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Demon Baby Toss

Archive: 29 posts


Tossing demon babies is fun! Come on and see just how much fun it is!

http://ic.lbp.me/img/ft/10cc42eea41ea6564150b6939e17b4f5036317c0.jpg

Grab a demon baby and toss it for points, or toss your friends for fun and fire

This vs match is best played with friends. Using a few switches you can change the rules of the match making it a new game every time! Adjust such things as :

Demon baby anti-gravity level (3 levels).
Match time (1 to 5 minutes).
Whether or not you invite Super Babies to the match (a real x factor).
Move the foul line.
and more...

http://i8.lbp.me/img/ft/7e8729fe1b34d95bcb98549f0e7b72efdd6d38a4.jpg

http://lbp.me/v/xvm6ke
http://lbp.me/v/xvm6ke
2011-02-15 23:51:00

Author:
lochnar
Posts: 59


comments/feedback welcomed 2011-02-16 03:18:00

Author:
lochnar
Posts: 59


maybe it would help if I fixed the url...some days I just don't function correctly...2011-02-16 09:11:00

Author:
lochnar
Posts: 59


Thats was fun - you seemed to have all bases covered with the options. Chucking them into whirling blades of DEATH or CRUSHERS or ELECTRIC FENCES could up the fun, but I can't complain - I got to chuck babies. Hearted for replays. F4F Dark Heart of the Wood2011-02-16 14:13:00

Author:
Tanuki75
Posts: 172


@Tanuki75 - Thanks, I was thinking about a 5th basket that would float down every now and again. Something electric or with spinning blades could be fun for that.

@Everyone - Really need some multi player feedback on this one, I think I fixed I bug I found earlier but I could use some more eyes. Let me know if the end teleporter is killing you when porting more then one player. Thanks!
2011-02-16 23:47:00

Author:
lochnar
Posts: 59


Updated the level to, hopefully, address issues with seeing the foul line. It should be easier to see and hence not step on.2011-02-17 10:06:00

Author:
lochnar
Posts: 59


Updated: Fixed my respawn issue, you will now respawn in the correct place EVERY time. Also some minor visual touch ups.

Let me know what you think!
2011-02-18 00:13:00

Author:
lochnar
Posts: 59


Since your my bud, I must play your level 2011-02-18 01:20:00

Author:
Tadao-ZM
Posts: 114


Since your my bud, I must play your level

thanks throw me an invite if you want to multi it.
2011-02-18 02:15:00

Author:
lochnar
Posts: 59


I probably should, it was fun, but not to much fun by myself xD2011-02-18 03:03:00

Author:
Tadao-ZM
Posts: 114


Played by myself (no friends online at the time).
Funny stuff. It's nice to see multiple goals with different values, and moving the high score goal was a nice idea.
Bonus points for being able to set the time limit.
My only suggestion is to take out the black/yellow light before the game starts as I always ran into it.
Oh, and make the cutscene skippable for replays.
2011-02-18 10:19:00

Author:
midnight_heist
Posts: 2513


Played by myself (no friends online at the time).
Funny stuff. It's nice to see multiple goals with different values, and moving the high score goal was a nice idea.
Bonus points for being able to set the time limit.
Thank you and I'm glad you had a positive experience!


My only suggestion is to take out the black/yellow light before the game starts as I always ran into it.

The lantern by the first grabinator?

Oh, and make the cutscene skippable for replays.

I'm working on this, sadly, I have logic embedded in the sequencer that runs it. Breaking that out and maintaining sync with the cut scene when/if it runs has not been as easy as it should. I'll get it. Is there a way to detect replays? That would be nice, still learning my way around lbp2's create mode.

