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Fat Chipmunk

Archive: 41 posts


Fat ChipmunkElvenbane
A greedy striped rodent has inadvertantly plugged up his burrow entrance with acorns and now needs your help getting back inside.
Even the ordinary becomes an obstacle when your sack-person is no bigger than a honey bee in this forest themed puzzle/platformer. Find all 8 hidden gold acorns for points and um fame and glory?!?

Have fun, comments appreciated.

* I'm pretty happy with how my bees and spider webs turned out...
2010-05-04 16:58:00

Author:
fullofwin
Posts: 1214


This is an absolute gem of a level. It has all the amazing artistry we have grown to expect from you. The first section of the level in particular captures brilliantly the feeling that Sackboy is a small creature in a much bigger world. And this world is such a beautiful one. The opening forest scene has got to be one of the most gorgeous in LBP.

Then there are the insects which Sackboy encounters along the way. I was absolutely blown away by the bees, the beetle and the spiders. I loved the use of feathers (I think!) for the spider?s legs. I have no idea how you made the bees ? the sting in the tail is a great touch btw. In fact your use of different MM objects and decorations is masterful. Using the bear?s nose to make your beetle is just ingenious. The stickering is beautiful throughout too ? really ?painterly? if that?s a word!

The level also has a good combination of platforming and puzzles. I enjoyed hunting down the 8 golden acorns and once I?d got the hang of your catapult that section was fun too, though I did wonder whether there should be a cheer sound effect for succeeding as well as the ?aawww? one when you miss. I loved getting caught in the spider?s web ? that was really unexpected and hearing the spider descending from above gave me a moment?s nervousness. The level is not without it's hazards either. That beetle may look cute and innocent but he has a very lethal horn and those flower slides require delicate handling.

The level was not long but with the hunt for the acorns and just gazing at the scenery, you certainly don't feel short-changed. One of the most charming levels I've played in a while. Oh, and I can?t end without saying how cute your chipmunk is, lol and I loved his thought bubbles!

:star::star::star::star::star: and <3
2010-05-04 22:38:00

Author:
shropshirelass
Posts: 1455


Gorgeous.... You use stickers and decorations in ways I've never seen before.

Couple things - the part where you drop the acorn onto the catapult. The acorn fell onto the grass, which made it really difficult to move it onto the catapult because I kept grabbing the grass.

It wasn't obvious at first that I needed to bounce on the branch because I thought I needed to get on the bug raising and lowering on another part.

Awesome job!
2010-05-04 23:22:00

Author:
CCubbage
Posts: 4430


You know what I'm going to do?
IMMA PLAY IT ASAP..
and brb with comments
2010-05-04 23:30:00

Author:
Chump
Posts: 1712


One more thing. My son was just playing it and the part where you get back to the beginning (you can see the first check point to the right). He went to get the checkpoint and had to start over. You can get through back to the beginning to the right.2010-05-05 00:38:00

Author:
CCubbage
Posts: 4430


Shropshirelass,

Thanks so much for the kind words...and most of all for helping me get this level to a playable state before inflicting it upon anyone else here! It has the best play/complete ratio of all my levels. If painterly wasn't a word before it is now. The acorn catapult now includes a celebratory sound.

CCubbage,

Thanks to both you and your son for playing.

I think I've finally blocked moving in either direction between the start and burrow entrance. It's definitely confusing and poor level design on my part.

With regards to the catapult acorn landing on the grass...it's not grabbable (you have to push it) so I didn't think the grass being grabbable was a problem. I did do a little terrain deformation which should prevent plane shifting when pushing the acorn and make things less annoying.

For the part where you weren't sure where to go...do you mean the green sprung bolt branch with thorns below the first bee with flapping wings? I do have a green arrow showing the direction to go there there...so I'm thinking you mean somewhere else...

Thanks!
2010-05-05 01:41:00

Author:
fullofwin
Posts: 1214


At the begginning i was able to jump and grab my way to the end, popped myself of course to play it right. On the acorns catapult it landed between a rock and the blade of grass guarding the burrow entrance >< couldn't finish

EDIT: oh hehe nvm continuing will update

EDIT: Great level, best scenery and sticker usage ive seen yet! 5 stars heart and creator heart!
2010-05-05 01:57:00

Author:
Littlebigdude805
Posts: 1924


With regards to the catapult acorn landing on the grass...it's not grabbable (you have to push it) so I didn't think the grass being grabbable was a problem.
If something can't be grabbed, holding the grab button will keep you from plane shifting while pushing an object, but if the terrain you're on can be grabbed it prevents pushing a non-grabbable object. But it sounds like your solution will work.


