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Ama Toor Demo

Archive: 66 posts


Ama Toor DemoJagrevi

Praise from later in this thread:

49DRA

"That was INCREDIBLE!!!
I swore when I saw it, it's just...words can't describe that.
And that...was a DEMO???

Blown me away, completely. I cannot wait to see more!"

http://i289.photobucket.com/albums/ll206/driftglass/APhoto.jpg

jackofcourse

"... this really is fantastic.

That introduction is ridiculous, that is without doubt the best opening scene in LBP. That is what an introduction should be like. It looked so realistic that I was having a hard time trying to picture it 'how it's made mode', if that makes sense. I tried to look at it as a wall and decorations on pistons but it was just so difficult to do. It WAS a floor and it WAS sackboys arms and legs. Amazing.

Great little puzzles too, they needed a bit of thinking, but at the same time always made perfect sense and was logical."

http://i289.photobucket.com/albums/ll206/driftglass/APhoto_1.jpg

GrantosUK

"The level is something else. I hav'nt played anything like it. For all the people doubting intro sequences need to see this one, its fantastic."
http://i289.photobucket.com/albums/ll206/driftglass/APhoto_2.jpg

It still has a couple kinks to work out, but the actual game itself has yet to be released so I can promise you it all should be running smoothly by actual release time.

A thread for the project itself will be going up soon. Look for it under "Ideas and Projects".
2009-08-19 17:35:00

Author:
Jagrevi
Posts: 1154


...
That was INCREDIBLE!!!
I swore when I saw it, it's just...words can't describe that.
And that...was a DEMO???


Blown me away, completely. I cannot wait to see more!
2009-08-19 19:08:00

Author:
ARD
Posts: 4291


Well, me and ARD just got done playing, he beat me to the feedback. The level is something else. I hav'nt played anything like it. For all the people doubting intro sequences need to see this one, its fantastic.

The air mechanic in the pools was good, but the gas does not dissapear quick enough in two players, it hangs round a little to long, and it catches you out.

The rest of the level was sublime, from the dialogue to the first person shooting element. I did manage to fall completely off the level after the dragon though. I'm gonna have a replay again and this time try to take things in a little more.

I also like a little more detail in levels, at the moment its a little bare, I'd use more decorations, materials and on the water sections to make it a little more pleasing on the eye.

Whats there is excellent, really good mechanics, excellent story, and some mind blowingly nice set pieces, great job.

How many levels are planned? And has this taken since November
2009-08-19 19:14:00

Author:
GruntosUK
Posts: 1754


Well, me and ARD just got done playing, he beat me to the feedback. The level is something else. I hav'nt played anything like it. For all the people doubting intro sequences need to see this one, its fantastic.

The air mechanic in the pools was good, but the gas does not dissapear quick enough in two players, it hangs round a little to long, and it catches you out.

The rest of the level was sublime, from the dialogue to the first person shooting element. I did manage to fall completely off the level after the dragon though. I'm gonna have a replay again and this time try to take things in a little more.

I also like a little more detail in levels, at the moment its a little bare, I'd use more decorations, materials and on the water sections to make it a little more pleasing on the eye.

Whats there is excellent, really good mechanics, excellent story, and some mind blowingly nice set pieces, great job.

How many levels are planned? And has this taken since November

Thank you =)

Well 19 are planned, and if you look at my profile, I have started all of them, as my entire profile is full of locked levels. I should be done by 2010 though, I think. If not early 2010. I've been working on making an "open world" where you can travel from "zone" to "zone" ("level") find missions that take you through different "zones", and collect "items and skills" (stickers).

Basically, I've been trying to create an RPG. However, I thought I needed some feedback to 'keep me in check' since I've never posted before, so I wanted to see what I had and what I needed.

Thank you for the comments. =)
2009-08-19 19:23:00

Author:
Jagrevi
Posts: 1154


Well, it sounds like no small feat, especially if you continue to work as exceptionally as was shown in the demo.

I wish you the best of luck, sir.
2009-08-19 19:25:00

Author:
ARD
Posts: 4291


It looks pretty epic. I was confused in the first person view when I was supposed to shoot something... I couldn't figure it out. Pressing R1 has no effect, nor did jumping or moving. Is it not working yet?

