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#1

Mobile Suit Armorboy (version 0.7 out now!)

Archive: 58 posts


Okay, now that I'm actually working on stages versus tinkering, here's a thread devoted to it and its progress. And yes, there will be multiple stages.

I initially wanted to make a small tech demo for the mecha I made in game so that players can get oriented to the controls before I started on a real stage. Needless to say, it didn't work out that much so in the next couple of days, you should be seeing part one of my mecha series...

- Mobile Suit Armorboy: Basic Training - (name pending for obvious reasons)

http://www.daviddino.com/lbparmorboy1.jpg

Aside from the mecha control training, I've kinda managed to shove a lot of platforming in this as well. I'm kinda surprised personally, but I still have a ways to go before I'm done. The mecha can be boarded by two players and even provides a weapon power-up versus one player.

Here's a video of the basic design, movement, and base weaponry of the mecha used in the game, if you haven't seen it already.

MQ9uncjh1Kg

Stuff added since I posted the vid are the following:

- Armorboy can now sustain multiple hits of enemy fire. Indicator lights up when armor cannot take any more
- Automatic weapon angle/camera angle adjustment when facing enemies above
- And of course, weapon power-up when boarded by two players.

Will post more as the stage continues along. It's a lot different than I had initially planned it to be. Look forward to it!

--------------------------------------------------------------------------

EDIT: Alrighty, finally at the halfway mark of my new stage. I've published it in the hopes that you guys can test it out and see what works and what doesn't. Any help is appreciated as I'm hoping to make this one really polished.

Mobile Suit Armorboy - Trial by Meteor? v0.5/gevurah22
location: California

http://www.daviddino.com/lbparmorboy8.jpg

http://www.daviddino.com/lbparmorboy2.jpg
http://www.daviddino.com/lbparmorboy3.jpg
http://www.daviddino.com/lbparmorboy4.jpg
http://www.daviddino.com/lbparmorboy5.jpg
http://www.daviddino.com/lbparmorboy6.jpg
http://www.daviddino.com/lbparmorboy7.jpg

Also, version 0.66 is up for testing!


I've addressed some issues in regards to accessibility with the mid-boss fight, the electric ceiling room camera angles, and the trap bridge. I've also added more visual detail to the mid-boss section and barely started on the actual Armorboy training sequence.

http://www.daviddino.com/lbparmorboy11.jpg
http://www.daviddino.com/lbparmorboy14.jpg

In this update, there's also the "briefing room" which I think emulates a monitor pretty well while giving the player basic instructions on how to pilot the Armorboy.

http://www.daviddino.com/lbparmorboy12.jpg
http://www.daviddino.com/lbparmorboy13.jpg

This version also includes something you can blow up with the Armorboy's machine gun at the middle of the long hallway after receiving the mech. It's an infinite respawn so you can blow it up over and over again to your heart's content.

Plus there are infinite checkpoints in this stage allowing you to not worry about ending your romp through the Armorboy testing facility too soon. ^^

As always, the difficulty is still high and you will receive an Armorboy if you ace this early version of the level. Thanks to everyone who's been testing it and leaving comments. I have about 25% left on the thermometer, so we'll how far I can get before I start part 2.

Thanks in advance! ^^
2008-11-20 13:40:00

Author:
gevurah22
Posts: 1476


Looks very cool mate, will make sure to check it out when it is up.

Cheers QuozL
2008-11-20 13:42:00

Author:
QuozL
Posts: 921


Great job man. They not only look cool but looks like fun operating them. I'll be playing this for sure!2008-11-20 18:04:00

Author:
KAPBAM
Posts: 1348


I'm definitely looking forward to this. Any method of adding mecha to LBP can only lead to good things 2008-11-20 18:43:00

Author:
Gilgamesh
Posts: 2536


Looks like its going to be another good level, donkey show. The mecha looks like it works very well I can't wait to see it in level action.2008-11-20 22:29:00

Author:
Night Angel
Posts: 1214


I'm definitely looking forward to this. Any method of adding mecha to LBP can only lead to good things

There's never enough mecha in the world, let alone LBP. :hero:

