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Mimeo Land 1-1 - Updated 4/18/11

Archive: 17 posts


http://lbp.me/v/z2w69h

http://ie.lbp.me/img/ft/55e16c9d8ea9c46979a1ebcab205787fae3e5b11.jpg

Hello, everybody! This is my first post, showcasing my first real level, Mimeo land! The character, Mimeo is from Shaun Inman's iPad and iPhone game, Mimeoverse, which has been delayed in development.

This level started simply as a test for the basic Mario gameplay elements, like map tiles, sprites, animated coins, a game timer, and goomba-like enemies. But as I got more into the inner workings, I really wanted to just make it into a level!

Having played quite a bit of 8-bit games in littlebigplanet, I wanted to really make something that both looked different, and felt more like an actual Nintendo game.

I put a lot of time into this level, and would love to get feedback on it to make it better! Cheers!

Updates published:
(4/18/11)
Important Update: No checkpoints added, but now you respawn when you die!

(4/17/11)
Fixed: Grimps have much improved collision
Added: the HUD now has Bit and Megabit counters

(4/16/11)
Fixed: you can now reach the top of the goal post
Added: Life icon flickers when you take damage

(4/15/11):
Fixed: Better Idle/blinking animation, Extra players are removed
New: Goal Post ending


Known Issues:
Sometimes Mimeo doesn't jump all the way. Looking for a fix.
I get reports of slippery controls, but the sprites just follow a Sackbot. The only modified controls are sprint and jump.
2011-04-15 14:29:00

Author:
Unknown User


Judging from the logo it looks pretty cool, you should upload some photos (it will attract more players). Anyway I've queued it and will try it later.
F4F: My level is in my signature, give me some feedback please.
2011-04-15 14:49:00

Author:
CYBERSNAKE
Posts: 280


That was unbeliavable, you deserve an Mm pick. The controls were great and responsive and I loved the animations of everything (especially the coins). I hardly have any complaints so I'm just gonna nitpick on a few things: the character blinks for too long (not a HUGE disaster) and you should have a menu at the beggining giving you the option of hard or easy (so you can put checkpoints).

P.S: Did you make the music? It sounds good but also familiar...

P.S.S: For those of you who want a picture here's one:

http://i2.lbp.me/img/ft/7a23abf0bd0f97a34b0b4f7947de784c6f624369.jpg
Looks like a completely new game, right?
2011-04-15 15:16:00

Author:
CYBERSNAKE
Posts: 280


That was unbeliavable, you deserve an Mm pick. The controls were great and responsive and I loved the animations of everything (especially the coins). I hardly have any complaints so I'm just gonna nitpick on a few things: the character blinks for too long (not a HUGE disaster) and you should have a menu at the beggining giving you the option of hard or easy (so you can put checkpoints).

P.S: Did you make the music? It sounds good but also familiar...
Wow, thank you! I was worried it might be a little dopey! I'll work on the idle animations a little, and see if I can't get it looking better. The aspects of the difficulty are based on SMB for nes, but I like the idea of a menu. I have no clue how to do that, though.

The music is Another Winter by Anamanaguchi, from the Scott Pilgrim game. The LBP composition was done by hayseboi.

Thanks again for the feedback! I'm playing your level now, and it's very fun so far!
2011-04-15 15:31:00

Author:
Unknown User


Sounds like fun. I'll definitely check this out and get back to you later on tonight...2011-04-15 16:10:00

Author:
Unknown User


Wow, thank you! I was worried it might be a little dopey! I'll work on the idle animations a little, and see if I can't get it looking better. The aspects of the difficulty are based on SMB for nes, but I like the idea of a menu. I have no clue how to do that, though.

The music is Another Winter by Anamanaguchi, from the Scott Pilgrim game. The LBP composition was done by hayseboi.

Thanks again for the feedback! I'm playing your level now, and it's very fun so far!

I could help with the logic of the menu and checkpoint but you would have to produce the fonts and images for it. Anyway I was just replaying this level acouple of minutes ago but with two players, it works well but towards the end when you reach the checkpoint the screen stretches between the two players showing the whole level, to fix it you should not put a scoreboard but a flag or something that when you go near activates a game ender set to winning (if you want the player to record their scores you will have to put a scoreboard somewhere away from the main paths of the level and when the player activates the game ender they will spawn there). Also is the character meant to wall jump, it wasn't game breaking or anything and it actually suited the character but the animation felt off.
2011-04-15 16:45:00

Author:
CYBERSNAKE
Posts: 280


Yey! Awesome!

Very nice job with the sprites! You should make a tutorial, cause it was flawless!
The music too. Very good version of the Scott Pilgrim tune.

But why does the level end if you fall down a pit? A checkpoint system takes 5 minutes to make and should be implemented.

Other than that, good job!
2011-04-15 18:06:00

Author:
Discosmurf
Posts: 210


Hello there (and sorry about my english)

Good level !

The only gripe I have with the controls was that sometime, the sprite didn't jump very high, but I couln't figure why. Other than that, the sprites are beautiful, the difficulty is well balanced, the music fits to the theme, the controls are good !