What did you make the crossbow from?
2009-08-19 19:27:00

Author:
comphermc
Posts: 5338


It looks pretty epic. I was confused in the first person view when I was supposed to shoot something... I couldn't figure it out. Pressing R1 has no effect, nor did jumping or moving. Is it not working yet?

It's the "crosshair" sticker you get earlier in the level.
2009-08-19 19:28:00

Author:
Jagrevi
Posts: 1154


Wow, that was fast. It makes sense now - I completely forgot that I had that thing, lol.

Edit: it worked much better this time. Nice looking ______ at the end (I won't spoil the surprise).

Edt2: Lol at all of the locked levels on your planet...
2009-08-19 19:29:00

Author:
comphermc
Posts: 5338


Wow, the previous comments feel me anxious to play this level!
I will take a look asap and will come back for feedbacks
2009-08-19 19:33:00

Author:
Takelow
Posts: 1355


Edit: it worked much better this time. Nice looking ______ at the end (I won't spoil the surprise).

Thank you, but I can't take all the credit for that one. It's a heavily modified version of something else. (And more heavily than it would seem - trust me).
2009-08-19 19:52:00

Author:
Jagrevi
Posts: 1154


Very promising. In all honesty, this kind of level is not really my thing. From your comments in the other thread I know you've played my levels and as you can tell from them, it's all about the platforming for me

However, that doesn't mean I cannot appreciate it, and this really is fantastic.

That introduction is ridiculous, that is without doubt the best opening scene in LBP. That is what an introduction should be like. It looked so realistic that I was having a hard time trying to picture it 'how it's made mode', if that makes sense. I tried to look at it as a wall and decorations on pistons but it was just so difficult to do. It WAS a floor and it WAS sackboys arms and legs. Amazing.

Great little puzzles too, they needed a bit of thinking, but at the same time always made perfect sense and was logical.

I too agree with Gruntos that the walls could do with a bit of decorating.

It looks very promising indeed. 5 stars!
2009-08-19 19:53:00

Author:
jackofcourse
Posts: 1494


That introduction is ridiculous, that is without doubt the best opening scene in LBP. That is what an introduction should be like. It looked so realistic that I was having a hard time trying to picture it 'how it's made mode', if that makes sense. I tried to look at it as a wall and decorations on pistons but it was just so difficult to do. It WAS a floor and it WAS sackboys arms and legs. Amazing.


Thanks. Alot of those parts I end up having to do very odd things to make them. For example, when you go into First Person Shooting mode, you may notice the sound for the "no more players joining post", and then you're actually pushed to the side.

That's the only way I could figure out how to get a steady hand pointed outwards for holding the gun. It's actually on the sign post pointed towards the screen, the machine drops you past it before pushing you into hiding, which flips the arm around the other way as the sign flips so that it's holding the gun.

The other first-person shooting part I'm working on in another part of my project is a mine-car chase, as you shoot down the fellows in opposing mine cars that are chasing yours.
2009-08-19 21:14:00

Author:
Jagrevi
Posts: 1154


Great job, I loved everything about it, especially the first-person view sections. The shooting was impossible for me though, the sticker simply moved slower than I was moving and as a result I couldn't hit anything. Everything else was top-notch though. 2009-08-19 22:14:00

Author:
BSprague
Posts: 2325


Great job, I loved everything about it, especially the first-person view sections. The shooting was impossible for me though

Yeah, you kind of have to keep your aim in front of you for that one, and just mow them down as they come up.

Anyways, looks like I'm staying competitive in "busy" rating if not in starts.

I'm staying on the front of the "busiest" section each time I check (a constant 23 people in it it seems).
2009-08-19 22:33:00

Author:
Jagrevi
Posts: 1154


Wow! Awesome!
I can't even find something very usefull to tell you about this demo...
The introductive part is awesome an i never saw such a thin before!
And the FPS section is georgous. The only "problem" i can see here is that it is a quite hard to aim during this phase. But it is a camera issue i think...
Nervertheless, very impressive work. I am anxious to see the whole project released
2009-08-20 00:15:00

Author:
Takelow
Posts: 1355


WOAH did you say first person?2009-08-20 01:50:00

Author:
Alexxerth
Posts: 233


Yes, a fair amount of the level is in first person, including some "First Person Shooting" sequences.2009-08-20 05:25:00

Author:
Jagrevi
Posts: 1154


What did you make the crossbow from?

