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Bloomin' Oni-Ons!

Archive: 24 posts


Ahh... Hanami Season... cool breezes, beautiful flowers, food, fun...oni?!

All you wanted was a nice BBQ with your friends in the park. Too bad the Blue Oni Group has other plans. Can you make it out of the park with all your stitches intact? Will your friends have a few drinks waiting for you when you find them?

http://i1218.photobucket.com/albums/dd401/waffleking23/LBP/Yokoso.jpg

http://i1218.photobucket.com/albums/dd401/waffleking23/LBP/MovingOnUp.jpg

http://i1218.photobucket.com/albums/dd401/waffleking23/LBP/DecisionsDecisions.jpg

Those of you who played through my Osaka Hanami stage may recognize the bones of this stage, but it's been reborn as a completely different beast. Lots more detail, more enemies, more danger, even an optional boss battle. This is the culmination of about 2and a half months of work for me, and hopefully the beginning of a series of linked stages set in the city of Yokaihama.

Anyways, anyone who gives it a run and gives a bit of feedback can expect the same from me...at least to the extent that time allows...i can promise at least 5stages of feedback on my end, though i hope i can give more.

Thanks everyone who takes a look at this, and everyone who's given me some advice or inspiration. Especially CompherMC...wouldn't have gotten this done without his LBP2torial series.

Update updates (7/17) : After playing through a few more times with my wife (as opposed to just watching her), we decided to make the boss checkpoints infinite, and to add an extra checkpoint before the fire section (both were suggested by others here). Also, noticed some problems with accidentally missing the Waffle-Lift, and not being able to access the secret area, so i think i've got that fixed. Also, added another jump box in case anyone falls off the treetops, so it's not quite such a pain to get back up there...and added a recommendation for 1 or 2 players and a level closer at the beginning, 'cause i think it may get a bit wonky with more. Hopefully this should take care of a number of issues people have brought up.

Thanks everyone for your advice!

Have a good night all!
http://lbp.me/v/1qpzk5
2011-07-03 14:32:00

Author:
waffleking23
Posts: 535


Hi. Just played your level.

Pros:
- I like everything about Japan and all that stuff ^^
- The level has the correct difficulty.
- There are "camouflaged" bubble points with the scenario.

Cons:
- The decorations are good, but maybe too overloaded (in my opinion).
- It would need some parts with the hook or jumper platforms.

Please leave me feedback at my level https://lbpcentral.lbp-hub.com/index.php?t=56955-Math-Millionaire-Quiz
2011-07-03 15:33:00

Author:
ara_que
Posts: 63


Mr (miss? sorry, i'm not sure) Ara,

A very interesting quiz level, and to be honest, something that i'd wanted to do with Kanji, though never had the time, or tool set, for.

The only parts at (possible) issue that i could see were, (1) sometimes the decimal points were a bit hard to see, and (2) the player is just sitting the whole time. If there were anyway to work in just a little movement (maybe with grab switches? i don't know how you've set up your logic). Still, i thought it was cool, and i'll keep an eye out for your levels in the future.

As for your critiques of mine. First, thank you very much for taking the time to do so; that's pretty cool. About the decorations... do you mean with the lanterns? Do you think they clutter things a bit too much? i'd worried about that. Or if it's a slowdown, thermo issue...i'm not really sure i can solve that one, barring cutting out a lot of stuff.

As to the hooking and jumping...you're right, they're a bit lacking, though to be honest, i'm not sure how i'd fit them into this particular level...definitely n the next one, though.
2011-07-03 17:16:00

Author:
waffleking23
Posts: 535


Very enjoyable level. I really like your use of stickered material (that tortoise shelled snowmaterial looked great). Goodlooking sakura trees with the falling leafs. The fanged roses looked very awesome. All the little foodstalls.
Liked the decorated scorebubbles.

Funny stuff too. (Always suspected oni to be allergic to octopus meat.)

I could have used some unlimited checkpoints here and there. Just made it every time with the red ring bleeping. But maybe I'm just clumsy.
And maybe you could adjust the camera slightly where you have to jump over the rose-thorns. The jump over the last batch of horns is almost offscreen.

I didn't get to start the bossfight, as the game froze on me, just as I grabbed the octo-slinger. But I'll be back for revenge!
2011-07-05 09:49:00

Author:
pickled-punk
Posts: 598


Thanks a bunch for playing and leaving feedback on this one, punk. Really appreciate it.




