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#1

InterCHECK *RELEASED*

Archive: 64 posts


Had a breakthrough guys In all of the pictures the checkpoint is secured at the top. I tried doing it in the middle and it completely destroyed ALL the bugs!!!!
It's ready for release and I plan to publish it at the weekend Keep an eye out!

I'm currently working on a pretty difficult (and very buggy and unpredictable) concept.
The theme of this level is to take the one checkpoint given to you at the start, to the end of the level with you.

About 90% through the project now!
I'm in the last stages of testing, finding a hell of a lot of worthless bugs...
Aesthetics will need a little tweaking etc but it's looking promising


The checkpoint is located in the back layer (never accesable by the player), in a thin slotted path. The player then goes through the other two layers in front pulling levers and activating switches and such which move the checkpoint through the rooms using pistons and other mechanisms.


The rooms are all the exact same size dimensions so if I were to capture them as objects in their own right, anybody could make the level themselves with a minute on their moon, by simply slotting them together. They could even re-arrange the order and it would still work perfectly! (excluding the start and finish rooms obviously)
I plan to publish my level with 3 rooms and add more as it gets more popular (hopefully).
I'll also provide a base template so people can make their own!
If it flops I'll take the hint and stop.


CREATE mode pictures, I'll try to get some better play mode ones
NOTE: lighting isn't complete, so the last one's a bit dark sorry
http://i282.photobucket.com/albums/kk251/Pinchanzee/DSCF0349.jpg

http://i282.photobucket.com/albums/kk251/Pinchanzee/DSCF0350.jpg

http://i282.photobucket.com/albums/kk251/Pinchanzee/DSCF0355.jpg

Play mode:
http://i282.photobucket.com/albums/kk251/Pinchanzee/DSCF0359.jpg

http://i282.photobucket.com/albums/kk251/Pinchanzee/DSCF0366.jpg

http://i282.photobucket.com/albums/kk251/Pinchanzee/DSCF0341.jpg

http://i282.photobucket.com/albums/kk251/Pinchanzee/DSCF0345.jpg
http://i282.photobucket.com/albums/kk251/Pinchanzee/DSCF0344.jpg

http://i282.photobucket.com/albums/kk251/Pinchanzee/DSCF0348.jpg
PROBLEM!!!!
YouTube - InterCHECK Spontaneous Test Fail.



Any feedback/ideas are appreciated a lot, thanks guys.
2009-01-07 22:29:00

Author:
Pinchanzee
Posts: 805


I like the idea. What'd be really neat is if the scoreboard was inaccessible to the players, so theyd have to move the checkpoint to where the scoreboard is, then respawn to reach the end!

I'll test for you ^_^
2009-01-07 22:32:00

Author:
Trap_T
Posts: 431


I like the idea. What'd be really neat is if the scoreboard was inaccessible to the players, so theyd have to move the checkpoint to where the scoreboard is, then respawn to reach the end!

I'll test for you ^_^

Great idea! never thought of that, then it'd be impossible to ace though... unless I added a secret way in brilliant idea thanks!
I was gona make it that the checkpoint would open the scoreboard room door but that is so much better
2009-01-07 22:50:00

Author:
Pinchanzee
Posts: 805


In my opinion, any level should be possible to ace (even if it would be ridiculously hard to do so, it should still be theoretically possible, even if it involves a secret path or something). I've not tried (nor do I have access to my PS3 right now to check), but can you put magnetic keys on checkpoints? You could just as well put it there (or on something that goes along with the checkpoint), and have it activate something to open the door to the scoreboard when the checkpoint is near.

I tried doing a level idea similar to this once (the checkpoint was attached to some sponge on wheels that you would push with you through the level), but I didn't get very far. Just make sure every possible spot you could re-spawn at is safe along the checkpoints path. Other than that, I can't think of anything else that might help you. Good luck and such.
2009-01-08 01:06:00

Author:
gameguy888
Posts: 159


Moved to projects for you.

Cheers QuozL
2009-01-08 02:34:00

Author:
QuozL
Posts: 921


Hey I thought checkpoints take in 1 thick layer not a thin layer :/ you should check it out before you start.2009-01-08 08:04:00

Author:
Yarbone
Posts: 3036


Checkpoints do indeed look thin, but in actuality occupy a full thick layer.

You could stick it onto a back thin thing and move it around.

You could also make the moving checkpoint a "double life" checkpoint. That might make things easier.

