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Fantasy Adventure - Chapter Updates!

Archive: 5 posts


Hi everyone, I recently updated the first 2 chapters of Fantasy Adventure.
I released them both in the first LBP but I upscaled them to worthy LBP2 stages:

Updates for chapter I;
- villagers and main characters are now (acting) sackbots
- updated cutscenes with movie camera's
- level link to chapter II

Updates for Chapter II;
- little hints to go about the level on some locations
- removed the lever-gate to make the level more accessable
- updated the alternate level exit
- level link to chapter III

I hope you guys like the updated versions of both chapters and feedback is always welcome. Currently I'm working on a sub level for chapter III in which the story will be explained further.

Thank you for reading and let me know if there are things in there that can be improved upon
http://lbp.me/v/ssweyv
2011-08-22 14:52:00

Author:
AlPhAoMeGa81
Posts: 73


I really liked the old-school, sticker-based, true-to-LBP design of this entire series. Your tree and amarantoise bosses are goofy and fun.

Suggestions:

You used dissolve blocks to shorten the pathing to and from the Toadstool Brothers maze. Consider also having two microchips with Player sensors inside them, on either side of the water obstacle. A third player sensor, placed outside the Toadstool Brothers house, wired to counter set to 1. The counter wires to the "activate" input on the microchip. The player sensors inside the chips activate the CP that's on the OTHER SIDE of the obstacle. So, if the player dies traversing the obstacle the second time, he's instantly teleported through.

Somewhere - I forget where - you used "Get's" when you meant to use "gets". I think it was Grazel later in the story.

I don't think you should change too much - it would damage the aesthetic of your level. But if you're curious to find simple ways around certain stuff, maybe I can help you.
2011-08-30 16:55:00

Author:
coyote_blue
Posts: 422


Thanks for the feedback and I'm glad that you like those levels

I changed the "get's" issue, but I don't understand what you mean with the microchips.
The gist of the dissolving blocks should be that they dissapear when you reach the workshop, so that the
players shouldn't go through those obstacles again with the same trouble when they don't have that sticker yet.
2011-08-30 22:48:00

Author:
AlPhAoMeGa81
Posts: 73


Your system as advertised works perfectly. The microchip thing is just an idea that allows the player to move forward if he dies in the water obstacle, rather than backward. To visualize it, try this: Block of DM with a Player Sensor on it. Spikes to the right of the block. CP to the right of the spikes. Wire the Player Sensor to the CP (you can). Start on the left side and run right in Play Mode. You'll see how it works.2011-08-31 14:28:00

Author:
coyote_blue
Posts: 422


Good idea you have there

I think I'm going to use it in future chapters. Thanks!
2011-08-31 20:08:00

Author:
AlPhAoMeGa81
Posts: 73


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