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Adventures of Sosome

Archive: 7 posts


Level does not exist anymore.2011-03-04 19:10:00

Author:
creator22
Posts: 162


the super jump works pretty well!
ok i don't want to be mean - of course not! but i try to help you a little bit with ideas and tellign you what i think:
it's a little bit annoying that he jumps when you hit x just to charge for a bigger jump
maybe a double pressinig will trigger the higher jump? (just an idea)
the square attack looks like nothing o.o is he even doing an attack? it needs a little bit more work on gameplay.
it feels like running and just hitting the right button and wait till it happens.
ok the tripple jump with the bounce pad was cool!

fazit: i would say it is a nice demo of what you can do with the powers of sackbots, but as a fun level it is not ready yet.
if you do powers, than not powers which slow down the gameplay so much. try to add speed and better controlls than the normal sackboy. thats what people search for

i hope i helped you a bit. and allways remember: this is good work you made something special and looking good, but it makes no fun. keep working on this issue than it will be a great system to build future levels! keep it up! *hugs*

for a 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 20:21:00

Author:
ForcesWerwolf
Posts: 475


I thought about pressing X twice in order to activate the super jump. The problem was that Sosome kept jumping. The attack motion is somewhat hard to master, but I'll try to debug it...somehow.... Thanks for the feedback. I added your level to my queue, as well. 2011-03-05 01:04:00

Author:
creator22
Posts: 162


Although the level is short, you're doing some cool things here I like the super jump. I'd rather not have to charge to do it, but it works. For the R1 special attack, I didn't realize at first that you could control the direction of the projectiles with the right analog stick. I was about to give up when I figured it out.

I encourage you to keep putting the blue moons here and there. Having that treasure hunt aspect makes the level more fun.

How are you making me control the sackbot instead of my sackboy? I noticed that when the level began my sackboy disappeared promptly and Sosome appeared. How is this implemented? I'm curious.
2011-03-05 10:23:00

Author:
zabel99
Posts: 179


Fine...I'll tell you my secret. D:
Sosome is right near the entrance with an invisible controllinator.
When Sackboy gets in range of the controllinator, he automatically enters.

I might just turn the stage into a platformer...I'd rather not debug Sosome.
2011-03-05 10:31:00

Author:
creator22
Posts: 162


Oh, that's simple, haha. I should have realized.

Yeah, if you don't want to debug Sosome, putting the emphasis on hunting for treasure and stuff instead of combat would work fine, I think.
2011-03-05 11:29:00

Author:
zabel99
Posts: 179


I did quite enjoy the level, i did think that maybe a shorter waiting time on the double jump could be better, or even if you hold it then it doesn't do a single jump at al,l but then that might be quite difficult to do. The chap up there seemed right about pressing square to hit, it doesn't seem like hes attacking. maybe if possible add an impact noise (obviously only when it hits) and a swoosh? all in all i thought it was fairly original. I did enjoy the double jump on the jump pad as well hehe
Please try my new level and leave feedback here https://lbpcentral.lbp-hub.com/index.php?t=51704-8-Bit-Cowboys!-Sprite-based-shooting-adventure.
thanks!
2011-03-05 12:18:00

Author:
FriedGoat
Posts: 102


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