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Towers of Sackboy v1.1

Archive: 21 posts


Towers of Sackboy v1.1SavNeel
My first level, based on the Towers of Hanoi problem.

To exit the level you must solve the following:

there are 3 rings of different sizes, small,medium and large and 3 towers, lets call them A,B,C.
all 3 rings have to be moved from tower A to tower B, but there is one constraint, a bigger ring cannot be placed on a smaller one.

It is a time based level and your score depends on how quickly you finish.
all
2009-11-25 23:37:00

Author:
SavNeel
Posts: 20


Sounds like an interesting concept - I'll check it out tonight!

Ok, played it. Very interesting - I don't think I've ever seen a puzzle like this put into LittleBigPlanet before.

I do have a few suggestions:

1. The "pieces" look a bit odd being made out of pieces of sponge. Have you tried stickered dissolve, and having solid front and back pieces so it looks nicer?
2. Trying to pick up the pieces and move them on a timer is tricky. Maybe a bigger center in the pieces to make it easier to place them over the rods, or have the rods start REALLY thin at the top so its easier to drop them over the hole?
3. You could actually have the pieces not tip to the left and right as you're trying to carry them by having them attached to 0-strength stiff vertical pistons supported off-screen by another piece of material attached to a horizontal 0-strength stiff piston. That way you can pick them up easily and carry them around but they would be stable.
4. Improve the visuals. Maybe have a slick background of material. Spending some time on the visuals would have many give the game more of a chance.

I really enjoyed the puzzle! Nice job!
2009-11-26 00:09:00

Author:
CCubbage
Posts: 4430


I'm gonna have to check this out when I get a chance.
We (SackCast) actually tried making a level like this at one point for the Gadder's Trial competition, but we ran into a lot of problems making it, so it got canned.
2009-11-26 00:53:00

Author:
hilightnotes
Posts: 1230


Ditto CCubbage's comments.

I had alot of trouble getting the ?hoops? off the pegs. Remembering to use the X button with R1 helped a little. Perhaps a reminder in the initial game instructions woulld help.

You might consider making the poles and the inside of the ?hoops? of glass.

I Iike having a timer to race against. I think CCubbage's suggestions will help make this a more playable level.

Thanks for the time you put into this. I'm going to go back and give iit another shot as I still haven't beat this. I know the solution, I just need to figure out a better way to finess the ?hoops? off the pegs.
2009-11-26 04:24:00

Author:
enodrawkcab
Posts: 238


hey,

thanks a lot for the feedback, i'll get right into the editing!

with respect to the suggestions:

1. The "pieces" look a bit odd being made out of pieces of sponge. Have you tried stickered dissolve, and having solid front and back pieces so it looks nicer?

they look REALLY odd! what do you mean by solid front and back pieces?

2. Trying to pick up the pieces and move them on a timer is tricky. Maybe a bigger center in the pieces to make it easier to place them over the rods, or have the rods start REALLY thin at the top so its easier to drop them over the hole?

I tried making a bigger center, but then the switches might not work. But, i need to work on that aspect...

3. You could actually have the pieces not tip to the left and right as you're trying to carry them by having them attached to 0-strength stiff vertical pistons supported off-screen by another piece of material attached to a horizontal 0-strength stiff piston. That way you can pick them up easily and carry them around but they would be stable.

Will try it out

4. Improve the visuals. Maybe have a slick background of material. Spending some time on the visuals would have many give the game more of a chance.

One of my weaker skills.. but I'll try

Any suggestions for what I've done when u get it wrong?

Look out for v1.1 or v2.0 or maybe even both soon!
2009-11-26 11:33:00

Author:
SavNeel
Posts: 20


they look REALLY odd! what do you mean by solid front and back pieces?

Build the front and back layers of the "hoops" each out of a single piece of material, then glue them to the middle layer so they don't look like a bunch of squares of sponge glued together.
2009-11-26 15:20:00

Author:
CCubbage
Posts: 4430


hey guys,

Towers of Sackboy v1.1 is now live!

made a few changes as per suggestions... level plays a lot better
might be a few bugs due to the changes... let me know if u come across anything

btw, how do i change the title of my thread? wanna change it to 1.1, don't want to start a new thread... thanks!
2009-11-30 02:18:00

Author:
SavNeel
Posts: 20


Edit the first post in the thread, and choose "Go advanced".2009-11-30 04:24:00

Author:
CCubbage
Posts: 4430


Played it.
Visually appealing, functions well.
The blocks did not tip over and stayed in their upright positions, so thumbs up for that.
The puzzle is easy, but I guess this is just a p.o.c. , right?

Gave it :star::star::star::star:; haven't seen this on LBP before.

The jetpack is a little hard to reach; having to jump on the mushroom and then in the tree to grab it, can be troublesome for some people, so I suggest you increase the max. size of the wench.

