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Airship Raid!

Archive: 18 posts


Airship Raid!Xacktar
A fleet of airships are attacking a Lab Complex! Only super-sackboy can save them!
(I did a lot of new things with this level, including my first boss fight so there may be mistakes I haven't seen.)

WARNINGS:

I know that the cannon only fires you one time, I can't figure out a good way to add reload to it. If you miss the cannon launch the first time you can jump to the guide-sky from the Loader and just hop your way up.

HINTS:

You don't have to obey the posted signs.
Don't aim for the very next ledge in the smokestack area.
Shockballs don't blow up at slow speed.
2010-03-21 15:08:00

Author:
Xacktar
Posts: 33


wow, lots of dangerous stuff! 5 star for the exiting and challenging level. As for resets, do a sensor switch on directonal. Hope this helps!!!

OWNED!!! SCORE OF 8297!!!

trianglepigsquar
2010-03-21 19:18:00

Author:
trianglepigsquar
Posts: 144


Great level, but key issues are stopping it getting hearted:

1. The springboard that launches you up only works once, so if you die on that bit you have to restart

2. On the bit where you drop the bombs, please put some gas underneath the hatch that drops them. If you fall you have to restart the level

Great level though! The boss was a tad basic but great job!
2010-03-22 18:58:00

Author:
Unknown User


Great level, but key issues are stopping it getting hearted:

1. The springboard that launches you up only works once, so if you die on that bit you have to restart

2. On the bit where you drop the bombs, please put some gas underneath the hatch that drops them. If you fall you have to restart the level

Great level though! The boss was a tad basic but great job!

The Launcher isn't resetting when you stand behind it? I'll have to look into that.

Jumping over the hole in the ship is a purposeful obstacle, but with a malfunctioning launch tube I can see why that would be problematic.
2010-03-22 19:34:00

Author:
Xacktar
Posts: 33


The Launcher isn't resetting when you stand behind it? I'll have to look into that.

Jumping over the hole in the ship is a purposeful obstacle, but with a malfunctioning launch tube I can see why that would be problematic. Tbh, not putting gas under the hole in the ship makes it alot more frustrating. The platform in the middle is quite small so going up the launch tube again and again after falling off would just be really boring/frustrating whereas just restarting from checkpoint would save hassle
2010-03-22 19:55:00

Author:
Unknown User


Ah, I guess that just comes down to the differences between people. I think the launch tube is more fun than dying multiple times. I let myself fall out of the ship quite a few times just so I could go flying again.2010-03-22 22:04:00

Author:
Xacktar
Posts: 33


Ah, I guess that just comes down to the differences between people. I think the launch tube is more fun than dying multiple times. I let myself fall out of the ship quite a few times just so I could go flying again.

It more the time it takes. I'd get annoyed if it took for example 10 seconds to get back to an obstacle instead of reappearing right next to it
2010-03-22 22:53:00

Author:
Unknown User


Hi, Xacktar! You did great level with interesting gameplay. I enjoyed it with much pleasure! Thanks for it. Yes, level has several difficult part and sometimes player must destroy Sackboy to take another try, but I think that you can easily fix this problems. Right now when I try to remember your level parts I think that you could make a little better environments with corner tool, but level looked very good and has good flow without it. And I gave you 5 stars and heart and heart of creator for this level. very good job!2010-03-23 17:08:00

Author:
Domik12
Posts: 838


Hey Xacktar!

Wow, 2 of your levels in 2 days. Must be a record.

Just got done with this one and I like it. It's nice and long with plenty of challenges along the way, and I love the retro-future giant airship vibe. The intro started strong and you kept the action going steady through the entire level. Come to think of it, that's probably one of my favorite overall things about your work - there are no gaps or "dead spots" where it feels like you should be doing something but aren't. It all comes down to pacing, and you did a good job of it. Like your last level, this one is good and long with plenty of variety. My favorite section by far is the area with all the pipes. It looks great, it plays great, and to be honest you could almost make an entire level just out of that. Your characters are simple and cartoony but still likable, and the story is fun. The blown up building and other rubble at the beginning looks fantastic, and the 3-key puzzle at the end is basic but still satisfying to solve.

