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#1

A level-type thing I'm working on

Archive: 75 posts


I usually build my levels in secret, only peeking my head out of my underground lair here and there long enough to fetch a few cans of soup and perhaps a bag of Gummy Bears. I got an idea for a new level last week and started building it, and because it always takes me so long to build a level I figured I'd try something different and release info about it before I actually publish it. I've never done a project-with-regular-updates kind of thing so we'll see how this goes.

Anyway, I'm not going to reveal all that much about my level just yet, but I will say that it's a parody (of course) and is loosely set in the Aliens universe. The gameplay will be fairly non-traditional. I have a name I'm pretty sure I like, but for now I'm calling it Project X. Here's a few screens:




http://i900.photobucket.com/albums/ac207/tross13/projectx1.jpg
Here's a sneak peek of the title sequence. The music in LBPV is perfect for what I'm going for.




http://i900.photobucket.com/albums/ac207/tross13/projectx2.jpg
My logic for branching dialog interactions - a hint at what some of the gameplay will be like. It took me absolutely FOREVER to get this how I like it; very difficult to organize my thoughts on how to best set this up. I ended up with a modular design, where every speech element and dialog option has a single input and single output. All the other logicky-ness takes place fully within each segment.




http://i900.photobucket.com/albums/ac207/tross13/projectx3.jpg
I'm skipping ahead a little with this but I just couldn't resist building an armored personnel carrier. It still could use a few small tweaks as the shading/shadowing isn't quite how I like it but it's most of the way there.



That's it for now - more info coming... eventually. I'll try to keep this up to date periodically.
2012-12-07 18:20:00

Author:
Taffey
Posts: 3187


EXCITING STUFF!
From the sneak peek of the intro i would say it looks like a Prometheus style animation? Like how the letters are revealed in this trailer:

http://www.youtube.com/watch?v=sftuxbvGwiU

Offworld colony was one of the freshest and most exciting levels in LBP1, i'm happy to see you returning to the Alien universe yet again
2012-12-07 20:16:00

Author:
Skalio-
Posts: 920


Coolness, I look forward to hearing more about your soup and Gummy Bear induced madness. 2012-12-07 20:50:00

Author:
fullofwin
Posts: 1214


From the sneak peek of the intro i would say it looks like a Prometheus style animation? Like how the letters are revealed in this trailer:You are spot on. Actually it's a tribute/copy/inspired-by-thing of the original Alien title sequence, which Prometheus pays homage to:



http://www.dailymotion.com/video/xc9u6n_alien-opening-titles_shortfilms




Offworld colony was one of the freshest and most exciting levels in LBP1, i'm happy to see you returning to the Alien universe yet again Well thanks. I've wanted to revisit it for a while now, and I think I've figured out how without being too... serious.




Coolness, I look forward to hearing more about your soup and Gummy Bear induced madness. I'll see if I can grab a screenshot of something interesting this weekend, depending on how much progress I'm able to make. Lots of logic and tag work coming up short term - I'm going to need to emit and destroy large sections of the level at a time to save thermo. Never really had to do that before.
2012-12-07 21:42:00

Author:
Taffey
Posts: 3187


About time! I still remember the chest burst scene from Offworld Colony, classic. : )2012-12-07 21:57:00

Author:
julesyjules
Posts: 1156


Hahaha!! This is cool buddy!! :hero:

Offworld Colony was one of my favorite lbp1 levels. Glad to see you working on something like this again.

I love it when creators do a sneak peak preview of their work. 8)
2012-12-08 06:04:00

Author:
VelcroJonze
Posts: 1305


ahh alien titles, of course. its been so long since i have watched the original, this is the perfect excuse to rewatch the whole set 2012-12-08 13:03:00

Author:
Skalio-
Posts: 920


I've made a little more progress. Ok, so I've actually made a lot of progress but most of it is around logic and will reflect in gameplay, and I've also implemented a help/hint system if you happen to get stuck in a given scene.

And of course I've made more space-y things as well, such as Sackway Station:


http://i900.photobucket.com/albums/ac207/tross13/projectx4.jpg

I need to give a shout out and a huge thanks to DrunkenFist_Lee for the excellent set of 3D layer tools (http://vita.lbp.me/v/8vdj) he put together for the community to use and enjoy.
2012-12-13 17:28:00

Author:
Taffey
Posts: 3187


Yeah, that 3D layer level is a godsend. I downloaded that one as well.

