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Sea Dragon * Spotlighted! *

Archive: 49 posts


SEA DRAGON
PSN: CuzFeeshe

Sea Dragon is a recreation of the home computer game released in 1983. It's a side-scrolling underwater shooter featuring challenging terrain, tons of battleships, underwater mines, and cannons to blow up!

Pilot a submarine through the open sea, into dark caverns, and finally blast your way through an enemy facility, destroying their nuclear core!

Actual advertisement from the original game:

http://i694.photobucket.com/albums/vv309/CubbageC/seadragon1.jpg

Version running on an Atari home computer in 1983:

http://i694.photobucket.com/albums/vv309/CubbageC/seadragonatari1.png

A few pics of the LittleBigPlanet version:

http://i694.photobucket.com/albums/vv309/CubbageC/SeaDragon1-1.jpg

http://i694.photobucket.com/albums/vv309/CubbageC/SeaDragon2.jpg
2010-01-22 03:37:00

Author:
CCubbage
Posts: 4430


DARN YOU CCUBBAGE!!

This is a really cool and another horribly addicting game from you.

Works wonderfully! Fun and interesting scenery as well as nicely placed things to shoot at. Loved all the gun mounts, mines, and ships dropping depth charges my way. Wait a minute... did I say that? LOL!

Nice pacing, as well as a need for time management due to the air supply, makes it a fun shooter as well as great strategy in picking your targets or whether to run away!

I did manage to stick myself on one reef at one point and I think it was prior to pic #1 up there. I was lagging behind a bit and had to force myself up for a last needed gasp of air and got caught. No biggie though.. I think it was a fair death though just because how far back I had lagged in the timing of things.

Great stuff!! ..and I will be returning quite a few times to get a bit further up that scoreboard!

5 stars and a sea soaked heart!
2010-01-22 04:09:00

Author:
jwwphotos
Posts: 11383


Excellent level once again buddy! Also, this one might be a bit more my cup of tea than Lunar Lander (I lack a bit of patience). I did play it once tonight but I will definetely play more tomorrow. It's just that right now I simply am dead. The bed calls (also the wonderful women in it).
I don't have much con with this level expect that I would have liked to control in the mean that I'd like to advance when I feel I am ready, like in OMG. But at the same time, I suppose the level would become cheap like OMG

So yeah, I really like this one buddy. Keep up your great work!!
:star::star::star::star:
2010-01-22 04:36:00

Author:
RangerZero
Posts: 3901


Checked it out tonight and really love the concept. Sub worked great but It was weird I couldn't back it up as the side scrolling you set up sort of forces you forward if you don't go yourself. I kind of wanted stuff to blow up rather than just dissolve but might just have been the mood I was in. Still a very cool level I can see becoming one of your classic, just one more time, kind of additive levels. BTW, the scoreboard getting pulled is genius and so cute! 5 stars & hearted. 2010-01-22 06:47:00

Author:
Morgana25
Posts: 5983


COOOOOOOL!
You're on a roll CC!!
I'm seriously interested in this stuff!
2010-01-22 07:06:00

Author:
OmegaSlayer
Posts: 5112


Feedback:

Good stuff:
High replayability value, it is rare for me to play any LBP level more than twice, I think this level was around 4 or 5 plays.
Really fun game play
Submarine moves well
Looks great
Introduction/Controls Information looks really professional.
Like others have said, the coming back up for air adds a tactical element to the game, which is great.

Improvements:
Like Morgana said, it wasn't very easy to go backwards, but I don't think it needs to be changed, as it would be too easy if you could go backwards.

Really, there are not any notable flaws, and the level is very fun so there is nothing else to give it but *****

F4F (https://lbpcentral.lbp-hub.com/index.php?t=21469-The-Metropolitan-Sewage-Works)
2010-01-22 09:04:00

Author:
lbper
Posts: 13


Another brilliant, immersive, innovative level.

I enjoyed this immensely - easy to play, very nice to look at and addictive. Oh yes, and the added difficulty of using timing and strategy to blast enemies while trying to sustain your air supply is CLASSIC!