Because a checkpoint always occupies the thick layer, it's impossible to move it some place where sackboy will not spawn. The area in front of a checkpoint will always be clear, even if there is no where for sackboy to go. If something is going to collide with a checkpoint, it will bounce off and still leave space for sackboy to come out.

The only way to "kill" someone with a checkpoint is to have it over a dangerous substance without having any safe material near by. Then he will keep spawning himself to death.

Because you will need to be attaching the checkpoint to something to make it move (at least I think that the case from your description) then you can hide a magnetic key on that and use that to only open doors when the checkpoint is near by.

Those are some of my thoughts on this matter.
2009-01-08 09:41:00

Author:
Elbee23
Posts: 1280


Moved to projects for you.
Thanks a lot


In my opinion, any level should be possible to ace (even if it would be ridiculously hard to do so, it should still be theoretically possible, even if it involves a secret path or something). I've not tried (nor do I have access to my PS3 right now to check), but can you put magnetic keys on checkpoints? You could just as well put it there (or on something that goes along with the checkpoint), and have it activate something to open the door to the scoreboard when the checkpoint is near.[QUOTE=Yarbone;115726]Hey I thought checkpoints take in 1 thick layer not a thin layer :/ you should check it out before you start.

Don't worry, I'm going to make a secret path to make it aceable It'll just be very hard to get to.
And yes, you can attatch mag keys to checkpoints and I've done exactly that


Checkpoints do indeed look thin, but in actuality occupy a full thick layer.

You could also make the moving checkpoint a "double life" checkpoint. That might make things easier.

The only way to "kill" someone with a checkpoint is to have it over a dangerous substance without having any safe material near by. Then he will keep spawning himself to death.

First point: I've accounted for this, and don't worry, sure it occupies 2 layers, but I've done it so subtly that people won't even be able to tell.
Second point: I've got an option at the very start of the level, "normal mode or hard mode" hard mode is a single life checkpoint with extra "inconveniences.
Third point: I've got some lightning in my level and there could be an occassion where the checkpoint is directly above the lightning.

Thanks for ALL feedback guys, it's brilliant to have an outsiders view on this concept, I plan to finish the level this weekend.
2009-01-08 17:44:00

Author:
Pinchanzee
Posts: 805


Man, this is an awesome idea. I planned on doing something similar myself. But all it envolved was a checkpoint on wheels with a brain set to "Follow". Yours seems alot better. Good luck finishing the level and i hope to play it soon

In unrelated news. Your signature has everything I like in it too. wierd.
2009-01-08 19:19:00

Author:
lordflash11
Posts: 194


Ohhh i really want to see this!2009-01-08 19:48:00

Author:
Yarbone
Posts: 3036


Just make it go along above the rooms. Then its not in the way.2009-01-08 20:25:00

Author:
moleynator
Posts: 2914


Just make it go along above the rooms. Then its not in the way.

That's not the point, you've got the complete wrong idea, I'll need to find a better way of writing it
The checkpoint is the main thing in the level.
You have to find ways to move it towards the checkpoint, because without it, you can't get to the finish!
It's not a case of I want the checkpoint to follow the player, it's the player moves and follows the checkpoint
2009-01-08 20:33:00

Author:
Pinchanzee
Posts: 805


That's not the point, you've got the complete wrong idea, I'll need to find a better way of writing it
The checkpoint is the main thing in the level.
You have to find ways to move it towards the checkpoint, because without it, you can't get to the finish!
It's not a case of I want the checkpoint to follow the player, it's the player moves and follows the checkpoint


So are you having a wide camera angle? Or is the checkpoint moving away at each room?
2009-01-08 20:38:00

Author:
moleynator
Posts: 2914


i have an idea. what you could do to avoid weird respawns is have more than one checkpoint. but the one you are moving around you could have it pass by the player right before the end so it activates. jus thinking. sounds like a great idea cant wait to play this one2009-01-08 20:41:00

Author:
Kitkasumass
Posts: 494


So are you having a wide camera angle? Or is the checkpoint moving away at each room?

