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~Cosmic Odyssey~

Archive: 25 posts


http://i1.lbp.me/img/fl/bd15973aa5b5e5327365a73980bfc51c07967cc2.jpg

Cosmic Odyssey (http://lbp.me/v/x28xmx) <---- Lbp.me link. queue it up xD

I've been working on this level set for over a month now, I got my 7,500 minutes of create pin about a week
or so ago. Most of that time went in to this set. Cosmic Odyssey is a music video movie intro to a side-scrolling
shooter level which also makes use of light/music sequencer timing.

I'm very proud of how this turned out, especially the mech which took a great deal of time to get it in working
order and looking nice. The intro and the shooter are both light on the story details, not too much text but
mainly just enough to give you a sense of the general theme.

There will be a chapter two where the story picks up a bit. The shooter level ends with a cliff-hanger of sorts.

Please feel free to comment in this thread even if you do not have any feedback to offer.
I'm looking forward to hearing all of your opinions.
http://lbp.me/v/x28xmx
2011-02-21 06:27:00

Author:
Fated For Failure
Posts: 81


That really looks like it must of taken some time to make. Nice work.

One thing though. I died just before the end, before the boss and I would not respawn. So all I could do was watch him breath fire.
2011-02-21 08:52:00

Author:
TimeH33
Posts: 51


Looks like a good level, try my sims level,

The sims (http://lbp.me/v/x2kcsx)
2011-02-21 18:09:00

Author:
PerfectlyDarkTails
Posts: 269


OMG... that mecha.... and the dragon
they're amazingly detailed, excellent job! The music and the light effects were also great; I found the middle section (the one on the planet's surface) a bit boring though, probably because the pace was too slow and there were always the same 3 enemies, there wasn't as much variety as in the first section (I loved the music, though).
You should absolutely prevent the player from getting outside the screen, I tried to "escape" and managed to do it without effort.
Is the boss supposed to be that easy? after I destroyed the armor it let me hit it in melee range and did nothing against me

For F4F, http://lbp.me/v/x30y03
2011-02-21 19:12:00

Author:
Shadowheaven
Posts: 378


I've queued up your level and will play it tonight. being a big space fan im interested to see what you've come up with. I'll leave you some feedback once I've played it.
Would love some feedback on my level if you can. 'Adventures Of A Space Monkey - intro. here's the link - http://lbp.me/v/x3wtsm . Cheers
2011-02-21 19:20:00

Author:
thespacemonkey187
Posts: 318


hi there, watched it right now and i have a few things to say
to help you making it even more better!

first: it is a little bit slow acting. it is an emergency why is everyone so slow walking? btw you can increase the speed of walking for sackbots in the tweek menu!
also for an emergency she acts like she dont cares. (i don't mean what she says i mean how she acts) ALSO the music for an emergency is a to slow as well.

second: you made a little bit to much usage of the unshapness tool. but thats only my taste

if the end is the gameplay of the next levels this will be some cool levels!
it got a lot potencial! keep the work up. *hugs*

for F4F plz go to: https://lbpcentral.lbp-hub.com/index.php?t=49851-Little-Big-LUMINES-Puzzle-Fusion&p=778580
thank you!
2011-02-21 20:11:00

Author:
ForcesWerwolf
Posts: 475


oh i saw it continues x) sorry!

second level feedback:
ok i miss a lifebar (ok see it now) , i don't know when and why i die (maybe because i was not able to read the tutorial, it was to small to read for my older tv (no HD) but thats not your fault of course!)

sackboys popit menu is not needed and annoying. you should remove it.
the game itself is very slow and you don't feel like playing. you can also puch planets and opponents away without dying and i don't know if you wanted that.

i really love the idea and i hope you keep up working a little bit on this.
it got a lot potencial as i said.

sorry for the hard words, wish i could say better stuff. BUT the design is AMAZING love it!
2011-02-21 20:20:00

Author:
ForcesWerwolf
Posts: 475


Thanks for the feedback all. I've queued all your levels and will play them shortly.
In response to the input given:

I had originally limited the design to prevent going off screen but it felt restricting to me and if used
through out the level used a bit more of the thermo. It's currently 99% and I've run into sync problems
because the sequencers are over loaded. I might research a better way of limiting off screen movement.ty

I think I am ok with the difficulty of the boss, I wanted it to be incapacitated afted the armor is blown off.
I will do some slight modification though to see if I can add some distractions while attacking it's heart. ty

About the not respawning. tyvm I had completely overlooked that. I have limited the amount of lives for the
mech but forgot to implement a level ender of some sort after they run out! lol I'll need to think a bit on how
to trigger a level ender when the sequencer is used up. or maybe just up the lives.. ty

regarding the pace of the intro sequence. Yes it is an emergency, but the pace is set to the music and I didn't
want it to seem overly frantic. I went through an emergency situation an because of shock setting in everything
seemed to move at a snails pace. lol it's quite an experience. So thats what I was trying to convey.
I see where you're coming from though. ty

I can't think of a way to increase the notes for the tutorial, maybe I can include one the description as well. ty
The poppit menu will be disabled. it was originally but I enabled it to take some pics. thanks for pointing that out.

