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#1

Donkey Kong Country puzzles?

Archive: 7 posts


i've noticed a lot of people have used tricks, puzzles, and schemes that were based from our favorite old games(mario, kirby, etc) and i've realized, almost all if anyone has not made a level using any of the puzzles used in donkey kong country 1, 2, and 3, i played the 3 a few days ago(needed an old game revisit ) and i noticed they have lots of good ideas people could make into their own, not promoting copying or anything, just saying u could build off some things the games have done(mine cart cliff levels, lights on and off levels, floor rising levels, etc) just giving the heads up 4 anyone that might need inspiration 4 level ideas and what not, that about wraps it up so i'll stop talking and post 2009-01-18 01:46:00

Author:
jjdragon
Posts: 257


While they were the first (that I know of... I didn't branch out much back in the day), to be fair, most platformers use tricks like those all the time, and it wasn't just the DKC games. I've seen a few of the things you mentioned already used in some levels (maybe not all of the level, but whatever), though I couldn't tell you exactly which levels they were. =

The mine cart level idea would be hard to pull off in LBP, but I'd love to see it done.
2009-01-18 01:52:00

Author:
gameguy888
Posts: 159


While they were the first (that I know of... I didn't branch out much back in the day), to be fair, most platformers use tricks like those all the time, and it wasn't just the DKC games. I've seen a few of the things you mentioned already used in some levels (maybe not all of the level, but whatever), though I couldn't tell you exactly which levels they were. =

The mine cart level idea would be hard to pull off in LBP, but I'd love to see it done.

yeah i was having a massive brain fart on some of the levels when i posted , but yeah i mentioned that game specifically because it's the one i'm most familiar with, and they seem 2 implement them in real good ways
2009-01-18 01:54:00

Author:
jjdragon
Posts: 257


The idea of having a light/dark level kind of fascinated me and I tried it, but didnt work too good for me. Remember the level with the on/off barrels that when turned on, would make the crazy monsters hide?

I kind of branched from that, buit never went through with it and you all can feel free to try. I made basically a level that combined lights with emitters. Basically the concept was that you could only trust what you could see. For example....

At the start I had a platform with a slowly flickering light over it. If you tried to jump to where you expected the platform to be when the light was off, you'd find yourself falling to your death. Things like hidden walls, traps, and other dangers would only come out in the dark.

Sometimes its not just outright takign an idea form a game, but maybe using the idea to make one of your own.
2009-01-18 02:06:00

Author:
lionhart180
Posts: 200


Check out my latest level Bad Busy Beehive Business. I took all the inspiration from the hornet nest levels from DKC22009-01-18 12:32:00

Author:
BasketSnake
Posts: 2391


I'm starting to think we should make these shameless plugs infractionable. It's one thing if it has to do with topic like, "I am looking for some inspiration on a wheel style level" "My level has some neat stuff, you may like it!" thats one thing.

But plugging in a "hey check my level out" just cause it has a minor something to do with the topic, and doesn't help anyone at all... It's a bit annoying to sometimes see that 2-3 times in one page D:
2009-01-18 20:18:00

Author:
lionhart180
Posts: 200


A few people have mentioned the "stop-and-go" levels from DKC. I've been thinking of the EXACT same thing for some time now. I haven't seen it done yet, and I feel like that's something that could work so well in LBP. I know it's possible - I'm not the guy to do it, but someone out there should make this level!

From what I remember, enemies that couldn't be killed would run left and right maniacally in an area. You couldn't really get past them, you had to hit the barrel. There was a lot of red-light, green-light action.

I don't remember exactly how it worked - hang on a tick! Youtube!

YouTube - Donkey Kong Country - Stop Go Station (Stage 2 - 4)

Okay, so it's all about TIME LIMITS. You'd hit a barrel, which would set the enemies to "stop". At which point you only had a few seconds before they automatically switched back over to GO. Giving you precious little time to make your way past the sleeping baddies.

Sounds perfect for LBP.
2009-01-19 05:18:00

Author:
Teebonesy
Posts: 1937


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