, and this looks just as pwn, if not pwn...er.
2009-07-31 17:32:00

Author:
comphermc
Posts: 5338


Yay for syntactic ambiguity!

I'm now off to go play this methinks.
2009-07-31 17:36:00

Author:
rtm223
Posts: 6497


Edit: How can you rip into someone's grammar when your post is concluded with this gem:

What was wrong with that?
2009-07-31 17:39:00

Author:
ARD
Posts: 4291


It's also impossible to complete the level if you detonate the explosives all at once. That's what I did my first time, and naturally ended up stuck >_<. You might consider putting in an explosives emitter, so that some player won't go through the entire ghost ship then end up unable to progress without restarting...

ah yes - This I learned the hard way last night

I also was in such a hurry to try it I ran through with 4x. (Works ok just not on the jump platforms but you already know that and have a nice 1x warning - I just couldn't help it - had to try)

I'll have to go back through it 1x tonight so I can finish the level but what I saw so far looked cool. I enjoyed the shifting characters and the little quest style stuff to do. I'm dying to get into the cave - the lighting in there looks awesome from outside. I'll finish it and re-post. So far 5 stars - I'm sure it will hold up when I finish it.
2009-07-31 17:54:00

Author:
Morgana25
Posts: 5983


Darnit! I just spent about 45 minutes playing Sack's in the City, and it wasn't until I came here to give feedback that I realized I was supposed to be playing Sack's on the Beach. My bad, lol. I will have to play the correct level later, but if you want I can PM you feedback on Sack's in the City (if you ever care for feedback anymore).

Well, I would be curious to still have your feedback on Sack's In The City. Never hurts and the thread is still around in cool levels section.




There are quite a few different things you could do for menial tasks. For example, a villager could complain that huge cockroaches have infested their attic and they're afraid to even go up there. Then put a bunch of little harmless monsters with vulnerable brains on the floor for sackboy to jump on, as well as a few glued to the ceiling to be taken care of with the paintinator. Each would have a magnetic key on them, so that a magnetic switch would know when all of them are gone.

Another you could do, a town sackboy tells you that they've locked themselves out of their own house and can't get in. You then climb up on the roof or go into the cellar to break into the house, then pull a switch which opens the door on the inside.

Just fun little menial tasks for a helpful sackboy to take care of before ending the game.


I like those ideas (especially the bolded). I might mess around with that. The only thing is that I'd need to make the village bigger...

.
2009-07-31 18:06:00

Author:
RangerZero
Posts: 3901


Played it, loved it.

Pros:
-the idea of a open little world
- the people in the village are awesome. It's even fun to just watch them walk around
- the village is neat and I loved the little side quests about the graffiti & forgotten stuff
- the day & night sickle is brilliant. But there was only one thing that changed at night :/
- the palm tress looked really good
- loved the friendly atmosphere
- boss fight was fun
- nice secrets

Suggestions:
- cover the emitters at the boss battle
- the cave and ghost ship need serious decoration. Compared to the village they're not so great :/
- more people with side quests
- I got the graffiti side quest done but I noticed that I left the graffiti behind the explosions uncovered. I still got the points thou...

Really loved the level and it deserved:
:star::star::star::star::star:, heart & brilliant
2009-07-31 20:18:00

Author:
blizzard_cool
Posts: 752


wait wait.

Correct me if i'm wrong, k?

So basically this level is FULLY AWESOME!!!! :hero:

...

<_>

i haven't played it, but i know it's awesome already.
2009-07-31 20:41:00

Author:
Yarbone
Posts: 3036


wait wait.

Correct me if i'm right, k?

So basically this level is FULLY AWESOME!!!! :hero:

...

<_>

i haven't played it, but i know it's awesome already.
Yes, Yarbone, it is in fact.... awesome. Very similar to Sack's in the city (which, once again, is one of my favorites), but I think the subject matter makes it even MORE appealing. This is definately one I will revisit many times.