For the part where you weren't sure where to go...do you mean the green sprung bolt branch with thorns below the first bee with flapping wings? I do have a green arrow showing the direction to go there there...so I'm thinking you mean somewhere else...
Actually, that's exactly where it was. I saw the arrow and was wondering how to get up there, but failed to notice the branch was on a sprung bolt. So noticed the leaf on the right that I could get up on to jump up to the bug floating up and down. From that point I kept concentrating on grabbing that bug thinking I had to somehow swing up. It's just one of those silly things a player may do because it looks possible and more obvious than jumping up and down on the limb, so I thought I'd mention it. Once I realized I could jump up and down to bounce, I felt "gee... THAT was obvious! I should have noticed that!".
2010-05-05 01:59:00

Author:
CCubbage
Posts: 4430


CCubbage,

I learn something new about LBP all the time...I had no idea about grab stopping plane shifting. Oh well, my solution doesn't require knowledge of these fancy advanced techniques of yours! Sprung bolt foliage forever!!!

Littlebigdude805,

Thanks! Sounds like you realized you can keep getting acorns for the catapult until you get one in? I'm not worried about anyone duplicating your climbing feat and going the wrong way at the start...I'd be worried if you thought that was what was expected!
2010-05-05 03:01:00

Author:
fullofwin
Posts: 1214


Wow, the pics look awesome for this, I'll play this.2010-05-05 15:50:00

Author:
X-FROGBOY-X
Posts: 1800


The visuals, use of decorations and stickering on this level is fantastic, the amount of detail is excellent. The creatures look fantastic, and set against the beautiful design of the background, it really brings everything to life. I loved the spider, again, excellent use of the decorations and stuff LBP gives you. The platforming sections are well thoughtout and fit in with the setting perfectly. The section where you get the beehive looks fantastic, its really well stickered (no suprises there), the camera angle is spot on and the lighting superb. I loved the little catapult idea, really well implemented, although I was'nt keen on the sound effects. Cave looked awesome, and the web is brilliant, you got some nice puzzles to match the platforming.

A couple of things, I had the same problem as CCubbage, I thought that the platform behind the flower at that bee was the way to progress, so tried for ages, its only when I fell off that I realised the branch moved. I'd add a sound effect on there to attract attention, and remove the platform behind the flower or block the player getting to it. Invisible thin gas would cover it completely.

Those flowers you use to move down the tracks were a little jerky when they moved

You got a bit of dark matter, after the bee's hive when you grab your way down, its on the last section before you swing on the bees.

Probably one of the best looking levels I've played lately, really well designed and a blast to play.

***** and hearted.
2010-05-05 15:55:00

Author:
GruntosUK
Posts: 1754


Thanks GrantosUK,

> I loved the little catapult idea, really well implemented, although I was'nt keen on the sound effects.

I have no particular attachment to the current sounds...any suggestions for better ones? I believe I'm currently using the following:

Get acorn - Tubey Thonk
Launch acorn - Catapult noise
Miss - Crowd noise (don't remember exact name...some sort of displeasure/failure noise)
Hit - Stoney collapse followed by Hah Zah

> A couple of things, I had the same problem as CCubbage, I thought that the platform behind the flower at that bee was the way to progress

I'm going to have to stare at this part again...you had to hop on the vine to get to the platform behind it...didn't it bounce then? Not sure what sound would help here...I'll have to see what I can do about tweaking this section. I didn't understand the invisible thin-gas suggestion (or even know how to make thin gas)? Also attached is a quick sketch to make sure I understand the right area if you would be so kind as to confirm (sprung bolt parts in purple).

> Those flowers you use to move down the tracks were a little jerky when they moved

Yes, I'd originally intended something completely different for these that just didn't pan out. What I have now is basicially upside down and the sack person makes it top heavy...the original plan involved pushing one. I've heard this criticism enough times now that I think I need to address it.

> You got a bit of dark matter, after the bee's hive when you grab your way down

Cool, and easy one. Can't wait to get home from work to start tweaking stuff.

> really well designed and a blast to play.