Anyway, since it's near impossible to control both the mecha and shooting in this game... it took forever working on an automated system that not only felt decent, but adapted to the limitations of the controls. That's why I wanted to put out a tech demo of sorts first before I did this, but it's not turning out that way.
2008-11-20 23:11:00

Author:
gevurah22
Posts: 1476


There's never enough mecha in the world, let alone LBP. :hero:

Anyway, since it's near impossible to control both the mecha and shooting in this game... it took forever working on an automated system that not only felt decent, but adapted to the limitations of the controls. That's why I wanted to put out a tech demo of sorts first before I did this, but it's not turning out that way. So the controls are not looking so hot?
2008-11-20 23:40:00

Author:
Voltiare
Posts: 646


can't wait for it, I can almost guarentee it will be a hearted level!!!2008-11-20 23:47:00

Author:
Unknown User


So the controls are not looking so hot?

No, its not that at all. Just don't expect it to play like other side scrolling shooters, etc. I've pretty much got it down to a point where I'm personally satisfied about it.
2008-11-20 23:49:00

Author:
gevurah22
Posts: 1476


CoOoOoOoOoOoOoL I probably couldn't make that 2008-11-21 03:34:00

Author:
BloodFlameX
Posts: 349


If the jetpack chain is tether is too short, wont it pull the suit along with it?
I use to play around in create mode with the jetpacks by making the tether really short then flying around with it hanging off my sackboy.

Then you'd be able to make a grab/directional trigger for shooting?
I think you already did that in the last suit, but didnt look too far into it.

Its all pretty awesome btw.
2008-11-21 06:02:00

Author:
Quarter
Posts: 30


I built this stuff months ago.2008-11-21 06:11:00

Author:
Unknown User


If the jetpack chain is tether is too short, wont it pull the suit along with it?
I use to play around in create mode with the jetpacks by making the tether really short then flying around with it hanging off my sackboy.

Then you'd be able to make a grab/directional trigger for shooting?
I think you already did that in the last suit, but didnt look too far into it.

Its all pretty awesome btw.

It's a matter of weight and balancing. If it was just pulled along with the jetpack, the space for Sackboy to to pull the suit has to be 1) completely enclosed (which amazingly has high percentage for accidental crushing) and 2) you kinda lose the sense of being in control. Grabbing is a better choice for attempting to control something with this kind of weight... plus you can disengage the suit whenever.
2008-11-21 06:55:00

Author:
gevurah22
Posts: 1476


You're my favorite level maker, and with good reason!
Highly anticipating this.
2008-11-22 04:51:00

Author:
whatisnarwhal
Posts: 164


Haha thanks. The thermometer has been good to me when adding multiple mecha so I should be able to come up with an unlimited emitter of Armorboys in the event that the player happens to eat it in some unexpected form.

So far, the level is going smoothly as I am currently working on the "physical training sequence" before actually boarding the Armorboy for the actual mecha training. Right now, it's leaning more towards a medium to hard difficulty considering I really don't like making platforming sequences easy. But it should be less difficult than, let's say LittleBigPhantasy Part 1.

There's one section I'm rather proud of, which is what I like to call "Death Ray Madness" that involves dodging and manipulation of these Death Ray machines I created. After figuring out how to make "Death Rays," I knew this had to be done.
2008-11-22 05:36:00

Author:
gevurah22
Posts: 1476


Death Rays? How? :O2008-11-22 05:50:00

Author:
Tomo009
Posts: 274


Death Rays? How? :O

I'll put a video up, but you'll see.
2008-11-22 06:00:00

Author:
gevurah22
Posts: 1476


Haha thanks. The thermometer has been good to me when adding multiple mecha so I should be able to come up with an unlimited emitter of Armorboys in the event that the player happens to eat it in some unexpected form.

So far, the level is going smoothly as I am currently working on the "physical training sequence" before actually boarding the Armorboy for the actual mecha training. Right now, it's leaning more towards a medium to hard difficulty considering I really don't like making platforming sequences easy. But it should be less difficult than, let's say LittleBigPhantasy Part 1.

There's one section I'm rather proud of, which is what I like to call "Death Ray Madness" that involves dodging and manipulation of these Death Ray machines I created. After figuring out how to make "Death Rays," I knew this had to be done.

