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Bowser's Dark Matter Plant

Archive: 13 posts


Hi guys, I made this level from Super Mario Galaxy. It took me a while to make. The main part of the music fades in after the intro which I can't fix and I heard this is a common problem. Any feedback/suggestions would be helpful. Hope you enjoy thanks.
http://lbp.me/v/zjz3c5
2011-03-30 21:41:00

Author:
Unknown User


Well this is really unmotivating.2011-03-31 00:41:00

Author:
Unknown User


Three hours is not sufficient time to receive significant feedback http://i116.photobucket.com/albums/o16/LoiusAllieran/Custom%20Smilies/teach_php.gif
Also, setting your thread to F4F is more likely to generate interest.

That said, level Q'd for later.
2011-03-31 03:28:00

Author:
Loius
Posts: 342


Thanks. How do I change this to F4F or should I make a new thread?2011-03-31 05:59:00

Author:
Unknown User


go to edit, then click on advanced edit, and set F4F to yes.
Ive Q'd it, will leave feedback later, if you could do feedback on my level 'The Machiniac' in my sig. thanks in advance
2011-03-31 14:23:00

Author:
Blanchrocker
Posts: 142


I will queue yours.2011-03-31 19:56:00

Author:
Unknown User


Sounds good, ill check this out soon Queued.2011-03-31 20:55:00

Author:
Bloo_boy
Posts: 1019


Looks good on the picture. I love the Super Mario Galaxy games! Looking forward to the one on 3DS. This might help me waiting.. Will play it soon.

https://lbpcentral.lbp-hub.com/index.php?t=53753-Japanese-Dreaming-%28artistic-level%29
Would you test my level in return? F4F
2011-04-01 16:12:00

Author:
ghik16
Posts: 311


Took me a while to play this off my queue, but I was busy creating

This is pretty sweet. Ran into some gravity glitches and had some trouble getting used to it but it works and that's pretty excellent. You may want to build some sort of tutorial room in a separate level and link it to this one. Just an empty room with various gravity switches where you can jump around all you want, maybe do something like hold L2 and R2 for 3 seconds to advance to the Dark Matter Plant. One of the moving puzzle blocks in the first crazy gravity corridor somehow caught me by the head and dragged me into some sort of momentum glitch. I wound up stuck in a corner somewhere with no way out and nothing lethal around, but Retry got me out of it, somewhat to my surprise... I think this might've helped me figure out how to respawn sackbots like you do here, which works great. Anyway, it's kind of slippery when you're on the walls and ceiling, and sometimes the controls would seem to invert (once I wanted to walk down and walked up instead) but who knows if that can be helped? This is experimental technology AFAIK. Good show!
2011-04-12 02:40:00

Author:
discokrakken
Posts: 108


On my list XD2011-04-12 18:22:00

Author:
Angelgozen
Posts: 286


Took me a while to play this off my queue, but I was busy creating

This is pretty sweet. Ran into some gravity glitches and had some trouble getting used to it but it works and that's pretty excellent. You may want to build some sort of tutorial room in a separate level and link it to this one. Just an empty room with various gravity switches where you can jump around all you want, maybe do something like hold L2 and R2 for 3 seconds to advance to the Dark Matter Plant. One of the moving puzzle blocks in the first crazy gravity corridor somehow caught me by the head and dragged me into some sort of momentum glitch. I wound up stuck in a corner somewhere with no way out and nothing lethal around, but Retry got me out of it, somewhat to my surprise... I think this might've helped me figure out how to respawn sackbots like you do here, which works great. Anyway, it's kind of slippery when you're on the walls and ceiling, and sometimes the controls would seem to invert (once I wanted to walk down and walked up instead) but who knows if that can be helped? This is experimental technology AFAIK. Good show!

Thanks for the feedback. A tutorial room is a good idea. I already published a level where I was just testing out the gravity for the first time and it's really short and simple so I may just link those 2 together. About you getting stuck and not being able to move: that is a glitch I've encountered a lot and it happens if you try to jump a lot really fast while touching something (most likely a wall). With the way I have the jump set up if you tap X too fast and if the impact sensor is on it will permanently turn on the counter for some reason causing the mover to permanently push you. I tried to fix this but for some reason it doesn't work when you publish it. The best thing I could do is make it so you can retry and get spawned to the nearest checkpoint.

About the slippery controls and invertness: I've noticed those 2 as well. It's slippery because there's no friction and I tried to figure a way to make some friction for the different gravity but couldn't figure it out. I have no idea why the controls invert. From what I've noticed it seems to happen when you move the control stick lightly.

Either way thanks for trying it out. I made a new level recently with only gravity going down and up and it works better than this level.
2011-04-12 20:19:00

Author:
Unknown User


okay my feedback is


i love that you captured this concept...but visuals is lacking...alot... in the game itself there were colors and mechanical walls and other things, yours was mostly just the platforming itself and your worst point is not something to be rated down for...

Your controls are slippery, if i stand on an oject i wil leventually randomly move up and i occasionally spawned and couldn't move, i just drifted untill i died, then i spawned and phased through the stage...then i got fustrated and just quit T_T i didn't rate it down though...that would be mean...becuase you clearly did put alot of work into it, i can see that and i know that the tech your using is difficult to make XD i made something similair
2011-04-16 03:29:00

Author:
Angelgozen
Posts: 286


Yay! Very cool concept. But unfortunately it is not all the way up to speed in order to provide a fully satisfactory experience.

Still, I really like the idea and if you put a little bit more work into smoothening things out, it will be GREAT!

The controls are very swimmy. Maybe have the sackbot stick to the vertical surfaces or the ceiling when there are no direction or button inputs.

Also, you may need to add a player death feature to your checkpoint system. I fell out of the entire level and when I eventually hit something that killed me, the DCS follower did not go back to the checkpoint. When I hit Try Again, I merely spawner as a regular sackboy.

This is not to difficult to acheive:

http://i1.lbp.me/img/ft/8713445bdd2467088ba4126c8956ff126fd1c9ba.jpg

Ok, this is for 4 players, so one set of tag sensors are tied up to the player counter, but the basic principles apply.

The righmost panel contains a destroy sequence for the sackbot if the player either dies, leaves the level or in any way leaves the controlinator.
It consists of a permaswitch counter that feeds a signal into the AND gate when the DCS is active.
The player sensor is inverted, so that when the player leaves the controlinator the AND gate opens, the controlinator is destroyed after 0,1 seconds and the tag triggers a destroyer in the sackbot.

The middle panel is for the in game spawn point(not the sackbot spawn point).
In the down right corner you can see a player sensor and this is in order to trigger spawn of a new controlinator when the player enters through the gate.
The different colored tag sensors correspond to a tag in the different sackbots. This is inverted so that it will only spawn a new controlinator if the corresponding sackbot is dead.
(The green tag sensor is linked to the player counter so that it won't spawn too many controlinators)

The leftmost is for the actual sackbot spawn point. The tag sensors are for the player counter(green), sackbot dead(in this case blue for player 1, and inverted), and DCS Active(also blue). The last one is to prevent the sackbot spawn point to spawn a sackbot before the player has been able to enter the controlinator.
The reason why it's triggering a tag instead of directly to the emitter is that the spawn sequence is controlled by a sequencer(barely visible in the pic) so that the sackbots won't be spawned simultaneously.

Hopefully this isn't too messy.
2011-04-16 13:30:00

Author:
Discosmurf
Posts: 210


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