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Mega City

Archive: 80 posts


while working on the lost ages levels, ive also been fostering some other ideas.
mostly just for little devices or contraptions that wouldnt fit into the LA aesthetic.

also during this time ive had the pleasure of playing CaptainCowboyHat's OH!!NO!!THE PRINCESS!!! levels and tinkering with swanbrown's amazing gradient studio.

the combination of these things lead me to the massive project of creating a series of 10 levels to be released simultaneously. i will be working on this in the background while i continue the shorter Lost Ages series.

Working Title: Adventures in Mega City

Concept: Capture the spirit of Mega Man (aesthetically and in delivery if not through game play) with a series of homages to the stages within the series.
i havent decided if i am going to stick to mega man 2 or do a "best of" type thing. i am not trying to create reproductions of the levels.

8 of the levels will correspond to normal stages of a mega man game.
1 will be the equivalent of wily's castle
1 will be the player's HQ where they can use stickers collected from defeating the 8 levels to unlock points (maybe minigames) and eventually the key to wily's castle.

the level design will rely partially on a collection of modular devices that can be rearranged and integrated with a variety of challenges to create a series of levels that feel unified but offer compelling gameplay throughout.

Devices:
while the theme of the series is to capture the essence of mega man, i also intend to fully embrace an aspect of gameplay that is purely lbp. the ability to hurl, fling, toss, and launch sackpeople in all manner of ways. so i am working on devices divided into 3 categories: obstacles, propellants, and enemies.

so far, i do not have nearly enough. i am particularly not good at making enemies. (heh, i have at least 9 bosses to look forward to making)
so i humbly ask for any suggestions or contributions.
have something in your attic that you never plan on using? please donate.
credit will be given for any contributors.
also i will be looking for testers at some point.
any favorite levels or bosses from mega man series are much appreciated too!
2009-08-12 17:32:00

Author:
Deftmute
Posts: 730


I think it sounds like a great idea. It would be nice to see a tribute series with your interesting design work. I'm not even a fan of Megaman but I'd still be interested to see this idea. I would try my hand at making a boss for it if you wanted me to. Looking forward to the outcome of this (wait for it), Megaplan! 2009-08-12 23:39:00

Author:
persona3fan93
Posts: 155


i would be extremely grateful for any help. especially where bosses are concerned. there has to be an air based and a fire boss because those are staples... the others i havent really considered yet. i am working on a plant/thorn boss right now.... we'll see how that goes.

okay ive compiled a list of themes for bosses that all are needed:
plant
water
fire
air
stone(or metal...something crushy)

that leaves 3 wild cards and one ultimate boss.....which i dont even want to think about.
2009-08-13 00:13:00

Author:
Deftmute
Posts: 730


I might be able to help with some of the boss stuff, but i'm going to be away for a while. Oh, and i'm a blasphemer in the way that i've never played a single Mega Man game

but this sounds like a fun project, best of luck to you
2009-08-13 02:08:00

Author:
Burnvictim42
Posts: 3322


i finished the boss i was working on. if anyone would like to test/critique, the combination to the key giveaway is green, green, violet.2009-08-13 07:47:00

Author:
Deftmute
Posts: 730


I finished the fight against him. Some good ideas such as the leaves flinging towards you. I felt a little confused at times due to the small, not very apparant weakpoint as well as the 5 brained plants that appeared at the top (do you have to destroy them or what?). The hazards worked fine anyway and I kind of enjoyed it.2009-08-13 19:27:00

Author:
persona3fan93
Posts: 155


you played a buggy version of him i think. when i tested him this morning it was all messed up. sequence should start with his face hidden and ceiling spikes dropping down while he dreploys the slow slider traps. you have to ride the spike platforms up (or have really good aim) to kill the plants above him. when they are dead, his head comes out for a time and his attack pattern changes. then it becomes a shoot off, until he puts more plants out. he is fixed now as far as i know.2009-08-13 21:13:00

Author:
Deftmute
Posts: 730


I'll give it another go tomorrow then. I might also try making a wild card boss for you if I have the time.2009-08-14 00:01:00

Author:
persona3fan93
Posts: 155


When the brains popped up it felt like some wacky japanese creators level. Very original and fun. Is it possible to ace this boss? I didn't notice a safe spot and died a few times.

10 levels and you have 3 for Lost Ages left??? Mind-boggling! I'm excited about this project even if I don't know much about Mega Man, only played some game a few times a while back. I can help test levels and stuff if you want. I'm an elite player and find levels too easy too often.

