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Crash Bandicoot Project - Demo Level (1 Player only)

Archive: 14 posts


Has been a few months since my last level (which was still in LBP1). Been working on a Crash Bandicoot project ever since, which I can now finally show. It's still just a demo level since I'm not really all that good with creating scenery and stuff. So an actual full level will probably still take a while but I'm working on it often. What I can say already is that it'll be based on Crash's home island (in the real Crash games, not the 2 last ones) which is N. Sanity Island. All the logic for it is pretty much done, most of it you can already see in this demo level.

Hope to get some feedback on what I have so far, especially on things I can improve to get it even closer to the real Crash Bandicoot games since that's what I'm aiming for.

Here's a screenshot of the demo level. Only letting you see one, the rest you can see when playing it.

http://ib.lbp.me/img/ft/0fb6f95a3a71eb2522c14756daf6b5661408af62.jpg
http://lbp.me/v/8e69-h

Updates & Fixes:
13-12-2011: Fixed a problem where Crash would sometimes get stuck to the floor after doing a Belly Flop.
10-12-2011: Fixed a problem with a death animation, spawned sackbot would get pushed up by the bouncing metal crate. Doesn't happen anymore now.
2011-12-09 22:37:00

Author:
Firehuntah
Posts: 75


sweet! It will be queued2011-12-09 23:22:00

Author:
biorogue
Posts: 8424


Cool, thanks!


Also forgot to mention in my first post, will keep doing F4F, not limted to just a few. Always looking for levels to play anyways.
2011-12-10 00:14:00

Author:
Firehuntah
Posts: 75


Awesome job on recreating the "Crash Bandicoot" game.

VISUALS:
The boxes, Aku-Aku design, checkpoint text animation, up and down shoes death, and Crash sackbot is well made.

SOUND:
Great recreation of one of the "Crash Bandicoot" musics.

GAMEPLAY:
The controls of Crash are exactly what players have experienced in the original games (only in the bonus areas of CB 2 and 3, of course, plus Gameboy Advance Games).

OVERALL:
Those who played CB games should definitely try this out. A yay, heart, and positive review.

F4F Cybernetic Adventures Sigma
2011-12-15 19:05:00

Author:
JustinArt
Posts: 1314


Thanks for your great review! Glad you liked it so much.

Music isn't mine though, credits for that go to Vangaurd227. It's used in many of the Crash Bandicoot levels, I used it as well since it's just a demo. Planning to use something more original for the full level, if I can find someone who's good with music. Would do it myself, but I think it'll only get worse then.

I'm pretty surprised to see how many plays I got with this level already. Never really expected so many in just 5 days, also didn't expect to get so many likes and hearts. Guess there are still a lot of Crash Bandicoot fans around. Also cool to see all the positive comments on the forums and in game. Definately keeps me motivated to work on the full level. Progress is pretty slow though since I want it to be perfect, nothing less. But well, once I'm done with the scenery it should be finished quickly since the crates, sackbot and logic are all done.


Edit: Queued your level. Will play it soon.
2011-12-15 21:57:00

Author:
Firehuntah
Posts: 75


OMG! I must play it! Crash Bandicoot forever!!! =D2011-12-17 12:33:00

Author:
Unknown User


You have some pretty good crash assets here. I couldn't get past the slid double jump part though. It could be a little more fluid, although it is very well done already.2011-12-17 20:40:00

Author:
Mr_Fusion
Posts: 1799


Thanks both for playing and for the like/heart!


You have some pretty good crash assets here. I couldn't get past the slid double jump part though. It could be a little more fluid, although it is very well done already.

Yeah you have to time it pretty well, don't really know how I can make it better. Right now I use some movers that go to the opposite direction when you're sliding and jumping, otherwise you're able to jump very far or very high. Guess I could make the gap a bit smaller, but then you can make it with just a double jump too.

