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A Different Sackbot (F4F is back!)

Archive: 17 posts


This is my first level post on this site. I'm offering 15 F4Fs. I made this level quite a while ago, but I prize it the most at this moment. It's about a little sackbot made in a factory. He's different from all of the others and feels lonely. He leaves the factory in search of someone who cares about him. To get to that someone, though, he has to venture through the dangerous toxic junkyard infested with other defective sackbots exposed to radiation. Here are some pictures...
http://ic.lbp.me/img/fs/c9c6a47555cbe0d7f3ead46e282c792bc8daf8c4.jpg http://i6.lbp.me/img/fs/ca6784b4b431ef128ddb6d8f4bccedaa6f5f2211.jpg
http://i2.lbp.me/img/fs/762dbf4cd35cb10d8c243836cfe8b480692e4848.jpg
http://i6.lbp.me/img/fs/fd609ff93b1e9400e856532f8952ef18ec3fb1fd.jpg
http://i1.lbp.me/img/fs/661bb816ce45c8ee1c9b685af6db29f7fb27531b.jpg
http://i8.lbp.me/img/fs/f288994730d01421f55a51320dedb2ee5225c28c.jpg
...and the Youtube link. I'm not the one playing it in the video, Sackboy223 is.
http://www.youtube.com/watch?v=gir2czZpCPk&feature=feedbul
The ending is cut off, though. You'll have to play it to see it! LOL at the 1 dislike.
http://lbp.me/v/09k1tw
2011-07-10 18:39:00

Author:
Sackpapoi
Posts: 1195


Ill do F4F on this, ill check it out later today, if you could do feedback on my movie level 'The Machiniac' in my sig please, much appreciated2011-07-11 09:08:00

Author:
Blanchrocker
Posts: 142


Hi there,

I played your level earlier today. I liked the whole theme of the level, from the early cutscene, to the touching ending. I think it was probably a little bit short though.

I think the checkpoints could have been placed a little bit better. I don't know if this was intentional, but the action of firing the bomb forward was slower than firing it backwards.

Well done, it looks like the majority of people whove played it, did like it...... I can't see any reason to boo it though. It annoys me when people boo levels that folk have spent a lot of time working on. I mean, if you find a bug, by all means report it to the creator.... don't boo him! Boo him if the level is rubbish! This level isn't rubbish! /rant

When you have time, could you please play my "You Sunk My Sackleship!" level with an online friend, and leave feedback. Links in my sig.

Thanks.
2011-07-11 22:06:00

Author:
Ali_Star
Posts: 4085


Played your level today, here're my thoughts.

Your cutscenes are well executed and have a nice pacing. The gameplay is fairly simple in terms of platforming, keep going right avoiding a few obstacles. There were also some obstacles that were often repeated like the cranes you grab on to, which is fine, but it doesn't go too far beyond that. I think you could perhaps use more vertical platforming elements to add variation and a bit more longevity. One aspect I really liked was your three pillars you could manually raise and lower, I've never seen anything like that used so it was very inventive. One flaw though is that it's difficult to avoid the buttons when moving over them, I'd suggest maybe making them 3 way levers. In fact you could build on this entire concept and make it the focal point of the level. Maybe even control the different pillars through the controller's face buttons?

I found the whole battling aspect a bit odd as it seemed to be shoehorned in and not a concrete concept to build upon. Another point is that I often saw my sackboy jumping in and out of controlinators, perhaps make that a little less obvious?

So yeah, I did enjoy the premise, like I say your cutscenes are excellently shot and you some great ideas in there (the pillars especially). I gave you a yay as I can see you've put a lot of effort in.

As F4F could you please check out the level in my signiture, The Water Temple please.
2011-07-12 01:33:00

Author:
Xaif
Posts: 365


Played your level today, here're my thoughts.

