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Turn It On (Move level)

Archive: 9 posts


Hello Everyone!
I want to present my new level "Turn It On".

It took me about two weeks to made this. It's platform level with the use of Move, idea is very simple - using your move you control cursor that can turn things on. By turning on that things you can pass this level. Only for one player and of course you need Move to play it.

Let me know if you found any bugs or have some sugestion, please.

Here some screens, i hope you like it

http://fotofotki.pl/pliki_img/v3ddzhmcyibk1j029st4.jpg (http://fotofotki.pl/)

http://fotofotki.pl/pliki_img/n5t5hc7rfs5hxolhq52.jpg (http://fotofotki.pl/)

http://fotofotki.pl/pliki_img/3nyuhm9oj1jcwfn52585.jpg (http://fotofotki.pl/)

http://fotofotki.pl/pliki_img/19zengety7jvscey758u.jpg (http://fotofotki.pl/)

Enjoy!
http://lbp.me/v/7gy1g-
2011-11-01 02:59:00

Author:
Unknown User


I'll check it out.2011-11-01 13:54:00

Author:
Unknown User


If you are into hard (and I mean hard) levels then this is definitely the perfect level for you. The layout is simple, but overall everything is beautifully designed. I'm not that great at keeping the Move steady, but I managed to get through most sections. I think the camera angles were a problem in that slightly moving your sackboy (while keeping your Move still) can completely throw off the button you're targeting.

I did encounter one major problem though. Towards the beginning of the level, in the section where you have to turn on the bounce pads (they rotate up), the first bounce pad threw me higher than normal and I landed on a different layer. I proceeded to move right and fell to the level ground.
2011-11-05 04:10:00

Author:
TheFirstAvenger
Posts: 787


Thank for your reply (finally someone replied! )


If you are into hard (and I mean hard) levels then this is definitely the perfect level for you.
I didn't think that this level is really hard, the truth hard level imo is for example Milk-Plus by Bonner123, not mine xD


I think the camera angles were a problem in that slightly moving your sackboy (while keeping your Move still) can completely throw off the button you're targeting.
Indeed, but i tried to make cameras not moving. Did u still have some problems with them?


I did encounter one major problem though. Towards the beginning of the level, in the section where you have to turn on the bounce pads (they rotate up), the first bounce pad threw me higher than normal and I landed on a different layer. I proceeded to move right and fell to the level ground.
Fixed. Thank you very much
2011-11-05 16:25:00

Author:
Unknown User


Hi there! I'm typing this feedback as I paly the level, so bear with me (this';; be difficult with the Move as well xD)

Into is dark. Guessing there's a reason mind. Very nice into, the music goes well. Love the factory setting. Got past the first bit, loving the mechanic so far.Bounce Pad bit was fun. Chasing the block that was going back and forth was challenging, perhaps have it so the counter doesn't reset when you move away? Having to spin the boucne pads was fun, though the wobble bolts seem a bit large an dout of place (as in they don't fit the theme), maybe set them invisible? This section was quite difficult with the bit where you had to bounce across, maybe make the area you land in wider to allow more room?

Stairs bit was fun, had to concentrate on that one. Grabbing and swinging was again challenging, but not too much. The bit with the wall you had to swing along followed by turning the bounce pads really needs a checkpoint before it, having to do the previous bit (with the tin cans that propel you up) every time was annoying. Finally got past it, that took a while. It'd make the space with the bouncepad larger, it was to small and needed very precise landing, which wasn't easy when focusing on the Move as well.

Jumping through the electric thingys was nice, though it didn't use the Move oddly. In this next section you have committed one of kirbyman62's Creating Sins (patent pending), you've glued the bounce pads on top of the flooring. Man that annoys me. Nothing major, though I'd fix it if you get the chance. Again, bouncing sideways was annoying.

Through the level gate.

The conveyor bit with the layer changing is very fun, well done. The bit with the batteries and the electricity felt a bit unfair though. Been at this section a while now, it's starting to annoy me, please change the battery thing so the beams don't go through both layers.

I'm afriad to say I quit at this bit, as I really couldn't take it anymore.

Overall, a very fun level with great graphics. Change the minor things I said but please, please change the bit I mentioned. I'll gladly play the level again (to the end) if you do. A happy face from me.
2011-11-05 17:11:00

Author:
kirbyman62
Posts: 1893


Thank you very much for your exhaustin reply


Having to spin the boucne pads was fun, though the wobble bolts seem a bit large an dout of place (as in they don't fit the theme), maybe set them invisible?
Really accurate sugestion, i changed it to invisible, thanks.


This section was quite difficult with the bit where you had to bounce across, maybe make the area you land in wider to allow more room?
Made it wider.


The bit with the wall you had to swing along followed by turning the bounce pads really needs a checkpoint before it, having to do the previous bit (with the tin cans that propel you up) every time was annoying.
Checkpint added.


It'd make the space with the bouncepad larger, it was to small and needed very precise landing, which wasn't easy when focusing on the Move as well.
Made it little larger.


In this next section you have committed one of kirbyman62's Creating Sins (patent pending), you've glued the bounce pads on top of the flooring. Man that annoys me.
Err... i don't know what exactly you meant, sorry.



The bit with the batteries and the electricity felt a bit unfair though. Been at this section a while now, it's starting to annoy me, please change the battery thing so the beams don't go through both layers.
In this section you have to wait until the battery stop lighting, you have to grapple the previous conveyor and previous, and again if it still lighint until it stop so the batteries have to beam throught both layers. I added checkpiont befor this part anyway.