I managed to get through to the end after a few plays - nice boss and effects there as well.

Very good job. I'll be playing this more and more, though possibly I may have to take it in turns with my hubby who's just about to have a go.

Well done.
2010-01-22 11:49:00

Author:
MrsSpookyBuz
Posts: 1492


Thanks everyone! Yes, I totally understand that some may want to go backwards, but this IS a recreation of one of my favorite early games, Sea Dragon - which is a side scroller such as Scramble and Super Cobra, so that is a key element in the game and what makes the entire strategy element work.... and also about impossible to do since the scrolling area is actually much wider than the available area in create mode - the entire level gets emitted and moved past as you play.

(also, I think its probably more realistic - have you ever tried stopping a real submarine on a dime in the ocean? Not that I have, but I could imagine it would be difficult....)

Real explosions are not really possible since they would destroy game mechanics, so I chose to do sounds and dissolve - but I'll play with it and see if I can do any more effects before running out of thermo.
2010-01-22 11:55:00

Author:
CCubbage
Posts: 4430


I just got done playing many many times, its certainly classic CCubbage, I got a little further and a little better score each play through. Its a fantastic little concept, really fun to play. It controls really well to, which is sometimes a little bit of a problem with these types of levels, but everything was smooth here. Nice visuals to, and I loved the scoreboard getting dragged in at the end. I didn't finish it, I either spent to much time shooting stuff and didnt rise for air, or panicked and rose for air at the wrong moment, taking a spanking from the hazards and enemies, thats not a bad piece of feedback by the way, its actually perfectly balanced.

This one is definetly on a par with Vertigo for my favourite survival type level of yours (these types of games should now really be called CCubbage type challenges now, maybe MM can set up a new tag or something?).

I would like more effects when you kill stuff to, its satisying seeing the rockets shoot but when you hit stuff its a tiny bit of a letdown. Maybe some LEDS, set to foggy, emitted with a very low lifespan will give it more ummphhhh. Depends on thermo though

I'm back of to play somemore, I thought i was doing well until MrsSpooky pops up with a 32k score, I must beat it

***** and hearted, plenty of good tags for the plenty of plays I've had

EDIT: Oh, and you've stolen another couple of hours of my spare time, I hope you're happy
2010-01-22 12:03:00

Author:
GruntosUK
Posts: 1754


Ok, I went through and added explosion effects throughout the entire level, and when destroying the bigger areas, such as the boss, near the end I'm doing some camera effects to increase the gratification. Thanks so far for the feedback! Definately helping to improve this game.

lbper - going to do f4f on your level now.

Anyone else reading this.... I have no limit on f4f. I'm not working on any projects at the moment, so I've got time to check out your stuff.
2010-01-22 14:43:00

Author:
CCubbage
Posts: 4430


This looks great!

I am on it tonight...when I get home from work
2010-01-22 14:45:00

Author:
AJnKnox
Posts: 518


The explosions are much better, gives it a little more.

I got right to the base at the end, but I could'nt get through the doorway and the scrolling caught up with me, I got sort of wedged at the top of the door.
2010-01-22 15:34:00

Author:
GruntosUK
Posts: 1754


The explosions are much better, gives it a little more.


Yes, I do like the explosion effects, although it did cross my mind that any explosions underwater would be kind of muted anyway.

I laughed at your PSN message, Grant! I had a better score than 32k but obviously with the gassing at the end it dropped a bit. I'll be keeping my eye on you, young man!

Strategy-wise (without getting too deep or spoiling stuff for people who haven't played yet), for the first few plays it's tempting to rush about and move forward in an attempt to kill everything or rise quickly to get air, but if you relax a bit (I know, this is Cubbage we're talking about, so it's not easy to remain calm!), I found it a bit easier to hang back as much as possible, and move forward with the scroll speed. This way, you have more time to see everything, dodge stuff that you miss, and you won't need to move backwards because you're already at the most backward point.