Would like to see this incorporated in a full level design
2009-12-02 15:33:00

Author:
ffha
Posts: 48


hey, thnx alot!

p.o.c???
i'll take a look at the jetpack, added in the mushrooms later

btw... can I make a change to my published level, coz if i change it on "my moon"and then republish it... i'll lose all my stars and plays!!!
2009-12-02 16:42:00

Author:
SavNeel
Posts: 20


hey, thnx alot!

p.o.c???
i'll take a look at the jetpack, added in the mushrooms later

btw... can I make a change to my published level, coz if i change it on "my moon"and then republish it... i'll lose all my stars and plays!!!
"Proof Of Concept"

About losing stars/plays: Only the highscores will be lost if you publish the edited level over the old one (overwriting); you'll keep the stars & plays.
2009-12-02 16:50:00

Author:
ffha
Posts: 48


ok, made the change to the jetpack... it used to come all the way down when the tree wasnt there, so just had to move it to another layer

and yea, the overwriting worked... thnx!!
i'm gonna start working on a full level soon, lemme see is i can incorporate this into it...
2009-12-02 16:56:00

Author:
SavNeel
Posts: 20


Great idea Ive never seen this done in lbp before. I enjoyed the level. Nice work on keeping the rings upright!2009-12-03 22:16:00

Author:
Unknown User


thank you!

just like to say that the rings staying upright was thanks to CCubbage!!! thanks a million... really helped my level!!!

gonna upload screenshots soon... maybe even a video
2009-12-03 22:35:00

Author:
SavNeel
Posts: 20


I'll give it a go later sounds interesting2009-12-04 19:13:00

Author:
B_M
Posts: 17


Nice little puzzle. I think the visuals are fine. The only thing I would say is that this should be a mini puzzle in a larger level rather than a 'stand alone' - so get working on that masterpiece!!

Your version of this is now a LOT better than another hanoi level that has been uploaded.
2009-12-05 08:35:00

Author:
TheAdipose
Posts: 533


Hey SavNeel! Thanks for the feedback on my level.

I gave this level a try or two today, and I have to say it's a good take on an old puzzle classic. I actually wanted to include a Tower of Hanoi puzzle in my latest level as well, but found that I couldn't make it fun enough in such a confined space without messing up the visuals or the overall look-'n'-feel of the level. Your solution, however, works really well as a standalone. I'll share some thoughts and impressions nonetheless, maybe you'll like or use some of the ideas.

First off, the start checkpoint is placed a tad too high, I think, it's far too easy to land on the cardboard castle when there's nothing to do there. The second thing that puzzled me is how the race start and end locations were placed. You start out going left and solving the puzzle, only to have to cross the start gate again and cross the finish line behind it once you're done. A start - puzzle - finish layout would make more sense in my opinion, and also add a sense of progression, say, by opening up a passage forward before the player's eyes only when the puzzle is completed.

The most impressive thing for me was how you solved the problem of having the slabs of stone that make up the tower remain horizontal. Great work! Also, the core puzzle in and of it self was flawlessly executed, which is a good thing. Adding a 4-tier and 5-tier variant with a difficulty selector at the start of the level could make it a more rewarding experience for people who already know the solution to the 3-tier version.

One final thing that I'd improve upon is adding some atmosphere. I didn't feel like having accomplished much when all I got for completing a puzzle was a chat bubble. Some cheers or fancy lighting would make the celebration merrier, and perhaps giving the score bubbles to the player in a special way instead of having them lie on the ground at the scoreboard would increase the feeling of accomplishment as well.

Pros:
+ flawless puzzle logic
+ tower floors remain horizontal
Cons:
- Weird level flow
- Little focus on atmosphere

Overall, a good execution to a good puzzle, with some presentation and dsign elements that could be improved. I'd rate it: :star::star::star: and recommend it to anyone who isn't familiar with the puzzle yet, since this is the best interpretation of it that I've seen in LBP. Cheers!
2009-12-06 10:16:00

Author:
sny
Posts: 144


Just tried it, but too be honest, I didn't really get what to do.

Never even heard of the thing it's based upon so yeah it was hard for me to understand

visually it's also a bit strange, a japanse background and garden decorations?

I'll give it another shot if you explain me what I need to do
2009-12-06 11:25:00

Author:
nightwing
Posts: 422


Good point, a clearer description (with cutscenes maybe) of what the goal of the puzzle is about was indeed missing, I didn't notice that because I had played it in real life before. 2009-12-06 12:41:00

Author:
sny
Posts: 144


hey,

thanks for the reply... it's exactly what i needed. it's gonna help the level be a lot better!!!

now that i think about it, a lot of the stuff you mentioned was pretty obvious!

got exams coming up, will edit it as soon as i can... v1.2 coming up...

i didn't pay attention to the theme as much, because as previous posts have mentioned, i am thinking of incorporating it into a proper level, but that will only happen next month... this was just to get the logic to work...
2009-12-06 13:55:00

Author:
SavNeel
Posts: 20


thank you!

just like to say that the rings staying upright was thanks to CCubbage!!! thanks a million... really helped my level!!!

gonna upload screenshots soon... maybe even a video
No problem! Lots of tips and tricks floating around here.

Since you're a programmer, you may want to check out the "Logic Pack". Has some great techniques for applying logic to LittleBigPlanet that you could probably apply and do some fantastic stuff.
2009-12-06 19:42:00

Author:
CCubbage
Posts: 4430


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