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Davey Jones' Locker

Archive: 19 posts


The level itself is a short story. Filled with dramatic movie sequences and action-packed action, this level is sure to please!

http://ib.lbp.me/img/ft/e1b367f1448eb8b250d836b89c62092115bd9105.jpg

http://i9.lbp.me/img/ft/3f9e26fe871306df7e0c01302a0e9ae05f7613a8.jpg

http://ib.lbp.me/img/ft/8cb903c064241ef86b2136adde63f93c1ad2b862.jpg

Wow, it took me a long time to publish this thing. I started working on it the day LBP2 was released and got sidetracked with less important things (i.e. vacations, work, marriage). Anyway, here is Davey Jones' Locker and fun little platformer I made up. It ain't the greatest, but I hope people will appreciate the custom musical intro and the idea. I've been getting back into this game hardcore, so I will continue to update during the late nights and take ANY advice you guys have.


Hope people still play this great game...

ENJOY!
http://lbp.me/v/81v8h2
2012-01-05 12:52:00

Author:
Unknown User


I queued it, expect some feedback in a couple of hours . Please check out my level too (I would appreciate some feedback too ^^). You can see it in my signature (Castle Adventures: Save Princess Elisabeth).2012-01-05 13:21:00

Author:
Cpt Yanni
Posts: 36


I queued it, expect some feedback in a couple of hours . Please check out my level too (I would appreciate some feedback too ^^). You can see it in my signature (Castle Adventures: Save Princess Elisabeth).


Queued your princess level, looks pretty sweet. I'll give it a shot later tonight when I get home from work.
2012-01-05 13:29:00

Author:
Unknown User


I queued it, expect some feedback in a couple of hours . Please check out my level too (I would appreciate some feedback too ^^). You can see it in my signature (Castle Adventures: Save Princess Elisabeth).

Finally got around to playing that level tonight. Nice work, although quite difficult in parts.

Davey Jones' Locker (http://lbp.me/v/81v8h2)
2012-01-06 05:25:00

Author:
Unknown User


Why did you gift it a "" smiley when you've liked it? Please replay it and change your smiley (if you really have liked it of course...). Or tell me why you gave it an unhappy smiley.

So here's your feedback:

If this is your first level, then you did a good job for your first time. Your level is playable but there are still a couple of bugs. Your song for example quits playing after a couple of seconds and restarts, maybe you should place some other songs or place a sensor that activates it for the whole map. Another bug is that your movies (when you walk in the zone where they can be activated) replay when you accidently walk in to that place. Maybe you could put there a sensor and a counter so it only happens once. If you keep 'growing' in your skills, then I'll expect a more ingenious platformdesign but as this is your first level, It's already great. Keep building levels and I'm curious of what you're going to make in the (near) future.

Btw; please leave some decent feedback about my level( in my topic), then I know what I have to improve to make it better since you've rated it with a : ( smiley.
2012-01-06 07:33:00

Author:
Cpt Yanni
Posts: 36


This is the first level I thought about for any significant period of time. The intial song is simple and only meant to introduce the level before the full level music takes over. This is where my inexperience probably comes in, because as I was playing it over and over again, I kept doing things the way I wanted it to flow. Of course, after 50 times, you (the creator) know where everything is and what you need to do. Troubleshooting is obviously something I need to spend some time on as people don't always go exactly where there are meant to go. I imagine the better creators spend MORE time safe-proofing their levels from players getting "stuck" (this includes the repeating music) in their level than they do putting together the ideas in the first place.

One big problem I was having, was the final helicopter. I had Avalon sitting behind the pilot's seat and he gives some words of encouragement before you enter the level link for the 'Save the Queen' level. I couldn't figure it out for the life of me, but whenever you play through and get up to the helicopter, you couldn't enter the level link since pressing TRIANGLE would start Avalon talking again. I took apart the whole **** helicopter on a copied version and COULD NOT find where the voicebox was that displayed the text! I finally got fed up and deleted him. He is going back in there, because I really liked the idea of him being the pilot, but I need to figure out how to place things correctly so that when you get up to the heli, you get your little motivation from Avalon, but then you can move on the rescue the queen.

