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Sacky Potter

Archive: 20 posts


This is a level I've been working on for some time now... since March.


http://www.lbpcentral.com/forums/littlebiggallery/images/5538/1_SPatPS_Poster1.jpg

Blatant copyright issues aside (I've not used any actual names from the series and I've spoken to the guys who moderate levels, so it should be alright), it's a level, as you may have guessed, based on the first harry Potter book and film.

It's not finished yet, I've still got a bit left to do (which is why I'm posting this here), but if all goes as planned I should publish it on September 1st. The story follows the last couple of chapters of the book, where Harry and co go down the trapdoor to get to the Philsopher's Stone (or in this case, Sponge) before Quirrel. You start the level in the common room, run through a small part of the castle (including a fun platforming section on the moving staircases), then distract Fluffy to get through the trapdoor. Then you face the rest of the challenges from the book - Devil's Snare, enchanted keys, chess, potions and, of course, a boss battle around the Mirror of Erised.


Pretty much all I have left to do is this boss battle, and I thought I would post here to see if anyone may have any creative ideas for how this could be done. My original idea was to have Quirrel shooting speels (plasma balls) at you, and you have to run up to him and grab his face. After howling with pain, he dissapears and reappears somewhere else in the room. The process repeats several times until you finally defeat him. Nice in theory, but it isn't working quite as well as I thought it would.

Any ideas? Suggestions? Thoughts?


Thanks,

-NF
2009-08-16 22:30:00

Author:
Nuclearfish
Posts: 927


Wow looks awesome will play when out2009-08-16 22:54:00

Author:
Mod5.0
Posts: 1576


Wow... from March to September! That's long work!
Look awesome!

Love the teaser picture!
2009-08-16 23:09:00

Author:
dajdaj03
Posts: 1486


Wow... from March to September! That's long work!

I'm a very slow builder. The level is actually quite small, but I've completely changed some parts several times before I was happy with it. Coming up with ideas has taken the longest.
2009-08-16 23:25:00

Author:
Nuclearfish
Posts: 927


Wow. That. Looks. BRILLIANT! I had the idea of doing something like this about a week ago, but wow, you're pretty dedicated.

Boss troubles? Well how are you making him "teleport"?
2009-08-16 23:38:00

Author:
persona3fan93
Posts: 155


Boss troubles? Well how are you making him "teleport"?

Well, he's made out of dissolve material. When you grab his face there's a bit of a pause (whilst he screams) and he dissolves. He has a magnetic key on him, which will be in the radius of a key switch set to inverted, so when he's gone the switch will activate an emitter to make him appear somewhere else. Works alright if it just happens once, but I need a few emitters, so I'd need to find a way to emit a new one only after the previous one has gone, so it works in sequence.

Also there's the problem of thermometer space - I've got just 3 segments left, and if I use lots of emitters its going to fill up quickly.
2009-08-16 23:43:00

Author:
Nuclearfish
Posts: 927


Sounds awesome- also, about your boss...

hm. If you have it so that Boss 1 (the first one you grab) is Red Magnetic Keys... If you have the inverted switch set to "on", and have it connect to a piece of dissolve...

This dissolve piece would have a magnetic key on it too (out of range of the ones for the boss of course) set to inverse. If this is set to emit emit Boss 2 only when that dissolve is set up... then this would get up to 8 boss attackes (Boss 2 would be a different color, as will each Boss).

... hm.would that help? Just rambling...

Anyway, sounds awesome, let me know if I helped!
2009-08-16 23:51:00

Author:
RockSauron
Posts: 10882


Here's what I think. It begins with him on the side you've picked. You grab him and he dissapears and appears on the other side. Grab this one and the same will happen again. Swaps sides, repeat. Then you emit the Quirrel on the other side, but this Quirrel object is equipped with a death scream and emits a wisp of smoke flying away when he dies.

I've got an alternative method to that. If you want to know, just PM me.
2009-08-16 23:54:00

Author:
persona3fan93
Posts: 155


coooool 2009-08-17 00:22:00

Author:
Unknown User


I had an idea for a fight against a wizard with a very similar idea (it will probably never come to fruition). You could demit him for teleport. This would mean each phase would have to be indentical, or you could have one demitter for the left side and one for the right side, have him appear on alternate sides. You'd only have to pay thermo for the actual dude twice (once for each direction) and you could keep going for as long as you like.