Can't help with much else. But off the top of my head some of the best bosses I can think of are the dragon in OIL_'s level The Ancient Castle, the way it shots fire of pink floaty looks really good when it flies through the air. tankboi's Temple Of Elements has a boss where you have to grab and hold a piece of sponge while a brain is lowered in a chamber so it can be reached. JUNINHo8's September Steps has an incredible boss. I'm going to recommend this level with pictures in a thread soon. I don't know how to describe it. It's just jaw-dropping! Maybe you'll find some inspiration in those levels, I can guarantee a good time playing if you have missed them.

I just saw Lost Ages II on cool page 5 nearing 100 hearts and 1000 plays. But time's up soon. At least word of mouth is good and a few more plays should trickle in. You know how to publish your next level now!
2009-08-14 01:59:00

Author:
Kipmonlin
Posts: 251


When the brains popped up it felt like some wacky japanese creators level. Very original and fun. Is it possible to ace this boss? I didn't notice a safe spot and died a few times.
wow thats a huge compliment in my book! i just tested and i was able to ace him but only after i figured out a couple things. you kinda have to create your own safety.

you probably noticed that shooting his projectiles throws them out of wack. also when dropping from the brains, try to get to the second platform on your way down because its usually clear. (make sure to shoot like crazy to deflect projectiles!)


I can help test levels and stuff if you want. I'm an elite player and find levels too easy too often.

that would be fantastic! youve already been a tremendous help to me. thank you.

i will check out those levels you mentioned. i need to get out of the lab and play more anyways.
2009-08-14 02:28:00

Author:
Deftmute
Posts: 730


Thorn Man now has a full level to go with him. Dynamic Park beta (from start) is now available for testing. get the key from the same giveaway. same combo.2009-08-15 15:25:00

Author:
Deftmute
Posts: 730


sounds cool 2009-08-15 15:59:00

Author:
Unknown User


sounds cool

feel free to check it out.
keep an eye out for secrets if you do
there's a hidden mini game in there too.
2009-08-15 17:10:00

Author:
Deftmute
Posts: 730


Hm... I've not really dabbled much with creating enemies, but I did notice some pretty unique type enemies when playing a random Japanese level a while back. The idea is that instead of the creatures being on the ground, they walk/crawl across the ceiling. This is accomplished by putting the wheels (or legs) on the ceiling and sticking the baddie to the ceiling using rockets pushing upward. You could probably come up with some unique baddies using this concept (ie. they drop things or jump downward temporarily). I don't know... I considered a few ideas while on my trip, and I intend to test them out when I get back.

Also, you said you were interested in fling mechanics, and I came up with a fun little fling (that needs some tweaking) that never got used in the AS series. I can show it to you when I get back. It uses an underhung fling switch, but it rotates on a wobble bolt, rather than the pistons I used in the AS series. Note: you have to use a prox switch so that it locks in place and resets, but I'm sure you'll figure it out.
2009-08-15 21:55:00

Author:
comphermc
Posts: 5338


Hm... I've not really dabbled much with creating enemies, but I did notice some pretty unique type enemies when playing a random Japanese level a while back. The idea is that instead of the creatures being on the ground, they walk/crawl across the ceiling. This is accomplished by putting the wheels (or legs) on the ceiling and sticking the baddie to the ceiling using rockets pushing upward.
oh yeah, good idea. i had one of these in my roboco levels.
(i got the idea original from the fable of souls level if youve ever played that...its old)
obviously those levels didnt do so well as i have deleted all traces of them now, but with my new knowledge and creation methods, i might be able to come up with something more workable.



Also, you said you were interested in fling mechanics, and I came up with a fun little fling (that needs some tweaking) that never got used in the AS series. I can show it to you when I get back. It uses an underhung fling switch, but it rotates on a wobble bolt, rather than the pistons I used in the AS series. Note: you have to use a prox switch so that it locks in place and resets, but I'm sure you'll figure it out.

ooh cool. ive been kinda avoiding grabby type things because of heavy paintinator focus in the levels, but thats not set in stone.

one issue that has been kinda buggin me that i wouldnt mind a little of your input on:
i have the enemies in the level set to respawn when you die. this is done very ungracefully with prox switches at he checkpoints.

the problem is: the levels has some hidden point caches and score challenges/races. i plan to keep this model for the whole series, including respawning enemies. but if the player just walks back to the checkpoint he can respawn the enemies and get infinite points with little challenge.

have any ideas how to keep the system of respawns without leaving a possible exploit?
2009-08-15 22:23:00

Author:
Deftmute
Posts: 730


Set max emitted to 5 (or so). If they are dying this many times they need a break from the baddies anyways.2009-08-15 22:28:00

Author:
comphermc
Posts: 5338


good point.2009-08-15 22:52:00

Author:
Deftmute
Posts: 730


I had to play Dynamic Park beta with my dummy account, my regular won't let me unlock it. This seems to be a common problem with locked levels.