The level's looking great! Very cool space station.
2012-12-13 18:16:00

Author:
ChrisF2112
Posts: 265


Really like the station, good sense of scale in that pic. The extra layers on LBPV are easy to use and don't cause the pop-it cursor of freak out like in LBP2...but I wasn't able to find a way to sticker or decorate the back layers (first back layer is find...the ones farther back that you need to use touch to select). Trying to tap on them to place the sticker or deco never would find it...other than that it's great.2012-12-14 00:15:00

Author:
fullofwin
Posts: 1214


Progress is steady but slow-going. The good news is that everything is working exactly as I want it to; the bad news is that it takes a lot of trial-and-error to achieve. It's a fun process though, and I should have a beta/demo/thing ready for testing in the next week or so.

Here's a screenshot of a nearly-completed interactive scene in Sackboy's apartment in Sackway Station. There are multiple objectives in each scene (and there will be many scenes), and the dialog is both branching and non-linear. I'd show you a picture of my latest logic but it is embarassingly messy.


http://i900.photobucket.com/albums/ac207/tross13/projectx5.jpg
2012-12-29 08:53:00

Author:
Taffey
Posts: 3187


that looks so cool!
by interactive scene do you mean like a cut scene in which you have some control of what happens?
2012-12-29 19:41:00

Author:
Skalio-
Posts: 920


by interactive scene do you mean like a cut scene in which you have some control of what happens?Actually yes, that's exactly what it is. You don't have direct control over Sackboy, but you can instruct him to perform various tasks like turning on the lights or looking in the refrigerator. 2012-12-29 20:26:00

Author:
Taffey
Posts: 3187


How awesome! It is nice to see you still have time to go to Create from time to time. Really looking forward this! 2012-12-29 23:04:00

Author:
yugnar
Posts: 1478


Ok, I've got a partial version of this level done and published for testing purposes. If anyone is interested in beta testing, shoot me a PM and I'll give you the code to access the level link. 2012-12-31 03:02:00

Author:
Taffey
Posts: 3187


Looking great so far taffey!
By the way, we have a dog named taffey where I work right now (I work in a dog hotel) and I keep imagining you as a dog. Is that strange? XD
2012-12-31 04:26:00

Author:
LukeCF
Posts: 790


Looking great so far taffey!Thanks again for testing Luke and for the VERY fast feedback! Glad you had fun with the level, even if it is very short.




By the way, we have a dog named taffey where I work right now (I work in a dog hotel) and I keep imagining you as a dog. Is that strange? XDLOL No, not strange at all. I often feel as though I have the brain of a dog, so that's not so far-fetched.
2012-12-31 04:59:00

Author:
Taffey
Posts: 3187


Hey I have a question, I know you used extra layers for your space ship, but for the characters room did you use any extra layers or did you just use the normal ones? Just curious...2013-01-04 20:57:00

Author:
LukeCF
Posts: 790


I did indeed use extra layers for the room. It's the 3 standard ones plus 2 thick layers into the background and 2 thick layers into the foreground... more or less.

Here's a picture from a couple days ago of another scene I'm building. This one is 9 thick layers in total - 3 background, 3 standard, 3 foreground.


http://i900.photobucket.com/albums/ac207/tross13/projectx6.jpg
2013-01-04 21:58:00

Author:
Taffey
Posts: 3187


I'm was in create mode playing around today trying to create a room ( lame sounding I know...), and I have another question.

Lights. They don't seem to behave the way I'd like them to... :/
I had a room, the darkness turned all the way up, with a hint of foggy ness, and I plopped a light down, and it didn't really seem to cast shadows?
I don't understand either what I was doing wrong, or I guess don't understand how shadows work in LBP.
Huh, I'm not sure I know how to form this into a question. Do you work with shadows at all in your level(s)?
I suppose a PM would be a better place for this converstation, and as of such, you can reply to me there if you'd like.
2013-01-04 22:44:00

Author:
LukeCF
Posts: 790


I'm was in create mode playing around today trying to create a room ( lame sounding I know...), and I have another question.Nah, sometimes creating simple things like rooms is a little trickier than one might think.