Death rays? Do tell more.
2008-11-22 08:06:00

Author:
whatisnarwhal
Posts: 164


yes do tell more of the death ray thingy bobs2008-11-22 11:56:00

Author:
panzer3000
Posts: 362


Haha, y'all will see them soon. I'm planning on putting out an unfinished version of the first part of the stage in a bit. I just want to get an initial response on the handing of the platforming first.2008-11-23 08:48:00

Author:
gevurah22
Posts: 1476


Can't wait to see how great your next level is gonna be.2008-11-23 21:02:00

Author:
Unknown User


death rays like a light with gas on it?2008-11-23 23:16:00

Author:
Unknown User


death rays like a light with gas on it?

Yup. For a while, I was stuck thinking that just gassing the light would do it, but no luck. Anyway, I found better uses for what I was trying to do so the lighting in this particular stage should be pretty interesting, including the death rays. It's all about implementation. ^^

Bump for update!

Alrighty, finally at the halfway mark of my new stage. I've published it in the hopes that you guys can test it out and see what works and what doesn't. Any help is appreciated as I'm hoping to make this one really polished.

Mobile Suit Armorboy - Trial by Meteor? v0.5/gevurah22
location: California

http://www.daviddino.com/lbparmorboy8.jpg
http://www.daviddino.com/lbparmorboy2.jpg
http://www.daviddino.com/lbparmorboy3.jpg
http://www.daviddino.com/lbparmorboy4.jpg
http://www.daviddino.com/lbparmorboy5.jpg
http://www.daviddino.com/lbparmorboy6.jpg
http://www.daviddino.com/lbparmorboy7.jpg

Thanks in advance! ^^
2008-11-26 10:21:00

Author:
gevurah22
Posts: 1476


Will check it out tonight. Also merged the posts.2008-11-26 12:07:00

Author:
QuozL
Posts: 921


Well since you tried my level, I *suppose* I could try it out...
I kid, I kid, I'm psyched to finally be able to try 'em out

I noticed from your Test #2 video that you can get squished by the things, seems to be a common problem with designing mecha in LBP.
2008-11-26 13:34:00

Author:
Gilgamesh
Posts: 2536


I tryed your level. As soon as I get of the moving car, I get the 4-5 bubbles in the front ;ayer and then I don't know where to go. I seriously searched for 5 minute and still didn't find the way.2008-11-26 14:38:00

Author:
Unknown User


I tryed your level. As soon as I get of the moving car, I get the 4-5 bubbles in the front ;ayer and then I don't know where to go. I seriously searched for 5 minute and still didn't find the way.

You gotta grab the panel on the right for a specified amount of time until something happens. I need to make that more obvious. The same goes for all the panels like that you see on the walls.

I've received a good amount of info from others who have played this as well to make the necessary adjustments to the stage. Thanks y'all!

And thanks for merging Quozl.
2008-11-26 16:14:00

Author:
gevurah22
Posts: 1476


I experienced more anger than enjoyment, but it was very well made.
Hopefully the next installments will be more fun than angering.
2008-11-26 23:33:00

Author:
whatisnarwhal
Posts: 164


Played it and it is definitely tough. I managed to beat it on my first try, but it's brutal. The parts with the spitting electric stars was the worst. I managed to beat them both on my last life lol. BTW, those deathrays are sweet.

I loved the detail in the environment. I was playing it and found myself looking at random metal patches with rivets or a metal pipe and wondering why I wouldn't think to put that stuff there.
2008-11-27 05:25:00

Author:
Voltiare
Posts: 646


Wow that is some awesome suit

The part he released doesn't even have the suit in it...
Could you please stop posting like you played the level when you haven't?
I've seen you do this at least 10 times (today)
2008-11-27 06:14:00

Author:
whatisnarwhal
Posts: 164


The part he released doesn't even have the suit in it...
Could you please stop posting like you played the level when you haven't?
I've seen you do this at least 10 times (today)Well...it IS an awesome suit lol. I really think that this "Wow that is some/an awesome ____" is an inside joke in the making.
2008-11-27 07:40:00

Author:
Voltiare
Posts: 646


I tried out the level this morning, you're a terrible tease

The level is pretty hard, but not impossible. I did however find some challenges not very self-evident.