Another tip is to remember is that your sub can take a fair few hits. If you miss any elecrified mines or surface craft with your gun, then go ahead and ram the muthas!!!
2010-01-22 16:02:00

Author:
MrsSpookyBuz
Posts: 1492


but if you relax a bit (I know, this is Cubbage we're talking about, so it's not easy to remain calm!), I found it a bit easier to hang back as much as possible, and move forward with the scroll speed.
Heh.... yeah, this level is definately all about strategy. I'm glad you mentioned some of these "strategies" because it was also a big part of the original "Sea Dragon". One of the things that always struck me about the original was how I had to really pay attention - If it looked like I was going to be entering a cave, get as much air as possible before going in. If I saw things to shoot, make a decision whether to go after it or hang back a bit and wait for it to come to me.... or try to move forward with enough momentum to get past it. I tried to emulate these "feelings" as much as possible to retain the strategy element of the original. Although, in the original you would die by simply hitting the land, which I chose to not do in this version because there was already enough to think about.

I was already in the design phase of this level when I saw Wexfordians "OMG A Robot Revolution" - which filled in the final piece of the puzzle I was missing - the original "Sea Dragon" had multiple lives and I couldn't figure out a way to do that.... the "show a life meter near the vehicle" idea I think completed the idea. So, once again... thanks Wex for a great idea!
2010-01-22 16:13:00

Author:
CCubbage
Posts: 4430


This was great! Here are my thoughts:

Pros:
- The intro was simple, and reminded me of the title menus of those classic games
- I really liked the detail work you put into this
- The replayability is very high
- I actually liked that stuff dissolved - it felt more 'classic' .. although maybe a corny emitted explosion on top of the dissolved piece would work too?
- I liked the challenge/strategy of obstacles and air supply
- As Morgana already noted, the scoreboard was genius!

Slight Cons:
- I didn't really like the music you chose... I don't exactly have a suggestion, but I just felt it was too quiet
- Some underwater explosion sounds (even with stuff dissolving) would be nice.. I think there are a couple sounds that would work

Overall:
5 :star:'s and a well deserved heart! I'll definitely be giving this another try... and another... and another...

F4F: If you get a chance, please give my newest level, Celestia: An Age Abandoned (https://lbpcentral.lbp-hub.com/index.php?t=21304-Celestia-An-Age-Abandoned)a try. Just so you know what to expect, it's an exploration/puzzle/story level. Hope you enjoy
2010-01-22 16:51:00

Author:
Powershifter
Posts: 668


Cool! Thanks for checking it out!


- I didn't really like the music you chose... I don't exactly have a suggestion, but I just felt it was too quiet
- Some underwater explosion sounds (even with stuff dissolving) would be nice.. I think there are a couple sounds that would work
There's actually 3 different music selections throughout. I tried to select music that was appropriate for each area - it starts out with the pirate theme, changes to an MGS theme while entering the caves, and turns into a guitar-rock theme when entering the enemy complex.

I have explosion sound effects on everything.... however, if the explosions happen too far away it gets drowned out. I wish there was a way to set different volumes to different sounds effects, and even have a sound be consistent even if its away from you, but I think that is more of a limitation with LBP . I noticed the same thing with Wex's OMG a robot revolution.

I'll check out your level today! I really enjoy exploration/puzzle/story. Actually one of my favorite genres.
2010-01-22 18:01:00

Author:
CCubbage
Posts: 4430


No suggestions from me, I loved it. : )

The water really can make things in this game look so beautiful. Visually you kept it fairly simple, but the materials & decs you've chosen, the lines of the design, together with the colours of the water, it looks striking to me.

It plays really well too, I could never get a handle on Lunar Lander but no such qualms here, a couple of runs through to get the quirks and its second nature. Had no issues with anything at all, its all great! The tug with the scoreboard is a lovely lil' touch too, made me smile. Haven't even made it to the end yet! Another Cub classic, you make it look so easy!
2010-01-22 18:14:00

Author:
julesyjules
Posts: 1156


Hey Cub,

I know I've pretty much already expressed my sentiments on how awesome I think this level is. I do have to sit down and try to hammer out a strategy, since three tries just isn't enough. I'd really like to get to those last areas. I wasn't aware until now that this was a recreation of an Atari classic. Certainly you have done the original justice and then some. Your innovative level concepts continue to amaze me.

