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LUNAR LANDER by CuzFeeshe

Archive: 65 posts


OK, this level is just about complete and will be ready for a few beta testers hopfully by this weekend.

Here's the concept:

This is a fairly sophisticated version of the classic "Lunar Lander" arcade game. You must pilot a lander across lunar landscapes and through deep caverns and get points by locating and landing on one of 3 landing pads. You have 5 landers and can choose your own difficulty based on the pads you target.

Points are awarded for the difficulty of the landing.

The entire level is wired for collision detection (controlled by several hundred switches...) - if your lander hits any part of the landscape.... Boom!

Because this level uses real rocket physics, there is a # of players selection at the beginning of the level - this adjusts the physics of the lander rockets to accommodate the additional sack people for weight.

I could use 5 or 6 beta testers to check it out for me - as with some of my other levels, I'm a bit worried about intuitiveness and difficulty - piloting the lander is not hard, but has a definate learning curve and requires patience (just as the original arcade game).
2009-12-10 15:02:00

Author:
CCubbage
Posts: 4430


Because this level uses real rocket physics, there is a # of players selection at the beginning of the level - this adjusts the physics of the lander rockets to accommodate the additional sack people for weight.

Ah, so you did find a solution... neato. I'm sure you know already that I'm available for testing. I assume I can use you in kind.

2009-12-10 15:11:00

Author:
comphermc
Posts: 5338


Ah, so you did find a solution... neato. I'm sure you know already that I'm available for testing. I assume I can use you in kind.


Yup, I knew what the solution would be, but I hadn't built in those mechanics yet when I was test-piloting it with you. I'm creating 4 different versions of the lander each with different physics settings - also, I think with 2,3, and 4 players I'm going to allow players to fire off the side thrusters at the same time the main rockets are firing - so multiple people can assume different responsibilities while piloting.

And you can DEFINATELY use me for testing your new one.... I'm actually waiting anxiously for it.
2009-12-10 15:16:00

Author:
CCubbage
Posts: 4430


You know you can always send something my way! 2009-12-10 15:19:00

Author:
jwwphotos
Posts: 11383


Use me as a tester or not... I liked this one alot... Now when you get to; Joust, Tempest, Robotron, and Defender! I'll have my quarters ready! Good Luck with this Cuz.2009-12-10 15:20:00

Author:
Gravel
Posts: 1308


Use me as a tester or not... I liked this one alot... Now when you get to; Joust, Tempest, Robotron, and Defender! I'll have my quarters ready! Good Luck with this Cuz.
Heh... I think the closest I'll get to tempest is "Vertigo!". Hmmmm.... Joust.... that one may just be doable.
2009-12-10 17:21:00

Author:
CCubbage
Posts: 4430


Wow, Loony Lander! This was one of my faves back when I was... erm... younger.

As always, I'll test if you want me to, but regardless, you've got a player who's gonna be probably shaking at the end again
2009-12-10 17:39:00

Author:
MrsSpookyBuz
Posts: 1492


Oh new Cub level

I'd be up for testing this one if you need me!
2009-12-10 17:44:00

Author:
Coxy224
Posts: 2645


Cool. I should be finishing it up in the next couple days and I'll send out a combo to a level lock.2009-12-10 18:27:00

Author:
CCubbage
Posts: 4430


I'd like to test for you! I think I'm #6...... 2009-12-10 19:50:00

Author:
piggabling
Posts: 2979


I would love to test! Hope I'm not too late or anything.2009-12-10 20:31:00

Author:
TheJollyRajah
Posts: 466


Hey Ccubbage, I'd love to test this if there aren't too many people already. 2009-12-10 20:41:00

Author:
olit123
Posts: 1341


I can always fit a few more. 2009-12-10 20:47:00

Author:
CCubbage
Posts: 4430


Cool idea. Can't wait to see it released.2009-12-10 21:01:00

Author:
KQuinn94Z
Posts: 1758


Ok, update on this.... I sent out a few keys and I'm waiting on initial feedback before I send out more - sort of splitting beta into a few pieces so I can make a some changes and get feedback on the results.

