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Ch. 1 - Leaving Home Behind.

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Ch. 1 - Leaving Home Behind.Lieufa
An adventure RPG including keys and running dialogues. "Mr. Sack" wakes up early in the morning, and there's fire everywhere. He makes a hasty escape, realizing that someone had stolen all of his valuables and caused the fire intentionally. all

Ch. 1 and Ch. 2 are both out! I wont be using level keys to unlock the levels until around the fourth level, so the second Chapter can be played before the first if you REALLY want to. PLEASE either leave your comments in the forum or on the level page, I just want feedback. This is my first level
2009-12-10 04:32:00

Author:
Lieufa
Posts: 62


Okay began playing the first chapter, anddd It looked awsome. Cool ideas with the treasure chest/ King that lets you stay with him. When i got to the rocky areas I started....dieing. Alot..not that it was that hard. Butt i suggest you put some kind of checkpoint there. Finally got the part where you needed to let down the bridge. I was constantly trying to swing across the water droplet object. When it occured to me that you needed to let it down. I saw the sticker switch. And i thought that would get it down. But i had none, as my profile settings prevent me from picking up objects. Soo after looking around for something to get the bridge down for a long period of time, i restarted the level and tried to look for some kind of sticker object. Couldnt find the right one, and i quit. Now im on here, Great level from what ive seen(5stars). If you tell me how to get past this area, i will continue.. thanks, and after i beat the first chapter i'll do the next.2009-12-10 18:18:00

Author:
drei
Posts: 158


When you get to the Blue scaly material, there's a hint marked on the wall where to pull it down to. You just go straight down and it unlocks a door nearby.2009-12-11 03:48:00

Author:
Lieufa
Posts: 62


Huge level rework! [Apologies for the bump, but I wasn't going to make a new thread for an update.]

I redid mostly everything in the level that people have been giving me feedback about! Anyone who likes this level should retry it and let me know what you think!
2009-12-11 16:49:00

Author:
Lieufa
Posts: 62


great level i love the way you manipulate the materials my only complaints are that your check points are placed weird maybe put them in more critical areas and the camera fiel for when you fight the 1st bandit other than that heart and 5/52009-12-11 18:47:00

Author:
kevin2314
Posts: 59


Excellent first outing! 5*/Heart. Stuff:

*The Mountain was by far the most visually interesting bit. I'm not sure you meant to do anything other than spice it up, though - the shapes seemed like they were there for me to look at, and not much else. This isn't bad, per se - just felt like I was supposed to see a sailboat if I looked hard enough.

*For the rest of the stuff: Use the thin layers there, too! A bit of green sponge moss along the great tree might have punched up the place...and smoothed the transition from not-much-goin'-on Tree to OMG Mountain.

*Lots of fun switch work. You played with layer movement, too. Good stuff.

*"I won't be going home soon" mouth is missing an apostrophe where noted.

*In the future, I recommend lifting the level up, mounting it to DM, and moving it away from the bottom left hand corner. Not necessary, but it forces the player to focus more on the scenery you've provided.

*Finally: The Last Big Talk. If you're going to make talky levels, take a few notes from someone who's been there: use 1-shot sensors, and line up mouths properly.

Decide how you want the talk to run, cameras, who talks in what order, so on. Place each mouth in order, making sure that every mouth in the conversation:
*has its camera turned on and
*is visible in each other mouth's camera angle. There can only be 8 mouths in any single conversation.

Put the sensor where you want the player to be when the convo starts, and keep the trigger radius pretty small. Wire the sensor to the mouths in reading order. Set sensor to 1-shot. Pause and unpause. Rewind, then walk into your sensor. WAIT TEN SECONDS.

You'll see every word ballon after your first sitting there, waiting in line. If you did something wrong, you may see one or two of those bubbles disappear during the wait. If you did it all right, waiting ten seconds won't do anything to your balloon-line; they'll sit there and wait patiently.

Doing the conversation this way will make the entire conversation pop up, and the player will not be able to move accidentally and shut it off. On the other hand, if he's one of those impatient (or non-English-speaking) players who's allergic to words, he can still jam on the O button until he can play again. I also like to make the last mouth camera a wide shot: after reading a lengthy conversation with camera cuts, it helps the player to see what he's about to go back to.

Looking forward to future installments to the series. Let me know if I can do anything else.
2009-12-12 04:26:00

Author:
coyote_blue
Posts: 422


Wow, thanks a lot for the detailed feedback!

Every piece of advice you've given me will definitely be taken down into my mental notebook. This level was created before even finishing the fifth story mode chapter, and without really playing any other user created levels. As soon as I got the game I started creating . I'll take a look through the feedback and adjust some things in the level at a better hour of the day, I'm a little tired at the moment. I'll also give your levels a few plays sometime before tomorrow night.

