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F4F: OK Space Accident

Archive: 41 posts


[div=overflow:auto;]OK Space Accidentcelsus
This is a less open ended level that others I have done. Pretty much platformer. I can finish the level many times over, and I like it, but I have gotten no feed back other than the one spam saying "play my level for trophies", and statwise I don't think the person defeated or even played the level. So could use to feedback. Maxed out to 20 levels now, and just working one perfecting them.


(You awaken from your sleep pod)
http://i55.tinypic.com/2gv8nj9.jpg
(Added the chain with red grabby per OSHA due to complaints of workers jumping and dying)
http://i56.tinypic.com/2eq42gz.jpg
(The old command center, see lower posting for the newer version with some minor changes)
http://i52.tinypic.com/r798bd.jpg
(The nice compact grab-pod gets you where you want faster than any other grab-pod on the market)
http://i54.tinypic.com/2qtg5cw.jpg
(The Lift Walker is just like any forklift, other than the fact that you can also walk over and crush any other forklift)
http://i55.tinypic.com/21lvl3k.jpg
2010-08-08 07:53:00

Author:
celsus
Posts: 822


Did a slight update on the level with a cemera angles and some materials, but still have not had a person play or give me feedback. I swear it is a good level, just not sure it is it too complex, and if I need to add more instrcutions to it.2010-08-10 02:47:00

Author:
celsus
Posts: 822


Well it looks great! I will probably play it 2maro and then leave feedback.2010-08-10 07:56:00

Author:
Unknown User


Okay i played it and it was great! (as I thought it would be) It definitely deserves more than the 3 stars it has. But this is certainly not a level for noobs. Heck i tried twice and lost on the part where you control that ship through space. Those stupid meteorites keep smashing into me! You really shoul have some kinda warning before they come.
Overall i still loved the level. It was very fun and has some very complex puzzles, (well at least one) Great job on the Mech and the level design was great. You actually inspired me to make a space-themed level. 5* and hearted. Im probably gunna play it again to beat it.

If you have time please check out my level https://lbpcentral.lbp-hub.com/index.php?t=32710-Danger-in-The-Subway-(Remake)-parts-1-and-2
2010-08-10 18:51:00

Author:
Unknown User


Cool thanks. Putting in a warning actually should be easy as long as there is enough space left on the over heat, it is literally touching, to the point where if you rewind it still stay overheated. The if you hit the meteorites with the front top nose of the ship it will survive...but only some of the time, just if you have no choice you can aim it there and hope. I was also a bit worried about the time I gave for collision into the sun, I was not sure if it was too little to finish. I will test out your level when I hop on to try and add that alarm, and thanks for the feed back! 2010-08-11 00:41:00

Author:
celsus
Posts: 822


Just completed the update. Added more detial to sun, added warning alarm and light for meteorites (that said if they are going to hit you, they are still hard to avoid), added extra effects for shuttle and sun collision (just sounds and such). Some how in doing so I managed to save some space on the thermometer even though I added several things? Hope that doesn't mean something vanished, played through and all was still there. Oh left you some notes on your subway level on the game and your post...also love to see if you can beat the level, kind of annoying only seeing my name there, and I can beat it blindfolded.2010-08-11 04:35:00

Author:
celsus
Posts: 822


Ok added more detail to the command center, tweaked all cameras, replaced switches in key locations, touched up lift, and a few other extras. I am still the only one to have defeated this level. Love to see if anyone here can beat it, or if they can tell me why it seems to be an issue?2010-08-15 09:03:00

Author:
celsus
Posts: 822


Here are a few pics of areas updated. Added details to main computer display and smoothed out the lift for a quieter and faster ride.

