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Eat it, Mario. Retro For the Win.

Archive: 8 posts


Hello again everybody! (And by 'everybody' I mean the very few people who will probably skim over this thread) I have recently made visible to the world "8-Bit Beats". It's a retro-themed level filled with platforming and...platforming. It's only world 1, so don't get driven away by the simplicity! This is the easy part! Trot around the pixel-plated world as good 'ol sackboy. Your friends can join in too, so it's a side-scrolling party! I am aware that there are many other 8-Bit levels out there, but I didn't know that before I started building :blush:. I realize that the end is not so formal, and it may malfunction. I am working on that right now. Help me out by notifying me of any bugs!
I will return at most 20 F4F's. I want to see everyone's great levels! Thank you.
Here are some pictures to give you an idea:
http://i6.lbp.me/img/ft/fe621b5e29007ef3635bea80540738d9746f9ca0.jpg
http://i7.lbp.me/img/ft/0c7f0c6cad488cf90441936fc8402c8b7070aac6.jpg
http://i9.lbp.me/img/ft/25967165676abe26dbc28dc97095ef2f5589985c.jpg
http://i8.lbp.me/img/ft/ba85753bbbe70addfea80bbbe3651dc28b1a6d9c.jpg
http://lbp.me/v/97fynq
2012-01-14 12:48:00

Author:
Sackpapoi
Posts: 1195


cool, will add to the queue2012-01-14 15:34:00

Author:
biorogue
Posts: 8424


I rather liked this, it was a fresh take on 8-Bit and your perspective platforms look great, the double jump rings are a tad too smooth compared with the environment though.

I did feel that the scroll was a little too slow, and maybe could benefit from some ramp up logic... starting slow and getting slowly faster, resetting when the players die.

Also a lot of the time I found myself obscured by the giant World 1 tag when I was doing well and when I was doing badly, I got stuck behind the Game tag. The look good, but maybe could benefit from being smaller and some player proximity logic that dims them out if the plower is behind them.

I think that there is a bug at the end that took away all of my points when I was at the score board.
2012-01-15 00:19:00

Author:
Mr_Fusion
Posts: 1799


Thank you . Yes, I am aware of the bug. It's only the horrible gas, I forgot to destroy it at the end. I guess I could move the tags, but I personally thought that the "game" one wouldn't get in anyone's way, the level never really goes that low. I could make it faster, that's a good idea.2012-01-15 15:11:00

Author:
Sackpapoi
Posts: 1195


I got to play this yesterday and thought you did a fabulous job on recreating an 8-bit environment. This is nothing against the level but I have never ever liked force scroll levels, even way back in Mario, I hated those worlds where you were pushed forwards. I like to explore my surroundings. That being said, I did enjoy this one but in a couple of places I got frustrated because the gap distance just seemed to great and I died. Then I just stopped playing and watched my sackguy respawn, die, respawn, die and so on and so on. Maybe this could be like a survival level and if you die, that's it, game over. Or instead of an infinity checkpoint, use a regular one and you only get 3 chances? That would keep me coming back to try and get further. Anyway, I think it's a good level and I'll be going back better my performance.2012-01-15 16:57:00

Author:
biorogue
Posts: 8424


Did you know about the double jump? Someone else has had that same problem.2012-01-16 09:43:00

Author:
Sackpapoi
Posts: 1195


A fun level, the jumps were fine due to double jump. But, a few things:
- If you jump at a ceiling, you could jump again, over and over and stay at the ceiling. However, nothing game breaking due to the layout of walls.
- Sackboy seems kind of out of place in the 8-bit world. If possible add a short, skippable, scene of Sackboy being transported there through an arcade machine or something. (Just an idea)
- On the controllinator, if you press square on an output, you can label them. I suggest either labeling X as Jump/Double Jump or having a sign somewhere indicating you can double jump. I only knew because I read the description.

Other than these minor points the level was superb. I liked the level layout, the use of a darker colour for the 'top' of the platforms. I'm not bothered about forced scrolling levels, plus it was a nice change from the norm. Well done!

For F4F, can you look at my Spyro (https://lbpcentral.lbp-hub.com/index.php?t=66838-Spyro-the-Dragon-Castle-Heights) level?
2012-01-16 09:57:00

Author:
Jedi_1993
Posts: 1518


Hey, just played this and I loved it! Great platforming, and the setting reminds me of Pitfall! The theme song fits nicely too.
I liked the double jump mechanics, it worked out very well. As Jedi_1993 said, maybe you should inform the player about it in-level.
I think the scrolling speed is good too, although it seems slow in some easier parts, it's just fine on some tricky parts (like when entering and exiting the "tunnels" ). Great challenge on all the obstacles, I expect next worlds to be more mean (you know, 8-bit claims for mean)!
Don't have much more to say other than that. Great job, can't wait for the next worlds!

F4F:The Skyward Tower I (http://lbp.me/v/7ntkgy) (topic) (https://lbpcentral.lbp-hub.com/index.php?t=65684-The-Skyward-Tower-I-Tower-Building)
2012-01-16 13:33:00

Author:
Unknown User


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