Haha, thanks! If this level appears designed in any way it's purely coincidental I assure you...
2010-05-05 17:44:00

Author:
fullofwin
Posts: 1214


I'm going to have to stare at this part again...you had to hop on the vine to get to the platform behind it...didn't it bounce then? Not sure what sound would help here...
I can tell you exactly what is wrong with this section.... all you really need to do is move that flower with the little platform on it up a bit. The reason people will have a problem with this area is earlier you get used to hanging on the bottom of bugs - so when you see that little piece of material to the right and the bug moving up and down, the first thing you think is "hey, I need to somehow get on that bug to get on the platform above".... and it never occurs to the player to bounce (which the player hasn't been trained to do anywhere else in the level up to that point).

Simply move up or get rid of the flower with the piece of material behind it, and the player won't be distrated by it as a solution. You could also use a think piece of material to glue the flower to so the player can't hop up on it.
2010-05-05 18:37:00

Author:
CCubbage
Posts: 4430


> I loved the little catapult idea, really well implemented, although I was'nt keen on the sound effects.

I have no particular attachment to the current sounds...any suggestions for better ones?

It was the hit and miss sounds, they didnt really fit with the rest of the level I didn't think. I don't really know what to suggest in there place to be honest. Its not a real issue though


I'm going to have to stare at this part again...you had to hop on the vine to get to the platform behind it...didn't it bounce then? Not sure what sound would help here...I'll have to see what I can do about tweaking this section. I didn't understand the invisible thin-gas suggestion (or even know how to make thin gas)? Also attached is a quick sketch to make sure I understand the right area if you would be so kind as to confirm (sprung bolt parts in purple).

Yeah thats the section. I didnt notice the vine moving at first, when I saw the floating bee I thought that was the way up, theres a tiny little platform behind the flower that you can jump on, I just thought that was the way. Maybe the creak sound would work? Invisible thin gas is a glitch, I just found it myself thanks to jww and comph. It stops people layer changing. It can still be selected and moved, is completely invisible and does'nt make a sound. You can move it over other layers like regular gas without it deleting anything. A simpler way would be to remove that little platform though. I wouldnt have mentioned it if CCubbage had'nt had the same problem (I played the level before I read the comments BTW so was'nt aware anyone had had the same problem).


Yes, I'd originally intended something completely different for these that just didn't pan out. What I have now is basicially upside down and the sack person makes it top heavy...the original plan involved pushing one. I've heard this criticism enough times now that I think I need to address it.

A little sliver of glass on the track and flower will solve the problem I would have thought. This is'nt major either, they certainly didnt break, they just looked a little odd


If this level appears designed in any way it's purely coincidental I assure you...

You've done an excellent job then
2010-05-05 18:38:00

Author:
GruntosUK
Posts: 1754


That thin gas sounds really useful, I've always made spaced invisible dark-matter bars to prevent plane shifting...which can be a pain when you have to select/modify them...and I find I usually have a need to do this in at least one place on every level.

I know exactly what you mean about the sounds...I didn't really want anything "un-natural" but felt I had to have a "failure" noise or you might think getting the acorn to the higher level was enough...the success noise is then required for symmetry! I had played around with a bunch of animal noises, etc. but was unable to convince myself that they were appropriate or would convey the desired meaning. I'll probably make another pass through the sounds and maybe use something like the basic task completed/failed sounds and see how they work out.

Oh that platform!!! I thought you were referring to the non-sproingy part of the vine; it will definitely go. I should definitely be able to improve this spot now, thanks a bunch!
2010-05-05 19:58:00

Author:
fullofwin
Posts: 1214


I played this a while ago, the stickering and use of decorations was absolutely amazing! I loved taking the stickers off your sceney and going, Wow! I never would have thought to use that sticker. The golden acorns looked cool, and I felt like I was actually in the woodland area, you are great with atmospheres. The bumble bee hive looked really cool, and I loved the bumble bees. All of the characters in this level were great, from the cute chipmunk to the spooky spider. I think I found four or five acorns. Overall, this was an ingenious evel visually. Keep up the great work, by the way, your username fits you, you are full of win.

I rated it :star::star::star::star::star:, and gave it a <3.
2010-05-05 20:14:00

Author:
X-FROGBOY-X
Posts: 1800


Wow!! your level has been impressive, the environment, design, detail, every line represented an excellent way, I've nothing left to be desired at this level, the squirrel great, spectacular insects, you really are a good creator, logs twisted give a view as if 3D, and I loved it, the thorns on the stems, and the dynamic way that you've found the development of the subject are fascinating.

