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Aircraft Carrier U.S.S. OK Training/V.S. Modes

Archive: 11 posts


http://lbp.me/v/0es1kw

This is the training and V.S. level for the U.S.S OK series. I wanted all of the stuff in one level, but it sadly was not possible, this now has a menu to choose if you want to train, v.s., or do the mission. I have not made the training section yet, but if some one is bored and they want to play a friend in the V.S. mode or just link to the mission, I could used osme feedback.
http://lbp.me/v/0es1kw
2011-05-29 11:01:00

Author:
celsus
Posts: 822


Your actual menu design is quite nice, the interactive ship is a great little touch, and
I like that I was admonished for trying to select AI when no in the right mode.

However, the front most gun (shot with X) doesn't make any noise.

It's confusing your choice of control options to use though. But not confusing as in 'what am I pressing?" Because it is clearly well labelled and responsive. Just I'm wondering why R Stick to select and L3 to choose, not L stick/D-Pad and X to select.

I know you are intentionally misspelling words, but maybe think of what looks intentional versus accidental. "yur" could just be a typo "y'ur" looks like you mean it. so does "ya"

The level link to the main game works well and pops out of a nice location.

I may have missed the option but is there a way to go back to the main menu?

First I went into versus mode and promptly got stuck behind the serving area, I was playing single player and I had the AI on.

I had to wait for the elevator, which auto took me to Level 0, and then I got bombed, but while in the elevator I got 200 points. I may have been pressing L2 trying to get the elevator working though and ordered in a strike...

Training mode… same thing with elevator, had to wait for it to get to the spawn floor, and then it went to level 0.

The training menu looks clear than the last one I saw, not sure if you tweaked anything but It was very much easier to read.


Design-wise; splitting out you level like this is a great choice and I have mentioned before I would really like to explore that ship more. The other problem discussed with heaps of sub levels taking up room on your planet is a real danger, but I had a thought.

Maybe you could implement that Comphermc level data trick to spawn at different locals in your main stage depending on the mission?

So you have the ship as a giant menu/mission select and you walk up to the submarine launch pad and it loads into your main level at the submarine docks.

Or you walk out onto the main flight deck and load into the jet mission of your main level. You could segment your ship so that only the required parts emit, and the player is blocked from wandering off the mission point which may give you more thermo to play with.

This is a crazy idea, but I can see what your up against with the epic scale of your design. The only downside is there would be a lot of load times.

Also; I'm very awar that you are in a creating frenzy right now, but when you take a break I unlocked my stage Miserable Flying Weather (in sig) and it has a nice surprise at the end that I think you will enjoy.
2011-05-31 09:03:00

Author:
Mr_Fusion
Posts: 1799


The lack of sound is a issue with LBP 2, I am using emitters to make the sound, but you can't hear that one for some reason...I added a sound to it now so it does work.

I went with those controls based on how the menu works in the "in game menus". Those menus are using controls so your sack bot does not jump, move or frown when you select things. I was hoping by repeating the selection scheme it will be easier for the i game time. I added a few more things for his talking for those trying to use the other cotnrols now (none od my newest updates will be present until I get back online again).

I did add some of those to the other level, but I spaced on this menu thus far...for some reason I like spelling things without too many accents.

It is good the level link works for you, I think there are issues with long load times if there are more than one player, but I have not tested it to find out.

As for the main menu return option...there isn't one. I had too much fun with the menu, and it is a thermo hog...if it started in an emitter it would cause overheating issues. I am still working on that option though.

"First I went into versus mode and promptly got stuck behind the serving area, I was playing single player and I had the AI on."

There could be a glitch there, but it may be a camera issue where you could not see that if you moved to teh back layer you could walk back out of it.

The elevator stays on the last level used. It was set to zero, but I moved the spawn point up...so just now alter that to the new spawn point (thanks for noticing that). As for being bombed... ...as for 200 points, there was a glitch with the bomber that resets it when it hit the edge of the screen...but just fixed that in an update.

The menus in this mode are larger than the mission mode. I may not beable to tweak the mission menu because they never allowed for emitter editing...and all of the menu is emitted.

I did think about splitting up the boat, but the whole thing can be driven. All of the bots in the mission mode lest the main one only appear when needed or you are close by. I hate how you can see them vanishing...but I know if I did nto do this the bomber and other items would not load. The Baddies ship emits part depending on the mission, and after each mission is done the logic and everything emit-wise for it is deleted. I do like the diea of having a whole level as the boat, but in space level the entire (entire) level area is taken up bt the ship, and id emitted adndestroyed as you go. This time I wanted a free feel.
2011-06-02 21:21:00

Author:
celsus
Posts: 822


I went with those controls based on how the menu works in the "in game menus". Those menus are using controls so your sack bot does not jump, move or frown when you select things. I was hoping by repeating the selection scheme it will be easier for the i game time. I added a few more things for his talking for those trying to use the other cotnrols now


This makes a lot of sense. And it interesting to see your thought process here, as I said it works and works well. I love that there is a very deliberate choice for it.



It is good the level link works for you, I think there are issues with long load times if there are more than one player, but I have not tested it to find out.


