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

Bounce & Break (breakout)

Archive: 19 posts


Hi everyone and happy new year!

Introducing myself with a new level called Bounce & Break , it's a classic breakout style game. You can break all those blocks! Collect powerups, maximize your score and finish the 4 stages present for the moment.

http://vita.lbp.me/v/-4ghe

I'm creating new stages , your feedback could be really helpfull to balance the game and for new stages/powerups
Feel free to comment it!

EDIT: I added a help section to my level !
2013-01-01 03:16:00

Author:
Unknown User


very fun, but more levels please 2013-01-01 21:42:00

Author:
frosty_greenacre
Posts: 100


Thank you and yes I will add more levels very soon 2013-01-02 00:12:00

Author:
Unknown User


Very fun2013-01-02 01:01:00

Author:
IeatFrogs
Posts: 36


Really cool level ! It works perfectly for me and it was pretty fun ! That's also enough hardcore : I just succeeded level 1 and lost in the second stage... but I will try it again ! Power - ups are also great ( 3 balls at the same time is just extremely hard ) ! I got some ideas for your next levels :
- Maybe you could do some enemies which can be destroyed with your ball and which fires some projectiles on the bounce to destroy him...
- Some platforms could also move, so it's harder to touch !
- For the other power-ups you could release one which increase the bounce speed, or one which give you an extra-live, or even a triple-shot...

I'm waiting for your next stages ! ( sorry for the bad english, I'm french )
2013-01-02 12:56:00

Author:
Gwaeron
Posts: 170


I disagree. perhaps if you made a Breakout Ultra with extra power-ups, then yes, however you've kept this classic version so smooth and well polished that the only way to improve on it would be to make more levels, that way it will help create more competition to reach the highest score.2013-01-02 18:27:00

Author:
frosty_greenacre
Posts: 100


Thank you for your feedbacks, I really appreciate! Very good ideas here! for sure my current focus is to make new levels, maybe I will try some moving bricks, unbreakable bricks or hidden bricks for next levels I will try to post new level before end of the week.
For the power ups I will wait more time to know how the current ones are received, because I think they can already be tweaked and better balanced.
What do you think about making the bounce platform a bit wider? I ask that because I would like to make the game more accessible for the first attempts ( and seems a bit hardcore on the 1rst try currently). Other solution could be to slow down the ball for the 1rst level and accelerate it gradually with levels, or to give more than 3 lives
2013-01-02 19:13:00

Author:
Unknown User


Hey there Lamirez!
Just played your level. And had to hit replay a few times, it seems that after losing my first ball I couldn't get another one out? The x button would do nothing, and R would shoot out a glowing holographic ball, that'd destroy A brick, but only the first time I pressed it. Perhaps this is a glitch, or perhaps I am just not understanding something.
If I am not understanding something, then perhaps a starting menu with a 'help' section would be useful.
A help section would also be nice to explain any and all power ups, and it seems the R thing is a chargeable meter? Which I didn't realize at first.
In other words, a menu, with a help section, would be nice.

When the level first starts up, you. an see the bottom corner of create mode. Part of it is something covered in black, but this is something that should be fixed, most simply by just moving the starting check point somewhere else, and actually covering it.

Now to the actual game itself instead of just the start up of it.
When power ups fall, it appears as if you can see the holographic material they are stuck on. This is something that should be fixed. You can tweak the material to be invisible. It's easy enough

In classic break out, when you first launch the ball, can it only go one direction? I felt like it would go what ever direction you were currently moving, yet in your level what ever direction you are going is unimportant, it seems to always be launched to the right. You should change it so that it can be launched to the left or right....

I think that is all to for complaints. For compliments, once I get the ball moving, it feels great. The ball bounces off of the walls, bricks, and paddle exactly how I feel it should, and smashing into bricks feel good.

You have a good set up here, with a little more polish it could be great though.

If you have time I'd like if you could try out my level Triple Tap Time, my PSN is LukeCF. I have a thread for the level in the ideas and projects section of lbpcentral. If you don't have the time for it, I understand. (Though I do think it'd be a good example of a menu system for you, AND I would love any feed back. Whether on here, or on LBPV.

Hope my suggestions helped some!
(And if you need any help I'd be glad to try and help at all with anything.)
2013-01-03 04:11:00

Author:
LukeCF
Posts: 790


Hi LukeCF,
Thank you for your big feedback, really helpfull! I will answer to you this evening (because I have to go work ) but I fixed the glitch of the 1rst ball (yes it was a glitch!). I think it will work better now

EDIT:

Hi again LukeCF,

As I was saying on my previous reply, there was an issue with the spawn of the 2nd ball, this is fixed now so I think it should be easier to understand the mechanisms on life/respawn and R shoot.
You're right a help section would be nice and make the powerups and Rshoot more understandable, I will try to make something.

For the level start up I added a black material in front of the checkpoint, camera and controllinator, I don't know exactly which part you think but I will try to make the black square bigger (or maybe you speak about the stage1 startup?) My concern is during the first black screen on the game launch, I have a 5 seconde hud appearing from the sackboy and I don't know how to fix that exactly (because I need to transite to a camera far away from the sackboy.