The contact with enemies has been giving me issues from the start. If I include rigid connections in the touching
the mech is destroyed far to easily and even before you see physical contact. It's because of the way I've built it.
It has all these invis holo mat parts and they are included in rigid connections. so, contact occurs with the invisible
parts >.<

I realize this is an issue and I had gotten used to it. I do hope i can find a way to improve that.
Thanks again all of you. I'll post your feedback a.s.a.p.
Aloha
2011-02-22 05:31:00

Author:
Fated For Failure
Posts: 81


played your level last night and it left me with a smile on my face, loved the feel of it and the music was great, very catchy. the shot of the sackboy flying the ship and the stars wizzing by was cool.2011-02-22 07:41:00

Author:
thespacemonkey187
Posts: 318


Wow look like so good, i've queued it, in the break i try it!2011-02-22 08:06:00

Author:
samuxx87
Posts: 27


Fantastic work! Love the design and the music!

F4F https://lbpcentral.lbp-hub.com/index.php?t=50495-Sackboy-stunt-arkanoid
2011-02-22 11:57:00

Author:
samuxx87
Posts: 27


Thanks for the feedback. I liked your other level too, just I got pwned about 10 games in a row just in that one area. I loved the fun style of the intro, I have yet to deal with sack-bots, but I am sure it is not the easiest. For somereason I was feeling a bit of Space Girl Ula lah (I am sure that is not the name but that Sega dance game), I liked that. I was worried I missed something at the start of your level when it ended, then I saw it was just the intro. The tutorial was great, but fast because it was timed, you may want to add a "next" feature if that is possible. Good intro and titles, the music was perfect, I was going to do a bit of a Blue Danube in my level, but I was afraid of thermo vs the mixer. I liked the visuals, but I was able to exit the screne in the back a little...which was not a biggy, just noticed. The life points were almost perfect for me (to refil), but when I did die I was not sure how many lives I had. Some of the bad guys (more so in the city fired a bit fast for my fire rate, I was almost forced to take hits to attack them or just go around them...but I am an unkind flyer or mechs and I must destroy all. The power build-up attack looked great, just was unsure about aiming it or if it hit all. I liked the boss, he was fun to fight, the second part was well done too. Not sure if it is possible to make your baddies glow more as they take damage, but at times I was unsure on how much I was hurting them. Very good shooter, I have to run but I will play it again tonight when I have more time and leave you some better feedback. But the characters were well done and I liked the story.2011-02-22 19:04:00

Author:
celsus
Posts: 822


Looks like a cool level, ive queued it and will play soon, F4F try my new level Candy Land http://lbp.me/v/xw2bt6. Ill come back soon with feedback. 2011-02-22 21:09:00

Author:
PurpleIris88
Posts: 108


Some nices idea at work here. The lack of sound does make the level feel empty. In my opinion that is what this level needs. The intro that is.2011-02-22 23:26:00

Author:
nerthus
Posts: 28


(unlimited lives have been implemented until I can make a reliable game ender when the emitter runs out of mechs)
(poppit disabled for all cameras)

Thanks for the feedback! Some helpful ideas were mentioned.
I am currently working on making the hit detection better. Also limiting off screen movement.
Implementing a next button for the tutorial should be doable. ty
Also making the baddies hit indication a bit brighter should be an easy adjustment. will do.
I'll be doing a pretty good overhaul to the second area. adding an additional enemy type,
possibly and extra enemy on screen at any given moment and a decrease to amount of hits to kill.

Also a suggestion was made for a short invincibility timer after each hit. Which I think is a great
idea. I'll have to study up a bit to make it happen though, but I will.

Thanks again. aloha
2011-02-23 02:40:00

Author:
Fated For Failure
Posts: 81


I played this a bit earlier and fell in love with the intro cutscene, it was very well-done. I hopped into the gameplay and it felt a little slow, laggy, and then a solid wall came out of nowhere and trapped me so I couldn't respawn. It was weird, but I'll give it another shot later to see if it's working again.

In the meantime, my F4F is in my sig.
2011-02-23 03:23:00

Author:
Sack-Jake
Posts: 1153


Hmm The wall at the very beginning of the shooter level?
I hadn't considered that. I will implement a destruction for
the mech if the player doesn't manage to break the wall using
the sword in time.. I see the mech would be trapped and not emit
a new one because it is not destroyed.. The wall should deal damage though.
I'll take a look at that.

