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#1

Pinket Ball

Archive: 104 posts


Hi guys,

This is my first LBP2 level, and my second level across both games.

Ive put in around 35 hours on this, a lot due to learning about logic the hard way, and tweaking the game play, but i am really proud of it. I doubt it will be seen as anything extremely unique, but the concept behind it was to combine the retro atmosphere and speed of a pinball machine with the game play of basketball.

Anyway, i would love any plays and especially feedback (good or bad), so please give it a go and let me know what you think!

It is more fun with 2 players + so bare that in mind.

Thanks again!
http://lbp.me/v/w3tez7

http://i0.lbp.me/img/ft/3208b292c814b1b00afb4a5e7540b2a2652c86d0.jpg
http://id.lbp.me/img/ft/b8daa9e704af6e6a8fa95d7ed8d48893af93787d.jpg
2011-01-28 20:34:00

Author:
Steve
Posts: 134


Added it to my queue. Will play later when I get home. If you get a chance check out my newly posted level.2011-01-28 20:50:00

Author:
mthanded
Posts: 15


Of course, i shall later when i go back online. Thanks.2011-01-28 21:22:00

Author:
Steve
Posts: 134


Im happy to play anyone's levels in return should they wish me to!2011-01-29 01:21:00

Author:
Steve
Posts: 134


Queued, could you check out my level and leave me feedback, go through the link in my sig 2011-01-29 01:33:00

Author:
arsenalfan_1995
Posts: 229


Done If you could return the feedback that would be great!2011-01-29 12:19:00

Author:
Steve
Posts: 134


Going on my ps3 soon, i will call my brother up and play some versus 2011-01-29 15:05:00

Author:
arsenalfan_1995
Posts: 229


I really liked this - a lot better and more entertaining than just regular basketball. I really liked how the level changed as you went - weapons and obstacles etc. I do think it maybe went on a little too long though. Maybe make the games a little quicker? Overall though, very fun2011-01-29 15:09:00

Author:
NoddingPenguin
Posts: 71


Thanks for taking the time to give me feedback Penguin!

Do you think it would be better if i changed it to 30 seconds a round and 15 for the bonus? Or 45 seconds a round?

I shall give you some feedback for your level when i play it!
2011-01-29 15:52:00

Author:
Steve
Posts: 134


Just played it and had ALOT of fun .
I really like the idea of the stage changing and more balls being added as you play. I got a ball stuck underneath the left basket though.
I think this is better than MM's basketball Great job
2011-01-29 16:09:00

Author:
arsenalfan_1995
Posts: 229


Maybe 45 seconds? How long is it just now? I never actually noticed the clock at the start - just as I was playing I felt it went on for quite a long time.2011-01-29 16:21:00

Author:
NoddingPenguin
Posts: 71


Left some feedback for your level, i really liked it!

Its 1 minute a round at the moment, and 30 seconds for the bonus round, totaling 4:30.

So if i did 45 seconds a round and kept the bonus at 30 seconds it would cut a whole minute off.

What do you think?
2011-01-29 16:27:00

Author:
Steve
Posts: 134


Yeah I think that'd be perfect. I remember looking at the clock when I thought it'd gone on too long and there was one minute left. Cutting it by one minute should do the trick2011-01-29 16:36:00

Author:
NoddingPenguin
Posts: 71


Added to queue. Will check this out later!2011-01-29 17:09:00

Author:
ShamgarBlade
Posts: 1010


Thanks Arsenal Fan, i gave you some feedback on your thread and if you noticed i said i thought yours was as good as Johnee's Blast Radius Did you say the ball got stuck underneath the left basket or in the basket? Ive tried a little fix that should prevent this now.

Penguin, I have changed it and decided to take it down by two minutes so its 30 seconds a round instead. I think this way it will be paced more suitably to the style of gameplay and make for more fun as a kind of "i bet i can beta you 2 out of 3 games".

If either of you have some time spare at any point, I'd be incredibly grateful if you could test it again to see if it feels better. I would be happy to check your levels again if/when you make any changes! Don't feel obliged to if you don't want to though.

Im glad ive created something people enjoy

Thanks for all your comments so far, i appreciate you taking the time a lot!
2011-01-29 17:33:00

Author:
Steve
Posts: 134


@ Steve yes i did notice it was nice to hear, playing his levels in lbp1 was why i started creating
and it got stuck like underneath it
2011-01-29 17:48:00

Author:
arsenalfan_1995
Posts: 229


He definitely deserved his placement at MM!

I think i have fixed that now, glad you pointed it out.
2011-01-29 17:52:00

Author:
Steve
Posts: 134


Just played it and i must say i really like the idea of this game. It looks awesome! Gonna Recommend it some friends when they come online gj

I hope to see some other cool games from you
2011-01-29 18:22:00

Author:
Unknown User


Thanks MaDetho!

Sorry i beat your high score on Helicopter , i couldn't stop playing lol!
2011-01-29 18:24:00

Author:
Steve
Posts: 134


I played it again, and I don't know if it's because you changed it or if it's because this time I knew what I was doing, but this time it felt a lot better in terms of gameplay length. Nice one2011-01-29 18:31:00

Author:
NoddingPenguin
Posts: 71


Alright, I have gotten a friend to come with me, so I will now review this level:

Gameplay: 4.5/5
- I absolutely loved the concept of this level. Basketball and pinball combined. That's Great! The only thing that was a little hard for me to handle was the camera angle, but other than that, it was fantastic. Many different gameplay elements.

Sounds: 4/5
- I think you used the appropriate amount of sound effects and I think you picked good music to go along with it.

Multiplayer Compatibility: 5/5
- This is a true versus level. Very nice job. My friend beat me.

Scenery: 4/5
- I think you did a great job in making this look like a fun versus game. It looked awesome!

Overall, amazing versus level. from me. Keep it up!
2011-01-29 19:22:00

Author:
ShamgarBlade
Posts: 1010


Thanks again Penguin.

Thankyou very much Shamgar, i really like your review style, its short but thorough.

I know what you mean about the angle, but i didn't want to restrict it to online players only, because if two players are on one ps3, they cant both follow their sackboys.

Thanks!
2011-01-29 19:30:00

Author:
Steve
Posts: 134


I'll play yours if you play mine.