Your cutscenes are well executed and have a nice pacing. The gameplay is fairly simple in terms of platforming, keep going right avoiding a few obstacles. There were also some obstacles that were often repeated like the cranes you grab on to, which is fine, but it doesn't go too far beyond that. I think you could perhaps use more vertical platforming elements to add variation and a bit more longevity. One aspect I really liked was your three pillars you could manually raise and lower, I've never seen anything like that used so it was very inventive. One flaw though is that it's difficult to avoid the buttons when moving over them, I'd suggest maybe making them 3 way levers. In fact you could build on this entire concept and make it the focal point of the level. Maybe even control the different pillars through the controller's face buttons?

I found the whole battling aspect a bit odd as it seemed to be shoehorned in and not a concrete concept to build upon. Another point is that I often saw my sackboy jumping in and out of controlinators, perhaps make that a little less obvious?

So yeah, I did enjoy the premise, like I say your cutscenes are excellently shot and you some great ideas in there (the pillars especially). I gave you a yay as I can see you've put a lot of effort in.

As F4F could you please check out the level in my signiture, The Water Temple please.
Thank you, sir. I'll try to build on everyone's suggestions. The therm was at it's limit, though, so maybe not all of them.
I cannot fix the controllinators. I have no idea at all how to fix that. But, I'll put on my KEWL face and try to deal with it
I would try to fix the simple platforming, but I'd have to redesign the whole level and I don't know if the therm can take it. I'll try. I'd have to ask others about the fights, as many others liked them. I've already fixed the pillars (thank you for liking them ) I'll give some feedback on your level. Thanks again.

(Ali_Star) Thank you also. I've finally discovered the rather obvious option of labeling tags. I can't believe I just noticed. I'll do my best to fix the checkpoints, as it takes quite a bit of logic work. The bombs were being stupid and flying everywhere while building. The reason they slow down is because of the physics of the game. I'll see if the logic will work for me now. The bugs will be worked out soon. Thanks for keeping me on my toes
2011-07-12 03:56:00

Author:
Sackpapoi
Posts: 1195


The pic a really small and can't see anything. Perhaps you should upload your picture with http://tinypic.com/ and post the picture directly here.2011-07-12 04:17:00

Author:
Sport_dude
Posts: 622


I haven't played your level (yet) but your problem may have an easy fix (if it is what i think). You could put a movie camera away from the player at a spot as a lag is better then a random jump out of a controllinator. Now i havent actually seen it in action so if that's not your problem then i apologize for this waste of space 2011-07-12 08:28:00

Author:
koltonaugust
Posts: 1382


F4F
Hi there, i played your level yesterday and thought it was very good, I liked the atmosphere, the cameras in the intro. I see that you spent time making it, which i like. The ending was very touching, an 'aahhhh' moment
well done, i rated your level 'yay' and gave it a <3
Please dont forget to do F4Fon my level 'The Machiniac' in my sig, thanks
2011-07-12 11:22:00

Author:
Blanchrocker
Posts: 142


F4F
Hi there, i played your level yesterday and thought it was very good, I liked the atmosphere, the cameras in the intro. I see that you spent time making it, which i like. The ending was very touching, an 'aahhhh' moment
well done, i rated your level 'yay' and gave it a <3
Please dont forget to do F4Fon my level 'The Machiniac' in my sig, thanks

Thank you very much! I appreciate it. I'll definitely do a F4F on your level later today. I'll try, I'm a bit busy today. But I'll certainly get to it
2011-07-12 19:08:00

Author:
Sackpapoi
Posts: 1195


Played your level today, here're my thoughts.

Your cutscenes are well executed and have a nice pacing. The gameplay is fairly simple in terms of platforming, keep going right avoiding a few obstacles. There were also some obstacles that were often repeated like the cranes you grab on to, which is fine, but it doesn't go too far beyond that. I think you could perhaps use more vertical platforming elements to add variation and a bit more longevity. One aspect I really liked was your three pillars you could manually raise and lower, I've never seen anything like that used so it was very inventive. One flaw though is that it's difficult to avoid the buttons when moving over them, I'd suggest maybe making them 3 way levers. In fact you could build on this entire concept and make it the focal point of the level. Maybe even control the different pillars through the controller's face buttons?

