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Digital: My 'flagship' level.

Archive: 18 posts


Digital is a level based on platforming gameplay. I spent almost a month creating it, this includes teaching myself the logic and building techniques I implemented into it. This level features plenty of fun gameplay, a lot based on timing your jumps/moves etc. There are obstacles utilizing bounce-pads, electricity, fire, plasma, low-gravity, grappling-hooks, and teleporting. I like to think to myself that it was all inspired by old-school games. Anyway, it was built with single-player in mind and I do not know if it will work well with more players. but I have re-built some of the logic and such to accommodate more players.

I personally enjoy my bounce-pad floor with the electric ceiling... It is a series of 60 bounce-pads on the floor, all set to activate randomly and fling you into the electric ceiling. It was for that obstacle alone that I created my "easy buttons", although using them grants you less points and you get called a sissy by a nice big flashing sign. Here's a few screenshots, I'll add more when I get them:

http://img560.imageshack.us/img560/5310/welcomeoo.jpg
This is a shot from the welcome animation screen at the beginning.
http://img35.imageshack.us/img35/6669/upsidedownroom.jpg
An upside-down obstacle.
http://img64.imageshack.us/img64/7590/teleportavator.jpg
The last area from the teleporter section.
http://img718.imageshack.us/img718/5620/plasmabomb.jpg
Plasmabomb. Need I say more?
http://img171.imageshack.us/img171/769/inthedarknessy.jpg
Lights. In the dark. Over your player.
http://img193.imageshack.us/img193/5787/gravityroom.jpg
A room with no gravity, a key, and a baskety-like thingy.
http://img24.imageshack.us/img24/5452/fireportal.jpg
Fire!
http://img600.imageshack.us/img600/3117/cranemagnet.jpg
This is my very own original magnetic crane.
http://img703.imageshack.us/img703/8477/buttonsk.jpg
I got a lot of buttons and switches.
http://img718.imageshack.us/img718/2396/bouncepadtiming.jpg
Bounce-pads!
http://img225.imageshack.us/img225/9508/bouncepadsofdeath.jpg
Bounce-pads that murder you!
http://img64.imageshack.us/img64/517/attraisingthebar.jpg
Anything that moves on it's own it cool with me. Especially when it is red.

So, this level may still be far from professional, but to me it has helped bridge the gap between a beginner-creator, to an intermediate-creator. I hope you all enjoy, and please report any bugs so I can fix it right away. I hope you all enjoy and I appreciate your feedback (good or bad). If you want me to play a level of yours and leave feedback, please leave the lbp.me link in your post and I will queue it, and leave feedback either via the in-game review or on this website.

Ps. Thanks to ezBadfish for the screensaver tutorial. This was removed for thermo management

http://lbp.me/v/38bj3h
2011-07-14 20:12:00

Author:
melomaniac
Posts: 51


Here's my update log so far:

Updates 07/16/2011
-Added a few things to kind of decorate the level. I will be adding more and updating as I go.

Updates 07/19/2011
-So, I played the level with a group of friends and realized how flawed it was. I have changed a lot of the logic to allow for multiplayer compatibility.
-I worked on a few of the cameras so the angles will agree with the gameplay a little more.
-I created and added a "broke" button to my crane section. I was playing the level to bug-test and dropped the platforms in the pits. I spent about 5-10 minutes trying to get them out and in place. After this, I made the broke button. Basically, the broke button is the equivalence of my easy buttons, except it very clearly fixes things. I liked the outcome of it, although it can be used for cheating the part it is integrated to... To each his own though.
-I changed some of the dialogue.
-I added an LED to the key in the gravity chamber to help people locate it and solve that area puzzle... Although, it's not much of a puzzle.
-There are also several other minor tweaks to the appearance of the level.

Updates 07/20/2011
-I tweaked a few more of the game cameras.
-I changed some of the music used.
-I fixed a few bugs with some of the cinematic parts.
-I fixed a lot of random bugs in throughout the level.
2011-07-20 15:03:00

Author:
melomaniac
Posts: 51


Hello,

I saw you will play my Blocks level, i've queued it and will try to give you a detailled feedback later today
2011-07-20 15:08:00

Author:
Slurm
Posts: 262


Ok, I've played it a few hours ago, here is a more detailled feedback as the one provided in lbp (sorry about the poor english, if you want me to rephrase things or detailled stuff, please let me know).

Let's start with gameplay. You have a lot of platforming and puzzle ideas, most of them are good, some are maybe less good. You seem to enjoy the bouncepad floor, but I found it quite random. I like when succeeding in a sequence does not rely on chance, this one was all about chance, and I didn't feel rewarded from going through this section. the upside down sequence was weird. I didn't really like it, but the idea has its potential. The other puzzles and platforming sequences were ok, some may need polish but the ideas were fun. I'll suggest to change the death teleports for deathless teleports in the last part as death teleports feels "LBP1", but it's up to you.

