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#1

The Sack-Tastic Adventure

Archive: 17 posts


"The Prince has been captured... and its up to Sackboy to save him!"

My first level with a decent length, I've spent hours working on it and I'd hate for it to go unoticed.

Whats in it:

-A huge world to explore
-A secret sidequest
-A boss battle

PSN ID: Fastbro
Name: The Sack-Tastic Adventure!

Enjoy!

EDIT: I've just updated the level slightly, fixing some glitches.
2010-01-04 09:55:00

Author:
Fastbro
Posts: 1277


Just finished playing your level and got the highscore I gotta say though, that was amazing for your first level and I mean amazing. i really liked it throughout the whole level. Everything went smoothly except for the randomly falling electrical things from the sky when you're going up near the end, but that wasn't such a big deal. It was fun the whole time and not too hard, a very enjoyable level! I look forward to more levels by you. I gave it :star::star::star::star::star: and hearted it and the creator2010-01-05 04:38:00

Author:
krazystitch
Posts: 9


Hi Fastbro!
I liked the Story and the lenght of your level.
But some things came to my mind while playing:
The desert is very empty and you used the normal scorpions. maybe you could think of custom enemies?
The last door isnt attached to anything. You can just grab it and pull it out so you dont really need that key.
I had some slow downs at the start. Maybe you can attach sensor switches to moving objects so they dont move all the time.
The keys could also look like keys

Hope this helps

Greetings!
2010-01-05 08:44:00

Author:
Arrestor
Posts: 363


Thanks for your comments, I'll to fix glitches and mistakes I've made. The reason the desert was so empty was because I didn't know what to put in it. 2010-01-05 16:09:00

Author:
Fastbro
Posts: 1277


I finally got around to playing this, and aside from a few trouble spots here and there I liked it. It's a decent length, and the platforming is challenging without being too hard. You did a good job fitting the music to each scenario and used multiple songs, which is great. I like your sticker-based characters (of course I would!) and the overall story is good. I also give you a thumbs up for adding rooms and other areas off the main path to explore, all with plenty of score bubbles... but not too many. Your color based puzzle is simple but fun and well-executed.

There are some areas for improvement here, but I'll start off with the fact that I couldn't finish your level. So, I got to the Monkey King's castle and got all the way inside. I found the door that has "lock" stickered on it and I also found the key upstairs with the Monkey King's diary. The problem is, I am unable to get the key out of the room it's in because it's stuck behind the desk. I tried pulling it over the top of the desk and also getting underneath it and jumping, but it ain't gonna happen. It looks like you fixed the door by making it static, but that also might have broken the level. So, if I'm missing something let me know. It seems all you need to do is move the key to the front layer and that should solve the problem. Other issues I had were the use of potential one-way sponge lifts. It's very easy to get them stuck on ledges, so if you die and respawn down below you can't continue and have to restart the level. To solve this, add a sloped section to the ledge you are hoisting up to. This way, the sponge will roll off instead of being stuck where it lands.

As others have mentioned, parts of the level are a little empty but it's honestly not too bad. My last comment comes straight from jackofcourse's guide (https://lbpcentral.lbp-hub.com/index.php?t=20588-Guide-and-Tips-to-Creating-on-PSP), and that's to only use as many layers as you need. For most of the level the player has access to both layers, which isn't a really bad thing but just isn't necessary. In areas where you're dodging fire logs, opening doors, or using elevators, just use the front layer and make the background objects be a thick layer instead of a thin one. In other areas where you need both layers (like in the Monkey King's castle - a very cool spot) go ahead and use them.

I gave you 4 stars. This is a good effort and shows a lot of promise, so keep it up!
2010-01-13 18:36:00

Author:
Taffey
Posts: 3187


I finally got around to playing this, and aside from a few trouble spots here and there I liked it. It's a decent length, and the platforming is challenging without being too hard. You did a good job fitting the music to each scenario and used multiple songs, which is great. I like your sticker-based characters (of course I would!) and the overall story is good. I also give you a thumbs up for adding rooms and other areas off the main path to explore, all with plenty of score bubbles... but not too many. Your color based puzzle is simple but fun and well-executed.


Thanks! It was my first attempt at making a level! And I wasn't sure how well the extra stuff was going to go down.