The first thing I did was grab the tree on the left. Lucky me. Brain popping is fun. It took a few tries but I got them. I found another secret and when I opened the door and the first brain appeared it went bust and I couldn't get up. But I played the level three times and the other times I got up with no problem. Didn't find a race or mini-game though. Should I try to find it again?

I liked the launcher thing before the stairs. But how's it on multiplayer?

Difficulty was good. My second run was a breeze. But the other times I had trouble getting plasmafied at the rotating octagons. I couldn't gauge the frequency of the plasma balls while jumping over the spikes. Perhaps they could be activated a little sooner? Sometimes I just jumped real quick at the brain and popped it before plasma was emitted.

I like the idea of respawning enemies. Five times is ok and now that I know I'm going to exploit that for a high score!

Boss fight is the clear high-light of the level. On my second play I aced it and only had to pop the brains once. Just got the last paintball hit in time.

I looked at some images and videos of Mega Man games at the corporate game sites and expected something more colorful. I liked the look of a psp version:

http://www.gamespot.com/psp/action/rockmanrockman/images.html?tag=tabs;images

I not crazy about the primary color and material. Have you chosen themes for more levels? I would like to see your hand at a slippery ice and winter level. Was this ever a theme in a Mega Man game?

Have you considered making your own trees?

You mentioned CaptainCowboyHat's levels and I think you're succeeding at the same idea. Using lbp's assets for a tribute and not stricly imitating another game. Off to a good start.
2009-08-16 02:17:00

Author:
Kipmonlin
Posts: 251


I liked the launcher thing before the stairs. But how's it on multiplayer?

i have no idea, i dont get many chances to play multiplayer.


Difficulty was good. My second run was a breeze. But the other times I had trouble getting plasmafied at the rotating octagons. I couldn't gauge the frequency of the plasma balls while jumping over the spikes. Perhaps they could be activated a little sooner? Sometimes I just jumped real quick at the brain and popped it before plasma was emitted.
i moved him back slightly. it seems to help a little.


I like the idea of respawning enemies. Five times is ok and now that I know I'm going to exploit that for a high score!

Boss fight is the clear high-light of the level. On my second play I aced it and only had to pop the brains once. Just got the last paintball hit in time.

there is a five spawn limit on the brain plants too. after that, he stays in heads up mode.



I not crazy about the primary color and material. Have you chosen themes for more levels? I would like to see your hand at a slippery ice and winter level. Was this ever a theme in a Mega Man game?

well, each enemy in mega man has an identifying two color scheme.
each level and boss i make is going to follow this model.
this one is kinda ugly (brown/green)
i will try to sticker it up more to add some flare.

i have considered some other themes for the levels. each a different section of mega city.
so far:
fire (orange/red) indusrtial sector
ice (blue/white) marina? idk
lasers (violet/black) casino/arcade
sky (grey/white) skyscrapers/towers
smashy stuff (brown/grey) scrapyard/dump
that leaves 2 wildcard levels.

each level will reward a sicker of the mc logo in the boss' colors that can be used to access the mini game for one of the other levels as well as the final level once all are collected.


Have you considered making your own trees?
yeah but they dont squish the same.
2009-08-16 18:25:00

Author:
Deftmute
Posts: 730


I played again and I can still get up on the house if I struggle a bit, it wasn't just a fluke. I did horribly in the race mini-game on my first try. Ran out of time. Second try i got all brains after 3/4 of race time but the finish gate didn't work. It just wouldn't register as I jumped back and forth. Is the invisible dark matter necessary, jumping from spawngate to the platform shouldn't be a problem. But the next jump is bad. The spikes forces me backwards in the air and I hit the wall. Stop me from going backwards. With some stripes of dark matter? I shot from the platform at the first rotating brains and the paintballs hit something invisible. I shot at the lowest brain and could get the first wheel this way. The race mini-game isn't fun enough to have problems. You need to do some tweaking.

Slowing the rotating octagons made that section less punishing, but the enemy still got me a lot. I don't like this part much. Get rid of that first enemy.

I didn't want to be so blunt, but now that you said it. The level is ugly. I love two colored levels if the colors are good. Brown/green isn't a a really hot combo. You played my level and I use LED stickers for really vivid colors. Each background theme cast a different light. In Vanilla Breeze I use The Temples background, but you can't see it. The thin back layer is covered in blue LED stickers. Change the background theme to any other and the colors get much duller. All global control sliders are to the left. This works particularly well with blues, purples and white. If you didn't know this about LED stickers I suggest you examine it for yourself. Maybe it can get you some artistic inspiration.

"lasers (violet/black) casino/arcade"<-----------this I like
2009-08-17 02:14:00

Author:
Kipmonlin
Posts: 251


Sorry... The only idea I see worthwhile is the HQ idea. I have always though of putting this in levels, but never as a separate level.

