Home LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run LittleBigPlanet 1 [LBP1] Ideas and Projects [Archive]
#1
Lost Ages IV
Archive: 18 posts
Since i have to stay near LBP in order to republish LA3 on a regular basis, (I'm still at less than 100 plays ) I have been putting some work into LA4. I've already got a large (undecorated) chunk finished, and have quite a lot of thermo still. Anyways, anyone interested in seeing it or helping me test, the code is 737373. | 2010-05-28 01:55:00 Author: Deftmute Posts: 730 |
Hey, sorry I haven't been on PS3 for quite a bit, I'm grounded I haven't even gotten a chance to play the full version of LA III yet, but will do so as soon as I can. And I'm up for a challenge I'm so in this beta, too Also, I thought LA III was gonna be the last one? Also also, what's the theme for the new one? | 2010-05-28 02:20:00 Author: nitewalker11 Posts: 222 |
The theme is tropical jungle/ tech. Nah, no plans to end the series yet, but it was originally meant to be 5 levels. At this point i figure i'll keep going as long as i have fresh ideas. LBP2 should guarantee a long series lol Except with the implementation of sackbots i might have to move to a new IP that's more story driven. gah who knows lol | 2010-05-28 07:47:00 Author: Deftmute Posts: 730 |
The theme is tropical jungle/ tech. Nah, no plans to end the series yet, but it was originally meant to be 5 levels. At this point i figure i'll keep going as long as i have fresh ideas. LBP2 should guarantee a long series lol Except with the implementation of sackbots i might have to move to a new IP that's more story driven. gah who knows lol Gah. Good word choice Anywho, I'm gonna assume that the theme will be sort of like the first MC level you published. How do you think of such great platforming Ideas constantly? | 2010-05-29 20:59:00 Author: nitewalker11 Posts: 222 |
over 1/2 way now, but of course my pace is starting to slow... always happens as i get closer to the end of creation. i'll try to get some screenies in here soon. as far as creating great platforming goes. i don't think i've ever created anything unique. i just try to mix different patterns of the basic stuff. i don't try to invent new ideas or find/use glitches. not to mention comphermc has donated a couple of ideas developed by the master creators. | 2010-05-30 16:22:00 Author: Deftmute Posts: 730 |
http://img.photobucket.com/albums/v251/elahrairha/potentialboxes.jpg boxes with potential http://img.photobucket.com/albums/v251/elahrairha/cave.jpg part of a cave http://img.photobucket.com/albums/v251/elahrairha/boxmachine.jpg box machine http://img.photobucket.com/albums/v251/elahrairha/swings.jpg some swingy things | 2010-05-31 16:57:00 Author: Deftmute Posts: 730 |
Cool, I like it how you mixed like a tropical twist to modern architecture. Very nice! | 2010-05-31 17:04:00 Author: Woflgod Posts: 295 |
Cool stuff. I might test this out! Anyways, after you finish the level, maybe add some foliage(stuff like palm trees etc.) to liven it up a bit. | 2010-05-31 21:49:00 Author: Unknown User |
i actually have some cut outs made from vera bee fern stickers just waiting to be placed. | 2010-06-01 01:41:00 Author: Deftmute Posts: 730 |
played the alpha last nite. it was great and horrible at the same time. great because i can tell that ur already hitting ur mark in terms of uniqueness for a new entry but familiarity to KNOW that this is a lost ages. and horrible because u already had so much done and able to play, now i wont be surprised lol. i like the jungle/tech mixture. floors are grass and dirt and the cielings/some platform as tech. it works well with being able to see that jungle AND the tech simultaneously. btw, im curious, did u play the infinity spires level from the latest spotlight, it reminded me of ur levels in alot of ways, especially the quick flipper grabbie things. i would check it out if u havent, at least for novelty's sake | 2010-06-01 19:07:00 Author: DarkSeraphim666 Posts: 96 |
yeah i just played infinity spires yesterday. it was kinda cool seeing alot of similar elements in play, especially because he had some other things in there that were darn cool and totally unique. His wall grab flingers definitely take up less space than mine lol. don't worry i think there are still some surprises in store for you | 2010-06-01 21:16:00 Author: Deftmute Posts: 730 |
i did feel like his wall flingers could be taken advantage of, being able to stand on them and what not. but good, cus stream line platforming is hard to come by so i like to savor it. | 2010-06-01 23:27:00 Author: DarkSeraphim666 Posts: 96 |
Level (the one on my moon) is functionally complete. Is now being tested / decorated. full beta will be up soon | 2010-06-04 16:20:00 Author: Deftmute Posts: 730 |
good stuff. i like seeing u in an "empty level" all the time cus i know what it means lol. keep truckin. btw, hit me up if u actually wanna game together at some point. | 2010-06-04 19:00:00 Author: DarkSeraphim666 Posts: 96 |
Loved what I played so far, but some serious problems need addressing(it'd help if I could add you and show you the specific parts) 1. More checkpoints - the space between them is quite sizeable. The difficulty is fair, it's just that dying makes you respawn 5-million miles away 2. Wall jumper things - there's a massive space inside them, where you can often get stuck. Put gas in the space. Make them shoot you up a bit more as well, sometimes it takes you about 10 tries before you get launched the right height 3. Falling down too far - If you fall from something, e.g. one of those octagon grabbie things, you fall down WAY too far, and have to spend ages climbing back up to where you were before. Put a thin line of white gas in these places Now for some graphical things: 1. The rocks in the water - I'd make them more triangular and jaggy because plain rectangles are a tad boring D: 2. Decoration - you said you were doing this anyways Sooo.... can I add you to show the stuff you could improve in the level? | 2010-06-04 20:32:00 Author: Unknown User |
The original version of the wall flingers did have gas in them. The problem was, sometimes, if you didnt grab just right, it would stretch the sackperson out and they would die in the gas instead of flinging. The rate of occurrence was much higher than the current issue, which is why i removed the gas. | 2010-06-05 00:00:00 Author: Deftmute Posts: 730 |
I have an idea, to try and stop players getting flung into the gas: http://img171.imageshack.us/img171/7779/walljumper.png White: Polystyrene Green: That MGS material you're using The grabbable part is near the middle, so you can't really get flung about in weird directions | 2010-06-05 10:30:00 Author: Unknown User |
I'll have to try that out. | 2010-06-05 22:41:00 Author: Deftmute Posts: 730 |
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