I agree with the emitters on the boss battle - they don't seem to belong.
2009-07-31 21:29:00

Author:
CCubbage
Posts: 4430


Suggestions:
- cover the emitters at the boss battle
- the cave and ghost ship need serious decoration. Compared to the village they're not so great :/
- more people with side quests
- I got the graffiti side quest done but I noticed that I left the graffiti behind the explosions uncovered. I still got the points thou...

Really loved the level and it deserved:
:star::star::star::star::star:, heart & brilliant

You made nice suggestions there. Pretty much in line with what I thought on my own. Sometimes to get to a point where you go "ok let's publish this".

I will definetely fix the emitters on the boss. This is an overlooked on my side because earlier it did shot plasma faster and on another type of patern. At that time it made sense for the player to see from where the plasma would be emitted. Now since the head turns faster and the plasma goes slower, it is indeed quite useless to know from where the plasma is shot.

I would like to tackle the decoration improvement of the cave and boat. Especially the cave in fact. I might even redo the whole back wall as it's a bit too much perceptible and I did not draw it with the corner tool like the rest (god knows why I did that)

.
2009-07-31 22:24:00

Author:
RangerZero
Posts: 3901


that was alot of fun!
I'm not quite as savvy as most around here, so between grooving to the daytime village music and just having a good 'ole time playing your level, I lost focus.

the only kink I found was this:

typo: I ain't going back to that beach during the night, ever. I had the scare of my {life,} I tell ya.


I'll try to play again with a more critical eye. but honestly, I like this level just fine As-is.
2009-08-01 04:20:00

Author:
swanbrown
Posts: 898


Well, looks like the grafitti task will stay broken for now. At least you cna have the bubbles.

I HATE STICKER SWITCHES. Sometimes they dissolve my stuff for no apparent reason, sometimes it doesn't save properly, I tried a piston mechanism with "direction" and some don't move. It's all a big mess. I'll go re-read tomorrow about switches in my other thread.

2009-08-01 06:24:00

Author:
RangerZero
Posts: 3901


How are the piston switches structured? Are you trying to push a bunch of different pieces of material chained to together by pistons, so that when they're all done it fires a switch? If so, instead you could use a bunch of pieces of dissolve each with a magnetic key. Have a magnetic switch set to inverse fire when all the pieces are gone.2009-08-01 12:22:00

Author:
CCubbage
Posts: 4430


I'm going to keep my review short and sweet for once...

Two words: bl00dy brilliant.

Well done indeed
2009-08-01 15:10:00

Author:
MrsSpookyBuz
Posts: 1492


Hi Ranger,

I played through this yesterday and really enjoyed it. Kinda messed myself up with the explosives though. Just started blowing up the first section of sand, then I realised that the rocks blocked me off from doing very much. I assumed that I would be able to keep on blowing down but I go blocked off. I don't know if it was intentional but that was pretty much one mistake that stopped me from finishing the level.

I like the fact that it's free roaming, but directed by NPCs. You have some direction there which acts like a crutch (in LBP I have the preconception that my route will be mapped out for me), but you are also rewarded for doing your own thing (points bubbles stashed that aren't hinted by the clues) and exploring.

Basically I really like it but I didn't manage to complete. I'll play again soon and I also need to play sack's in the city (keep on meaning to but always forget).

The only thing I wanted to say was that the jump pads felt a little odd. Could they not be reset automatically? When you jump on one and then miss where you are going, and land back down on it, you have you jump off and then back on. I found this mildly annoying. I suppose the solution would be for me to not miss the jump

Also, how did you make those ghost skulls? Are they just different coloured gas? They look awesome
2009-08-01 15:34:00

Author:
rtm223
Posts: 6497


How are the piston switches structured? Are you trying to push a bunch of different pieces of material chained to together by pistons, so that when they're all done it fires a switch? If so, instead you could use a bunch of pieces of dissolve each with a magnetic key. Have a magnetic switch set to inverse fire when all the pieces are gone.

What I do is that I have my sticker switches set to "on/off" with the painting stickers set into them. The switch isn't inverted and is invisible.