I could have used some unlimited checkpoints here and there. Just made it every time with the red ring bleeping. But maybe I'm just clumsy.
And maybe you could adjust the camera slightly where you have to jump over the rose-thorns. The jump over the last batch of horns is almost offscreen.

I didn't get to start the bossfight, as the game froze on me, just as I grabbed the octo-slinger. But I'll be back for revenge!

Yeah, i've had trouble getting things just right on the rose thorn bit...think it would have done to have made that section a bit longer so the jumps wouldn't quite so tight, but that'd throw off the symmetry of everything else now...saa...a lesson learned for the next stage at least.

i've got a bit of a love hate relationship with infinite spawn checkpoints, since they sometimes get me stuck in a spot i just don't have to skill to get out of (as a player that is), whereas with a regular one, at least the misery ends after a few tries. But i'll try them out, at least until the Boss, i think that one should have the danger of failure to it.

Sorry to hear about the game freezing up, do you think it was an issue on my end? Something i could fix?

*UPDATE Notice*

*Swapped the Double Life Checkpoints for Infinite Checkpoints in front of the 2most difficult (non-boss) areas.
*Made the Rose Thorn Area a little easier to see (tossed in an extra camera).
*Added 2 special bonus prizes in the Treetop secret area for people who've played through Pickled Punk's Carcosa stages (you need a stcker from one to get tm). If youhaven't tried te Carcosa stages yet, what're you waiting for?!
2011-07-05 23:52:00

Author:
waffleking23
Posts: 535


Hey cool, I didn't find the secret Carcosa prizes on my second playthrough. I'll be back again.

I reached the boss again, but the PS3 froze again. (This time I choose ' yeah' , and just as I tried to get the creatinator, -or the octo-slinger as it should be called- it froze. Strange: I've no idea what the problem could be, maybe you should put up a notice in this forums help sections.
Maybe one of this boards great thinkers could help you out.

Edit: I just got the pun Yokai-hama.... lol...
2011-07-06 10:20:00

Author:
pickled-punk
Posts: 598


Ok! i think i've got the game freezing bug squashed! It was the decorative pipes on the Octo-Slinger, if you can believe that.

Did a little more tweaking about, but i think things are pretty good to go as is now.

The treetops may or may not be able to be accessed from the area with the bomb tossing chaps...prehaps...the may be something funny about one of the pedestals they're standing on...maybe...

To anyone interested in this stage, i'd recommend keeping an eye on your switch trigger stickers, i use regular, decorations, and community stickers in this stage...
2011-07-06 17:46:00

Author:
waffleking23
Posts: 535


Good that you could locate the problem. Strange that it could be such a little thing causing the problem.

Also: I went back & scoured those extensive secret areas. Good stuff. I really liked the cameo by Master Origami. (text bubble goes a bit fast, so I replayed it again.)
Great prizes too, I'm gonna find a good use for that yellow sign.
2011-07-07 09:12:00

Author:
pickled-punk
Posts: 598


Played this just now and for the most part enjoyed it. I thought the decorations and object creation were very well done. You have done really well in creating a real Japanese feel to the enviroment. I loved the stalls. I found some of the obstacles a bit difficult, like the bombs with the green gas, but nothing that couldn't be overcome with a bit of patience.

My only suggestion would be to use the soft pan option for your cut scenes to create more of a flow.
Smiley faced and hearted.
2011-07-07 09:25:00

Author:
MicGorbachev
Posts: 372


To punk: Yeah, the pipe thing was completely weird. i figured it was some of the more obvious stuff, since it's a pretty cluttered scene. So i'd go through taking stuff out (cutting the petals, fully destroying the food stands so the game didn't need to handle the fire effect, stuff like that) and it kept freezing.

i thought, since it was happening when you try to grab a Octo-Slinger, there may have been something wonky with the ones i used (i know, i know, not really sensible, but what i know about computers and programming is pretty close to bupkis), so i figured i'd make a new set of them. i made a blank one (no design or decoration) and that worked fine, then i made rough copies (with pipes and stickers) and the game froze when i tried to grab one (this being outside the fight, in an unused portion of the stage, mind you) and the game froze. So i tried one without the pipes on it and everything's smooth again. Hell, i got nothing...

