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#1

Kickoff by Banjo5150

Archive: 11 posts


Guys I just made my first ever LBP level. I put a lot of work into it, I'm sure it has some first timer flaws I'm sure. Anyways give it a shot I will take the bad with the good (if there is any good LOL) comments.

It is a platformer, with no real story. I used about 3/4 thermometer, I would have liked for the level to be longer but near the end I was getting all kinds of material shifting going on. I was corner editing everything maybe I missed something along the way. The emitters were a pain doing random things on me.

Its called Kickoff since it is my first level. As I think when one names their level "first level" it probably gets bypassed alot.

I just wanted my first level to not be a sloppy trash level. Let me know what you think.

Thanks banjo5150
2010-01-09 06:44:00

Author:
Unknown User


If anyone downloaded this in the last 30 minutes delete and get it again found a bug and fixed it.2010-01-09 07:24:00

Author:
Unknown User


must be pretty bad since not even 1 comment. 2010-01-09 21:20:00

Author:
Unknown User


must be pretty bad since not even 1 comment.

Hey banjo5150,

Sorry about the late feedback...this level wasn't bad at all for a first level. You put a valiant effort, and I enjoyed taking the time to play it. I liked the visuals--you gave each space special attention, and I felt every bit was stimulating...you even put a proper introduction! However, I felt the stickers, materials, music, and sounds you used were too diverse to be cohesive. It's okay to be abstract: I thought some pieces were absolutely brilliant, particularly the tree at the beginning with musical notes as leaves! Using that as an inspiration, I would love to see the rest of the level somewhat related to that...

Gameplay-wise, I didn't find anything particularly innovative, but being your first level, everything was well executed. There are some parts that need improvement however. After falling down the pit with a sticker switch, I didn't know I had to run back to the left for the lift. Maybe you can create a cutscene so players will know where to go? And after activating the door in the sticker-switch area, I think setting the piston to direction rather than on/off would be better.

This was a solid first level, and I truly believe you'll produce some amazing stuff in the future.
:star::star::star::star:, Good job!

Sitting underneath the musical tree,
jeffcu28
2010-01-10 05:43:00

Author:
jeffcu28
Posts: 648


Hey banjo5150,

Sorry about the late feedback...this level wasn't bad at all for a first level. You put a valiant effort, and I enjoyed taking the time to play it. I liked the visuals--you gave each space special attention, and I felt every bit was stimulating...you even put a proper introduction! However, I felt the stickers, materials, music, and sounds you used were too diverse to be cohesive. It's okay to be abstract: I thought some pieces were absolutely brilliant, particularly the tree at the beginning with musical notes as leaves! Using that as an inspiration, I would love to see the rest of the level somewhat related to that...

Gameplay-wise, I didn't find anything particularly innovative, but being your first level, everything was well executed. There are some parts that need improvement however. After falling down the pit with a sticker switch, I didn't know I had to run back to the left for the lift. Maybe you can create a cutscene so players will know where to go? And after activating the door in the sticker-switch area, I think setting the piston to direction rather than on/off would be better.

This was a solid first level, and I truly believe you'll produce some amazing stuff in the future.
:star::star::star::star:, Good job!

Sitting underneath the musical tree,
jeffcu28

Cool thanks I have been thinking for the past couple days on starting a level but have no idea where to go. I think you just gave me an idea running with that music tree and see what I can do with it. Maybe a level based on music transformation over the years or something.

The level is all over the place, I need to figure out a constant theme and make a good way of separating scenes. It was my first level and I didn't even think about a flow or theme just kinda went random with it. As the pit with the sticker switch I didn't figure out how to cue over to the lift. That's why I added the camera view as soon as you start that section focusing on the lift. I was wondering if that could pose a problem.

Also the part at the end with the floaty material was tough to get to work right, still could be better executed here I am sure.

Thanks for the reply.
2010-01-10 18:00:00

Author:
Unknown User


Cool thanks I have been thinking for the past couple days on starting a level but have no idea where to go. I think you just gave me an idea running with that music tree and see what I can do with it. Maybe a level based on music transformation over the years or something.

You're welcome, and I'm glad you found my review helpful. But more importantly, I am thrilled to hear about your next project. I love music, and a level tracking down its transformation would be really fun to play!


As the pit with the sticker switch I didn't figure out how to cue over to the lift. That's why I added the camera view as soon as you start that section focusing on the lift. I was wondering if that could pose a problem.

I believe you can cue the lift using a magic mouth and tweaking it so that it produces a cutscene in that area. (I'm not experienced with magic mouths on the PSP, but this is how it's done on the PS3 version.) You can simply activate the mouth with the sticker switch and the camera view should automatically shift into that area.


Also the part at the end with the floaty material was tough to get to work right, still could be better executed here I am sure.