The part where you can make major improvments is clearly visuals, sounds and music. It didn't feel right. I'm not really good at visuals, so I won't be able to help too much, but the level looks bland. Some parts do have a nice touch, like the red/blue/green areas, but overall it needs either a decoration, or an other choice of materials. The circuit board in almost all backgrounds feel weird.

Also, I'll suggest you to chose a theme and make your level about that theme only. Gameplay elements and visuals just seems randomly placed here. I'm ok with abstract level, but choose a direction for your level. It help to give it a better look and a better flow.

Overall, you have a lot of ideas, and it seems you've mastered most of the LBP2 tools. You can improve on visuals and sounds, and try to make your level feel less random, and I think you'll be able to deliver some cool levels.

This feeback can seem quite harsh, but it's not. I've finished your level, and liked a lot of ideas in it, so keep the good work, you're on a good path. Now you've learned the tools, try to develop your own style, your own signature

Good luck for your future levels !
2011-07-20 23:48:00

Author:
Slurm
Posts: 262


Thanks for the feedback, I take none of it harshly. I look at it this way, this is the first real level I made so I expected this kind of feedback. It's good for me. Anyway, I'm exploring several possibilities, the main one I'm concentrating on at the time is to re-skin the whole level with the same theme as the R/G/B rooms. I'll look into a tutorial to learn how to do the controlinator teleport and integrate it into the level. I'll probably remove the upside-down part, the series of buttons that activate the stairs, and a few other things in place of new ideas that I have been working on. I'll definitely be responding to the feedback as well as possible and hopefully the outcome will be even more pleasing than before. Once again, thanks.2011-07-21 03:12:00

Author:
melomaniac
Posts: 51


Heyas Angry Tim!

Played through (or at least tried to) this one this morning.

The biggest issue (as mentioned in game) was that the Letter Puzzle broke on me. However you've got the respawn logic set up, make sure it triggers if the top OR bottom of the block are destroyed, since the puzzle can't be solved without the full unit (or you could use just a one piece block with a material tweaker on it set to grabbable).

The issue of how the stage is presented is a big one. There are a lot of pseudo-SF stages out there and they're all using chrome and circuit board too. So you'll need something that sets yours apart. This could be a set of linked decorations like intercoms. It could be custom stickers to make posters and warning signs (something i'm a particular sucker for). Don't forget your thin layers (and if you want, glitch layers). Sometimes a bit of overlay (even of the same material) can give a bit of depth to things. Speaking of layers (and this is advice i need to follow myself), if you don't need a thick layer here, don't use one. A hallway three layers deep looks emptier than one that's only one or two. Sometimes shaving the front layer off a room can make a huge difference in appearance (though, if the stage is already finished, and it's been built to a certain size and depth, this kind of shaving may not be feasible).

This is just some little stuff that you can do, even if the thermo's gotten pretty hot. One of the best things to do, though, is to play through a lot of stages and see what catches your eye. You don't need to copy, but it's good to see what's possible.

Anyhow, i look forward to giving your stage another go. i liked the actual gameplay enough that i really want to see more.

Good day and great creating!

(also...since is this a F4F thread...here is my hat, it's in my hand https://lbpcentral.lbp-hub.com/index.php?t=59257-Bloomin-Oni-Ons! )
2011-07-21 03:40:00

Author:
waffleking23
Posts: 535


Updates 07/20/2011-07/21/2011
-I changed the section right after the gravity chamber, there is something new in place of the 6 buttons. I also got rid of the stairs in the next level in favor of a new setup.
-The key issue that was brought to me by waffleking23 has been fixed, so if either key half is destroyed it will take the other half with it.
-I made a lot of minor changes to things, so many that I cannot remember what all was done.
-Some ridiculous framerate issue showed up, but I took care of it.
-Somewhere in the mix, I deleted the screensaver I had in place to save thermometer space... I still believe the screensavers are awesome though.
-I removed part of the cut-scene from the bounce-pad floor.

Updates 07/22/2011
-The level can now be aced, I created a method of deathless teleporting. I was not able to test this with more than just myself, but it should work with any number of players.
-I added collectables for completing the level, it's nothing great... It's a font I created. Since the level can be aced now, the reward for that is a creation pack which includes things that I made while creating the level.
-I made other minor changes to the lighting effects on teleporting.

I think that covers everything. Once again, thanks for the feedback. I'm still trying to think of a good way to make the level *pop* without ruining it. I've got quite a few ideas still but everything I have tried so far just looks tacky. I'm probably gonna create a lot of custom stickers to decorate the level with.

Also, I'm gonna have to make the "broke" button on the crane section negate points to discourage cheating. I may be able to get that done before having to go to work... Probably not though... I have like, no time... It will get done eventually though.