Oh, that's the those sacks from from the Monster Kit, Some of those Wooden Tribal Decorations from the Savannah, and a Bow and Arrow from the Valentine's Day Kit.
2009-08-20 16:17:00

Author:
Jagrevi
Posts: 1154


The stupid V-day pack! I'll never get my hands on it .2009-08-20 16:25:00

Author:
comphermc
Posts: 5338


The stupid V-day pack! I'll never get my hands on it .

To be fair, it isn't really filled with many generically useful things. When I played pom's "Miracle of Life", the first thing I thought was "wow, an actual use for these materials".
2009-08-20 19:34:00

Author:
Jagrevi
Posts: 1154


I just played it now it is amazing. Very realistic first person mode except i couldnt move the crosshair fast enough. I still lived through it though. It seems a lought like zelda games.2009-08-20 19:37:00

Author:
Alexxerth
Posts: 233


I just played it now it is amazing.

Thanks alot, I really like hearing that people liked it.


It seems a lought like zelda games.

Uhm ...

...




... perhaps I should "sci-fi up" the grappling hook item you get in my levels than, lol.
2009-08-20 19:57:00

Author:
Jagrevi
Posts: 1154


How do you make it appear that it's in first person mode? I can tell the monster kit decorations as arms and legs, but the camera view, the walls etc.? Also, do you think you could make a 3D 3rd person level with that?2009-08-20 23:39:00

Author:
Sunrise_Moon
Posts: 469


People say a lot of LBP ideas are ambitious. People say a 6-part story-driven level series is ambitious. People say a fully detailed tribute series to a popular film/tv series is ambitious. This however, this defines an ambitious idea in LittleBigPlanet. Having worked on it from November, you've crafted a 20-part/level RPG/adventure game using great ideas, characters and story. It's easy to tell that you've put a lot of work into this game, and that's just from playing this little demo. You are a dedicated creator and I am very excited about this project. Hats off to you good sir!2009-08-21 00:11:00

Author:
persona3fan93
Posts: 155


Amazing intro, very clever use of perspective!

The gameplay had some really great ideas in too, just a couple of thoughts. In the first section i found the lever that draws the wall down a tad fiddly, you might want to tweak that so its a little easier. In the second water section, i had no idea there was a platform above, a little light or shade might draw that out a bit. The first water section (but on your return journey) had the same problem, there's a rock platform against a rock background and it's pretty hard to see, just a subtle spotlight to create some shadow again would help. The FPS section definitely has potential, its unchartered territory for LBP, so good luck!! Looking forward to playing the finished version, and kudos for doing something unique!!

Edit- regarding the sticker speed issue, its at its slowest when its on the furthest layer, have you thought of putting a wall in the 3rd layer and creating the tunnel effect with stickers...? The sticker wouldn't go quite so slow if its on the 2nd layer.....?
2009-08-21 00:16:00

Author:
julesyjules
Posts: 1156


wow i think i most try this 2009-08-21 00:54:00

Author:
Unknown User


Wow... fantastic intro for sure. Overall I really enjoyed the level. My only advice is that the section where you need to turn the crank to lower the barrier in the water is a little dark. It took me several deaths to find the crank, and this is mostly due to low lighting and having the crank behind the glass. A very dim light highlighting the crank might help alleviate the problem. Great air guage... loved it.

Can't wait to see the full version... erh... all 19 of them.
2009-08-21 16:10:00

Author:
Rustbukkit
Posts: 1737


As jackofcourse said, it's not even my kind of stuff, and the pacing is a little too slow but I recognize some real genious behind the stuff, so 5 heart and I wait to see the complete stuff.2009-08-21 17:26:00

Author:
OmegaSlayer
Posts: 5112


Agreed, there is clearly a lot of cleverness and talent that went into this. The first person segments are inspired. What I think I liked the most was that, even as a small level, I got the feeling that it was part of a much larger thing. Namely, the fairy character already felt like an old companion, it's like the two of you know each other. And finding out that "something" happened to you to cause you to take on extra weight, which affects the puzzles and certainly the water hazards, is a great touch and is what excited me the most about checking out the full series. I hope (and trust) you're putting a ton of variety in those 20 levels. I like to point to Wexfordian's Western trilogy as an example of not repeating yourself in a series, as he does a brilliant job of keeping you from ever getting bored of it.

But definitely count me in on this series once you start releasing "episodes"!