The rooms are double the size of the screen, so the checkpoint should never really be out of your site for that long.
Your aim is to move the checkpoint to the next room, yes, until you get to the last room.


i have an idea. what you could do to avoid weird respawns is have more than one checkpoint. but the one you are moving around you could have it pass by the player right before the end so it activates. jus thinking. sounds like a great idea cant wait to play this one

Nice suggestion, but the whole concept of the level is that there is strictly only one checkpoint
Great to see some people are vaguely interested with this ^^ was thinking it might be a flop.
2009-01-08 20:53:00

Author:
Pinchanzee
Posts: 805


The rooms are double the size of the screen, so the checkpoint should never really be out of your site for that long.
Your aim is to move the checkpoint to the next room, yes, until you get to the last room.

Are you gonna close the room with a "front door" and a "back door" once you've entered a certain room, with a proximity switch?
2009-01-08 21:05:00

Author:
Yarbone
Posts: 3036


Are you gonna close the room with a "front door" and a "back door" once you've entered a certain room, with a proximity switch?

Nope, they can roam back if they want, but theres no point really.
Well... there might be but you can find that out later ^_^
(the checkpoint can never me moved backwards though)
2009-01-08 21:13:00

Author:
Pinchanzee
Posts: 805


It seems i don't quite understand then O_O2009-01-08 21:16:00

Author:
Yarbone
Posts: 3036


The players can roam through the rooms all they want, they can even get to the finish room, but they can't get in the finish room without bringing the checkpoint (mag key).
But basically the players aren't meant to go back, but theres nothing stopping them, the checkpoint would just stay in the same place though, because they aren't doing anything to make it back with them (you can't, can only move it forward)
2009-01-08 21:25:00

Author:
Pinchanzee
Posts: 805


OOh okay! now it's even cooler than i thought 2009-01-08 21:28:00

Author:
Yarbone
Posts: 3036


Thanks to Trap_T, Room 1 is now officially complete.
Room 2 is having a bit of trouble in the testing stage though..
After I finish Room 2, I'll open it up for beta testing if you're interested.

Does anybody know how to give specific people keys to a locked level?
2009-01-22 20:21:00

Author:
Pinchanzee
Posts: 805


Does anybody know how to give specific people keys to a locked level?

I think you could make a quick level, just with the key, then invite whoever it is you want to give the key to, and play it through My Moon (no need to publish).


There might be a better way built into the game, I'm not sure, but that's probably the best way I can think of.
2009-01-22 21:26:00

Author:
Ace
Posts: 118


that's an awsome idea..... i'll be waiting for some pictures2009-01-23 13:58:00

Author:
misterwonderloo
Posts: 164


that's an awsome idea..... i'll be waiting for some pictures

Pictures added!
2009-01-23 19:55:00

Author:
Pinchanzee
Posts: 805


Awesome! I was waiting for some pictures of this! I have got to say mate, this is a great idea. I haven't heard of anything like this before. I would love to be a tester, just so you know. It seems so fun :3. Good luck anyway! Once again, LOVE to be a tester.2009-01-24 16:45:00

Author:
Unknown User


That's pretty cool!2009-01-24 21:15:00

Author:
Rhcpmikey
Posts: 120


OK! Played the level.

Now, I have a couple of problems.

1.Lighting. Move the light up a bit on those bobbing up and down things in the first room. You cant see the numbers and it took me a while to realize they were there. Also with the first one. You can't see the number one unless you are really looking for it.

2. When you drop in, the text box for the red sponge doesn't always pop up for some reason. You also need to fix the 2nd box (I think). It says like Welcome to the and stops. You have named it already so I dont know why it's like that.

3. When you grab the red sponges on the bobbing things, some of them aren't one timers when they REALLY should be. Such as the one which lifts and drops the wall to room two. If you grab it twice or hold it down it keeps going. Its really annoying. It should just go up and thats it. Along with all the other switched that don't need to be pressed again. I think thats the only one because the other ones are needed if the checkpoint wasn't in line with that slot.

4. You should really fix up the camera angles while you are in the bottom hamster wheels. It's irritating using only the lights for they don't always match up perfectly. You should change it so you can see the whole thing (All three hamster wheels and their corresponding spinny thing.

5. On the 2nd room you dont have any light where the first match up for the checkpoint connecting to the first wheel is. It's annoying because you then have no indication of if the checkpoint is in position. I can't remember if this is so for the 2nd bottom one :#. Sorry. If not please fix that too.

6. This is the worst problem (To me). When using those hamster wheels, the checkpoint can get caught or something and be thrown off its guides. This only leaves you to restart the level which is REALLY frustrating. When its on the first wheel and matched up to where the second wheel will soon be, it flies off even when you are turning the 2nd wheel. Same on the third. SERIOUSLY irritating.