Queuing for later playage. Try the level in my sig?
2011-01-29 19:56:00

Author:
LukeCF
Posts: 790


Done, feedback on its way!2011-01-29 20:02:00

Author:
Steve
Posts: 134


Added to my queue, i'll comment in-game. Thanks for the feedback2011-01-29 22:38:00

Author:
Unknown User


Very fun but I was kind of confused on what to do. It looks like you made the scoring pretty complex so maybe a more in-depth instruction box at the beginning. But fun level, a good combo of two different good things, basketball and pinball2011-01-29 23:16:00

Author:
Unknown User


Thanks for the feedback Juggler, its a good idea, ive noticed when im playing with people they don't understand what to do.

I'll work on it asap!
2011-01-29 23:44:00

Author:
Steve
Posts: 134


Man this is an amazing concept, I really hope it catches on. In a perfect world I would be able to turn on my PS3 and get in a quick round of 4-Player Pinket Ball any time I wanted. I've read through the thread, and I don't know what changes you've made since the initial post, but I actually kinda wish the game lasted a little longer. I guess YMMV from person to person. This is a really fun game you've created, I hope it takes off for you!2011-01-30 00:11:00

Author:
Unknown User


Thanks Elijah, your appreciation means a lot!

I wish i could of had more to say about your level, but as i said i haven't played mastermind properly much, just when i was a kid.

I would keep it at the original game time, but I've found on average that most people have been playing it several times over now it is shorter, which is kind of what i wanted in the first place, a game that is fun enough to play a few of every now and again.

Add me on PSN and i'll play with you whenever you want

Once again thank you everyone for your comments!

I have also added the intro according to Juggler's request and introduced a quick text tutorial for new players to the game, which i will update tommorrow.
2011-01-30 01:16:00

Author:
Steve
Posts: 134


I'll queue this up for tonight, nothing like a bit of Pinket Ball to get me in the mood for a good review session! I'll edit this post with feedback when I've finished looking at it if it isn't a bother, could you check some of my levels in my sig please? Thanks heaps and well done for getting in Cool Levels btw 2011-01-30 01:38:00

Author:
XFennoX
Posts: 82


Glad I can finally get up to you on this.
Now let me start off by saying I was playing this solo. So I cannot comment to much on the 'fun factor aspect'. Sadly I have no real life friendz. Bahaha, kidding, I just have to hook someone into playing PS3 with me sometime. My room mate might do it with me sometime I'm not sure though.

Anyways I DO still have some feed back for the level.

This may just be my opinion. But I don't like how foggy the level looks. I know it doesn't look all that foggy. But it still looks kinda foggy, and I'd prefer if that were gone and the level just looked nice and crisp.

The smaller bounce pads by the spawning point, the ones that bump you into the air a little bit. I'd suppose the idea for these would to be to bounce on them to get over the two farther flinging bounce pads to get to the balls easier, no?
If so then you should tweak the angle of the ground next to them, right now it takes a little for you sack boy to walk up the angle'd slope because it's so steep. Maybe drag out the angle another notch of small grid so you can run right up it and bounce up over the platforms and get to the ball. Know what I'm saying?

The green tubes... What the hell are the green tubes for? I spent like an entire game trying to throw a ball into them to no avail. Was I doing something wrong with them, or what?

The turret: 'tis cool, but when you leave it, you no longer have power gloves. Kinda a minor flaw, but a flaw none the less. Anyway to fix this that you can think of? The only ways I can think of are kinda ugly...

I like how the balls have different score values. Makes you force to decide what to do. Grab the smaller ball. Go try to steal the ball. Wait for the bigger ball to come back. You know?

And the bonus at the end is a great idea. Loved it. But maybe you should disable the smaller bounce pads for it too?
2011-01-30 05:42:00

Author:
LukeCF
Posts: 790


Luke, i appreciate you taking the time to write your feedback out. It is a lot more fun with more players but i feel your problem (it was a nightmare for me to get enough people together to test it before i published haha!)

The fog was unintentional, just had to readjust the level fog and its all gone now!

I have tweaked the smaller bounce pads, and disabled them for the bonus round, i had noticed they were a bit awkward and didnt make much of a difference.

The tubes are actually for you to go in, its impossible to pass a ball through there, to resolve this, i have added some symbols with dotted lines to objects, so that people can see what to do at the time.

As for the turret, thats a problem i know, but it works nevertheless, let me explain: When you use the turret, you have 30 rounds, as i wanted to balance it so that you couldnt keep spamming the gun. I wanted the turret to be another element to the game play, but one that was fair on the others in the long run. If you get shot by it, its annoying, but at the same time the guy inside doesnt have the chance to score whilst hes using it.

I actually put a grabinator spawn underneath the controlinator so that when you left it, you would pick them up, but it doesnt equip you with them for some reason, possibly because its too close to the controlinator. It started to look real ugly with them there so i eventually removed them, and now it acts as a handicap. If you have been in the turret shooting, then you have to go back to the checkpoint at the bottom to get more grabinators, thus giving the other players a headstart against you. So in the long run i don't think its much of a flaw.

I've got to go to work now, but i shall update the new changes later, and play your level Fennox!
2011-01-30 13:37:00

Author:
Steve
Posts: 134


Just finished playing this level, and found it quite original

There seemed to be a bit of confusion when I first entered the arena, without much rules to go on, but trying different things to get points turned out to be fun, especially since the game changes slightly over time, made it fun reacting to the new parts of the pinket ball table, in order to beat the other players.

Fun game which I'm saving for playing again later with more players, dont have anything negative to say really, except maybe an optional rules room before play?
2011-01-30 17:08:00

Author:
talmasca
Posts: 196


I liked the level, and enjoyed playing it with four people. That seems to me like it was meant to be played like that.
However it was a bit tough telling who was who throughout the game and i constantly lost myself. However, most levels are like that.
I did like how the game changed as the level progressed But I'll have to agree with the above comments that it did last a tad too long.
Maybe shortening the level would yield more people to play it multiple times through.
Great job overall and will be looking forward to more levels from you.
2011-01-30 20:49:00

Author:
Unknown User


Thanks Talmasca, i have now added instructions at the beginning which should help clear things up!

@Fennox i will play your level and give you feedback now.

@SomethinAmazinn I have now shortened it to half the game time and got rid of the annoying fog which was making it slightly hard to see yourself!
2011-01-30 20:55:00

Author:
Steve
Posts: 134


I've forgot to write you some feedback, but from what I can see you've changed all the stuff I would complain about.

Added instructions and shortened time.

Oh and one more thing, the bonus thing at the end, lower the amount of balls or score of the balls. Feels like the one who managed to get there first and tap R1 the fastest won.
2011-01-31 07:53:00

Author:
Unknown User


Will do Gore.

