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A Run in Autumn (1P)

Archive: 40 posts


http://lbp.me/v/y-k0z0

I broke the link when editting the thread (argh!) so here's the less pretty link: http://lbp.me/v/y-k0z0

http://i2.lbp.me/img/ft/65216fcd794c52cd1649403afccac5ae985dacd5.jpg

Hello again, I did a short level to get back into the swing of things. Well I say that, the thermo ended up exploding on me a few times because that's what happens when you have upwards of 500 emitters in one level.

About the level

- Heavily stylized imagery using browns, yellows, black and white.
- The floor lights up as you run.
- Moving will kick up leaves behind you. Leaves will also fall from the trees normally.
- This is a 1Player only level as it involves a sackbot, the sackbot is set to run at full speed meaning that precise jumping is needed to avoid falling off.
- It's short, but packed with enough ideas to suit a much longer level.
- I'd say this level was challenging, the only person to have disliked so far told me it was "too hard". This is not the case, but you'll probably die a few times seeing as the level requires you to be so precise.

Would be great if you played it, it's quite unique and the length of it means you might as well anyway. Thanks.

Hopefully I'll have a Youtube video of it up soon.


http://i0.lbp.me/img/ft/5b06ae18649cb6968f1a07aadeb67dc1ae964329.jpg
http://i2.lbp.me/img/ft/cb2bd3370d775609d8208fa7cf0f4413e358ff4a.jpg



Keep this super secret (that's why it's at the bottom of the thread) but I will do F4F, just leave a comment if you want to do that. I didn't want to put it in the title to avoid people just spamming requests when they're not interested in my level in the slightest .
2011-02-27 14:23:00

Author:
JonnysToyRobot
Posts: 324


i'll post my review here aswell if you want to keep this thread up here ^_^2011-02-27 16:27:00

Author:
Angelgozen
Posts: 286


That would be great thanks (: Unless it's a negative review, in which case still put it up here I'll just grumble to myself for a bit 2011-02-27 18:31:00

Author:
JonnysToyRobot
Posts: 324


Updated the level: which basically consists of several trees being added at the expense of some emitters which you couldn't see anyway. Don't know how I'm going to update much more though since this level is incredibly laggy in create, it's funny how it runs perfectly smoothly when you play it despite all the emitters going off 2011-02-27 20:14:00

Author:
JonnysToyRobot
Posts: 324


Wow, this was really neat, and fun... but a bit frustrating as well at times, so good job!

My feedback is that it needed an explanation that you only need the Jump button. and that the first part seemed harder than the second part.

Also I fell through the level right before the first checkpoint. And a point system might be cool, you know start everyone with 10,000 points and then subtract points for each death they have. That would add some extra challenge to it and make it a bit more competitive and likely make people want to come back and play it again.

Overall great level though.
2011-02-27 21:09:00

Author:
Unknown User


I'll add the jump button things in the description (:

The points thing sounds awesome, I reckon I can just about make it work too let's just hope the create doesn't freeze. I'll try and patch the gap as well but I can't see the gas on create mode (some bug to do with things being too complicated in a small area) so it'll be patchy.

Thanks (:
2011-02-27 21:14:00

Author:
JonnysToyRobot
Posts: 324


Run in Autumn By JonnysToyRobot

Nice guy review: ...is not needed

Nit and Grit review: This level is very refreashing i have to say my friend, i liked the simple commands and beautifull theme. My only points are make the girl sackboy personality, why? well here's the thing, when i die from spikes my head spins around a full 360 before falling off screen. My beautifull maiden shouldn't be doing that XD also make the trees taller, i see the tops in the begining when you jump and takes away from the mood...But it would be nice if i got points from playing and not dying... like a score giver that detects that the sackbot is online and gives me points for it. I think that would work well XD and a lil hint for that huge jump... you really don't see it coming but i dunno if you really have to fix it XD