There are still a few things I didn't like, and a few things are kind of broken. The first area that I had a problem with was the large cannon that you launch yourself out of. So, as far as I can tell you're supposed to drag the cannonball at the bottom of the ramp up so that it can press down the button. While it does work for this, it's very fiddly and barely holds that button down. Most of the time the lift would stop in the middle, and I'd have to jump down and play with the cannonball again to get it started. I tried putting two cannonballs on it (one of the non-grabbable ones on the front layer is loose) and that sort of helped, but not really. It took me many tries to get the cannon to work. I noticed that you seemed to have more sound objects scattered throughout the level, and that really helped sell the environment and events of the story. The section when you're walking on the nose of the airship is especially good sound-wise... but I did notice one sound object that was visible. Another thing I noticed is that a lot of your shapes seem to have been made with the round brush tool. It's not a bad style really, it's just not very unique. I'd say do the same thing you're already doing but then go back and delete some of the corners here and there to make the shapes more organic.

Overall a very fun experience! I gave it a solid 4 stars.
2010-03-26 04:28:00

Author:
Taffey
Posts: 3187


Have insomnia tonight so I thought I'd drop in.




There are still a few things I didn't like, and a few things are kind of broken. The first area that I had a problem with was the large cannon that you launch yourself out of. So, as far as I can tell you're supposed to drag the cannonball at the bottom of the ramp up so that it can press down the button. While it does work for this, it's very fiddly and barely holds that button down. Most of the time the lift would stop in the middle, and I'd have to jump down and play with the cannonball again to get it started. I tried putting two cannonballs on it (one of the non-grabbable ones on the front layer is loose) and that sort of helped, but not really. It took me many tries to get the cannon to work.

Yeah, that was an unintended bug that I tweaked to make part of the puzzle. It is like the dual-layer piston part where it all comes down to timing. If you want the quick way to it, roll the solid cannonball on the button then immediately jump to the lift, it is timed so that will bring you right up to the cannon and stop. :-)


I noticed that you seemed to have more sound objects scattered throughout the level, and that really helped sell the environment and events of the story. The section when you're walking on the nose of the airship is especially good sound-wise... but I did notice one sound object that was visible.

Ooh, I'll have to check for that. Is that on the nose of the ship?

EDIT: Nevermind, found it. thanks for the heads up.


Another thing I noticed is that a lot of your shapes seem to have been made with the round brush tool. It's not a bad style really, it's just not very unique. I'd say do the same thing you're already doing but then go back and delete some of the corners here and there to make the shapes more organic.

There is a lot of stuff in this level and I'm pushing the editor limits. Editing corners just adds to the Editor lag so I had to cut back on the shape customization in order to fit all the other details in. This is also the main reason the ending is a little simplistic, I ran out of space. In the end it boiled down to sound, stickers and mechanics over organic looks, especially since metal airships aren't very organic to begin with...


Overall a very fun experience! I gave it a solid 4 stars.

Thankee! I'm working on a new level in between classes that I hope you'll like too. :-)
2010-03-26 05:19:00

Author:
Xacktar
Posts: 33


Republished with some tweaks and fixes.

-Only one cannonball to use in cannon section now to avoid confusion.
-Sound speakers have been hidden
-Removed some less-than-perfect emitters
-Used the saved space to add some flair to the end of the level
-Replaced the mines in the boss fight with fire balls
-Re-ordered the over-ride keys
2010-03-26 06:17:00

Author:
Xacktar
Posts: 33


Hi Xacktar.

I played your level a couple times today. You definitely fit a lot in here and did it with little slowdown. I enjoyed the opening and how you worked your way through the airship. The maze was my favorite part, but the whole level was interesting and creative. I would however recommend that you tighten up the mechanics. The first springboard took me 5 to six tries to get through. It would also get stuck in the fully extended position where the only way to get it down was to jump up and have it kill me when it reset to its retracted state. I had other issues where floor height would lead to a cheap death and explosions would remove the keys to get past the boss.(I must have played your old version) You took the time to make a very detailed level but it needed to be play tested a bit more.

(Ill try and play your updated version soon)


Edit: One last thing at the end of your level you have an emitter that gives out an endless amount of bubbles. Funny thing was I happened to be playing your level before watching How to Train Your Dragon(which was awesome btw). I was at that part. I left the game running and put it in my pocket meaning to go back in a couple minutes. After I got home I pulled out my PSP and realized that it had been running the whole time, lol. I had decimated the high score by 100,000+ points(no multiplier so it was 10 points at a time). Anyway, I wondered why you did this since it would break the score aspect of your level.
2010-03-27 06:13:00

Author:
Xenon
Posts: 306


Yay, another level by the box person.

