Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet Vita    [LBPV] Level and Object Showcase
#1

Shapely by comphermc

Archive: 29 posts


http://i.imgur.com/2D8Qf.png

Hey folks, I've just published my first community LBPVita level. It's called Shapely, and the objective is to slot pre-determined shapes into a figure, much like a puzzle. There are 10 levels to play in this arcade style minigame. I can't get a good screenshot of the main menu right now, since it uses notes. I'll try to include that later.

http://vita.lbp.me/v/9t48

Menu, and two sample levels:

http://i.imgur.com/jUbkT.jpg

http://i.imgur.com/MPPr4.jpg http://i.imgur.com/eYlW5.jpg
2012-09-23 18:13:00

Author:
comphermc
Posts: 5338


Queued! :32012-09-23 18:48:00

Author:
doggy97
Posts: 964


Wow. Great job. Second level that was worth downloading so far.
Imho it is best puzzle level so far.
2012-09-23 20:23:00

Author:
Agarwel
Posts: 207


This is such a fun little level, and everything works fantastically. But puzzles aside, it's the interface that I love about this - it's just so... clean and easy to use

Brilliant level which I'll be coming back to (I totally suck so I'll have a few go's before I'm completed )

A big <3 and a for a wonderful level Comp!
2012-09-23 21:45:00

Author:
Coxy224
Posts: 2645


looks interesting mte gonna play this tonight fo sure 2012-09-23 22:04:00

Author:
WESFUN
Posts: 1336


A level by comphermc!?

queue queue queue queue queue queue queue queue queue queue queue queue
2012-09-23 22:51:00

Author:
Jovuto
Posts: 2345


Thanks, guys. I know it's not the most exciting of concepts, but I wanted to showcase the memorizer and what can be done with arcade style minigames. I considered making more puzzles, but I'm not sure very many people would even be interested in completing more than a few of them. Plus, they are more of a pain to set up that I originally thought when I started the level.

Making the new designs is simple enough, but then each piece has to be tweaked and modified to each level, and to save on performance, each set of pieces for each level is emitted into place. Ugh. It's tedious!

Anyways, thanks for the kind words!
2012-09-24 00:01:00

Author:
comphermc
Posts: 5338


Fun puzzle level. Just out of curiosity, does the 'Clear Data' remove the memorizer data for this level? How do you do that from create mode?2012-09-24 01:23:00

Author:
Chazprime
Posts: 587


The level was well exacuted and I got to the 7th puzzle without rage quiting . I enjoyed the consept great job comp you continue to amaze us once again 2012-09-24 01:27:00

Author:
WESFUN
Posts: 1336


Fun puzzle level. Just out of curiosity, does the 'Clear Data' remove the memorizer data for this level? How do you do that from create mode?

Yeah, it just clears the memorizer data for this level. To do that, activate the reset input on the memorizer (bottom right). I actually use several memorizers throughout the level, but they all have the same data label, so updating one will update all of the others. I think I use one memorizer for the options menu, one for each button on the level select screen, and one for each of the puzzles in the level. That way, I don't have wires running all over the place. There's no need for a central memorizer, and it even makes things simpler if you don't try to do it that way.

You just need to make sure that any memorizer you "activate" has as many nodes as you use in the level, and that any nodes you don't want updated should be left with no wires going in. Only nodes that have wires will update when you activate each memorizer, and anything above the highest node will be cleared (so if there are 10 nodes, then nodes 11-32 will be cleared).

For example, since there are 10 levels, and I need at least 10 memorizer nodes, then each memorizer should have exactly 10 nodes. To store completing Level 1, I trigger the first node and the activate input at the same time. Nodes 2-10 are left without wires, but are still there.

For the unlock all levels option, I have one memorizer in which I activate all 10 nodes and the activate input at the same time. To clear, I just trigger the reset input.


The level was well exacuted and I got to the 7th puzzle without rage quiting . I enjoyed the consept great job comp you continue to amaze us once again

Haha, yeah... The 7th level is when things start to get tricky. I constantly forget the solution to the later puzzles, which must mean they are plenty challenging!
2012-09-24 02:24:00

Author:
comphermc
Posts: 5338


Great mini game level, comphermc.

I love such kind of puzzles. I play it on psp ("Doodle fit") and thought that it would be great to have its PS vita version with touch controls. Unfortunatly I didn't remember it after LBP Vita realese and now you just help my dream to come true

Thanks! Played and downloaded for future fun

From Russia with love,
Domik12
2012-09-24 16:00:00

Author:
Domik12
Posts: 838


Wow! Team Picked! :3 Gongratz! ^^

review! Awesome puzzle :3 love this!

I gave BIG smile and <3 ^^
2012-09-24 18:09:00

Author:
doggy97
Posts: 964


I would LOVE to see some behind-the-scenes on how some of the stuff in this level works. Any hope of making a subset of it copyable? I haven't done any creating since back in LBP1 (I actually have a level on the LBP GOTY disc) and now that I can create whenever I have a few spare minutes I'm trying to get up to speed on all the new tools and capabilities. Any insight you can provide would be most appreciated.

