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Sackbot Programming Puzzles 1.0

Archive: 6 posts


My previous post seems to have lost the link to the level when I re-published so I guess I have to make a new post? I have incorporated most or all of the feedback I got previously and re-published the result as Sackbot Programming Trials v1.0. Did it turn out as you had expected for those who made the suggestions?

1. I made the scientist at the beginning stop being so bouncy (and potentially deadly).
2. I improved the way he talks to you.
3. I made the first puzzle easier
4. The command selector is now grid based.
5. The program selector remembers where you were and returns there after the program run.
6. I did some work moving the controlinators farther from the scientist, but the level was significantly re-arranged so I might have re-introduced the problem.
7. Each puzzle has its own command queue.
8. You can see the command queue and the puzzle at the same time.
9. I improved the aesthetics -- changing backgrounds and not using the default floor, adding an intro etc.
10. I added an auto-playing demo where the scientist writes a program.

The previous thread is at https://lbpcentral.lbp-hub.com/index.php?t=53427-Sackbot-Programming-Puzzles
http://lbp.me/v/y63vw3

Edit: The link is still broken? What's going on? The level is at http://lbp.me/v/y63vw3
Edit 2: Level link seems to be fine now. Must have been in some maintenance mode this morning or something.
2011-03-28 12:24:00

Author:
Unknown User


I like the improvements, but there seems to be a minor bug with the multiple command queues. If a sackbot in the first puzzle finishes with the grip left on, the sackbot in the next level will not be able to turn off its grip after it's turned on.

The camera is a little low when walking by the first puzzle. It might just be my personal preference, but usually it's better to have sackboys lower than halfway between the top and bottom of the camera view unless the direction of travel is going to be downward.

The camera is zoomed out a little bit too much on the last puzzle. I would rather have the zoomed out angle happen while in the controlinator and have a normal level of zoom outside of the controlinator, but this is more a personal preference.
2011-03-30 03:44:00

Author:
Unknown User


Hey BlueMonk,

I gave 1.0 a try and DNF -- sorry...

The idea of the level is very ambitious and I think you made programming within a controlinator as pain-free as possible. For the puzzle I could solve, at least, it was easy enough to try a program, run it, and quickly fix what I think went wrong.

I found most confusing the fact that the sackbots did not spawn in the puzzles until I run my first program. I found myself doing a pixel-hunt on the level, trying to figure out where the sackbot would be, and then realising the emitter was probably what I was looking for.

Otherwise, perhaps you could look into wording the instructions clearer or offering hints on request? Your puzzle instructions were thematic in a fun, riddle-like kind of way, but going by them alone I couldn't figure out what to do. Perhaps I need a bigger TV to see the puzzles more clearly?

Anyhow, I wonder if you plan to release another set of puzzles? Again, the interface was really quite impressive.

Well done!
2011-04-05 05:50:00

Author:
Fobstar49
Posts: 75


The camera is a little low when walking by the first puzzle. It might just be my personal preference, but usually it's better to have sackboys lower than halfway between the top and bottom of the camera view unless the direction of travel is going to be downward.


It has always bugged me that the default camera seems so bad. Do you truly end up putting cameras everywhere just so you don't get that stupid default camera angle?
2011-04-13 00:37:00

Author:
Unknown User


I found most confusing the fact that the sackbots did not spawn in the puzzles until I run my first program. I found myself doing a pixel-hunt on the level, trying to figure out where the sackbot would be, and then realising the emitter was probably what I was looking for.


I hoped that since there would be a lot of trial and error anyway, players wouldn't be too set back by the need to run any random or blank program once before understanding where the sackbots start out. There's no penalty for "failing". But I suppose a nice "Start" icon of some sort would give players a little comfort.



Anyhow, I wonder if you plan to release another set of puzzles? Again, the interface was really quite impressive.
Well done!

It's hard to manage my time these days. I could spend 8 hours a day or more working on LBP, but I've got other projects in and outside of LBP and I just can't figure out what's the best use of my time. I didn't figure more puzzles would be the way to go... unless I'm on to something that'll be hard to beat (judging by the number of hearts, it doesn't seem like a spectacular success). And it looks like I've already been far outdone by other sackbot programming puzzle levels that are light years beyond mine with dozens of puzzles and many hours of play time. So I figure I should try something different.

Thanks for the reply.
2011-04-13 00:48:00

Author:
Unknown User


This is a great idea, I wish I could finish that last puzzle. Either it's unexplained or the camera's too far back to make anything out. This is a cool puzzle level, but I had to give up at the end cuz I couldn't make it up the grassy hill, not sure if I could pull anything over cause the sackbot kept grabbing other things instead. For big puzzles like that, it would be good if there were some way to study the environment, but that would have to be camera-based since there's no way to enter the puzzle itself.2011-04-13 04:52:00

Author:
discokrakken
Posts: 108


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