In the red gas room with the sponge ceiling, I did not notice the first time that the ceiling was made of sponge because it blended in a little too well with the rest of the decor. Also, do the majority of players know how to do the ceiling hop? I think a hint here might be in order, I can see a lot of people quitting at this challenge if they don't know how to do it.

The glass platforms were evil
Still, I feel the platform challenge with the platforms that move up and down was just long enough to be challenging, but not too long that it would be annoying. Well done.

The death ray challenge was similarly very well done and quite original.

The overall look is solid, there's lots of style in your work, as I'm sure we've all come to expect lol.

A final point : Being the awesome tester that I am, I managed to avoid your little elevator trap at the beginning hallway by jumping over where I assumed you had put the proximity switch. I guessed right, it's just too bad there was nothing at the end of the hallway but a dead end
2008-11-27 13:55:00

Author:
Gilgamesh
Posts: 2536


Well, I did try it out. However, due to time constraints and that really don't like the sections people put it in which involve swinging by grabbing onto the ceiling. So after I died around sixteen times there, I had to shut it down.2008-11-27 17:42:00

Author:
Mark D. Stroyer
Posts: 632


^ Can't win em all. This stage is meant to push the upper echelons of hurt so I apologize you couldn't see the rest of it.

I did find it funny that a majority of the comments complain of its difficulty. Personally I think that's something I can live with considering I have always wanted to make a brutal stage like the bunker, but we'll see once again. I've added a couple more sections to the "trial" before you get to start piloting an Armorboy.

I've also addressed the Ceiling Hop section in a strange but interesting tutorial. There's also a miniboss section where v0.5 ended leading to the actual Armorboy training. It should be up by the middle of the week considering there's tweaking that needs to be done.
2008-11-30 16:06:00

Author:
gevurah22
Posts: 1476


I'm going to again say the opposite of everyone else, just like in your last thread. I thought this level was extremely well made. I also thought it was not overly challenging, as I never had any major problems going through, the only thing I considered much of a challenge was the death ray bit.

I'm surprised to hear that other users are having problems with the swinging bit and the glass platform bit as I thought they were both quite good. I was disapointed that I didn't get to use the suit though.

And lastly, I wanted to make sure I mentioned what an eye for detail you have. The environment is just incredibly beautiful and well put together. Well done.
2008-11-30 18:02:00

Author:
BassDeluxe
Posts: 984


I'm going to again say the opposite of everyone else, just like in your last thread. I thought this level was extremely well made. I also thought it was not overly challenging, as I never had any major problems going through, the only thing I considered much of a challenge was the death ray bit.

I'm surprised to hear that other users are having problems with the swinging bit and the glass platform bit as I thought they were both quite good. I was disapointed that I didn't get to use the suit though.

And lastly, I wanted to make sure I mentioned what an eye for detail you have. The environment is just incredibly beautiful and well put together. Well done.

Hehe, thanks. It's been a little easier messing around with the platforming as it isn't reliant on the jetpack like in the Azure Palace. I also feel as if I were to tone the traps down, I wouldn't be doing it justice. A lot of issues have been addressed but the difficulty will still stay the same. Depending on what kind of gamer you are, you're either gonna love it or hate the heck out of it. :hero:

Anyway, thanks about the detail bit. As much as I want to move forward in the basic building process, I can't move forward unless every looks the way I want it to. That's why even as an unfinished version, I've spent so much time adding in the little visual details. One thing I really enjoyed is doing the piping on the walls. I really feel those added so much life to the stage so far.

As for the mecha, it'll come soon. ^^
2008-11-30 18:12:00

Author:
gevurah22
Posts: 1476


This is a toughy... toughness can kill popularity. Thats all Im gonna say.2008-11-30 20:35:00

Author:
Unknown User


This is a toughy... toughness can kill popularity. Thats all Im gonna say.