Then each switch is attached to a block of dissolve. All those blocks forms a collumn inside a box of dark matter. On top of the blocks I have a "mag key block" that will fall further down the collumn each time there's a switch activated until reaches the range of the mag switch that is at the bottom of the collumn.

At some point it was working. I've been doing other things like decorating and improving other parts of the levels and saving. I did not camebakc to those blocks and sadly, some might have disappeared at a save or a rewind. So I was trying to remake them. I redo them and 2 tierce of my blocks for that switch (9 switches so its 9 blocks total) disappears!! I didn't change any settings in the switches or anything, it simply freaking disappear out of the freaking blue.

So I decide to redo the whole thing. Even if I make all the switches identical, some dissolve their block, some don't. Looks random. Since I was ******, I decided to try and transform my multiple input switch into a piston device.

My idea is simple. I still have a collums but there's 9 "floor" of glass attached by a piston that will remove those floor so the mag key block falls toward the mag switch. Yet again, I fall on similar problem. ALL SWITCHES AND ALL PISTONS set the same, pistons even are made all in the same direction and what happens? Some retracts right away, others are ok.

Now i'm basically angry to a level you probably don't imagine. I even feel like dropping the game because of the accumulation of little pains coming from the freaking PLETHORA of bugs this game seems to have. It's so frustrating in long terms.

.
2009-08-01 15:36:00

Author:
RangerZero
Posts: 3901


Hmmm.... yeah, the material strung by pistons may be problematic - I've had those twist and do all kinds of things - if it's, like, 2 of them it seems to work ok.

It SOUNDS like, however, a slight mod on the original may be less problematic. Maybe try this:

Place all 9 dissolve blocks into the middle of dark matter in a big square. Glue all the blocks to the dark matter and themselves (this removes physics from the mix). Put a mag key same color on each piece of dissolve and hook your sticker switches to them.

Have one single master mag switch that covers all the mag switches and set it to inverse. So, once all the dissolve disappears the switch fires. This removes the mag switch needing to fall AND keeps physics out of the switch completely so it should work consistently

I ran into a similar issue with Splat Invaders and changed it to this kind of switch after, every once in a while, the material that was dropping would just.... disappear... and the switch would never fire. Started happening after the Yarg update and I had to fix Splat and Splat II.
2009-08-01 15:51:00

Author:
CCubbage
Posts: 4430


No, my mag key NEVER disappear. Never ever. It's the dissolve blocks that did. I also tried to glued them and didn't do good. :/

.
2009-08-01 15:56:00

Author:
RangerZero
Posts: 3901


Wow... that's VERY strange. In Splat it was the material that was falling which contained the mag key that was disappearing, which SOUNDED a bit similar.

Are you getting any thermo overheat messages yet?
2009-08-01 16:12:00

Author:
CCubbage
Posts: 4430


Wow... that's VERY strange. In Splat it was the material that was falling which contained the mag key that was disappearing, which SOUNDED a bit similar.

Are you getting any thermo overheat messages yet?

Neither. I'm 3 tierce thermo full right now. Warnings are starting at 2 bars more full. I have a large quantity of switches and dissolvable stuff in my level though. I suspect this is a "pause vs not in pause" thing. Normally I work on "pause". Right now i'm wiring it them up, brand new stickers switches too and not on pause. I'm trying some extremely golden path to see if it works:

-I place the sticker switch.
-I immediately enter the setting and set them.
-Connect the switch in question.
-Next

No pause, no rewind, no nothing "bug friendly". I don't even press start for the menu until I will be finished and hit "go in play mode". We'll see what happens. So far so good, nothing disappeared so far and i'm halfway done

*tension music*


EDIT: OMG IT WORKS.
.
2009-08-01 16:20:00

Author:
RangerZero
Posts: 3901


I've given this a few plays so far and I am pretty impressed at what all is going on in there. However I want to actually finish the level before I add any more at this point. Any suggestions I saw off hand you were already addressing so I don't have anything more to add except great work!!