I liked you to do that game with insects and discover each acorn was increasingly disturbing, the part where you use the trunk to throw it is quite fun, there's nothing more to say after reviewing one of your other levels do you become one of my beloved artists to have :star::star::star::star::star:and heart.

Congratulations is the best I've seen detailed work.
I would love to give me your opinion about my level, https://lbpcentral.lbp-hub.com/index.php?t=26126-Enchanted-adventure
2010-05-05 21:47:00

Author:
psyntens
Posts: 562


X-FROGBOY-X and psyntens thank you both for your comments and for playing! I really wasn't sure how this level would be received when I was creating it, that it's doing well has been a very pleasant surprise.

psyntens, I will definitely check out Enchanted Adventure tonight, the screen shots look really amazing and it appears to be exactly the sort of level I usually enjoy.
2010-05-05 22:20:00

Author:
fullofwin
Posts: 1214


This level is very well done. Very detailed and you knew exactly what you were doing. The chipmunk, the bees, the spiders, the beetles, the lady bugs, especially the webs were brilliant. Your use of materials and attention to the very littlest details is astounding. Same for the vines, the leaves and everything else.

There were some times where I didn't know what I needed to do or where to go next. One were the grabable flowers. There was something that looks like a platfrom by the grabable flower that I kept trying to jump to. I accidentally discovered the flowers were grabable when I accidentally pressed R1 after jumiping.

The acorn catapult was really brilliant too but I did not realize what I needed to do at first and then I saw the spotlight shining on the platform and that's how I discovered that's what I needed to do. I only got 3-4 acorns though . But overall, the level was brilliant.

:star::star::star::star::star: and a <3 for both the level and the creator!
2010-05-06 02:17:00

Author:
Whitemon
Posts: 57


Thanks Whitemon, glad you liked it!

I just published some changes that ought to help some. The red-herring platform before the flower slides is gone and the camera angle has also been changed. The direction arrow has been replaced by a sack-person between an up and down arrow that's on a piston to illustrate that you need to hop up and down. The sack person for the catapult instructions is now also animated to hopefully draw more attention to it.

For the catapult, it now uses the task complete/failed sounds...these work better but I could really remove them entirely as I've added what I like to call the chipmunk reaction cam. Chippy now pops up to let you know just what he thinks of your shot. Was fun trying to fit this in because I didn't want to use any mouths in this level which meant no cut-scene camera.

The flower slides are the same...that section is a lot more delicate than realized...my various attempts to make them slide better didn't go well...seems I got rather lucky the first time To add glass I was required to chang the tracks or they wouldn't stay where emitted, etc. Anyway I made a mess and admit defeat.
2010-05-06 05:05:00

Author:
fullofwin
Posts: 1214


Um... Scrubs is on in 20 minutes...

Okay, I've got time to play it
2010-05-06 16:50:00

Author:
Oddmania
Posts: 1305


lol - that was awesome! Icky bugs and spiders (in a good way). you have a way of making leaves that just wows me again and again. 5 stars & hearted. Love it.2010-05-07 07:06:00

Author:
Morgana25
Posts: 5983


Annoying platforming but the rest looked great. Very clever use of objects and decorations. Hardcore creativity. I don't even know what that means.2010-05-07 08:58:00

Author:
BasketSnake
Posts: 2391


Beautiful design here, the twisting trees and the wasps are particularly fantastic, although all the insects are pretty special.

I didn't have any problems navigating through except the one thats been mentioned with the grabbable flowers. It's probably because there's too many options for the player there, as at that point you're on a springy branch (do i go up?), there's a wasp (do i grab him?) and what looks like a platform to the left but is a actually a thin layer branch. The flower was the last thing i tried. It's no big deal but there's gas beneath you so you can be punished for trying to work out how to proceed. The simplest solution i can think of would be to attach a small slow glowing LED to the flower, so it automatically gets the players attention...?
2010-05-07 10:51:00

Author:
julesyjules
Posts: 1156


Morgana25

Thanks, I could probably use a lot more lights though right?