Also not really sure what you mean with more fluid and if you mean for the slide and double jump or the whole level. Would be cool if you could further explain that so I can see if I can change anything.
2011-12-18 01:45:00

Author:
Firehuntah
Posts: 75


^ by more fluid I mean the transition between the slide and the double jump... I think it's more to do with the LBP physics rather than your logic though 2011-12-18 06:25:00

Author:
Mr_Fusion
Posts: 1799


Yeah the transition between the slide and double jump is all LBP physics. Only have some movers going the opposite direction to slow Crash down a bit. Only way I could change it is if I would make a custom jump but I've tried this and it didn't really work that well.

Anyway, I've tried jumping that gap like 50 times just now, can easily make it almost every time. Was even able to do it with just a double jump. You just have to time it a bit, was always like that in the real Crash games as well. Untill Twinsanity at least where he would always jump at the end of the slide.
2011-12-18 15:10:00

Author:
Firehuntah
Posts: 75


Queued, looks good. I will return with the feedback! :tophat:2011-12-19 20:19:00

Author:
PGdafrog
Posts: 277


Cool, thanks. Hope you'll like it.2011-12-20 18:17:00

Author:
Firehuntah
Posts: 75


Great stuff.

As for the slide jump raised above, perhaps add a visual cue as to when is the best time to press X after O.
Personally I found it easier to press O, let go of O, then press X. I think most Crash players are used to sliding their thumb across the controller from O to X for slide jumps, and that's where they are getting tripped up.

There is a lot of detail in this level. For example the checkpoints act perfectly, right down to the font flying off to the left. Also you bounce of the [!] crates once, an easy detail to miss.
Even Crash's shoes fly up (just like in the game) when you fall down a hole. Super cool. (plus angel version if you get squished!)



The only thing that didn't work like I expected it to, was the crouch-jump. Doesn't Crash jump higher if you press O then X?
Might only be in Crash 3.

Anyways really awesome, the assets seem to work as far as I can tell, let us know when that first level is ready!

Level heart too.

EDIT:
Valid reasons there.
Curse this detailed level creator (LBP2) not being extremely detailed!
2011-12-22 23:32:00

Author:
midnight_heist
Posts: 2513


Great stuff.

There is a lot of detail in this level. For example the checkpoints act perfectly, right down to the font flying off to the left. Also you bounce of the [!] crates once, an easy detail to miss.
Even Crash's shoes fly up (just like in the game) when you fall down a hole. Super cool. (plus angel version if you get squished!)

Thanks! Glad you liked it and noticed all of the little details.


As for the slide jump raised above, perhaps add a visual cue as to when is the best time to press X after O.
Personally I found it easier to press O, let go of O, then press X. I think most Crash players are used to sliding their thumb across the controller from O to X for slide jumps, and that's where they are getting tripped up.

That's how I do it as well when playing Crash (sliding thumb thing ), but I can do it here in LBP as well. Only way to mess it up is if you press X too early after sliding. He won't really jump high then. Don't really know how to fix this as it has something to do with the gyroscope for the slide. It has to make Crash stand up again and if you jump at a certain time while that is happening, he might not jump really high. Might be able to fix it with a custom jump, will have to experiment with it a bit more.


The only thing that didn't work like I expected it to, was the crouch-jump. Doesn't Crash jump higher if you press O then X?
Might only be in Crash 3.

I was going to add this, but you can't make sackboy/sackbot crouch so you can't really see when you'd be holding down O to crouch-jump. Could record sackbot while he looks down or something but then you can't move the sackbot. When you'd move while holding down O in the real Crash games you'd start crawling and this is something that can't be done in LBP anyway (at least not in a way that will look good).

I've also had some comments about the spin move. Really hate it how it's impossible to make a sackbot spin like Crash does. The animation for it is definately there as it's used when you jump on bounce pads. Just can't get it anywhere else.


Anyways really awesome, the assets seem to work as far as I can tell, let us know when that first level is ready!

Level heart too.

Thanks again. Don't worry, I'll post it here again when it's done and published. But from what I can see so far it'll still take at least 2 months.
2011-12-23 01:04:00

Author:
Firehuntah
Posts: 75


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