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SD Gundam - Zaku Assault (Intense Arcade Shooter Action!)
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SD Gundam - Zaku Assault (Intense Arcade Shooter Action!)gevurah22 http://www.daviddino.com/lbpzakuassault04.jpgAre you a bad enough dude to pilot the fabled Zaku II S into a storm of Federation Mobile Suits and become the Red Comet? SD Gundam ? Zaku Assault will pop you into Char Aznable?s mask and allow you to show those Feddies why they call you ?the Red Comet!? of LittleBigPlanet! Even if you aren't a fan of the Gundam anime series, Zaku Assault will have you blasting through waves of relentless enemies in unprecedented shooting action unlike LBP has ever seen and truly feel like an ace pilot! http://www.youtube.com/watch?v=tl116DMrHBU location: Northwest Africa Based on events from taken from the 0079 Mobile Suit Gundam lore, SD Gundam ? Zaku Assault will have a lone sackboy pilot a Zaku II S and destroy Federation machines in sections of escalating difficulty. Players will zoom through level, attempting to destroy the escaping White Base and its crew as fast as possible. But remember, you only have one Zaku so use your speed and cunning to send yourself into Universal Century LBP history! Features - Zaku II S http://www.daviddino.com/lbpzazaku2s.jpg Replenishable health system The Zaku II S can withstand 45 hits before destruction. Health status can be reviewed through either the strength of the Zaku eye?s brightness and through audible notifications. This health can be replenished the player finds a health pod. The health will be restored to nearly full status as indicated by the Zaku eye returning to full brightness. Newtype flash A flash will appear above the Zaku in the event a powerful weapon is shot in the player?s direction, warning the player to evade as needed. Ranking System The faster a player completes the level, the better the prizes they receive. Players can receive the following rankings: S, A, B, C, D, and F. Remember though, initially take the enemies on one at a time so you don't get overwhelmed, as the harder you try, the harder it gets. Geting an S Rank will net you some cool prizes, including a Zaku II S with an open control box and rail system! :3 Controls Hold R1 ? Beam machine gun and main weapon of the Zaku. If held for too long, the gun will overheat causing a cooldown period of 5 seconds Tap R1 ? Zaku dummy. An inflatable Zaku clone that can allow minor defense for a small amount of time. Shoot the dummy to create a crippling blast that not only releases a spread shot damaging the enemy, in close proximity you can destroy key parts of enemies. Only one can be used at a time and imperative to use in order to get that S ranking. Circle ? Change directions. Pressing circle will allow the Zaku to switch from right to left and vice versa for optimal shooting and view positions. Some Enemy Targets http://www.daviddino.com/lbpzabd1.jpg http://www.daviddino.com/lbpzabd2.jpg http://www.daviddino.com/lbpzaguncannon.jpg http://www.daviddino.com/lbpzagundam.jpg Screenshots http://www.daviddino.com/lbpzakuassault01.jpg http://www.daviddino.com/lbpzakuassault02.jpg http://www.daviddino.com/lbpzakuassault05.jpg http://www.daviddino.com/lbpzakusurvival02.jpg I think I've finally come up with the kind of player responsive mecha action I've been aiming for since I started way back with the Armorboy levels and the Steampunk Samurai. Big ups to Gilgamesh for helping me with the circle function and everyone else who has helped me beta test this level such as Shadowcrazy, CCubbage, mistervista, KernelM, Delirium, Littlebigdude805, claptonfann, and Dante95. :hero: Hope you guys enjoy! | 2010-03-15 15:19:00 Author: gevurah22 Posts: 1476 |
Glad to see it's finally finished! I'll be sure to give this one a whirl ASAP. Also I was hoping you'd use that song somehow, it seemed appropriate. | 2010-03-15 15:37:00 Author: Gilgamesh Posts: 2536 |
Glad to see it's finally finished! I'll be sure to give this one a whirl ASAP. Also I was hoping you'd use that song somehow, it seemed appropriate. Haha yeah, I thought it was only right to use Char's theme song considering the obvious. ;P Anyway, big thanks to you for helping me out implement the circle switch function and making it more responsive. If it wasn't for you, this level would've been completely different in execution! | 2010-03-15 16:08:00 Author: gevurah22 Posts: 1476 |