BasketSnake

Ha ha, guess I like annoying platforming! MisterVista seemed pretty annoyed by the platforming as well...I accidentally deleted one of his comments, it made me laugh. I thought this level was pretty easy...which part was the most annoying for you...the sprung-bolt vines? The plane switching in the bee-hive area is pretty odd I'll admit...but it's also automatic. Just curious, would you consider any of the platforming in the story levels annoying?

julesyjules

> The simplest solution i can think of would be to attach a small slow glowing LED to the flower

That sounds like a great solution, I'll have to try it and see how it looks, thanks for the suggestion!

* I noticed last night that Fat Chipmunk is on the in-game cool levels pages...too bad it's around page 25! lol
2010-05-07 15:52:00

Author:
fullofwin
Posts: 1214


Really lovely level. I thought visually a joy to look at. Made me wonder exactly how you done it too which I don't usually think! Very creative use of the tools given I have to say. The layer switching I only found a bit of an issue when I was at the spider and it's web part. I found if you jumped at just the right spot you could get stuck in front layer gaps of rock platform bases(is that makes sense ), the thin gas does sound like a really useful glitch so if you get some of that maybe cover up those.

Visual tweaks, I don't know how thermo is doing so can't say if these are doable but here's what I thought. Animation wise I thought there could be a little more to it at times. For instance the hive part, there is bees on it but they don't move at all which makes it look less alive to me. I thought a nice touch might be to put the wings on wobble bolts and have them occasionally flutter, would require some timing and logic but I think it would be a nice touch. There's one bee you are on and it moves you to another area near the end. Think it's going to the acorn catapult, I thought that too lacked a little bit of life almost. I was thinking you could pop the legs onto sprung bolts so they wobble a bit. Having said that not sure exactly how they are constructed but could be something to look into. This is just another thought could be completely useless lol but what if when you first grabbed a bee its buzzing got higher pitched for a split second before falling back to normal pitch? Not quite sure how to explain the effect but again it could add more life to the bees.

Overall I really enjoyed it still and gave it

:star::star::star::star::star: & <3
2010-05-07 16:48:00

Author:
OneEyedBanshee
Posts: 1370


OneEyedBanshee,

Thanks for the comments!

> The layer switching I only found a bit of an issue when I was at the spider and it's web part. I found if you jumped at just the right spot you could get stuck in front layer gaps of rock platform bases(is that makes sense ),

Totally makes sense as that part was very deliberate...I wanted you to think you'd gotten stuck in the spider web, lol! If you grab (R1) the spider comes down and you get released...I'm sure this has probably confused lots of folks but the play/complete ratio is over 50% so people must be able to figure it out eventually. The thin gas would help here though...then I think I could 100% guarentee that you get caught in the web. I assume there's a level published to get the glitched gas, I have to remember to look for it.

The bane of my existence is the shape/vertex thermo (are there really others?!?)...and it doesn't help that I did something very silly and wasted a couple of bars in this level...it's starting to overheat and it's too much work to go back and clean up my error. That said I do have a lot of flexibility about what I can change as long as it doesn't involve creating a lot of new geometry.

All good suggestions about animating more stuff...you can never do too much of that! If I remember correctly the wings for the top view bees are what was used to keep the body from exploding and the same goes for the legs for the front view bees. Since the wings do flap on all the front view bees, and many also move up/down on pistons, I think that's probably enough animation for them; I really should make at least some of the top view bees do something...maybe I'll just have them wobble/move a little which won't require taking them apart.

I also did consider doing something like what you suggest with the buzzing (chainsaw) noises for the bees. In particular the first bee you encounter is on a flower...I wanted the buzzing to be more intermitant. I may still look into this but I'm mainly concerned with smoothing over gameplay issues at this point (it's hard to let-go of a level and call it done...but I'm already planning my next level in my head).
2010-05-07 18:50:00

Author:
fullofwin
Posts: 1214


No lol I didn't mean there! I meant below the web. I did beat the level thanks! haha You sort of have rocks overlapping and such that there's a path up as you ascend them to get to the web centre, there is some gaps in between these rocks as they raise to form the upper parts, these I found you could get stuck in and have to jump down thus starting from the bottom again, a minor inconvenience really.2010-05-07 19:26:00

Author:
OneEyedBanshee
Posts: 1370


OneEyedBanshee,

Ah yes, I understand now...that's not a part I'd normally be doing any jumping, just running, which is probably why I've not had this happen to me. If I get a hold of the glitched gas I'll certainly add some here. Thanks for the clarification!

