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Sack, The legendary - Challenge 2 - Morbidallia *Published*

Archive: 40 posts


http://fc06.deviantart.net/fs70/f/2010/091/4/d/4dbc01ef1a60878c5f4dd175c7ab3f3c.jpg

Sack, The legendary: Level 5 of 13 - Challenge 2 - Morbid bossLuos_Desruc


"Morbidallia"
Challenge 2 of "Sack, The legendary" series.
A storybased adventure that brings Sack to a world where sackpeople have not been seen for thousands of years.
Can be played with up to four players without any real problems.
I would suggest to play it offline for the best experience though.

Sack, the legendary - Challenge 2 Trailer:
Special thanks to LbpHolic!

http://www.youtube.com/watch?v=p_0W2kpQ57k

Story:
None, After working on the boss for four weeks I still loved every minute of him in playmode.
I thought it would be cool to give the boss his own "Level" so people who enjoyed him in "Sack, The legendary - Level 5 of 13 - part 2 of 2" can fight him again without having to go trough the whole level again.

Note:
I will be dead honest about this,
This boss is the result on a small conversation I had with Fij.
I thought he could really improve his boss in "Dead Sack Cave" and couldnt sleep that night.
So I came up with a very basic design for my own boss.
basically:
Moves up/down/left/right
shoots plasmaballs.
Original way of damaging it.
It ended in about 5 lines of text and a small drawing of the boss on paper.
(asci version of boss: (/) .. yes thats it)
four weeks later I was done, The logic was a pain in the ....
And I am very glad I created "Sarge" the huge gladiator in "Arena of the Gladiators" as his logic was the basis of what eventually would become "Morbidillia".

This was about a month ago, and did not even start working on Level 5 of "STl",
As I wanted this boss as a part of my level it sat there.. Waiting for me to pop up in play mode and trying to beat him.. Even after almost 2 months of playing.. I still love what I created.
I never expected the logic to be so hard.. but I can say that logic will probably never give me any problems again.


This is a challenge/bossfight level that is part of level 5 of "Sack, The legendary".

Difficulty: Normal, though the last part is near Hard.
Average playtime: Depending on your luck between a few minutes and 10 or so minutes.

Sack, The legendary: Level 1 of 13 (https://lbpcentral.lbp-hub.com/index.php?t=t=19564)
Sack, The legendary: Level 2 of 13 (https://lbpcentral.lbp-hub.com/index.php?t=t=19921)
Sack, The legendary: Level 3 of 13 (https://lbpcentral.lbp-hub.com/index.php?t=20502-Sack-The-legendary-Level-3-of-13-*spotlighted*)
Trailer for Sack, the legendary levels 1,2 and 3: http://www.youtube.com/watch?v=ZYx4TugKQQ4
Sack, The legendary: Level 4 of 13 (https://lbpcentral.lbp-hub.com/index.php?t=21990)
Trailer for Sack, The legendary level 4: http://www.youtube.com/watch?v=nhL0mSWnyrw
Sack, The legendary: Level 5 of 13 (part 1) (https://lbpcentral.lbp-hub.com/index.php?t=24726)
Sack, The legendary: Level 5 of 13 (part 2) (https://lbpcentral.lbp-hub.com/index.php?t=24729)

For the whole project,
check out: "Project Legendary" (https://lbpcentral.lbp-hub.com/index.php?t=t=19616)

I would like to thank my friends and family for putting up with my endlessly endless timespending in the LBP editor.
I would also like to thank Adipose for having some patience and letting me finish this massive beast called STl 5.
Thanks for comph on helping me getting the "Sinking" platform basics right

Also lots of thanks to everyone who helped me test the levels..
Shuluu, Fred, Judy, Draakje, Ladylynn and many many more.
Thank you for making my endless hours in the editor less dull,
and all of your anthousiasm every time one of you entered the editor gave me a huge smile on my face.

Enjoy!
Any comments, reviews and head-up's for problems in-game are appreciated!
I would also like to know what you people think of the conversations in-game.


Extra's
My first boss.
When entering the level, you can choose to go left for a small tutorial on how the log-canon works.
When acing the level you will get the (very) basic version of the boss.
Its the one I created after day 1 of this project.