oh sweet!! I must play this one | 2010-03-15 18:55:00 Author: Xeno_Destroyer Posts: 72 |
Thanks man! I've worked a long time on this attempting to simplify the controls and making the enemies dynamic. | 2010-03-16 00:34:00 Author: gevurah22 Posts: 1476 |
well it was very cool wow!! but I can't get past the two Blue destiny guys | 2010-03-16 00:40:00 Author: Xeno_Destroyer Posts: 72 |
well it was very cool wow!! but I can't get past the two Blue destiny guys Remember, you can always fly back to the green Zaku in the area before it and replenish your health. Also, when you meet the first one, just bait him to the beginning of the enclosed section so you can just fight them one at a time instead of getting ambushed like crazy. Once you start getting more used to the controls and the enemies' patterns (which is either following or retreating), that's when you can start bumrushing the level like in the video. You can do it! :3 | 2010-03-16 01:00:00 Author: gevurah22 Posts: 1476 |
Ya I will keep trying and finally take them guys down!! | 2010-03-16 01:28:00 Author: Xeno_Destroyer Posts: 72 |
ah, this is difficult! really cool though. the circle to change directions thing is so awesome. how is it done...? | 2010-03-16 02:17:00 Author: monstahr Posts: 1361 |
Yeeeeee Hawww! That was fun! Gotta say, this game REALLY got my adrenaline pumping. It felt polished, smooth, and frenetic. The gameplay is really well designed - definately has that classic arcade feel and quite a bit of strategy elements. I got tangled with a baddy the first time through and broke my gun, but based on the types of materials needed to keep the controls light I'm not sure how I'd fix it. One feature that would be nice if you could fit it in is the ability to skip the into if you've played before.... the 2nd time through I wanted to just get in and play. But, cool intro so no big deal. Great job - 5 stars and a heart! (right after the republish ) | 2010-03-16 02:55:00 Author: CCubbage Posts: 4430 |
ah, this is difficult! really cool though. the circle to change directions thing is so awesome. how is it done...? It involves an inverted key switch connected to an emitter set to one shot and a tethered jetpack with a corresponding key. When you release the jetpack, it triggers the the one shot emitter, emitting another jetpack with a key. The key also activates the switch mechanism and bam! Yeeeeee Hawww! That was fun! Gotta say, this game REALLY got my adrenaline pumping. It felt polished, smooth, and frenetic. The gameplay is really well designed - definately has that classic arcade feel and quite a bit of strategy elements. I got tangled with a baddy the first time through and broke my gun, but based on the types of materials needed to keep the controls light I'm not sure how I'd fix it. One feature that would be nice if you could fit it in is the ability to skip the into if you've played before.... the 2nd time through I wanted to just get in and play. But, cool intro so no big deal. Great job - 5 stars and a heart! (right after the republish ) LOL, was that you playing when I republished? Anyway, thanks man, especially with the testing. I think I can work something out in regards to skipping the intro, but I have to be careful since I literally cannot add anything else to the level in terms of switches and whatnot. Definitely glad you enjoyed it! | 2010-03-16 03:14:00 Author: gevurah22 Posts: 1476 |
It involves an inverted key switch connected to an emitter set to one shot and a tethered jetpack with a corresponding key. When you release the jetpack, it triggers the the one shot emitter, emitting another jetpack with a key. The key also activates the switch mechanism and bam! Whoa, bam indeed. Steampunk Samurai coulda used something like that, hahaha. If i recall correctly, hitting circle gets you stuck there. | 2010-03-16 04:21:00 Author: monstahr Posts: 1361 |
Whoa, bam indeed. Steampunk Samurai coulda used something like that, hahaha. If i recall correctly, hitting circle gets you stuck there. Hehe, what I wouldn't do to redo that level with what I know now. ^^ | 2010-03-16 04:54:00 Author: gevurah22 Posts: 1476 |
I had to show it off to some friends so I just made them kill them self so I could fly and show them the level Crazy combat really gets you pumped up. Lol when I first saw the Blue destiny say activating EXAM system I was like O.O NOOOOOO eject eject!!! I need Wing Zero!! | 2010-03-16 07:04:00 Author: Xeno_Destroyer Posts: 72 |