Lights. They don't seem to behave the way I'd like them to... :/
I had a room, the darkness turned all the way up, with a hint of foggy ness, and I plopped a light down, and it didn't really seem to cast shadows?
I don't understand either what I was doing wrong, or I guess don't understand how shadows work in LBP.
Huh, I'm not sure I know how to form this into a question. Do you work with shadows at all in your level(s)?Lights can be a little tricky to get used to, and LBPV seems to handle them slightly differently than other LBP games. I'm no expert (we may need to call in Morgana25) but I'll give it a shot.

Shadows aren't really handled how you'd think, at least not from light objects. Shadows in LBPV really only seem to react to the global lighting setting, so if you're looking for some specific shadow effects you can mess with the global lighting settings (and/or tweakers) and see if that gets you closer. If you can get the shadows how you like them you can probably take care of the rest of the lighting with light objects. It's hard to say exactly without knowing more specifically the effect you're looking for.

One other thing that makes a VERY large difference with lights is which layer they are on. Moving a light in or out a layer will drastically change the way the light plays on the object(s) you are lighting. One reason shadows might seem to be behaving strangely is because the game might be considering the light to be behind the object layer-wise. Grab the 3D layer tools by DrunkenFist_Lee, grab a few of the thin layer squares in the various foreground layers, and try sticking lights on those. You'll be amazed what a huge difference that will make. Don't worry about how the light itself looks - you can slide it offscreen and tweak the radius so that it does the job without being visible to the player.




I suppose a PM would be a better place for this converstation, and as of such, you can reply to me there if you'd like.It's related enough I'd say and besides, I'll always take a thread bump.
2013-01-04 22:54:00

Author:
Taffey
Posts: 3187


New set piece looks good Taffey, can't imagine needing tires like those in space though.

Luke, one other thing about lights in LBPV, you can only have a couple in addition to the global light illuminating a single surface. It helps to chop up your background so that lights off screen aren't counted towards the light count of the chunks of geometry visible in the view...

Lighting is really the only area where LBP2 is clearly more flexible...
2013-01-05 02:56:00

Author:
fullofwin
Posts: 1214


New set piece looks good Taffey, can't imagine needing tires like those in space though. Thanks! Haha yeah you really don't need tires. Part of the reason I included them in the scene actually. Also, why on earth would one have an APC parked in a space station?


I suppose I should keep up with posting pictures of my props and set pieces. Here's a vaguely Sulaco-inspired ship I had fun building. It's not kind on the thermo though:


http://i900.photobucket.com/albums/ac207/tross13/projectx7.jpg
2013-01-07 18:16:00

Author:
Taffey
Posts: 3187


I did indeed use extra layers for the room. It's the 3 standard ones plus 2 thick layers into the background and 2 thick layers into the foreground... more or less.

Here's a picture from a couple days ago of another scene I'm building. This one is 9 thick layers in total - 3 background, 3 standard, 3 foreground.


http://i900.photobucket.com/albums/ac207/tross13/projectx6.jpg

Lol wait what? Are there extra layers in LBP Vita already? Well... Now that I think so a TeamPick uses them. Anyway, is there any level that gives them as prizes or can you elaborate them by yourself?
2013-01-07 23:27:00

Author:
yugnar
Posts: 1478


There's a superb set of layer tools that DrunkenFist_Lee put together - you can queue the level here (http://vita.lbp.me/v/8vdj).

Copy it to your Create Moon, capture the 3D materials, and place them in your level to start working with them. Super easy to use! I really, REALLY hate using the 3D layer glitch but on the Vita it's actually very simple. Of course the problem is that you have to do that much more work now that you have more layers to work with. :meh:
2013-01-07 23:33:00

Author:
Taffey
Posts: 3187


Oh yeah! I didnt even notice that there are extra layers! I guess its cause the level looks so good with it....2013-01-09 01:30:00

Author:
gamerguy5432
Posts: 333


Ok, I've got a partial version of this level done and published for testing purposes. If anyone is interested in beta testing, shoot me a PM and I'll give you the code to access the level link. My current round of beta testing is now closed.

I got a great turnout of folks and managed to fix quite a number of things in the level as a result. Thanks to everyone who tested for me - your feedback was a HUGE help!