Speaking of which, man how do you feel now about the water pack coming out?? Are you going to keep your levels as they are, or are you going to see about maybe replacing your water with the new water? Granted, the limitations of it may prove to make it impossible.
2009-08-21 20:50:00

Author:
Teebonesy
Posts: 1937


Agreed, there is clearly a lot of cleverness and talent that went into this. The first person segments are inspired. What I think I liked the most was that, even as a small level, I got the feeling that it was part of a much larger thing. Namely, the fairy character already felt like an old companion, it's like the two of you know each other. And finding out that "something" happened to you to cause you to take on extra weight, which affects the puzzles and certainly the water hazards, is a great touch and is what excited me the most about checking out the full series. I hope (and trust) you're putting a ton of variety in those 20 levels. I like to point to Wexfordian's Western trilogy as an example of not repeating yourself in a series, as he does a brilliant job of keeping you from ever getting bored of it.

But definitely count me in on this series once you start releasing "episodes"!

Speaking of which, man how do you feel now about the water pack coming out?? Are you going to keep your levels as they are, or are you going to see about maybe replacing your water with the new water? Granted, the limitations of it may prove to make it impossible.

Thanks for all the feedback, it's a series I've been working very hard on.

The part that's represented in the demo won't change because of the water (you're too heavy to swim) - but all the water parts where that's not applicable will change, yes, even in some places where the water is really just decorative. There's a port city somewhere, for example.
2009-08-21 21:06:00

Author:
Jagrevi
Posts: 1154


Great demo and some genius work in there but like Rustbukkit I couldn't see that crank at all. I was just jumping around and grabbing in the hope I was doing something.

Although I got through the part with the sticker ok I think it was just luck because I couldn't move the sticker at all. I held the analog stick right over as far as it would go and the sticker never moved. If there had been enemies all over the screen I wouldn't have stood a chance.

Overall , albeit brilliant work , I found the lighting way too dark. I'm afraid if the finished version was that dark I wouldn't bother playing because I like to see where to go and what to do.
2009-08-21 21:51:00

Author:
mistervista
Posts: 2210


Absolutely brilliant. Fantastic demo, I can't wait to see what the end product looks like when all 20 levels are finished! That's some real dedication.

That said, there are some problems as have been pointed out. Mainly the first-person shooting. I could hardly move the sticker and got killed.
Also, it was a bit od, because when you got killed nothing really happened except you heard your guy come back out of the checkpoint. Maybe it's just not possible, but it would be neat if you could somehow show on the screen that he was hurt or killed. Maybe use the global lighting tool to flash the screen red briefly.

I also agree that the crank and the part blocking the water was kinda hard to see.


But yeah, great stuff. The introduction of course was brilliant. I also loved the part where you shoot the cannon, and the water mechanic.
2009-08-22 00:04:00

Author:
hilightnotes
Posts: 1230


WOW This is looking amazing! If this was just the demo of a side mission I wonder how good the other parts are. I'm really looking forward to the full levels.2009-08-22 18:31:00

Author:
brnxblze
Posts: 1318


Okay, I waited a few days to play this. I kept visiting the thread and reading the comments, and I decided I wanted to play it when I had the time to concentrate and appreciate the obvious effort that people were saying you'd put into it. So...

Two words: original and inspired.

The intro is wonderful - a true 'wow' moment. The environment and theme is great and as many have said, the FPS sections are superb.

It's doubtless an ambitious project you have going here, and you have my best wishes for this to work out for you. If this demo is anything to go by, then I will definately interested in the levels as they are published.

Well done.
2009-08-22 21:37:00

Author:
MrsSpookyBuz
Posts: 1492


One word.

YES.

This is the kind of innovation we need more of. Fantastic story, and great use of limited tech. Wow. The crank was indeed somewhat hard to see, although I looked closely, and found it. For the FPS sections..... have you considered to have the enemies go by instead of the player himself? That would fix the sticker problem. But excellent otherwise. 5 stars and brilliant'd. Cannot wait to see more.

Now, to bug checking. In the cannon part it sometimes tipped forward as the ground was slightly uneven. It was hard to get back in regular position. You might want to adjust the wheels if you need to. Tips on where to go might be helful, at the part where you go into the lower sewers, I can see many people getting lost there. Also, I found the barrier lowers too slowly in the first water sequence and you often drown after twisting the crank.
2009-08-23 09:28:00

Author:
Astrosimi
Posts: 2046


Woa! The opening was very amazing I could not believe what I was seeing!
I also liked the idea drowning in the water first time I have ever seen something like that.