That could be implemented VERY WELL though.
2009-08-17 04:41:00

Author:
chezhead
Posts: 1063


the mini game is still a work in progress, i kinda ran out of free time to work on it until my next days off. i will try to up the fun factor and clear up the bugs for sure.

i will probably change the sky back to blue, and leave the two colors to the structures (with more stickers for additional color... i usually do this kinda thing last)

i might give the structures another paint job as well, but i want to stick to using gradient stickers.
as for the materials, i don't have a lot of techy choices.
the other metals all look rough or just dont fit.
i guess i could just change everything to blue wood so the stickers stand out more.


Sorry... The only idea I see worthwhile is the HQ idea.

on second thought i guess its not worth the effort
2009-08-17 17:38:00

Author:
Deftmute
Posts: 730


Major Edit!!

- totally recolored. now much brighter.
- mini game was totally replaced with a nonlethal, 1 try potential pointfest.
- troublesome enemy relocated to guard another sector.

More Stuff!!

-another boss, Shard Man, is now online.

please tell me what you think.
2009-08-20 03:26:00

Author:
Deftmute
Posts: 730


i am still trying to come up with concepts for some of the levels.
also having a hard time coming up with names.
and i have a couple things i would like opinions on.

ok so far i have: (conceptualized at least)

Dynamic Park - Thorn Man (complete)
Intensity Mines - Shard Man (boss made)
Crash Arcade - Neon Man (some contraptions made)
Vertigo Heights - Smog Man
Smash Factory - Forge Man

that leaves the fire level and 2 others. i was thinking electric for one of them, because its readily available and water because it will be available soon.

now the thing i need your opinions on.
there is no jetpack in mega man but there is almost always an air themed boss.
would a jetpack section be out of place?
it would probably be just a fly and dodge section if anything.
also, there is almost always a water themed boss. i was avoiding this at first by using ice,
but with the coming addition of water to lbp, i might not have to.
the problem is, in mega man the under water levels just effect the way you jump.
they make you jump really high...then they cover the ceiling with hazards.
obviously in lbp you would really be swimming.
does this ruin it or should i still go for it?
2009-08-21 15:34:00

Author:
Deftmute
Posts: 730


Fly and dodge would be fine. This is LittleBigPlanet after all. You've got to maximize your use of the tools.

I played through them all yesterday, and absolutely loved Dynamic Park. I found the little mini-game right away, but it took me a while to get them all. I just noticed, though, do those trees always have "cushy" tops? It was like a gel-type material. Ironically I'd never stepped on one before. You just love those creature brains don't you!?

The little pop up and shoot baddies were awesome, but there was one that was giving me trouble. It was a place near the end where you land on a platform and he immediately kills you. I tried jumping as soon as I landed, but I couldn't get it. I only got past because he stopped emitting. Have you tried coming up with a solution so a shooting cycles starts as soon as his head pops up, so you don't have him pop his head up right when a ball is about to shoot? I might be able t help out with this. I just packed up my PS3, but I'll give you a shout tomorrow or late tonight.

I really liked the chaos of the Thorn Man boss. I wasn't sure exactly what the intended solution for the 5 brains, but I just jumped over the thorn blocker and stomped them all. The second time I played, it occurred to me that you might've wanted them to be shot, not stomped on... I 'unno. One suggestion would be to make a staircase open up to the right of him, and to stop the dropping of the platforms. It seemed weird, because during the fight, it seemed like Thorn Man controlled the spike/platforms, so it's weird that they keep going once he is gone. Alternatively, just carve a path in the wall that is cleared once the boss is gone. Really great boss fight, though. The stages were well crafted and it wasn't ridiculously impossible. I saw some of your logic up above, I think - as a rule, I would detach them from the level and make the supports be made from dark matter. Things can go wrong, and letting the logic be unattached from the rest of the level is the safest route.

That being said, I wasn't a huge fan of the Shard Man boss. It was just frustrating, and I died a lot. I hate running/jumping on glass, so maybe that's just me. He seemed way to accurate with his shots. Maybe it would be better is he shot straight down, but moved quickly back and forth horizontally, ala the first stage of the Collector boss fight. He could pause, open his cannon thing and fire (think the laser cannon from Brain Chain). If you were going for an impossibly difficult fight, then you succeeded .

I don't know what you are talking about with my mechanisms probably being better than yours . From what I saw in Dynamic Park, you know exactly what you are doing.