LOL, this was never meant to be a popularity contest so I'm not bothered. How far did you get?
2008-11-30 20:58:00

Author:
gevurah22
Posts: 1476


i tried it late last night, and i just couldnt get my timing right on the first death ray...is there only really a split second window you have to time it right? also, connecting gas to a light im assuming makes the beam gas as well, and this is how you did it? very creative. today when i get home ill try and beat it 2008-12-02 20:07:00

Author:
TheFrostE
Posts: 25


i tried it late last night, and i just couldnt get my timing right on the first death ray...is there only really a split second window you have to time it right? also, connecting gas to a light im assuming makes the beam gas as well, and this is how you did it? very creative. today when i get home ill try and beat it

Yeah, it takes about 1.5 seconds between each blast. Use the sound as a key to tip you off on the timing. Good luck!

Also, I've just published version 0.6!

http://www.daviddino.com/lbparmorboy9.jpg
http://www.daviddino.com/lbparmorboy10.jpg

It addresses a couple issues from version 0.5 such as visual hints, skipping certain areas, camera angles, etc. It's still very incomplete, but I've added the mid-boss and an Armorboy for y'all to mess around with. No instructions will be given since I'm lazy atm but at least you can fly around with the Armorboy after the madness.

If you ace the stage, you'll get something very special as well.

And please, let me know of any issues so I can address them as soon as possible in the next update of the stage.
2008-12-04 05:34:00

Author:
gevurah22
Posts: 1476


Stupid shooting stars! The shooting stars got me, but my 12you daughter ALMOST got through them! I really appreciate the amount of detail you put in your levels. I think details are what sets the story levels apart, and all of the little odds and ends in your levels make them seem more like actual places, and not merely obstacles to get through on the way to the end. Not that I have ever gotten to the end of your levels, mind you 2008-12-04 14:53:00

Author:
cognimetrix
Posts: 14


Stupid shooting stars! The shooting stars got me, but my 12you daughter ALMOST got through them! I really appreciate the amount of detail you put in your levels. I think details are what sets the story levels apart, and all of the little odds and ends in your levels make them seem more like actual places, and not merely obstacles to get through on the way to the end. Not that I have ever gotten to the end of your levels, mind you

LOL. That part is a little mean, but I've been tweaking it so that Mr. Flaming Meteor isn't too harsh. I've also adjusted some of the object there in that section so they aren't too frustrating when moving back and forth between them. I'm finally starting the actual training section, so all that effort will be rewarded with an Armorboy. ^^

And don't worry, you can beat it. Well, at least when I'm done with the entire thing. xD

Also for those who were having problems with the swinging gas section, I've made it a little easier to get through that part. You'll see in the next update.

Also, I've spruced up the visuals in that part as well.

http://www.daviddino.com/lbpgaf1.jpg

It's slowly getting there. BTW, this stage is only part 1 of... I'd say 5 or 6. This is a way more ambitious project than the Azure Palace by a long shot.
2008-12-05 22:27:00

Author:
gevurah22
Posts: 1476


Just tried the updated version. It's coming along nicely

I took the liberty of stress-testing your LittleBigArmor design. I was successful in breaking off part of the gun and the sword arm by ramming into the floor

I have to give my hats off though, no matter what I tried I could not manage to break the head off, it refused to turn upside down. And I tried a lot

It should be very interesting to see it in action in a less barren environment.
2008-12-06 02:11:00

Author:
Gilgamesh
Posts: 2536


Just tried the updated version. It's coming along nicely

I took the liberty of stress-testing your LittleBigArmor design. I was successful in breaking off part of the gun and the sword arm by ramming into the floor

I have to give my hats off though, no matter what I tried I could not manage to break the head off, it refused to turn upside down. And I tried a lot

It should be very interesting to see it in action in a less barren environment.

Haha, you'll see why they're like that when it the rest of the level comes along. As those two pieces move the most and are reliant on pistons, I can only do so much (barring from overall balance from the mecha itself). Besides that, they give off a pretty cool effect when in action. ^^

All in all, it took about two weeks of on and off testing to get it where it is right now. In all honesty, the Armorboys can be way more responsive... but I'm saving that for later on.

Thanks again for messing with it! I see you got an Armorboy in your Sackbook pic. lol.