(Elevator lift with nice red wall was all fixted up for the next LBP visitor to not get killed by the meteor shower that was a precursor)
http://i51.tinypic.com/egbr5g.jpg
(Computer displays location of your ship and sun you are about to meld with, to far right is actual sun you are about to merge with)
http://i55.tinypic.com/3d9qd.jpg
2010-08-15 19:32:00

Author:
celsus
Posts: 822


The newer shuttle displays a brighter red light to warn you a meteor is heading in from above. Other minor changes added light mood lighting in Controlroom, and earlier door to force user to use access card so person does not forget theirs in their pod and realize it a bit too late to turn back. Also tweaked a shuttle for smoother play.


(The Access card door)
http://i51.tinypic.com/30c29o2.jpg
(There is a right and wrong way to hit a meteor...the front nose of a shuttle is very strong and can break through, this shuttle driver was just plain lucky, for more information on shuttle safety please see your ship level assigned Shuttle Safety Officer)
http://i54.tinypic.com/eanskp.jpg
2010-08-26 01:39:00

Author:
celsus
Posts: 822


Shuttle has just gone through a large overhaul. If you have more than one player the second can launch defensive flares, if not you just have to choose between steering and shooting. Added a new check point at gears.

(Cabin space increased withnew window, front steering section moved further from other controls, flares added)
http://i54.tinypic.com/33ugbcm.jpg
2010-08-31 00:01:00

Author:
celsus
Posts: 822


Wow, that sure is alot of updates.

... I'm curious though, so I think I'll give this a shot.
2010-09-02 15:32:00

Author:
Jagrevi
Posts: 1154


Lol, I am trying to make it run perfect, but I find random things from time to time. No one has defeated it yet. One person is on the scores other than me, but he actually disconnected part way through the game due to connection issues. So no one on line has even beaten it. Hope you are the first...but not the last.

Edit: Just finished creating the signs for the level, added to all sections. Nothing much, but give location counting backwards so users can know how far they have to go. Also labled some areas and items.

Newer Edit:
Updated speech bubbles to reflect more on signs. The basic idea is a player can see how far they have left to go by the section they are in.
2010-09-03 04:02:00

Author:
celsus
Posts: 822


Ok, simple and sweet update. All level details have been completed, not more can be added as of now. This time freed enough space to alter NPC shuttles to interact with your shuttle like it was originally supposed to. Also found that in the last update when I moved some stars around one ended up blocking the shuttle, that has been caught and fixed. And thank you in advance for all the feed back I know you readers are just longing to give.


Edit: No feedback as of yet...but I know you are just all waiting to surprise me with a ton at once...crosses fingers.
2010-09-07 07:35:00

Author:
celsus
Posts: 822


The crossing of fingers must have worked. I shall play it next time I'm on LBP.2010-09-18 05:02:00

Author:
MetaHybrid
Posts: 27


Lol, thanks. The level is still undefeated, so one beat OK Battle for Castle OK and OK Escape yesterday...so this is one of the last to never have been defeated.2010-09-18 06:27:00

Author:
celsus
Posts: 822


I finished your level Celus, If think I may know some reasons why no one has beaten your level as of yet, (excluding me of course) First off though, I really liked how the level looked, it seemed to me like it was a space ship, and only once did I see something off, which was a square of dark matter. The room with all the ship controls and map of the incoming planet was the neatest part. I liked how you made the planet all yellow gas, it really looked cool.

The machines were also cool, and for the most part controlled easily. The airlocks you had were neat, and the area with the conveyor belt and cranes was nice as well. Also liked your elevator at the end of that area, the one that went up at an angle. Those blue laser beams that fired while you're riding that elevator should make some sound effect. I think I heard one for it, but it didn't seem right.

The Space shuttle you have to fly was a bit tricky, I died a lot in this part. Once I died when another space shuttle crashed into me. Another time a space rock hit me, and I didn't know what to do. Another time was because I was flying to low, trying to get a view of the stuff below, since I thought I saw a planet, but then the landing pad was to high, and I couldn't fly up fast enough, so I crashed again. For this part you should tell the person with a speech bubble that there are space rocks again, and to blast them with the purple button. I know you had a sticker showing a warning, but I didn't see it, until the third or fourth time.