great last touches man....glad to see the end of our beta adventure....hope we have another one soon anyways yeah 5star, brilliant, hearted AGAIN lol oh yeah also got S rank on this one lol... i'm a newtype | 2010-03-16 08:22:00 Author: Shadowcrazy Posts: 3365 |
cant wait to play i know how long you been making this | 2010-03-16 08:34:00 Author: jump_button Posts: 1014 |
LOL, was that you playing when I republished? Actually, I was playing BEFORE you republished... I had about 59,000 on completion and when I exited it said "Failed to upload scores". Then I saw the level had 0 plays... I realized you had republished so I went in and played it again immediately and got a better score. | 2010-03-16 13:11:00 Author: CCubbage Posts: 4430 |
Actually, I was playing BEFORE you republished... I had about 59,000 on completion and when I exited it said "Failed to upload scores". Then I saw the level had 0 plays... I realized you had republished so I went in and played it again immediately and got a better score. Well, I republished to your advantage then. cant wait to play i know how long you been making this Sometimes it feels like way too long, but the development of the mechas have been great over the past year thanks to the work you guys here at LBPC have done in terms of logic, etc. Speaking of logic, sgt_poptart was telling me last night as we were looking over my level that rtm223 would hate me for the way I set up my "inefficient" logic, lol. oh yeah also got S rank on this one lol... i'm a newtype You had better considering how long you've been playing it beforehand! I expect nothing less from you... lol. So aside from maybe the difficulty, skipping the intro, and finding a way to increase the structural integrity of the mechs while not sacrificing their mobility, is there anything that can be improved on? Also, what would you like to see from a pseudo sequel? | 2010-03-16 22:05:00 Author: gevurah22 Posts: 1476 |
Now if only you could make a multiplayer battle and have friends blasting each other with a selection of different suits with different attacks kinda like Gundam battle assault | 2010-03-16 22:17:00 Author: Xeno_Destroyer Posts: 72 |
Wow, those pictures are really something, they all look incredibly detailed. I played the first Gundam level you published and I'll be sure to check this one out later tonight, if I can get away from God of War III... | 2010-03-16 22:38:00 Author: TheFirstAvenger Posts: 787 |
Now if only you could make a multiplayer battle and have friends blasting each other with a selection of different suits with different attacks kinda like Gundam battle assault Kinda working on it as we speak. I have already built something extremely similar with my old Armorboy units that does allow two player battles... but I need to see if having the circle function with two players accidentally affect the controls for both players if they happen to activate near each other. I'm too unsure right now until I test it a ton. Wow, those pictures are really something, they all look incredibly detailed. I played the first Gundam level you published and I'll be sure to check this one out later tonight, if I can get away from God of War III... Haha, I picked a bad time to publish the level, eh? I know I'll be rocking some GoW3 when I get back home from work, lol. But thanks though and if you do get the time, I hope you enjoy it! | 2010-03-16 22:58:00 Author: gevurah22 Posts: 1476 |
lol other then finding a way to make my ALTRON and including him into a level series AND the multiplayer level? no nothing at all lol.... except there is one thing......we need to discuss....the FUNNELS and how a newtype like yourself (and myself) will be able to use them and control them i've always wondered how funnels would work in the LBP world | 2010-03-17 04:05:00 Author: Shadowcrazy Posts: 3365 |
Speaking of logic, sgt_poptart was telling me last night as we were looking over my level that rtm223 would hate me for the way I set up my "inefficient" logic, lol. Ahahah, I remember that. It's a great level for those of who who haven't played it. I dare you to beat me and donkey's score on it! (Although he did all the work. I just annoyed him with "WATCH OUTS!!!" and whatnot.) I have to admit, just thinking about that mech in the level you showed me after still cracks me up every time! | 2010-03-17 04:14:00 Author: srgt_poptart Posts: 425 |