To MicGorby: Thanks alot for trying the stage! i'm really glad you liked it. to be honest, i don't know much about the different camera and film stuff, so i'm going to have to play around with it some more. Though at least i saw CompherMC's tutorial on them in time to make cut scenes that didn't completely look like garbage.
2011-07-07 23:33:00

Author:
waffleking23
Posts: 535


Hey waffleking,

I really enjoyed this level, even though I thought it was a tad challenging at parts. I must say though that I don't quite 'get' the story behind it. I don't know if you meant to do that, but I thought like pointing it out anyway. Another minor thing is the lack of a checkpoint right before the first introduction to the Blue Oni Group when one of its members sets the ground on fire. Every time you fail the couple of jumps, you have to walk quite some distance to try and fail again. I know, I'm terrible at jumping, but yeah.

I hope you found my feedback useful. Feel free to play and provide feedback on my level: https://lbpcentral.lbp-hub.com/index.php?t=59483-Tubular-Bells-Mike-Oldfield-%28Exorcist-theme%29
2011-07-08 21:21:00

Author:
DoodVogeltje
Posts: 81


Hey waffleking,

I really enjoyed this level, even though I thought it was a tad challenging at parts. I must say though that I don't quite 'get' the story behind it. I don't know if you meant to do that, but I thought like pointing it out anyway. Another minor thing is the lack of a checkpoint right before the first introduction to the Blue Oni Group when one of its members sets the ground on fire. Every time you fail the couple of jumps, you have to walk quite some distance to try and fail again. I know, I'm terrible at jumping, but yeah.

I hope you found my feedback useful. Feel free to play and provide feedback on my level: https://lbpcentral.lbp-hub.com/index.php?t=59483-Tubular-Bells-Mike-Oldfield-%28Exorcist-theme%29

Thanks for your feedback! You know, i've actually got your level queued up for for pay after work.

More of the story will be revealed as the series progresses...i'm actually about to start building on the second installment, and hopefully it'll go faster than this one did.

i've been thinking about putting a check point before that frst set of jumps. Haven't decided aye or nay yet, but your post'S given me a nudge in one direction.

Good day and great creating!
2011-07-09 03:03:00

Author:
waffleking23
Posts: 535


Thanks for the feedback of Cybernetic Adventures Delta. This was quite a level you made.

VISUALS:
The Japanese style looks pretty good. The level has good use of materials and stickers.

SOUND:
Good music choices.

GAMEPLAY:
This level has good platforming and clever secrets. I think you need to replace the double checkpoint with the infinite checkpoint in the boss battle because it looks like you could easily die more than seven times during the boss fight.

OVERALL:
Good job. A yay.
2011-07-12 00:11:00

Author:
JustinArt
Posts: 1314


Thanks to you, as well, Justin,for the feed back here. i had a great time playing through your stages, so it was no problem on my end.




GAMEPLAY:
This level has good platforming and clever secrets. I think you need to replace the double checkpoint with the infinite checkpoint in the boss battle because it looks like you could easily die more than seven times during the boss fight.



You've got your finger on a big point for me, here. On one hand, i want the challenge of "maybe you could die;" on the other, with 3 or so million levels to choose from, if a player does die, what are the chances that they'll play through again (especially if the death is right at the end of the stage). On the other, other hand... does player death mean the challenge level is too high? Artificially so (Nintendo Hard, actually by design or carelessness, simply nigh impossible tasks)? i'll give this some more thought, but i'll be honest that i can't say if i'll change it or not.

Thanks again for the look over and feed back! i haven't had chance to look at "Epsilon" yet, but i'll make a point of it tonight or tomorrow (we've been of and on pretty busy this week).

*Completely unrelated, but what the heck is wrong with my space bar?!*
2011-07-12 01:10:00

Author:
waffleking23
Posts: 535


Hate to bump my own stuff, but i did some big(ish) updating, so i think this is warranted?

All the update info has been edited into the first post.

Thanks to everyone for your various heads up!

Good day and great creating!
2011-07-17 11:48:00

Author:
waffleking23
Posts: 535


I thought the level was fantastic, loved the scenery, the characters, only thing I didn't like was the very small amount of time you have to run under the bomb droppers in the beginning. That's all, you already left Feedback for My level, so thanx, and happy creating!

Cheers, flyinhawaiian
2011-07-17 20:05:00

Author:
flyinhawaiian
Posts: 357


I thought the level was fantastic, loved the scenery, the characters, only thing I didn't like was the very small amount of time you have to run under the bomb droppers in the beginning.

It seems like folks have a bit of trouble with that section, and i'd like to fix it, but i'm not sure exactly what's at issue... are the bombs coming too fast? Or the gas lasting too long? Or the space between the bombers too narrow (that might be a bit tough to fix, actually)? There are somethings i could change, but i gotta know what.