Thanks again!
2009-12-12 04:50:00

Author:
Lieufa
Posts: 62


Careful Lieufa, Coyote Blue's levels are very addictive. lol2009-12-12 05:05:00

Author:
4wheel
Posts: 511


Hi Lieufa! As promised, even though I did give you a little feedback in the game, I'll give you some more detailed info here.



After having left Mr. Sack's home, a bunch of round burning stones fall down. Why round? Simply editing them with the corner editor tool would do the job, making it look way better. Also, try using a permanent switch, connecting to the emitter so that it will only spawn the rocks once. It spawns multiple times, if I go forward to afterwards go back to the house.




The fact that I can see the garden background, and mostly the ground, is really bad. To fix this you could apply some small pieces of dark matter to the entire thing, and move it up into the air, and therefrom add some sponge, wood etc., to make the house look more real, without making the start look.. Noobish.




I like the hidden treasure boxes, they're well made, I like how you made them shoot out points, how they're unlocked etc..




While leaving the great oak, there was a way to fast change of scene.. Walking from a green area to an area filled with rocks etc., is not good. You could plump in some rocks between the scenes, and use the corner editor tool to make the materials go into each other. Moss on the rocks could also work well.




At first, the game had to few checkpoints, you fixed that! Nice! - But you could decorate them as good as the other ones..




The idea with entering the mountain using that blue orb thing was nice; But it was very difficult figuring out that was what to be done! Try adding a little sign with a riddle which could be like "When the stone of blue is conn..... ..he blue dot, the lion will clear ones path".. Or something like that.. The dots is text that cannot be read because the sign is old!




The caveman was really nicely made! If just you had taken the same amount of time making the bandits, as you did making him. Speaking bandits, the second bandit was very difficult to kill, you could again leave a sign, or have the caveman help you..




I don't like having to many stickers in my 'gallery' so having a dissolve-based key instead of stickers, would be great. Grab it, and it'll unlock what needs to be unlocked, while it'll disappear itself.




The last thing to say is that the LED's that you put at places; they don't fit in! Try using the other thin-layer lamp, and tone down the brightness and radius a little. In the oak it could be green/yellow lights, and on the mountain monotone lights. Just a suggestion.



Overall rating: 4/5. It is really a nice level, but it needs some more work, to smoothen out the basic things. Good job, for a first level! I will tell you about what I think of the Jade-stone forest, once I have a level that you can review aswell .
See ya around!
2009-12-12 13:04:00

Author:
Risumm
Posts: 77


Hiya

Unusual use of shapes and jetpack at the beginning. It works, and I think being unusual is a plus.

I'm standing below a brown map but Its too high and I can't really see it right. The gnome in the background looks really weird next to your small town.

Just in the blond guys house - again - your use of shapes is very imaginative - sets this level apart. Add a sound effect to the flipper.

I'm seeing loads of sticker switches.. but no stickers. I've reached a drawbridge and it says someone has the key. I can't see anyone so I use the blue tear to vault over it. Was that the solution or did i break it? I also found a red tear earlier and couldnt see a purpose for it. The shapes on the mountain are great and I enjoyed the gun fight up the slopes. you have the "im on an adventure" feeling really well. Feels a bit like Zelda - houses in a village then a quest up a mountain etc.

btw the moving platform over electricity looked out of place. How about gas and glass to look like water?

I just missed a huge amount of dialogue cos i ran past it. I agree with the poster above that you need to sort that out. The short cut down the mountain was a nice idea, but I died and repawned back on the old route.

Really enjoyed playing this level. The bandit fight at the end was a bit simple but it fitted the gritty style of the level. Using the sponge as the pile of gold was cool!

I am looking forward to seeing what's in the forest - I will play part two later!
2009-12-12 13:26:00

Author:
TheAdipose
Posts: 533


Hey!

Just played the level and it's a very good first level I must say. It wasn't rushed, had a good story progression and was sufficiently long with great use of secret areas. It does, however, fall into some of the pitfalls that first levels usually do. Thankfully nothing that would break the level or ruin the gameplay, but working on them could certainly enhance the overall experience. Anyway, here are some areas that I think needed work:

- About half of the checkpoints were not only out of range for a walking Sackboy, but some were even out of sight unless you strayed off the main path. It's usually a good idea not to make a player have to look for checkpoints, and I'd also move the ones embedded in the red felt material be activatable just by walking past them as opposed to jumping into them.
- I like how you took advantage of all three layers equally throughout the level, however at times it was difficult to figure out which one should be taken to progress because the front thick and thin layers were obstructing the view to the back layers. Also, it's a good idea to leave at least a small grid square worth of distance between two layers, because when you try to jump off a moving platform to the the layer behind you and both are approximately at the same height, the game won't place you on the back layer automatically, but you cannot step into the background either because of the unevenness of the surfaces. This problem was most noticable at the end of the sliding platform section at the bottom of the cliffside part.
- A related problem was that in some places, especially in the mountains, the walkable path was often difficult to spot due to similar materials and textures being used everywhere. It of course made discovering the secret locations all the more fun, but for a time I had no idea whether I was on the right path at all or just walking aimlessly off into uncharted parts of the level.
- As mentioned before by others, custom stickers don't make very user-friendly keys, most people don't like picking up community objects and stickers so having those clutter up their Popit is a bad idea. Consider switching to a dissolve-based key connected to a permanent switch of some sort to achieve the same functionality.
- Just before the scoreboard there's a patch of grass that isn't glued to the ground... might wanna fix that.
- I liked that you had to wander around inside the great tree, but seeing pistons and winches inside a tree looks really... odd. :eek: I think you should set all connectors in there to invisible, and also consider making the various moving platforms and bounce pads match the the general colour of the tree, they feel very artificial and out of place. With a bit of atmosphere, like pulsating green lights and some foliage strewn around, you could make that part of the level really good looking.

Pros:
+ Mysterious story
+ Varied locations
+ Good use of layers
Cons:
- Awkward layer switching at places
- Moving platforms feel out of place
- Sticker keys

Overall it's an admirable first attempt, well done! Due to the aforementioned issues I'd give it :star::star::star: currently, but I'll be sure to check the future installments of the saga and see how your skills progress alongside the story of Mr. Sack.

Oh, and my F4F level is in my sig, should you have time to give some feedback in return.
2009-12-12 15:18:00

Author:
sny
Posts: 144


I'll definitely be checking out your F4F levels soon.

I realize that people don't want a lot of community items and things in their popits but I was aiming for something like... Putting areas in levels that you can go back and unlock after completing some quest further in the series... Like a mushroom patch area in Level 2 that you can only unlock after completing Level 3 just as an example.
2009-12-12 19:30:00

Author:
Lieufa
Posts: 62


I don't mind Community Objects. sny is certainly right about the public's "overall mood", but I'll tell you what. It's not you I'm worried about, it's the people who put 300 prizes from other people's levels into THEIR levels. If I find myself in one of those levels, I turn Objects OFF, then turn it back ON again when I leave.

I give away almost every unique or complicated object in my levels as prizes, so you can play with them on your moon. I fiddle with prizes that I win to see how they work. So I like seeing them from time to time.

It also makes me mad to see a perfectly good gameplay function hated just because some people misuse it. Mm must feel the same way, or they wouldn't have powered up the Sticker Switch in Leerdammer.

In my case, I wussed out: In Lone Ninja, the Grappling Hook sticker only opens secret areas. Any time I use a grapple to advance the level, I use a grab switch with the Grappling Hook sticker on it. So if someone wants the sticker in that case, they can peel it off the level and stick it to their shirts.

To sum up, if you built this before finishing Story Mode, you're my kind of player, and I want to see more of what you do. My 5 stars and heart are not necessarily for the best level ever...they're a down payment to keep you in the game. The rating system's broke anyhow...I'll just abuse it in my own way.

And if I haven't author hearted you yet, expect one.
2009-12-13 00:56:00

Author:
coyote_blue
Posts: 422


Wow, what a day it's been. I started casually working on this level today, and ended up spending the majority of the day on it. It's an incredibly different level now. Risumm and I have been working tirelessly on it to bring you something that we hope you'll all enjoy.

All sticker keys have been replaced with grab keys.
Inventory bags have been added. Hold the inventory bag to rummage through your inventory and yank out the things you think you might need!
Pretty much everything in the entire level has been enhanced. Thin layer adjustments have made every area more clear, and more beautiful. Paths are more clear. Checkpoints look better... Anything that could have been visually upgraded was visually upgraded (no more sailboat effect maybe?). Pistons are hidden, lights are pulsing... The rest you can see for yourselves if you feel like checking it out.
Edges have been smoothed for better transitions, automatic layer movement has been tightened up.

I'm not gonna write anymore! If you care enough you'll go play it for yourselves . Good night all! Thanks for the feedback!

Special thanks to Risumm for all the help! He was a tremendous aid!
2009-12-13 04:45:00

Author:
Lieufa
Posts: 62


Inventory bags sounds a lot like something I'm about to do. I'll be amused to see how you do it!2009-12-13 16:53:00

Author:
coyote_blue
Posts: 422


Hi,

I just played your level and for a first level I think it's solid. Ill start with what I like and then leave suggestions for you. Since it's your first level, going in more details could be important to you I suppose.


Pros:

- Glass shards with sound. Trivial maybe but I liked it.

- Secrets. I love secrets and exploration.

- Good layer use in the mountain. I like to feel there's multiple paths.

- Nice to hide the checkpoint gates.