Progress continues at a steady pace, and it hopefully won't be too long before I'll have another section ready for testing. Stay tuned!
2013-01-09 22:58:00

Author:
Taffey
Posts: 3187


WOW! New project from Taffey! Already love it with these great screenshots!

I missed beta because I was too busy, but now will wait for the release! I love Aliens two first films, I love Taffey design, can't wait for test it!

From Russia with love,
Domik12
2013-01-10 08:48:00

Author:
Domik12
Posts: 838


Uhhh-- Too much spoilers dont you think taffey ?2013-01-11 12:42:00

Author:
ILOVEMYGF52
Posts: 242


WOW! New project from Taffey! Already love it with these great screenshots!

I missed beta because I was too busy, but now will wait for the release! I love Aliens two first films, I love Taffey design, can't wait for test it!Hey Domik! I think I might have just one more spot left for you to test... I'll leave my level up for another day or so I think.




Uhhh-- Too much spoilers dont you think taffey ?Nah. Most of the level is based around the dialog anyway, and you don't see any of it in my screenshots. So there.
2013-01-11 18:26:00

Author:
Taffey
Posts: 3187


aw bummed i missed out on the testing, but it will be more fun playing all the way through when the finished project is out
cant wait!
2013-01-15 15:34:00

Author:
Skalio-
Posts: 920


Hey Taff the ship looks great!
Just stopping in to address something I read on the last page:


I'm was in create mode playing around today trying to create a room ( lame sounding I know...), and I have another question.

Lights. They don't seem to behave the way I'd like them to... :/
I had a room, the darkness turned all the way up, with a hint of foggy ness, and I plopped a light down, and it didn't really seem to cast shadows?
I don't understand either what I was doing wrong, or I guess don't understand how shadows work in LBP.
Huh, I'm not sure I know how to form this into a question. Do you work with shadows at all in your level(s)?
I suppose a PM would be a better place for this converstation, and as of such, you can reply to me there if you'd like.

@LukeCF: your problem with no shadow cast may not have anything to do with your light settings (yet)
In LBPV its possible to remove shadows entirely from your level. Its just an on/off setting under "Global settings" i believe.
The info Taff submitted you is also valid however if your shadows are turned off than light placement wont matter at all
Hope this helps.
Sry about the hijack!
2013-01-15 16:47:00

Author:
Wolfdre
Posts: 218


Another week, another screenshot. This is my attempt at creating an offworld colony compound on a very dreary little planetoid:


http://i900.photobucket.com/albums/ac207/tross13/projectx8.jpg




In LBPV its possible to remove shadows entirely from your level. Its just an on/off setting under "Global settings" i believe.
The info Taff submitted you is also valid however if your shadows are turned off than light placement wont matter at all
Hope this helps.
Sry about the hijack!Ah yes, the global shadows setting - I forgot to mention that. Good call!
2013-01-15 16:54:00

Author:
Taffey
Posts: 3187


Look good Taff! Is a second beta section going to be ready to test out at any point? I'd love to cast my gaze on some more of your finely crafted settings.2013-01-16 21:17:00

Author:
LukeCF
Posts: 790


Look good Taff! Is a second beta section going to be ready to test out at any point? I'd love to cast my gaze on some more of your finely crafted settings.As a matter of fact, the next section should be ready in another day or three. I will definitely be hitting you guys up for another round of testing if you would be so kind.... I don't think I'll be inviting any newcomers though as this section won't make much sense unless you've played the first part.

I just finished adding in a minigame I am quite pleased with and the thermo is nearing critical mass, getting ready to explode. It looks like the final published level-experience-thing will be three linked levels.


EDIT:
I just remembered I still owe you another round of testing on your project! Gah! *smacks forehead* Sorry, I'll get on that ASAP. :blush:
2013-01-16 22:09:00

Author:
Taffey
Posts: 3187


Count me in for the full test cycle!

I really like this thread, it's helping me to stay motivated on my own project.
2013-01-17 14:51:00

Author:
fullofwin
Posts: 1214


More testing!?!? Gheeeze...

Well, keep me posted! lol
2013-01-17 15:45:00

Author:
jwwphotos
Posts: 11383


As a matter of fact, the next section should be ready in another day or three. I will definitely be hitting you guys up for another round of testing if you would be so kind.... I don't think I'll be inviting any newcomers though as this section won't make much sense unless you've played the first part.

