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F4F: Aircraft Carrier U.S.S. OK vs the Baddies from Badsilvania

Archive: 20 posts


http://lbp.me/v/y77jhm

Just finished a quick little level. Well not really polished at all yet, just set it upto test the dynamics of it. Here is the skinny...

One jet can carry a pilot, a gunner that can also launch remote swarm missles, and two passanger seats int eh back, that once the plane is in the air with the landing gear up, the passangers can tap "X" and call a second plane they will auto board. You then fight other fighters and attack the other aircraft carrier. If you are about to die you can hit "Square" and eject to be picked up and flown back to fight again.

Very simple level, I hate to do this, but I was not able to hide the level borders because the area to fly in takes pretty much of all the space, I may beable to add cameras to hide the edges by "looking away" when you get too close...but it may not matter too much this time...just because I have to have it zommed out for a good flying view.
http://lbp.me/v/celsus

http://i53.tinypic.com/2afabr9.jpg
2011-02-27 03:32:00

Author:
celsus
Posts: 822


Added some cloud details (stupid sticker glitch made it so I had to design clouds and not use the stickers I designed from clo0uds I had made earlier and then deleted). Tried to make the edges of the level less obvious, and feel more like an air fight. It is up to 4 players and they can fly two jets. I could use a bit of feedback on if this even worked or if the idea is realy not possible for a LBP 2 level (sackboy scale jetfighters).2011-03-13 23:23:00

Author:
celsus
Posts: 822


Wooo-hooo! getting closer to renaming it done...well kind of close, but only done in the beta stage. As always will still be working on my old levels until LBP 6 is released.

Updates:

Second player plane color alterd.

Second Rescue copter has its own landing area

Baddies planes own colors

Massively updated ship and added crew

Elevator to all 5 levels of ship

Ship can also be driven

Second player turrets added

Alt ending has been massively massively worked on.

Planes have better camera veiws, and since it is vs, all four players can have own plaes and veiws if online...but I think the lag may be a bit much for that.

Heli does away quicker to add more space on thermo.


Love to here what you guys think.

Doing a fly-by (oh best to not shoot your own ship...
http://i5.lbp.me/img/fl/9051a66b29def850bf5ad9d30992318831e1f1e0.jpg

You vs Them
http://ic.lbp.me/img/fl/5bc471fa0450a7ce233a0c94c8c2bf15b2ec7ea5.jpg

Getting ready for launch
http://i6.lbp.me/img/fl/ed68fd88cc203c2e902683c646fa4801ceb2f250.jpg


Parachute
http://ib.lbp.me/img/fl/19b59dbdd25287a76d1c1978bdb23cb4ae2947b7.jpg

Rescue Copter
http://ic.lbp.me/img/fl/a5c0a5648b2f002d5199dc0096eeaee788620d1e.jpg

Scout Sub
http://i9.lbp.me/img/fl/8699a68f8a6db261024285cb5e839e4e621cdb02.jpg

HoverCraft
http://ic.lbp.me/img/fl/88cf73832fd6cddeab8d190024fac02950aa5cb3.jpg

Bomber (4 player controls)
http://i2.lbp.me/img/fl/1a2ffb12d3ff319fc70dad2837c7658535bef9e8.jpg
2011-03-22 22:26:00

Author:
celsus
Posts: 822


Dang that looks really cool! Currently I'm working on a top down jet level where the player customizes different parts of the jet, should be done in not too long. This level looks really well decorated and highly detailed, I'll have to give this one a go!2011-03-22 22:51:00

Author:
Jayhawk_er
Posts: 403


Thanks, I had to lock it for a few hours today because I just found emitting issues with the scoreboard...but all good now...also I am adding an altitude too high feature...almost done I should have it added in about an hour....If you tried to play it while it was locked, sorry about that.


Edit: Added the altitude and slow errors for jet, touched up a few other details. Love to hear on what to work on. Overheating is causing emit issues, so I have to figure out how many baddies I want at once.

Edit: Ebding glitch fized. Level unlocked, new jets made but not update yet due to over heating making only one jet emit...but no baddies.
2011-03-23 01:02:00

Author:
celsus
Posts: 822


Most likely a long way to go still, but published the first build in a good while...earlier versions had too many glitches to even post as beta...this one can actually be beaten and go through all 7 missions. Still need to do many areas of touch-ups, and try to find a few things more to lose to avoid over heating , but as of now you have a gunship, sub, helicopter, hovercraft, jet, and bomber to pilot...ther are a a few special attacks... and the bomber is best steered with four people to handle attacks and such...added a new photo. Love to hear if anyone likes the direction this level is going.2011-04-10 06:13:00

Author:
celsus
Posts: 822


OK could use some feedback on the newest build of the the level. It now has mission modes and stickers to save your progress, a ingame mission menu, tweeked elevator, new stairs and tons more. Please be critical. Thanks.2011-05-16 04:00:00