- Your inventory thing was a good idea that can be expanded upon.


Cons and Suggestions

- When you have certain sounds like an explosion. You might not want the player to hear it more than once. I would suggest your put those sounds into some dissolvable that you could get right with a proxi switch put at the right place just a bit later in the level. Same goes for mouths you don't want the player to read again. You also put them on little planes you'd later move with a piston (to make them out of the way).

- If you want to improve your looks in general, let me suggest you to work with the corner editor. Start with simple shapes like square or rectangles and they "modelise" them into your scenery and stuff.

-Careful with the cams. While they weren't a problem, something it's not as intuitive for the player to see something because of the cam as we would want. Probably related to the player's mind being framed with the normal cam since we witness it so much.

- The key for the bridge was a tad hard to put into its socket. I would make those type of gameplay a bit larger and possibly without a pit right beside.


Lastly, If you have a taste for more "adventure levels", I suggest you'd take a look at mine. Play Sack's In The City and its sequel Sack's On The Beach. They might be inspiring or show you little tricks you could do. Also, i'd gladly show you or explain to you anything I did in there if its in your interest.

Keep up the good work! :star::star::star:

.
2009-12-13 22:46:00

Author:
RangerZero
Posts: 3901


Hi,

I just played your level and for a first level I think it's solid. Ill start with what I like and then leave suggestions for you. Since it's your first level, going in more details could be important to you I suppose.


Pros:

- Glass shards with sound. Trivial maybe but I liked it.

- Secrets. I love secrets and exploration.

- Good layer use in the mountain. I like to feel there's multiple paths.

- Nice to hide the checkpoint gates.

- Your inventory thing was a good idea that can be expanded upon.


Cons and Suggestions

- When you have certain sounds like an explosion. You might not want the player to hear it more than once. I would suggest your put those sounds into some dissolvable that you could get right with a proxi switch put at the right place just a bit later in the level. Same goes for mouths you don't want the player to read again. You also put them on little planes you'd later move with a piston (to make them out of the way).

- If you want to improve your looks in general, let me suggest you to work with the corner editor. Start with simple shapes like square or rectangles and they "modelise" them into your scenery and stuff.

-Careful with the cams. While they weren't a problem, something it's not as intuitive for the player to see something because of the cam as we would want. Probably related to the player's mind being framed with the normal cam since we witness it so much.

- The key for the bridge was a tad hard to put into its socket. I would make those type of gameplay a bit larger and possibly without a pit right beside.


Lastly, If you have a taste for more "adventure levels", I suggest you'd take a look at mine. Play Sack's In The City and its sequel Sack's On The Beach. They might be inspiring or show you little tricks you could do. Also, i'd gladly show you or explain to you anything I did in there if its in your interest.

Keep up the good work! :star::star::star:

.

Glad you liked the glass and the checkpoints; I made that .
About the first cons (mouths and sounds), we did fix alot of them, but alot of them were left untouched, because he had to go reach a bus to go study. We'll fix them next weekend when he gets home.

The key in the socket is a problem. We started with a sticker switch; Not a good idea. Then an actual key; Way to hard. This 'orb' works pretty well, but it's still difficult to use. I'll be thinking about some solutions for this one.

The cornor editor tool was used alot! Could you point out the exact places where it's not used, so I'll know where to change things. Some changes where it's just a square that's moved 40 Degrees, it's not changed because it's not changable, due to a glitch with the CE Tool.
2009-12-14 13:49:00

Author:
Risumm
Posts: 77


Hey Lieufa, glue here responding to your F4F.

Ok, the beginning of the level looked great, it had a nice cinematic feel to it. Good enough platforming there, as well. The little village place was nice, it kind of felt like the forest at the start of Ocarina Of Time. Then we get to this Great Oak, and go inside. Looks nice, has a sort of "leaving home" feel to it. The rocky area was kind of confusing at times, and a bit tedious, but I liked the use of layers.

Overall:

Pros-
-Nice visuals and mood, good use of layers.
-I really liked how everything seemed to tie together. Nothing was insignificant.
-Inventory system worked well.
-Nice story so far.
-Entertaining characters.

Cons-
- My #1 complaint is the magic mouths. I accidentally skipped over the entire conversation between Mr. Sack and the Bandit because I jumped into the area. Either increase the trigger radius, or give them cutscene cameras.

- A bit confusing at times. Sometimes I didn't know where I was supposed to go, and ended up searching all over the place for several minutes. I guess that's how it is in most RPGs, though.

- A lot of the time I was just walking around doing nothing, getting from point A to point B. Maybe add in some respawning enemies, or platforming challenges in dull places.

- The enemies and boss battle were kind of bland.

Overall, a magnificent first level, keep it up!

Four stars, tagged with Beautiful.
2009-12-20 20:09:00

Author:
glue
Posts: 46


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