I didn't have any other problems until the Walking Lift. I wanted to try out all the buttons and switches and try to get the points below. Then another message saying the impact was close, so I started to move, but the forklift moved so slow and couldn't get there in time. I think during this time, sirens should be going off, with red lights flashing on and off, to show the ship is in danger.

So I died when the ship crashed, and had to restart the level. The shuttle Pod was done in one go the second time around, and for the forklift, I just gunned it and lifted the core and was safe. At the very end, I missed what the guy said at the end, and couldn't hear it again, so that's something you can fix.

I also got stuck in the small blue lift, which is right at the end of the room where you have to keep low because of the radiation. It must be a sensor switch, because I got close to it, it went up, and then I got stuck underneath it.

Thats as much stuff as I can remember that gave me problems. I still had fun playing it, but after dying so close to the end, I think most people would just give up and not try another time to beat it. Maybe that's why you were the only one to beat it.

Hope that helps
2010-09-18 08:40:00

Author:
MetaHybrid
Posts: 27


That helps tons. I was not sure if I did not add enough time for people, sadly enough I increased the time by 50% just incase. There was some weird piston glitch where no matter what I put time wise on the piston in the computer screne it always completed in four seconds, now I have a good reason to fix it. The text buubles are a great idea, I avoided them because I figured the camera would mess it up, but for some reason I just did not think of turning the camera option off...plus witht he stickers glitching on this level there is a chance you did not see them the first few times because they did not even appear. Thanks for not giving up after the first round, and again thanks for the awsomw feedback. Hit me up if you more feedback on your levels.2010-09-18 16:41:00

Author:
celsus
Posts: 822


Played this level this morning. I saw that someone had beaten it, so I'm not sure if you have made some adjustments in the last couple of days or if there's another person out there as awesome as me.

First, I love the premise. The scenery is really cool and makes you feel like you're in a space ship. The sections counting down is a nice touch. (signage/etc.) This is almost an interactive story as much as it is a playable level. There is a lot of reading and a lot of story to go with it. This puts the level in an odd place for me. I like things to be intuitive and easily noodled out when I play a game, but it's also fun to have something that engages the brain on occasion. This isn't the kind of level I would want to play every day, but id is certainly something I would enjoy every once in a while.

Strong points-
-Your machines are amazing. from the crane to the shuttle to the giant forklift, these things were well thought-out and well executed.
- The interlocks were a really nice touch.
- The look and feel of the level were spot on.
- the signage

Weak points-
-Operating the machines required detailed instructions. (I never did figure out exactly what made the shuttle go forward.)
-A lot of reading required.
-the camera following you into sector G was very jerky.

Places where I had difficulty with the mechanics-
-The engine lift. I went behind it and then got stuck underneath it and had to reset.
-The first crane, got stuck between the tracks and could not move to the front plane. Had to destroy the crane to get back into the foreground.

The level took nearly 20 minutes to complete. (I was taking notes too so it might not take that long normally.) But that might have something to do with people not completing it. Maybe they just ran out of time and had to go to bed/school/work/whatever before they got to the end.

Overall, I enjoyed playing this level and I'm looking forward to checking out your other levels and seeing what amazing contraptions you've come up with for them. I hope these comments are helpful.
2010-09-18 17:02:00