lol other then finding a way to make my ALTRON and including him into a level series AND the multiplayer level? no nothing at all lol.... except there is one thing......we need to discuss....the FUNNELS and how a newtype like yourself (and myself) will be able to use them and control them i've always wondered how funnels would work in the LBP world Eh, I have an idea. They'll probably work on the same level in regards to how the enemies follow the you. It'll be interesting to say the least. =) I have to admit, just thinking about that mech in the level you showed me after still cracks me up every time! I should put that on youtube sometime soon, lol. | 2010-03-17 05:52:00 Author: gevurah22 Posts: 1476 |
funnels are going to be great....especially using Nu Gundam and Sazabi, maybe an epic battle between the two | 2010-03-17 08:17:00 Author: Shadowcrazy Posts: 3365 |
Great level! I played it twice I didn't read the posts before me, so I apologize if I'm repeating anything. I have one suggestion: give the option to skip the intro. My second time through, I didn't wait, and that caused some problems (mainly, I was trying to shoot an enemy and cut scenes kept interrupting). Overall, an amazing level. I loved that you could press O to turn around! I gave it 5 stars and a heart. | 2010-03-17 17:22:00 Author: Powershifter Posts: 668 |
Awesome level. The controls are surprisingly responsive (though for some reason I always have the darndest time getting tap-grabs to work for me, no matter who designed them: I have to try 3 or 4 times before I can get the drone to appear). I've got a few quibbles, though. I tried skipping the intro on my second play-through, but it kept going. I made a skippable intro in my level "Sehven's Mech VT-04b: Dire Wolf" and the same principle should apply. What I did was have the intro rigged to start before the player spawns so the player doesn't spawn until the intro is over (seems yours does that too). Then I put a sensor switch at the spawn point that would kill the intro mechanisms. The result is that the player can sit through the whole intro, or he can push the circle button, which makes him spawn and kills the intro so it doesn't keep running. My other quibble is with the scenery. It's awesome looking, but a **** pain to play in. It took me forever to realize there was an opening in the wall after I blew up the ship, because I couldn't see it. Enemies frequently fly behind rocks or other scenery and I can't see them. Seems kind of unfair, since, from the character's pov, they should be easily visible. I guess it's a design choice, but I don't like not being able to see the enemies' hp. I was fighting a blue mech for-freakin'-ever and I had no idea if he was actually taking damage. Was he supposed to be a boss? I thought he looked like the other guys... but then he wouldn't die. [edit] Got another quibble. Some of the enemies are really fast/aggressive. I kept getting stuck between the two white guys at the end. It's really frustrating, 'cuz you can't shoot when they're right up against you like that. Also, one of the times I tried to change direction, the switch or whatever didn't work and I fell all the way to the ground. I jumped around for a few seconds until it detected my lack of a jetpack, and then it worked. Any chance you could spill the beans on how your rail system works, for those of us who don't have the patience to try for an S rank? | 2010-03-17 21:15:00 Author: Sehven Posts: 2188 |
Your quibbles are totally understandable. In regards to some of the scenery, all those things can be easily addressed when I go ahead and republish it. Making the scene skippable will be done as well. In regards to HP, you can see if they're taking damage if you hear the warning sound and a red light is flashing when your bullet hits. All the Blue Destinies are technically bosses so they have a lot of health. Considering they look different on top of having different lasers, it should've been a signal that they were somewhat stronger. =P Having the HP show does take away from the overall visuals so that's why it was omitted. As for the jetpack, because its not in a confined space, these are the limitations I have to deal with. It's rare that the issue happens though on top of building the level around that particular issue. As for the last couple of enemies, they are meant to be extremely aggro since they are all part of the last sequence. Tackling them on one by one through baiting into the asteroid is the best strategy until you become rather adept at moving at will. Changing directions does help push off the enemies when they "stick" to you as well. And in regards to the floaty rail... https://lbpcentral.lbp-hub.com/index.php?t=24072-Floaty-Rail-Stability-System-(for-mechs-ships-sharks-bombs-whatever!) Glad you guys liked it though! | 2010-03-18 01:20:00 Author: gevurah22 Posts: 1476 |