EDIT: Bonus score per ball is now halved, as is the points for going through the tube.
2011-01-31 12:22:00

Author:
Steve
Posts: 134


Nice level with unexpected but nice ideas, like the boxing gloves that try to punch the ball out of the hoop half way through the game. The diffrent ways to score points like the bounce pads in the center of the level was a nice touch too. Keep it up2011-01-31 14:36:00

Author:
Unknown User


Hey Steve,

I have to say I'm really impressed with the level design and concept. I can only imagine how chaotic and fun this must become in a 4 player match. The environment has a unique and convincing theme and meshed very well with the concept of your game. I played it about 2 or 3 times and I noticed what seems like a bug. If you are holding any of the balls and fall towards either bouncy paddles, your character becomes stuck inside the paddle itself with only the ball visible on the outside. I tried to recreate it numerous times and had it happen once or twice. I'll go back and check it out some more.

Overall, I thoroughly enjoyed the level and can't wait to see what you do with other creations in the future. - Hearted!


Shifty
2011-01-31 20:35:00

Author:
The inFamous Sack
Posts: 54


Thanks guys!

I'll be sure to update with any suggestions you have.
2011-02-01 08:59:00

Author:
Steve
Posts: 134


Just checked out this level a little a while ago, but unfortunately I didn't have anyone to play against . It did seem like a pretty fun level though, so if I have a chance later I'll play it with my friend and edit this post with feedback for you.2011-02-01 21:56:00

Author:
Camden1
Posts: 83


Hey Steve,

Updated my last post on this thread. I mentioned a small bug of sorts that occurred when playing. I'm going to see if I can recreate it a few more times. Just a heads up

Really like the level!!!

Shifty
2011-02-03 15:20:00

Author:
The inFamous Sack
Posts: 54


Cheers for the feedback Shifty.

Its kind of a bug, but at the same time i left it in there for a reason. Basically, if that happens you just have to let go off the ball and you will drop straight through, its because the light on the ball gets stuck on the front material on the paddle. The rest of the paddle is made of hologram material so the only bit your actual sackboy will not fall through is the bounce pad. I left it like this so you don't get caught on the paddle if you are falling back down. Its a silly little thing, i might actually make the paddle completely solid, i just don't know how much it will become an obstacle.

Glad you enjoyed it!

EDIT: I have now changed the paddles to solid, should avoid this happening for people who don't know how to get out of it.
2011-02-03 15:53:00

Author:
Steve
Posts: 134


Hey steve, actualy played your level a little while ago and realy enjoyed it, the pinball styling was awesome and gave a nice twist to the basket ball gameplay, having a few friends round for some versus matched over the weekend and your levels on the list!2011-02-05 00:17:00

Author:
cackfog
Posts: 59


Thanks cackfog!

Made some subtle, but needed changes to Pinket Ball for those that are interested.

I added some chalk arrows to make the purpose of different bounce pads clearer, and also a slight glow around the bottom set of bounce pads and ball chutes just to highlight them a bit, hardly noticeable though.

I also added a themed sack bot in the basketball cage at the end, just for fun really And as a friend for anyone who plays the level on their own - lol.

Finally, i managed to let go of my ambitions and put in a simple, yet in my opinion very effective, Score sign, as i was spending quite a bit of time trying to create a really complex one that wasn't working. Anyhow thats up now, and fills the top gap nicely, plus it adds to the arcade like atmosphere.

So if you haven't played a game of Pinket Ball for a while, what are you waiting for?
2011-02-05 19:44:00

Author:
Steve
Posts: 134


Fantastic game, nicely polished, fun to play and refreshingly different, I'll be back for more Pinket Ball2011-02-06 04:31:00

Author:
Turkeyntz
Posts: 88


Note, I only played this as a single player.

I found the concept to be really great. However there were a few things I didn't have a clue about, like what is the cannon in "round 3" supposed to do other than shoot up in the air? The controls on it were reversed as well. Seemed like a waste of time that could have been spent on collecting points. I guess in multiplayer it could have more uses, if it weren't for the fact that it shot towards a position that noone is?

I had a really hard time getting balls into the tunnels on the side, in fact after 2-3 plays of trying, I still hadn't gotten one in. I'm not sure if I were doing anything wrong, but it seemed I hit them spot on.

The round 4 thing up in the air was too dark, not sure what it was supposed to be, I never managed to jump up to it to try if it was some sort of controller.

The last round was a nice addition, and I liked that each round varied the playfield.

With some tweaks I think it could be really great. And I guess it would have been way more fun not doing it in single player
2011-02-06 11:28:00

Author:
Nordh
Posts: 25


Thanks to both of you for taking the time to have a look.

@Nordh This is a multiplayer centered game, although you can play it single player, the only point is to take a look, as you did, and i thank you for doing so. However, all of the features are aimed at multiplayer games of Pinket Ball. The cannon is just a feature of round three which allows players who maybe want to get their own back, or restrict other players from scoring. If you noticed the controlinator controls at the bottom of the screen when in it - the left analogue stick is for aiming, whilst R1 is to fire. As for direction of shooting, it reaches in an arc that can fire at and around both nets.

The tunnels are meant for players to go through, the balls are only meant for the nets, which is where the basketball aspect comes into things. I had a big problem with this originally being misunderstood, and so i put in a sticker of a sackboy walking into the tunnel with a dotted line, and the same but with a ball for the net. I thought this would clear it up, but maybe you played the level before i implemented this update?

"the round 4 thing" im assuming you are referring to is the evil teddy bear? This is just a bit of decoration really to go along with the boxing gloves that come out (aimed at making it harder to score for that last round). I just put him in there to make the last round seem particularly antagonising

Once again, i appreciate you taking the time to play it, maybe if you go back and play it again with another player or two, things may be clearer!
2011-02-06 12:10:00

Author:
Steve
Posts: 134


Ill queue for later2011-02-06 12:14:00

Author:
trianglepigsquar
Posts: 144


Nice job! I liked the design of the level, but it didn't really seem that competitive. Players just take whatever ball they want to whatever basket the want... they never have to really interact. (Note: I jumped into the middle of a game, so I could be wrong)

Otherwise, great level, I loved the idea of the ball frenzy or whatever it was called down at the bottom, though I think you should make it rain from the top so it's more fair.
2011-02-06 16:57:00

Author:
Yofig
Posts: 288


Thanks Yofig.