Well I can not wait till the full version!
2009-08-23 21:04:00

Author:
JT1Destroyer
Posts: 5


Wow. Excellent demo. The "first person" intro was a great way to start the demo and I like it how it shows a scoreboard at the start of the level. (I don't know why, I just do.) I too had some difficulty in seeing the crank at the first water part. I like it how you can "drown" though, as that's a very good concept.

The fairy partner was very good too, and I just wonder how you got it to follow you once you've released it.

The shooting part was also very good, I just thought it was a bit short and the sticker moved really slowly, which made it hard to shoot.

Overall, :star::star::star::star::star: and a heart! Looking forward to seeing the other 19 levels!
2009-08-25 15:05:00

Author:
lk9988
Posts: 1077


Alright - updated the demo a signifigant bit.

"V. 1.1"

Fixed a problem where on rare occasion, a wall was not destructable despite being hit with a cannon-ball.

Added an in-character technique hint to the first person shooting sequence.

Replace the old image of me with a brand new Preview Character.

Hopefully the character I chose to preview is like-able. He's suppose to be. Anyways, there you go. =)
2009-09-03 18:15:00

Author:
Jagrevi
Posts: 1154


I'm gonna have to check this out when I get home. Looks amazing! I'll give you a review2009-09-03 18:49:00

Author:
javi haguse
Posts: 744


I'm gonna have to check this out when I get home. Looks amazing! I'll give you a review
Yeah, me too .. this looks like something I have to see!

Suggestion.. could you (or someone) post a few screen shots in this thread? (I could do it if you want me to)
2009-09-03 19:22:00

Author:
Powershifter
Posts: 668


Y'know...I cannot remember if I posted feedback here or not...And whilst I find out whether or not I did leave feedback...I'll just say it was awesome and I cannot wait until the whole epic is released 0__0

EDIT: No, no I did not. Well here goes!

Visuals - :star::star::star::star::star: - Excellent design and a unique artstyle! The introduction was splendid, I loved how you made it seem like you were walking along the floor.

Platforming - :star::star::star::star::star: Gripping from the very beginning, yet I know this is only a small sample of what's to come, and hence why the level is rather short. I like the first person, although may I suggest that, rather than using a sticker, maybe you could make use of the R1 button and do something like Wex's part 3 of "The Good, the Bad and the Sackboy".

Very awesome stuff! I cannot wait for moree

:star::star::star::star::star: and a heart
2009-09-03 19:29:00

Author:
KoRnDawwg
Posts: 1424


After all the great response I heard about this level, I decided to check it out with some friends.
I thought the level was going to be first person all the way through when I started out,
when I noticed we moved back to 'regular sack vision' I needed to be impressed by you...and you did.

The only thing I had a minor problem with was the layer glitch in the sewers.
The sticker would float around on the back layer and thus move really slow making it hard to hit any targets in those areas.

This is an awesome project and I'm really looking forward to see you achieve your goal.

Well done!!
2009-09-03 19:40:00

Author:
Zwollie
Posts: 2173


Yeah, me too .. this looks like something I have to see!

Suggestion.. could you (or someone) post a few screen shots in this thread? (I could do it if you want me to)

There are some on the first page, but they didn't turn out so well (too dark).
If you would be willing to I'd love some better ones.
2009-09-03 21:59:00

Author:
Jagrevi
Posts: 1154


Hey no problem.. If I can't get to the pics by tonight, then definitely by tomorrow morning (how did I miss the ones on the front page?!).

Edit: Sorry Jagrevi - I took several pictures and none of them looked any better than the ones you had on the front page.. they were all fairly dark.

So I just got done playing your demo and I must say that I am very excited for the full 19 (or 20) levels! Amazing and original stuff!! My mind was like twisted on its side by the beginning because I couldn't help but think, how in the world did you do that?! I can see everyone's grip about the sticker but I'm sure you'll be able to do something about that once it's actually published for real. One thing I noticed, which is a simple camera angle issue, is that during one of the parts with the water (I think the 2nd part?), you can see the level's bottom edge and a piston connected to it. But that should be a simple fix.

I gave you 5 :star:'s and a heart! .. and I was appalled by the 3:star: average rating! I guess some don't recognize genius when they see it. Great job so far and I can't wait for the rest!