This looks incredible, it brings a new definition to incredible infact. First level ive decided to heart before even playing. EDIT: Played it multiple times, broke out of 3 times. Trying to turn around near that ship at the beginning makes you fall and not be able to fly. Took much enjoyment from it all. I still hearted due to the sheer coolness. | 2010-03-19 00:40:00 Author: Jrange378 Posts: 573 |
Clap Clap Clap Clap Clap, seems you've done it again gevurah, can't wait to get back online and try all those levels of yours i've been missing out on. | 2010-03-19 00:47:00 Author: Silverleon Posts: 6707 |
This looks incredible, it brings a new definition to incredible infact. First level ive decided to heart before even playing. EDIT: Played it multiple times, broke out of 3 times. Trying to turn around near that ship at the beginning makes you fall and not be able to fly. Took much enjoyment from it all. I still hearted due to the sheer coolness. Thanks for the heads up. Which ship are you talking about exactly and where exactly on the ship does this happen? | 2010-03-19 19:18:00 Author: gevurah22 Posts: 1476 |
After completing God of War earlier today I jumped on Lbp and played a few levels, this being the first. The introduction was awesome and a nice touch to the overall level. Now for the suits... Wow, they really are perfection! The way the move and look... wow. I was truly surprised how great they turned out, all the hard work you have put into this concept has truly paid off. I particularly like the lights that come out the bottom of them, it makes them even more realistic. My only suggestion is to add more sounds to the suits, and I'd also like to see more detail within the level. Adding the Monsters background would be pretty cool as you could base it off a planet. 5 Stars and a Heart. | 2010-03-19 22:23:00 Author: TheFirstAvenger Posts: 787 |
After completing God of War earlier today I jumped on Lbp and played a few levels, this being the first. The introduction was awesome and a nice touch to the overall level. Now for the suits... Wow, they really are perfection! The way the move and look... wow. I was truly surprised how great they turned out, all the hard work you have put into this concept has truly paid off. I particularly like the lights that come out the bottom of them, it makes them even more realistic. My only suggestion is to add more sounds to the suits, and I'd also like to see more detail within the level. Adding the Monsters background would be pretty cool as you could base it off a planet. 5 Stars and a Heart. Future levels within the series will probably have more detail considering I was #1 cramming as much as possible in regards to the dynamic enemies (which are thermo eaters) and #2 attempting to somewhat capture the 80's anime look of the original series. Believe me, I would love to put more sounds on them, but I literally can't even add mouth pieces without overheating the level, lol. Considering the level is supposed to take place in the vastness of space, a background wouldn't have been fitting. But like I said, future levels will be scaled down just a bit to get a better artistic vision. Glad you enjoyed this one though! | 2010-03-20 00:14:00 Author: gevurah22 Posts: 1476 |
Thanks for the heads up. Which ship are you talking about exactly and where exactly on the ship does this happen? Literally the first Big white ship after you come out of the race gates. It only happens when you are sorta close to the top of it so im guessing its because you hit the ground before the mech turns around. | 2010-03-20 02:45:00 Author: Jrange378 Posts: 573 |
Okay, I've fixed that one issue you brought up with the ship and I've also made the intro skippable if you just move forward a bit after spawning. | 2010-03-20 20:12:00 Author: gevurah22 Posts: 1476 |