This and Sacks in the City are such cool concepts!! I will revisit this once I have a chance to finish and attempt to get a higher score than CCubbage.. you know.. important things.
2009-08-01 16:41:00

Author:
jwwphotos
Posts: 11383


Update 1.1

- Grafitti quest fixed!
- Emitters on the boss now invisible
- 10 repawning explosives, up to 3 at a time
- Jump platforms explained in the tutorial and in-game if you stay near beside the one you absolutely have to use
- Double checkpoints in some places to help unexperienced players

.
2009-08-01 18:21:00

Author:
RangerZero
Posts: 3901


Well, shoot, I played it before the update, but I didn't finish, so I'll just have to do it again.

I also got myself trapped by blowing up all the bombs at once in their initial place, rendering me stuck in the first area. I restarted, then died in the boss fight, which is my fault (I lack patience, lol). It seems like a fun little level, and I hope I was nowhere near finishing it.
2009-08-01 18:52:00

Author:
comphermc
Posts: 5338


Also, how did you make those ghost skulls? Are they just different coloured gas? They look awesome

It's gaz but the eyes are gazified lights.



Well, shoot, I played it before the update, but I didn't finish, so I'll just have to do it again.

I also got myself trapped by blowing up all the bombs at once in their initial place, rendering me stuck in the first area. I restarted, then died in the boss fight, which is my fault (I lack patience, lol). It seems like a fun little level, and I hope I was nowhere near finishing it.

This should be fixed now. There's another ground made of rock under the sand too.

.
2009-08-01 20:40:00

Author:
RangerZero
Posts: 3901


I had a great time with this level, as it's a great example of one of my favorite kinds of gameplay, and an even better follow up to the original. I kind of feel like the city had more expanse and tasks, but this definitely had way more polish in looks and layout, and double the gameplay. Love the increased NPC use in this one too.

Great boss, great night/day cycle... I ran through the boss, and the ghost ship (don't know if I "stopped them" though, covered the graffiti, brought the wave board, snagged like 4 or 5 treasure chests, and got on the roof by the explosives...

...so I'm at the scoreboard ready to leave, and it tells me to collect my payment down below. I can't seem to get back down the stairs. Not sure what I'm doing wrong (now that I think about it, I guess there was a window the right huh?)... so I pop myself to go to the last checkpoint, and it spawns me where the boss was. The spongeball is gone, and I can't leave. I also can't pop to return elsewhere.

So I can't collect my extra points, or finish with my current 15771.

Anyway... I will play again and finish properly, but even though I got myself stuck at the end, I really enjoyed this. Definitely another classic.
2009-08-02 02:45:00

Author:
Unknown User


I've decided I would really like to steal this idea and create an open world level of my own sometime. It's such an adaptable concept that anyone can really put their own flavor into, fun to play, and fun to build.

I'll have to credit you in the description when I get around to making it.
2009-08-02 03:04:00

Author:
Shredator
Posts: 151


I had a great time with this level, as it's a great example of one of my favorite kinds of gameplay, and an even better follow up to the original. I kind of feel like the city had more expanse and tasks, but this definitely had way more polish in looks and layout, and double the gameplay. Love the increased NPC use in this one too.

Great boss, great night/day cycle... I ran through the boss, and the ghost ship (don't know if I "stopped them" though, covered the graffiti, brought the wave board, snagged like 4 or 5 treasure chests, and got on the roof by the explosives...

...so I'm at the scoreboard ready to leave, and it tells me to collect my payment down below. I can't seem to get back down the stairs. Not sure what I'm doing wrong (now that I think about it, I guess there was a window the right huh?)... so I pop myself to go to the last checkpoint, and it spawns me where the boss was. The spongeball is gone, and I can't leave. I also can't pop to return elsewhere.

So I can't collect my extra points, or finish with my current 15771.

Anyway... I will play again and finish properly, but even though I got myself stuck at the end, I really enjoyed this. Definitely another classic.

And all you had to do is to drop down from there by changing layers for the front one...

As for the boss, some manual respawning can possibly mess the level up. I tried to diminish this the most I could. I think someone more advanced than me logically speaking could maybe find a solution.