It is actually more competitive than you think, because the balls come out one each round, each one worth significantly more than the last (500 more each round) which means that if you want to win you are going to have to fight for the highest ball available for that round, otherwise you can only trail behind.
2011-02-06 20:38:00

Author:
Steve
Posts: 134


I played it, and it was fun! I didn't play with another person, but I could see how it gets competetive fighting over the ball link in the basketball minigame. It was also pretty neat how everything changed as the game went on, and the bonus at the end was fun too. I did have a slight problem seeing my sackperson in the lighting, but other than that it was awesome!2011-02-09 03:12:00

Author:
Jdsfrog
Posts: 97


This level was a nice change of pace from all of the terribly built and unoriginal basketball games.

It's basketball meets pinball in a strange twist that's sure to give you and your friends a good time. I liked how the gameplay changed as time progressed, with the middle bounce wheel spinning and the turret appearing, etc. The only suggestion I could make would be to make most of the light-up text hologram instead of neon-- black, unlit neon everywhere is a little unsightly.

In short, your level boats a neat concept in a very fun and entertaining package.
2011-02-10 01:49:00

Author:
xero
Posts: 2419


Thanks for the feedback and suggestions guys!

I know what you mean about the Neon Xero, but it gives a much more solid appearance when on, ill play about with other ideas to see if hologram will suit it though!

@Jdsfrog, i will try and include some more lights to brighten things up!
2011-02-10 17:08:00

Author:
Steve
Posts: 134


UPDATE

I have now made some pretty drastic improvements (i hope).

I have tweaked the lighting, to make a it more suitable and visibility better.

I have taken away the neon signs and made them hologram ones that appear at the right times, thanks for that suggestion Xero.

The most drastic change is the inclusion of a menu. It allowed me to split up the introduction (help) from playing the game so there is no longer an annoying intro, hopefully improving the replayability. This also forced me to change the timing method so i have put a timer in place to counter this.

Finally i added some pinball esque stars that light up and give points when passed through.

Thanks for all the suggestions and feedback guys, they have all been incredibly helpful and aided me in polishing my level to a degree i could never have expected!

EDIT: Have now added music to the menu, and improved the instructions with a more visual explanation!
2011-02-11 19:46:00

Author:
Steve
Posts: 134


Hey Steve. Luke here leaving some more feed back like you requested.

First off, it looks nicer than I remember? Was it always made out of that dark wood, or did you change the material since I last played?
Secondly the small bounce pad at the bottom now performs a lot better than I remember.
I like how you added even more little things (the stars) that give you points (it'd be really cool if the stars would spin when you hit them, or if you could get bonus points for hitting that line of three stars all in one move, just a few thoughts for thinkin&apos
Finally went through one of those tubes, and it was pretty cool, though I don't like how you can't go 'up' them, like enter through the bottom, and then fly out through the side. If you're good with logic you could accomplish this using sackbots and movers, though I dunno if you'd want to, and it's probably to much work for too little. Again though, just a though.

I like how you added a menu and a little visual flair when you're starting up the game.
Still think that last part might be a little over powered point wise (the white little balls)

My only actual compliant involves a camera issue.
When the last section starts the normal gameplay camera is negated, and it focuses in on the bottom section. Right? I assume that's how you have it working, anyways though I was up top when this happened, and so out of the range of the smaller camera, and what happened was the zoomed out camera focused on me, and I was by the edge of the map, and so I could see past one of the walls to a section where there was nothing. It just seemed kinda ugly, and something that could possibly be fixed? Though without a knowledge base about the camera's / your set up, I would not know how to accomplish this.

Hope this feed back helps!
2011-02-13 22:15:00

Author:
LukeCF
Posts: 790


Pros: There was a very polished feel to the level. I played with my wife so we only had 2 players but I could see how more players = more fun.

Cons: I was unsure about what some parts of the level were for. At one point I found my self inside a controlinator shooting things and then it exploded and I died. I wasn't really sure what that was for but If I played it more I might have figured that out. The level felt a little big. I assume you only let a couple of balls out at once to make the other players go after them? Once one of us had the ball it was kind of difficult to catch up to the other person.

Conclusion: We had a lot of fun playing and my wife said "lets play again!" after the first match. I liked it I was just a little overwhelmed by the size of the level. I think with 4 people it would be really fun but I don't see too many groups playing 4 player levels and thats a shame. I really liked the pinball stars because it made me feel rewarded for going on that path.
2011-02-13 22:22:00

Author:
Siljin
Posts: 76


Pros: There was a very polished feel to the level. I played with my wife so we only had 2 players but I could see how more players = more fun.

Cons: I was unsure about what some parts of the level were for. At one point I found my self inside a controlinator shooting things and then it exploded and I died. I wasn't really sure what that was for but If I played it more I might have figured that out. The level felt a little big. I assume you only let a couple of balls out at once to make the other players go after them? Once one of us had the ball it was kind of difficult to catch up to the other person.

Conclusion: We had a lot of fun playing and my wife said "lets play again!" after the first match. I liked it I was just a little overwhelmed by the size of the level. I think with 4 people it would be really fun but I don't see too many groups playing 4 player levels and thats a shame. I really liked the pinball stars because it made me feel rewarded for going on that path.

Since Steve isn't here right now I'll go ahead and clear some of your confusion since I've played this level a couple times now in various stages. hah.

That controlinator you found yourself in was a cannon, and it's only available in that round (hence why it exploded when the next round started.) It's there mainly for when four players are playing I believe, so that the other person on your team can hop in and shoot the members of the opposing team thus not allowing them to score.

The later the ball is let out the more points it is worth, so it opens up options: Do you go after the person who's holding the highest value ball and try to stop them? Do you just grab one of the smaller point value balls and go? Or do you wait for them to score and then take the higher value ball? Stuff like that.

(And yeah aren't those stars cool? hah)
2011-02-14 04:32:00

Author:
LukeCF
Posts: 790


Man i cant say how grateful i am for you guys taking the time to give me this feedback! (and for luke responding in my absence )

First ill just consolidate what Luke said, which is the exact description i would have given. However, this has pointed out to me that maybe the Help section needs to explain the features introduced each round. As for the balls, like Luke said, after round one its a choice of whether you go after the higher pointed one or get in the smaller one without much resistance.

@Luke, Thanks a lot for playing again man, im glad you enjoyed it more this time round.

The wood is the same actually, although i did have an issue where i had some unwanted fog misting the level up, so i took that away and it makes things much more crisp.

I like that idea about the stars! Will definitely try to implement both the spinning one and the bonus concept. Im interested to know if you have any other ideas that i could try out, to add more to the level, like other pinball style things such as the stars?