7. Oh, and there are some minor kinks in the tracks where the checkpoint can get caught in and the other sticks that push it can't reach it. One of them is in the first corner. It can sometimes dip a little and go too far somehow and the switch wont push it up and simply pass it.

Thats all my woes. Fun though! Very fun so far. Can't wait for the rest of the rooms! Thanks for letting me be a tester :3.
2009-01-26 17:14:00

Author:
Unknown User


Hehe, thanks, again GREAT help.
Guys, if LittleBigMe ever offers to beta test your level, ACCEPT for the love of god
2009-01-27 17:25:00

Author:
Pinchanzee
Posts: 805


very good Idea!2009-01-28 22:39:00

Author:
Schwem00
Posts: 255


lol im not gonna read through the post right now but for some reason I caught a glimpse of the first parenthesis. You don't need any special permission to edit the thread name just go to your first post and edit it advanced and change the top line i think its called title or something but you will recognize it because it is the threads name. lol hope this helps.

Edit: Alright so I did decide to skim through the posts and I don't know how you are doing the level, but the way I would do it would be with an invisible piston. Have the checkpoint attached to a round piece of glass that is on a thin layer behind it and have a path that the thin glass can navigate through and have the checkpoint follow the player via a player tracking system under the level like in the night/day level. That way the piston with expand to follow the player and contract if the player goes back. Also pistons can go through anything once attached so you would just have to build the path for your checkpoint to travel on. I could make an example if you want, but from what I skimmed over it sounds like you are doing fine, but if you do need help then don't be afraid to ask.

Good night LBP.
2009-01-29 07:02:00

Author:
LordCanti07
Posts: 106


lol im not gonna read through the post right now but for some reason I caught a glimpse of the first parenthesis. You don't need any special permission to edit the thread name just go to your first post and edit it advanced and change the top line i think its called title or something but you will recognize it because it is the threads name. lol hope this helps.

Edit: Alright so I did decide to skim through the posts and I don't know how you are doing the level, but the way I would do it would be with an invisible piston. Have the checkpoint attached to a round piece of glass that is on a thin layer behind it and have a path that the thin glass can navigate through and have the checkpoint follow the player via a player tracking system under the level like in the night/day level. That way the piston with expand to follow the player and contract if the player goes back. Also pistons can go through anything once attached so you would just have to build the path for your checkpoint to travel on. I could make an example if you want, but from what I skimmed over it sounds like you are doing fine, but if you do need help then don't be afraid to ask.

Good night LBP.

The title is a bit misleading, he doesn't need help on making a moving checkpoint, he is basically showcasing a project he is currently working on, that has you move the same checkpoint throughout the whole level.
2009-01-29 07:49:00

Author:
Whalio Cappuccino
Posts: 5250


Hey... You're still busy with this?

I hope it turns out good
2009-01-29 08:37:00

Author:
Yarbone
Posts: 3036


lol im not gonna read through the post right now but for some reason I caught a glimpse of the first parenthesis. You don't need any special permission to edit the thread name just go to your first post and edit it advanced and change the top line i think its called title or something but you will recognize it because it is the threads name. lol hope this helps.

Thanks! I'll be sure to change it to make it less misleading


Hey... You're still busy with this?

I hope it turns out good

It's going great thanks!
You can try out the beta if you want, I've improved it since then but I'll republish the beta next time I'm on.

UPDATE: Room 2 nearly finished function, going to move onto aesthetics then post some new pics!
2009-01-29 11:32:00

Author:
Pinchanzee
Posts: 805


Alright Pinchanzee, The way you have designed your level has reminded me of an Idea I had. You've built your level out of two modules which are inter changable.

Now I was thinking if we standardize the size of the modules and where sackboy enters and leaves a module. You could build a level of many different modules created by a dozen or so diffrent creators. You could create your module publish it. Then one person could collect them all and slot them all together and publish them as a level. I reckon a small module for the start and finish would also need to be made.

Would be fun to make a module and interesting to play the results. What do you or anyone else think?
2009-01-29 14:20:00

Author:
bindibaji
Posts: 119


Alright Pinchanzee, The way you have designed your level has reminded me of an Idea I had. You've built your level out of two modules which are inter changable.

Now I was thinking if we standardize the size of the modules and where sackboy enters and leaves a module. You could build a level of many different modules created by a dozen or so diffrent creators. You could create your module publish it. Then one person could collect them all and slot them all together and publish them as a level. I reckon a small module for the start and finish would also need to be made.