Also, version 0.66 is up for testing!


I've addressed some issues in regards to accessibility with the mid-boss fight, the electric ceiling room camera angles, and the trap bridge. I've also added more visual detail to the mid-boss section and barely started on the actual Armorboy training sequence.

http://www.daviddino.com/lbparmorboy11.jpg
http://www.daviddino.com/lbparmorboy14.jpg

In this update, there's also the "briefing room" which I think emulates a monitor pretty well while giving the player basic instructions on how to pilot the Armorboy.

http://www.daviddino.com/lbparmorboy12.jpg
http://www.daviddino.com/lbparmorboy13.jpg

This version also includes something you can blow up with the Armorboy's machine gun at the middle of the long hallway after receiving the mech. It's an infinite respawn so you can blow it up over and over again to your heart's content.

Plus there are infinite checkpoints in this stage allowing you to not worry about ending your romp through the Armorboy testing facility too soon. ^^

As always, the difficulty is still high and you will receive an Armorboy if you ace this early version of the level. Thanks to everyone who's been testing it and leaving comments. I have about 25% left on the thermometer, so we'll how far I can get before I start part 2.

Also, I love Sackbook's ability to grab uploaded pics. Here's a few from my Mobile Suit Armorboy beta version 0.66.

http://www.daviddino.com/lbpabpic1.jpg
http://www.daviddino.com/lbpabpic2.jpg
http://www.daviddino.com/lbpabpic3.jpg
http://www.daviddino.com/lbpabpic4.jpg

It's nice to know players are progressing just fine through the stage and messing around with the Armorboy controls, let alone with the characters I placed there (especially the Flaming Meteor).

http://www.daviddino.com/lbpabpic5.jpg
http://www.daviddino.com/lbpabpic6.jpg

And it looks like they're having fun messing up my Char's Zaku II test enemy I placed there for people to test the Armorboy's machine gun.

I was initially going to make a Zeon stage where you trained how to use a Zaku, but the level ended up becoming what it is now (plus I didn't want to get moderated... although that obviously doesn't matter on my end).
2008-12-08 11:29:00

Author:
gevurah22
Posts: 1476


Its a really cool lvl and for me its not that hard.. just control your pad guys XD

One question: before this little Mecha Bossfight there is a Spawnpoint who doesnt lose lifes, means you can spawn there for ever, how you made that?

sory for my english
2008-12-09 14:32:00

Author:
SantaClaus
Posts: 3


Played it a little while ago. While I enjoyed it so far, I wasn't able to complete it. I'm sure I'm capable of doing so, but it's going to take more play time. My biggest complaint was how long the intro is before you start playing. It's a neat intro, and I liked it... but I really don't care to see it again if I die and want to retry. Is there any way to skip right to the beginning of the race? If I could do that, I'd be more likely to try it over again until I got it.2008-12-09 17:42:00

Author:
Risen
Posts: 251


Its a really cool lvl and for me its not that hard.. just control your pad guys XD

One question: before this little Mecha Bossfight there is a Spawnpoint who doesnt lose lifes, means you can spawn there for ever, how you made that?

sory for my english

It's something one of my buddies made. His name is snowflakecat and you can check out his stage by searching his name.


Played it a little while ago. While I enjoyed it so far, I wasn't able to complete it. I'm sure I'm capable of doing so, but it's going to take more play time. My biggest complaint was how long the intro is before you start playing. It's a neat intro, and I liked it... but I really don't care to see it again if I die and want to retry. Is there any way to skip right to the beginning of the race? If I could do that, I'd be more likely to try it over again until I got it.

Don't worry about that. I have shortened the train ride and sped up the elevator ride. But... what makes the stage easier to swallow are the infinite checkpoints once you start the trial. Due to some limitations, i couldn't put it before the death ray section, but they are everywhere else. Now you don't have to worry so much about restarting the level versus having to stop yourself from dying consistently.

