Home    LBP Showcase / Reviews / Recommendations    Level Showcase
#1

Keith's Super Paper Sackboy

Archive: 15 posts


Keith's Super Paper Sackboykeithabeyta Yes, the level is a theme level based on the Super Ma--Err, well, "you know who" franchise. Mainly Super Paper "you know who", but their is a mishmash of characters and details, just in the Super Paper "you know who" style. I know that it's been done, but every theme level I have played based on that franchise, and I have played ALOT OF THEM, either looked really good but had no real playability (fun); or the level didn't look very good and was still missing that playability. I wanted to make something that was the best of both worlds, look and playability.
http://www.youtube.com/watch?v=dWeLFNIGVFo

SEARCH:
Keith's Super Paper Sackboy

@keithabeyta

INTRODUCTION: I have had LBP for about a month now, and I have finally finished my first level. I have put over 100 hours into it because I am a perfectionist and I wanted it to be ABSOLUTELY PERFECT.

ABOUT: Yes, the level is a theme level based on the Super Ma--Err, well, "you know who" franchise. Mainly Super Paper "you know who", but their is a mishmash of characters and details, just in the Super Paper "you know who" style. I know that it's been done, but every theme level I have played based on that franchise, and I have played ALOT OF THEM, either looked really good but had no real playability (fun); or the level didn't look very good and was still missing that playability. I wanted to make something that was the best of both worlds, look and playability.

DESIGN: Everything had to look just right. I scoured the Internet for as much of the official art (that matched the Super Paper "you know who" style) as I could possibly find. The stuff that I couldn't find (the coin, door, lava ball, mushroom, question box, shrub, star shine, tree, and tube) I drew myself in Photoshop, as I used to be a graphic designer. All graphics were put into the game with the PlayStation Eye Camera. Everything in the entire level was aligned meticulously on the small grid. The layer glitch was used for all of the backgrounds. The music levels were used to simulate a gradual buildup throughout the level. Everything was glued together to keep things from falling apart (learned that the hard way). And of course, objects and enemies were added last.

PLAYABILITY: My primary focus, after design, was making the level not only fun but challenging as well. I have come across too many levels, not just levels based on that franchise, that are just poorly made. Too easy, too short, too tacked on, etc. I believe I have accomplished making the level just challenging enough to still be fun without being overly difficult.

In the end, you be the judge. All I ask is for complete honesty, feedback, and if you like the level, heart it!

Enjoy!
2010-02-01 09:49:00

Author:
DeCSS
Posts: 6


I haven't played it yet (sure will though!), I've only watched the video, and here's what I thought:

+The outside bit's seem to capture the 'happy' feel of you-know-who perfectly.
+The inside bit's seem to capture the 'castle' feel of you-know-who perfectly.
+All the characters are crisp and clear, taken with a PSEye I presume?
+It looks sufficient in length.

However, one down point:

-While the visible music, pistons etc fit 'outside' perfectly, the seem out of place in the castle. I suggest tweaking the music boxes and pistons on the fireball etc. and changing 'visible' to off.

So, it looks like a very good level, with only one minor problem. I look forward to playing it, and seeing more from you, but one question: Are you sure this is your first level? It looks too good
2010-02-01 10:39:00

Author:
kirbyman62
Posts: 1893


Ok lets start with the beginning.

*you dont even have a original logo for your level,
for something who is a perfectionist.. that is kind of weird.

*The music boxes in your level are shown, maybe you should make them invissible.

*Winches, pistons, ropes are all shown, especially with the fish and clouds it looks out of place.

*The goomba and koopa cutouts are not that nice, its just a sticker of them, badly cut out.
(also have the feeling ive seen these critters before, you got em trough community? or are these the 100th version of goomba's and koopa's?)

*everthing but the background of this level is flat, even when its diagonal its flat.

* the hitboxes of boomba's and koopas are WAY off.
Even jumping straight on them can result in sackboy dying.

The question mark blocks... are all attached to ropes/winches, either make the boxes not move, or make the rope/winches invissible.
also sometimes jumping up to those boxes will result in either giving the coin and not dissolving, or dissolving and not giving me the coin.

Also, you can get stuck on (almost) all the back thick planes because there is nothing there.

I quit when I got near the water,
first of all that flower shooting fireballs suck hard, 9 outta ten times you cant make it past it fast enough, you die.

The up and down moving mushrooms are not even annoying, they are really.. no really no fun at all.
because you have to stand on them, and their shape is roundish for no reason sack will fall off, or when jumping towards a mushroom.. sack just slides off, or the fish on a piston will get to you before you make it.. killing you.

adding the "only 3 lifes" checkpoint to that,
and we got a level thats not that much fun.

3 stars ingame, 2 here.


Dont get me wrong,
this is mainly a list of the things that need work,
and it only points out the negatives in your level.
it has potential, but needs finetweaking and some more thought from your part.
Look at the tutorials at: http://www.lbpcentral.com/forums/forumdisplay.php?75-Tutorials
for some guides/help.

good luck!
2010-02-01 12:16:00

Author:
Luos_83
Posts: 2136


1.) I didn't have an original logo for the level because I didn't want to use any type of logo that would get me moderated.