A checkpoint system or a "retry without leaving the level" option could be a nice addition and avoid frustration.

Very good level, very enjoyable !

If you have the time for F4F, here is the link (https://lbpcentral.lbp-hub.com/index.php?t=54330-Dr-Who-Lost-soul-1P-Only).
2011-04-15 22:38:00

Author:
Slurm
Posts: 262


But why does the level end if you fall down a pit? A checkpoint system takes 5 minutes to make and should be implemented.
I started out with a working checkpoint system, but just as a way to make it harder, and more like Mario, I took them out. You can take multiple hits from enemies before you die, but if you fall in a pit, you lose. This happens in all the Mario games I can think of. Even in Super Mario 64, if you fall off a map, you get kicked out of the painting. Makes sense to me.

@Slurm, I know, I hate that, and I really want to fix it. If anyone can point me to a better custom jump tutorial, It would be very much appreciated. I would love to make it behave more like sackboy's jump, where you hold to go higher

@Cybersnake, you are supposed to be able to wall jump, you can also run across 1 tile gaps. I would like to do an animation for it, but as it really is a side affect of the jump logic I'm using, I don't know how I could make it so it doesn't animate every time you land, as well.

Also, the ending was rushed, because I really just wanted to get it published. I have a lot of levels I haven't finished, and I didn't want this one to be another.

I'll be working on these fixes, thanks for the feedback, everyone.
2011-04-15 23:20:00

Author:
Unknown User


Updates published:

(4/15/2011):
Fixed:
Better Idle/blinking animation
Extra players are removed

New:
Goal Post ending
2011-04-16 01:45:00

Author:
Unknown User


Something about the air steering and jumping (ok, so basically the core of the gameplay) completely sets this game apart from every other holo-sprite platformer I've tried. It just feels solid. As solid as a decent nes game, in fact. Not SMB solid, maybe -- as someone said, there's a problem with the jump, which I usually notice only at the beginning of the level, and right after landing -- but good enough that I was replaying compulsively for the fun of it, and not just to see how certain details were done.

If you ever do a tutorial on your animations/character movement and jump logic, I'd love to see it.


Oh, one other thing -- you can occasionally take damage when you land right on the corner of an enemy, even if you technically count as landing on top and they get squished. Not sure if it's doable and if it would feel right, but making it so you only get hit if you clearly hit the side of the enemy might make the controls feel even more precise.

Somehow, a non-Mario game has ended up being the best gameplay recreation of Mario within LBP. Wonderful work!


Alex
2011-04-16 04:20:00

Author:
Alic
Posts: 81


Thank you very much for your awesome review! Makes me feel all warm inside.
I really want to fix the jump bug, but I don't know how. It's been bugging me since before I published it.

For those interested, I posted a tutorial on Forcing One Player "mode". I'll do one on animation, next.
2011-04-16 06:50:00

Author:
Unknown User


is it related to the wall jumping mechanic you have? I only notice the erratic jumping in the beginning, where I think you're jumping on a different material (you seem to sink down into it a bit more?)

It seems like the same material that allows you the double jump up the side of it in the part with the hard to get 1000 point coin.


Anyway, maybe I'm crazy and it's all the same material, but something feels different about the beginning.
2011-04-16 13:28:00

Author:
Alic
Posts: 81


is it related to the wall jumping mechanic you have? I only notice the erratic jumping in the beginning, where I think you're jumping on a different material (you seem to sink down into it a bit more?)

It seems like the same material that allows you the double jump up the side of it in the part with the hard to get 1000 point coin.


Anyway, maybe I'm crazy and it's all the same material, but something feels different about the beginning.
The thin, jump-through platforms, and the Grimp collision boxes are neon, and the rest is light matter.
2011-04-16 13:44:00

Author:
Unknown User


But why does the level end if you fall down a pit? A checkpoint system takes 5 minutes to make and should be implemented.

Yeah, this is pretty much the biggest issue with this level. It looks and plays great but it can be over so fast. I saw I had three lives in the corner but I guess that's not implemented(yet?). I think I played the first minute of this level five times, but there may be lots of great stuff in here that I'll never see just because of the "hardcore mode."
2011-04-16 23:29:00

Author:
discokrakken
Posts: 108


(4/16/11)
Fixed:
you can now reach the top of the goal post

Added:
Life icon flickers when you take damage

I just made the decision that I'm not going to add checkpoints to this series. We all probably remember that part of a level in Mario that was hard to get past, but you felt better after having beat it. I want players to feel like they have accomplished something when they beat 1-1, not like they have had their hands held. People still seem to enjoy it without them.

I'm working on 1-2 now, which is more vertical based, and has less pits. If anyone can help me with the jumping glitch, please let me know.
2011-04-17 02:33:00

Author:
Unknown User


Updates published:
(4/18/11)
Important Update: No checkpoints added, but now you respawn when you die!

This method uses Level Linking, and is a better way of respawning than what I would have implemented, because everything gets reset.
2011-04-18 22:03:00

Author:
Unknown User


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