So far, TheJollyRajah seems to have played it quite a bit, and the feedback I'm getting suggests that its really fun to play, but there's a definate learning curve.... which was expected. He didn't manage to land a single time on the first 2 or 3 playthroughs.... then got 1 landing... then I started seeing pretty impressive scores.

I decided to cut it back to 1 or 2 players (although it is possible to play with 3). Using 4 players it was virtually impossible, no matter what I did with the physics. The lander started becoming uncontrollable from the weight of 4 sackboys.

Anyway - I will probably be sending out the rest of the keys on sunday after the first round.

Any feedback would be appreciated on this thread.
2009-12-12 06:19:00

Author:
CCubbage
Posts: 4430


Ugh, I typed up a whole review and it erased on me.... I'll try my best to remember what I said.

I'll start with the negatives.

Negative
-The inverted controls threw me for a loop the first time I tried. After my first or second play, I eventually adjusted. I don't know if the original arcade game controlled that way, but if it did, ignore this complaint.

-At first, it was hard to find the caves leading to the landing zones. Maybe you should add some sort of mark to tell you where each cave is, because the camera doesn't zoom far out enough for you to see the whole map.

-I tried so hard to get to that last landing zone, and I eventually landed there twice. But, I was disappointed at first with the reward. Just a tiny bit.

-There's a section of the wall in the third cave that I hit and I didn't blow up. I tried my best to draw it out on paint. Please excuse my bad art skills and lack of a mouse. I used the touch pad on my laptop! XD

http://i303.photobucket.com/albums/nn139/TheJollyRajah/Untitled-1.jpg?t=1260617018

Overall, these are small nitpicks. I tried to be original instead of saying, "Steep Learning-Curve", because that's obvious and doesn't help.
-------------------------------------------------

Positive

-It looks great. It's clean looking, the 3D effects are nicely done and aren't overpowering, the lighting around the caves is nice, and the Earth looks cool in the background. Feels just like a moon.

-It's really addictive! I spent almost two hours playing this last night trying to best my last score. I've never cared about my score in any level until now.

-The difficulty may be a negative to some, but it's a positive to me. It's very challenging, but not in a frustrating way. There's no random events, so any screw up is the players fault. The difficulty is what keeps me playing.
--------------------------------------------------------

From what I've played of the single player, there's not a whole lot you could do to improve. Really, if you released the level as it is now, I'd give you five stars. I think it's brilliant. I don't think everyone else will feel the same way, though. I don't think it's everyone's cup of tea.

Thanks for letting me test. I plan to play some more later on.
2009-12-12 12:18:00

Author:
TheJollyRajah
Posts: 466


-The inverted controls threw me for a loop the first time I tried. After my first or second play, I eventually adjusted. I don't know if the original arcade game controlled that way, but if it did, ignore this complaint.
I'll switch it out and see if it feels more natural. I was a bit torn because to me it felt more natural the way it is. I don't think the original game was this way.


-At first, it was hard to find the caves leading to the landing zones. Maybe you should add some sort of mark to tell you where each cave is, because the camera doesn't zoom far out enough for you to see the whole map.
I'll add some hidden lights to this part.


-I tried so hard to get to that last landing zone, and I eventually landed there twice. But, I was disappointed at first with the reward. Just a tiny bit.
I'll add some cool effects to each landing area. I still have quite a bit of thermo to work with.


-There's a section of the wall in the third cave that I hit and I didn't blow up. I tried my best to draw it out on paint. Please excuse my bad art skills and lack of a mouse. I used the touch pad on my laptop! XD
Nice map! Actually, I think you draw better than me. I'll go through that section and make sure all the switches are set appropriately.

Thanks for the great test! And yes, I totally agree that many will be frustrated and not like it - but I'm hoping people who like the original arcade game will really enjoy it.
2009-12-12 13:09:00

Author:
CCubbage
Posts: 4430


I tried doing this a while ago myself cub, I had the logic done (which is still on my moon) but couldn't get the craft to fly right.

Am I to late for a key. I'd love a look
2009-12-12 14:18:00

Author:
GruntosUK
Posts: 1754


Same erez. Would love to poke my head in.2009-12-12 15:00:00

Author:
KQuinn94Z
Posts: 1758


Okay, had chance to have a few tries at this. I had to use an alt account as MrsSB can't use keys.