EDIT: I've incorporated most of the last round of suggestions. I don't think anyone will miss the grab flower slide now, the top view bees wobble, and I think I fixed the inadvertant layer change spot by the web. Also played with the bee noises, 1st bee has intermitant buzz (hopefully not annoying) and grab bee noise changes...it's pretty subtle though. Sadly the level lost it's 5 star rating overnight.
2010-05-07 20:35:00

Author:
fullofwin
Posts: 1214


Played it earlier today, and loved it!

Wow, I was blown away by the visuals, so beautifully and smartly done... really!
The plants, the leafs, the bees, the spider's web ...everything!

The level was really fun to play too!

Great work!
:star::star::star::star::star: +<3
2010-05-08 05:12:00

Author:
dajdaj03
Posts: 1486


I'm not really very good at giving constructive criticism but in this case I don't need to. What I would like to give is praise for your skill fullofwin, your work is sumptuously gorgeous!. I was totally in awe of it's beauty.

A magical level, I admire your talent. My only regret is that I didn't see your level sooner!

Icey
2010-05-14 19:35:00

Author:
IceMaiden
Posts: 1057


The best characters I have ever seen. They look like freaking MM objects.

- No points for finding golden acorns. Do you get anything for collecting all of them? Bug prizes perhaps?
- Leaf that falls while spider carries you up was distracting for me, and I thought it was a gameplay element until I held on long enough to see the arrow.
- Worst part of the level: When you jump and grab the acorn (which causes one to emit and fall) Behind the grabbable acorn, there are vines made from green sponge. 80% of the time, I automatically grabbed the vines then fell to my death by gas.
- After the spider lets you go, you need to jump over a hole, platform to platform, the trouble is you can't see sackboy on the first one due to a huge a$$ stalactite obscuring sackboy. Gameplay 101: Sackboy should always be as visible as possible while performing precise platforming.
- Also another layer switching problem (at the start of the fireflies) where you jump up through those 3 platforms on different layers. Doesn't layer switch correctly and you gas die in the back layer.

Visual skill is off the scale, and gameplay would benefit greatly from just a few small tweaks (mainly ease of layer switching).

I used that thin gas object in my one layer level, it works great!
Easy to select, you can corner edit it, no sound, no visual indication of it at all.
It's in my poppit if ya wan't me to send it to ya.
2010-05-19 00:00:00

Author:
midnight_heist
Posts: 2513


The level is visually artistic and the character designs is a top notch [especially the bees and the ladybugs]. The gameplay is good too and the search for acorns are awesome [It's a shame I only collected 3 of them]. It is a visual masterpiece and I see how the level has been spotlighted.2010-05-19 00:46:00

Author:
JustinArt
Posts: 1314


The best characters I have ever seen. They look like freaking MM objects.

- No points for finding golden acorns. Do you get anything for collecting all of them? Bug prizes perhaps?
- Leaf that falls while spider carries you up was distracting for me, and I thought it was a gameplay element until I held on long enough to see the arrow.
- Worst part of the level: When you jump and grab the acorn (which causes one to emit and fall) Behind the grabbable acorn, there are vines made from green sponge. 80% of the time, I automatically grabbed the vines then fell to my death by gas.
- After the spider lets you go, you need to jump over a hole, platform to platform, the trouble is you can't see sackboy on the first one due to a huge a$$ stalactite obscuring sackboy. Gameplay 101: Sackboy should always be as visible as possible while performing precise platforming.
- Also another layer switching problem (at the start of the fireflies) where you jump up through those 3 platforms on different layers. Doesn't layer switch correctly and you gas die in the back layer.

Visual skill is off the scale, and gameplay would benefit greatly from just a few small tweaks (mainly ease of layer switching).

I used that thin gas object in my one layer level, it works great!
Easy to select, you can corner edit it, no sound, no visual indication of it at all.
It's in my poppit if ya wan't me to send it to ya.

I don't think anything I've done looks even remotely like Mm's stuff but thanks for the compliment.

You get 50 points for each gold acorn...nothing for finding them all...I don't really want to start seeing killer bee survival levels.

Sorry the falling leaf confused you...I'd have thought it pretty clear that it's just a leaf...and there is an arrow showing the way to procede.

I have experieced the acorn grab death a time or two...I do have the thin gas now...perhaps I'll fix it; it's diminishing returns at this point...the level is mostly played out.