Trust me, i tried everything i could when i started with sackbots, because i had a concept about actually making a team game where two players aside could generate points for their team no matter how they got them, but sackbots and pinket ball dont go well together haha! Mainly because i use a lot of sensors for things, and its much harder to make sensors to work for sackbots rather than actual players. Good idea though.

You think the bonus balls are overpowered? Ive cut them down by half several times, so maybe i could do it one more, i just wanted that round to allow even bad players to get some points in at the end so they dont end up with barely anything.

The camera is an issue, i originally implemented it to focus on the bonus round as you know, but it does follow people, i shall try to mess about with it and hopefully sort it out. If this isnt possible ill just increase the size of extensions.

Thanks again guys!
2011-02-14 11:28:00

Author:
Steve
Posts: 134


Since the feedback you have given me, thanks again both of you, i have now implemented your suggestions and some new things!

First off i have embellished the Tutorial/Help movie with a much more in depth description of everything. This should make it easier to understand everything for people playing for the first time.

Luke, i have now made the stars spin once activated, and put a bonus score in place for all three in a row. Additionally, i have put a star at the top, one for each round (coloured) that gives a score valued at 10% of that colour ball's score. I have also taken out the teddy bear because that was a bit random (lol) and replaced it with a red star the same as those just mentioned.

I have also tweaked the camera as well so that it barely follows you when it zooms in for the bonus round.

Finally i have introduced another ball, which is mixed in with the bonus balls (which are now worth only 20 each) which is purple and worth 100, but only a very few of them will appear.

All of this i hope will improve the things that have been suggested.

Cheers!
2011-02-14 16:28:00

Author:
Steve
Posts: 134


Man i cant say how grateful i am for you guys taking the time to give me this feedback! (and for luke responding in my absence )

First ill just consolidate what Luke said, which is the exact description i would have given. However, this has pointed out to me that maybe the Help section needs to explain the features introduced each round. As for the balls, like Luke said, after round one its a choice of whether you go after the higher pointed one or get in the smaller one without much resistance.

@Luke, Thanks a lot for playing again man, im glad you enjoyed it more this time round.

The wood is the same actually, although i did have an issue where i had some unwanted fog misting the level up, so i took that away and it makes things much more crisp.

I like that idea about the stars! Will definitely try to implement both the spinning one and the bonus concept. Im interested to know if you have any other ideas that i could try out, to add more to the level, like other pinball style things such as the stars?

Trust me, i tried everything i could when i started with sackbots, because i had a concept about actually making a team game where two players aside could generate points for their team no matter how they got them, but sackbots and pinket ball dont go well together haha! Mainly because i use a lot of sensors for things, and its much harder to make sensors to work for sackbots rather than actual players. Good idea though.

You think the bonus balls are overpowered? Ive cut them down by half several times, so maybe i could do it one more, i just wanted that round to allow even bad players to get some points in at the end so they dont end up with barely anything.

The camera is an issue, i originally implemented it to focus on the bonus round as you know, but it does follow people, i shall try to mess about with it and hopefully sort it out. If this isnt possible ill just increase the size of extensions.

Thanks again guys!

No problem!

Glad you like my ideas of what you could do with the stars! I'll probably give it another play in a day or two and see if I have anymore ideas!

Yeah, I'm the one who suggested you turn the fog off Steve (Though maybe I just hadn't replayed it since you turned it off? I don't know.)

Ah, I see. I didn't know that sackbots made scoring funky, though I suppose that isn't surprising seeing as it no longer is the actual 'player' who is activating the various items. Makes sense I suppose.

I don't know about the bonus balls. Maybe it's just because I feel like if someone is up in the air when they start shooting out then they'll be at a disadvantage.

Maybe you could make the balls start shooting after like five seconds, so the people have time to fall back down and be able to grab them too. (You could also apply this to the camera, as well giving them time to fall down before the new camera focuses downwards. You might have to tweak the timing of some thing s a little for it though, I dunno.)
Just a thought.
2011-02-14 16:33:00

Author:
LukeCF
Posts: 790


Oh yes it was wasnt it Just remembered lol.

If you go back to the last page, youll see a post i just made about the updates (which i spent all day doing since reading the suggestions this morning! - a day off Uni and being ill meant that i had the time to lol.)

I would but with the bonus round being only 15 seconds, people can catch up with the balls on the floor. And as per request they are only worth 20 points now! ive nuked a tonne of other point generators too.

So yeah, give it another play whenever, i think you will especially like the spinning stars
2011-02-14 16:41:00

Author:
Steve
Posts: 134


I'll do it after I'm done with classes for the day.If you wouldn't mind could you check out my next concept/idea? It's extremely rough right now, kind of like my Bird Hunting level was extremely rough when I first posted that too (But that level has come a far way and hopefully this one will eventually too).

The main problem I'm having in the level, my new concept level, is that the grabbing is so funky! I dunno exactly why either... :/

I'm thinking about possibly giving the little avatar 'arms' would you would use to grab instead of grabbing with your whole body, I dunno if that'd be idea though. (This sounds odd but you'll see what I mean when/if you check out the level)

Just if you have time it'd be nice to get some feedback on my thread, you know?

Please and thank you!

Edit: By the way are you working on anything else right now too, or just touching this up right now?
2011-02-14 17:29:00

Author:
LukeCF
Posts: 790


Thanks!

No problem man, i was going to say as we seem to give good feedback on each others creations we should kind of be 'on tap' testers for each other lol. Im happy to take a look at any new features or levels you make whenever, just drop me a line. Ill take a look and leave feedback later tonight!

Not at the moment, Uni is proper hectic for me lately and its only going to get worse so im trying my best to hold out from making anything until i have some time spare like Easter Holidays i think. Im hopefully going to start making a strategic command and conquer cross battlefield 2 kind of top down game, want to challenge myself now im more used to the create controls!
2011-02-14 19:04:00

Author:
Steve
Posts: 134


Yo Steve. Played it a couple times to get a feel for the changes.
First off I see that you added a bonus ball to your ending section. Probably because you didn't want to lower the normal ones but wanted to make us happy though? Anyways, I like this new system. It doesn't feel too overpowered, and I think it's cool that if you see a purple one (in theory) everyone will try to rush for it. (and I like how it explodes too, a nice touch)

Second, spinning flashing stars! WOOOOOOOOOOOO! hah. Happy to see my idea implemented there
Buuuuut I have to ask: What sort of logic are you using for the combo system? Because it doesn't seem to be connected to star's /spinning logic at all?
Example, if I tried to get the first two stars and fly past the top biggest star (just barely not activating it) I still seemed to get the points from the combo.
Maybe you should tweak the logic there? If you need help or anything I'd be glad to take a look possible and see if I could help at all.