2.) The music boxes and winches/pistons are shown on purpose. I did this to contribute to the style of making it look like it was staged, similar to a play.

3.) The cutouts of the characters... same as above. I wanted it to look roughly cutout on purpose.

4.) Everything being flat, that's true. But then again, it is in the original franchise.

5.) The brains are placed in the centers of the heads. Yes it's a small gap, but it makes it a little more challenging.

6.) Not sure why you wouldn't get the coin, can't replicate that here.

7.) Not sure what you mean about getting stuck on the back thick plane. Their is always something there. The grass runs throughout, even on the planes you can't see.

8.) Lol, the flower is challenging.

9.) Again, the mushrooms are challening.

10.) The castle uses double life checkpoints. I didn't think the outdoor parts we're bad enough to warrant double life checkpoints. But maybe i'm wrong.

Thanks for your feedback everyone
2010-02-01 17:24:00

Author:
DeCSS
Posts: 6


sorry Decss, but your arguments are everything but justified.

First of all you could easily create a logo as there are many levels out there that use real game logo's etc.
second of all, even though you showed the pistons etc. for a purpose, it is not a good one, since the level itself is not based around being stages this argument is nullified.
3. for what purpose, you are not giving any reason.
4. thats no reason to do it yourself.
5. challenging is one thing, make it it so hard that all the fun is gone is another.
6. jump against it from an angle, hit any corner. there is your bug.
7. even though there is something there, if there is no reason for going there it kind of feels like bad design.
8. no its not, its annoying.
9. again you are not giving a good reason, they are not challeging, they are just a bad choice of design.
10. yes you are wrong, especially with the before mentioned bad platforming design.
2010-02-01 18:09:00

Author:
Luos_83
Posts: 2136


Do you have creator pack 1? That has, as well as other things, and infinate life checkpoint. It's free to download from the store.

Sorry, I haven't actually played the level, I guess watching a video with the creator playing it takes away the sense of difficulty, as they made it, they know what they're doing.

EDIT: After watching the video, I can see where Lous_destruc is coming from. The cutouts (especially on the scenery), seem too badly done, and the level genrally needs a bit more looking at. You do realise you can still edit levels after their publised don't you? Just go back to your Moon, edit the level, then when you publish it, find the orginal version you publised, and publish the new one 'over' it to overwrite it with the new one.

Sorry about the previous post I made, my attention to detail isn't very good, unless I'm looking for something in particular (i.e what Lous had said).
2010-02-02 10:13:00

Author:
kirbyman62
Posts: 1893


I guess nobody is getting the reference to Super Paper "you know who". It is supposed to look cutout. The winches, pistons, etc. are supposed to be visible. It is supposed to look staged But I do appreciate the feedback kirbyman62 and don't want to deter people from leaving constructive criticism.2010-02-02 18:41:00

Author:
DeCSS
Posts: 6


bytheway,
I did not intent to sound so harsh.
I had a bad day.
2010-02-02 20:49:00

Author:
Luos_83
Posts: 2136


Well I get that you are trying to reference SPM with the "staged" look but the problem is that it looks 3d still and not like a paper cutout world (the other thing is that SPM doesn't look staged with cables and rope holding stuff together, it looks like a normal 2d mario game except really really flat) so I don't see why you think leaving the winches and what not showing woudl make ppl think of SPM.

In a project that I am working on called "Flat" I started off with my character running on 3D platforms but it didn't really fit with the title so I have no changed it so that the entire background (including everything you "stand" on) is on one thin layer like a collage made of cardboard cut-outs and what you are really standing on is invisible ledges to give the illusion of a 3d character in a 2d world

perhaps a SPM inspired level should do somethign similar to capture the 2d feel of the game.

also as has been pointed out your enemies have been made too hard. I died far too fast in this game and that really sucked all the fun out of it for me

3 stars because it has potential and it is nice and colourful but it definitely needs work
2010-02-02 21:12:00

Author:
cthulhu82
Posts: 211


@Luos_Desruc - No worries. I really did appreciate your feedback. Especially since you have done so many great things... watched all of your tutorials the day I got the game

@cthulhu82 - I see your point about 2D vs. 3D and maybe it's just stubbornness on my part
2010-02-02 22:36:00

Author:
DeCSS
Posts: 6


No offense, but you don't have to call Mario "you know who". It's perfectly fine. Mario. See?2010-02-03 00:11:00

Author:
srgt_poptart
Posts: 425


Holy IP infringement Batman!

You do realize that once your level gets moderated, all of the levels are use your prizes will also become moderated, yes?

I suggest you keep the inspiration, and come up with your own characters.
2010-02-03 05:33:00

Author:
DarkDedede
Posts: 672


I will try this level this night!2010-02-03 14:12:00

Author:
pirmaut
Posts: 99


That's exactly the reason I wasn't using the name DarkDedede. Really don't want to get mod'd

And pirmaut, let me know what you think

And to everyone else... add me on PSN (keithabeyta)
2010-02-04 01:05:00

Author:
DeCSS
Posts: 6


Updated the level with infinite life checkpoints as the players requested Now it should be easier.2010-02-06 22:30:00

Author:
DeCSS
Posts: 6


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.