Well, to start off, the beginning was quite good. The story developes from there, and that's great. Now I'm at the launcher, and I- darn, I got squished! I try again, and I miss said launcher, and I finally got. Hmm... maybe you should make it "Directional" instead "On/Off".

Now, I'm at the ship, and said driver says to go down to the bay. Okay, I'll play along. Heading downstairs, I drop the man and his precious bombs. After which, I get to go inside a cannon. After that, I crash through a wall, and I'm in a area of high-tech supah-spy scenerio situation!

So far, your atmosphere is great. As for the obstacles, a bit to uncreative. Although, this is minor. Really, really, minor.

Anyways, I passed the electric part, and also the gas in the power room part. And I'm confused, and... oh, I'm getting the keys and over-riding he system (already... huh... I'm fast)! So, the thing throws me down a chute, and the end. Sweet!

Overall, fun to play, and fun to observe the sorroundings. Minor problem was the beginning's launcher. Still, :star::star::star::star:! Good job!

Peace
2010-03-27 07:22:00

Author:
CyberSora
Posts: 5551


How does the Directional setting work? I could never figure that out.2010-03-27 13:21:00

Author:
Xacktar
Posts: 33


Oh noes! A Gadder with no "Directional" knowledge!

Don't worry, I'm here to help.

Okay, first off, this would be a great time to download AceCreator's levels: Basic Tutorial Level, Performance Tutorial Level, and Advanced Tutorial Level. These will tell you how to use the switches in LBP PSP, and it's quite useful.

Now, the "Directional" setting. Let's say you put it on your launcher with the Sensor Switch. If a Sack goes near it, it will trigger the lanucher to go the set direction. So, say you put it to go up if someone goes near it, so when no one is near it, it stays down. This will help shoot the player up without the launcher staying up in the air, because once the person is out of it's radius, it will go back down until Sack comes back to activate it.

Now let's say you want the launcher to be "Inverted". What's "Inverted" you say. It's when you want it to do the opposite of the command. So, when you set it to "Inverted", the launcher now stays up, and any person who goes near it will instead make it come down (so as long "Directional" is set). This is helpful to us when we find ourselves accidentally putting the piston on backwards, meaning it didn't go the direction we wanted to go the first we set "Directional".

These combinations work with the other switches too, but many Creators (even me) use the Magnetic Key Switch, because it's really helpful in activiting only when specific things are done. "Inverted" can be used on a launcherwhen you need to remove the Magnetic Key away from the Magnetic Key Switch, causing it to work. Or the Magnetic Key Switch can be normal (not tweaked) and instead use the Magnetic Key to activate the launcher, that way it shoots you up. Setting the Magnetic Key Switch to directional would immensly help, and this combination can be used with an emitter that activates with "One Shot" when a person goes near the Sensor Switch. This effect can create delays, perfect for the players to adjust before lift off.

Hope this helps.
2010-03-27 22:27:00

Author:
CyberSora
Posts: 5551


Cool, thanks for the info.

I could have used that info but unfortunately I lost all progress on my next level yesterday. (opening the level makes my psp crash.) :-(
2010-03-28 19:43:00

Author:
Xacktar
Posts: 33


Played again. PLEASE put gas at the part near the start of the ship where you can fall off. Please don't reason against it D: trust me. Also, your piston/sensor switch is wonky at the launch tube at the start of level, it doesn't activate the first time you go on it, then if you jump and fall back onto it shoots up(sometimes you fall through the platform)

IF you used a sensor switch to activate it check these things:

1. is it set to directional? DONT DONT DONT set it to on/off

4 stars besides tho
2010-03-28 19:56:00

Author:
Unknown User


Level Update!

-Better use of sensor switches(Thanks, CyberSora!) Mechanics improved:
---Launch Tube
---Cannon Loader
---Cannon Fire Switch
-New Mechanic added for falling from the bomb bay of the first airship just for paddy J.
-New environmental mechanics added
2010-04-03 03:03:00

Author:
Xacktar
Posts: 33


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