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Nys Labs OmniCircle Battle

Archive: 25 posts


Welcome!

You and your friends have been invited to test Nys Labs newest invention, called OmniCircle.
Compete with eachother and have a good time while providing us with valuable information.
... What? Your friends are busy playing LBPV!? No problem, we also have a zerg rush of MiniCircles for the lonely types.
So get ready and fire up that Circle!

http://littlesigplanet.com/vita/v/8q7qq/sites_lbp/full/sig.png (http://vita.lbp.me/v/8q7qq) <--- Link

W00P! My first level is out, a recreation of my BETA level but now a 100 times better.
Added bigger playing area, a power-up and a better look overall.
No limit on F4F, I'll be happy to play your level and say something about it!

http://i46.tinypic.com/11sp2ci.png

http://i46.tinypic.com/255otg9.png
2012-10-09 19:43:00

Author:
nysudyrgh
Posts: 5482


I'm sure gonna play this one.2012-10-09 21:00:00

Author:
unc92sax
Posts: 928


Awesome, lemme know what you think. :32012-10-09 21:05:00

Author:
nysudyrgh
Posts: 5482


This sounds quite good. I've queued it, and I'll let you know what I think.2012-10-10 00:40:00

Author:
ChrisF2112
Posts: 265


Looking forward to your feedback aswell Chris-guy. 2012-10-10 12:17:00

Author:
nysudyrgh
Posts: 5482


I also left a review on your level, and I only played the Singleplayer mode.

Your level looked very good overall, very slick looking menu and presentation. Maybe it's just me, but I've become used to touch based menus though, so that threw me off for a second. The actual area looked really neat, and I liked the overall visuals. The gameplay was where I found some problems. I know they are called Omnicircles, but could you at least better distinguish what side is firing? That bothered me quite a bit. Also, it seemed like the projectiles were not antigravity, and I think that would really help this level out.

Finally, I don't know if it's just how I hold the vita but I dislike the semiautomatic gun, it just didn't feel right. Maybe a automatic gun with cooldown would be the right thing to do, but it could also just be me.

Fantastic start, and hopefully this'll help you out!
2012-10-10 14:05:00

Author:
ChrisF2112
Posts: 265


I saw your review in-game, thanks!
I'll keep your feedback in mind! I tought the visible emmiter would help enough but it seems that I'll have to add extra visibility.
The antigravity will be change aswell but I won't change the menu though I think it's easier to use buttons for a menu so that the player holds his VITA right when the game starts. I'll think about the gun ...

You'd like me to play one of your levels and leave feedback aswell? Just say the level name and I'll get my VITA fired up!

EDIT: Updated, bullets are no longer affected by gravity, but the gun itself remained unchanged, same goes for the menu. The MiniCircles fire at a faster rate but their bullets move slower. I also made the visible emmiter a lot bigger, you can now clearly see where you're firing.
2012-10-10 19:32:00

Author:
nysudyrgh
Posts: 5482


You'd like me to play one of your levels and leave feedback aswell? Just say the level name and I'll get my VITA fired up!

I only have one level right now, so if you haven't played Drummer Unlimited already you can play that and leave feedback on it in game (no need to bump the old Drummer Unlimited thread again). Otherwise, if you've already played it you can just wait for my next level, which promises to be quite neat. Thanks!

http://vita.lbp.me/v/8ef83
2012-10-11 01:43:00

Author:
ChrisF2112
Posts: 265


The link is broken I wanted to play it but I'm too lazy to use the search feature.
I just used the link in your signature. Will play tonight!
2012-10-11 02:59:00

Author:
koltonaugust
Posts: 1382


Here's your F4F.
This was great! It's a simple concept but implemented brilliantly. I've hearted it to remind me to bring friends to it when I get some in my pod.

Some suggestions (There are a few but it's more constructive criticism than 'wraagh this is all wrong!&apos:
- Have the emitter set to invisible and place a decoration of some sort in it's place. Or maybe some sticker material that looks like a cannon. The visible emitter is a good way to show where you're aiming but it's not aesthetically pleasing.

- Add the option of touch to the menu. Touch menus are going to be all the rage in LBPV, better get used to making them now

- Add some more arenas. I am pretty sure that you'd have some thermo for maybe 2 more arenas, plus it'd mean people would play again to try them all out.

- Health. It's great that you've added a damage effect when hit, but I'd like to know how many hits I have remaining. I suggest a circle surrounded by a doughnut in the players colour. When hit once, the doughnut disappears. When hit for a second time, the circle disappears. Then they are destroyed on the next hit.