2009-09-04 01:03:00

Author:
Powershifter
Posts: 668


That's ok, thanks for trying to get pics anyways.

Also - the issue you mentioned about seeing that one piston. Not only have I not heard that before, but I went into play mode again and again and couldn't re-create it.

I could probably just solve it for sure by covering that with rock - problems to whom the answer is "use a big rock" tend to be fairly straightforward - but I'm curious as to how it occurred to you in the first place. Any unusual circumstances that were going on?
2009-09-05 15:17:00

Author:
Jagrevi
Posts: 1154


I just played your level and I was very impressed! That entire first person was simply amazing. I would've never thought of doing something like that, extremely creative. Can't wait to see what you'll build next.
:star::star::star::star::star:
2009-09-05 15:26:00

Author:
javi haguse
Posts: 744


played this alittle while ago and forgot about it. One of the best and original lbp levels ever but do you have an estimate on the level series release?2009-09-05 21:04:00

Author:
Littlebigdude805
Posts: 1924


played this alittle while ago and forgot about it. One of the best and original lbp levels ever but do you have an estimate on the level series release?

Hopefully January. If it takes longer though, I'll release some other content regardless. I have alot done, just planning to release it as one thing ... once it's all finished and bug tested and polished, etc.
2009-09-06 00:31:00

Author:
Jagrevi
Posts: 1154


Hi Jagrevi :-)

I had a chance to play this level yesterday and due to the fact that it's just a demo, it's really cool stuff.

The intro-sequence is very cinematic, that's for sure!!! And the usage of such a camera angle is very atmospheric as well. I love that stuff.

Well, I died several times before I know, what I have to do in the water *lol* but it's a brilliant solution for the classic "water-missing" issue.

The first person shooting: well, er, I had my problems there due to the fact that I wasn't able to aim - I couldn't move the crosshair to the right because it was always heading to the left end of the screen. Maybe this could be more effective if the movement of the whole scene (from right to the left) would be a little bit slower... (?)

The dragon: man, are you kidding? That's a fantastic looking eyecatcher. I think this is the coolest animated animal that I've seen in LBP till now. I really appreciate this one!!! It's breathtaking!!

The ending-sequence is also extremly nice. It looks very unique and outstanding with these curtains and with the visual style that you have used here. Very nice!!!!

I am very anxious about the real level that will be come to life very soon...

Nice job Jagrevi!!!

Greets
Neo

ps: I would be glad if you have a chance to play my level too: The Forgotten Tomb Of Memsut Part 1 & 2
2009-09-07 09:50:00

Author:
(___NEO___)
Posts: 206


Ok - did a big mechanical update just now.

Hopefully, this should address alot of people's complaints about the fps section. The sticker should be easier to move around now and no longer "sticks to the deep 3d geometry."

I could really use some feedback as to whether or not the new version of the FPS section 'flows" better.

Thank You
2009-09-07 23:02:00

Author:
Jagrevi
Posts: 1154


I'll try to have another look, then. Haven't played it on my own yet anyway 2009-09-08 18:32:00

Author:
ARD
Posts: 4291


I hope I'm not the only one who was wondering this, but since I didn't see anyone ask ...

What does "Ama Toor" mean?
2009-09-09 14:06:00

Author:
Powershifter
Posts: 668


I hope I'm not the only one who was wondering this, but since I didn't see anyone ask ...

What does "Ama Toor" mean?

It's the name of the world the RPG I'm making takes place in, and a reference to the fact that I am not professional in this area. "Amateur"
2009-09-09 16:38:00

Author:
Jagrevi
Posts: 1154


Just played this level and I must say that you have the best introduction I have seen!
The way you made it seem you were a big sackboy looking down at the ground whilst walking was great.

Nice first person shooter part,

Overall i gave it 5 stars and a heart

Are all those locked levels part of the RPG?