Oh and one last thing. Those stars that would sometimes appear at the top, I don't see why anyone would go for those, I mean the points seem insignificant for the effort put forth? Though in multiplayer this may not be the case, I'm not sure.

Sadly I still have not found anyone to play this level with me -.-

I need to grab and friend and play this with them, it's a shame my room mate doesn't slame videogames with me, -.-
2011-02-15 22:10:00

Author:
LukeCF
Posts: 790


Thanks for playing it again!

Yeah i thought the bonus ball would counter balance the reduction in point value.

Im a lazy noob so my logic is very simple for the spinning star combo. I just used an or switch with all three sensors on the stars attached to it, which in turn is attached to a score giver. Ridiculously simple, and flawed as you pointed out, but i tried implementing the use of a counter and such things, but alas my logic skills are pretty basic, if you could suggest the correct logic setup for that i would be very grateful!

The stars at the top are quite minimal in points to some extent, but in multiplayer i figured they fill up the top and add a new element at the same time, and if other people have the better balls, or likewise if you have any ball and you are going up the top to score, its easy to jump on the bouncepad below the net and catch the star before scoring in the opposite net.

Add me on PSN, and I'll play with you on it on thursday as im out tommorrow evening. I can also show you the logic then and the incredibly messy construction of create mode that is Pinket Ball - lol (trust me its worse than a 14 year olds bedroom, despite my use of microchips in an attempt to clean things up!)

Also I am interested to see if anyone can find the easter eggs i originally put not the game. They are quite well hidden, so i challenge anyone reading this to unlock them!
2011-02-15 22:18:00

Author:
Steve
Posts: 134


Thanks for playing it again!

Yeah i thought the bonus ball would counter balance the reduction in point value.

Im a lazy noob so my logic is very simple for the spinning star combo. I just used an or switch with all three sensors on the stars attached to it, which in turn is attached to a score giver. Ridiculously simple, and flawed as you pointed out, but i tried implementing the use of a counter and such things, but alas my logic skills are pretty basic, if you could suggest the correct logic setup for that i would be very grateful!

The stars at the top are quite minimal in points to some extent, but in multiplayer i figured they fill up the top and add a new element at the same time, and if other people have the better balls, or likewise if you have any ball and you are going up the top to score, its easy to jump on the bouncepad below the net and catch the star before scoring in the opposite net.

Add me on PSN, and I'll play with you on it on thursday as im out tommorrow evening. I can also show you the logic then and the incredibly messy construction of create mode that is Pinket Ball - lol (trust me its worse than a 14 year olds bedroom, despite my use of microchips in an attempt to clean things up!)

Also I am interested to see if anyone can find the easter eggs i originally put not the game. They are quite well hidden, so i challenge anyone reading this to unlock them!

I can come up with better logic than that for you. I was kinda logic noobish in LBP1, but I had started learning in there, and so when LBP2 came out with much more physical (well non physical really) representation of the gates, I picked it up a lot easier, and I've been learning more and more with my Bird Hunting level, you should see that in create mode sometime, hah.

I can probably easily work out what you need to do right now in my head, but I want to do it in the game to make 100% sure. And maybe I can just show you/help you do it on thursday?

...Easter eggs? Could I find them in one player, or do you need multiple players?

(Would dying when you try to enter the net be one? XD)
2011-02-15 22:36:00

Author:
LukeCF
Posts: 790


Ahh cool, yeh today is fine man. Ill be on around 4-5 and then i probably will stay on for most of the evening on and off.

Nope, possible in one player and the net is not one lol! They are quite challenging but if you look hard you may find some clues...
2011-02-17 08:43:00

Author:
Steve
Posts: 134


I have now updated the logic on the stars for scoring.

The bonus score on the three combo stars now only works if you hit all three in one go.

The smaller stars at the bottom also only give you one score each time you hit them, so they dont double the score up if you pass through really fast.

Big thanks to LukeCF for the logic!
2011-02-18 18:30:00

Author:
Steve
Posts: 134


Glad to help! After I saw your level in create mode and saw your use of sequencers I started thinking some, and something dawned on me. I could probably have done the bird flight logic simpler using a sequencer... So I might go change that eventually. hah.2011-02-18 21:04:00

Author:
LukeCF
Posts: 790


Haha, always the way!

Sequencers can be surprisingly helpful in some cases, but be warned, they can also lead you down a tricky path if you are not careful.
2011-02-18 22:12:00

Author:
Steve
Posts: 134


I am warned! I'm gonna try and mess around with them later tonight. I find it odd that I still haven't even TRIED to use one. hah. The closest I've come is using someone else's. And that was just a MUSIC sequencer, bahahahahaha. Which I need to give him credit for still >.>2011-02-18 22:15:00

Author:
LukeCF
Posts: 790


A pretty good Versus Level
The Length of your game is perfect, just like the concept.
I also liked the Tutorial and Menu.
But of course there are Things you could improve.
Like if you get in that Cannon thing, you could get out with like pressing Triangle.
And if you go out you shouldn't die.
Also, in the intro like thing, after you have seen the ball the camera should go to the basket,
because when i played this with someone in the internetz he was just jumping away with the ball into the stars.lol
But a good level.
Btw sorry for the late feedback ;D
2011-02-26 14:13:00

Author:
Wohlerzock
Posts: 50


Thanks for the feedback Wohlerzock!

I agree with you about the turret, i will make it so you can get out but you will have to die when you leave so that you spawn with grabinators, because when i tried putting grabinators underneath the controlinator on the turret, they didnt activate unless you stand there for like 20 seconds.

Wow, i thought the basket animation was clear enough but ill make it glow and flash or something to make it even clearer for people!

Dont worry man i appreciate it all the same!

I played your level several times again and i have to admit the better i get at the more addicting and fun it is
2011-02-26 20:53:00

Author:
Steve
Posts: 134


Yea no problem
Tomorrow my friend is able to play lbp2, and we will play your level again,
so I don't have to play with random internet people
And btw, my level got new Updates with music and City Design Changes and blablabla
2011-02-26 21:14:00

Author:
Wohlerzock
Posts: 50


Awesome i shall give it another look in a minute!2011-02-26 21:49:00

Author:
Steve
Posts: 134


Update:

I have now added a change in colour on the basket in the tutorial to make it clearer for some people.

Additionally you can now leave the Laser Cannon but will die on exit so that you spawn with grabinators on.