Pros - Awesome music
-Beautifull scenery
-Great theme
-Intresting gameplay
- Simple and yet complex O_O

Cons - See tree tops if you jump in the begining
-respawning at certain points takes a second to work (nothing you can do about that XD)
- Sackbot has strange death animation >_<
- i wish there was more to it but i'm sure its overloading with thermo >_<


Overall score - 9/10 and even 9.5/10 with a lil touch up, but not quite 10 out of 10 becuase it feels like it's a bit short...but then again i'm not sure if you can help that.... still i recommend this to anyone and heart it... BUT 1P ONLY!!!!...which makes me heart sad and happy... i may be alone but i selfishly enjoy my little level XD
2011-02-27 21:38:00

Author:
Angelgozen
Posts: 286


Yeh that respawning thing really bugs me, but you're right I can't do a thing it's all done on instant logic but I guess with everything going on at once it just slows it to a crawl. Seems to be worse for the first checkpoint for some reason.

Score giver is being thought out. Probably will have a player sensor near the spawn point which deducts so many points but it only works after you get past it the first time. That way you don't randomly lose points if you haven't died.

There are plenty of places that I know you can see the tree tops (but shh they're secret) so I think I'll be able to brush them up.

With having it as a sackgirl, I had to have it as a sackbot so instead of just having "copy player one" I set it to the same costume as the girl from my other level. No reason for it really but I'm sure someone will read something into it

And you're right, this level actually already goes beyond the thermo, it's funny viewing the thermo when I press "play" and all the emitters start, most of the time it just gives up and breaks. I think a few touches here and there will be fine, though entering the level is a bit like entering a minefield. Things randomly go invisible, exclamation marks appear over everything and stuff starts falling apart for no reason. Thankfully none of this transfers to the normal "play" mode.

Thanks for the review (:
2011-02-27 22:15:00

Author:
JonnysToyRobot
Posts: 324


I'm about to go off and update this, if anyone has any more suggestions now's the time to get them in 2011-02-28 18:01:00

Author:
JonnysToyRobot
Posts: 324


I've added it to my queue, thanks for sharing!2011-02-28 18:48:00

Author:
Unknown User


Thanks (:

I suggest you wait about 30 minutes or so while I add all the scoring stuff and give it a touch up.
2011-02-28 19:38:00

Author:
JonnysToyRobot
Posts: 324


Level has been updatimified!

- Plugged the poisonous gas whole.
- Added a score system, you start with 1000 points but lose 50 for each death.
- Made the necessary trees taller (which, might I add was ALMOST ALL OF THEM!)

Enjoy (:
2011-02-28 21:40:00

Author:
JonnysToyRobot
Posts: 324


Well I played this before the update and most of what I would have suggested has been covered. I really appreciated the artistry behind the level, you really nailed the autumn look! The leaves being kicked up as the sackbot ran was a really cool effect that I don't think I have seen before. I liked the concept, it was definitely something different and I think you can take it further if you plan on making a sequel. It would be great to see sections where the grab button is utilized for example.

Overall I enjoyed the level and gave it a big smiley face
2011-02-28 22:26:00

Author:
OCK
Posts: 1536


Queued it up, I'll play it when I get on my PS3 again! Expect feedback within 2-3 days.

(BTW, no F4F for me)
2011-02-28 23:42:00

Author:
booXely
Posts: 654


Ill play it on Friday so yeah suspect feedback soon2011-03-01 00:05:00

Author:
tuyyui
Posts: 175


Well I played this before the update and most of what I would have suggested has been covered. I really appreciated the artistry behind the level, you really nailed the autumn look! The leaves being kicked up as the sackbot ran was a really cool effect that I don't think I have seen before. I liked the concept, it was definitely something different and I think you can take it further if you plan on making a sequel. It would be great to see sections where the grab button is utilized for example.