Now, when using the "broke" button, you will have 10,000 points subtracted. Sorry, but I really discourage using it unless you must... Even in this case you could still just restart the level. When I get off work, I'll probably change it to only negate 2,500 or 5,000 for using cause 10,000 seems kind of harsh if the level really does break.
2011-07-22 18:14:00

Author:
melomaniac
Posts: 51


Updates 07/23/2011
-Removed the upside-down camera right after the bounce-pad floor.
-Added a lot of little decorations (vents, lights, bolts, etc.)
-Created improved bonus-point microchips.
-The "broke" button now subtracts 5,000 points when used.
*I still need to correct the dialogue since it says it will do 10,000.
-Lots of minor fixes to doors and other mechanics.
2011-07-23 20:33:00

Author:
melomaniac
Posts: 51


Updates 07/27/2011
-Fixed dialogue.
-Changed some of the logic for better performance.
2011-07-27 17:58:00

Author:
melomaniac
Posts: 51


i really enjoyed the first version of this level, you updated it? cool i shall give this a go when i'm playing levels later

= )
2011-07-27 18:09:00

Author:
lisatiffany
Posts: 55


I tried this level and the platforming sections were fun to play.

The difficulty was just right and the option to lower it was good for beginners.

As for the visuals, it was fairly consistent with the theme.

I enjoyed playing through the level, although I wasn't able to finish it as I got stuck in the crane part. I died on that crane part, and I spawned back to the checkpoint where you have to jump in a bounce pad and swing through some balls. The door there that was supposed to open, didn't and so I that is how I got stuck.

if you got the time, would you mind testing out my level and leaving feedback on it? It's a LBP1 level though, so don't expect much from it.
Here it is:
Title: Sinner's Redemption
Thread: https://lbpcentral.lbp-hub.com/index.php?t=60154-Sinner-s-Redemption
Link: http://lbp.me/v/3hcswv
2011-07-28 00:20:00

Author:
romancrisis
Posts: 138


I died on that crane part, and I spawned back to the checkpoint where you have to jump in a bounce pad and swing through some balls. The door there that was supposed to open, didn't and so I that is how I got stuck.

I fixed that. I have queued your level and will play it sometime. I'll leave feedback either in-game or in that thread. Thanks for your input.
2011-07-28 20:21:00

Author:
melomaniac
Posts: 51


Updates 07/28/2011
-Fixed the issue brought to my attention by romancrisis.

Updates 07/29/2011
-More logic changes for better thermometer performance.
2011-07-29 14:19:00

Author:
melomaniac
Posts: 51


Okay, I played your level today and I thought it was a pretty nice one. Not my cup of tea, but I can see you put a lot of effort in it and the game flow is preserved pretty good. I’ve decided to give you the full review, so sit back and enjoy it.

PRESENTATION
My first impression of this level was: no, not the microchip material. I really hate that material, because it just doesn’t seem to fit in any level. That is because it doesn’t look like any other material. Your little level here convinced me otherwise, somehow. Microchip material can look pretty unique when used in unison with the right materials. For instance, it does seem to fit well with the chrome and X-ray materials and you’ve really taken advantage of that. When I was playing the level I felt like I was stuck in some giant computer, if you know what I mean, which is supposedly what you were going for. In that case, it’s a job well done.
My favorite part of the level in terms of visuals was not the part with the microchips being fully lit. It was actually the dark area where lights would pop on as soon as you approached them. Another nice area in terms of visuals was the three element areas: red, blue and green for fire, electricity and plasma. However, in my opinion the level did look kind of dull. Maybe you could improve its look by playing with the lighting a bit and adding a little more detail. Especially in the first microchip platforming area, it may make the level look a little more interesting.

GAMEPLAY
The gameplay in this level was decent. There were no shockingly original elements in there but you did have some nice ideas. One of the important things I seek in a level is the game flow and luckily, that is present in your level. Succeeding to achieve the scoreboard did end up having me satisfied and I can look back at your level with an honestly positive view.
This was not an easy level, but luckily there was a ‘noob escape button’, to supposedly prevent you from ragequitting. Unfortunately it’s mostly positioned in such a way that even if you are persistent enough to keep on trying, you might accidentally hit the button and spend the rest of the section with a large hologram that says ‘Sissy’, which to me is more frustrating and humiliating than not succeeding a certain platforming section, which, to be honest, is not THAT hard. Another section where this can happen is at the magnets area.
Sometimes you accidentally bump your magnetized metal into the button and… you get another rather offending result. But the most frustrating thing of the level (to other players) is that the sections that are actually hard to get through have no such escape, rendering the players to get frustrated even after they completed the rest of the supposedly hard platforming sections without any trouble.
I do not think a ‘noob escape button’ is really an option here. Lowering the difficulty by letting platforms move out SLIGHTLY longer is. Adding checkpoints can also avoid frustration. Let me get back at that last statement. You can keep the buttons, but please, do place them in another spot, so we can't accidentally bump into them.