Any feedback is welcome!
2011-02-27 10:45:00

Author:
Steve
Posts: 134


Nice level, and nice concept too!I really liked the big arena and the bonus area in the middle! This could be a really addictive game to play with friends. Alas, i had no one to play with, so i had to try it on my own. But i think that the next time someone joins me, I'll play this again
Now the things you could improve:
As someone else said, the cannon is unescapeable.
In the tutorial, you should make it so that the tip changes only after you press a button, because i had trouble reading everything ( i'm not english, so i have trouble reading english that fast )
Last thing, when a new ball appears, I think it would be good if there was a big light or something, for I didn't notice the new ball a couple of times -_-'
There's my feedback! I enjoyed the level, even thou i was alone! I will surely be coming back to this level with friends!
2011-02-27 18:01:00

Author:
Potunator
Posts: 58


Thanks for taking the time to leave feedback!

I have now changed it so that you can leave the cannon.

As for the tutorial sequence, i will try to implement your idea, but it is quite hard to change it.

When a new ball appears you should hear a creaking sound. If it is a new coloured ball for a new round, then you will hear a specific bell chime and the creaking and the round number will appear in hologram.

Thanks again!
2011-02-27 21:22:00

Author:
Steve
Posts: 134


awesome stage i really see what you mean that we toke the same approach but with small differences your's is perhaps a little more lbp'ish but my aim was to make it look like grass and that sponge did. but dunno if that was so smart. well your lvl look really good i like the menu and it seems you were able to control the point giver better then me i gave up heh. perhaps you could one day show it too me cuz i sure couldn't get it too work. all in all i must say your lvl rocks and the contest is started. Btw this was my first minigame i'm still learning alot but then i'm glad i found this site. Thanks for your quick answer and the play!!2011-03-01 19:59:00

Author:
tjaldex225
Posts: 69


Thanks tjaldex!

If you add me on PSN ill be happy to show you the workings anytime!

Glad your enjoying the site, and just so you know, Pinket Ball was my first mini-game too!
2011-03-01 20:13:00

Author:
Steve
Posts: 134


UPDATE:

Have now fixed the controls of the Laser Cannon - they are no longer reversed.

I also took the time to adjust the handling of it, made it a slight bit faster movement and shooting and balanced the plasma bullets so they don't fly off course.

And i have also changed the bombs to gas when you exit so that it works everytime.

All feedback is welcome!
2011-03-01 20:41:00

Author:
Steve
Posts: 134


UPDATE:

Have now fixed the controls of the Laser Cannon - they are no longer reversed.

I also took the time to adjust the handling of it, made it a slight bit faster movement and shooting and balanced the plasma bullets so they don't fly off course.

And i have also changed the bombs to gas when you exit so that it works everytime.

All feedback is welcome!

Sweet, you seen my revew , you want a game let me know.
2011-03-02 04:20:00

Author:
Unknown User


Well, I know I'm late to the party here. The game was unique, well designed and quite polished as others have said. You seem to really be committed to improving it, which is great. Rather than repeating what everyone's said, I'll just add a few things I don't think have been covered:

-- Nice animated help screen (ball shooting into hoop)!

-- Green and yellow can be problematic for people with colorblindness issues (myself and 8% of males). I could see almost no difference between them in the help screen. Luckily it wasn't nearly as bad in the actual game - I could pretty much tell except sometimes when they were by certain lights. Just something for people to be aware of (actually even professional game designers rarely account for this and can completely kill certain games for some people, especially puzzle games like Bust-A-Move).

-- I also only played by myself, but the point values seem to give it a potential for a "Golden Snitch" (http://tvtropes.org/pmwiki/pmwiki.php/Main/GoldenSnitch) situation. With the amount of time it takes to make a basket, it seems like just two baskets with the final ball could win the whole game for you. But I'm sure you've put a lot more thought into it than I have and you have already made point-balancing changes several times, so take that as you will. Just my initial thought. I do realize that fighting for the best ball is part of the point.

-- I also don't really "get" the pipes, as some have said. They're cool, I guess, but do they really ever help you? And I also discovered the hard way that nothing besides sackboys can go through those. I had wanted to have some garbage fall through a pipe in my junkyard level, but no avail...

Anyway, these are all minor complaints. Nice job.
2011-03-02 07:32:00

Author:
Roo5676
Posts: 62


Anytime JC, if you add me on PSN id be happy to help out with your top down shooter too, in fact im working on a complex top down shooter myself at the moment!

Thanks for the feedback Roo!

I never thought of game design affecting colorblind people, do you have any suggestions of how i could make adjustments for those like yourself? As you noticed, i am trying to get it to an absolutely perfect level.

Im glad you made a point about the score values, i have been thinking myself for a while now that maybe they have a bit too big a gap between them. Id be interested to know what you think i could do to rectify this? As you said, it is a competition for the highest value ball, but maybe i could lower the score gap from 500 to 250 between each ball? So first ball 250, second 500, third 750 and fourth 1000? And with the golden snitch comment did you mean the bonus round or just the last ball?

The pipes were kind of a random thing really. When i first came up with the idea i hadnt played pinball in years and for some reason i kept thinking that there was a similar feature in most pinball games, which in fact i think i was getting confused with the bridges and ramps that the ball can roll down in most pinballs. They are pretty pointless, other than giving you points but maybe i could implement a kind of system where if you go through both you get a bonus score? Like when you pass through one it activates a light on that side, and then whoever gets the next one activates another light which in turn gives them a bonus. Or i could even make it so that instead of just a bonus, if both are activated it could rain score bubbles for a few seconds?

Thanks for all the feedback guys, i appreciate it so much!
2011-03-02 10:16:00

Author:
Steve
Posts: 134


UPDATE:

I have now changed the scoring system in response to your feedback Roo! Green 250, blue 500, yellow 750 and red 1000, and bonus balls 10 and bonus bonus balls (purple) 50. This way there is much less of a margin between the values and its harder to get a huge lead!

I have also added a system whereby if you go through both tubes, you activate four emitters which each send a different colour star down the level, two of which are worth 50 and the other two worth 100.

Enjoy!
2011-03-02 15:46:00

Author:
Steve
Posts: 134


Wow, you work fast!

The colorblind thing is tricky because it varies from person to person. Personally, I struggle to see the difference between some greens and yellows, some blues and purples, and some greens and browns. Key word is "some" -- it really depends on the shade and the situation. Large, adjacent areas are easier to discern than small, separated areas. Generally, the "truer" a color, the easier as well (i.e. regular green instead of neon green, pastel green or brown/green).