What's so special about this boss?
Well.. click here!:


*mouth opens/closes
*Moves left/right
*rotates 180 degrees left/right (for smoother movement as its an organic boss)
*Moves up/down
*Short intro animation with boss starting to lower, glow and scream at sack (view will shake)
*Shoots 3 kinds of plasmaballs (depending on how often it got hurt) (will open mouth to do so)
*Has light on its head that will "power up" before releasing a storm of plasma balls.
*Screams each time you hurt it with the "Log-Cannon"
*after each two hits from the "logcannon" the difficulty increases.
*Boss will move faster, shoot faster plasmaballs, different movement-loops.
*boss will start bleeding more and more after each hit.
*When boss is hurt and screams, cam will shake and revert to original position after boss is recovered.
*Boss will scream and explode after final hit.

*Logcanon has three lights, red, yellow green.
*when its red its obviously empty, a cooldown timer starts.
*When cooldown is finished, light will turn yellow.
*A carrier will get a log (emits one out of view) and brings it to the canon and reloads it.
*Canon will now emit the green light, its ready to shoot.
*You have to pull a grab to activate canon, shoots log.
*(Canon is rusty, ocasionally the grab will be hard to pull)
*when log hits Boss itll activate the boss its hurt animation,
*log will partially dissolve to give a "it broke" effect.

two platforms in the level will "break" partially each time you hit the boss,
making it harder to take cover from plasma balls.



Build time level 5 part 1: 2.5 weeks.
Writing mouths/timing mouths/retiming mouths/improving grammar/re-improving logic: 1 week.
Build time level 5 part 2: 1.5 week. (minus boss)
Build time boss: 4 weeks.
Build time boss level: 1 day.


Please note:
I published test versions of this boss to see what I could improve and to get some opinions.
After 45 online plays it had comments like "Epic" and "Amazing" and was still on 5 stars without any influence from me whatsoever.
(and I havent created challenge 1 yet...)
2010-04-01 20:19:00

Author:
Luos_83
Posts: 2136


I can't wait to check it out tonight!!2010-04-01 21:26:00

Author:
RoharDragontamer
Posts: 397


lol. I guess I meant on Monday.2010-04-01 23:48:00

Author:
RoharDragontamer
Posts: 397


I remember playing the test level of this. Why are you publishing challenge 2 before challenge 1?2010-04-02 08:03:00

Author:
Arctos13
Posts: 258


I could name it challenge one, but looking at the first four levels.. I think I could make a cool run/speed challenge out of the 4 Races that would fit the first four levels.

You could also ask.. why is it still 13 parts while level 5 is 2 levels big.
(I am just lazy and dont want to revert all the 13's into 14's )


edit:
Got me a "Trailer", or more.. me and Judy being butchered by the boss
so updated first post!
2010-04-02 12:20:00

Author:
Luos_83
Posts: 2136


Allright, and this level is now published as well!
Keycode is still 2446!
2010-04-04 20:57:00

Author:
Luos_83
Posts: 2136


I just tried this one out. I really loved the atmosphere in this one. I thought the design was great, and everything worked really good. I must admit I haven't tried any of the other levels in this series yet, but after playing this I'm going to. My only complaint is that I think it takes a little too long to reload. I was waiting around a lot. I think if you could speed that up. It would be a little more fast paced, and get the old adrenalin pumping! Great work!!!

Could you give me some feedback on my LBP Paint Factory?

Thanks
2010-04-05 00:38:00

Author:
smasher
Posts: 641


Well, I just finished playing it, and realized there is a tag missing in LBP, and that tag is "Elegant". As usual, your environment is simply beautiful with an incredibly well balanced attention to detail. I thought it was awesome the way Morbidillia increased her attacks as she took damaged. I also thought it was great that the "safe" platforms got progressively smaller as the boss took more damage as well.

I'm not sure if I agree with your decision to use an unlimited life checkpoint in this case. Usually, I'm a strong proponent of them, but as this is sort of a modified survival challenge level, I was disappointed that I could simply sit there and die until the weapons recharged. There is really no point to having the "safe" platforms and the logic to decrease their size with an unlimited checkpoint. I also think the reloading sequence could be a touch faster, but I'm not sure I would if there were limited lives. It would be a challenge to jump and avoid the attacks of Morbidillia as you waited for reloads.

Regardless of my minor complaint I still gave it 5/5 plus a heart.
2010-04-05 00:44:00

Author:
RoharDragontamer
Posts: 397


I did have a non infinite lifes checkpoint, the problem with that is, if you are with more than 2 players, you go trough the 6 lifes one in a matter of seconds in some occasions.

I might reconsider and re-add the 6 lifes checkpoint.