I just finished adding in a minigame I am quite pleased with and the thermo is nearing critical mass, getting ready to explode. It looks like the final published level-experience-thing will be three linked levels.


EDIT:
I just remembered I still owe you another round of testing on your project! Gah! *smacks forehead* Sorry, I'll get on that ASAP. :blush:

Awesome! I'm excited to see what you've cooked up.
And I've published my level under the Level/Object Showcase forum now, so if you want to leave any feed back on there, I always appreciate a bump
There are still a few things I want to fix/possibly change, but it's pretty polished up now so I thought I'd move it in the hopes it'd get more plays.
2013-01-17 17:40:00

Author:
LukeCF
Posts: 790


Count me in for the full test cycle!Thanks! After all the PM's we've exchanged I'm pretty sure I'm going to owe you an entire year of free lunches or something.




I really like this thread, it's helping me to stay motivated on my own project. It's having the same effect on me - I like it. I didn't think the 'regular update' approach would be my kind of thing, but it's actually great fun. Kind of takes the pressure off too in some ways.




More testing!?!? Gheeeze...

Well, keep me posted! lolI know right? You offer to help me out once and NOW look at the situation you've gotten yourself into! Sheesh, some people.

Thanks for the help jww - I hope I'm keeping your shiny new Vita busy!




Awesome! I'm excited to see what you've cooked up.
And I've published my level under the Level/Object Showcase forum now, so if you want to leave any feed back on there, I always appreciate a bump
There are still a few things I want to fix/possibly change, but it's pretty polished up now so I thought I'd move it in the hopes it'd get more plays. Heading over to that thread right now. Awesome to see your level go live!
2013-01-17 17:59:00

Author:
Taffey
Posts: 3187


I know right? You offer to help me out once and NOW look at the situation you've gotten yourself into! Sheesh, some people.

Thanks for the help jww - I hope I'm keeping your shiny new Vita busy!

lol!! Yeah.. glutton for punishment I suppose. ...one thing I never realized until recently is April can go ahead and watch tv where I used to always be on the PS3 and doesn't matter as I can just grab my Vita. Too cool!
2013-01-17 19:07:00

Author:
jwwphotos
Posts: 11383


...one thing I never realized until recently is April can go ahead and watch tv where I used to always be on the PS3 and doesn't matter as I can just grab my Vita. Too cool! EXACTLY. And thus, my love of handhelds. No fighting over the TV! And when my wife is watching one of her icky love-story movies out comes the Vita to rescue me. 2013-01-17 19:09:00

Author:
Taffey
Posts: 3187


It looks great ! Can't wait for trying it ! 2013-01-18 00:15:00

Author:
Gwaeron
Posts: 170


I have another round of beta testing going on right now, so far limited to my existing round of testers. So far so good!

And, of course, another screenshot. This is one of the many spooky hallways I am putting together.


http://i900.photobucket.com/albums/ac207/tross13/projectx9.jpg
2013-01-21 22:41:00

Author:
Taffey
Posts: 3187


So you have more complete from what I saw?

I still need to beat up (i.e test) your skip chapter logic and your help logic more regardless.
2013-01-21 22:43:00

Author:
jwwphotos
Posts: 11383


So you have more complete from what I saw?No, that's just a sneak peek from part 3 which is nowhere near being done. I have my "flashlight" mechanic working how I want it to (where the light will point in whichever direction Sackboy is walking), and the waypoint system is all set up too. Now to build the puzzle based on my scribbled notes...




I still need to beat up (i.e test) your skip chapter logic and your help logic more regardless. Thanks again for testing! Yes, please do beat up on it as best you can. The skip chapter logic proved to be a lot harder than I originally thought, mostly because I didn't originally build it with that in mind - retrofitting the logic was a bit of a chore. Seems to work now though. *fingers crossed*
2013-01-22 18:08:00

Author:
Taffey
Posts: 3187


Hey Taf! Sorry for not being able to retest lately, I promise to try my best to break the level ASAP again! 2013-01-22 20:54:00

Author:
yugnar
Posts: 1478


Wow! I'm the same way Taffey. I have had LBPV since day 1, and I have 3 current levels Im working on. I have put about 30 hours into my favorite and it still has a ways to go. I just wont release a level until I feel its really good.