Some games do include colorblind modes/options -- puzzle games sometimes add shapes on top of colors (so like a red ball with a square on it and a yellow ball with a triangle on it). Shooters frequently use green for the names of allies and red for the names of enemies, so sometimes they let you switch to green and white, or red and blue instead. Don't think that I had a major problem with it in your game, though -- I really didn't. I just thought it might be an interesting topic of game design.

I was referring to the last regular ball when I mentioned the points -- I know you had already reduced the bonus round previously to avoid that potential problem (person who can tap R1 the fastest wins...). I'm not sure reducing all the point values equally changes anything, though. Consider this situation:

Player 1: (3 x 250) + (1 x 500) + (1 x 750) + (0 x 1000) = 2000 from 5 baskets
Player 2: (0 x 250) + (0 x 500) + (0 x 750) + (2 x 1000) = 2000 from 2 baskets

Maybe that's how you want it and that would be ok. Just food for thought.
2011-03-02 20:17:00

Author:
Roo5676
Posts: 62


Yeah i was home from Uni today so got my work done and set myself on LBP

Even though its not affected much in my game, its an interesting aspect of design as you say, and i hadnt thought of it until you pointed it out!

Yeah i see the problem, but originally the boxing gloves were there to kind of counter the ease of scoring and to be honest, unless you get a good run you'll be hard pushed to get two red balls in without something getting in your way.

If you could give it another go, id be interested to see what you think of the bonus system i implemented on the tubes.

Thanks!
2011-03-02 21:08:00

Author:
Steve
Posts: 134


UPDATE:

Have now made it possible to steal the ball from other players!

I hope this helps balance out the gameplay a bit more.

Any more suggestions or feedback are welcome!
2011-03-08 21:37:00

Author:
Steve
Posts: 134


Steal the ball from other plays? How is this accomplished? Just curious... And I'll be sure to check out the updates you've made since I last played Steve. I also just recently Finally updated my Bird Hunting a little with some tweaks to gravity, the boomerang, and a few other minor things. I've officially entered Beta with this updated. hah.2011-03-08 21:58:00

Author:
LukeCF
Posts: 790


On list.. when i play it with my son i will leave a review.

Can u f4f my sig levels?
2011-03-09 00:32:00

Author:
PTdragon
Posts: 176


Its really simple, EatMyDst on LittleBigPlanet Galaxy told me how. Basically you just put a material tweaker on the ball and make it single grab! Thats it.

Definitely man, i will take another look and give feedback once im back from uni tonight!

@PTDragon - Of course! I will play them tonight when im back!
2011-03-09 08:41:00

Author:
Steve
Posts: 134


Hehe this Level is so FUN. Ive played and played and played with my son.. really cool but it ends to fast Maybe more time idk ^^
Pinball and Basketball in this level is such a good combo.. loved it
2011-03-09 14:45:00

Author:
PTdragon
Posts: 176


Thanks PT!

Its a hard balance for time really, i had it at 4 and a half minutes to start with, but people found it really boring and repetitive and suggested it would be better as a much shorter thing you can replay over and over.

I will play your levels and leave some feedback asap!
2011-03-09 17:20:00

Author:
Steve
Posts: 134


Thanks PT!

Its a hard balance for time really, i had it at 4 and a half minutes to start with, but people found it really boring and repetitive and suggested it would be better as a much shorter thing you can replay over and over.

I will play your levels and leave some feedback asap!

Is your level set to competitive or what ever? Where it shows how well you did against other people, not just how high your score is? I think it is but I can't quite remember...

If so perhaps you could make two sequencers one with a longer play time, and one with a shorter. Though that'd probably be hell depending on how you did your logic... It's not all wireless is it? Because then it could probably be accomplished really easily... But if not it'd probably would be lots of trouble. hah.
2011-03-09 18:51:00

Author:
LukeCF
Posts: 790


No unfortunately it would be a nightmare - my logic is all wired :/

Nice idea though, i have played around with that kind of idea before but its so complicated.
2011-03-09 19:55:00

Author:
Steve
Posts: 134


No unfortunately it would be a nightmare - my logic is all wired :/

Nice idea though, i have played around with that kind of idea before but its so complicated.

As long as you start with the plan of it all being wireless, it isn't as complicated as it seems.

Basically all you would have had to have done, is instead of having all your triggers on the actual sequencer, you just put tags with specific labels onto your sequencer.
Then you use tag sensors to detect when the tag is turned on (on your sequencer), and have that turn on the various effects on your level.

This also allows you the convenience of having your logic close to the things it activates. And of course you won't have all those messy wires everywhere.
Just something to think about the next time you make a level maybe, you know?
2011-03-10 01:58:00

Author:
LukeCF
Posts: 790


Yeh, its a good idea to aim for that. In fact on my new level i am doing absolutely everything wireless but for slightly different reasons.

Sorry i couldnt check either of your levels out yesterday guys, the PSN server was having maintenance or something and i couldnt get on.
2011-03-10 08:59:00

Author:
Steve
Posts: 134


'Ello finally getting back about some changes... I can't remember what you changed now. >.<

Though I do still have a little feed back.

You know how one of the very first things I suggested was putting a little ramp next to the small bounce pad so you could easily walk on up to it and bounce over the large bounce pads? Well during the bonus round I tried running over the large bounce pad just to realize I couldn't. Maybe another ramp at the end of the large ramps would be a good idea.
2011-03-16 21:40:00

Author:
LukeCF
Posts: 790


Thanks man!

Yeah i think i know what you mean, ill get on it as soon as i find some spare time!

Life is sooo hectic at the moment lol.
2011-03-16 22:02:00

Author:
Steve
Posts: 134


I feel ya!2011-03-17 04:02:00

Author:
LukeCF
Posts: 790


Updated.

Now made it so that there is a ramp up to the larger bounce pads at the bottom, makes it easier for the whole game in general and for the bonus round!
2011-03-26 17:21:00

Author:
Steve
Posts: 134


UPDATE:

Have added some pictures on the first page as i only found out how to upload them yesterday
2011-04-02 16:56:00

Author:
Steve
Posts: 134


Just thought i would include here that Pinket Ball just won the Break-out-of-a-Genre competition over at LittleBigPlanetGalaxy.com!

Thanks to Cstrfrk and everyone else over there for the support and recognition!

Here is the blog post: http://www.littlebigplanetgalaxy.com/enter-the-pinket-ball-evolution/
2011-04-02 20:52:00

Author:
Steve
Posts: 134


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