Overall I enjoyed the level and gave it a big smiley face

Yeh, having to grab things was one of the many ideas that I wanted to do but couldn't because of thermo restraints. I'm not really one for making sequels though (don't want to fall into a niche/ repeat the same thing over and over again) but if I do something similar I'm not gonna let these ideas go to waste
2011-03-01 17:17:00

Author:
JonnysToyRobot
Posts: 324


OO played it today and I really liked it! Here is the F4F

pros:
-beautiful visuals
-unique idea
-well executed logic with the lights was a nice touch

possible improvements:
-You could make a side scrolling version where you have to keep going like a survival challenge. That would add more variation to the scores
-I felt that you could have more levels or more to traverse
-going right back to the begining was kinda a bummer though :/

Other than that I rated really fun to play
2011-03-01 18:13:00

Author:
AssassinatorRFC
Posts: 715


Survival challenge mode sounds like an idea, but I don't think I'd be able to make it work. ): Also, I've already mentioned this but it was planned to be longer but the thermo saw otherwise.

I see what you mean by going back to the beginning. It really came form me creating the level and only realising I needed to put in a checkpoint when it was too late since I really had to put it on a long enough, flat bit of ground.

Unrelated: Someone soldiered all the way through the level, died 18 times, and still pressed like. That's awesome!
2011-03-01 19:19:00

Author:
JonnysToyRobot
Posts: 324


great work, beautiful really, i wouldn't change a thing 'cept the radius of whatever tag turns on the lights in the environment if you turned it down a little it may be more precise and not light up before the sackbot lands on the platform. , regardless you've got a nice level on your hands. Nice community objects the leaves saves time just to make a nice scenic effect.2011-03-01 22:38:00

Author:
Sawicki420
Posts: 9


Ok I qued for tomoz 2011-03-01 22:46:00

Author:
Unknown User


Nice level!

One thing, let the poor girl stop running into the wall at the end, I've just done it and she's desperately trying to run through the wall at the end
Also maybe you could have a brief pause at the start, I wasn't ready for the thing to start moving and had to lunge for the pad to press jump (i failed and tied on the first jump).
I think someones already mentioned the delay when dying, but thats not really a problem, more of an observation.

Decent level! Well worth a play (and probably moved into the Cool Levels subforum now if this is the 20th post)

If you're F4F'ing then have a look at this - Comic Relief Race (https://lbpcentral.lbp-hub.com/index.php?t=51521-Comic-Relief-Race)

Edit: Ah i can't count, 21st post
2011-03-01 22:59:00

Author:
Frostinski
Posts: 40


@Sawicki originally the radius was a lot smaller but in the end I thought it just looked better with it as it is.

@Frostinski I think I've just figured out how to make her stop, and to do that I'll have to go into the controllinator and change the emitters as well but it's not too much of a hassle. I'll probably only put it at the end because I like that moment of panic at the beginning (:
2011-03-02 07:48:00

Author:
JonnysToyRobot
Posts: 324


3 people disliking in one day, this has not been a good day! ):

One guy died over 20 times and still said it's one of the best level's he's played so that's the counterbalance.

Anyway, I'm posting this to say that I was messing around earlier with some ideas for some possible fixes for getting the sackgirl to delay running/ stopping. I went in to the level with the know how of how to do it but everything was so slow that I couldn't actually change anything ):
2011-03-02 21:47:00

Author:
JonnysToyRobot
Posts: 324


3 people disliking in one day, this has not been a good day! ):

One guy died over 20 times and still said it's one of the best level's he's played so that's the counterbalance.

Anyway, I'm posting this to say that I was messing around earlier with some ideas for some possible fixes for getting the sackgirl to delay running/ stopping. I went in to the level with the know how of how to do it but everything was so slow that I couldn't actually change anything ):

I think you published this about the same time as my Perky Prius level, so I keep seeing it in the threads I've been active in. I'll try to get to this tonight, but I won't boo it. If it needs feedback I'll just give you feedback. Also remember that you don't have to fix every suggestion. It still gets to be your level in the end
2011-03-02 22:38:00

Author:
Unknown User


If you don't like it, boo it. I just like to know why people don't like it

I like putting in suggestions when I agree with them, and with these instances I do. I remember with my last level though people would say "put in cutscenes so we understand the story more" and the reply would always be "nnnnnnnno!"