Got some work ahead of me, it seems. Thanks for playing!

Davey Jones' Locker (http://lbp.me/v/81v8h2)
2012-01-06 12:58:00

Author:
Unknown User


Interesting, there are some great elements in here, but it does feel a bit schizophrenic, but I don't think that this is intentional. I would spend a little more time making each set piece look more 'finished' The first room you load into is an example, what the player needs to do is clear, and it all works but you could theme it better.

Example you pick up a barrel and throw it out of a window, it lands in the water and then becomes part of the next obstacle. This obstacle in itself is good, but a little misleading, considering you can swim in the water to get points, but then it kills you for a short section.

If you continued in a more pirate-y theme the barrel you throw, splits and you can go in the grog that leaks out. As you progress I feel you waste thermo by using so many different materials. If you focused on only a few and really built up the idea of a ships room it would add to the stage. The flaming sale is an example of this.

The actual obstacle works in a gameplay sense, the sale falls on fire, you have to find another way to go, but a block of sponge and a giant flaming object could actually be replaced with a pile of debris some of which is on fire, the sponge could be anything more themed... etc

I'm alos not a fan of collecting community objects that I already have collected from the real game.

Also your description on this site is far more interesting than that of your game description, I really liked it. Especially because it explains why there is a helicopter.
2012-01-06 22:59:00

Author:
Mr_Fusion
Posts: 1799


got it queued2012-01-07 05:55:00

Author:
biorogue
Posts: 8424


Thanks for the great advice guys. I'll be working on it this weekend and try to incorporate some of your ideas to give the level a more polished feel.

Mr_Fusion, I think you hit the nail on the head with mentioning the 'lift-sponges'. They make no sense, and to be honest, I'm surprised it hadn't dawned on me before. I was in the process of changing the sponges hanging from the helicopters to those circular life raft things you see hanging off boats (The icing material makes this look pretty convincing) when I read your comment last night. Made me feel good that I am on the right track.

Anyway, I will mess with it some more. I have added a few characters and talk bubbles to help add to the level a sense of story, so you the player, knows more of what is going on and why you are on a burning ship. I'll also add my level introduction from my initial post on the level description within the game.

Any thoughts on the badge? It's a stock badge, but I still thought it fit...
2012-01-08 01:27:00

Author:
Unknown User


Ok some minor changes went up today. Description was extended to create more of a storyline, a little scenery was added. Also, a few characters were added to help give the story more drive as well as let you know what's going on and why you are on a sinking ship. I also changed a few materials/objects to keep the level more 'in theme'. I will be working on it some more for sure, as well as extending the "Save the Queen" level that you link to at the end. After all, you have to save the queen from SOMETHING, right?2012-01-08 15:23:00

Author:
Unknown User


Updated with more characters, a more uniformly themed level and some more swashbuckling pirate induced ambiance!2012-01-09 21:59:00

Author:
Unknown User


I had some issues while playing. First, was the repeating. Dialouge, music, etc, everytime I got near it, it triggered again. Set those to one time only.

The swelling orchestrated music kept repeating over and over as I played the level. Guess somehow I didn't trigger the custom music.

I jumped into the water first thing, having no idea it was dangerous. It's hard seeing the gas, maybe have the intro character say that toxic barrels fell into the water and its best to avoid it or something. You could also have toxic barrels that explode or something after a few seconds of touching them. Could be a neat gameplay addition.

As for the design of the level, I'm not sure why, but I never felt like I was climbing a ship mast. Maybe it was the background you chose. If you have the POTC DLC, I'd use that background instead.

I didn't really understand the helicopter or Queen, or why the ending was level linked. As Fusion mentioned, it seemed a bit all over the place.

