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Peggle

Archive: 14 posts


Hey folks, I tried to make a level based on peggle. It's got most of the features in there and I'm happy with the result. If you like peggle give it a shot!

http://i6.lbp.me/img/ft/476ca3d6d084242927ec22605a0559557214b3b1.jpg
http://lbp.me/v/xbhvwp
2011-02-03 12:23:00

Author:
OneEyedBanshee
Posts: 1370


The level of detail is amazing, everything from bonuses, to the rainbow colours at the end of the stage. I'm seriously amazed at what you've achieved with the logic tools given.

If I am to give some constructive feedback, other than simply praise you, it would be that it really could use randomization of peggle colour positions. Also, the purple peggle doesn't always show up. I'm guessing that's because of the level being static, and that if a peggle is missing already where the purple was supposed to be, then it will not show up?

For future versions I would like to see some bonus-peggles such as:
Laser sight: A line coming out of the cannon, doesn't need to take into account gravity and such.
Multiball: Launches a second peggle from the top, or from the peggle position.
Flippers/walls: Objects that comes in from the side, also making the ball catcher patrol a smaller area since the objects cover the sides.
Comet: Remove all peggles it touches without bouncing around.


This is a masterpiece and it could just as well have been Popcap themselves that had made it, kind of like how they made the Peggle-addon for World of Warcraft. You have some incredibly insight in how the game works and I both applaud and curse you for making this level. Just... One... More... Game.


If you wish to give feedback to one of my levels, feel free to try my Trash Recycler (https://lbpcentral.lbp-hub.com/index.php?t=47539-Trash-Recycler&p=760282) level.
2011-02-03 16:53:00

Author:
Nordh
Posts: 25


Great fun! Really addicting, so much so that I demand you make more!2011-02-03 17:04:00

Author:
ApeCheese
Posts: 369


I was going to comment on this until I realized the level I played looked nothing like your screenshots. This one looks quite a bit more like real Peggle, definitely gonna try this out!

My level's in my sig if you're interested.
2011-02-03 17:37:00

Author:
Dietomaha
Posts: 156


Really great take on Peggle. As far as I'm concerned, this is the best Peggle level available. Great job sir. Would love to see additional levels.

Also, how in the world did you make the long shot / bucket shot / etc. bonuses? Great job on that especially.
2011-02-03 19:20:00

Author:
Dietomaha
Posts: 156


Really great take on Peggle. As far as I'm concerned, this is the best Peggle level available. Great job sir. Would love to see additional levels.

Also, how in the world did you make the long shot / bucket shot / etc. bonuses? Great job on that especially.

I would assume it's time-based. Put a timer each time it hits an orange peggle, if the timer is finished before it hits the next peggle it's a long shot.
2011-02-03 20:47:00

Author:
Nordh
Posts: 25


This level is lookin' good!

Ima queue then leave ya some feedback here.....

Also there was a nice Peggle level in Mm Picks on the BETA. Did you know that? I can't remember what the gameplay was like though...
2011-02-03 20:58:00

Author:
mutant_red_peas
Posts: 516


I would assume it's time-based. Put a timer each time it hits an orange peggle, if the timer is finished before it hits the next peggle it's a long shot.

It's not a timer. I wanted to get a true long shot otherwise if the ball bounced really high off a peg and spent some time in the air and then hit an orange right next to it, long shot might get triggered. Now I'm not even sure exactly how it works in peggle but I assume long shot means distance and not time. It's achieved by having a piece of holographic following the ball with tag sensors on it, they have a minimum range so this detects when the ball has landed far enough away. So whenever the ball hits an orange that piece of holo stops following the ball but as soon as it collides with something else it resets its position and follows the ball again. But there is enough time before it resets position for the logic to work out whether you just hit another orange peg at the right distance. And I probably made that sound more complicated than it actually is!

Thanks for the compliments. I will play any levels I was asked to and get back to you soon.

Nordh thanks for the great feedback. I'd love to add that aiming line but I am a perfectionist and seeing the line pointing straight and the ball comes out on a curve because of gravity doesn't sit well with me. No idea how I could make it work and take gravity into consideration but I will try and figure it out.

Randomizing the peg locations would be trickier and something I would save for a future version were I redo the peg logic to fit that. Definitely something I would like to do though and adding special shots is a must. If I make another, specials will be in it. And as for the random pink peg not showing up sometimes I am stumped by that. The logic should work, randomizers like to act odd and I find sometimes it selects the same output twice, three even four times in a row. In this case the thing just won't emit a new pink if it's in the exact same location as the last round. that's my only guess as to when it doesn't show.
2011-02-03 21:58:00

Author:
OneEyedBanshee
Posts: 1370


The thing with randomizing the same thing twice in a row can often be fixed by resetting the switch between each time. I've seen it on other levels as well where it doesn't trigger the new event correctly because "it's already lit up".

Let's see if I can visualize it with some code-tags. Let's say A is the randomize and it selects B, which is already lit up. If you split the signal and have a 0.1s delay at C, the first signal will first turn off B, and 0.1 seconds later the signal from C will go on and turn B on again.



A ------+---C----B
| |
+--------+


If you're using a sequencer for it, you might just try and have an off-switch at the beginning of the sequencer to make sure it resets and acts as it should.



In the "real" Peggle, I'm almost entirely sure you can get a long shot if you hit a wall and bounce back and hit a peggle close to the first, it's about distance traveled, not necessarily about distance between the peggles. It can be straight up as well I believe. Having a phantom ball is really a nice way of thinking outside the box to solve the issue.
2011-02-03 22:22:00

Author:
Nordh
Posts: 25


Oooh this looks cool! definitely going on the queue!2011-02-03 22:29:00

Author:
Majikfish
Posts: 9


Saw this on LBP.me the other day. Queued it immediately.

Gonna play it when I get back from the vacation.
2011-02-03 22:36:00

Author:
Alec
Posts: 3871


WOW your level is really amazing, amazing fun! I am surprise you are asking for review or feedback. you probably already know that you did an awesome work.

Only one thing you may want to know is that a person can easily boost the score by aiming for the bot, it gives away a tremendous amount of points which can easily be boosted. You may want to strip it out of it score bonus, getting an extra ball is more than enough of a reward I believe.

I yay and hearted.
2011-02-06 01:04:00

Author:
Super Sackboy Bros
Posts: 17


Thanks and you only get points if you manage to knock it off a peg and then into the bucket. If your good at pulling that off you deserve the points! Also I fixed the pink thing, it appears 99% of the time now. Not sure why it doesn't show up once in a blue moon but it is better than before. also added a pointer but I'm not satisfied with it so it;s not on by default. The ball arc is a pain to line up pointer, the only way I seen to easily do that is to emit something at same velocity from same spot for pure accuracy but to me that method looks sloppy. Perhaps I can use it some way though, hidden from view to tell stuff where to go.2011-02-06 01:22:00

Author:
OneEyedBanshee
Posts: 1370


You could use a visible ghost ball as a pointer that disappears and reshoots once it hits something or you turn the cannon. The problem with having a point show where the ball is hitting is that it takes time for the ball to travel so the pointer doesn't show up directly. If you have a ghost ball that emits to show your aim, the waiting time feel more natural.2011-02-06 05:39:00

Author:
Nordh
Posts: 25


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