It is quite lengthy for a shooter level you saw about 5% of it.
It does continue the story theme at the end of the level however so
if it interested you, Give it a retry.

I am working on several upgrades for other things but I will think a bit
about adding an indicator to use your sword at that part and again
later in the level where the sword is the only option.

Queued you level, though it will the first prius level I've played so not
sure if I can provide any useful feedback in contrast to other prius levels.
But I will give you some general feedback. ty

Aloha
2011-02-23 04:12:00

Author:
Fated For Failure
Posts: 81


Ah I didn't even know you had to shoot the wall, sorry about that. Will try again tomorrow.2011-02-23 05:02:00

Author:
Sack-Jake
Posts: 1153


I think you can set an emitter to send of mag keys ans have a mag key switch set to trigger after so many are emitted, or you can set a the to detect wne a person dies and count on a counter until you hit so many? (for the level ender)2011-02-23 07:34:00

Author:
celsus
Posts: 822


Was interesting, loved the music and the visual style was different to the usual.
However it got a little repetitive about half way through the city section, and at the end of it, I think the mech's gun broke off, so I died (right before boss!) and the mech didn't respawn.
Apart from that it played ok.
Would replay if you fixed that respawn issue.
Is the music a prize at all?
2011-02-23 08:26:00

Author:
midnight_heist
Posts: 2513


Excellent music!2011-02-23 10:04:00

Author:
IndyFord
Posts: 55


The music was perfect, i loved the way you put it with the motions and the camera angles it looked fantastic. You built a really great looking set too. Loved the cinema, and the story...and was that a black hole that your captain was hurling into....how cool. Amazing job...but im sure you already know that. I have nothing negative to say and honestly i wouldnt change a thing. it was awesome.

oh i didnt even realize that was just the opening scene. wow u really out did yourself. musics good. scenery looks good. the mechsuit thing flies smooth. im personally having a time killing these guys...but i always have with games like this >.<


this one area im in if it is a city...which to me thats what it looks like, why is there buildings coming down from the ceiling?
also very very cool space dragon
ok dragon killed me then i think it glitched. i am not respawning, and the area just keeps flashing orange.

really cool level. im very impressed.
2011-02-23 13:33:00

Author:
PurpleIris88
Posts: 108


Thanks for all the feedback again!
I've made a few updates to the level:
Wider range and more damage from the sword.
Sound effects volume for certain objects has been raised
(There is one area in the shooter where the SF volume is turned off intentionally.)
Indicator for first wall added. and destruction of mech stuck behind wall implemented and tested.
There should be an infinite amount of respawns for the mech now.

I've been looking at what might have happened to PurpleIris there at the end.
I believe the infinite respawns were available at that time.
After the boss is defeated though it does trigger a cut scene sequence that
leads to the level ender. And, the screen does go orange right before that
but it doesn't flash. I haven't been able to duplicate it though so not sure
what could've happened.

thanks for the heads up about the emitter & tag counter to trigger level end Celsus.
I will experiment with that.

MH, I won't be giving music as a prize anytime soon. But, I would consider by request
lending any of my songs to a level if I can preview it first.
2011-02-24 10:56:00

Author:
Fated For Failure
Posts: 81


So I just replayed it and rather had a lot of fun.
I see you
Added a prompt for that wall lol. Or maybe that was there before and I didn't even see it.
The gameplay still felt a little slow to me. I like what you tried in the city bit though, but once you saw the pattern of buildings flying by it sort of broke the illusion.
When you shoot plasma, it automatically fires at a diagonal unless you're flying forward. Probably because of gyroscopes and whatnot but that really does need to be fixed.
The transition into the boss was really well done and the dragon was neat. I felt like I spent a lot of time stabbing his heart though. Maybe give it a couple less hp.
One more thing I'd suggest is generally more satisfaction. Shooting bad guys didn't feel rewarding. Maybe adding some louder destruction noises and making an invisible light go off for a split second like a bomb would be neat. For next time, that is.
I 'yay'ed it and will be looking forward to the next one. Good luck!
2011-02-24 11:57:00

Author:
Sack-Jake
Posts: 1153


PLayed through it again, broke it right at transistion point to city (right before). I fell onto rock, and walked to right to fall the rest of the way to the bottom of the level. I reset myself and loaded to the start menu, with out anytext or display, had to reset entire level. Still wish there was a lives left meter. Kind of wanted power-ups (a counter set to the emitter set to speed, and reset with death could work). Music is real good, notice you got plenty of plays now. Made second place this time. Oh how much thermo does your song take up? I have been toying with placing a mixer...but I have avoided it up to now.2011-03-07 08:02:00

Author:
celsus
Posts: 822


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