Anyway your level looks sweet! And just like something I had thought of and tried before.. I kind of failed though. I love the dialogue options thing too, seems like a fun programming lesson to try out. So I guess you haven't released it yet but I'm looking forward to it.
2013-01-28 23:44:00

Author:
Krondelo
Posts: 136


Time for another screenshot - this is part of one of the puzzles towards the end of the level:


http://i900.photobucket.com/albums/ac207/tross13/projectx10.jpg





Anyway your level looks sweet! And just like something I had thought of and tried before.. I kind of failed though. I love the dialogue options thing too, seems like a fun programming lesson to try out.Thanks. I hope it lives up to the hype once I finally get around to publishing it!

The logic has been pretty fun to work out - it's certainly made me push myself and try new things, most of which have turned out very well.
2013-01-29 17:35:00

Author:
Taffey
Posts: 3187


Nifty!! 2013-01-29 18:05:00

Author:
jwwphotos
Posts: 11383


Hey Taffey,

I wanted to ask a question about the "The Linkinator"...

I tried making my own combo-lock level...but apparently a link to a locked level isn't usable...so did you set your levels to unlocked sub-levels?

Also, just to satisfy my curiosity, how do you verify your combo? I chose to use positional sequencers attached to counters with a different colored tag on each for the number I wanted...seemed like the easiest way...

LBPV sure makes this easy with touch and notes that can show a count...
2013-01-30 18:32:00

Author:
fullofwin
Posts: 1214


Hey Taffey,

I wanted to ask a question about the "The Linkinator"...First of all, I shamelessly stole the name and idea from rialrees. I couldn't think of a better name, so there you go.





I tried making my own combo-lock level...but apparently a link to a locked level isn't usable...so did you set your levels to unlocked sub-levels?Correct - my beta levels have been published as unlocked sublevels. They aren't accessible except and they can't be seen on My Earth, although if you go to vita.lbp.me and look at my published levels page you will see them there. I haven't tried queuing them up - not sure if that works.




Also, just to satisfy my curiosity, how do you verify your combo? I chose to use positional sequencers attached to counters with a different colored tag on each for the number I wanted...seemed like the easiest way...

LBPV sure makes this easy with touch and notes that can show a count...I'm sure there are a hundred different ways to do it, but I used selectors. I wanted the user to be able to use the D-pad as it's more precise than the analog stick, but that's just an aside.

I took a selector with 10 outputs and hooked each output to a number on a sticker panel - easy enough. I then copied the selector, flipped it vertically, and stuck it on the same circuit board. I cross-wired the two selectors together so that they would copy one another's state. I then took the D-pad up/down output from the controlinator, split the signal, and hooked up each side to a pulser. I hooked one pulser to the "cycle" input of one selector, and the same with the other pulser and selector. Bingo, up/down number cycling with the D-pad. I did something similar with the left/right selection, and just set it up so that signals to unselected number positions are disabled (via node-on-microchip).

To verify the code, I simply grabbed the appropriate wire from each of the selectors and plugged them into an 'and' gate, easy. Perhaps slightly over-engineered but it's solid and easy to use.
2013-01-30 19:43:00

Author:
Taffey
Posts: 3187


First of all, I shamelessly stole the name and idea from rialrees. I couldn't think of a better name, so there you go.

Not to be confused with the "Linken Log inator"...



I'm sure there are a hundred different ways to do it, but I used selectors. I wanted the user to be able to use the D-pad as it's more precise than the analog stick, but that's just an aside.

...

I used on mine the analog sticks (true the d pad is a tad bit more precise) and rather than have a unique tag for each, I just have the respective tag sensor looking for 5 tags within it's range.
2013-01-30 19:54:00

Author:
jwwphotos
Posts: 11383


Not to be confused with the "Linken Log inator"... Hmm. I may need to rename it "Lincolnator" in honor of Abe's birthday coming up.




I used on mine the analog sticks (true the d pad is a tad bit more precise) and rather than have a unique tag for each, I just have the respective tag sensor looking for 5 tags within it's range.Yours works really well jww - it's set up pretty much the same as ria's I think. At least in operation.

Sure beats the old "come over to my pod so I can take you into a level so you can pick up a key yourself because I can't send it to you as a gift" method.
2013-01-30 20:12:00

Author:
Taffey
Posts: 3187


Hmm. I may need to rename it "Lincolnator" in honor of Abe's birthday coming up.