Would be fun to make a module and interesting to play the results. What do you or anyone else think?

Ye, thanks sounds pretty good! I'd maybe introduce a feature that gives people the default outline then let them design their own level!

Beta updated, Room 2 finished - currently testing/moving onto aesthetics then it's just the final room to go! and it's all planned out!
2009-01-30 12:57:00

Author:
Pinchanzee
Posts: 805


Looks like a great level, i will try it when i get home.2009-01-30 13:47:00

Author:
Zorez
Posts: 83


Don't be too hasty Would be a better experience to play the level when its finished But feel free to try the beta (guaranteed to find a glitch)

UPDATE: Room 2, fixed a lot of bugs and I reckon that's it about done, moving onto appearance now, then without further ado onto the (final) room!
2009-02-01 01:38:00

Author:
Pinchanzee
Posts: 805


Wow i just thought of something cool.

Have you heard about the "Boss Rush"-project started by Aur0blue? It's basically a room, and people can post entries of bosses in them (D'uhh) and the rooms are of a preset size.

If you do indeed make your "segments" of the same size, you might do something equal to Boss Rush :O And have people post different segments.

If you work this level out really well, and give some good example segments so to speak, this idea might work out quite well

(Also, even if the project wouldn't be made i'd still look forward to this level, it looks promising)
2009-02-03 17:03:00

Author:
ThommyTheThird
Posts: 440


Wow i just thought of something cool.

Have you heard about the "Boss Rush"-project started by Aur0blue? It's basically a room, and people can post entries of bosses in them (D'uhh) and the rooms are of a preset size.

If you do indeed make your "segments" of the same size, you might do something equal to Boss Rush :O And have people post different segments.

If you work this level out really well, and give some good example segments so to speak, this idea might work out quite well

(Also, even if the project wouldn't be made i'd still look forward to this level, it looks promising)

That was exactly my aim!
At the end of the level the player will win a "Default box" which is the same size and specs of all my levels, minus the engravements (other than enter and exit) and extras in my levels!
I'll make an ace prize of my rooms in a bubble so they can make their own, using mine if they wish.
Could even make a competition for somebody to design their own, who knows? It could become a fad (doubt it)
2009-02-04 17:24:00

Author:
Pinchanzee
Posts: 805


Lol isn't it hard to make even 1 room...? It requires a lot of thinking i guess.

Still making progress?
2009-02-05 17:49:00

Author:
Yarbone
Posts: 3036


Lol isn't it hard to make even 1 room...? It requires a lot of thinking i guess.

Still making progress?

Well it would be hard to make a Room to the standards of the pre-made ones (sorry if thats really big-headed =) but I'm sure people could experiment a little if they wanted I'll maybe provide a tutorial with it if it goes well..

Finished Room 2, completely planned Room F, I'll start making it next time I'm on! This is taking an unbelievably long time because of school though..
I aim to have it finished before the end of the month.. which is pretty far away =

Thanks for the interest
2009-02-05 18:25:00

Author:
Pinchanzee
Posts: 805


Sorry it's taking so long =
Few updates:


Changed the theme to the level, it's now much more "high alert" (don't worry, it's not went all tacky)

Room 2 is nearly ready for beta testing if anyone is up for it.

Refurbed the looks, effective lighting (imo) and sounds that are appropriate to the level, I've realised that aesthetics are just about as important as function!

I'll probably start Room F tonight (which will take nowhere near as long as 2 has - 2 has had wayy to many bugs)

February break!!! yayyy, this gives me MUCH more time, so I should have the whole thing very much nearly finished by the end of the week! (taking into account my studies...)

I'll see what I can do about more pictures...