From the start... the opening is cool, and the instructions were clear enough for a senile woman, so they should be good for everyone else.

First few tries I just crashed and blew up, which was fun in itself, but I got used to the thrusters quickly enough.

You've already added hidden lights to show up the caves a bit better. Good idea - I couldn't find the caves or landing pads at first. But that's because I was scared, and the whole level is dark

I got down through the first cave I came to, steered all the way to the landing pad, but then had a bit of a yip moment and blew up in the wall. I'll certainly play it again later when I have more time, but I couldn't see any major problems.

I think patience is the key for the player. Patience and nerves of steel.

I appreciate that we're in space, but the odd ambient light or lightning strike may brighten up the way ahead. The level is challenging to land the craft without the extra difficulty of not being able to see much of the landscape.
2009-12-12 15:37:00

Author:
MrsSpookyBuz
Posts: 1492


Was wondering something...
When you get out of the "ship" at first, I took me a couple of tries to release I can't go left. I even thought that there was a problem with the lander itself...

You didn't want to put the ship in the middle of your level so you can enter caves both on the left and the right?

.
2009-12-12 16:04:00

Author:
RangerZero
Posts: 3901


What is controlling your rockets, if I might ask? Is it simple On/Off switches, or speed switches. I don't know... it seemed like if I hold the thrust button, it never corrects as quickly as I'd like. It seemed like as soon as I'd see a wall that I was heading in the direction of, I wouldn't be able to do anything about it. I was able to land on the first pad after many, many tries, but it was honestly a bit frustrating. I suppose I just haven't got the patience to tap, tap, tap all day long.

If you haven't got it in place already, it would be nice if the rockets gained thrust either when you hold the grab for longer, or grab it further to the outside. If it was already there, any chance of cranking it up a notch? It was tough to get the thing to change directions without flying waaay up.

I don't know. I never really played/liked the original lunar lander games, so I may be at a disadvantage.

Sorry if I sound all negative. The scenery looked great and the premise is fun, but in this one it's all about gameplay, which I sort of had to fight with the whole time.
2009-12-12 16:24:00

Author:
comphermc
Posts: 5338


You didn't want to put the ship in the middle of your level so you can enter caves both on the left and the right?
The entire craft is emitted, and has rods above and below the entire height of the longest piston, and also the entire structure is on horizontal pistons which extend totally from left to right. It wasn't possible to start the lander from the middle of the level considering the mechanics.


What is controlling your rockets, if I might ask? Is it simple On/Off switches, or speed switches. I don't know... it seemed like if I hold the thrust button, it never corrects as quickly as I'd like. It seemed like as soon as I'd see a wall that I was heading in the direction of, I wouldn't be able to do anything about it. I was able to land on the first pad after many, many tries, but it was honestly a bit frustrating. I suppose I just haven't got the patience to tap, tap, tap all day long.

If you haven't got it in place already, it would be nice if the rockets gained thrust either when you hold the grab for longer, or grab it further to the outside. If it was already there, any chance of cranking it up a notch? It was tough to get the thing to change directions without flying waaay up.

I'm not totally sure I understand, but all is definately adjustable. Right now I tried to get the physics as close as I could to the original arcade game, which are very challenging and require quite a bit of practice.

Are you saying that you want more power when you grab, or that you would like the left and right thrusters to work even when you're grabbing?

Maybe try the 2 player controls and see if you like them better.

In fact.... does anyone prefer the control scheme for 2 player better for 1 player also? It is possible to select 2 player, but still player 1 player with it.

The biggest difference is that in 2 player the left/right thrusters work even when grabbing in order to make coop play work better. Also, the gravity has been tweaked for 2 player to allow for the weight of the 2nd sackboy.

Everyone else who hasn't received a key yet, as soon as I sort out the basics I'll send you keys because I'm going to need some fresh eyes on it.
2009-12-12 19:25:00

Author:
CCubbage
Posts: 4430


Oh, I think I get it. I thought the rockets were supposed to work when you hold the grab, and I was wondering why it was so unresponsive. I'll try again.