Yours works really well jww - it's set up pretty much the same as ria's I think. At least in operation.

Sure beats the old "come over to my pod so I can take you into a level so you can pick up a key yourself because I can't send it to you as a gift" method.

Ria's does? Well.. great minds and all.
2013-01-30 20:46:00

Author:
jwwphotos
Posts: 11383


Well "The Linkinator" presentation is really slick...I'll have to check out jww's implementation now.

I opted for dirt-simple...because I'm lazy.

A touch sensor on sticker panel showing the button frame increments a 0-10 counter. The counter resets itself when it gets to 10. The counter output goes to a % note to display 0-9 as well as a positional sequencer that has a colored tag at the value I want.

Another piece of sticker panel with "Enter" has a touch sensor and 4 tag sensors (for each color tag) connected with an and gate. This will enable another tag that triggers a mover attached to a dephyiscalize level link to bring it into the play area.
2013-01-30 20:51:00

Author:
fullofwin
Posts: 1214


I'm getting into the final stretches of this thing. The script/storyboarding document is basically done, and most of the final segment is built and working. All that's left now is to try to cram the last couple scenes in under the thermo - hopefully I'll be ready for the last round of beta testing in a week or two.

Oh, and here's a screenshot of another new and random scene.


http://i900.photobucket.com/albums/ac207/tross13/projectx11_zps95915e70.jpg
2013-02-03 07:00:00

Author:
Taffey
Posts: 3187


I'm getting into the final stretches of this thing. The script/storyboarding document is basically done, and most of the final segment is built and working. All that's left now is to try to cram the last couple scenes in under the thermo - hopefully I'll be ready for the last round of beta testing in a week or two.

Oh, and here's a screenshot of another new and random scene.


http://i900.photobucket.com/albums/ac207/tross13/projectx11_zps95915e70.jpg

Wow. That looks amazing. I cannot wait to see it.

Wait, so youre putting all three parts into one level?
2013-02-03 18:24:00

Author:
gamerguy5432
Posts: 333


Wow. That looks amazing. I cannot wait to see it.

Wait, so youre putting all three parts into one level?Yes indeed. It will be three linked levels presented as a single level. Put another way, it will be one level with two sublevels.
2013-02-04 06:37:00

Author:
Taffey
Posts: 3187


Man this is gonna be great! Have you ever enjoyed an MM/Team pick?2013-02-05 02:26:00

Author:
yugnar
Posts: 1478


Man this is gonna be great! Have you ever enjoyed an MM/Team pick?Nope, I never have. It sure would be nice!


Of course, but I'll be plenty happy if people just have a good time playing it. I'm having a blast in create mode with it too, which really what it's all about anyway.


No matter the outcome, I'm really happy so far with the process of building and publishing this level. Working with the beta test team has been a lot of fun too.
2013-02-05 19:29:00

Author:
Taffey
Posts: 3187


the previews look stunning, i can't wait until it's online!2013-02-05 20:02:00

Author:
wolfbrother117
Posts: 150


I am getting very darned close to finishing this up. Part 3 is finally... FINALLY all in one piece and can be played from start to finish. I have a few final things to add in, one more small cutscene, and then it'll be time for more beta testing. With luck I'll have this published in a week or so. Fingers crossed!


http://i900.photobucket.com/albums/ac207/tross13/projectx12_zps934bd706.jpg
2013-02-12 18:37:00

Author:
Taffey
Posts: 3187


I can't wait playing it ! Each picture you publish here looks breathtaking ! Hope it will soon be published !
Even if I've never tried it, this smells like a Team Pick for you...
2013-02-12 20:27:00

Author:
Gwaeron
Posts: 170


Taff. if this doesn't get team picked I may have to eat my shorts 2013-02-13 15:23:00

Author:
LukeCF
Posts: 790


No screenshot this week! I am, however, done with the final section and have the level open for my beta testers right now. The level is 100% ready to publish, but I'm holding off to wait for feedback from my testers. Depending on how things go today I might even have this published tonight (i.e., in 12 hours from now).

I could use another couple of testers if any of you are interested. Let me know and I'll PM you a lockbox code.
2013-02-18 19:13:00

Author:
Taffey
Posts: 3187


I'll try and do my testing after work tonight.