If you want me to elaborate on anything else send me a personal message.
2012-10-11 19:16:00

Author:
Jedi_1993
Posts: 1518


These are some great tips Jedi, thanks alot. I'd really like to add more arena's but I'll be honest ... I have NO idea how to add MOAR. :S
I was thinking about some sort of deco aswell but I couldn't find something pleasing ... I didn't collect everything, yet so I should do that first.
The health system will totally make it in, but it will take some time. And last but not least ... Ahem ... Alright, you win touch menu it will be.
An update will come ... Someday. Thanks again for your honest feedback. I learned a lot making this, was on PSP before and stuff.
2012-10-11 19:21:00

Author:
nysudyrgh
Posts: 5482


These are some great tips Jedi, thanks alot. I'd really like to add more arena's but I'll be honest ... I have NO idea how to add MOAR. :S
I was thinking about some sort of deco aswell but I couldn't find something pleasing ... I didn't collect everything, yet so I should do that first.
The health system will totally make it in, but it will take some time. And last but not least ... Ahem ... Alright, you win touch menu it will be.
An update will come ... Someday. Thanks again for your honest feedback. I learned a lot making this, was on PSP before and stuff.

Well if this is your first time using the tools from LBP2, this is very impressive! No need to rush the update either. The game plays well at the moment, these are really just polishing up ideas.
2012-10-11 19:53:00

Author:
Jedi_1993
Posts: 1518


I've been using them in LBP2 before but this was different ... Waaay more stuff used here.2012-10-11 19:57:00

Author:
nysudyrgh
Posts: 5482


Added some (Blurry and way too dark ... >_>) pics to the OP! :hero:2012-10-11 21:15:00

Author:
nysudyrgh
Posts: 5482


Played this earlier this evening, was pretty fun and worked well. Though my finger was killing by the end lol. Was a and <3 from me.2012-10-11 22:21:00

Author:
ryryryan
Posts: 3767


sweet little shooter, two thumbs up. Having single player option is great.2012-10-12 20:25:00

Author:
Unknown User


Any bugs you came across, suggestions, ratings?

EDIT: I've been thinking, and I'll be experimenting to add two or so more arena's, an extra power-up Aaand ... You guys won ... A touch menu. :3
2012-10-12 20:27:00

Author:
nysudyrgh
Posts: 5482


Hello Nys!!

Cool arcade type shooter you have made here. I have always liked these type of games. I own all three versions of Super Stardust. The art design is simple and effective, and the enemy AI is pretty good. They will corner you if you let them. Hahaha!!

I have this on my DL list, but I need to get the new version. Will do that.

And hopefully if they ever fix the laggy multiplayer, we can battle out some time!!

This is not what I would expect you to make. Weren't you strictly platformers on the psp?
2012-10-19 01:05:00

Author:
VelcroJonze
Posts: 1305


I almost forgot to leave F4F!!!
So I played this and enjoyed. But I only played by myself (I have no friends) so I didn't get the full effect. The gameplay was decent, but could have been improved. Try making the enemies a little harder.

This main menu was decent, but it could be better if it had touch instead of buttons.

The arcade style visuals were kind of different from what is expected of you Nys. But that's not a bad thing.

Overall, it was a great mini game with replayable value.
2012-10-19 01:46:00

Author:
unc92sax
Posts: 928


Hello Nys!!

Cool arcade type shooter you have made here. I have always liked these type of games. I own all three versions of Super Stardust. The art design is simple and effective, and the enemy AI is pretty good. They will corner you if you let them. Hahaha!!

I have this on my DL list, but I need to get the new version. Will do that.

And hopefully if they ever fix the laggy multiplayer, we can battle out some time!!

This is not what I would expect you to make. Weren't you strictly platformers on the psp

Thanks VJ! I was fiddling with logic and made this fail on LBP2, then I decided to take it to LBPV and it wooorked! (Proof that VITA > ps3 ) I will make some platformeranian fun, don't worry. but I'm searching for this particular material first.
The second version isn't up yet. (Dang touch menu, Y U NO WORK!) I'd love to battle once, but the lag kills meh. :S


I almost forgot to leave F4F!!!
So I played this and enjoyed. But I only played by myself (I have no friends) so I didn't get the full effect. The gameplay was decent, but could have been improved. Try making the enemies a little harder.

This main menu was decent, but it could be better if it had touch instead of buttons.

The arcade style visuals were kind of different from what is expected of you Nys. But that's not a bad thing.

Overall, it was a great mini game with replayable value.