Anyhow, I will diminish the chances for you particular situation to happen by putting a checkpoint on the right half of the level. It's a bit dry of checkpoint there anyways. Not cool when you explode yourself on with the detonator and the last checkpoint you did touch was on the beach...

.
2009-08-02 03:18:00

Author:
RangerZero
Posts: 3901


I gave it a quick play since yesterday I had a lot of connection problem...so I won't say anything about the level (I didn't finished it)

Anyway...Are the villagers moved with a piston attached to their heads?
Since I blew the bombs and caught one of the villagers that went walking through the level without his body.
2009-08-02 07:04:00

Author:
OmegaSlayer
Posts: 5112


I had trouble with the boss. Nothing broke or anything, I just couldn't figure out what I was supposed to shoot at. I played it twice and quickly ran out of lives both times. I'm sure I've overlooked something simple, but what was it?2009-08-02 07:12:00

Author:
v0rtex
Posts: 1878


I had trouble with the boss. Nothing broke or anything, I just couldn't figure out what I was supposed to shoot at. I played it twice and quickly ran out of lives both times. I'm sure I've overlooked something simple, but what was it?

The red eye
2009-08-02 07:39:00

Author:
blizzard_cool
Posts: 752


I gave it a quick play since yesterday I had a lot of connection problem...so I won't say anything about the level (I didn't finished it)

Anyway...Are the villagers moved with a piston attached to their heads?
Since I blew the bombs and caught one of the villagers that went walking through the level without his body.

Nope. It's a crotch piston.
For some reason, the game continue to consider that an object is attached to a piston for as long as the object isn't completely blown up.

.
2009-08-02 12:30:00

Author:
RangerZero
Posts: 3901


I searched your name rangerzero but i could'nt find sacks on the beach..

I found sacks in the city though, o_O. Look at the comment on that level from me xD.
2009-08-02 12:49:00

Author:
Adam9001
Posts: 744


I searched your name rangerzero but i could'nt find sacks on the beach..

I found sacks in the city though, o_O. Look at the comment on that level from me xD.

New levels (probably since they have database problems) don't pop with the "@ psn name" type of search.
If you want all my levels to appear, click on one that is there and then use the "find more by this author" option.

.
2009-08-02 12:55:00

Author:
RangerZero
Posts: 3901


New levels (probably since they have database problems) don't pop with the "@ psn name" type of search.
If you want all my levels to appear, click on one that is there and then use the "find more by this author" option.

.

Aha! Thanks for the trick, im playing right now, i'll edit this post with feedback.


One thing, needs infinite life checkpoints.
2009-08-02 13:08:00

Author:
Adam9001
Posts: 744


I gave this a proper run through this morning and still very very enjoyable. I didn't manage to get the graffiti puzzle. I'm hoping that was just my poor looking skills and it hasn't broken again. I also didn't manage to get rid of the pirates... I did the pirate ship but then just came out the other side and thought it was over. Some villagers were talking about getting rid of it though? Did I miss something? (yes/no will suffice, I don't want to know what it was )

Anyway, still 5* and hearted. Brilliant level.
2009-08-02 14:16:00

Author:
rtm223
Posts: 6497


I gave this a proper run through this morning and still very very enjoyable. I didn't manage to get the graffiti puzzle. I'm hoping that was just my poor looking skills and it hasn't broken again. I also didn't manage to get rid of the pirates... I did the pirate ship but then just came out the other side and thought it was over. Some villagers were talking about getting rid of it though? Did I miss something? (yes/no will suffice, I don't want to know what it was )

Anyway, still 5* and hearted. Brilliant level.

I cant get all the graffiti either
help?

And can you get rid of the pirate ship? o_O
I need thes answers D:

I keep blowing holes in the ground looking for secrets D:

EDIT: I think im going to cry i found almost all the secrets and i died
2009-08-02 14:21:00

Author:
Adam9001
Posts: 744


One thing, needs infinite life checkpoints.