2009-12-12 19:33:00

Author:
comphermc
Posts: 5338


Ok, the following changes have been made based on feedback:

- The left/right rockets fire even when grabbing now. Since you can't run while grabbing, it originally made sense to me to have it stop firing the rockets while grabbing, but the confusion has me re-thinking that. If anyone thinks its worse, let me know.

- When you grab the rocket is a bit more responsive now.

- Added some additional lighting to the landscape. My original intent was to have the landscape light up as the lander moved closer to it to add some tension, but I've rethought that based on MrsSpookyBuz feedback.

- Added some additional effects to each area when you land.
2009-12-12 21:11:00

Author:
CCubbage
Posts: 4430


Love the concept... very very cool and lots of fun. Bonus!

My thoughts.

Maybe if the lander was a bit lighter feel. Like less gravity? Just a super small touch less. You really have to nail the rockets right from the start or you hit rock bottom. However I did adjust accordingly and got a 2nd place score. . TheJollyRajah must have been on fire!!!

What I would like to see for player goodies is.. though understand if it cannot be done. Just thoughts..

Map of the terrain in the launch bay as well as achieved landings there shown. Sorta like a secrets map. My thoughts are that you have to get so low to see where your new target is and it would be nice to have an idea of where and what is coming to plan accordingly for your next "mission".

Also.. can the camera angle show a bit more underneath? It looked like you had it most of the way out, but it would sure be handy. I felt myself peering almost over the edge of the bottom of my tv screen!

Also.. landing lights? Some sort of illumination down?

Also a bit of extra lighting would be cool at the bottom around the landing pad. Something on the techy side as you finally touch down. Maybe rotating or sequenced lights?

I shall try it again and again and see if I can break some stuff. However, so far the thing blows up perfectly!!! LOL!! I can do that really really well!
2009-12-13 04:35:00

Author:
jwwphotos
Posts: 11383


Great suggestions - I'll see if I can make a few adjustments.

Also, I added some "stars" the player can collect for additional points while playing.
2009-12-13 04:56:00

Author:
CCubbage
Posts: 4430


Great suggestions - I'll see if I can make a few adjustments.

Also, I added some "stars" the player can collect for additional points while playing.


Oh background stars would be cool as well. in the back layers if possible.. Higher up. Wonder if you can do some light banding like in Julesy last one as well.. more blacks and blues. ahhh well.. blame Morgana.. I think she is rubbing off on me with lighting ideas. LOL!!!
2009-12-13 05:06:00

Author:
jwwphotos
Posts: 11383


LOL - Well of all the things I do that could rub off on you that's at least a pretty positive one Have fun with the lights boys!2009-12-13 05:16:00

Author:
Morgana25
Posts: 5983


CCubbage, I completely pwned your level. I managed to collect every star on the map, and land in zone 3 five times in a row. I even went through caves 1 and 2 to collect those stars as well.

I have a few more things to say.

-I'm starting to see a major flaw with the scoring system. There is a ceiling. After a certain point, you can't achieve a higher score. Since I've reached this ceiling, there's not much motivation for me to replay your level besides checking for bugs and whatnot. Also, if there's other crazy competitive gamers like me out there, you'll see a bunch of players with the same score, which is not fun. I would suggest making it a race somehow, but I don't know how you'd implement it. Maybe there's another way to lift the ceiling.

-When I went through caves 1 and 2 to collect the star/s and flew back outside, I noticed the fog color didn't change back, and stayed dark.

-I hit the same exact wall again two more times and nothing happened. After I scored my perfect game, I flew back to the wall just to see how large this hole was. It's pretty large! I'll show you the exact spot in online create if you have trouble finding it.
-------------------------------------------------------------------------

-Otherwise, I love the improvements you've made to the controls. They're much tighter than they were.

-The blue light before entering each cave really helps, thanks for that.

-The stars add a new layer to the game. Very fun to collect.