If you're willing to keep tweaking, here are a list of some things that could use some attention based on my brief experience so far. They are all minor points...

- intro screen bug. I noticed we were still able to get into a death loop in 2player. I think what triggered it was pressing R1 too quickly when entering the level as 2player.
- the sub takes forever to surface. yes, even while pressing up and X. some of the air pockets are pretty small, and if its very hard to back for them if you get much past them. i sort of felt like i had to sacrifice taking hits to get air. if the sub was a bit more maneuverable or the air pockets were a big wider, I think I would have been able to focus on shooting targets better
- speaking of air pockets, some of them have this long rectangular object that shoots small red projectiles. the rectangular part always seemed in my way when i went to get air... yes it did disappear when i touched it but i wasn't sure if that damaged me or not (I assumed it did).
- speak of the little red projectiles. i know at least once one of them managed to land on the sub for a few seconds. i couldn't help think that while i was waiting for it to disappear it hit me for more than 1 hit (given that it looked like that one projectile did massive hull damage)

I'll be going back for more and hopefully will have more feedback for you. As it stands, it's very well implemented and an impressive display of side scrolling tech. Certainly the ingenuity factor here warrants 5 stars on its own. The level itself is beautifully decorated and the action is fast paced from the get-go. The addiction factor reminds me of my own heydey with Asteroid! Pinball. Great job!
2010-01-22 18:28:00

Author:
Thegide
Posts: 1465


Sea Dragoooonnnn!!! I'll have to check this out, I used to play Sea Dragon on the Apple II (Not sure if it was meant to be the same game). Great water level idea either way.2010-01-22 18:34:00

Author:
fullofwin
Posts: 1214


Cool! Thanks for checking it out!


There's actually 3 different music selections throughout. I tried to select music that was appropriate for each area - it starts out with the pirate theme, changes to an MGS theme while entering the caves, and turns into a guitar-rock theme when entering the enemy complex.

I have explosion sound effects on everything.... however, if the explosions happen too far away it gets drowned out. I wish there was a way to set different volumes to different sounds effects, and even have a sound be consistent even if its away from you, but I think that is more of a limitation with LBP . I noticed the same thing with Wex's OMG a robot revolution.

I'll check out your level today! I really enjoy exploration/puzzle/story. Actually one of my favorite genres.

Awesome! I must not have gotten far enough to notice the music changes. But don't worry, I'll be playing it again! I completely agree with you about the volume on different sound effects. Who knows, maybe we'll get our wish someday

Thanks for checking out Celestia! Enjoy
2010-01-22 18:54:00

Author:
Powershifter
Posts: 668


I have explosion sound effects on everything.... however, if the explosions happen too far away it gets drowned out. I wish there was a way to set different volumes to different sounds effects, and even have a sound be consistent even if its away from you, but I think that is more of a limitation with LBP . I noticed the same thing with Wex's OMG a robot revolution.


There are a few ways around this, but probably would kill your thermo at this point. Killing thermo with tiny detailed fussy bits is my job!!! LOL!

A few thoughts.. and pardon me if you have already thought of this and pushed it aside! :blush:

You could plant the speakers closer to where the sub might be as well as having more than one speaker to trigger. Another thought would be to have the speakers on the sub or sack carrier itself with a huge OR system. ..another thought would be to have a portable and invisible speaker array follow the sub in close proximity on a thin layer. Another thought would be to figure out the zones and place speakers locally in the areas which would lessen the complexity of the OR logic to trigger the speakers.

If there is distance involved, I tend to place the speakers more remote and closer to the sack rather than on the device itself. ...but I am sure you are already aware of all of this and I will just hide under my desk now.
2010-01-22 19:34:00

Author:
jwwphotos
Posts: 11383


Just keep in mind that since the entire level is being emitted, its not possible to wire logic to the level itself. If the speakers are placed on the sub, then all of the triggers need to be operated remotely by mag keys on the destructible objects. Given the number of objects on the screen and the randomness to their positioning on destruction, this might not be possible with only 8 key colors available.