But I'm your friend. :3
The enemies will become harder in the next update, after I tweaked them a bit and add my next power-up.
The touch menu will come, you impatient Sackula fanboy! Not really my style, I know but the next thing on my "To make" list is a "RandomAnti-GravityJetpackPlatformer" like you guys would expect.
(Admitted also partly made this to annoy Vale >)
2012-10-20 21:50:00

Author:
nysudyrgh
Posts: 5482


The second version isn't up yet. (Dang touch menu, Y U NO WORK!) I'd love to battle once, but the lag kills meh. :S
I hate setting up touch menus as well. The only way I ever get mine to work is with an extra sticker panel that's invisible set to a higher layer (in the layer setting from -20 to 20) and then use that as the logic, not the actual piece. That and a bunch of fiddling around. I guess it's a lot harder since you are incorporating two ways to control it!
2012-10-20 22:23:00

Author:
koltonaugust
Posts: 1382


Just played it with the update. The improvements are great. The health is clear, powerups are easy to see and the menu is touchable! Yay!
I did however touch the house icon wondering what it did. Maybe change it for another icon? Or put a note under each button saying what they do?
Also, the emitter thing. Maybe just me but I don't like visible logic.
Other than that, great job on the update! Everyone who's played should play again!
2012-10-23 00:30:00

Author:
Jedi_1993
Posts: 1518


I guess I'll have to play this again. The best way to set up a touch menu is to create a radius around the button that you can touch (turn off the limit touch to object on the touch sensor). With that, it's much easier to tap and you don't have to worry about extra pieces of material.

Well, queued once again.
2012-10-23 01:40:00

Author:
ChrisF2112
Posts: 265


Yush, new version is up! next step: New arena's.

This version now haz: Better visible batteries, new smexy touch menu (With notes under them.), lousy health system , the MiniCircles don't "stick" to the player anymore and the music thingy is fixed. Thank you so much for your input guys, thanks to you, this level is slowly becoming the best I have ever made! Huzzah!
2012-10-23 20:06:00

Author:
nysudyrgh
Posts: 5482


Woot! I finally got around to taking care of your F4F.

Anway, I got a chance to check out this little gem earlier today and I loved it. Really impressive stuff here nys, and it's great to see you continually working on improving the level. The new touch menu is great (although I would have liked some clicky sounds and things) and everything is very well laid out and organized. The inclusion of single player mode is SUPERB and I sincerely applaud you for that. Not even the story mode vs. levels have that feature. The graphics are simplistic and clean and I found them appealing in a retro kind of way. It's a little hard to tell in the arena where you can go and where you can't, but that doesn't take too long to figure out.

The gameplay is solid and reminds me of Everyday Shooter in a way. The game clock is well adjusted and doesn't seem too long or too short, and the points are balanced. The battery mechanic is nice and isn't something I've seen too much of in LBP shooters. It's very much along the lines of "king of the hill" mode in Geometry Wars if you've ever played that. Fight/dodge your way to an area in a desperate grab for the powerup, mow down everything in sight for a few glorious seconds, repeat. Nicely done.

There are a few nitpicks I have about the level that keep it from being as fully awesome as its potential. My first main issue is the way the single player bots fire their projectiles. They all fire their weapons all at the same time in one gigantic volley that is usually impossible to dodge. This is due to global emitter sync of course, so you're going to need to add in some logic to break things up a bit. A randomizer and a selector ought to do the trick I think. Anyway, with all the shots being fired at once you're missing out on the key "twitch dodge" aspect of a two stick shooter. Look at Super Stardust a an example. That game is a masterpiece at constantly keeping you on your toes with a never ending stream of bad things coming at you from all angles. I'm not saying make your level harder, I just mean stagger the projectiles a little.

The second thing I didn't like is how the AI bots get right in your face and prevent you from firing your weapon. This seems to prevent them from firing theirs as well, so it's kind of an odd standoff where you're all in a big sci-fi group hug, waiting for a battery to spawn nearby. It would be much improved if you could add logic that would prevent them from actually coming into contact with you. The last thing I didn't like was that the health bars and timer bars were not especially easy to figure out. I played the level the first time with no instructions to see how I'd do, and then went back and read them. Even after playing twice and reading the instructions I couldn't figure out what the bars did and what they meant. All you'd really need to add here are a couple of simple notes with very small text you can slide towards the edge/corner of the screen.

So there's my review! I really had a good time with this one, and I will be dragging my friends along next time for a little multiplayer goodness. This one gets an easy yay and a heart from me. Nice job!
2012-11-09 06:23:00

Author:
Taffey
Posts: 3187


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