-The level makes me feel awesome when I land in zone 3.
------------------------------------------------------------------

This level has made a lot of progress since I first played it! Keep up the good work. Thanks again for letting me test.
2009-12-13 09:33:00

Author:
TheJollyRajah
Posts: 466


Hmmm.... a race - I don't know if I want to do a race, but maybe change the speed by which the stars add points to allow combos between stars collected for a better X score? That way if they fly the lander faster they can pick up the X score. I'm already playing with this a bit in the sky - there are 2 stars above the caves and you can hit them in a combo by flying fast.2009-12-13 12:25:00

Author:
CCubbage
Posts: 4430


Have you implemented fuel on this. I made a little fuel guage for my lander which then translated to bubbles at the end. Obviously also resulting in death if you run out of fuel and crash as a consequence 2009-12-13 12:57:00

Author:
rtm223
Posts: 6497


Had a few gos of this today and I loved it. Every bit the addictive fun-fueled minigame we've learned to love from you.
15 landers and a huge 0 landings made successfully. Probably down to me being sucky at this level.

One glitch I found, I died and then my lander must have fallen onto the landing afterwards as I ended up getting 3000 points despite not making the landing. Might be something to look into?
2009-12-13 15:17:00

Author:
Coxy224
Posts: 2645


I love this but have no clue where I am at times. I wrote more in the comments section at the time and I forget what I said so just check out there.2009-12-13 16:17:00

Author:
KQuinn94Z
Posts: 1758


Okay, I'm going to start out by saying that this level is either going to loved or hated. It seems you have a knack for making levels like this!

Positives:
1) Original and polished
2) Fun to fly the lander and it is also fairly easy to do so
3) It will keep the players coming back for more, as long as they liked the idea
4) It has a steep(ish) learnig curve, which to me is a good thing

Negatives/Glitches
1) I got smashed by the platfrom at the beginning. The one that opens to reveal a hole in the ground. It was actually quite funny because it knocked off the doors with the big 'whoosh' sound.
2) A postive is also a negative; it has a steep learning curve. It may steer some, less experienced players away from the level.
3) Maybe this is the way you wanted it, but I thought the stars were a little off colored in the level.

Otherwise great level! I loved it!
2009-12-13 16:43:00

Author:
piggabling
Posts: 2979


Oh god, I remember playing a version of Lunar Lander on my Amiga years ago. So frustrating. XD

Will have to give this a go.
2009-12-13 18:02:00

Author:
Ayneh
Posts: 2454


Have you implemented fuel on this. I made a little fuel guage for my lander which then translated to bubbles at the end.
I THOUGHT of doing it, but decided against it. I figured in LittleBigPlanet terms, this game is fairly difficult and takes practice - implementing a fuel system would probably push some people over the edge.....

Instead I implemented stars to pick up along the way for additional points, which also forces a bit of exploring.


Had a few gos of this today and I loved it. Every bit the addictive fun-fueled minigame we've learned to love from you.
15 landers and a huge 0 landings made successfully. Probably down to me being sucky at this level.

One glitch I found, I died and then my lander must have fallen onto the landing afterwards as I ended up getting 3000 points despite not making the landing. Might be something to look into?
It's funny - and I think this is going to probably be indicative of the release - out of everyone, only TheJollyRajah really had the time/patience to sit down and master the controls. After getting used to the controls, this level is actually not that hard and, in fact, less frustrating than the original...

I think I have the it fixed with getting points after you die. If you got only 1 leg into the landing pad it would give you points... now, if you die but (probably rare) the lander then ACTUALLY lands properly on the pad you will get the points. I probably will not fix this, though.


I got smashed by the platfrom at the beginning. The one that opens to reveal a hole in the ground. It was actually quite funny because it knocked off the doors with the big 'whoosh' sound.
Do you remember if you were in the pod at the time? I think there is a way to do this if you physically crawl under the pod, which hopefully shouldn't happen that often.


A postive is also a negative; it has a steep learning curve. It may steer some, less experienced players away from the level.
Yup.... I knew this when I first started building it. Unfortunately, building new innovative and steep learning levels is sort of my thing....


Maybe this is the way you wanted it, but I thought the stars were a little off colored in the level.
I didn't want them to look like scenery - just arcade-type objects that could be collected.


Oh god, I remember playing a version of Lunar Lander on my Amiga years ago. So frustrating.
Definately - the original arcade game is FAR more frustrating than mine.... I had to "LBP"-ize it a bit.