Cant wait for the whole
2009-09-09 18:20:00

Author:
Dhawken
Posts: 96


janruary? thats a long time...the water pack is comeing out very soon. from what ive seen is the water will just be all the layers and more and you can just set the water level maby...i really hope theres water that can be contained like in a tub like the video. theres a fun sandbox game called phun (lol) and you can turn objects into water and the water molecules evaporate if not around other molecules for a certain amount of time, makeing it very easy to control because it doesnt get everywere and you have to delete the drops that overflow or fall. if MM has grasped that concept then this pack will be revolutionary, but its a stretch. woops off track anyway the water pack may upstage your whole drownable water concept. but hey thats just one of the millions of things that blew me away about your demo. cant wait!2009-09-10 04:02:00

Author:
Littlebigdude805
Posts: 1924


Well, I just played it. Best. Intro. EVER. The second water puzzle was frustrating because you can't back out of it, and both obstacles you can use as steps have a tendency to go al over the place when you try to hop up. The block flies off in a random direction, and the bag rolls right back to where it started. Maybe if you leveled out the floor for a little bit before the step it would help that. As for the cannon, it tipped forward while I was moving it. While I managed to get it upright again, I'd suggest hooking it via invisible string to a sliding glass-on-DM gantry, out of the player's sight, so that it stays stable. The shooting part was amazing, and that beastie at the end was very well animated. All in all this was very, VERY good. If this is just a demo, you should know I have VERY high expectations for the others now, as I'm sure many people do. You better not let us down.
:star::star::star::star::star:'d and tagged 'BRILLIANT'.
2009-10-04 18:28:00

Author:
Nukemgreen
Posts: 71


Well, I just played it. Best. Intro. EVER. The second water puzzle was frustrating because you can't back out of it, and both obstacles you can use as steps have a tendency to go al over the place when you try to hop up. The block flies off in a random direction, and the bag rolls right back to where it started. Maybe if you leveled out the floor for a little bit before the step it would help that. As for the cannon, it tipped forward while I was moving it. While I managed to get it upright again, I'd suggest hooking it via invisible string to a sliding glass-on-DM gantry, out of the player's sight, so that it stays stable. The shooting part was amazing, and that beastie at the end was very well animated. All in all this was very, VERY good. If this is just a demo, you should know I have VERY high expectations for the others now, as I'm sure many people do. You better not let us down.
:star::star::star::star::star:'d and tagged 'BRILLIANT'.

Thank you for the feedback.

I'm still maybe (3?) months away from release of the whole project, so it's not too late to see if I can tweak some of these small things. Revamping the cannon is my biggest priority when it comes to this section - and I've gotten a few suggestions I'd like to try.

... Though if anyone simply can make a better cannon than me (weight wise) at minimal thermo expense, I'd love to look at it. (IE - Steal it)

Again, thank you for the feedback, I'll do my best not to let you down.
2009-10-07 16:27:00

Author:
Jagrevi
Posts: 1154


... why did I not know of this epic project before?

... At least now I don't have to wait as long. seriously, I've been waiting for something like this for a long time. LBP RPG... of sorts. ;o

Yep. The cannon was a problem, but, uh... yeah. Can't wait
2009-10-08 02:22:00

Author:
RockSauron
Posts: 10882


i hope this isnt dunb of me but i cant even get past the part that has the air.help please!2009-10-13 23:53:00

Author:
inferedmonkey
Posts: 76


Jagevri, this is an excellent idea. Unfortunately, I wouldn't call it an FPS. The crosshair sticker is hard to control and breaks all immersiveness. I know this is a demo, but with all the "OMG THIS IS SO AUSOME!" you need some actual criticism. It feels like an RPG and was fun but the combat was meh.2009-10-14 00:00:00

Author:
qrtda235566
Posts: 3664


i hope this isnt dunb of me but i cant even get past the part that has the air.help please!

Ok, a bit of a walk-through.

In pool 1, spin the crank as hard as you can for a bit. Then, while you still have enough time, run back out of the pool before you drown and get a breath of fresh air. If you spun the crank hard enough, the angular momentum should keep it spinning a bit while you get a breath of fresh air. Ideally, the door should be opening now, so run back in and through.

In pool 2, as quick as you can, push the sack (the actual sack, not you) against the rock that's in your way. If you position it right, or move quick enough, you should be able to jump onto the sack, and then onto the rock.


Jagevri, this is an excellent idea. Unfortunately, I wouldn't call it an FPS. The crosshair sticker is hard to control and breaks all immersiveness. I know this is a demo, but with all the "OMG THIS IS SO AUSOME!" you need some actual criticism. It feels like an RPG and was fun but the combat was meh.

Just to clarify, the first person sequence is pretty much just a gimmick in this level - it's not really what my project is about - it is, however, staying because at this point, it's expected (at least here), and enough people have expressed an affection for it.