Thanks, and AWESOME work on this. The clean style of the level and menus really adds just that extra amount of polish that so many people don't think about.
2012-09-25 01:40:00

Author:
Unknown User


I would LOVE to see some behind-the-scenes on how some of the stuff in this level works.

What specifically are you after? I've got 28 youtube tutorials (http://www.youtube.com/user/lbplanetorials) for LBP2, many of which are analogous to LBPVita. I don't know how much of that applies here, but you may find it interesting.

If there is something specific you are curious about, I can try to answer. I've found that there is no convenient way to record footage from Vita, and I'm in the middle of moving to a new apartment, but perhaps I can describe the process of something in particular?
2012-09-25 02:06:00

Author:
comphermc
Posts: 5338


Quite the brain teaser, nice to see this kind of game on a PSV, I will probably spend quite some time with these! I also appreciate the very simple look of it all, meaning that I won't get distracted by annoying details. Very easy user interface, as probably stated earlier by others. Good work!

EDIT: Oh gawd, I wrote PSP instead of PSV. Silly me.
2012-09-25 16:37:00

Author:
moonwire
Posts: 1627


This game just goes to prove.... I won't be needing the ipad app store too much anymore.

Great job! Downloaded onto the Vita for future plane trips.
2012-09-25 19:39:00

Author:
CCubbage
Posts: 4430


Okay, need opinions...

I've gotten some feedback saying that hints on puzzles would be nice. I've got 4 options:

Ignore the request.
Swap out the "Back to Previous" Button with a hint button and have it randomly show the outline of one of the pieces on the target figure. If repeatedly pressed, it would eventually show you where each piece would go.
Same as #2, but limit the randomization to just a one or a few pieces, so not all locations can be highlighted.
Same as #2 or #3, but you have to enable hints in the start menu.

I started implementing #2, but I broke some stuff that will take about an hour to fix. I got delete-happy. What do you guys think, if you even care? Part of me thinks that making the solutions so easily given out will take away from the reward of solving it properly. Part of me hates that people get stuck and may get frustrated.

Halp?
2012-09-26 04:07:00

Author:
comphermc
Posts: 5338


Probably number 3.

I think once you know where one piece goes, the rest should fall into place. Any more than that would be too easy IMO.
2012-09-26 04:22:00

Author:
Chazprime
Posts: 587


Doesn't seem necessary to me. Some of the puzzles (like I think #5) had a piece that absolutely must go in a particular corner...once you have a known piece the rest goes a lot faster. So choose puzzle outlines/puzzle pieces so that you can be confident of at least 1 piece...or maybe just hint a single piece...if that's not enough then I don't think the player is really that interested.2012-09-26 04:39:00

Author:
fullofwin
Posts: 1214


I guess some help may be nice (LBP is not a game where people likes to be stuck)
I would go wih number 3 - do not let people see whole solution. But highlight the position of one piece (not random, but chosen by you).
I would put there some timer. So the Hint button will not be available for like 2 first minutes in each puzzle. So the player will still have motivation solve it by himself. But oly when he plays long enough, you will offer him one small hint.
2012-09-26 06:54:00

Author:
Agarwel
Posts: 207


I would go for option 5:

Just tell them where the first piece fits (always the same one). This would give them a starting point for the puzzle. I've played this quite a bit at this point, and on some of the puzzles I found myself wanting to know where to start.

This way it wouldn't ruin the puzzle for them.
2012-09-26 19:52:00

Author:
CCubbage
Posts: 4430


Couldn't you have a limit of hints available at the start of the game? I don't know how many levels there are but perhaps allow a player to have 5 hints? This would make them try harder in the early stages and save them up for the later, harder stages. Perhaps these hints would show you where 50% of the pieces fitted.2012-09-26 20:03:00

Author:
GribbleGrunger
Posts: 3910


I would go for option 5:

Just tell them where the first piece fits (always the same one). This would give them a starting point for the puzzle. I've played this quite a bit at this point, and on some of the puzzles I found myself wanting to know where to start.

This way it wouldn't ruin the puzzle for them.


Couldn't you have a limit of hints available at the start of the game? I don't know how many levels there are but perhaps allow a player to have 5 hints? This would make them try harder in the early stages and save them up for the later, harder stages. Perhaps these hints would show you where 50% of the pieces fitted.

Not bad ideas. It looks like I'll need to have a long think on what I like best.
2012-09-26 20:30:00

Author:
comphermc
Posts: 5338


Not bad ideas. It looks like I'll need to have a long think on what I like best.

