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Blue Unicorn: 2nd Wish

Archive: 23 posts


http://i9.lbp.me/img/ft/379a7cac72851658d6c2d92906188dd70d683b54.jpg

following pics from Moon:
http://i8.lbp.me/img/ft/ff83f8c70d1f3b8ed1e8019bade068cb423684c0.jpg
http://ic.lbp.me/img/ft/42cb5a5bbc8797af8d85678508b04bd10f133b8d.jpg

I haven't had much feedback on this. Please be brutal. Thanks.
This is the second part of Blue Unicorn (https://lbpcentral.lbp-hub.com/index.php?t=49523-Blue-Unicorn) series. Thanks to those who encouraged me to do more of these.
http://lbp.me/v/x6evs6
2011-02-24 04:23:00

Author:
OrangeTroz
Posts: 90


Wow, I suck at this one. I couldn't get past the 4th batch of electric rocks, could not get the double jump timing correct. I'm not a fan of the auto run forward thing but it was still fun. The music made me smile.2011-02-24 09:55:00

Author:
lochnar
Posts: 59


Ok first off it's way too hard in the beginning. What I've learned from making levels is what's easy for you after testing a level several times , isn't easy for a new player. Also it's possible to miss the costume all together after dying,which leads to alot of confusion. I finally made it to the part with the powerup remover only to die several times on what appears to be hole that shouldnt be there. This good be good fun, just needs improvements.
Check me out at
https://lbpcentral.lbp-hub.com/index.php?t=50177-Smooth-Getaway
2011-02-24 11:23:00

Author:
Unknown User


Ok first off it's way too hard in the beginning. What I've learned from making levels is what's easy for you after testing a level several times , isn't easy for a new player. Also it's possible to miss the costume all together after dying,which leads to alot of confusion. I finally made it to the part with the powerup remover only to die several times on what appears to be hole that shouldnt be there. This good be good fun, just needs improvements.
Check me out at
https://lbpcentral.lbp-hub.com/index.php?t=50177-Smooth-Getaway

I went back and did a lot of work on making it easier and less cheap.
1) Removed some of the electric blocks that were too close together near the beginning.
2) Improved spacing of Smurfetes heart walls.
3) Increased the size of some of the platforms.

I saw a thread in the Object Showcase titled Completely modular sackbot checkpoint system. (https://lbpcentral.lbp-hub.com/index.php?t=48821-Completely-modular-sackbot-checkpoint-system&p=771026) I used this to improve my costume emission. It works really well. I had to modify it some though.
2011-02-25 01:45:00

Author:
OrangeTroz
Posts: 90


Loved your Level, put a review ingame for you to check out. I majorly modified my morphball level, if you wish to give it another go, you are more than welcome to! I will say the level is still difficult, but the physics work soooo much better, so you shouldn't have nearly as many game problems.2011-03-02 20:18:00

Author:
Shadow_Wolf_1987
Posts: 108


Seems cool. Added to list.
If u can play mine please
https://lbpcentral.lbp-hub.com/index.php?t=51262-Pirates.-Chapter-1-A-New-Land.
2011-03-02 20:38:00

Author:
PTdragon
Posts: 176


A nice concept dude. I think the unicorn should go faster, and the rainbow ray thing should give a boost.2011-03-04 14:34:00

Author:
Potunator
Posts: 58


lol what was that? what have i played just right now? XD
random! lol i like random stuff and this is fun! well it's still a little bit boring BUT it got a lot potencial i think.
feels a little bit like guitar hero or playing ddr when you need to doge with the right button. maybe you can develop this system a lil bit? heh

for a small small F4F: plz go here: https://lbpcentral.lbp-hub.com/index.php?t=51868-Skunk-Bunny-Adventures-Swifown-Chronicles-%28long-single-player-english-german%29 thank you!
2011-03-04 20:43:00

Author:
ForcesWerwolf
Posts: 475


This is one tough level, i died ALOT. But the concept is good. I dont know if adding more decorations would be too distracting, but maybe a little more added would be good. Rainbows looked really good. Maybe add some sound effects. Make it a little meatier. lol, anyway pretty cool level, and great idea, i think more needs to be added into it, maybe make some more use of the layers.2011-03-06 17:02:00

Author:
PurpleIris88
Posts: 108


it's still a little bit boring
and

I dont know if adding more decorations would be too distracting, but maybe a little more added would be good. Rainbows looked really good. Maybe add some sound effects. Make it a little meatier. lol, anyway pretty cool level, and great idea, i think more needs to be added into it, maybe make some more use of the layers.
I will take this to heart. I need to add more in the background. My Smurf village is just a copy and paste of the same building over and over. The smurfette and papa smurf sections are also bland in the background.
For sound effects I am thinking of adding sounds when Papa Smurf pushes smurfs off the platform. Maybe add an effect to Smurfette heart barriors.