Thanks for having a look at it
2011-02-19 03:30:00

Author:
lochnar
Posts: 59


Played it. Wouldn't hurt to mix up demon AI, jumping maybe or running around a bit more instead of huddling together. Certainly unique.2011-02-19 07:45:00

Author:
Hoplyte
Posts: 100


Played it. Wouldn't hurt to mix up demon AI, jumping maybe or running around a bit more instead of huddling together. Certainly unique.
I have been playing with changing their behavior dynamically I'll reopen that as soon as the cut scene thing is squared away. Thanks Hoplye and gratz on your move to cool levels!
2011-02-19 10:06:00

Author:
lochnar
Posts: 59


Big update! Super babies now inspire all babies to "act up" rather than stand about in a mostly passive fashion. Turn on the super baby switch to see this new feature. Also, the cut scene can now be skipped using circle. There is short 2-3 second pause, for the feild setup logic, before the match starts. That will also service the player by giving them time to jump down on feild so I'm leaving the pause in for now.2011-02-19 13:13:00

Author:
lochnar
Posts: 59


I played by myself (I'm a loner, what can I say.) and I was impressed. Nice idea adding so many customisable options. Have you considered implementing a menu so that the player can select these "out of game"?

I felt like the game itself was slightly too unforgiving. I'm assuming that hitting the moving bounce pads gives you more points? I say "assuming" because I was not able to hit them even one time, and I really tried. It doesn't need to be easy, but it should perhaps be a fraction easier than it is now?

S'fun, though. Lots of potential!
2011-02-22 21:34:00

Author:
Unknown User


Thanks for trying it out GHudston


Have you considered implementing a menu so that the player can select these "out of game"?
I did think about that. The reason I didn't was more philosophical then anything else. Looking at what people are making with LBP2, I saw a great many trends. One of which is the mini-game which I like as it's a thing designed to be played over and over yet if it's good it doesn't get "old" quickly. Another trend that I see is making LBP2 not look like, itself. I've seen it look like youtube, or an 80's arcade game or any number of other non-LBPish things. That is a trend I am not so fond of. I like sack-people they are CUTE and I want them on screen being so. I made a conscious decision to keep the sack on the screen as much as possible. That is what played in to me making my "menu" a playable part of the level.


I felt like the game itself was slightly too unforgiving. I'm assuming that hitting the moving bounce pads gives you more points? I say "assuming" because I was not able to hit them even one time, and I really tried. It doesn't need to be easy, but it should perhaps be a fraction easier than it is now?

Yes, I do consider it a challenging mini-game but the level of challenge can change dramatically with just one or two switches. Did you have super babies turned on? If so then that will radically affect the difficulty level of the match. This is mostly due to the babies changing behavior modes when super babies are allowed in the match. Throwing a baby that is currently in follow mode, "an angry baby" will change the physics of the throw because it still tries to follow you (even set to as low a range as these are). As it's random when this mode pops (and even if it does) an unlucky match could easily see a player picking up a majority of such babies and never being able to hit the bounce pad. On the upside the goal they tend to hit, due to the same follow physics, is worth 150 points vs the 50 points you get for normally failing to hit the bounce pads. Changing the anti gravity level of the babies is another one that can drastically affect a match. That one also makes it harder to hit the bounce pads.

If none of that applies to your match then I'll give you a technique hint (which will be in the soon to be released youtube vid). Take a running jump as you come up to the foul line, if you do it correctly, you don't lose the baby and you get a better shot at the bounce pads. Think of it kind of like the NBA (if you're American) in that you may be over the line but if you are not holding the ball when you touch the ground it's good, generally. That's close to how my foul line works, you have to be close to (or on) the ground and holding a baby to set it off.

As a side note, if you want an easier match then throw the last switch and set "foul line back" which will move the foul line away from you "back" and give you more room to advance and throw your babies.
2011-02-23 09:57:00

Author:
lochnar
Posts: 59


A really nice and original level! You could enhance the level further by making a menu with all the options, but it's your choise! I really liked it, and it's a really cool and entertaining party game!2011-02-24 14:28:00

Author:
Potunator
Posts: 58


A really nice and original level! You could enhance the level further by making a menu with all the options, but it's your choise! I really liked it, and it's a really cool and entertaining party game!