Edit: This level definitely fits the bill for classic sidescrolling platformers!
2009-08-21 15:52:00

Author:
comphermc
Posts: 5338


you did right with thorn man. ride the platform to the brains to stomp em.

yeah going toe to toe with shard man is suicide. you gotta strafe. he runs from you though so you gotta chase him. once you get the right pace he is pretty easy. i have even aced him. he was so easy at first i had to add the spikes to make strafing more challenging. just gotta get 2-3 hits at a time instead of trying to open up on him.

also the key to running on glass is not to. hop. i use this technique and maintain excellent control on glass surfaces even at angles.

the theme of shard man level is glass so i gotta work it in somehow.
i saw the pull the rug out trick in another level and figured i'd use it.
if you feel he is too punishing i can make some edits probably.
2009-08-21 16:35:00

Author:
Deftmute
Posts: 730


Well, do you consider this design to be essentially complete, or is it a rough design?2009-08-21 16:54:00

Author:
comphermc
Posts: 5338


i can easily make a copy if you have ideas for more drastic edits.
nothing is concrete.
i only came up with the turret design because i wanted something ceiling mounted to keep the floor open.

i just played him some more.
i guess its a case of creator knowledge being a huge factor.
most players are going to run up and try to fight.
doing this i wasnt able to safely jump under him to get to the other side of the room.
holding back at first until you see the other side of the floor coming,
you can safely rush under him (shooting up to get hits in)
once under him, he flees to the other side of the room and drops a spike to slow you down.
looking back, its not very intuitive.
2009-08-21 17:35:00

Author:
Deftmute
Posts: 730


Well, I don't want to take away from your creativity, but I'll continue testing and giving feedback. I'll try it again once I'm all moved into my new place tonight.2009-08-21 18:00:00

Author:
comphermc
Posts: 5338


dont worry. i didnt feel very creative making the turret.
and i always appreciate an honest critique.
your input is invaluable.
2009-08-21 18:22:00

Author:
Deftmute
Posts: 730


okay ive compiled a list of themes for bosses that all are needed:
plant
water
fire
air
stone(or metal...something crushy)

I have a monster for the metal/stone part you can use. If you want to see it, just tell me and I'll send you the key to the boss-level it's in. But, it doesn't have a paint switch on it(I don't have the MGS pack).
2009-08-21 23:40:00

Author:
Drakora
Posts: 392


I have a monster for the metal/stone part you can use. If you want to see it, just tell me and I'll send you the key to the boss-level it's in. But, it doesn't have a paint switch on it(I don't have the MGS pack).

sure, i'll check it out. i dont have any ideas for that one at all right now.
2009-08-22 03:24:00

Author:
Deftmute
Posts: 730


New mini-game is awesome and added some variety to the gameplay. If player will find it.

Moving the enemy was good. Now I can focus and get past the octagons without getting frustrated and just start charging and hoping for the best.

New look is an upgrade and your trees look good. Backgound color is a bit lackluster but the included fog colors leave a lot to be wished for. You can use a gigantic foggy spotlight in the back layer if you want more options.

HQ looks good. I like the colors there. The metal you're using looks really nice and shiny in black and some other colors. I wouldn't mind if you used this material as background more instead of leaving it blank.

If you have a hard time with names try looking here: http://thesaurus.reference.com/. I'm a title troll and love browsing for words.

I don't know if the jetpack is wrong for the Mega Man theme but how about an auto scrolling level? Was there ever levels like that in MM games?

Shard Man seems primitive still. I want more stuff to do!
2009-08-22 13:37:00

Author:
Kipmonlin
Posts: 251


Hey, I checked out the HQ, and had one little suggestion for the lift that takes you down: optimize the logic.

I can help out with a simple set that will make the elevator go all the way down once the down button is pressed (no more going half way down), all the way up when the up is pressed, and will reset if the player somehow manages to get back up top (i.e. dies at the bottom) so the elevator doesn't get stuck down below.

It actually shouldn't be that difficult, and can be easily copied over to your other elevators. I'm thinking a toggle switch and an OR switch wired up correctly.
2009-08-22 14:06:00

Author:
comphermc
Posts: 5338


shard man is back on the drawing board.
which is why i started on the HQ.
its already taking up a pretty big chunk of thermo.
i think its the mini game from dynamic park.
(sticker the dark circle on the computer station)
also if you sticker the R-Vault for Thorn man,
(directly under the computer station)
the screen changes.
2009-08-22 16:14:00

Author:
Deftmute
Posts: 730


sure, i'll check it out. i dont have any ideas for that one at all right now.
Okay, I'll send you it. But, it's an easy fight.
2009-08-22 17:10:00

Author:
Drakora
Posts: 392


shard man is back on the drawing board.
which is why i started on the HQ.
its already taking up a pretty big chunk of thermo.
i think its the mini game from dynamic park.
(sticker the dark circle on the computer station)
also if you sticker the R-Vault for Thorn man,
(directly under the computer station)
the screen changes.

Maybe I didn't find the mini-game. What's the thing when you grab the tree? Just randomness?