So: I've done a ton of little changes:

Fixed the issue in the cave with the ship not blowing up on one section of the wall
Added stars
Added lasers to the left and right of the flyable area so player has a visual of where it ends
Slightly increased the light eminating from the lander so it lights up around it a bit more
Added some more lighting
Added some more stars to collect
Prevented lander from finishing by only having 1 leg in the landing pad

Still to do:

Show map at beginning of the tunnels
Move the changes to the 1 player lander to the 2 player lander.

So, all is going well so far! Thanks so far for all the help, everyone - I think this level might come together yet!
2009-12-13 18:43:00

Author:
CCubbage
Posts: 4430


I had an idea.... and rtm already suggested it, but now I have another idea.

What if there was a fuel guage that went down slowly, but you had to collect stars to earn points AND restore fuel? Maybe it's taking it too far.... but, I've become so skilled at the game, it would add some fun for me.
2009-12-13 21:32:00

Author:
TheJollyRajah
Posts: 466


I had an idea.... and rtm already suggested it, but now I have another idea.

What if there was a fuel guage that went down slowly, but you had to collect stars to earn points AND restore fuel? Maybe it's taking it too far.... but, I've become so skilled at the game, it would add some fun for me.

BTW- The fact that I've spent around 4 hours playing your level is a good sign... I've never spent that much time in any other level. It really has that arcade feel where you just sit down and have fun trying to get the high score. You've really done a great job with this. I'm curious to check out the original on an emulator now.

OOPS- Did not mean to double post.
2009-12-13 21:59:00

Author:
TheJollyRajah
Posts: 466


I appreciate it. This is definately a game that I designed to have quite a bit of replay value - I'm going to think about it a bit. I'm not releasing for the next 2 weeks, so maybe I can build in an X point system based on how long it takes to reach the landing pad. That will add a race element without actually being a race. I do have some thermo for it.2009-12-14 00:03:00

Author:
CCubbage
Posts: 4430


Oh cool!! Some updates?!! I will give it another try here in a bit. ..I could stand a break!!2009-12-14 00:29:00

Author:
jwwphotos
Posts: 11383


Oh cool!! Some updates?!! I will give it another try here in a bit. ..I could stand a break!!
Yup - I've now updated the visuals, added lighting, added a bonus system for completing a landing quickly..... I THINK I'm just about done. I'm going to update the 2 player lander with the features of the 1 player lander.

Based on MrsSpookyBuz' input, this level is now a LOT less dark.

I'm going to work on doing a level map in the launch room tonight.
2009-12-14 14:15:00

Author:
CCubbage
Posts: 4430


I also noticed the wall was fixed and you added the timer . Also, I think you've changed the material in the background. I'll definitely test it out more later today.2009-12-14 14:17:00

Author:
TheJollyRajah
Posts: 466


Yes, the background is infinitely better now. It looks good, and not just dark. The stars are a nice touch, since they give the player a score even if they lack the sufficient skills to land on a pad (like myself). This is definitely improving from the initial level you put out, CCubb.2009-12-14 14:35:00

Author:
comphermc
Posts: 5338


Wow... this is exciting stuff!

I did play it a few times and found it a bit easier to control or maybe I am getting a lighter touch. Still wish it felt like less gravity acting on the lander, but I can live with it.

I love all the new stuff you added. The stars are fun to fly around and grab and adds a neat new element to the exploring rather than just looking for the next opening. I also love the sky and lighting as well as the background stars. I also enjoyed the handy bonus in getting to a pad quickly. Well.. it was more of a miraculous save, but I hear any landing you walk away from....

Once you get the 2 player lander updated, let me know if you want someone to test it out with you.
2009-12-14 15:20:00

Author:
jwwphotos
Posts: 11383


Wow... this is exciting stuff!

I did play it a few times and found it a bit easier to control or maybe I am getting a lighter touch. Still wish it felt like less gravity acting on the lander, but I can live with it.