Really good dude :-) and love the vid I wish there was a way to make trailers for my levels -_- | 2010-03-20 21:06:00 Author: Delirium Posts: 349 |
Future levels within the series will probably have more detail considering I was #1 cramming as much as possible in regards to the dynamic enemies (which are thermo eaters) and #2 attempting to somewhat capture the 80's anime look of the original series. Believe me, I would love to put more sounds on them, but I literally can't even add mouth pieces without overheating the level, lol. Considering the level is supposed to take place in the vastness of space, a background wouldn't have been fitting. But like I said, future levels will be scaled down just a bit to get a better artistic vision. Glad you enjoyed this one though!ummm had to reply the monster kit cave could work for the under ground base in jabarro :-P | 2010-03-20 21:08:00 Author: Delirium Posts: 349 |
ummm had to reply the monster kit cave could work for the under ground base in jabarro :-P Like I said... future levels. =P | 2010-03-21 05:43:00 Author: gevurah22 Posts: 1476 |
BRAVO!! Absolutely amazing level, though I never passed it; always ended up dying =/ Request for next Gundam level: Gundam Zero with its absolutely overpowered Beam Cannon =DDD lol | 2010-03-29 23:42:00 Author: Natros Posts: 4 |
BRAVO!! Absolutely amazing level, though I never passed it; always ended up dying =/ Request for next Gundam level: Gundam Zero with its absolutely overpowered Beam Cannon =DDD lol Thanks man! It's definitely meant to be tough, like most of my levels but the next one I make won't be as overwhelming. I'm taking a break from LBP for a bit, but assuming I can make it work out, I was planning on doing Zone of the Enders next. I wonder if Mr. Kojima would like it... | 2010-03-30 19:52:00 Author: gevurah22 Posts: 1476 |
It involves an inverted key switch connected to an emitter set to one shot and a tethered jetpack with a corresponding key. When you release the jetpack, it triggers the the one shot emitter, emitting another jetpack with a key. The key also activates the switch mechanism and bam! I've barely found this and I'm having a hard time understanding this This is what I guessed from it. When you first get the jetpack,the one on your back has a key(I noticed yesterday that when I stickered my jetpack, it kept reapearring when I pick up a new one) When jetpack is gone,a new one takes its place. What I don't get is why? Like, isn't there an unlimited amount of jetpacks you can get? Or is the jetpack lifetime set to 0.1? Hold on im confusing myself here. Does the presence of the jetpack dictate the setting of the turning mechanism for Zaku?Like a toggle? Sorry, not very good at high intermediate-advanced logic Oh and can you please reply to my PM? I forgot what I asked you though... P.S. Yeah I beat the level! | 2010-04-03 06:06:00 Author: Natros Posts: 4 |
Well, the way it works is that there is a magnetic key switch that is set to one-shot, but is inverted. The jetpack that is emitted from this switch (which also controls the directional setting of the mecha) has a key on it. Every time you release your jetpack, the key is pushed out of the magnetic key switch's range. Because it is inverted and is set to only have one of those jetpacks exist at a time, it will release another jetpack and switch the direction at the same time. | 2010-04-05 20:03:00 Author: gevurah22 Posts: 1476 |
This is the MOST amazing lvl on lbp... 5 stars for everyting!! the balance was crazy, gameplay felt so natural and easy to control! they looked awesome too!!! u are a star creator dude!! nice job! | 2010-04-28 14:17:00 Author: shadowsythe456732 Posts: 176 |
You put a lot of mechanical suit ideas in your levels [even your bonus level "Steampunk Samurai"]. Good logical work. I had a blast with this level even though I got a bad score. Radical minigame. | 2010-04-28 18:10:00 Author: JustinArt Posts: 1314 |
i w3as listenening to sad music while reading this thread.... and then i thought how amazing it was and i started crying..... ANYWAY!!! awesome lvl!!!! oh i mentioned a glitch in the beta thread. im to lazy to re-type it.. | 2010-05-05 02:28:00 Author: shadowsythe456732 Posts: 176 |
As you might have seen, it's not a glitch. The green Zakus are meant to be destroyed if they take damage. | 2010-05-07 22:06:00 Author: gevurah22 Posts: 1476 |
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