They didn't offer Gameplay 101 when I was in school. I was aware of the stalactite visibility challenge but don't consider it a big deal...you can also see the gap on the other side...it's also hardly what I'd describe as precise platforming...you can start your jump at the stalactite shadow's edge and still clear the gap. I've never had a problem after leaving the tunnel...I think I'll chalk this one up as poorly executed jumps althought I generally prefer to avoid a switch of 2 layers...not sure why I did that here.

Thanks everyone for the comments.
2010-05-19 01:32:00

Author:
fullofwin
Posts: 1214


Naw.... it isn't played out.... I'm still regularly going in to pull stickers off stuff 2010-05-19 14:08:00

Author:
CCubbage
Posts: 4430


Wow...I played this yesterday and was blown away right at the start!

The size proportions actually made me feel that sackboy is indeed 8 cm tall. I haven't played many levels that have done that! The environment was just breathtaking from the sun rays to the glistening spider webs to the falling leaves...so well put together!

Incredibly creative use of stickers/objects! Very artistic! I think I can even decipher how so are put together...but I won't spill the beans lol.

I gave it a big fat 5 stars and a heart! I greatly appreciate this more detailed/artistic level. Really shows what you can do if you get creative enough!
2010-05-19 14:32:00

Author:
GreyMRP
Posts: 588


Thanks GreyMRP,

What I wanted to accomplish with this level was to provide a sense of scale where the sack-person feels very small...nice to hear I succeeded!

My internal 2D stickering process goes something like this:

Me> Leaves are green...hmmm that face thingy is rather greenish...wonder how it will look if I size it really big.

CCubbage,

You burned ants with a magnifier as a child didn't you?
2010-05-19 15:32:00

Author:
fullofwin
Posts: 1214


First off... please forgive me for stopping by so late. Long story, but I've been pretty darn busy lately!!

Amazingly beautiful level. Just flat out jaw dropping to be honest. Massively cute level with a fun and "nutty" challenge in finding glowy acorns in a wonderfully charming forest setting. I found it fun and quite an endearing adventure. Incredible characters from the Chimpmunk, to the bugs, spiders, to the wonderful honey bees.

I especially liked the shoot the acorn in the hole challenge. Just horribly cute.

Wow... that's only 3 letters, but really sums it up for me.

I think the only small issue I had was the one drop that is somewhat blind from I think it was the honey bees? I actually saw a hint, but still was a bit fearful of dropping. No matter.. I got over it and found myself finally to safety!

50 stars and 12 hearts. ..which rounds down unfortunately to 5 stars and a warm and fuzzy heart. Really incredible work.
2010-05-19 16:07:00

Author:
jwwphotos
Posts: 11383


I hate bumping an old thread...but how the heck did anyone manage to complete this with more than one player? There's photo uploads showing several groups have done so. I tried playing/showing my sister the other day and the winches on the spider in the beginning refused to pull us both...I had to pop myself.

I normally never use winches but assumed with a strength of 10 they would be able to lift 4 players...I don't have a clue how to fix this. I'm assuming the problem is that I have a 2 stage winch (2 winches connected by a block of dissolve or glass?) so that I can get one length from a prox sensor and another by grabbing.

Anyone that got past this with more than 1 person left me know what you did...
2010-06-19 16:44:00

Author:
fullofwin
Posts: 1214


The strength of a winch depends on what it was connected to first - a small object winched to a very large object should be able to support 4 players. If you have a small square of dm connected to a small object, I think that the winch has less strength.
I have yet to play your level - Trust me. I will! It looks absolutely bleeding brilliant.
2010-06-19 19:06:00

Author:
Richasackboy
Posts: 619


The dark matter used was very small and on a thin layer...the winch attaches to this and a small piece of wood. The 2nd winch goes from the wood to the glass spder thread. You are most likely correct that the small size and materials are the problem. I got rid of the 2nd winch...the prox sensor now activates dissolve which drops/releases the spider. The grab is now one input to an OR gate the other input being a prox sensor in the leaves so the spider stays up with you/doesn't get hung up on the platforms. A little more complicated but with a 2nd controller and it seem to have no problems...I think 4 player won't be an issue now either. Multiplayer does mess up some of my carefully chosen camera zones for the acorn catapult...oh well...at least now it should be easier to finish but it's still best played solo...2010-06-19 19:36:00

Author:
fullofwin
Posts: 1214


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