A nice concept dude. I think the unicorn should go faster, and the rainbow ray thing should give a boost.
I sort of agree but it would force me to start over with the level design balancing. I would have to rework this level and the previous one. If I make the unicorn faster that also has the side effect of making the level shorter with less obstacles in it. I will keep it on the table. I will have to decide on this before I do level 3.

Thanks for the feedback it has given me good ideas.
2011-03-06 17:18:00

Author:
OrangeTroz
Posts: 90


A sequel? I'm in! I had more fun on part one than the mm picks I'll comment in the game2011-03-06 19:50:00

Author:
Tanuki75
Posts: 172


I did an art update on the this. I made more buildings for the smurf village. I made the Smurfette section a Smurfberry field. I made the Papa Smurf section an interior with vases and potted plants. I added some sound effects. The checkpoints now have an activation noise. The smurfs that get pushed by Papa Smurf now screen.
I am worried about the Papa Smurf section. I wonder if It is too busy for the action going on.
2011-03-07 01:56:00

Author:
OrangeTroz
Posts: 90


Here it goes.
I played this level when it ad only 5 plays and u can see my in game message
FUN its was i say about this level.. ive played like 10 times in a row to try beat score was a bit hard at beggining to control the bot but after get the controls.. haha what a bit of fun i got.
Very good level. If u can make a 3rd one try put more plataforming seccions with bounce pads to change places..
Like if u go down u need kill that blue guys.. but if u go up you need shoot them in clouds.. something like that to give more ways to play.
Apart of that the level is FUN !
2011-03-07 12:11:00

Author:
PTdragon
Posts: 176


The secret to a high score is the spinning platform section and acing the level. The spinning platform section in both Blue Unicorn 1 and 2 allows you to build up a big point chain. For Acing these levels you get 1000 points added to your score. The point penalty for dieing is -10. I am not sure if my current high score is beatable. I have done so many edits it might not be possible anymore.2011-03-07 14:34:00

Author:
OrangeTroz
Posts: 90


Hey there!

I gave this a try, and I must say, you perfectly nailed the feeling of Robot Unicorn Attack -- playing Erasure in the background definitely helps!

I agree with the above posters that visuals could be spiced up a bit. A think another very simple thing to do is have the level loop endlessly. I don't know how the survival challenges that come with LBP2 manage it, but I would consider level links that loop or random level bock spawns or even just a copy and paste of your existing level with speed and/or enemy spawns increasing to the point that survival is impossible. Helps spread out the scores and provide a level of challenge for players of all skill levels.

Really, though, quite fine as is. A pleasure to play.
2011-03-08 05:20:00

Author:
Fobstar49
Posts: 75


I had so much fun playing this level where I am constantly running while avoiding smurfs and trying to get points! Really loved the level, and the unicorn outfit is funny. My only complain would be the visuals, they could be improved to have a better atmosphere. If the game could last longer it would definitely make it more fun too.

F4F: Please play my level as well! http://lbp.me/v/y77btq (feedbacks are welcome)
2011-03-08 06:49:00

Author:
Tirux
Posts: 14


Hey there!

I gave this a try, and I must say, you perfectly nailed the feeling of Robot Unicorn Attack -- playing Erasure in the background definitely helps!

I agree with the above posters that visuals could be spiced up a bit. A think another very simple thing to do is have the level loop endlessly. I don't know how the survival challenges that come with LBP2 manage it, but I would consider level links that loop or random level bock spawns or even just a copy and paste of your existing level with speed and/or enemy spawns increasing to the point that survival is impossible. Helps spread out the scores and provide a level of challenge for players of all skill levels.

Really, though, quite fine as is. A pleasure to play.

I am not really going for a reproduction of Robot Unicorn Attack! This is more of an tribute. A reproduction is too limiting gameplay wise. I may do that eventually but not with this series. If I did a reproduction I would change many things. The unicorn would be white. I would change the jump so you jumped higher the longer you held X. I would have the ram move a longer distance. You would ram stars instead of fairy's. I would try to get the platforms as close to the actual game as possible. I would also try to find a better version of Erasure. This one only does part of the song. I modified it from an existing Robot Unicorn Attack level by dalloriam.
http://lbp.me/v/xkn78s

You get the level to loop endlessly by emitting the platforms and having them move right to left. You change the unicorn so it doesn't actually move horizontally and instead move the entire level. The game gets faster not by speeding up the unicorn but by speeding up the movement of the platforms.
2011-03-08 06:54:00

Author:
OrangeTroz
Posts: 90


This second level seems to be slightly improved on the first levels work. More avoiding obstacles and easier to manage platforming sections. I thought that it was more enjoyable with the falling obstacles and the different creatinator power ups used throughout. It was definitely more hectic that the first needing a bit more time to get into the flow.

I noticed that you have some of the smurf houses that are a full layer thick that are in the layer directly behind the path we run on. These can cause unnecessary though uncommon deaths. The floor is normally grab-able and one time I grabbed to stop for a bit but was right next to one of these houses. The sackbot will grab onto the side of the house rather than the floor which causes the player to layer shift.