Anyways, your thermo issues might be related to using MM's trees. I've been told/heard that they are real thermo killers. Perhaps dabble in making your own trees...?
2009-08-22 17:43:00

Author:
comphermc
Posts: 5338


Been thinking a bit about the respawn v. infinite points issue. For cannon fodder, I recommend pointless kills. Invulnerable creature brains on dissolve/stickered baddies. Respawn emits should make the unpopped brain from the creature before it disappear, yes?

I had to come up with something similar for Lone Ninja 5 - a whack-a-mole game where players got points for actual whacking, but there was a panic button that dissolved the enemies without popping the brains, if all baddies made it to the top and swarmed the players.

On the other hand, I've done the spawn limit thing in similar situations, as well, and that seems to work for most players.
2009-08-22 18:18:00

Author:
coyote_blue
Posts: 422


yeah there are three secrets with just points/brains.
then the mini game which is activated by a sticker switch.
in the finished versions the stickers will be rewarded for completing levels and used in a different level.

@coyote_blue: i guess technically they dont have to be "creatures" at all.

edit: you will know the mini game when you see it. goes to monster pack music and is two big wheels of wheels of brains. you get one fall through to score as much as possible.
my record is about 48k, but my average s around 20k.
2009-08-22 18:25:00

Author:
Deftmute
Posts: 730


I actually discovered the Creature thermo by maxing it, which led to me thinking more creatively on the topic. Only seems to be existent creature brains onscreen - if emitted creatures count, it's only counted one per emitter.2009-08-23 05:59:00

Author:
coyote_blue
Posts: 422


dynamic park is at the very maximum. one more brain and it overheats.
but i can still adjust the emitters. seems that you are correct.
2009-08-23 21:00:00

Author:
Deftmute
Posts: 730


How many brains do you have in there?2009-08-23 21:04:00

Author:
comphermc
Posts: 5338


a lot.
mini game consists of two wheels with 8 octagons with 1 brain on each side.

8x8x2= 128 + hatguys + 6 for boss.

edit: hatguy count.... from memory
4 before first checkpoint
3 before 2nd
2 before third
4 before final?

edit again: i totally forgot about the secrets
about 8 at first secret 4 at 3rd
2 more to get up to the mini game
2009-08-24 00:31:00

Author:
Deftmute
Posts: 730


I like the idea of the 10 level thing, butI have never ever played megaman.

The respawning thing could be done, like after you have passed a certain point, a piece of cardboard -or dissolve- the prox-switch goes up, and won't go down before you pass another point of the level.
Once the player reaches a new checkpoint, the othe prox-switch will be taken away permanetly, so the player can't go back.

Don't use the infinite life checkpoint, as the players can respawn forever.
2009-08-24 14:54:00

Author:
moonwire
Posts: 1627


@above: Umm, a lot of people (including me) wouldn't be able to beat it without infinite-life checkpoints.2009-08-24 17:03:00

Author:
Drakora
Posts: 392


Not sure what you are getting at arcticpolar, but the infite checkpoints should be used, as this level is very hard! Any deaths should be reflected in your score. The bad guys are only set to respawn a certain number of times, so it becomes a non-issue of "score-jacking"2009-08-24 17:56:00

Author:
comphermc
Posts: 5338


Oops, I just noticed that there are 4 pages with other Replies just now, so... (:2009-08-26 15:46:00

Author:
moonwire
Posts: 1627


Just played Shard Man V3, and think that you are moving in the right direction. My biggest complaint about the level is that the shard of ice [spikes] seems to tip over and clump together, making it almost impossible sometimes. Also, I didn't realize at first that the "blocker" was made of brains. It looked like bubbles to me. Other than that, you've definitely got the challenging part locked down . I played it twice and died many, many times. I did find kind of a glitch spot right next to the door. You can acually jump in place and the spikes/plasma can't get you. It's tough to get there and even tougher to stay there, but if you can pull it off, it's just a matter of jumping and shooting until he's dead.

Oh, I just got an idea that could be really fun, and would add a little predictability to your spike things. Humor me for a second (as I really like the idea, and just may steal is [from myself?]):

1. Create a tiny little flat "car" vehicle thing, and put small spike on the front/back and large spikes on the top. Color to your choosing.

2. Add a rocket to the top, so it always pushed down on the wheels.

3. Round out the corners of the boss room, making a smooth path clockwise from where the boss begins to the entrance.

4. Emit the "cars" at even intervals so that they will "ride" along the ceiling/walls/floor before dissolving under the door.

5. Boom, interesting moving spike obstacles.

------

I hope that doesn't sounds more stupid than the idea in my head.

*runs off to test idea...
2009-08-27 23:19:00

Author:
comphermc
Posts: 5338


ooh ill try it2009-08-27 23:22:00

Author:
Deftmute
Posts: 730


I sent it to you. Hope it works out alright.