I suppose you could get around this by having logic emitted as well, and place the logic near the sub (stationary) while the emitted terrain moves. It might work?
2010-01-22 19:40:00

Author:
Thegide
Posts: 1465


Ooops.. I forgot he was emitting and moving the level. Thanks for catching that!2010-01-22 19:42:00

Author:
jwwphotos
Posts: 11383


Yeah, I definately use different sound techniques in different levels, but the fact that the entire level is emitted and scrolled means I am limited in doing certain types of logic.


- intro screen bug. I noticed we were still able to get into a death loop in 2player. I think what triggered it was pressing R1 too quickly when entering the level as 2player.
I think I got this one licked - it turned out that the into checkpoint was a tad too low so if you jumped, it would activate AFTER the checkpoint in the sub was activated - putting it into an endless loop of death once you use the right grab. I moved it up after we had that issue and I can't seem to duplicate it anymore.


- the sub takes forever to surface. yes, even while pressing up and X. some of the air pockets are pretty small, and if its very hard to back for them if you get much past them. i sort of felt like i had to sacrifice taking hits to get air. if the sub was a bit more maneuverable or the air pockets were a big wider, I think I would have been able to focus on shooting targets better
One of the first issues I had while attempting to design this level was that sackboy "floats up" automaticaly while in water. So, I had to use left,right,bottom rockets to push the sub around in those directions, but to go up I have to use the physics of sackboy pushing up - because if I attached a rocket to it the sub would automatically push up fast all the time. I struggled with this for many hours and tried different mechanics until I settled on balancing the descent, left, and right movement with the speed of sackboy pushing the sub up without help. I think at this point I have it about as good as I can get it (worked on the movement for about 10 hours before starting the rest of the level....)

Obviously, some mechanics in LBP need to have a bit of a compromise (such as balls in pinball games breaking....).



- speaking of air pockets, some of them have this long rectangular object that shoots small red projectiles. the rectangular part always seemed in my way when i went to get air... yes it did disappear when i touched it but i wasn't sure if that damaged me or not (I assumed it did).
You're probably referring to the underwater guns firing torpedos. The specific air hole you're referring to - you can actually either shoot the gun before you get to it, or you can wait until he fires and get up to the air hole before he fires again. Once you practice a few times it's actually easy to never get hit in this area.

If you ram the gun, you can destroy it and it doesn't do damage. My thinking was since the gun doesn't really "explode", but breaks apart, it won't damage the sub. However, when you hit a ship, depth charge, or mine they explode... doing some damage. Part of the strategy of the game is to choose whether you want to risk doing too much damage by ramming things... you still get points whether you ram or shoot anything.


- speak of the little red projectiles. i know at least once one of them managed to land on the sub for a few seconds. i couldn't help think that while i was waiting for it to disappear it hit me for more than 1 hit (given that it looked like that one projectile did massive hull damage)
The switch is set to a 1 shot - so it can only hit you once. The sub has a mag switch which, when it touches a mag key on a 1 shot does damage.


Sea Dragoooonnnn!!! I'll have to check this out, I used to play Sea Dragon on the Apple II (Not sure if it was meant to be the same game). Great water level idea either way.
Good to see another fan of it!

Yup, it was designed based on the original Sea Dragon - however I used the Atari version for inspiration, which was a bit different than the Apple version (the Atari version was slower and more floaty). It has the same obstacles, and the end boss is pretty close.
2010-01-22 20:10:00

Author:
CCubbage
Posts: 4430


"Good to see another fan of it!"

Playing this level should prove interesting. I remember the Apple version because they managed to get speech out of the Apple speaker...at the time I thought it was really cool. "The ship's computer is now ready...please wait while I initialize systems!" It's a tad disturbing that I can recall that...
2010-01-22 20:32:00

Author:
fullofwin
Posts: 1214


This level takes me back! Most games at the time had similar pixel-based graphics, 8-bit sound, but promised an addictive experience.