Letting go of the house means the player falls into the water and dies. The likely-hood that players will often grab just before or after one of these houses is remote but the fix for this problem is fairly easy to put in. You can either put a material changer on each of these houses and make them non-grabbable or you could put a thin layer of silent, plasmafied, invisible holo material at the spots where the houses are so that the player will not be able to grab the sides of the house.

At the end of the level there is a strip of runway where you kill the player, they spawn from the checkpoint and then the level can be finished. Are you actually killing the player to get them out of the DCS? Wouldn't it be easier to send a signal to the Eject input of the DCS to get them out without killing them off?

I can see that the Blue Unicorn level series is progressing and improving with each iteration. Keep up the good work on this.
2011-03-09 17:51:00

Author:
Trindall
Posts: 297


I stand corrected, OrangeTroz. Clearly you know what you're doing, because it was certainly very entertaining!2011-03-09 19:27:00

Author:
Fobstar49
Posts: 75


I noticed that you have some of the smurf houses that are a full layer thick that are in the layer directly behind the path we run on. These can cause unnecessary though uncommon deaths. The floor is normally grab-able and one time I grabbed to stop for a bit but was right next to one of these houses. The sackbot will grab onto the side of the house rather than the floor which causes the player to layer shift.

Letting go of the house means the player falls into the water and dies. The likely-hood that players will often grab just before or after one of these houses is remote but the fix for this problem is fairly easy to put in. You can either put a material changer on each of these houses and make them non-grabbable or you could put a thin layer of silent, plasmafied, invisible holo material at the spots where the houses are so that the player will not be able to grab the sides of the house.

At the end of the level there is a strip of runway where you kill the player, they spawn from the checkpoint and then the level can be finished. Are you actually killing the player to get them out of the DCS? Wouldn't it be easier to send a signal to the Eject input of the DCS to get them out without killing them off?
I added the silent, plasmafied, invisible holo wall you suggested. It works well.
I am not killing the player to get them out of the DCS. I kill them because they died at least once while in the Blue Unicorn. If you make it to the end without dieing you are ejected and given 1000 bonus points. I added a death counter and a note explaining this. Thanks
2011-03-10 04:26:00

Author:
OrangeTroz
Posts: 90


I only just came across your series the other day but I'm so glad I did. I had a lot of fun playing them both.

It was refreshing to come across a platforming mechanic/style I've not seen before at all in LBP. It works really well too, although there's a definite learning curve involved. However, the length of the level means that replaying until you get your strategy worked out never becomes too frustrating. I liked the progression between the two levels. As a novice to this type of gameplay it was a good thing for me that the first level was relatively simple but having (partly, anyway! *cough*) got the hang of it, it was cool that you developed the gameplay and varied it a bit more in the second level.

I agree with others that the visuals were perhaps the one area where the level could have been improved slightly but I certainly enjoyed the bright colours and cartoonish feel of it.

I'm looking forward to the next instalment!
2011-03-16 22:08:00

Author:
shropshirelass
Posts: 1455


I only just came across your series the other day but I'm so glad I did. I had a lot of fun playing them both.

It was refreshing to come across a platforming mechanic/style I've not seen before at all in LBP. It works really well too, although there's a definite learning curve involved. However, the length of the level means that replaying until you get your strategy worked out never becomes too frustrating. I liked the progression between the two levels. As a novice to this type of gameplay it was a good thing for me that the first level was relatively simple but having (partly, anyway! *cough*) got the hang of it, it was cool that you developed the gameplay and varied it a bit more in the second level.

I agree with others that the visuals were perhaps the one area where the level could have been improved slightly but I certainly enjoyed the bright colours and cartoonish feel of it.

I'm looking forward to the next instalment!

Thanks, I have started sketching out the next installment. I'm hoping to use this weekend to get in some quality building time. I am putting focus on the next level over improving the old ones. It just feels the time is right to play with a fresh canvas. Adding variety for the next one is a big challenge. There is so much stuff that can't be done because the Unicorn is constantly running in one direction.

Improving the visuals is the biggest mountain for me to climb. I am not particularly talented in art. I enjoy the logic side much more. I am thinking of inviting some people from my friends list to to a copy of one of Blue Unicorn and seeing what happens.
2011-03-16 23:32:00

Author:
OrangeTroz
Posts: 90


Played it yesterday and it was quite an improvement over the first one. The gameplay was updated with the creatinator giving more opportunities and the overall look was a lot better. The smurfs introduction was very weird but effective, even though i'm disappointed i couldn't take on the leader of the smurfs Hopefully in the sequel...

Nice work .

Please return feedback to my latest level : The Red Baron strikes back http://lbp.me/v/yw22sw in the related F4F thread (https://lbpcentral.lbp-hub.com/index.php?t=52800-The-Red-Baron-strikes-back).
Thanks.
2011-03-22 10:11:00

Author:
Vergil
Posts: 155


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