I doubt I will put one of those. The only part with a little difficulty is the boat and this is only if you're not good at ceiling grab really. Also, I just added double checkpoints (8 lives) and there's one before and after each spike parts. If you really can't do it in 16 lives, I think it's a skill problem and not a design one. You might want to be more careful, taking your time. It's not difficult.



Some villagers were talking about getting rid of it though? Did I miss something? (yes/no will suffice, I don't want to know what it was )
Anyway, still 5* and hearted. Brilliant level.

Nope. (actually I haven't been inspired of finding a cool way to do this. I comforted myself into seeing this part of the level as an important place for scoring bubbles)



I cant get all the graffiti either
help?

And can you get rid of the pirate ship? o_O
I need thes answers D:

I keep blowing holes in the ground looking for secrets D:

EDIT: I think im going to cry i found almost all the secrets and i died


Did you find the 3D LittleBigCentral logo?

.
2009-08-02 15:17:00

Author:
RangerZero
Posts: 3901


Is that white little sign designed to be blown up? O_o....... because i though there was supposed to be a sticker switch on it 'n stuff.

But i blew that sign up and i got the prize.

AAAAANNNd i couldn't find all grafiti >_<....

I suppose they're really well hidden. i think i had like 8 grafitis
2009-08-02 19:13:00

Author:
Yarbone
Posts: 3036


Is that white little sign designed to be blown up? O_o....... because i though there was supposed to be a sticker switch on it 'n stuff.

But i blew that sign up and i got the prize.

AAAAANNNd i couldn't find all grafiti >_<....

I suppose they're really well hidden. i think i had like 8 grafitis

I explain in the tutorial what are the blank signs. Actually, when you finish any of my levels I give you "score stickers" for other levels. You simply stick the corresponding sticker in the right level and this gives you more bubbles. It's a bonus, a little game between my levels.

Oh yeah and there's 9 grafittis so you were very near covering them all.

.
2009-08-02 22:53:00

Author:
RangerZero
Posts: 3901


cool - finally finished it. Had to sneak off and play alone this time too.

It's really complex. I love all the little errands and tasks and especially the ones that require a little thinking before you tackle them. I think I managed to get all the bubbles available (minus the bonus sign) and racked up the #4 score (at least for now.) Loved the hidden chests and especially the ones you have to think a little outside of the box to reach. The graffiti puzzle was nicely done - that last one is tricky but I finally found it hiding out. Getting the bubbles on the roof area is another great thinker of a task too.

Thought the cave was great and the boss gave me a run for my money until I figured out there's a sweet spot for most of the attacks. I won't mention where but pm me if you want to know - not a huge deal though.

The day/night cycle is a fantastic idea and that it influences events is even cooler.

The only nitpick I really had the entire way through was the minor decoration on the pirate ship and that a few areas were a little flat visually but they were minor and didn't affect my overall enjoyment of the level.

I gave it 5 stars & hearted it! Thanks for sharing another fun and challenging level!
2009-08-06 04:06:00

Author:
Morgana25
Posts: 5983


Greetings RangerZero,

As you noticed last night, I finally had a chance to finish this one.

I agree with Morgana that this one is hugely complex and really don't want to even think of how you accomplished it!! It reminds in a way of some of those mystery solve the puzzle games except you don't get the bonus of being able to save your progress if you happen to run out of lives before completing. ...not that is a bad thing, but I found myself when restarting to simply attack the boss first rather than worry with all the other stuff. So it is a cool thing given the free roaming ability that you can do all this stuff in basically any order you choose! Once I finally figured out how to defeat your horrible evil boss from the underworld, I was finally free to roam about the level and complete all the tasks I felt like and finish. Job well done!

I really enjoyed this quite a bit and enjoyed it even more once I figured out what was going on and how to get in the cave. So silly I didn't figure it out sooner, but your sneaky sand pit placement fooled me and made me ignore what I should have done in the first place. HEY STOP GRINNING!!

Really an outstanding job to give us such an interesting take on sack play. I loved all the puzzles as well as challenges.

Just a few nitpiks..