This level is exactly the same, but you can forget the bit about the graphics and sound. It's very difficult to attempt to reproduce an arcade-style game from the 80s on LBP. For one, a lot of younger players won't know what you're attempting to reproduce. Second, the players who DO remember the original will be extra vigilant in spotting differences.

However, forget all that, because to me it doesn't matter in the slightest. I played this, and I thought it was sublime.

In fact, I'm possibly one of the biggest fans of Destiny! and Vertigo! But this one comes so close, it's too hard to call. Fabulous fun, highly addictive and a level I will return to often.

5*, hearted, and Tagged with 'Uber-Genius'
2010-01-22 21:03:00

Author:
SpookyBuz
Posts: 29


Playing this level should prove interesting. I remember the Apple version because they managed to get speech out of the Apple speaker...at the time I thought it was really cool. "The ship's computer is now ready...please wait while I initialize systems!" It's a tad disturbing that I can recall that...
Yup - the Apple II and Trs-80 versions were among the first games to manage voice out of the speakers. However, the quality was terrible compared to todays standard.


In fact, I'm possibly one of the biggest fans of Destiny! and Vertigo! But this one comes so close, it's too hard to call. Fabulous fun, highly addictive and a level I will return to often.
I appreciate it.... I have those moments when I release one of these things when I wonder if anyone is really going to get it. I know what types of levels are popular, and I'm not very proficient at graphics so I try to fill in missing gameplay gaps in the LBP library if possible. Glad to hear you liked it!

The great thing about the original Sea Dragon is that it was quite a bit different on every system that it appeared on, so that allows me to take a bit of creative license for the "LittleBigPlanet" version. I think this one came the closest to the Atari version, however... since the Atari version was pretty floaty. So if someone says it controls too slowly.... I can just say I was trying to emulate the Atari version.
2010-01-22 23:36:00

Author:
CCubbage
Posts: 4430


Obviously, some mechanics in LBP need to have a bit of a compromise (such as balls in pinball games breaking....).


You know it I figure we're already bending the rules to implement things like this, so its a lot to expect them to work ideally.
2010-01-22 23:40:00

Author:
Thegide
Posts: 1465


Awesome level man! i could never have done anything like this myself! 5 stars, hearted, and "Boss" tag -- as in, "thasa baws level!" 2010-01-23 04:34:00

Author:
RCIX
Posts: 250


Thanks! One change I made late last night was to change the cameras. I think one of the reasons the controls seemed a bit flaky moving backwards was the way the cameras were reacting to the sub position. So, I added 3 background cameras that are locked more to the players position and pan to show proper viewing angles. So, when you're going backwards the land still appears to go forward a bit. Also, you can see a bit more. If anyone who has played this already wants to take a quick look and see if its an improvement, I would be appreciative....2010-01-23 12:11:00

Author:
CCubbage
Posts: 4430


I hate the cave bit, i keep forgetting to go up for air before i enter it. I love this level 5 stars and hearted, well i will heart it after i click continue 2010-01-23 13:52:00

Author:
robotiod
Posts: 2662


Hey Man!

Awesome level and design. I loved that you paid tribute to video game heritage. The environment was perfect and the skill/luck ratio seemed evenly balanced. It was a bit tricky to navigate the sub...BUT...just like all games there is always a game mechanic that takes some getting used too. I was totally pulled in and felt that classic vibe
I didn't get very far either of the 2 times I played it but had fun doing it! I kept getting stuck on something and dying Your intro lettering are over the top awesome! Thanks for the flashback and the fun! 5 * * * * * Heart and brilliant tag
2010-01-23 15:02:00

Author:
AJnKnox
Posts: 518


Thanks guys! I was starting to wonder whether I had made this too hard.... but then I saw Jaeyden and Wexfordian both separately go in, finish, and blow out the top 2 scores in a relatively short period of time. So I was definately encouraged that if you focus it can be done.2010-01-23 17:37:00

Author:
CCubbage
Posts: 4430


You really pulled it off...it really did feel like Sea Dragon. The location of the mines on the sea floor and the way they reacted to the sub getting close seemed spot-on. The original was a difficult game...your version is more difficult.