(about eight hours from now)
2013-02-18 19:22:00

Author:
LukeCF
Posts: 790


Testers? Oh, Here!! 2013-02-18 19:31:00

Author:
Pulparindo15
Posts: 334


Please don't forget me for Beta Testing ! 2013-02-18 19:56:00

Author:
Gwaeron
Posts: 170


Testers? Oh, Here!!
Please don't forget me for Beta Testing ! Thanks! PMs sent.
2013-02-18 20:43:00

Author:
Taffey
Posts: 3187


Well i guess its too late for testing now, i just wait for the final product.

Just wanted to say i looked into this thread from time to time and it was quite interesting to follow it, and the level looks very promising...

omg. the first post is from july last year haha... what a project...

Offtopic:
I allways thought u were a girl... "taffey", well, it sounds kinda feminine lol but after listening to your podcast im 95% sure u are a man
2013-02-18 22:37:00

Author:
Rough-Tea
Posts: 422


Just wanted to say i looked into this thread from time to time and it was quite interesting to follow it, and the level looks very promising... Thanks, I hope the final product lives up to the hype. It's been a fun process maintaining this thread - it gave me a lot of motivation to make regular progress!




omg. the first post is from july last year haha... what a project...Well, actually December... 12-7. I can definitely see the confusion given the combination of date and different date formats. I had the idea in November and have been working on it nonstop since then so it's definitely been a project.




Offtopic:
I allways thought u were a girl... "taffey", well, it sounds kinda feminine lol but after listening to your podcast im 95% sure u are a manThanks for checking out the podcast! I hope we didn't put you to sleep. By coincidence, I am also 95% sure I'm a man.
2013-02-18 22:43:00

Author:
Taffey
Posts: 3187


Omg!!! I got home about half an hour a go and been catching up on forum
Stuff......and I FORGOT I had to test this out!!! On it!
Oh, and wait.....John, youre a guy!? Omg, **** it, I don't think I fancy you quite as much now knowing that

Love, Broken hearted.
2013-02-18 23:06:00

Author:
Shade_seeker
Posts: 328


Well, actually December... 12-7. I can definitely see the confusion given the combination of date and different date formats. I had the idea in November and have been working on it nonstop since then so it's definitely been a project.

omg facepalm... lbpv wasnt even out that point lol (maybe the beta)... since i joined lbpc in the end of november this was one of the first few threads i imagine reading lol... u know the date format gets written differently in german and english... allways get confused with that.


Thanks for checking out the podcast! I hope we didn't put you to sleep.

I have to say i rarely ever listened to any podcasts... i could even count 'em on one hand... but it turned from being weird, to quite interesting and sometimes even fun ^^ well i only got interested cause shade_seeker got interviewed lol and that 50% of time it has to do with lbp lol

offfftoooooopic!
2013-02-19 00:39:00

Author:
Rough-Tea
Posts: 422


Offtopic:
I allways thought u were a girl... "taffey", well, it sounds kinda feminine lol but after listening to your podcast im 95% sure u are a man
Only 95%? Mmmh...
BTW: I've played the level and ... WOAH!! I'm out of words. It made me laugh, mourn and sneeze at the same time!
Tomorrow I will write a nice review!
Or a evil and 100% destructive review, muahaha!
2013-02-19 04:04:00

Author:
Pulparindo15
Posts: 334


Hey there Taff, despite having played thru the openning of your level probably a dozen times already, here I am playing it again, just to you know, get the whole story straight thru.

One thing I noticed though, you have back touch enabled, so I keep seeing that stupid green circle appear over your finely crafted level. I don't recall retouch ever being used in your level (unless you added it to the last new section I never got a chance to test out), so you might want to turn off the rear touch option, so that stupid green circle won't pop up.

Just a suggestion!

(by the way, the level got it's first heart, and it was from me. )

Another bit of feedback : This time about the part I never got to beta test.
The logic puzzle on hard actually took me a little bit of time.
What would be a nice option is to move left and right not only while the logic goggles are off, but also while they are ON.
Not really something you HAVE to do, but it'd be nice, and make following the 'lines' of your logic a little easier.
2013-02-19 05:46:00

Author:
LukeCF
Posts: 790


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