I dont want to speed up the canons for two reasons..
1. Avoiding the boss is part of the challenge. (this would be better with the 6 lifes checkpoint though)
2. i worked 4 weeks on it, you better look at it

thanks for trying the boss out.
Ill check paintfactory first thing tomorrow!
2010-04-05 01:10:00

Author:
Luos_83
Posts: 2136


AWESOME! Easily one of the best bosses I've played in LBP. I found myself cursing a bit when the cannons were slow to reload, but I guess the reload time is part of the point, huh? I think an infinite life checkpoint works well here, given that the ultimate goal is speed. I plan to play again to get a better score.

Overall, very well executed, which must have been very difficult given the bugs that still pop up from time to time in the level creator.

If I had to say anything negative at all, I found it extremely difficult to get down the timing of dodging and returning fire while I was using the left cannon. (Note: May just be a personal problem!) Several times I'd either die or be too late to pull the trigger so that I'd miss. Meanwhile, I had absolutely no problem while using the right cannon. I'll play again and try to figure it out. I think it's just something about the timing and pattern of the shots on the left side that throws me off.

5 stars and a heart (so I can easily find it and play it again!)

If you're still doing F4F, please give my level (TRIAL OF SEASONS - SUMMER) a try. I'll have it published first thing tomorrow morning. Thanks! LINK (https://lbpcentral.lbp-hub.com/index.php?t=24931-TRIAL-of-SEASONS-SUMMER&highlight=trial+seasons)
2010-04-05 03:06:00

Author:
Sickivionkey
Posts: 70


I did have a non infinite lifes checkpoint, the problem with that is, if you are with more than 2 players, you go trough the 6 lifes one in a matter of seconds in some occasions.

I might reconsider and re-add the 6 lifes checkpoint.

I dont want to speed up the canons for two reasons..
1. Avoiding the boss is part of the challenge. (this would be better with the 6 lifes checkpoint though)
2. i worked 4 weeks on it, you better look at it

thanks for trying the boss out.
Ill check paintfactory first thing tomorrow!

Keeping the infinite life checkpoint for part 2 makes sense, because restarting that level would really suck. But for the boss level, I don't think it's that big of a deal to restart, and I think it would make it much better because we would actually have to play it the way you intended it to be played.

I would really like to get your input on my Pyrostilskin's Cave (https://lbpcentral.lbp-hub.com/index.php?t=24672-Pyrostilskin-s-Cave) level. Smasher's Paint Factory is certainly worth a look, as well!
2010-04-05 05:22:00

Author:
RoharDragontamer
Posts: 397


I wrote down both levels and after I do my chores.. (cleaning house/emptying kitty litter bins etc etc)
I will play your levels.
You might have the review within 2 or 3 hours!
2010-04-05 12:44:00

Author:
Luos_83
Posts: 2136


* re-added the double life checkpoint, removed the infine life checkpoint.2010-04-05 18:55:00

Author:
Luos_83
Posts: 2136


I'll have to try again with the double life checkpoint. I've got the rest of your library of levels on my list as well...

Thanks for the helpful feedback on my level BTW.
2010-04-06 02:05:00

Author:
Sickivionkey
Posts: 70


I played 2 of your levels yesterday, part 1 & 2. I must say they were really good! The story just kept me focused and the atmosphere of the level was lovely! The flower bombs were fun!
The boss was a great idea!!! It was fun, some bosses are hard work and end up being boring but yours was great. Very well thought out. I bet you enjoyed making these levels as they are very interesting to play! 5 stars and a heart Keep up the good work!
2010-04-06 10:12:00

Author:
Fenderjt
Posts: 1969


Thanks Fender,
I am gonna delete all the levels though..
some retard fu-in a-hole with a degree of being mentally aborted at the age of 7 have been spamming my levels with 1 stars..
so they are down to three....
thats just not possible...