I changed few other things too to make this level easier but i can't change to much cause i want this level to be hard.
Thanks again for your reply and i hopu you like my level more now.
2011-11-06 01:17:00

Author:
Unknown User


http://img825.imageshack.us/img825/5996/bouncepads.png

Hopefull this helps a bit. Basically the top of the bouncepad is part of the floor, as oppesed to gluing a bouncepad on top of the floor.

As for the batteries, I understood what to do Ijust found it too difficult.
2011-11-06 19:55:00

Author:
kirbyman62
Posts: 1893


I've tried my hand at this level and have a bit of feedback on it so this is actually the edit'ed, updated version of this post from the one I did yesterday afternoon. I have completed the level now and am the third one to do so out of the 32 people who've played it so far.

You've said that you want the level to be hard and I think that you've managed to do so. It isn't hard in the way that a lot of other traditional platformers are hard, and in this case I'm thinking of Mnniska's hard but fair level Mission imPAWssible. This level incorporates the Move and playing tricking platforming levels with the Move is not one that many players have a lot of experience or history with.

In addition to using new gameplay features in a challenging way this level also throws some of the most difficult sections up in the first half of the level rather than setting them up for later on after the player has learned the new gameplay mechanic.

As an example of this is that the first three or so main Move sections to play through all involve the tricky combination independent sackthing movement and Move manipulation and it is all done over a floor of insta-death for those that fail.

While at about just after the halfway point is a nice, safe room that the player needs to jump up a series of levels using Move activated jump-pads to an upper right exit corridor. This section would have been a perfect sequence to have at the start to show the player the Move gimmick and allow them to experiment and learn the controls in a safe environment before throwing them into the frustrating insta-death sections.

It seems as though the level gets progressively easier as the level progresses so that the end sections are more traditional platformer sections and were a great deal easier to manage than the first half.

This level is hard in that there is a small target the Move controller must hit at exact times while the player is simultaneously running, jumping, grabbing, swinging and so on. There also seems to be little forgiveness for error or for players who just aren't fast or accurate enough.

Luckily your checkpoint placement seems fairly well thought out and the challenges are varied and straight-forward so that there shouldn't be much confusion on the player's end.

I really like the semi-hidden score bubbles that give 1000 points each. It seems that there were either no more of these score bubbles in the second half of the level or they were hidden a bit better as I didn't find any after the third or fourth bubble.

The second time I played the level I had a much easier time playing through the different sections but that was due in large part to all the practice I got in my first 20 minute failed attempt at the level.

I like the set design and think that you've managed to make well decorated and fun to look at level. I really like the timers that you used on the first set of pop out rollers that you have to grab onto to swing to the next bounce pad. The timers in the different sections really helped smooth out some of the challenge spikes.

There was a section near the very end where the player is swinging on Move activated rollers and must pass through two batteries that are shooting out electricity. One battery is above and one is below and the player must swing across to the right roller and then on to a checkpoint.

It seemed that if I waited for the electricity to stop it was a very unreliable pattern. It was almost like the electricity was on for a long random amount of time and then off for a very, very short random amount of time. It was frustrating trying to time this as there didn't seem to be a lot of logic to the timing. It was almost as if it was on for 8 seconds and off for about .5 seconds but other times it was on and just never turned off.

Is it activated by player proximity? Also sometimes I could jump and grab the other roller even when they were on but most times I died in the electricity. Does the electricity move in an out rather than off and on? This section was difficult to figure out.

I hope that this helps out on your level.

If you are able I'd appreciate some feedback on my latest level, Darkhallow Homecoming. The link to it is in my signature. Cheers.
2011-11-07 22:45:00

Author:
Trindall
Posts: 297


@kirbyman62
It's true that second method looks better but the first one i more visable so sometimes i think it's better to glue bouncepad to top of the floor, but thanks.

@Trindall

Thanks for your reply. it's really wisely notice that my level is too hard at beginning. I just tested this level so many times and i didn't realize about that. I should add more easier sections at start and i will do but unluckily no time right now.


I really like the semi-hidden score bubbles that give 1000 points each. It seems that there were either no more of these score bubbles in the second half of the level or they were hidden a bit better as I didn't find any after the third or fourth bubble.

You right i didn't add score bubbles in second half of the level yet but i will add soon.


There was a section near the very end where the player is swinging on Move activated rollers and must pass through two batteries that are shooting out electricity. One battery is above and one is below and the player must swing across to the right roller and then on to a checkpoint.

It seemed that if I waited for the electricity to stop it was a very unreliable pattern. It was almost like the electricity was on for a long random amount of time and then off for a very, very short random amount of time. It was frustrating trying to time this as there didn't seem to be a lot of logic to the timing. It was almost as if it was on for 8 seconds and off for about .5 seconds but other times it was on and just never turned off.

Is it activated by player proximity? Also sometimes I could jump and grab the other roller even when they were on but most times I died in the electricity. Does the electricity move in an out rather than off and on? This section was difficult to figure out.

Hmm... no, turning on and off batteries time isn't random, i will increase time when batteries are turned off.

Of course i will feedback your level, queued for now. Thanks again.

Edit:
I just figured out that you had right about this batteries. When i was changing their times last time i had changed battery only on one layer (facepalm), so battery on first layer was working another than the second battery. Fixed it, thanks.
2011-11-08 19:27:00

Author:
Unknown User


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