Anyhow, thanks a ton for playing though this one, and good luck expanding your space level out. i'm looking forward to seeing more of that.
2011-07-17 23:02:00

Author:
waffleking23
Posts: 535


Hey, Waffleking. I'd say it's the gas lasting too long (especially on the first two oni.)2011-07-18 05:55:00

Author:
pickled-punk
Posts: 598


Hey, Waffleking. I'd say it's the gas lasting too long (especially on the first two oni.)

Woot! Specific information (though really, i should have asked better, sooner)!

Ok...so, i've cut the gas duration in half, and added a little hop (so the bomb emits a bit higher than before) to the oni when they throw. Tossed in a little bit of layer play and a few disembodied heads, but that was really for my sake. i think the most cited issues have been taken care of.

Thanks again everyone!
2011-07-18 15:34:00

Author:
waffleking23
Posts: 535


This level made me smile, Waffle! The mixture of colours and material made this a wonderful level to play. The enemies were pretty cool too! Good set of music, great gameplay, a right difficulty, and a recommended must play! Also, good use of the "Snow Paper" material, It fit perfectly into this level! Great job!2011-07-21 07:43:00

Author:
chronos453
Posts: 175


Played this level a couple of times now and you'll be glad to hear your fix in the bomb drop gas section was successful, first time I didn't get through but with a little timing i made it through on the second play through a week later.
Loved the originality and unique them of this level, no lazy MM story level emulation instead a fun, funky artistic styling.
The gameplay sections were excellent blending in perfectly with the theme and story. The sackbot characters also had a unique original appeal. Wasn't keen on being linknapped (I usually like to decide to enter a link or not and return to pod if forced) but I'm glad I stayed the course. the Roses and thorns in the opening section were my favourite part of the entire experience. The boss was a little hectic and probably prevents any chance of acing the level?
Overall a great level, smiuled and hearted! This level has what I really enjoy in a level, original thought, well made and a unique theme.<3
2011-07-21 21:47:00

Author:
EnochRoot
Posts: 533


Hey, I queued up your level so that I can play it later. It sounds like something interesting, meaning that you can expect a review from me later. In the meantime, do you think you can also check out my own level at http://lbp.me/v/y4n7x0?

F4F thread: https://lbpcentral.lbp-hub.com/index.php?t=53375-The-Missing-Piece-Part-1
2011-07-22 00:42:00

Author:
Scholarship
Posts: 105


i'm all giddy here, now.

Thank you very much, everyone, for your very kind words, and for the constructive feedback you've given. i've been making little tweaks here and there over the past two weeks, and playing the version up now compared to the one that i first published was a bit of a trip (i kept a original copy on my moon for just such a purpose).

To Enoch: sorry about the linknap (i hadn't realized how much that can be a pain in the butt that can be, before i started trying to finish community stages before work...). Originally it was just supposed to be the boss after that point...but the space that it freed up just let me keep adding more stuff. i'll do my best to keep my next levels all in one piece.
The boss is definitely hectic, which was one reason i didn't make a level aced prize. i'm going to have to put a lot more work into learning how to put together a well paced fight before i include one in the future. The only thing i can say about this one is, just like the Faith No More song says, "Be Aggressive!" Because of the way the tracking/firing mechanism is kitted up, he's much less likely to hit you if you're staying on top of him.

*whew* i've learned a lot putting this stage together and hopefully i'll be able to put that to good use in future stages. We've got an (as yet) unnamed stage in the works to carry the story along. A cut scene/backstory theatre stage. And a straight platformer (unconnected with the others, but for being in Yokaihama). All in various states of completion. It'll still be a bit (i imagine) before any of them are done, but hopefully the reception will be as positive as it was for this one.

And for now, a little break from creating. (El Shaddai, Stacking, and the Last Guy have all been looking at me with puppy dog eyes this last month).

Good day, everyone, and great creating!
2011-07-22 00:45:00

Author:
waffleking23
Posts: 535


So I just played the level and I've got only a few things to say. I really liked the visual style of it all, and what I managed to play had some neat gameplay sections. However, when I got to the part with the two checkpoints and creatinators, I had absolutely no idea where to go from there, so I just stopped. Plus, before that, there was a limited lives checkpoint which I felt really should have been an infinite lives checkpoint. Oh, and the story was cool, haha.2011-07-22 10:36:00

Author:
Scholarship
Posts: 105


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