Author:
Unknown User


Lol! Yeah I love making the devices and then it hits me that I am stuck with putting in directions, which as you said can break up the flow. On the level I am making I learned from this feedback and put a tutorial at the start for the controls, but that may not even be a good solution. You better not play the Ocean explorer's level, I still have not added enough directions for the boat and divebell...and there are five or six paragraphs right at the start of the level. I just updated the lift by the engine and control room this morning (the blue one) so I hope getting stuck is not anymore of an issue. When you played it, it did ot have the blue glass and raised railing yet right? If it did...I may still have some work to do on it. I think I need a little sticker photo for the device operation instructions for a visual aid ... I think I have an idea for it. The G Sector camera is emitted I think and I have been too lazy to tweak...but now I have a reason...thank you all for your help big time! I removed the anti-matter square, added a few bubbles for meteorite warnings and not hitting the side of the ship warnings, tweaked the blue lift thingy, changed the time from 3.5 to five minutes so people have time to look around, and replaced the piston for the computer sun display...sadly that one still is glitched for no known reason, it is set to 600 seconds and it still moves like it is set to 60 seconds...but I don't think anyone will ever notice because no one is going to stand there that long.

Edit: Added little directions photo for shuttle and added many a camera to fix the flow of G with out allowing camera to stray away from path too much. Will fix first crane in just a few.
2010-09-19 01:49:00

Author:
celsus
Posts: 822


you had not added the blue glass and handrail to the lift when I played it.2010-09-19 16:57:00

Author:
Unknown User


Got it, first forklift is now fixed so you can walk around the back to the right with out botheringthe reset option. Area was given more touch-ups, intro lighting added, hand crank generator touched up, doors altered by second pod area, missing body replaced to one pod (have no clue how that happened...just looked over and noticed it was now empty), and a few other things, now I hope I did not mess anything else up in doing so, but it all worked on my play through.

Thanks big time Metahybrid & Randomcheese2005.

Oh and also was wondering if the motors onthe fans should be hidden on not. I liked them there but not sure if they look out of place. If anyone has views on that would love to know.

(Directions sign)
http://i52.tinypic.com/50kw0j.jpg

(first forklift fix)
http://i52.tinypic.com/119751l.jpg
2010-09-19 22:51:00

Author:
celsus
Posts: 822


Great level! Didn't see any major things to fix.. Only some flickering and stuff.. But there was 1 thing.

When someone joined into my game, all of the screen gone black.. I mean whole level gone black. I dunno if it's your level or LBP glitch but I'm just saying. Hearted and rated 5 star, awesome decartions too.
2010-09-20 10:16:00

Author:
GeneticallyCool
Posts: 22


Hey I am not sure about this, but I do remember reading that the sticker glitch (the ones with invisible backgrounds can be made if that happens. I think it is a lag thing that causes it...most likely because that level it maxed out. But that is good feedback because I can put one of those no join signs in to prevent it from happening. Thanks for that info. 2010-09-20 16:48:00

Author:
celsus
Posts: 822


Hi, I played the level this morning. I found it pretty good in general. Nevertheless I got stuck at the end. In the walking machine, some yellow thing killed me, and I respawned in the beginning of this part, but there was no walking machine, so I could not cross the gap. Besides this, the machine seems to be broken, since two legs were in the floor... I also saw a typo. You wrote at some point "It is vary dangerous..." I don't rememeber where it is, but is near a bridge in the middle of the level. I would also suggest you not to put stickes with warning banners without a thin material behind. It blurs the message.

Apart from this, the level is good, with awesome machines and puzzles, good visuals amd funny gameplay. I gave you :star::star::star::star::star:

Could you please play my level "The tanks factory 2" if you have time and give me some feedback? Thanks mate
2010-09-21 13:00:00

Author:
onturenio
Posts: 138


Cool thanks for the good feedback. The walker has tons of moving joints, and the lift on the front can cause it to freak out. It is stablized by several items...but it still has limits. Did you pull the lever again to spawn a new walker? I will get to work on a fix that will auto spawn a new one...maybe I will just have it spawn on prox versus a lever. Good catch on the typo. When you say with out a thin layer behind are you saying don't place it on a thick layer, or if you put a second thin layer behind the sticker layer that fixes it? I have been fighting sticker blur for a good while now and I would lvoe to find the cause. When I finish up my work I today I will get right on feedback for your level.