I love all the new stuff you added. The stars are fun to fly around and grab and adds a neat new element to the exploring rather than just looking for the next opening. I also love the sky and lighting as well as the background stars. I also enjoyed the handy bonus in getting to a pad quickly. Well.. it was more of a miraculous save, but I hear any landing you walk away from....

Once you get the 2 player lander updated, let me know if you want someone to test it out with you.
Yeah, I played around with the gravity quite a bit... and went back and forth between my version and the original. I suppose it's a matter of staying with the concept of the original Lunar Lander game. If you let it just "drop", it's really hard to get control again so I wanted that feeling.

However, the 2 player lander should ALSO work with 1 player but more floaty - so the answer may be for people who want a bit more forgiving physics to play with the 2 player lander - although it will be hard to get speed bonuses with it.
2009-12-14 15:25:00

Author:
CCubbage
Posts: 4430


Yeah, I played around with the gravity quite a bit... and went back and forth between my version and the original. I suppose it's a matter of staying with the concept of the original Lunar Lander game. If you let it just "drop", it's really hard to get control again so I wanted that feeling.

Ahhh... fair enough.

Oh.. a few times it almost felt like it drifts right a bit more than it should. Though I may have affected it with my own sack gravity by grabbing and leaning a bit right.
2009-12-14 15:39:00

Author:
jwwphotos
Posts: 11383


Oh! this level! This has got to be a winner because I have this voice in my head chiding me on-- antagonizing me in patronizing tones...
[BOOM]
" THIS! is a lunar LAND-ing game isn't it? Specifically, we are talking about LANDING the vehicle!!!! [BOOM] Pull-up! Pull-up! *BOOM* Hey Gus, is there an eject in this capsule? IDK Buzz why do you ...!?! *BOOM*

Not since I had a pocketful of quarters and an ego to match the chip on my shoulder have I heard this particular voice.
2009-12-14 15:39:00

Author:
Gravel
Posts: 1308


Looks like you still have one pod left, there Gravel. Get to it... 2009-12-14 16:21:00

Author:
comphermc
Posts: 5338


[BOOM]

"Really? Are you trying to tell me after 15+ plays your still capable of just letting the capsule fall? What are you waiting for? [BOOM] No, no, no... let me guess, you really like the band 'Gravity Ki---' [BOOM] ZZZZZZZZ, maybe you should ask Cub for an 'AWOOGA - I AM OPENING - the bay doors now siren!" [BOOM]

-my god, it's filled with stars.
2009-12-14 16:34:00

Author:
Gravel
Posts: 1308


If you're having trouble, might I suggest setting it to 2 player? It has the same controls, but the craft is a bit slower, allowing more time to make decisions. I was able to land on the second and third pad, and get most of the stars, but I lost it in the final cave.

Hey CCubb, there's no speed bonus payout when you land on a pad with your final pod.
2009-12-14 17:03:00

Author:
comphermc
Posts: 5338


If you're having trouble, might I suggest setting it to 2 player? It has the same controls, but the craft is a bit slower, allowing more time to make decisions. I was able to land on the second and third pad, and get most of the stars, but I lost it in the final cave.

Hey CCubb, there's no speed bonus payout when you land on a pad with your final pod.
Weird - I'll check it out tonight. There's no reason I can think of for no speed payout.... unless the timer runs out - it's the same switch that activates the final sequence when you land that activates the speed bonus.
2009-12-14 17:36:00

Author:
CCubbage
Posts: 4430


I landed on the first pad in very quick fashion, and then I spawned at the scoreboard... Can you only get a speed bonus one time per pad? I had already landed on the first one...

By the way, is there a visual timer I wasn't aware of? I just noticed it said speed bonus when I respawned.
2009-12-14 17:45:00

Author:
comphermc
Posts: 5338


I landed on the first pad in very quick fashion, and then I spawned at the scoreboard... Can you only get a speed bonus one time per pad? I had already landed on the first one...

By the way, is there a visual timer I wasn't aware of? I just noticed it said speed bonus when I respawned.
No, there's no visual timer - there are 3 background timers (one for each landing pad). It gives you points for each second left on the timer when you land on a pad and says "Speed Bonus".