There are some areas for improvement here, but I'll start off with the fact that I couldn't finish your level. So, I got to the Monkey King's castle and got all the way inside. I found the door that has "lock" stickered on it and I also found the key upstairs with the Monkey King's diary. The problem is, I am unable to get the key out of the room it's in because it's stuck behind the desk. I tried pulling it over the top of the desk and also getting underneath it and jumping, but it ain't gonna happen. It looks like you fixed the door by making it static, but that also might have broken the level. So, if I'm missing something let me know. It seems all you need to do is move the key to the front layer and that should solve the problem.


Oops! When I updated the level to fix a glitch, it must of made another... I'll put my new level on hold to fix this and update the level as soon as possible!



Other issues I had were the use of potential one-way sponge lifts. It's very easy to get them stuck on ledges, so if you die and respawn down below you can't continue and have to restart the level. To solve this, add a sloped section to the ledge you are hoisting up to. This way, the sponge will roll off instead of being stuck where it lands.

Yep, I'll fix it too.


As others have mentioned, parts of the level are a little empty but it's honestly not too bad. My last comment comes straight from jackofcourse's guide, and that's to only use as many layers as you need. For most of the level the player has access to both layers, which isn't a really bad thing but just isn't necessary. In areas where you're dodging fire logs, opening doors, or using elevators, just use the front layer and make the background objects be a thick layer instead of a thin one. In other areas where you need both layers (like in the Monkey King's castle - a very cool spot) go ahead and use them.

At some points I can't think of what to add in, but I'll definitely thicken some of the layers.

Hopefully the level will be completed tomorrow!
2010-01-13 22:04:00

Author:
Fastbro
Posts: 1277


Awesome, thanks for looking into those changes. The revision process is probably the most important aspect of creating, and it's a great way to improve your skills.

Definitely post again when your updates are done and I'll give this another play.
2010-01-14 16:48:00

Author:
Taffey
Posts: 3187


Ok, I've improved on the gamebreaking bugs, so you shouldn't have any trouble completing it now.2010-01-14 19:30:00

Author:
Fastbro
Posts: 1277


This level was much longer than I expected, a nice suprise form a first level. The story was interesting enough, a little bit cliche but with good dialogues. I specially liked how you named each room and designed challenges accordingly, there were so many rooms that you could feel you were in a palace and, later, in a fortress.

However, I think that sometimes you should use custom cameras to point the player where to go, some parts left me wondering where to go next (after the prophecy room, to name one).

Puzzles and challenges were diverse enough to keep you interested. But I found some of them almost frustrating, like when you grab the sponge and go up dodging the falling rocks. Again, a custom camera from a further point of view might have helped.

As for the visuals, there were really good parts, in contrast of others that felt lazy. Like some people already mentioned, the desert was TOO deserted, some decorations would improve the level.

Overall, a very good first level. Congratulations. Keep creating and learning.

4 stars and hearted.
2010-01-14 23:14:00

Author:
Lleonard Pler
Posts: 277


Hey Fastbro,

I played the earlier version of this level and was stuck at the same spot Taffey was, and I'm glad you fixed it because I was a bit upset of being deprived of a proper ending. But now that I have finished it, I can tell you how much I enjoyed playing it! Throughout this whole process of creating and critiquing each others works, I have learned that being consistent is a difficult but completely necessary element for creating wonderful levels. Whenever I play, I look for a wholesome experience where scenery, gameplay, music, and all other elements are in sync, and for a first level, you seemed to do just that. I liked how you narrated a story, albeit simple, and stuck with it. That, I know, is the difficult part, but you seem to have no problem with it whatsoever.

My suggestions have already been touched upon by others:


Other issues I had were the use of potential one-way sponge lifts. It's very easy to get them stuck on ledges, so if you die and respawn down below you can't continue and have to restart the level. To solve this, add a sloped section to the ledge you are hoisting up to. This way, the sponge will roll off instead of being stuck where it lands.

Compared to an earlier version of this level, I saw that you fixed some of the grabable winches in the camel cave section, but some parts still have this problem like in the palace sections. It isn't gamebreaking though, but it's certainly upsetting whenever one gets stuck...


As others have mentioned, parts of the level are a little empty but it's honestly not too bad.

I agree with Taffey on this point. Deserts are after all, sparse...