Ill think about republishing them, or keeping them all at bay untill its all done..
because.. today.. Ive had it with retarded low educated morons who are to friggin stupid to even understand what "Changing layers", "Press R1" or "Grab" means.. Let alone that their infantile braincapacity makes it impossible for them to read words unless that specific word is "Durrrrrp".
This is the first time I would actually want to go out and just punch a kid in the face.. and hard.
Preferable I'd also bishslap his parents to hopefully activate the one dormant braincell that makes them actually raise their kids instead of making their kids as infantile as a baby moose trying to eat a mountain-lion.
2010-04-06 11:11:00

Author:
Luos_83
Posts: 2136


Omg thats horrible! Why would someone want to attack like that, they are just bored idiots!
I have the same problem, whenever i publish a new level now, it goes down to 1 star straight away. It takes me a good few hours to get it back up to 4.
The best thing for you to do is lock them and offer the key to friends only, once it has been published for a day, unlock it maybe and hopefully no one will be bothered to come back to bring it down?
2010-04-06 12:36:00

Author:
Fenderjt
Posts: 1969


The levels are unlocked again, sorry for the inconvienience!2010-04-15 17:16:00

Author:
Luos_83
Posts: 2136


Hey Luos, If you know me (you don't ) You would know how much I love creating bosses. But a one that took FOUR weeks? :eek: that's new for me. I got to play this!
(BTW, what did you think of my level's bosses when you played it with adi? I think I did a pretty good job as that was only my third serious level(BTW I reworked the first one so it's less pain in the... now).)
2010-04-15 18:32:00

Author:
Arradi
Posts: 183


Hey Lous!

I spent a day and played through all of your sack the legendary levels, they were awesome! Each one made me want to play the next one. I love how you start right where you left off (even have a little camp set up). It's hard to say which one is my favorite since they were all so good!

Now for the boss, I thought it was very unique and well done (which is what i expected after playing through the five levels to get to it). I like the mechanic of having to jump back and forth to activate the canons. I also like that the two platforms you have that are out of the attack range slowly sink and also get smaller every time you hurt it.

My comments are that it takes a loooooooooong time for the canons to reload. I often had used both and was just hopping back and forth from the front layer to the back layer. It made the fight a little boring. Also, since it had the same attack that just got more intense, I already knew how to dodge it. Maybe if it added something new to keep you busy if both cannons are reloading?

The other thing is (and this to applies all boss fights in LBP even my really bad one) is the use of an infinite checkpoint. Just wanted to know your thoughts on it. As it does take away from the boss fight since you don't need to worry about dying, yet at the same time, if a player did die they would probably give up and not play through the whole level again.

(of course you may have done it in the level that is dedicated to the boss, I only experienced the boss by playing through level five)

If you get a chance, i would love your feedback on my Retro Retribution level. You and Adi have become two of my favorite creators and I would love to know what you think about it.
2010-04-15 19:52:00

Author:
shebhnt
Posts: 414


A review from a guy who hasn't played your levels (yet), and hasn't played this boss with an infinite checkpoint.
As usual I'll note stuff as I play then summarise.

- First time. After playing after the tutorial, I got in one shot in before I lost all my lives.
- Second time I hit him 4 times.
- Third time I hit him 3 times.
- Fourth time I hit him 5 or 6 times, down to my last life in a corner and got spammed by large yellow plasma. I guess you -really- need to use those back layers, quickly.
- Fifth time got down to the smallest back platforms, he was still going! He can spam the whole width of the centre platform so you have no where to go as you can't outrun it. Lost that life. Next life I jumped and got knocked into front layer because of the beastie and died from gas, spawned again and died from plasma, then fell in gas trying to avoid more plasma.

- Sixth time. *serious face*. Yes. finally got him. I may have hit him twice with one shot, is that possible?
Now I don't know what the hell to do. The magic mouth goes by too quick, and occasionally pops up and retreats. I was down to my last life and I wasn't going to test the water. I have about 3000+ points when I kill him but since this is my last life I just want to finish. The combined reading of 1/3 of the magic mouth each time said I could go in the water.
I could have gotten 11k+ in points if I could had read that magic mouth first time.
The worm is cool. Optional keys are even better. The magic mouth is still popping up and down, and I still hear roaring while I run past the barnacles.
I turn prizes on because it would be nice to get something for my trouble.
I wasn't paying attention and I don't think I got a prize. I checked my community items and I didn't. I would have settled for the funny worm.


- I would put checkpoint in front layer, as it was annoying to switch layers after my forth attempt. Or at least straighten up that back wall so sackboy doesn't run up it adn switches foward automatically.
- It would be nice for the boss to have an HP bar, (he keeps getting stronger, the terrain becomes weaker, you have less and less lives = exponential difficulty curve) and you don't know how much further you have to go. I was expecting for the back layers to go completly (making it impossible, or at least highly inprobable) and would have quit if that happened.
- Sometimes when trying to jump from layer to layer in the front, sackboy would automatically shift to the sinking layer behind and die. Only happens when the back platforms are wide at the start.
- Would also be nice if you had a percentage bar on the guns. I think it is too slow to rely on 3 lights alone.
- The paintball drool/blood was an awesome idea! Probably my favourite part of the level.
- The back layers slowly shrinking was nice.
- Does get kinda laggy.
- Should be noted that I switched to my glowing skeleton skin to make it easier to see sackboy, god help the player who uses the default brown knit.
- Sometimes (happened twice in all my attempts) the grab switch sponges would get kinda stuck and take longer than usual to fire, missing the beast. Might be the position they are grabbed, idk.