Edit: Found the typo and attempted to tweak the walker but hit a weird thermo issue where I was able to place the iem in the emit the first time, but rewond to change the location and it overheated adn no matter how much I deleted it would not go back to normal. I will have to figure out a way to fix that...also had a level completly collapse today if I hit R1 at the start, I would fall through the floor, the level would break to peices and if I waited long enough the PS3 would completely freeze where I had to do a hard shut down on the PS3.
2010-09-21 18:35:00

Author:
celsus
Posts: 822


Hi celsus,


Did you pull the lever again to spawn a new walker?


Yes, but I think that the broken legs in the floor prevent the emitter to emit a new walker. If this is the case, I don't think you can fix it just changing the way the walker is emitted. You should "clean" the floor first



When you say with out a thin layer behind are you saying don't place it on a thick layer, or if you put a second thin layer behind the sticker layer that fixes it? I have been fighting sticker blur for a good while now and I would lvoe to find the cause.



Yeah, sorry, I didn't explain well. I'll try again . Maybe you noticed that some stickers in my level are not directly in the metalic material which forms the walls (for example in the warning signal in the bombs section). Instead, I use a small thin piece of cardboard. I stick this cardboard piece to the thick material in which you play, and I put the sticker on the cardboard. This gives the banner a more realistic aspect (is 3D) and also removes (or at least reduces) the blur effect. I hope now I managed to explain myself xD
2010-09-22 08:51:00

Author:
onturenio
Posts: 138


Thanks for the reply. I went in and found the sections of the walker that were placed to keep it steady were nothing more than looks. I was able to tweak it remove pistons, replace, and freed up space so if you get killed on the walker it will go away so you can respawn a newer version. This also allowed a few more details to be added to the last section. Hopefully this will fix the issues addressed. Again thanks for the great feedback from everyone.

EDIT: Fixed the glitch with spawn point activating and spawning player into toxic gas field, thanks to Random for finding that...sorry his game was cut short at that point.
2010-09-23 21:48:00

Author:
celsus
Posts: 822


Cool but hard2010-09-24 23:17:00

Author:
Possum24
Posts: 3


Thanks for playing the level. Where there parts that were unfair difficulty wise, or was it acceptable?2010-09-25 03:49:00

Author:
celsus
Posts: 822


Fixed the glitch with spawn point activating and spawning player into toxic gas field, thanks to Random for finding that...sorry his game was cut short at that point.

Celsus, that was so funny, I made a spot in one of my practice levels that does it. Still working on setting it up to be a finite affect.
2010-09-25 23:57:00

Author:
Unknown User


Hi there,
You have a nice space level here. I liked the whole atmosphere (nice introduction).
I found the difficulty was well balanced and all your devices were well neat and user-friendly.
However when I used the Lift Walker, one leg stayed on the floor But it's not a big deal.
Anyway I gave :star::star::star::star: and tagged it "brillant".
Good job !
2010-09-27 15:45:00

Author:
onisdream
Posts: 80


Darned walker! Well you got me to do it, I pwned the walker design. The leg system is no longer the way I had first wanted, but more like a dinosaur's. On the plus side it is now fully walking (no hidden rope tricks to keep the legs from being weird). This alowed me to add back in some extra score bubbles in the walker section, found the PC screen had altered on its own...that is now fixed...that resulted in one door not closing that was fixed, and it turned out I used the word "entering" on a majic mouth, which has now been replaced with the far more pc "now in"...and thusly no longer censored. I hope now the level is nice and glitch free thanks for all your help. And I am off to leave you some feedback Oni.