I understand the desire to criticize when alot of people seem to be jumping on the "this will be better than anything!" bandwagon, but that's still not really helpful criticism - it's not criticism of implementation, it's criticism of concept, after the fact.

It comes off instead as just "take-down-a-peg"ism, which, as this is my first project with only a 3-star'd demo, I can guarantee you, I'm still on peg 1.

Please don't let me discourage you or anyone from criticism, that's why I put up this thread, really.

But would it be possibly to phrase criticism in a more constructive manner so that I could actually make use of it?
2009-10-14 16:13:00

Author:
Jagrevi
Posts: 1154


Can I suggest a idea for the FPS bit? Your character is stuck in a grabbable box off-screen with a PTD in it. And if you walk left or right a onscreen crosshair does the same. So anyway, you grab the box and a invisible piece of thin rubber with a magnetic key on it is emitted inbetween the crosshair(which is also thin) with a 0.1 second lifetime. So if it the cross hair is infront of an enemy with a magnetic key switch on it, the enemy dies.2009-10-14 16:50:00

Author:
Unknown User


Ok, a bit of a walk-through.

In pool 1, spin the crank as hard as you can for a bit. Then, while you still have enough time, run back out of the pool before you drown and get a breath of fresh air. If you spun the crank hard enough, the angular momentum should keep it spinning a bit while you get a breath of fresh air. Ideally, the door should be opening now, so run back in and through.

In pool 2, as quick as you can, push the sack (the actual sack, not you) against the rock that's in your way. If you position it right, or move quick enough, you should be able to jump onto the sack, and then onto the rock.



Just to clarify, the first person sequence is pretty much just a gimmick in this level - it's not really what my project is about - it is, however, staying because at this point, it's expected (at least here), and enough people have expressed an affection for it.

I understand the desire to criticize when alot of people seem to be jumping on the "this will be better than anything!" bandwagon, but that's still not really helpful criticism - it's not criticism of implementation, it's criticism of concept, after the fact.

It comes off instead as just "take-down-a-peg"ism, which, as this is my first project with only a 3-star'd demo, I can guarantee you, I'm still on peg 1.

Please don't let me discourage you or anyone from criticism, that's why I put up this thread, really.

But would it be possibly to phrase criticism in a more constructive manner so that I could actually make use of it?

What I'm saying is if you could find some way to make it work without the crosshair sticker, it would flow a lot better because stickers control slow enough without moving to the side. I understand this would be hard to implement without taking up a ridiculous amount of thermo space, but the speed that stickers can move made the gimmick into a frustration. I'm not telling you to take it out, but if you could find anyway to make it easier to use, it would really give this level a boost.
2009-10-14 19:55:00

Author:
qrtda235566
Posts: 3664


Can I suggest a idea for the FPS bit? Your character is stuck in a grabbable box off-screen with a PTD in it. And if you walk left or right a onscreen crosshair does the same. So anyway, you grab the box and a invisible piece of thin rubber with a magnetic key on it is emitted inbetween the crosshair(which is also thin) with a 0.1 second lifetime. So if it the cross hair is infront of an enemy with a magnetic key switch on it, the enemy dies.

Make it a 4-way PTD and a jetpack, that would give the player more control... But the PTD would have to be way responsive.
2009-10-14 20:55:00

Author:
Nukemgreen
Posts: 71


I have never seen anything quite like this before, it took me a couple of minutes to register what I was seeing in the intro, and then I couldn't believe it! I don't know why it's taken me so long to check this one out but I'm glad I did, it's unbelievable. Hat's off to you Jagrevi, it's a stunner, and this is only a demo!!

Icey
2009-10-16 12:46:00

Author:
IceMaiden
Posts: 1057


I played this "Demo" two days ago and i found a complete unique idea into the world of LBP. Totally unique. It was great... amazing. It feels like some oblivion looks!!!! in the first person. I am not here to tell you how to improve your level because its your work (great) and this is just a demo. Just want to share about "crosshair" would be better if the sticker was of some kind of magic. But again... this is just the Demo, we dont know the story or how we get the posibility of use the sticker. Or even if that is the final Sticker... so i enjoy a lot your idea... your EPIC idea; and Everybody in the house were fascinated with your creation.2009-11-26 18:19:00

Author:
Duckywolf
Posts: 198


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