3 bars of thermo is really quite a lot actually.

BTW, parody is covered under "fair useage" of Copyrighted material.
2009-08-17 02:06:00

Author:
rtm223
Posts: 6497


Epic!!!!!!!!!!!2009-08-22 21:46:00

Author:
AliBoy1
Posts: 142


Nice poster! Looking forward to it.2009-08-23 00:55:00

Author:
Snowspot
Posts: 265


Ok, MASSIVE Harry Potter fan here! (ASk me any HP related question and I can answer it ) This level looks AMAZING! There are so many bad Harry Potter levels out there so I'm really looking forward to this!2009-08-23 12:35:00

Author:
Plasmavore
Posts: 1913


Wow, super late to the party, but I think I have an idea for your "stages of Quirrel" problem. Use the same method you are using, but have the mag key switch covering the entire boss area, so every baddie that dissolves triggers the same switch. Invert it and set to one shot.

Wire the switch up to an emitter out of view which is set to emit a paintball flying off to the right [or left]. Put up a little square/rectangle of dark matter in a place where the emitted paintball will strike it. Glue a piece of dissolve between the emitter and the DM, thick enough that a paintball can't get through (so there's a blocker to prevent any premature triggers - and believe me, paintballs can get through sometimes, so make it plenty thick).

Put as many paint switches on your chunk of DM as Quirrels you want to emit. Set a switch to require 1 paint, a switch to require 2 paint, etc. Then, set all the paint switches to one shot and wire them to your Quirrel emitters.

Once the player enters the boss room/area, make a prox switch dissolve the blocker you placed in between the paintball emitter and DM with all the switches. You have to do this because sometimes one-shot emitters will trigger when the level starts (as I'm sure you're aware). Also, you have to contend with the possibility of players blocking the emit zones. I suppose it's up to you to solve that problem .

Hope that's clear. Let me know if it's not.
2009-08-23 14:03:00

Author:
comphermc
Posts: 5338


I'm a very slow builder. The level is actually quite small, but I've completely changed some parts several times before I was happy with it. Coming up with ideas has taken the longest.

I just felt a connection there!
2009-08-23 14:12:00

Author:
Zwollie
Posts: 2173


looks nice, and for his face, an infinite life checkpiont is good if your gonna use my idea.
make, like 4 diffrent dissolves on him each with a grab swich for the dissolve, scream, and an emiiter the emits a little gas near him so sack boy can grabb all the disolves at once.
2009-08-27 00:04:00

Author:
Schwem00
Posts: 255


Turns out this won't be ready for September 1st.

The other day it hit the 160 hour bug, so I've had to move the level bit by bit to a new slot, which took ages. I also had an awesome idea for a new survival challenge which I was working on these last few days. And it turns out I won't even be here next week anyway to publish it evcen if it were ready.

But thanks everyone for the ideas and suggestions. I'm making this level my priority, so it shouldn't be too far away from being published.
2009-08-27 11:50:00

Author:
Nuclearfish
Posts: 927


Wow, this 160 hour bug seems to be occurring more and more often. Are we sure it's actually 160 hours anymore?2009-08-27 14:00:00

Author:
comphermc
Posts: 5338


Wow, this 160 hour bug seems to be occurring more and more often. Are we sure it's actually 160 hours anymore?

I don't think it is. I wasn't hit too badly by it, only wobble bolts faster than 0.4 stopped working. Everything else was working fine, and it was only the wings on the flying keys I had to tweak a bit. I reckon there's quite a wide range of when the problems start, and 160 hours might be when everything starts breaking.

I copied the whole level anyway just to be safe. I might have still had a few hours left, but I didn't want to risk it.
2009-08-27 14:35:00

Author:
Nuclearfish
Posts: 927


I like the cerberus (or whatever its called in the film) in the background of the picture you have.

What is the 160 hour glitch? I don't now sorry.
2009-08-27 15:12:00

Author:
KQuinn94Z
Posts: 1758


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