Author:
celsus
Posts: 822


I guessing it's http://lbp.me/v/y77jhm. Queued it up. Looks like a lot of effort went into this.2011-05-16 09:44:00

Author:
Mr_Fusion
Posts: 1799


Yes that is the level, thanks for helping me out. I coudl have put much more effort over the PSN outage, but towards the last couple weeks I was so unsure of the menu and other features for other players (I have issues with making things a tad too complex) that I held off until I could get someone to test the level atleast once...also was started to think how much it would suck if my PS3 burned out before I could upload my work to the PSN. I will check out you Temporal Experiment when I get home tonight.2011-05-16 19:10:00

Author:
celsus
Posts: 822


Just to let you know, I tried loading it last night and got no luck. Still in my queue, so I haven't forgotten. I'll be trying again tonight and the weekend. I should get to see it eventually.2011-05-19 21:35:00

Author:
Mr_Fusion
Posts: 1799


So it loaded super fast this time. Wow. Not sure if this could be called an Object showcase or a level. It is definitely showcasing some objects!

The first speech bubble has some spelling issues in it

'we've been tacked' and 'if' is not not capatalised

I walked past elevator first off to look what was past it but maybe not let people go there until after the sub mission.

I think menu system flickering is not needed. It's a great menu but looking through glass and at a distance is is a little tricky to read.

The ship is pretty cool and I ended up exploring it before doing any missions. Looks like there are some funny characters there. I liked the mess hall and thought that your stairs not only looked great but functioned very well.

For mission 1 I got distracted and missed what I was supposed to do and I couldn't re-trigger the mission... the next time I ran out onto the deck to grab the fron gun and was killed pretty unfairly. The re-spawn point is clever and a nice gameplay touch. I ended up on the huge rocket launcher and had fun destroying the planes. I see the ship flashes when hit. Does it have an energy bar of some sort tracking points?

Mission 2 I got stuck in the crane in the water and was a little confused over the controls as (not your fault here) the controls along the bottom of the screen don't really appear in any order. Maybe you should scrap that and use a prompt system? 'Torpedo' was spelt wrong but this may be because of the filter not liking 'pedo'

I also found that you can shoot multiple torpedos at the same time by tapping R2 and R1 in quick succession. I did the mission but was killed reversing while not in silent mode. I have the stickers to continue so I'll keep testing soon!

There is a lot here. Worth looking at. The only negative at this stage is something Celsus has already identified; he sometimes makes things a tad too complex. I had to take a break from playing because of all the different control schemes. But I'll be back for some more!
2011-05-21 00:49:00

Author:
Mr_Fusion
Posts: 1799


Thanks for the feedback, very good. I will see if I can tweek the flicker out, I had it non flickering but felt it looked more like a tv screeen with the flickering,plus it saved a little thermowise...but not much. The speech at the start is supposed to have type-o's for the way the guy is talking. But before the PSN went down someone else mentioned it. What do you think made you think it was spell and not the way he was talking? Should I add a few more type-o's or is there no way around it?

I avoided health points showing on any vehicle to make it seem more realistic. I could add a little health gage on one of the displays in the controlroom, was it that distracting to not have one or should I throw a quick one in...the thermo is a big issue right now and a visible gage should not take too much away, but I am not positive. Also did you try the restate mission objective? The restart mission may only work once a mission fails but I will test that again.

Yeah they don't let you use pedo which really sucks, just like computer. I will think of a prompt or tutorial level. I have the tutorial level published locked, but I could not finish it because level links did not work while the PSN was down. As for the multi firing I made it so two could spawn at once so it was a little faster going, but had not tried firing them like you were, did that take away from it, or is it good to have rapid fire? The reload is triggered by hitting L2 and not by the doors closing and opening (it was less thermo taxing that way). Love to hear more issues you find, this is very helpful.
2011-05-21 02:20:00

Author:
celsus
Posts: 822


Thanks for the feedback, very good. I will see if I can tweek the flicker out, I had it non flickering but felt it looked more like a tv screeen with the flickering,plus it saved a little thermowise...but not much. The speech at the start is supposed to have type-o's for the way the guy is talking. But before the PSN went down someone else mentioned it. What do you think made you think it was spell and not the way he was talking? Should I add a few more type-o's or is there no way around it?


Yeah, I could tell there intentional Typos in his speech (part of what makes all your characters interesting, they have different personalities). The 'We've' been tacked" was one I wasn't too sure was intentional. Maybe 'We've been 'tacked". The other one... well, there's just no excuse for that



I avoided health points showing on any vehicle to make it seem more realistic. I could add a little health gage on one of the displays in the controlroom, was it that distracting to not have one or should I throw a quick one in...the thermo is a big issue right now and a visible gage should not take too much away, but I am not positive. Also did you try the restate mission objective? The restart mission may only work once a mission fails but I will test that again.