I'm glad you liked it
2011-02-24 22:01:00

Author:
lochnar
Posts: 59


+ I liked the art. Everything worked together and made sense.
- The music didn't fit the level very well. Was not very sporty or demony.
- You have too many config items. Add a random or recommended quick start.
Use logic to spice up the event as time passes.
2011-02-25 01:35:00

Author:
OrangeTroz
Posts: 90


Like the game although not amazing on my lonesome. One thing though, you get points when you pick the baby up right? So what's stopping you from just standing by the tube and just picking them up, chucking and picking up again. Get lots of points for not really playing the game.2011-02-25 10:20:00

Author:
TimeH33
Posts: 51


Added to queue. If you want to F4F early, F4F this: https://lbpcentral.lbp-hub.com/index.php?t=47967-Dizzy-Wheel-Survival-Challenge

I'll get to yours tonight.
2011-02-25 13:53:00

Author:
RSQViper
Posts: 302


+ I liked the art. Everything worked together and made sense.
- The music didn't fit the level very well. Was not very sporty or demony.
- You have too many config items. Add a random or recommended quick start.
Use logic to spice up the event as time passes.

Music is not my strong point, I'll look at changing it or maybe add a music changer. There are default switches that are on when the level starts so in essence I do have a "quick start" as you can bypass the switch area and go right to the match. I do love the idea of a randomize, I'll work that one in! Thanks for playing


Like the game although not amazing on my lonesome. One thing though, you get points when you pick the baby up right? So what's stopping you from just standing by the tube and just picking them up, chucking and picking up again. Get lots of points for not really playing the game.

That is a valid strategy. You only get 10 points so doing it for the whole match would be a bad idea as the goals are worth 50, 150, 500 and 1250. I have used it in the last 10 seconds of a match to get a few extra points when I knew I didn't have time for another shot at a goal. It's fun too when, in a close match, you and your buds spend the last 7 seconds trying to pick up babies and throw each other away from them at the same time. You can also throw your buddy at the goals, it's fun when you can pull that off Thank you for trying it out and if you want to try it again with someone just send me an invite.
2011-02-25 22:10:00

Author:
lochnar
Posts: 59


UPDATE: New switch added to randomize match rules. Also the opening music has changed.2011-02-26 14:13:00

Author:
lochnar
Posts: 59


OK, played the level with 1 other person and it's pretty fun. I like the ability to adjust the settings but having the randomizer is good to have as well.

I do want to ask if you have the emitters set to destroy oldest? It seemed like even if i was in the middle, not at the line, that they would disappear out of my hand. If it's set to destroy oldest I would switch that to NOT do that so they don't disappear in your hand.

I also don't think you need quite so many demon babies active at once. Oh, and if you were to set them to patrol then they would walk around. That could be interesting.
2011-02-27 04:59:00

Author:
RSQViper
Posts: 302


OK, played the level with 1 other person and it's pretty fun. I like the ability to adjust the settings but having the randomizer is good to have as well.

I do want to ask if you have the emitters set to destroy oldest? It seemed like even if i was in the middle, not at the line, that they would disappear out of my hand. If it's set to destroy oldest I would switch that to NOT do that so they don't disappear in your hand.

I also don't think you need quite so many demon babies active at once. Oh, and if you were to set them to patrol then they would walk around. That could be interesting.

I'm glad you enjoyed it!
Yes the emitter is set to destroy oldest. It's house keeping for babies that get stuck due to a rough throw, it's rare but still happens. I will come up with a better solution for that. I've played so much I did not think about that being hard on players but it is .

As to the number of babies, I don't know what a balanced number would be that allows for 4 players as easily as 2. Ideally, it would vary according to the number of players but I don't know a good way of detecting that outside of some controlinator kludge. I'll work on that.

Thank you for having a look at it!
2011-02-27 21:57:00

Author:
lochnar
Posts: 59


To have babies set to number of players try this. Have the emitter you already have put out less than it already does, but add a 2nd emitter that senses 4 players and emits. That is how your level can adjust for amount of players.2011-02-27 22:06:00

Author:
RSQViper
Posts: 302


To have babies set to number of players try this. Have the emitter you already have put out less than it already does, but add a 2nd emitter that senses 4 players and emits. That is how your level can adjust for amount of players.

Oh! Thanks
2011-02-28 04:24:00

Author:
lochnar
Posts: 59


UPDATED!

Demon babies now spawn more often with more players. Also changed demon baby lifespan to infinite, no more demon baby vanishing act (unless you step on the foul line). Finally, new cleanup logic added for demon babies that get stuck, which has been rare.

Thanks again for all the awesome feedback and keep an eye out for youtube vids and the next installment of the demon baby olympics.
2011-03-01 04:59:00

Author:
lochnar
Posts: 59


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