(Walker 2.0)
http://i53.tinypic.com/2e3yddj.jpg


Edit: I am always fine with getting feedback on any of my levels, but I still need help on the big time on the OK Choice...and also on the Space Explorers (the last of the undefeated levels)...Choice is a long series so perfect if you are looking for feedback on a series as well but you will need the community sticker option turned on to work.
2010-09-28 05:14:00

Author:
celsus
Posts: 822


Hello,
I really liked this level. The theme, the design style, all the contraptions, it was a lot of fun.
Negatives:
A speech bubble right before you enter the meteor field is censored. Not really a big deal and I imagine it probably says something about the dangers up ahead. A quick way to check it is to move you start point to the area in question and publish it as locked. If it works, replace the start point and republish. For some reason they only show up as censored once you put them on the servers.
Other than that this level seemed to be just about perfect.
Positives:
The concept was really cool, and the design style fit the concept perfectly.
The contraptions were awesome and all very sophisticated. I like that they all follow the same basic formula, but each one was unique and servered a specific purpose.
Lots of good platforming elements, having to grab the giant claw things was really cool.
Dangerous, but never frustrating.
This was a pretty fantastic level, it deserves more plays in my opinion.:star::star::star::star::star:<3
2010-10-10 20:32:00

Author:
Unknown User


Thank you again for the feedback. Did the new free walking walker at the end work ok? That was the one with the weird piston glitches and it used to have a rope system keeping it from breaking...but it still did, now after replacing all the pistons it seemed to work glitch free. Thanks for the heads up on the speech bubble. I thought I fixed it, but I think it had "happened" before and this time I had left the word "entering" which cased it...I really hate that censor system big time. They have teh good grief system...why not just leave it at that? Or have a better way of doing it...honestly I need to use the word "computer", I am tired of "PC", "console", and "data room"...

Fixed it and now should be free of that evil censor.
2010-10-11 02:25:00

Author:
celsus
Posts: 822


Yeah it worked fine for me. I noticed the back legs would kind of stick together, but it didn't cause any problems.2010-10-11 05:51:00

Author:
Unknown User


Doh! Well at least they are not breaking off like before. If I could make one wish from LBP2 it would be pistons that worked 100% and emitters that emitted when they are supposed to...made an animation and the frames just choose when to emit no matter how I tweeked them. Thanks for all the feedback, you need to get your next level out, I am starting to feel guilty for all the good feedback you are giving. 2010-10-11 05:56:00

Author:
celsus
Posts: 822


Aloha~
I spent a good 45-50 minutes with this level in a few play throughs. Nice clean design, great use of logic
in all the contraptions. I ran into a few problems, most of which were just trial and error. the first lift
kept wanting to flip the control panel, but you included a reset switch so nbd.

The next problem area was the transport ship and the meteor coming at me from behind with no time
to react once they were visible. Possibly just a timing issue on my part. great control over all nice design
and logic. on a side note, possibly revise some of your text for minor grammatical issues.
You might want to change meteorite to (meteor) I think it is more correct for this situation as a
meteorite is only so once it enters the atmosphere of a planet.

I had fun figuring out all the contraptions and vehicles, the mood of the level is appropriate for the
theme. I haven't been able to finish it yet. I got to the final walking fork lift and not sure what
went wrong, I was moving along smoothly with no real issues then the giant gas cloud( was it the
sun we were supposed to be crashing into? I think that makes sense) came sweeing along and
sent me back to the check point were it remained killing me several times until all my lives
were depleted.

I'd like to give the level another go if you'd be willing to give me some insight as to what i did
wrong at that part. As it took a while to get to that point.
Really I cant find any (major) issues with the level~ very nice creation and use of logic!
2011-01-15 05:49:00