Phew.
Great boss, I can't recall a boss that I have liked more than your guy.
Nice atmosphere, even though it can get a little dark.
Your characters look interesting so I'll make a note to play the first level in your series and continue them if I like it.
Great level overall even with my nitpicks.

(my f4f link in sig)
2010-04-16 08:48:00

Author:
midnight_heist
Posts: 2513


Hi Lous, I played you level a couple of times two days ago. And finally I got time to post my thoughts.

I think the boss is great, it's really funny, and I found it neither too hard nor too easy. First time I beat it, but second one I could not with it Perhaps its little bit hard, but I think you should not change it too much. Little bit challenge is good .

:star::star::star::star::star: and marked great.

Going little bit more into detail:

GOOD THINGS:
- the atmosphere is good and in general the visual aspect is really good
- the option of a tutorial es really helpful. Great idea
- the difficult is correct. Perhaps little bit difficult taking into account there are not infinite lifes
- the especial effects of the boss (e.g. the movement of the camera) are great
- the rockets you have to use, instead of a paintator, are a great idea. In fact, I'll think how to stole the idea for my levels

THINGS YOU COULD CONSIDER
- For some reason, the level seemed to be really heavy. It looks like the engine of the game is not capable of handle all things moving at same time. The fact is that all movements were like seen through a slow motion camera. That is really annoying. Perhaps has something to do with my lame Internet connection... do someone else have this problem? If so, I think it is an actual problem of the level that you should consider seriously.
- why do the boss shoot plasma balls? I mean, it's a biological beast, isn't? Plasma balls are more for mechanical vehicles. I have been thinking about it, and I had an idea. Perhaps could be good that the beast spits poisoned seeds instead of plasma balls. That does not change too much the boss, but it would make it more coherent. You could still change the color of the seeds and the amount of them as you hit more and more times the beast. Furthermore, playing around the material and the time the seeds take to disappear, you can further adjust the difficult. Let me know if you take this idea into account in future updates
- The effect when you hit the beast is good, but little bit delayed. Can you add some kind of explosion to the rockets? The problem is that it's not obvious when hit the boss. Well, it does something, but takes few seconds. The effect of hitting the boss should be instantaneous.

BTW. If you have time, I would like to know you opinion about my last level. You don't have to do if you don't want, but I would really appreciate it, as I have taken into account your former suggestions regarding the plasma balls in the tank.
2010-04-16 15:17:00

Author:
onturenio
Posts: 138


Hey there. I tried this levels a few days ago, when I saw it on the Cool Rankings. It had only got 90 plays, but many hearts, so I tried it. Here are some of my positive reactions on the level:

- At first, I thought the layout for was great. The spirit of the level was well-carried-out. It reminded me of another level about bees.. The visuals in this was way better.
- The bees had a great design, and fun to ride on.
- The boss was amazing. Great originality.

The only thing, that I found slightly boring, was the long conversation with the Queen. Maybe it was just because I hadn't tried your other levels.

Would you like to play my F4F level, when you get time? Link here:

https://lbpcentral.lbp-hub.com/index.php?t=24798-Dragon-Ball-First-Book
2010-04-16 15:23:00

Author:
ghik16
Posts: 311


- For some reason, the level seemed to be really heavy. It looks like the engine of the game is not capable of handle all things moving at same time. The fact is that all movements were like seen through a slow motion camera. That is really annoying. Perhaps has something to do with my lame Internet connection... do someone else have this problem? If so, I think it is an actual problem of the level that you should consider seriously.