There was no issue in not seeing a health gauge, I was just wondering if there were bonus points for not taking damage at the end of the level... I didn't see the restart option but I'll try and break it again, I didn't actually leave the inside of the ship, I answered my phone and missed the entire objective, I walked around the lower level and elevator looking for a vehicle to get in, then went back to the control room to try and re-trigger the mission.



Yeah they don't let you use pedo which really sucks, just like computer. I will think of a prompt or tutorial level. I have the tutorial level published locked, but I could not finish it because level links did not work while the PSN was down. As for the multi firing I made it so two could spawn at once so it was a little faster going, but had not tried firing them like you were, did that take away from it, or is it good to have rapid fire? The reload is triggered by hitting L2 and not by the doors closing and opening (it was less thermo taxing that way). Love to hear more issues you find, this is very helpful.

It doesn't really need rapid fire, and to be honest I only saw two torps' on the screen at once but I could always keep two on the screen... I sort of shot a stream of them

As you mention, your biggest problem is thermo. There is a lot of stuff here. And I felt that both the missions that I have played could be deeper in your full game, as you mention that this is sort of a test ground.

I was wondering if this was a squash everything into one stage to get feedback, because it seems that you could really make the ship bigger and more detailed and break the missions out into sublevel links Like "Ocean Assault Missions" "Air Attack" and "Base Defence" and have an amazingly multi tiered level going on.

I'm looking forward to playing more, but need to finish off some of my level, because of what you mentioned in your feedback. It's funny you want to see the DeLorean drop out of the sky and crash... friend me on PSN and I'll send you a key to a Work In Progress stage... It's at about 85% complete
2011-05-21 06:02:00

Author:
Mr_Fusion
Posts: 1799


Woah this level was quite an amazing experience. It's like having many levels fused into one. The tech of the various vehicles, but also the select screen and the elevator were all quite amazing. The only potential problem is that it's not really user friendly and i can imagine a lot of people having trouble experiencing the whole level.
Congratulation for developing a single level so much, that's quite an impressive demonstration of dedication.

Give a shot to my latest level http://lbp.me/v/0d2x0j if you can and leave feedback in the related thread (https://lbpcentral.lbp-hub.com/index.php?t=56941-8-Bit-Kung-FU-Fighters).
2011-05-21 17:35:00

Author:
Vergil
Posts: 155


Thanks for your great feedback so far, I will add you Mr_Fusion when I am on next.

@vergil how far did you get in the level? Just trying to see the the current check points. I will check out your level for you.
2011-05-22 08:32:00

Author:
celsus
Posts: 822


I was on the third mission when i stopped. I plan on doing the others when i get back on LBP 2 later today.2011-05-22 10:42:00

Author:
Vergil
Posts: 155


Thanks for the help, turned out a bit of lethal material would randomly float up during mission 1, so if the player used the stickers it could not be seen, and even if not it was only a 50% chance of occuring. I never would have noticed it. Thanks for the help, this glitch has been fixed, also added some sounds, and have tweaked the "Mission Restart" option so it now should reset the current mission. As long at the mission has not been completed it will allow for that mission to be reset. As for the flickering it appears to me a lag/thermo issue.2011-05-22 20:34:00

Author:
celsus
Posts: 822


Ok have done some more touch-ups, and for some reason the last two players have frowned the level (one who smiled it sister level of training and vs modes). Can soemone give the level a try-out and tell me where the issue is? All I can figure is there is a glitch at some point that as a builder I don't see (because I know what to do in the level and most likely new players do something else).2011-06-16 15:56:00

Author:
celsus
Posts: 822


Added some 3D elements (as much as I could so far since attempts at creating 3D planes want to fight the movers I have set up).

Boat touched up...
http://ia.lbp.me/img/fl/28a590876885000983785614978fdf679094ca2b.jpg

Clouds now in fore and background...
http://i4.lbp.me/img/fl/1b4260b7c4acda867bae32d273250d7f256cb19e.jpg

Only the Mission mode has been updated. The vs mode may take a bit longer while testing layer conflicts and such.
2011-09-16 01:11:00

Author:
celsus
Posts: 822


Yet another update. Altered the 3D material for the space area to allow the space strike to emit properly. Touched up the background islands. I also touched up the Training and VS level in a few areas included stickers that save training progress so the players do not have to do over if they mess up the Nuke mission.

http://i9.lbp.me/img/fl/8f9cb10ac53cc0e549895fbaa65732810d733db4.jpg
New islands background...not the best, but all the thermo would allow for.
2011-10-03 21:36:00

Author:
celsus
Posts: 822


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