I put the wheels in the back thin layer so they don't interfere with the scene. This means that there needs to be a thin layer for the little car to move on. In the one I sent you, it was made of DM. It was tough making them small enough, but I think I did it...

I may steal this idea (or something similar) for the final boss in my mines level - with fire of course.
2009-08-28 00:56:00

Author:
comphermc
Posts: 5338


published a version using them.2009-08-28 01:26:00

Author:
Deftmute
Posts: 730


It's so much better now... And yours looked better than mine, lol.2009-08-28 01:46:00

Author:
comphermc
Posts: 5338


its yours with a bit of glass added and shrank down 2009-08-28 03:55:00

Author:
Deftmute
Posts: 730


Really? When I added glass, it got too heavy and wouldn't stay up. Maybe I was just being dumb. Either way, it looks good...

...but I found a problem. I was able to ace it* by exploiting the nature of emitters. By running in and spamming the paintinator at where the brains are going to be, I was able to prevent them from being emitted. Then, I was free to shoot the boss in the head until he was dead. I'm not sure exactly how to fix this, but it's probably an issue.

*Final score was a whopping 100 points...but I aced it!

Edit: I can also hear your paint switch mechanism in the background. Not sure what it was doing, but hopefully music will cover up the noise.
2009-08-28 03:58:00

Author:
comphermc
Posts: 5338


V1 of Neon Man will be posted shortly.
i lost a lot of time trying to come up with good glass based obstacles for the shard man level.
unfortunately most of them ended up being unreliable.
until i come up with some ideas i will probably be moving on to other bosses as well.
2009-09-02 18:32:00

Author:
Deftmute
Posts: 730


Neon Man and Sledge Man both up for testing now.
Sledge Man is really easy, but i dont really know what to do about it.
also while i was making sledge man i may have come up with a solution to the spawn issue with Shard Man's shards. i had the same issue with him and was able to solve it for the most part there.
thanks again guys for your continued support!
2009-09-06 23:09:00

Author:
Deftmute
Posts: 730


Alright, I played both of them.

Neon Man:

Great idea, but I don't think it worked as well as you planned. The little guys on the sides were unexpected at first, which wasn't the problem. I had problems once I died; they had me trapped in the checkpoint room, and I couldn't get out very easily. The door here was also able to squish me and one the baddies. I played twice, and the second time the group on the right didn't emit for some reason.

Sludge Man:

I really like the idea for this one, but I think it may have been bugged... When I started, there was a giant block falling, which is fine. I dropped down and was dodging the block when the brain blocks came over and pushed the big block into me. I'm not sure, but I'd expect those to be two independent attacks. Then, the little blocks would retract and nothing was happening. It seemed like I was just waiting around for them to extend again. Then, once I popped the brains, it was easy hunting on the baddie's head, while dodging the big falling block.
2009-09-07 01:11:00

Author:
comphermc
Posts: 5338


yeah sledge man is buggy at the moment... i need to insert an activator switch.
as of right now it starts both sequences at the same time to begin with.

as for neon man, looks like i have some more tinkering to do.
2009-09-07 03:05:00

Author:
Deftmute
Posts: 730


Slippery Mines is pretty much finished except for detail work.
Moving on to other levels now, which should go quicker, not being glass themed.
HQ will be updated with the Mines' minigame soon.
2009-12-18 17:18:00

Author:
Deftmute
Posts: 730


Mines have been majorly reworked and minigame has been added to HQ.
Currently steamrolling through Smash Factory, and hopefully tonight i can get to experimenting on water based devices for Splash Marina.
2009-12-22 16:48:00

Author:
Deftmute
Posts: 730


Awesome, I was wondering when you were gonna finish these up!

2009-12-22 16:51:00

Author:
comphermc
Posts: 5338


Smash Factory is up! It kinda just flew together. I suspect that the marina will offer me more frustration, but early development is going swimmingly. thanks again to all those who are playing.2009-12-23 18:31:00

Author:
Deftmute
Posts: 730


Hmm, can we assume the next level will have water?2009-12-23 19:36:00

Author:
Drakora
Posts: 392


Splash Marina (with water!) is up (but not quite finished.)
I was wrong about frustration.
It was very fun to make!
just need to make a boss and mini game and of course decorate.
2009-12-25 21:16:00

Author:
Deftmute
Posts: 730


Crash Arcade will be going up sometime today.
Deep Man is now at the end of Splash Marina, but i still need to make a mini game for it.
2009-12-31 14:37:00

Author:
Deftmute
Posts: 730


Blast Foundry is now up.
Marina still needs a mini game
Its starting to look like i might need to split the HQ up into two levels, but i will avoid it if at all possible.
2010-01-02 15:09:00