I can't tell you how many times I died multiple times just upon dropping down after re-spawning when attacking your boss. Seems he never stops, nor resets his attack. Not that is a bad thing, but felt a few times to suffer a 2nd and sometimes 3rd and 4th quick cheap death during the plasma burst as well as the "hey lets drop fiery rocks on his head" sequences. So not sure if you would want to consider turning off emitters when there is no one in the room or not. ..ahh well, I got over it and wickedly and LOUDLY cheered is final demise.

..the other would be the somewhat sparse decoration here and there as it would be nice to have a few more bits in the foreground as well as the background.

So the minor stuff outweighed the excellent stuff and gave it 5 stars and a heart. I felt I wanted to give it 4, but suffering the rating bug as well as the sheer genius of how you had to have created this edged in the extra star.

Well done! I will be revisiting to attempt to improve my score a bit!
2009-08-06 12:34:00

Author:
jwwphotos
Posts: 11383


Just a few nitpiks..

I can't tell you how many times I died multiple times just upon dropping down after re-spawning when attacking your boss. Seems he never stops, nor resets his attack. Not that is a bad thing, but felt a few times to suffer a 2nd and sometimes 3rd and 4th quick cheap death during the plasma burst as well as the "hey lets drop fiery rocks on his head" sequences. So not sure if you would want to consider turning off emitters when there is no one in the room or not. ..ahh well, I got over it and wickedly and LOUDLY cheered is final demise.

..the other would be the somewhat sparse decoration here and there as it would be nice to have a few more bits in the foreground as well as the background.


Not that I have a fix for it but I have a little story. Just to image how much I can tweak my stuff. I respawn the character with that piston checkpoint because there's alof of stuff I wanted to avoid. The distance at wich the piston extends is supposed to right under the eye some the falling don't hit you. The only thing that isn't 100% solid is indeed the plasma balls, it's possible you fall on some. This I had found to real solution outside a redesign of the boss that I didn't want to go through. Changing the distance the piston extends would have lead to possible breaking and if I shrink it more you will be able to fall on top of the right arm and shoot the boss to death without any worries or dying. lol

But you know what? That's what is awesome about game design. No matter how much you tweak your stuff, there might always be something wrong. It really is super interesting to receive precise gameplay feedback like you just provided me because it piles up in my game design experience. Leads to better designs in the futur. tks again

2009-08-07 18:32:00

Author:
RangerZero
Posts: 3901


This level is unlike any level I have ever played, and whilst I am pleased to leave such positive feedback for you, my blood is ****ing curdling right now due to the fact that snotty unintelligent kids have managed to contribute to a mere two star rating. It deserves five, end of.

The best level I've played in recent weeks. :star::star::star::star::star: + Heart

PS. Congrats on the spotlight!
2009-08-08 10:26:00

Author:
KoRnDawwg
Posts: 1424


This level is unlike any level I have ever played, and whilst I am pleased to leave such positive feedback for you, my blood is ****ing curdling right now due to the fact that snotty unintelligent kids have managed to contribute to a mere two star rating. It deserves five, end of.

The best level I've played in recent weeks. :star::star::star::star::star: + Heart

PS. Congrats on the spotlight!

Play Sack's In The City now if you never had the chance.

.
2009-08-09 19:20:00

Author:
RangerZero
Posts: 3901


Yo Range!

I was very fond of your previous Sacks in... title because it challenges the norm and had a lot of depth and things to do. Its the kinda level i like to make.

I will get right to it, i enjoyed this one too but, let me begin on why i didn't enjoy it as much as the previous.

The atmosphere didn't connect with me like the 1st, this is probably due to preference but, the previous was quite mysterious and very well paced, this one seemed to contrast that.
I loved the fact it still relies on tasks handed to you by other people but, a lot more of the tasks ran into run of the mill types. For instance, in The City, it was the Tower only that involved platforming and that was great, here, its the cave and the ship, i eventually felt like i was playing "another level". There is a flip side to this, more on that in a tick.
As pointed out above, some of the designs are a little bland on the ship but, not a total distraction...but then again, after the great In The City...
Moving the Greek blocks was iffy, the crates sometimes got in the way and i kept dropping them in the wrong slot when proceeding to the correct slot. I got it done but, it was a slight problem.