However, I think that sometimes you should use custom cameras to point the player where to go, some parts left me wondering where to go next (after the prophecy room, to name one).

I, too, was confused in regards to where to go after the prophecy room when I played it the first time. It's logical to proceed to the left where a blocked room exists...but one never finds out how to unblock it...


But I found some of them almost frustrating, like when you grab the sponge and go up dodging the falling rocks.

I actually liked this section. True it was bothersome at the bottom when getting electrocuted was easy, but once the player can distinguish the pattern the rocks fell, it was fun strategizing where to swing the grabable winch in order to avoid the rocks.

However, this motif of falling hazards, both electrocuted and fiery rocks, seems to me a bit overdone both visually and gameplay-wise. It made sense in the desert where the monkey king's henchmen dropped them, but when it was continued in the cave and elsewhere, it just seemed redundant and lost its fun value. Also in the desert section, one can avoid your enemies by simply strolling along the front layer. Which brings up another point, they felt a bit random. I liked the story, but some of the characters seemed out of place including the robot enemies and little Hans. How did little Hans find his way to the arid Arabic desert?

And I think you also need to get acquainted with the corner-editing tool! The whole level to me felt boxy, and the cave wasn't very convincing for that reason. Instead of finding curvaceous rock formations, I found stairs...inside a cave.

Nonetheless, that was a terrific first level, and I enjoyed the story and gameplay, and also appreciate all the hard work you put into it. This is a solid 4:star:'s. Looking forward to playing you next level!

Scribbling all over the Monkey King's diary,
jeffcu28
2010-01-15 00:06:00

Author:
jeffcu28
Posts: 648


However, this motif of falling hazards, both electrocuted and fiery rocks, seems to me a bit overdone both visually and gameplay-wise. It made sense in the desert where the monkey king's henchmen dropped them, but when it was continued in the cave and elsewhere, it just seemed redundant and lost its fun value.

I agree, having falling rocks on fire also on the cave, after the desert section, was redundant. And soon after that, you had even more falling rocks, even if electrified.

Pacing is very important, there has to be variety or the level can get boring. It's good having a theme of repeating challenges, but you can add variety by spacing them with different gameplay bits in between.
2010-01-15 10:31:00

Author:
Lleonard Pler
Posts: 277


Thanks for your replies. I may come back and improve on this level it bit more after I've finished my next one I'm currently working on.2010-01-15 16:23:00

Author:
Fastbro
Posts: 1277


I just posted this as a blog entry so I thought I'd post it here. I'm considering deleting this level from the community moon due to its quality. So if you haven't played it yet and would like to, download it now! For more information see the blog entry...

ps. please excuse the double posting, I though it was necessary.
2010-02-27 19:45:00

Author:
Fastbro
Posts: 1277


Hey Fastbro,

Now why would you want to unpublish it? If you're still tallying up votes, I vote for keeping it up! I thought it was a good level, and I don't think there's any good reason to delete it. I personally like it, so please don't delete! Plus, it also shows how you've grown as a creator...

Take care,
jeffcu28
2010-02-27 22:14:00

Author:
jeffcu28
Posts: 648


I agree - don't delete it!

Even if you don't like that level any more, I promise that it's better than 97% of all the other levels out there. Besides, maybe you can remake it in a few months or a year like a lot of the PS3 creators have started doing.
2010-02-27 22:23:00

Author:
Taffey
Posts: 3187


I played the level but I'm not sure if I missed part of it since I took the secret well. But the level was awesome!2010-02-28 01:29:00

Author:
juan=D
Posts: 10


Hey Fastbro, I'm just getting around to playing some of your levels and I wanted to start here. First, I am glad you didn't delete this level. It is a great first level and you should be proud of it. This is simply a fun level. I normally don't like the whole find a key use the key thing, but you didn't overdo it. I liked your dialogue too. The platforming segments are what I liked the most though, The simple and fluid way I jumped and dodged fireballs through the dungeon was fun and the atmosphere down there was outstanding.

The only complaint is that some of your magic mouths caught me in awkward spots when they kicked on. I hate being stopped by text in mid jump or halfway through a bubble combo. :eek:

This was not a perfect level but I liked it. Four stars and I hearted you as a creator.

Now back to more community levels...........
2010-03-04 22:15:00

Author:
VelcroJonze
Posts: 1305


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