Thanks folks
2009-02-14 20:06:00

Author:
Pinchanzee
Posts: 805


Updated pictures.
Almost finished, having a bit of trouble with a piston atm -_-
It doesn't activate unless I pause then unpause in create mode. ??
2009-02-22 19:54:00

Author:
Pinchanzee
Posts: 805


Hey, i'm glad to see there was still progress in this! I thought it kinda.. died out slowly ANyway, if you still need betatesters you could give me a PM and i'll be pleased to help 2009-02-23 19:32:00

Author:
ThommyTheThird
Posts: 440


Hey, i'm glad to see there was still progress in this! I thought it kinda.. died out slowly ANyway, if you still need betatesters you could give me a PM and i'll be pleased to help

Sure! If I forget to add you, take the liberty
But I warn you.. Beta testing isn't simply an aspect of playing it and saying what you think.
You need to TRY to make it not work, try to break it, see the situations where it doesn't work.
If you're still up for it, let me know sometime
2009-02-23 22:06:00

Author:
Pinchanzee
Posts: 805


Pinch, is this coming out this week? You've had my curiosity for weeks... I'd offer to beta test but this is not a good time and I wouldn't be a very useful tester.2009-03-02 21:55:00

Author:
Thegide
Posts: 1465


I want to see it!!! Full version though, because i'm not gonna test it / to busy2009-03-02 22:20:00

Author:
Yarbone
Posts: 3036


I'm afraid, with the testers that I have, wayyy too many bugs have come up =
So it might be a while before it's FINALLY published =
I'll leave the aesthetics out, and edit them in on a later publish though

I warn you guys though, from what I hear, it's only really fun for hardcore mechanism-loving puzzles = So it might not live up to your expectations if you aren't into puzzles so much..

Heres a few more photo's (room 1) too keep you'z going ^_^

http://i282.photobucket.com/albums/kk251/Pinchanzee/DSCF0359.jpg
http://i282.photobucket.com/albums/kk251/Pinchanzee/DSCF0366.jpg

The rooms themself are quite small, but there's A LOT to do in them

EDIT: i copied them to the first post for others too
2009-03-03 20:23:00

Author:
Pinchanzee
Posts: 805


Looking good, I will want to try2009-03-05 15:11:00

Author:
Defaultsound
Posts: 137


Hey Pinchanzee, I added you on psn cause I was wondering if the beta is open or accessible? Also I was really confused by your "Don't play this level" level... I thought it might have a key or something in the item ^^

I like the concept and its got a nice style to it.
2009-03-05 15:24:00

Author:
Pitcard
Posts: 779


Hey Pinchanzee, I added you on psn cause I was wondering if the beta is open or accessible? Also I was really confused by your "Don't play this level" level... I thought it might have a key or something in the item ^^

I like the concept and its got a nice style to it.

The "do not play level" contains the key for the beta (run far left) but I'd prefer if you didn't play it
I've got a tonne of bugs to fix in the beta, so you probably won't enjoy it.
I'd much rather (and it would probably be better for you) that you waited for the final thing ^_^ Unless you're overly into Beta testing, it'll just lose the impact of playing the level when it's finally released
Play it if you like, I'm going to update the Beta over the next few days so you'd be better either waiting for the Beta2.0 or waiting for the final thing

Thanks for the support
It's you guys that push me on to finish this level
I'd probably have ditched it a long time ago if it wasn't for this thread and all you guys thanks!
2009-03-05 17:22:00

Author:
Pinchanzee
Posts: 805


Hey it's ok if its bugged, I don't mind, and it certainly won't make it any less great when it's finally done. I think you're being pretty hard on yourself though saying "you probably won't enjoy it".

A lot of us are willing to look beyond the bugs, acknowledging that this is still a work in progress. If it's ok by you, I'd still like to take a peek and perhaps I can even offer some wisdom in the process.
2009-03-05 18:16:00

Author:
Thegide
Posts: 1465


I'm planning to get 'testers' onto my level before it's unleashed in all its glory upon the world (and beyond). So I'll happily give it a couple of runs to spot any bugs if you help me out with mine (soonish).

I don't think playing it in its formative stages will negate the effect of the finished masterpiece either.
2009-03-05 18:25:00

Author:
Boogaloo
Posts: 254


Hey it's ok if its bugged, I don't mind, and it certainly won't make it any less great when it's finally done. I think you're being pretty hard on yourself though saying "you probably won't enjoy it".

A lot of us are willing to look beyond the bugs, acknowledging that this is still a work in progress. If it's ok by you, I'd still like to take a peek and perhaps I can even offer some wisdom in the process.

I'm just worried that I might've been stringing everybody on to expect something phenomenal = but when I play it over it's not even that long with all the problems I've had xD
But ye, test away all you like
Probably be updated the Beta tomorrow too
Thanks


I'm planning to get 'testers' onto my level before it's unleashed in all its glory upon the world (and beyond). So I'll happily give it a couple of runs to spot any bugs if you help me out with mine (soonish).