It should allow a speed bonus each time per pad - I'll check it out tonight to see if thats true. I can't think of a reason why it would only work once - it's a timer switch from the logicpack that gets set when you start your descent. When you land on a pad it emits a key on another switch, and there's an AND switch between them which activates the "Speed bonus" and emits the points for the time left. It SHOULD be pretty fool proof, unless I did something lame brained
2009-12-14 18:00:00

Author:
CCubbage
Posts: 4430


Well, you do have an emitter on the scoreboard, right? That would do it...2009-12-14 18:11:00

Author:
comphermc
Posts: 5338


Oh poop, you're right- on the last landing you will skip that area of the ship, which means you don't get bonus points.... ok, I'll see if I can rectify it tonight. Shouldn't be a big issue, I'll just duplicate the logic to the scoreboard area..... rats, I thought I had all that thought out.2009-12-14 18:25:00

Author:
CCubbage
Posts: 4430


Haha, I didn't want to say it, in case you felt like I was patronizing you, but I'm glad the issue has been sorted out.

2009-12-14 19:58:00

Author:
comphermc
Posts: 5338


Based on MrsSpookyBuz' input, this level is now a LOT less dark.


Oh cripes - I really hope people don't think it's too 'light' now!
2009-12-14 20:16:00

Author:
MrsSpookyBuz
Posts: 1492


Oh cripes - I really hope people don't think it's too 'light' now!
Naw - it still has kind of a dark look to it without really being dark - I used more of "twilight-looking" material for darkness instead of shutting off all the lights. I think material selection was the key to it.
2009-12-14 20:50:00

Author:
CCubbage
Posts: 4430


Yeah I was inside the pod when I got smashed. It was weird, I went up but came down really quickly and was smashed! haha2009-12-14 22:35:00

Author:
piggabling
Posts: 2979


OK, I THINK I got just about everything worked out. RangerZero found a way to exploit the bonus system, so I put a reset switch on that so everything should be working properly. I'm going to lock the level in a couple days, go on vacation for a week, and come back to publish.... if anyone finds anything additional, let me know.2009-12-15 13:06:00

Author:
CCubbage
Posts: 4430


How does one play this? It seems to be locked... I'll pay anyone good money for the key.2009-12-22 01:52:00

Author:
SHENOA77
Posts: 184


Soon.... I'm finishing a training level when I get back from tennessee2009-12-22 19:39:00

Author:
CCubbage
Posts: 4430


The three minor things I noticed when playing with you last night were:

1. I didn't know I was supposed to go down those caverns until I saw you directing us in. Dunno if I missed the instruction to do so. Also the location of the caverns isn't altogether clear.

2. At the scoreboard, I'd put something to block players jumping onto it until the score has been finalised. It's a reflex action to step onto the scoreboard and could well frustrate those who don't realise that they're not quite finished yet.

3. Last because it is least, I always ended up in the layer behind the lander and had to re-adjust every time as I approached from the door. Any chance of either spawning in the lander or forcing player to auto-shift to the front layer? Yes it's laziness but I ended up running behind it everytime before having to come back and round.
2009-12-29 13:27:00

Author:
Matt 82
Posts: 1096


1. I didn't know I was supposed to go down those caverns until I saw you directing us in. Dunno if I missed the instruction to do so. Also the location of the caverns isn't altogether clear.
There is a map of all the landing locations in the hanger. I'll add a magic mouth on it explaining what they're looking at. It's supposed to be a BIT unclear - I wanted it to have some exploration aspects as the original Lunar Lander.


2. At the scoreboard, I'd put something to block players jumping onto it until the score has been finalised. It's a reflex action to step onto the scoreboard and could well frustrate those who don't realise that they're not quite finished yet.
Nice idea - I'll see if I can do something there.


I always ended up in the layer behind the lander and had to re-adjust every time as I approached from the door. Any chance of either spawning in the lander or forcing player to auto-shift to the front layer? Yes it's laziness but I ended up running behind it everytime before having to come back and round.
I noticed that last night - I fixed this once so I'm not sure what happened. I had invisible dark matter forcing the player into the front layer... I'll see if I somehow messed this up.

Thanks!
2009-12-29 15:06:00

Author:
CCubbage
Posts: 4430


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