I played a dozen times or so but haven't manage to finish yet...I keep getting towards what I think is the end of the 2nd area (with electrified enemies). My one issue was with the sometimes sluggish controls backing up the sub...sounds like you've attempted to address this...I'll give it another go later today. I don't think it's a problem that it's difficult...you always get to finish, so it gives you a reason to keep playing to get better a better score.

Anyway, I loved it, gave it 5 stars...I forgot to heart it...will do so later. I wonder if creating a floating visible air meter using a 30 second piston that resets when you surface would make things easier? I get distracted going for enemies and don't leave myself time to surface.

I hunted down my original floppy for the II e and got the II gs unpacked to see how close you came to the original. Had a heck of a time trying to remember how to get the gs to boot from a 5.25" floppy (and slow it down to play IIe games). Sadly my Sea Dragon disk has gone bad. I ended up playing Rescue Raiders...which was a blast so the effort wasn't wasted. I've been tempted to make a LBP Rescue Raiders remake, emitters would work perfectly for this. I'll bet you or Wex could make a fantasic version if you're familiar with the game...Wex already has the heli.
2010-01-23 18:24:00

Author:
fullofwin
Posts: 1214


I wonder if creating a floating visible air meter using a 30 second piston that resets when you surface would make things easier? I get distracted going for enemies and don't leave myself time to surface.
I was actually thinking about this myself, but couldn't get it implemented properly - I only have 1 thick layer and 1 think layer to work with.... Sackboy is hidden behind the scenes, and the 3D glitch is used for the foreground for aesthetics. This leaves nowhere to implement the meter that wouldn't conflict with the game. Would have been cool, though - this detail would have made it just about exact.

But, I think the camera angles I implemented should make it much better - hopefully.
2010-01-23 20:01:00

Author:
CCubbage
Posts: 4430


Hi CCubbage,

I really loved this level! The intro was excellent - it looked really professional and I liked that you could decide when you're ready to start by pressing R1.
The visuals were great and the gameplay was tons of fun.

The only thing I thought might be a neat add is a different scoreboard ending if you win. The existing scoreboard is great - I do love that it gets towed in by the boat. And, you do get to see the "You Win" part. Just thinking a different scoreboard ending might make more of a bonus if you make it all the way to the end. Honestly, it's such a perfect level, it's hard to come up with constructive feedback!

This level was really excellent, and a very impressive piece of work. I gave it 5 stars and a heart.

Not sure if you are still doing F4F, but if so, I'd love if you could give my "Curse of the Golden Temple" a try. Thanks!
2010-01-23 21:38:00

Author:
pennydog
Posts: 74


Thanks for checking it out! Glad to hear you got through the whole thing!

I'm definately doing F4F - I'll check your level out tonight when I get home (taking the wife out for dinner, so that must come first )
2010-01-23 21:59:00

Author:
CCubbage
Posts: 4430


Just checked this one out. VERY ADDICTIVE!! As always you've come up with an innovative twist on an older level. I don't have any cons because I think it's just right. The learning curve isn't too high, so after just a couple of plays I feel right at home in this level. I'll definitely be back for more.

I've been looking for feedback on the survival challenges in my sig. Without much luck. Could you help me out? Thanks.
2010-01-23 23:08:00

Author:
smasher
Posts: 641


Hey, welcome back Smasher! Of course I'll look at your challenge - I was just under your psn a few days ago playing Spooky Pinball again! I'll get on it tonight right after my other F4F request.2010-01-24 02:01:00

Author:
CCubbage
Posts: 4430


I love it!! 5 stars & heart

I'm a big fan of old side scrollers. You got the controls down great! Looks great all around, as well. I need to play again, because I died. I don't replay levels often. I spend more time creating than anything else, but this is a level I'll gladly go back to & try to better my score!

Sorry if I'm brief. Typing on an iPhone.
2010-01-24 13:34:00

Author:
DrunkenFist_Lee
Posts: 172


Thanks! I'm glad you enjoyed it, and no - a long detailed post is not necessary.