I don't think playing it in its formative stages will negate the effect of the finished masterpiece either.

I'm not into blackmail
I'd happily test your level, but I'm not very stubborn at all and don't really know how to go about the whole "Beta testing" lark.. There are many more people who would be better for the job, but I'd happily test it for a while, to see if it's my kinda thing
(Preferably after I've published my level, it's kinda my top priority atm ) Keep me informed?
Thanks!
2009-03-05 19:44:00

Author:
Pinchanzee
Posts: 805


Nah I'll give it a shot.. I'm just interested as to what way you've got things set up and what kinda puzzles you've integrated into this. I'm not bothered if it doesn't work smoothly yet, so I'll still look forward to the finished piece!2009-03-05 20:52:00

Author:
Pitcard
Posts: 779


I'm not into blackmail
I'd happily test your level, but I'm not very stubborn at all and don't really know how to go about the whole "Beta testing" lark.. There are many more people who would be better for the job, but I'd happily test it for a while, to see if it's my kinda thing
(Preferably after I've published my level, it's kinda my top priority atm ) Keep me informed?
Thanks!

It's technically bribery, lol. My level's some way off, definitely after yours will be published I imagine.

I don't only want bugs and glitches detected, I'd like to know generally if it's satisfying or not, whether to add bits - that sort of thing. It won't be for a while anyway. I'll shoot you an invite on PSN so you can send me a key (if it's locked).
2009-03-06 16:28:00

Author:
Boogaloo
Posts: 254


It's technically bribery, lol. My level's some way off, definitely after yours will be published I imagine.

I don't only want bugs and glitches detected, I'd like to know generally if it's satisfying or not, whether to add bits - that sort of thing. It won't be for a while anyway. I'll shoot you an invite on PSN so you can send me a key (if it's locked).

Oh right, I'll happily play it through and give my opinions before it's release
Look forward to it

And the beta key is in a level called "do not play" search @Sismna, run left for about 20-30 seconds and collect the key
EDIT: lol, clicking madly at your sig, the level in progress, to see what i'm up for EPIC FAIL
And your other levels look awesome, I'll feel obscenely priviledged to be getting a sneak peak opportunity at your newest one!
2009-03-07 00:48:00

Author:
Pinchanzee
Posts: 805


MAJOR problem.
Level could be well and truely ruined.. for a while anyway

Check out the video I just uploaded =
2009-03-15 22:01:00

Author:
Pinchanzee
Posts: 805


OHMAWWGAWWD..........that sucks

So this means you haven't got another save? And the one you've uploaded? Can you not copy that? Or can you not copy your own levels... I haven't tried.

What happens if... before it all falls apart, change the bit that breaks to dark matter? Or will it all unglue regardless?
2009-03-15 23:16:00

Author:
Pitcard
Posts: 779


OHMAWWGAWWD..........that sucks

So this means you haven't got another save? And the one you've uploaded? Can you not copy that? Or can you not copy your own levels... I haven't tried.

What happens if... before it all falls apart, change the bit that breaks to dark matter? Or will it all unglue regardless?

God knows.
But I actually updated the backup with the save for that bug stupidly i never tested it before making it the new back up
I always have the beta to fall back on.. but I'm sure i'll be able to fix it.. somehow.
I know what the root of the problem is.. so it's just a case of replacing that part, which is quite a bit task =

No way is this gonna be released any time soon.
Urgh this is annoying me that it can't just work for people to play
2009-03-16 00:12:00

Author:
Pinchanzee
Posts: 805


Ye it really stinks when you've put the work in and then it all goes down the sh*tpipe...
Ah don't worry though. From what I've played, its really got some slick mechanics and a very cool style to it. Just take a breather and come back to it!
2009-03-16 00:33:00

Author:
Pitcard
Posts: 779


Fixed! And well on its way to completion!
Only rounding up bugs left, aiming to finally have this published this week at some point!
2009-03-30 20:18:00

Author:
Pinchanzee
Posts: 805


Ready for tonight buddy?

.
2009-04-03 15:10:00

Author:
RangerZero
Posts: 3901


Ready for tonight buddy?

I'm a bit delayed because of the system update yesterday (swallowed a whole days worth of creating) but I should have it finished tonight
I aim to publish it locked between 0100 and 0200 GMT tonight (well tomorrow morning)

Check out the Launch Club thread for the key details
2009-04-03 19:23:00

Author:
Pinchanzee
Posts: 805


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