Yes, I was actually shocked when I passed that part effortlessly. I played many levels where transportation using floaties were frustrating, but for some reason your level executed that part quite well...

Excited about your next level,
jeffcu28
2010-01-10 18:29:00

Author:
jeffcu28
Posts: 648


banjo5150, you first level is very good. I played in many "first levels" and most of them is have very simple gameplay. You did great job and I played your level with big interest and fun. All things work fine, there is good design, cool devices, everything very logical. Thank you for your work. I work right now on my first adventure level and I know how it not easy to create something good and interesting. I hope that I soon will publish my level and announce it on this forum (if all bugs of creator mode will not kill my level first).2010-01-14 09:42:00

Author:
Domik12
Posts: 838


It was not bad at all for a first level. Of course, it could be better and more cohesive, but the important thing is that everything works like it should. You took some chances too: that's vital, not to play safe, trying to learn new things and improve on the way. The floaty materials room was particularly risky, it's not easy to design a challenge like that, but it works.

For your next level, try designing it on paper first, think about a theme that helps each room/section flow into the next one. Good luck!
2010-01-14 23:27:00

Author:
Lleonard Pler
Posts: 277


This is a pretty good first effort. There's lots of little things you will eventually figure out on the way (such as making the switch attached to the door piston be directional instead of on/off) so just keep on creating and having fun with it.

As for the level itself, I kind of like the random mix of stuff. Themes can be good if you're going for a specific look and feel, but if you're not then just take the shotgun approach and enjoy. For the type of level it seems like you enjoy creating, you should take a look at jackofcourse's stuff. His levels are action-only, but he chooses a palette of materials and stickers for each level and carries that look throughout. Your puzzles were good if not a bit devious, although I didn't have much trouble with the sticker switch section. The initial "spike jump" puzzle was kind of annoying, and I'm not even sure if I solved it correctly. I went back to the clouds all the way at the beginning, got them swinging briskly, and managed to jump up onto the back of the yellow background material. I ran all the away along the top of it, then jumped down and grabbed the striped fabric square. If that's how you're supposed to do it, then I'd say it was too difficult. If that's not how you're supposed to do it, then make the solution more obvious and/or easier to see.

Your score bubble placement is good and you used a decent variety of music and sounds. (I have to admit, however, that I got tired of listening to the whispers.) Your use of stickers is good, especially the section of music notes along the wall, and you framed everything nicely with camera zones. Moving on through the level, the spinning sponge section with the falling electrified logs is a little frustrating. It's difficult timing the rotation of the wheels with the falling of the logs, and the jump to the final wheel is particularly hair-pulling because the logs fall way too fast. The floaty disk section kind-of works, but it still needs some more tuning. I suggest emitting fewer of them at a time and increasing the lifetime of the emitted objects. Also make sure that the emitter will allow more than 5 emitted at once, because too often the disk would go poof just before you'd land on the glass platform.

To wrap up my rambling review, I'll just say that you're on the right track so keep doing what you're doing. Creating takes a long, long time to figure out. Ask lots of questions, make lots of changes, and play lots of other levels. See what works and what doesn't, and eventually you'll identify a style that works for you. Again, a decent first effort and certainly worth the play - 3.5/5 stars (which I round up to 4 stars in game). Thanks for posting it here and letting us know about it!
2010-01-15 03:52:00

Author:
Taffey
Posts: 3187


The initial "spike jump" puzzle was kind of annoying, and I'm not even sure if I solved it correctly. I went back to the clouds all the way at the beginning, got them swinging briskly, and managed to jump up onto the back of the yellow background material. I ran all the away along the top of it, then jumped down and grabbed the striped fabric square. If that's how you're supposed to do it, then I'd say it was too difficult. If that's not how you're supposed to do it, then make the solution more obvious and/or easier to see.

WOW I didn't even know you could get up there! It was set up for the guy to convince you to try the jump then in turn it would allow access to the block. Thanks to everyone for their feedback. I am trying to work on another level but I can't keep on task as work has been really busy lately. I saw your post on how to corner edit around the score board. I had a time with that I thought it was a bug that I could not sit the scoreboard down and finally figured out you cant have a backdrop. As you can tell my scoreboard corner editing skills are awful, so thanks for the corner editing tutorial on the scoreboard.
2010-01-15 16:56:00

Author:
Unknown User


It was set up for the guy to convince you to try the jump then in turn it would allow access to the block.Ah, I never got access to the block after I killed myself on the spikes. Well, I don't think I had access anyway. I died on the spikes 3 or 4 times before cheating like I described earlier.




As you can tell my scoreboard corner editing skills are awful, so thanks for the corner editing tutorial on the scoreboard. Oh your skills aren't that bad. Corner editing is not an easy thing to do, and there is most definitely a learning curve until you get it figured out. You gave it a shot anyway, and that's enough in my book.
2010-01-15 17:32:00

Author:
Taffey
Posts: 3187


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