I actually worked on the controls quite a bit just last night, and I am FINALLY happy with them. The night before it was the camera angles, last night it was the sub control physics. It still has the same "feel" but I managed to, I think, get the controls about twice as tight - so it really FEELS like the original game.
2010-01-24 13:50:00

Author:
CCubbage
Posts: 4430


Hi Ccubb,
I remind playing that game when I was a kid!

You just made an amazing work, I wonder how you didn't provide an underwater powerup, but I think you did it this way to add something to the gameplay.

5 and <3.
2010-01-24 15:26:00

Author:
Miglioshin
Posts: 336


I like the control/camera changes, the sub definitely handles much better now. I had zero problems making it to the boss every time...that's where I kept dying before...didn't realize I was at the end! I was able to grab the #3 spot.2010-01-24 20:37:00

Author:
fullofwin
Posts: 1214


I remind playing that game when I was a kid!

You just made an amazing work, I wonder how you didn't provide an underwater powerup, but I think you did it this way to add something to the gameplay.

It's cool to find others that remember this game. I have a lot of fond memories of it when I was a kid. I think I was 13 when it first came out.


I like the control/camera changes, the sub definitely handles much better now. I had zero problems making it to the boss every time...that's where I kept dying before...didn't realize I was at the end! I was able to grab the #3 spot.

Whew.... sounds good. Finally got all the little nagging tech issues fixed. Now I can sit back and play some levels....

And I think MrsSpookyBuz just got #1 and kicked everyone down a notch!
2010-01-24 22:37:00

Author:
CCubbage
Posts: 4430


Hey there, sorry my F4F took so long, but I took a brief hiatus from LBP. I played this level tonight an i must say that you stayed pretty true to the original game! my wife kept complaining that there wasn't a scuba tank in there, but don't worry i understan why you didnt put it in. it had a great level of difficulty, without having too much frustration. (of course i coldnt beat the boss, i'm pretty terrible at these types of games)

however, i thought you did a great job with it, and am thouroughly impressed with how smoothly and easily controlled everything was. great job on this level, and i'll be oing through your entire collection now, Hearted you as a creator! also, 5 stars from me!
2010-02-20 12:02:00

Author:
TJapan
Posts: 225


Thanks! When it was on cool pages I got several PSN messages that said they hated having to come up for air...... but, then, if I made unlimited air it wouldn't be Sea Dragon, would it?

I loved that game as a kid, and the strategy element of needing to surface made it a better game.
2010-02-20 16:06:00

Author:
CCubbage
Posts: 4430


I loved that game as a kid, and the strategy element of needing to surface made it a better game.

Yeah... and I think I noticed you getting 38,000 today! That is nigh on impossible to beat. I know what I'm going to be doing tomorrow!

Sublime level
2010-02-20 23:22:00

Author:
MrsSpookyBuz
Posts: 1492


Excellent level! 5/5 stars and hearted.

I love the strategic element of having to rise for air, I don't think it would be as much fun otherwise. IT also looks gorgeous, I love the caustics effects in the water.

Question: Is there anything after the "You Win" message? Or does the player auto-die to get to the checkpoint? I always seem to be running halfway on air when I beat the boss and if I try to get more I die from the gas to the left. Oh well, either way I love it. The title sequence is also definitely old-school game worthy

I just don't like a bit of how some of the enemy torpedos move but that's moreso LBP's fault than yours.
2010-08-02 15:47:00

Author:
Foofles
Posts: 2278


Thanks for playing it! I wasn't expecting F4F, but it's much appreciated (I played your new one simply because...... I've been a fan of the epic bunny series for about a year and a half).


Is there anything after the "You Win" message? Or does the player auto-die to get to the checkpoint? I always seem to be running halfway on air when I beat the boss and if I try to get more I die from the gas to the left.

Nope, nothing after the You Win message - I probably would have done something a bit more extravagent, but the entire level is emitted and scrolled past the player, and the "you win" section is emitted from the already emitted final gameplay section.... which means improving it was a bear. Also, I was about out of thermo.
2010-08-02 18:32:00

Author:
CCubbage
Posts: 4430


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