Now thats out the way, lets talk about why your still a fave.

The flip side of what i said above is that it will now appeal to different people and taking a new location with a new theme only added to your versatility.

The quakes and the night/day cycle adds to the complexity of your creation. The fact that night triggers new events made me a lot more immersed in the level, i would literally wait around to see what else happens.

Secrets was a great touch and i loved the chests, everything matched in feel.

The boss was great. Again, made it separate from what you originally achieved in The City but, on the flip, it also shown a contrast on the last, showing versatility.

Overall, although not as good as In The City, its still "your thing" and your expanding that. So kudos to all that and i will be awaiting the next level, this type or not.

Cant believe people mark these things down and a terrible race level gets a perfect 5....wth.

Hopefuly my and others ratings will change that.

Ive also followed up my 1st level you played (which is now called 'Modern Times&apos with 'A Step Back In Time' check it out in my sig, i would like your input as we do similar things.
I feel i have easily topped my 1st.
There is also 'Brass House' for my take on the more action approach.
2009-08-25 16:07:00

Author:
Lotus_Flow3r
Posts: 165


Yo Range!

I was very fond of your previous Sacks in... title because it challenges the norm and had a lot of depth and things to do. Its the kinda level i like to make.

I will get right to it, i enjoyed this one too but, let me begin on why i didn't enjoy it as much as the previous.

The atmosphere didn't connect with me like the 1st, this is probably due to preference but, the previous was quite mysterious and very well paced, this one seemed to contrast that.
I loved the fact it still relies on tasks handed to you by other people but, a lot more of the tasks ran into run of the mill types. For instance, in The City, it was the Tower only that involved platforming and that was great, here, its the cave and the ship, i eventually felt like i was playing "another level". There is a flip side to this, more on that in a tick.
As pointed out above, some of the designs are a little bland on the ship but, not a total distraction...but then again, after the great In The City...
Moving the Greek blocks was iffy, the crates sometimes got in the way and i kept dropping them in the wrong slot when proceeding to the correct slot. I got it done but, it was a slight problem.

Now thats out the way, lets talk about why your still a fave.

The flip side of what i said above is that it will now appeal to different people and taking a new location with a new theme only added to your versatility.

The quakes and the night/day cycle adds to the complexity of your creation. The fact that night triggers new events made me a lot more immersed in the level, i would literally wait around to see what else happens.

Secrets was a great touch and i loved the chests, everything matched in feel.

The boss was great. Again, made it separate from what you originally achieved in The City but, on the flip, it also shown a contrast on the last, showing versatility.

Overall, although not as good as In The City, its still "your thing" and your expanding that. So kudos to all that and i will be awaiting the next level, this type or not.

Cant believe people mark these things down and a terrible race level gets a perfect 5....wth.

Hopefuly my and others ratings will change that.

Ive also followed up my 1st level you played (which is now called 'Modern Times&apos with 'A Step Back In Time' check it out in my sig, i would like your input as we do similar things.
I feel i have easily topped my 1st.
There is also 'Brass House' for my take on the more action approach.

Hey, you're still around!!

I will gladly go have a check at your levels buddy. By the way, I really like your input here. You're bringing stuff nobody noticed or talked to me about and some are in line with things I thought myself.

In the level I tried to never make it as hard as the Tower and to eliminate backtracking as much as I could. This obviously led to smaller environnements that I tried to compensate with more secrets to find. There's also one task less to do in number compared to Sack's In The City.

However, the boss you see there is the boss I actually wanted to be at the top of the Tower Challenge if I had more thermo. I was wondering if I could make it really blend in. In some way I also like that it makes you feel it's another game. I love the fact I have contrasting envirronements here. It's another thing I tried to do actually "contrasting envirronement that fits together somehow".

.
2009-08-26 20:59:00

Author:
RangerZero
Posts: 3901


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