Author:
Deftmute
Posts: 730


looks like i'm reaching the final leg of this epic creation!
one more boss, and the 8 main levels will be finished.
HQ was too thermo intensive so its being divided up into: Robo-Vault, Game Room (Daytime) and Game Room (Nighttime)
I'm not sure whether or not to wait to release then until after i've already made Dr. Whiney's Castle (the 9th level unlocked after beating the main 8
Ive still got a bit of work to do yet either way.
2010-01-09 16:02:00

Author:
Deftmute
Posts: 730


Man, you must have been working your butt off. Mind PMing me the code so I can play the new ones (I forgot the code)?2010-01-09 16:28:00

Author:
comphermc
Posts: 5338


Looks like an awesome project. Only noticed it just now. It's a pretty funny story as I had a similar idea bouncing around in my head, where I would have made a original level set loosely based on the levels and bosses of Mega Man II.

But in the Mega Man games, Dr. Wily's Castle is (usually) split up into multiple stages with unique massive bosses unlike the Robot Masters. Are you going to make a multi-staged Dr. Wily Castle? Or are you still sticking to one level?

And, near the end of each Castle in the games, you would usually have to fight all 8 Robot Masters again before you fight the final boss. Are you also going to put that in? I'll assume you won't, probably because of thermometer issues.
2010-01-09 17:06:00

Author:
Beed28
Posts: 200


I will probably split Whiney's Castle into three levels.
I'm also trying to figure out a way to let you use powers from the 8 robots in the castle levels, but i havent come up with a way to do it that doesnt just reek of lameness.
i dont know if i am going to make you refight all the bosses in turn or not...
i have no idea how much thermo that would take...
2010-01-09 18:20:00

Author:
Deftmute
Posts: 730


Hey, Deftmute. I like the sound of Megaman-Themed Stages, as I'm a huge Megaman fan myself. If you need anyone to test out your level or give you assistance and feedback, I'd be more then glad to.2010-01-10 05:48:00

Author:
RottenAvocado
Posts: 319


i have reached another stumbling point.
Production has slowed to a halt while my feeble brain attempts to come up with the last 2 bosses.
2010-01-31 00:56:00

Author:
Deftmute
Posts: 730


Just cut it two levels short! These need to be released to the world!!

2010-01-31 00:58:00

Author:
comphermc
Posts: 5338


Make the first boss Dr. Wily/Whiney in his typical UFO pod which teleports all over the room. And then for the other boss, have Dr. Wily/Whiney pull a Mega Man II and have him turn into an alien. 2010-01-31 14:35:00

Author:
Beed28
Posts: 200


12/13 levels finished!
now creating promotional materials.
please if you have any time to spare, play through and test these out before i release them officially!
Anyone who leaves feedback here will be listed as a tester in my credits.
2010-02-12 16:02:00

Author:
Deftmute
Posts: 730


Hey, just played through three of them last night with two other people. Multiplayer is tough, but possible. In the Neon level, however, I always get to an area with a springy button that leads to a column of rectangles on either side. This area is either broken, or it's confusing what you need to do.

Also, your scoreboards appear to not work. You need to move them up a little bit, or something. We stood in the little frame, but the scoreboard never triggered, and since there is a little lip, we couldn't get out. We had to just exit to my pod.
2010-02-12 16:15:00

Author:
comphermc
Posts: 5338


I Fixed the Neon Man part you are talking about, right after you played (when i tried it again myself) . Somehow the moving parts got glued to the gas beside them and it stopped them from moving. I have been tweaking things a bit as well.
As for the score boards... I am not sure whats happened there, because they have always worked for me... i will look into it.
2010-02-12 16:44:00

Author:
Deftmute
Posts: 730


hey check this out

http://www.youtube.com/watch?v=6zOXiv-tPiQ
2010-02-14 05:52:00

Author:
Deftmute
Posts: 730


Excellent. When are they releasing to the public? I know I still need to play a couple of them, but the ones I've played were great fun.

Also: about the scoreboards... try completing one of the levels with more than one person. You need both players to be "touching the scoreboard" at once. When you are the frame, I don't believe you are touching the scoreboard for some reason. This isn't a problem in single player, since you have to jump in front of the scoreboard to get into the frame, but if you have two players jump into it at the same time, it doesn't seem to work. At least that's what it seemed like to me.

I played with rtm223 and mrsupercomputer.
2010-02-14 05:59:00

Author:
comphermc
Posts: 5338


Release will hopefully be some time tomorrow. There is a part of Shock Station that i am not happy with and will try to replace, but i have ideas on how already.
Once that is done, it should be ready for release.

I came to the same conclusion on the scoreboards. I will probably just create another barrier to prevent players from entering the 2nd layer.
2010-02-14 14:29:00

Author:
Deftmute
Posts: 730


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