Anyway, the stage is progressing smoothly. I've started finalizing the skeleton of the Armorboy field training so it should be done by tonight.
2008-12-09 23:21:00

Author:
gevurah22
Posts: 1476


Awesome! I look forward to giving it another play.2008-12-10 14:43:00

Author:
Risen
Posts: 251


^ Good deal. When I get back home from work, I should be posting an updated stage with an early version of the Armorboy field training sequence minus visual tweaks and other random stuff.2008-12-10 17:13:00

Author:
gevurah22
Posts: 1476


This looks really, really cool and has just been put at the top of my "levels to play" list. Yaahooo!

EDIT - OK so I played it last night and I just loved it! It is extremely well made I liked the security station system, and the difficulty was spot on in my opinion, not to easy (in fact very hard in some places) but not frustrating. The section where you are swinging over the gas and dodging the electrified stars is a perfect example, I died so many times there, but it was alway because MY timing was just off. So I thought it was brilliant all the way up until you get the suit. The suit is awesome by the way, but I can see that the level is not quite finished yet as the suit sometimes squashes you when you try and get into the pilots seat. Also I was looking forward to blowing loads of stuff up with it, but there is just that one other mech suit (which looks great when it blows up by the way!) and then its the end I will definitely be back to play the finished version. Good job!
2008-12-10 23:15:00

Author:
chillum007
Posts: 228


Yup. Give it time and everything will be finalizing real soon.

Anyway I'm finally working on one of the bosses for Part 1.

http://www.daviddino.com/lbparmorboy15.jpg
2008-12-12 06:11:00

Author:
gevurah22
Posts: 1476


Just looking at all of these posts i am excited. After playing the Azure palace countless times i can barley anticapte how amazing this level will be when it is full completed. I will play ASAP.

By the way, I am astounded at how good you are at not only thinking of new ideas, but implementing them in seamless, brilliant ways. Here you are making mech suits and DEATH RAYS!! while i am working on a wierd tram system that goes up and down and stuff like that. I am jealous.
2008-12-13 03:01:00

Author:
chiropractor345
Posts: 161


Just looking at all of these posts i am excited. After playing the Azure palace countless times i can barley anticapte how amazing this level will be when it is full completed. I will play ASAP.

By the way, I am astounded at how good you are at not only thinking of new ideas, but implementing them in seamless, brilliant ways. Here you are making mech suits and DEATH RAYS!! while i am working on a wierd tram system that goes up and down and stuff like that. I am jealous.
Haha, thanks man. I just like doing crazy stuff for you guys to experience and that's probably the biggest reason I'm still doing this after getting pretty much all of my levels moderated.

Anyway, to whet your appetite this is what is happening after this level get completed.

- There's going to be a continuation stage to this first one.
- You will have to protect a battleship from enemy bombardment (new mecha to use)
- Searching a remote facility (this is the LittleBigPhantasy remake)
- Rushing the enemy base
- And the final beasty mission

- Plus, there will be a nice unlockable in the final stage if you use stickers you've collected in all of the other ones played.

As for now, I've just finished the boss for the first level...

The Armorknight

http://www.daviddino.com/lbparmorboy16.jpg

I'm about to place it into the stage right now.

Oh yeah, version 0.7 is out as well. It has the mecha training sequence in it.
2008-12-13 04:36:00

Author:
gevurah22
Posts: 1476


question:
when you're working with large objects, do you just create and delete untill you are happy, or do you just make a big block and cut out parts of it to get you'r shape?
2008-12-13 05:05:00

Author:
DRT99
Posts: 431


question:
when you're working with large objects, do you just create and delete untill you are happy, or do you just make a big block and cut out parts of it to get you'r shape?

A little bit of both. I use the corner tool a lot to get shapes the way I want them to.
2008-12-13 05:07:00

Author:
gevurah22
Posts: 1476


I need to try this out. It'll give me some inspiration on detailing even further. 2008-12-13 05:20:00

Author:
Unknown User


^ Good deal.

Anyway, last update before I pass out.

http://www.daviddino.com/lbparmorboy17.jpg

Still very far from adding in the full detail, but that's the gist of the boss battle area.
2008-12-13 08:40:00

Author:
gevurah22
Posts: 1476


I really love this level of you, but one thing.. how do you make those respawn checkpoints with infinite respawn? please, tell me!2009-01-03 17:29:00

Author:
SmallLargeEarthling
Posts: 29


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