I thought in general, it had a good theme, looked good, and played through with very few hiccups.

Best of luck on your next project, if you need a beta tester for the next one, just send me an invite in the game.
2012-01-11 19:54:00

Author:
CYMBOL
Posts: 1230


Thanks Cymbol. I have had A LOT of trouble getting the sackbots to shutup after they've spilled their part of the story. I must say this now has me really confused about how it is supposed to work. The initial Pirate, "A Scurvy Turd", has two magic mouths on his chip. The first explains why the ship is sinking and the second (added after your suggestion, CYMBOL) explains not to touch the water or the cloud plumes as the dangerous cargo the ship was carrying blew up in the attack. I was having two problems:

1) I have his trigger set to cover just the area of the initial spawn point, so when you start the level it goes straight to him and his story. I have the sackbot's 'Awareness' and his magic mouth's "trigger point" set to the same area along with the magic mouth set to "One shot". This doesn't only play it once as all you who've played it know very well. This could apply to the 'talking' sound he makes now that I think about it, but I don't know (and can't check from here at work). Late last night I tried to use a counter loop with the magic mouth and the "Pirate's Life For Me" song that plays upon entering. With an initial count of 0 and a max count of 1, this should have taken care of the problem and it did... until I played the level a second time to double check. Upon the second time playing nothing showed up, not the camera angle, not the talk bubble, not the little ditty, just the "beep" sound that signifies a talk bubble popping up. So I scratched the counter idea as I was exhausted and set the trigger point big enough that you can most likely cross the trigger point without having to backtrack and retrigger it.

2) As suggested, I added a second mouth to explain why not to touch the water or the clouds. I *assumed* wiring the output of mouth #1 to the input of this mouth would put them in succesion, and I think it did EXCEPT, for the second talk bubble I wanted the camera to zoom into the barrel and the water showing the black toxins. This worked great EXCEPT the text didn't show up on screen. I assume it is showing over the sackbot, offscreen, because I hear him in the distance. I have subtitles "on", but this category of the magic mouth is greyed out so it isn't actually listening to that. How do I get his second text bubble to appear on camera while it zooms away from the sackbot towards the closeup of the toxins?

If you can answer even half of one of those questions I will be incredibly appreciative as I am at a loss.

Thanks for the reviews and thanks for the plays!
2012-01-13 14:00:00

Author:
Unknown User


Been a few days. Sorry guys, but I gotta bump this in hopes to get an answer. I'm not sure how I can get the sackbots to speak once!2012-01-18 12:38:00

Author:
Unknown User


Put them on a counter set to 1.2012-01-18 13:05:00

Author:
CYMBOL
Posts: 1230


Queued it,I will check this out later..not into playing a pirate themed level ((again)),but will be fair in a review. 2012-01-18 16:10:00

Author:
Psycojimi
Posts: 25


I'm gonna give this a shot, I'll be back later with some feedback.

UPDATE: Just played this level and I can confidently say this is a pretty fun level. It is a bit buggy, but with a little tightening up I think that it could be a real good level. The story moves along pretty well and the visuals are well done. I think my biggest gripe with it is it's lack of originality. With that said I would give this level 4 stars because it is still a fun little level that is better than the majority of Pirate levels.

Good Job!
2012-01-18 16:40:00

Author:
xiSiCx
Posts: 125


Thanks for the reviews guys! I tried the 'set counter to 1' thing to let the characters only speak once and that didn't seem to work. Maybe I did it wrong. I'll give it another shot tonight!2012-01-24 14:41:00

Author:
Unknown User


Thanks for the reviews guys! I tried the 'set counter to 1' thing to let the characters only speak once and that didn't seem to work. Maybe I did it wrong. I'll give it another shot tonight!

Try to connect the one shot counter to a sequencer. Put the mouths on the sequencer in the order you want them to play.

That should be a pretty full proof way for you to get what you want.
2012-01-24 15:08:00

Author:
CYMBOL
Posts: 1230


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