I'll go ahead and queue your level. (:
2011-03-02 22:45:00

Author:
JonnysToyRobot
Posts: 324


If you don't like it, boo it. I just like to know why people don't like it

I like putting in suggestions when I agree with them, and with these instances I do. I remember with my last level though people would say "put in cutscenes so we understand the story more" and the reply would always be "nnnnnnnno!"

I'll go ahead and queue your level. (:

I played this last night. It's really neat. It feels a lot different that the other levels out there.

Things I enjoyed the most:
Infinite spawns (yes, it's nice to be able to finish eventually)
The music and art/color palate
The alligator-shadow cutout on one of the pits

Issues:
- A couple of the platforms are kind of steep, so the sackthing slows down then speeds up unpredictably. I think this was near the beginning.
- On the downward slope, the checkpoint might be a little to close to the edge. I kept needing to do a long jump and miss the middle platform (but maybe that's what you intended).
- As already mentioned, it would be nice to let the sackbot stop running at the end.
- No lives lost (Not sure that's possible to remediate).

Suggestions:
I know you're out of thermo, but if you ever find some ways to optimize and get some space back, making it a little longer and putting in more scary shadows and such would make this really stand out.

Overall, I really liked it. I swear I gave it a Yay, but that's not showing up on lbp.me - I'll put on in tonight. Great job!
2011-03-03 18:11:00

Author:
Unknown User


That looks like an amazing artistic level, Ill definatly check this out and give you feedback
If You'd like to return the favor you can look here, if not dont worry I just do this for free ^^.https://lbpcentral.lbp-hub.com/index.php?t=51790-Sunshine-Silhouttes-2&highlight=Sunshine+Silhouttes


Edit* I was going to queue this level but for some reason lbp.me is acting up again lol, But I wrote the levels name and your psn on a piece of paper so I wont do any mistakes while searching it

Ill check it out soon .
2011-03-03 21:19:00

Author:
Bloo_boy
Posts: 1019


Good job nice and neat and and you can't play it to many times. Can't see why someone wouldn't like it. The death thing annoyed me tho. Not exactly sure how to fix it tho2011-03-03 21:30:00

Author:
Unknown User


hey, thanks for feedbacking my level

i really liked your level . it had a beatiful art style and the gameplay concept is very nice. well, sometimes it was a bit frustrating, but altogether it was a innovative ang really good level.
yayed and hearted.
2011-03-03 21:34:00

Author:
frexy18
Posts: 62


Too many posts to bother quoting so I'll use @

@hcwcmatt there are actually 5 wolf heads used, all pretty visible but only one massive one. I made it so you only really see them if you're looking for them (:

@Bloo thanks, your level looks like it's going to be awesome by the way.

@frex and @james thanks (:
2011-03-03 22:17:00

Author:
JonnysToyRobot
Posts: 324


Alright, tried this level out seconds ago,
The art style left me speechless I gotta say, I loved how you did the Leaves fly across the sackgirl as she runned that was really cool.

I never seen anything like this before, this is incredibly unique level, Difficul but thats not a bad thing
It really was challenging, and part of the fun was timing your jumps for to get them right.
Loved the Silhoutte style, really made it feel peaceful and soft, very beautiful work ^^

Great Job
2011-03-04 05:21:00

Author:
Bloo_boy
Posts: 1019


Thanks, I don't get the chance to play yours till later which kind of sucks. I did spot it at the very top of trending levels on lbp.me so i'm glad someone who's making different/artistic levels is getting some recognition. So good for you (:

Tiny bit jealous though, not gonna lie.
2011-03-04 07:43:00

Author:
JonnysToyRobot
Posts: 324


- Delayed respawn is rather annoying when combined with the automatic running.
If you die you really have to pay attention (for longer than you should have to) as you respawn and need to jump straight away. In addition, there is a lot of variation in the respawn times.
Perhaps try to implement a system so that when the player respawns, they have to press jump/right to start running?
- I don't think that camera on the big jump is worth it. It's way more difficult to judge than normal, and then the camera cuts (twice?) infront which is rather distracting.
- Sometimes I would land/bounce and therefore couldn't jump in time for the next gap.
+ Kicking up the leaves as you run is really great.
You should give that away as a prize if you haven't already done so.

Despite the (minor?) faults, well worth checking out.
2011-03-04 23:05:00

Author:
midnight_heist
Posts: 2513


A truely visualy stunning level felt as if I got cheated out of a few lives but I fell thats what you were going for.
My only real complint is thatI fell there could be a multiplayer mode and I think that would add a lot of awesomeness to it but hey you did what had to be done.
2011-03-04 23:26:00

Author:
Unknown User


Just played the level, back with some feedback. I did like the art style of the level, albeit a bit short. I just felt you could have done more with the concept and visuals. First off, I assume you're using a mover to make the sackbot run? If you connect a battery to the L-stick input on the Controllinator on the sackbot should run with a more fluid motion. I also thought I would've felt more immersed if you changed the animation style on the sackbot to "Sackboy" instead of "Sackbot", as it threw me off a bit to see my sackboys head twisting in circles whenever I died. These are the only points I can think of that were not already mentioned above, gave it a rating.2011-03-05 07:47:00

Author:
booXely
Posts: 654


I'm about to go in and change a few things, mostly to do with the sackgirl's AI, making her stop when you finish and only start when you move etc.

@booXely, I'm already using the input of the left stick to make it run so that's as natural as it gets (:

@Yonin, it's far too complicated to do with a level where you're always running, for me anyway I'm also not sure how the emitters would react to it, there's a possibility of it just freezing.

I'll also fix the delay time. Wish me luck
2011-03-05 15:57:00

Author:
JonnysToyRobot
Posts: 324


Let's talk about compromise.

So I went into create mode to deal with some issues people have been having and I managed to do some stuff, but there were problems. Problem 1) The spawn delay really is unfixable and everything I tried only made it worse. Problem 2) Instead of having it so you started running as soon as you touch L3, I had to change it to X because of the way I did the AI for the sackgirl (I've literally just figured out a way to change this, while writing that actually, so I'll have a crack at it soon). This means you can control the sackgirl but as soon as you try to jump the AI takes over, so it's not too bad.

There's no longer the spinny-head animation when she gets spiked.

You now stop at the end and also appear next to the sackgirl, that's not a mistake, I meant it to be like that but the significance of it will only be apparent after I make a bunch more levels (the plan for my levels is to have them all set in the same "world")

Enjoy (:
2011-03-05 19:00:00

Author:
JonnysToyRobot
Posts: 324


I agree in a way about the checkpoint thing, but instead why dont you add more checkpoints? It would make it a bit more easier and well some players complain alot cause of the difficulty, making it a bit easier would reflect in a positive way maybe but I read the Update, Ill play this level again to check it out 2011-03-06 15:53:00

Author:
Bloo_boy
Posts: 1019


Actually, now that you don't run automatically when you spawn that would be possibly. I'll try and do it tomorrow, though I've been absorbed by a new level recently so keep forgetting 2011-03-06 21:45:00

Author:
JonnysToyRobot
Posts: 324


What a cool level! I think it just hits me in all the right nostalgia points. (Except for the running from wolves part). The visuals capture the autumn mood perfectly. I like the tree silhouettes and the leaves that fly up behind the player. And to top it off the game play is fun and addictive. Well done.2011-09-08 04:46:00

Author:
Unknown User


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