My network has been pretty bad the last few days I got shaped to 128k so it takes a lot of time to load into a level... but this load was ok (but I had played the stage before hand, so maybe this sped it up).



"First I went into versus mode and promptly got stuck behind the serving area, I was playing single player and I had the AI on."

There could be a glitch there, but it may be a camera issue where you could not see that if you moved to teh back layer you could walk back out of it.

No I think this was my fault. I saw the serving area and ran over to get a big serving of points (like in the full stage), I may have jumped over the counter and then I couldn't jump back over. I ended up layer switching and it was fine.
2011-06-03 13:23:00

Author:
Mr_Fusion
Posts: 1799


Ok, back online and added updates to both the mission and this level...

Elevators touched up for better control, controlling player color added to both elevator and mission board.
Boat has launcher and targeting system.
Hovercraft has been touched up for aiming and controls.
Sub has been touched up for second players.
Sequencers have been added to replace speech bubbles in areas it works.
Sound effects added to missions.
Menu to VS/Training has been tweaked even more.
Bomber has been touched up including self destruct option.
Intro for mission touched up.
Jets now have Chaff for second player to use. They remove locks once every 10 seconds. The parachutes have been touched up again.

There are several more areas as well. Could use feedback on these improvements.
2011-06-09 16:31:00

Author:
celsus
Posts: 822


http://ib.lbp.me/img/fl/86bb6da43600870add9e5c3c1876dc434f77367e.jpg
Canuck Heli

Finished logic for training modes. HTe speech still needs to be touched up but could use some play tests by people or some feedback. Also added a dual blade Heli that can be unlocked if you find the hidden sticker...you get to see the Heli in the Carrier training...perhaps the sticker may be there...or perhaps not... The Canuck has a Magnito Crane to light things, and when the power override is activated it has some unique abilities...not even the mighty carrier will be safe...

http://ib.lbp.me/img/fl/b3bb644c356e4c6ae9112eea18178aa7a25be80a.jpg
Fighter and Bomber going at it.

The sticker can be used in the vs modes, so all vehicles can fight...alll vehicles have been massively updated again...from teh jet chaff, to the Heli depth charges; from the Heli aimable missle turrets, to teh Jet's wheel chalks; from the sub's balance, to the Bomber's individual parachutes...it has been overhauled. Thanks for reading my post.
2011-06-22 22:27:00

Author:
celsus
Posts: 822


Ok even more updates...andone of these times some feedback...maybe...someone...


Two stickers hidden in the level to unlock extra features...here is one of them...
http://if.lbp.me/img/fl/79f1555b7483dbea34c92663d421cc228441711f.jpg

Here is what it unlocks...
http://ib.lbp.me/img/fl/66bab1480cfd41e56b4e9ce9871b25577435b7c3.jpg

Here is the other things that is unlocked by the other sticker...it is now fully armed for upto 5 players...it has 3 dual missles launchers, and a EM generating magnetic crane...
http://ic.lbp.me/img/fl/95cf2472bea21378d2955d32cdac5153a797a70b.jpg

Here is the level menu...
http://i2.lbp.me/img/fl/5420a7213f15ed3358b15a6d378995da12df774b.jpg
2011-06-24 09:26:00

Author:
celsus
Posts: 822


Yeah, new updates make this a tighter experience. I like the sonar in the sub now as well.

I still find it a little hard to get into some of the aircraft as the camera zooms out a little too much, and I'm a bit of a noob when it comes to these types of crafts so I'm not too sure where to get in. Same thing when I'm opening bombing doors and stuff. It may help to add like a little flashing LED on the underside of the plane/doorways when they open. Similar to what you already have on the runway.

Had a lot of fun the last few times I played it. And... I, ah... should apologise for intentionally ION cannoning the craft I was flying, as well as intentionally blowing up the ship wit it. I couldn't help it, it's too cool not to use!
2011-06-24 10:47:00

Author:
Mr_Fusion
Posts: 1799


Thanks, when I get done witht he other updates I will look more intot he lighting on the vehicles. The thermo is maxed pretty high, but I may beable to work some stuff out. I was toying with making the plane enhanced witht he 3D, but it turns out that if you break it into the front and back planes the movers fail...and I got annoyed and went back to updating my space level. I did add a little to hide the level border. Good to know the ION cannon is liked, I added the Nuke as well.2011-07-13 04:11:00

Author:
celsus
Posts: 822


Finished adding the 3D layers to the vs mode. Touched up many details in the menu and the level.

Boat touched up...
http://ib.lbp.me/img/fl/31bff01c100766cb57d1fb71e88d51fee6b5e9ea.jpg

Menu touched up with new details and animation...
http://i2.lbp.me/img/fl/b62fadf0ed32b97c8aeef1e3057e977c722967fc.jpg
2011-09-16 20:04:00

Author:
celsus
Posts: 822


Updated Jet and Heli
http://id.lbp.me/img/fl/1cde8ee07ea594a000089f30f18f5759757d7e05.jpg

Added gauges that reflect current speed and seem to mesh well with the designs.
Added a flashing led and subs for hover mode in Heli.
Added Heli Lock-on for vs
Added ui details for jet, bomber, and Heli.
Touched up several more areas.
2011-09-20 23:50:00

Author:
celsus
Posts: 822


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