AUDIO
The first section of the level had the Sequencer Track from MM themselves, which nicely fit the theme of the level. Your own sequencer track does the job, but in all honesty, does sound a bit simple. To me. Don’t be offended by that. It’s just an opinion.

ORIGINALITY
This level was original in the sense of using the microchip material as one of the main materials. I haven’t seen that around a lot, so I guess that it counts. There are a couple of other original parts, but the level consisted mostly of basic platforming. Jump on platform A, then on B and get item A in item slot A to unlock door B. There’s not much you can do about that now. Maybe it’s something to think about in the future.

OVERALL
Because of the amount of work you put into I have given your level a Yay, even though it’s not really my thang. Take my feedback into account and you should get a level that’s more detailed and plays a lot better.

If you have the time I’d like you to invite to play and give feedback on my level Tubular Bells by Mike Oldfield:
LBP.me: http://lbp.me/v/2sznf3
Thread: https://lbpcentral.lbp-hub.com/index.php?t=59483-Tubular-Bells-Mike-Oldfield
2011-07-29 14:29:00

Author:
DoodVogeltje
Posts: 81


Updates 07/30/2011
-The "easy buttons" have been traded out for "easy switches" to avoid accidental presses. To activate the switch, you have to grab it 3 times.
-The sissy signs associated with the old buttons have been removed.
-The "broke buttons" at the crane section has been traded out for the option to press circle 10 times. This will still subtract 5,000 points from your score when used.
-Some logic was changed in the process, nothing major.
*I plan to work on the music next unless some more important issue comes up.
2011-07-30 05:27:00

Author:
melomaniac
Posts: 51


Hello there melomaniac,

I played your level and let me tell you, I loved it!

As far as presentation goes,I'm not very fond of microchip material, but you somehow made it look pretty good with everything else! But my favourite parts (Presentaiton wise) were the dark area where the lights would turn on as I passed. And of course the green, red and blue parts which looked very appealing visually! I also liked what you did with the decorations, they fit the level very well IMO and made all the parts connect

Gameplay wise, there was your platforming, who was pretty fun in general, I don't think it was too hard at all, it was challenging! I also loved how you had a bunch of traps, and sometimes when I thought it was safe to traverse the area, it was not! The bouncepad part, I'm not very fond of luck based gameplay, but it was a pretty funny idea (I only died once, I started jumping like a rabbit upon my first death). I loved the little magnet puzzle, though it was kind of complicated because one of the platforms fell in a hole and it was very difficult to take it out since the magnet got stuck to the walls, perhaps making it smaller would help?

The songs incorporated in the level were pretty good, I knew one of them, can't remember where from, the other two, while pretty simple, got the job done very decentely. The sound effects where also very good in my opinion, made it look like the level was alive and I really like that

I think it was an overall great level, challenging, long, and very appealing in general, I had alot of fun playing it, 'yayed' it and added it to my favorites to re-play it later on!
Keep up the good work!

Also, if you could check out my first level in which I worked for a long week
LBP.me: http://lbp.me/v/47hyjh
Thread: https://lbpcentral.lbp-hub.com/index.php?t=60863-Insomnia
2011-07-30 18:43:00

Author:
Unknown User


Updates 07/31/2011
-I added a lot more decorations to the level.
-I took care of a bunch of small things that were taking up a little piece of thermo.
-I added a new music track, it doesn't fit the level perfectly but I want to show it off.
-I found a bug in the RGB rooms that break the level, and fixed it.
-I changed some dialogue, and added some.
2011-07-31 08:39:00

Author:
melomaniac
Posts: 51


I played this recently, though I'm not sure if it was the most updated version. I'll go back and play it again to refresh my memory, but this is what I've got for now.

Visuals:
- Simply more objects around the level would make it appear to be a much better level. You could incorporate these into the background MC material to liven it up a bit
- The electrical hazard was very hard to see, especially on the TV I was using, may want to make it more obvious
- Liked where you were going with the different themed sections, but why not combine them in interesting ways (see below)
- some areas seemed too large, looks 'unprofessional'

Gameplay:
- Great variety of obstacles
- Problem with crane, when I raised it all the way up while moving, it became impossible to control (put a strong gyroscope on the magnet)

Ideas:
- Water and wind elements?
- Combine water and fire to make igniting/dousing challenges?
- Can't recall, but perhaps more point bubbles?

Again, I'll return with an update on my review, since I can't remember everything I wanted to say.

F4F: Merc's level, in sig.
2011-08-03 05:01:00

Author:
SSTAGG1
Posts: 1136


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