Author:
Fated For Failure
Posts: 81


Lol, good catch on the meteor...sad thing is I just fixed all of these things after reading your feedback and I think I ddi not redo and undo so meteor is still spelled merteroti or something...long story, but I will fix that next time I am on. I tweak the camera view for the shuttle, added a light hint for the puzzle (you may have been doing it just out of order, because if you do one wrong step it messes up. I tweaked the first pod to make it auto return, added a turbo boost tot eh walker at the end (I think it will help when there are four people playing because it slows it down. From the sounds of it you were seconds from the end and you ran into the sun, killing all the crew. It should flow better for you this next time, tell me if there are any issues or more spelling issues. I thought of having the whole ship collapse into the sun versus the gas cloud, but thermo would not allow, did the gas cloud look ok? The level should have turned bright yellow and fog up to 100% or so, did you notice that? If not I may have to tweak some other details. Again thanks for the feedback, when I get back on tomorrow I will try and beat your level a few more times...even though I may not have the skills to pay the level complete bills.2011-01-15 09:38:00

Author:
celsus
Posts: 822


I just made a major update to the level, from the ship's colliding with the sun if you fail to the little maps, from teh transport pod, to the ai pods, from teh walker to the core...atmos sheilds, and so on. I really could use some feedback. I am still adding a few minor things having to do with a cookie you can unlock. Just would like to know if it is over done or if it is still working.2011-01-22 12:28:00

Author:
celsus
Posts: 822


Going to write this as I go through the level:
"Remember" is spelled wrong in the first bubble. Not a huge deal. It wasn't immediately obvious to me that the wheel has holes in it, I fell through because I didn't realize they existed. Fun obstacles once I knew about them though- consider lighting up that area a bit. Unneeded sticker switches are a pet peeve of mine- please only use one if it's needed (transferring data between levels) In this case, it's just one more thing for me to delete from my inventory later. The puzzle with he table and the robot is clever, but frustrating- the layer switching makes it difficult to jump on top the table if the robots currently in front of it, and getting out of the robots brown track is annoying.
In Section G, moving along the conveyor belt opposite the arrows is non intuitive and I didn't know where to go at first, despite the magic mouth. I liked the section with the cranes. On the lift after, I spawned and immediately landed in the electricity to the side multiple times. On the bridge after that, I couldn't figure out how to proceed: there didn't seem to be a floor? Anyway, I lost all my lives there.
I'm not rating this level, because I feel like I'd have to finish it to give it a fair rating. Honestly though, I have to say that while the visuals impressed me, many of the obstacles were frustrating. Largely this was not because the obstacle itself was bad (in most cases, actually, they were pretty clever gimmicks) but because it was to difficult to see or the layer switching was bad. I really hope you can improve on this level, and I hope this helps!
2011-01-25 00:02:00

Author:
Unknown User


I know sticker switches are bad in many ways, but I really wanted to make the feel of getting an access card to reboot the main computer. There are also secondary stickers to activate a short-cut. I placed the one at the door to prevent a player from spending too much time in the level just to find they did not have the sticker. I hoped this would allow the sticker haters to quit early without being too annoyed, and the sticker lovers to sya "hey a sticker". In my other level they are used to transfer data (over 6 levels), so I think I got used to them so much I forgot that some people really hate them...but the pay off for using them on this level (if the player likes the level can be big. I will think about that more for my next level though. Good catch on the spelling error, using the keyboard does not allow the spell check, and I often am stuck retyping over and over to fit in the space they give...thus forget to check spelling. I added the trap-door reset in the back so you can just do over, and there is some invisible matter to allow sack boy to move easier. How were you getting stuck in the tracks, perhaps I need to make the side exit better marked? The arrows on the tracks was done for design, I can't add anymore speech bubbles (maxed them out), but perhaps another arrow? I can adjust the side or the camera a bit more for the spawn point, not sure why I haven't...as for where you died...did you read the speech bubble? or did it glitch? There should be a movving floor that glows to the shuttle bay. I hope that did not break as well with that 160 hr bug. THanks for the feedback, if you do get a chance to beat it I could use feedback on the rest of the level...*cough* beat your level *cough*.

Edit: Was able to tweak the crane part edges and camera, fixed the spelling. Still working on options on robot.
2011-01-25 04:49:00

Author:
celsus
Posts: 822


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