Hey. It's a long time since I tried it, but I really don't think I experienced lag in the level. Maybe it is something with your internet connection. I didn't experience lag.
2010-04-16 15:26:00

Author:
ghik16
Posts: 311


Yeah, maybe, although I played alone, not on line... In fact this uses to happen to me when I play in levels with water. Perhaps there is something wrong with the water and slow Internet connexions...2010-04-16 16:35:00

Author:
onturenio
Posts: 138


If your ps3 is old, it tend to stutter/lag more.
Just like mine.
but the boss is moving fine with mine though.
2010-04-16 16:40:00

Author:
Luos_83
Posts: 2136


Not really. I got it on Christmas, and it's the new model, PS3 slim.2010-04-16 17:01:00

Author:
onturenio
Posts: 138


BTW



- The paintball drool/blood was an awesome idea! Probably my favourite part of the level.


Yeah, I agree, that's cool .



- It would be nice for the boss to have an HP bar, (he keeps getting stronger, the terrain becomes weaker, you have less and less lives = exponential difficulty curve) and you don't know how much further you have to go. I was expecting for the back layers to go completly (making it impossible, or at least highly inprobable) and would have quit if that happened.


Yes, I think some indication of how much damage the boss has received would be desirable. I have a level, actually a tutorial (not published yet in showcase) where I give an example of a life bar similar to those in street-fighter-like games. The level is call "Tutorial: Logical devices in LBP"
2010-04-16 17:26:00

Author:
onturenio
Posts: 138


I dont want to use a lifebar,
the reaction of the boss is good enough.

And believe me i know how to make lifebars.


Yes, I think some indication of how much damage the boss has received would be desirable
If you hit it four times, you hit it four times, why would you need an indication that it has been hit 4 times?
its not like the log does an average of 2225 damage or something like that.
The blood and the screaming is enough indication that you are killing it.
2010-04-16 18:01:00

Author:
Luos_83
Posts: 2136


If you hit it four times, you hit it four times, why would you need an indication that it has been hit 4 times?


What I mean is, Ok, you hit it four times, which is ???% of the total you need to hit to beat it. But it's ok if you leave as it is now, don't get angry
2010-04-16 18:12:00

Author:
onturenio
Posts: 138


oh sorry didnt mean to sound angry!
I will take all of your advice when I am working on my next boss!!
2010-04-16 18:58:00

Author:
Luos_83
Posts: 2136


This is amazing!
It puts my endboss of Red Eagle 2 I worked for a measly week on to shame!
The effects are awesome, visuals great, damaging original, etc etc etc... It's a kinda hard, but nothing impossible. Although the plasma balls have a little lag on me--- It turns out really luck-reliant. But, I got the high-score! 13 804, In your face, other people!
Luos, you truly are the master of teh visualz! I think I'm going to play your other "Legendaries" just because this one boss is so great.
2010-04-16 19:14:00

Author:
Arradi
Posts: 183


thanks man, really appreciated! congrats on the highscore, it seems now I have to try and beat you lol!2010-04-16 19:22:00

Author:
Luos_83
Posts: 2136


This is amazing!
Luos, you truly are the master of teh visualz! I think I'm going to play your other "Legendaries" just because this one boss is so great.

Yeah, I agree
2010-04-16 21:43:00

Author:
onturenio
Posts: 138


Ill check most of the f4fs tomorrow,
Gonna take a long nap!
2010-04-17 01:42:00

Author:
Luos_83
Posts: 2136


Hi again. First of all, let me tell you I'm playing your levels and they are really cool. Not onle visually awesome, but also the gameplay is original and well balanced. Congratulations.

And now, I have a doubt, and perhaps you could teach me something How to yo create the final explosion once you beat the beast. Emitting bombs? It's great, and I would like to do something similar for the final explosion of my boss.
2010-04-19 12:04:00

Author:
onturenio
Posts: 138


I emitted bombs with magnetic keyswitch on them, the boss itself has the corresponding color magnetic key on his face,
so when the bombs are moving away from the boss their switch is activated and does boom.
2010-04-19 12:52:00

Author:
Luos_83
Posts: 2136


Ok, I see... thank you.2010-04-19 16:15:00

Author:
onturenio
Posts: 138


OK, this IS the best boss level I've ever played on LBP (It even beats the collector) . I could tell you put a whole lot of effort into this, there was so much stuff goin on at once, it felt like I was playing Donkey Kong or Super Mario and I was at the final boss. I really liked how it actually took time for the shooters to reload, it added a whole lot of suspense to the challenge. The boss was very detailed too, and was in all ways original. Keep up the great work Luos.

I rated it :star::star::star::star::star:.
2010-04-27 22:55:00

Author:
X-FROGBOY-X
Posts: 1800


Thanks froggy, really appreciated!2010-04-28 12:57:00

Author:
Luos_83
Posts: 2136


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