To add more to my idea, you could have Easy/Medium/Hard. Hard would give you 1 clue, Medium would give you 3 clues and Easy would give you 5 clues. Like I said though, those numbers would be subject to how many levels there are. If it was 50 for instance, even Easy would be Hard lol
2012-09-26 20:45:00

Author:
GribbleGrunger
Posts: 3910


You said that this level isn't anything special but it really stands out to me as a testament of what a LBP Vita level can be. The combination of a fun concept, the use of memorizers, and an incredible art style for the game melds this into something very special.

I can see how someone could look at the level and write it off because it is just fitting blocks into a shape, but they would be missing the point entirely. You have put something together that should open the eyes of a lot of creators to help them see that at this point we can create entire app-like experiences with unlockable levels/bonuses/tools and great touch interfaces which pretty much change the way LBP can function.

Great work on this level and congrats on the team pick!

BTW, I wouldn't dumb down the experience with hints, but that is your call :-)
2012-09-27 12:03:00

Author:
amazingflyingpoo
Posts: 1515


Great Level CompherMC wouldn't expect less from the man who made the final boss of the story, I am currently working on a randomly generated level game, and am having issues setting up a tile system that is able to check the relative tiles (above below and adjacent) in order to make possible randomly generated level, I really don't want to have to fall back on making a library of possible segments, as it detracts from the random nature of what is required, I assume you used some form of tile system, or is it just clever use of tags etc,

Anyway.... I'll stop my rant, I guess I'm losing my mind on this, and you are highly respected (by me and many others) so maybe you have some idea...

Anyway, I really look forward to your future work (wizard vita perhaps ^-^) and hopefully one day I will make a game worthy of going beside yours in the team picks
2012-09-27 12:58:00

Author:
Unknown User


I assume you used some form of tile system, or is it just clever use of tags etc,

Each square in the level is treated independently from the others, it just looks to see if a piece is placed on it, and disables a tag. When all tags are disabled, the board must be filled, and the user has completed the puzzle.

As for each piece, they are broken into several squares. When you place it on the figure, each piece checks to make sure that it is being placed in an open space, and if it's not, it communicates with a central chip that it was a "bad placement", whereafter it returns to the piece's home position. Once a piece is placed successfully, all squares on the piece light up a tag saying "this spot this taken" for any subsequent pieces.

Sadly, there is nothing procedurally generated in this minigame, but generating environments should be possible. The catch is that you will have to prefabricate some stuff, and then generate an algorithm for filling the space. I'd strip back the concept to the basics, and decide what is the most important level element, then build in the rest afterwards. For example...

If you are making a procedurally generated racing level, you would start with the start/finish gate and then randomize the piece that would follow: straight, left curve, right curve, etc. Once that piece is placed, jump to the next location that connects to its end and randomly generate that. This will require that you eliminate the possibility of some potential pieces. You can do the same thing in the opposite direction from the start/finish gate if you so desire to speed up the process. Once X pieces are generated, you can then use a non-random algorithm to join the two sections of track (which is no small feat). Once you have a looping track, you can randomly generate the remaining terrain into the empty grid spaces.

For example. I dunno how hard the above would be to make work, but it's the thought process I'd follow if I were to do it.
2012-09-27 13:30:00

Author:
comphermc
Posts: 5338


Thanks, that's an incredibly informative post I have a slight soft spot from problem solving and general tinkering, programming solutions is great fun, but its surprising how everyone comes up with different solutions.

The game I am planning, is a basic rouge style game (see more Binding of Issac). so far I have the level layout generation sorted (starting room, one item room, boss room, shop and any connecting rooms) but I need to find a way of randomly filling the rooms, I am sort of leaning towards making prefabs because my experiments with even 1/4 room randomisation is eating into the thermometer. but I will continue to tinker, the game is far from done, need to make the art, items, bosses, menu system, save system (interrup save only)
I will save my fully random generated trials for another project...


I also am working on a Multi level Metrodvania game, basic save, level transfer and item/event recording logic is in place... the work is mainly in art, design, animation, scripting etc... which will take alot of time but it will be my magnum opus, but untill then I wanted to release a randomly generated permadeath game that people can enjoy.

Thanks for the reply btw
2012-09-27 13:52:00

Author:
Unknown User


The game I am planning, is a basic rouge style game (see more Binding of Issac). so far I have the level layout generation sorted (starting room, one item room, boss room, shop and any connecting rooms) but I need to find a way of randomly filling the rooms, I am sort of leaning towards making prefabs because my experiments with even 1/4 room randomisation is eating into the thermometer. but I will continue to tinker, the game is far from done, need to make the art, items, bosses, menu system, save system (interrup save only)
I will save my fully random generated trials for another project...

One thing you could consider is to split each room into 9 zones (sides, corners, middle) and design them so that any piece can be slotted in with any of the other pieces. Then randomly choose one prefab piece for each of the 9 zones. You may get some repeating, but with 9 zones, and say 3 different prefab pieces for each zone, that is 3^9 possible room combinations. That's a lot.
2012-09-27 20:45:00

Author:
comphermc
Posts: 5338


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.