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Pong Survival Extreme (CLASSIC MODE)

Archive: 10 posts


Pong Survival Extreme (CLASSIC MODE)steve_big_guns


Avoid the blocks that bounce around the screen, survive and recieve points.
all
The idea for this level came about when I made a Pong and Breakout concept. I wanted to take the logic that i made for the moving blocks and apply it to an original idea. The blocks will change direction when they come in contact to another surface (wall barrier or another block).

Its a survival challenge, similar in concept to a plasma ball one where you are equipped with a jet pack and have to manouver around the oncoming hazzards. 8 blocks are placed around the levels edge and are activated in sequence.

In the classic mode all you have to focus on is staying alive. 50 points will be recieved to all players every second. the activatio sequence and block speed is slightly fast in this version as without the bubble grid it would become a little bit too easy at the start taking away from what makes the level so fun and addicting.

I tried to make something original and addictive. I hope that you enjoy it
2009-09-28 07:23:00

Author:
SteveBigGuns
Posts: 423


Jeez Steve! Your publishing the new levels left right and centre at the moment!

I can confirm that this is a very well made and very enjoyable little minigame. I haven't played the finished version, but the basic version you showed me was fantastic, and from the looks of your screenshots, this polished version looks even better!

(P.S. I still can't figure out how it works! )

Edit: Having now played the polished version i can tell you that this is a very fun little game that i can see being majorly addictive once released.
2009-09-28 10:39:00

Author:
Mr_T-Shirt
Posts: 1477


I look forward to it =)2009-09-28 13:50:00

Author:
TheFirstAvenger
Posts: 787


Wow insane! The logic for that must be crazy!2009-09-28 23:23:00

Author:
ladylyn1
Posts: 836


The grid mode required more switches for the bubble grid respawn delay. The classic mode used about 75% of the switch thermo while the grid mode used about 95%. I had to used alot of mag swithes to keep the movement precise so that they wont make contact and break.2009-09-28 23:41:00

Author:
SteveBigGuns
Posts: 423


I am so intrigued by this that i've been trying to think of the logic for the blocks not the point respawn.

The blocks each connected to two 3 way switches. These being connected to pistons for vertical and horizontal movement.

I imagine that you had a key switch and key on every side of the moving blocks?

And some logic set-up so that if a key switch was ever in contact with a key it reverses the direction of the 3-way-switch and thus moves in the opposite direction?

Just my thoughts might be completely wrong???


Also i noticed you were up all night republishing lol.
2009-09-29 08:19:00

Author:
ladylyn1
Posts: 836


I enjoyed this level a lot. I played it both alone and with a few friends, and it was terrific fun.

Simple, slick and very addictive. Well done indeed.
2009-09-29 12:07:00

Author:
MrsSpookyBuz
Posts: 1492


Amazing logic work. You've simulated perfectly the deflection of the pongs [?] off of each other and the walls. I would not have wanted to wire that puppy up. I expect there was a ton of repetition and copy/paste. Nicely done.2009-09-29 12:41:00

Author:
comphermc
Posts: 5338


It was very boring wiring it. The blocks had to be connected to their pistons individualy as copying and pasting wouldn't work due to the logic positioning above. Also the placement of all the mag switches was very repetitive. I had to use a second row of switches connected to a piston set to ON placed around the edge of the level as the blocks can get pushed past the static front row. I made the entire level in a few hours which kept it from being to boring as i was looking forward to seeing how all the blocks would interact with each other.2009-09-29 18:19:00

Author:
SteveBigGuns
Posts: 423


This sounds EPIC, will play2009-09-29 18:33:00

Author:
springs86
Posts: 785


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