I found the whole battling aspect a bit odd as it seemed to be shoehorned in and not a concrete concept to build upon. Another point is that I often saw my sackboy jumping in and out of controlinators, perhaps make that a little less obvious?

So yeah, I did enjoy the premise, like I say your cutscenes are excellently shot and you some great ideas in there (the pillars especially). I gave you a yay as I can see you've put a lot of effort in.

As F4F could you please check out the level in my signiture, The Water Temple please.
I've played it. It's very creative . I like the story and use of creatinators. The platforming is interesting and fun, but I do admit some parts are a bit confusing. I felt lost at some parts. The controller tilting part could be a bit easier. It looks very nice, and the creative platforming is amazing. Some platforms are a bit small, but that's not a problem. The Zodiacs were nice, and the boss was creative. I like the sequences, but at times I felt that there were a bit too many. The verdict: Your level was very good and I gave it a like.
2011-07-13 19:08:00

Author:
Sackpapoi
Posts: 1195


Ill do F4F on this, ill check it out later today, if you could do feedback on my movie level 'The Machiniac' in my sig please, much appreciated

I can't seem to find you...have you published your level yet?
UPDATE: Never mind, I've found you. Good level
2011-07-13 19:10:00

Author:
Sackpapoi
Posts: 1195


I got to try out the level and it was great. It has an endearing story and a fitting scenery to boot.

Although I wasn't able to finish it as I got stuck in the 3 platforms with 3 switches. The middle platform got stuck high up and the 2 way switch won't bring it back down. Is this a bug or am I missing something in the level?
2011-08-09 15:37:00

Author:
romancrisis
Posts: 138


+ I really enjoyed the look of the level, you chose good materials and lighting.

+ I liked the aspect of punching the enemies instead of using lasers like many levels do.

- The intro video could lose some length . People in LBP2 have notoriously shore attention spans (After all you're competing with thousands of other levels.) I like to think I have a good deal of patience but even I almost quit because of the length.

- The controls felt very loose and undefined. I never knew what button to press when I wanted a bomb to go in a certain direction, often leading me to randomly press on the D-pad until me or the enemy were dead.

- The sackbots themselves didn't really do much damage to the player. I got hit by three electric enemies and didn't die.

Bottom line: The level was a good start, could definitely use some tweaking.
2011-08-14 17:40:00

Author:
Nightshade_games
Posts: 76


Thank you for the review, Nightshade. I'll take it into consideration. However, I can't do much about the d-pad. It's tempermental sometimes and just won't work. I might unhide the second part of the level for people who can't sit still for a prologue. This was quite a challenging level to build, as it was one of my first sackbot levels. I might as well keep building on it. I greatly appreciate the tips, I'll try my best to fix the controls.2011-08-15 21:44:00

Author:
Sackpapoi
Posts: 1195


What specifically is giving you trouble on the D-Pad? It a simple ON/OFF switch so whatever is the problem shouldn't be too hard to fix.2011-08-16 03:14:00

Author:
Nightshade_games
Posts: 76


I try to define the directions with direction splitters/ combiners, but whenever I apply the controls (say I wanted left on the D-Pad to do something), I can press either direction to activate the action. If I only want left to do something, right does too. I've tried all the logic I know. I haven't tried to fix it in a bit, so maybe I can fix it with the knowledge I have now.2011-08-16 06:28:00

Author:
Sackpapoi
Posts: 1195


Axis input from D-pad into splitter. Attach the positive of the splitter to the negative of a combiner. Then add the negative of the splitter to the positive of the combiner. Attach the combined output to a motor and you have directional control.

For your purpose, simply mapping actions to a direction, you can stop at splitting the signals. The outgoing + signal is activated by pressing right, the outgoing - signal by the left. I'm going from top of my head knowledge, but i'll confirm my advice tomorrow morning. Cheers!
2011-08-16 07:58:00

Author:
Nightshade_games
Posts: 76


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