For the powerup material in fact it was intended at the beginning to see them better, and now I would like to make the material invisible. I didn't take time to make it but I will find time Also powerups icons (not the powerup itself) are spawned from objects that are already spawned and I didn't find a good way to update this kind of object without losing a long time. I managed the powerup themselves differently so I can balance them easier (time, frequency, size,etc...), but not the powerups icons.

For the first direction of the ball I completly agree with you and I try to make something !

For sure I will play your level with pleasure and try to make feedbacks as good as yours (and see your menu also)

Thank you again for your helpfull feedbacks !
2013-01-03 19:41:00

Author:
Unknown User


If you need any help with your logic I will be glad to help!

And I understand the difficulty of changing objects that at emitted from something that is emitted. In my level I have about 7, 8 layers of emitters buried within my logic circuits.

You have black covering it all, yes, but it is zoomed out to the point that you can still see the walls of the create mode level, maybe if you make the checkpoint somewhere off in the air, put sack boy in a box or controlinator, and then put black big enough to for sure cover the WHOLE screen, it'd be a little bitter. Do you understand what I am saying, or am I not being clear enough? :/

Not that the only one ball glitch is fixed, I can't wait to retry your level.
2013-01-03 20:05:00

Author:
LukeCF
Posts: 790


Ok thank you, any help is welcome so I will certainly prepare some questions about logic for you Wow I'm impressed for the 7 layers of emiters !
For the black screen I see what you mean and I will polish it!
Hope you'll have more fun now the ball is fixed
2013-01-03 22:52:00

Author:
Unknown User


Hi Lamirez,

i allways enjoy a good breakout game from time to time.... u got some good quality going on... it really works quite fine... made it to the 3rd stage... i dont think its that hardcore or difficulty, i just lacked concentration for a bit [u want people to come back, so u better not make it too easy]

Maybe some menu, with explanations of the different items would be nice... allthough everyone can easily figure it out themselves, but it would give your level a nicer touch tho.... ( the first item that dropped for me was a red star... and i thought... hey cool, a star... stars are allways good ^^ than realizing red =bad)

All whats needed here is MORE ! more! more! more! ^^
(I would liked it if u insert moving blocks... )

Very good level, man.
2013-01-04 23:22:00

Author:
Rough-Tea
Posts: 422


Hey lamirez, I was bored so decided to make a simple little help thing ie for you.
I made a (copiable) level that has a little block that moves left and right, and can spawn a ball moving left, and one moving right based on what direction your moving.
It's really simple to do, but since you didn't include it from the get go, I figured maybe you had issues or some thing?
It's on my moon (LukeCF) and is just called short demo for Lamirez.

I was just bored, watching TV, and I figured, what the hell.
So uh. Yeah.
2013-01-05 01:01:00

Author:
LukeCF
Posts: 790


Hi Rough-tea,
Thank you for playing and enjoying my level ! I definitely have to make an help menu to explain the powerups (sorry for the first star you had I though the red color was enough ).
Also it's cool that you find the difficulty ok and I agree with you to not make it too easy for more challenge .

Hi Luke,
Really cool I will copy your level to have a look and maybe integrate them. For the moving block and direction it was just a lack of time but it's is feasable for sure ! Thank you to spend time on that

Edit: I tried your demo and yes it can work in this way, my concern it that the ball is already spawned when you can launch it( and I don't want to make a fake ball ball that disappear for the real ball at the launch), but I think it is feasible directly in the ball mover logic with key detectors that can change the first direction. Anyway your demo help me thinking about that

I plan to make a new level today (with moving blocks), and maybe the help section. I also think I will add 1more life because of the 1more stage. I keep you update when it will be published!
2013-01-05 10:24:00

Author:
Unknown User


I actually have a question about your ball. When you first start out, and your ball is 'stuck' to your paddle, moving left and right with it. It doesn't stay in the center of the paddle. If you move left it goes slightly to the right and if you moved right it goes slightly to the left?

Was this a choice done on purpose or a bug/flaw in your logic? Just curious.



Oh! And another idea... you know how people are asking for more lives? You could make it so that when you reach a certain point score (say about the amount of points a player should have after the first level and a few green stars) you get an extra life. That way the player feels rewarded for getting to that point. Just an idea.
2013-01-05 12:56:00

Author:
LukeCF
Posts: 790


Yes the difference of speedup between paddle and the ball is intended (like for the larger paddle powerup). In fact at the beginning, the ball is following a key on the paddle, but with a 0,1s delay.

For the life I will think about a logic system later to gain lives, but now I can just put more lives

EDIT:
I've added a help section to my level
2013-01-05 13:27:00

Author:
Unknown User


Hey Lamirez. Luke here again. I recently had an hour long car ride, so I decided I'd play your level some and look for any other glitches, or things that could benefit from some smoothing over.

And I did find a few things.

First off, a bug. I was playing the level like normal, just going along, and my ball is headed for the top right corner. Like EXACTLY the corner. And it appears to just go straight out of the corner. I have no clue why or how it did this, but every few seconds I'd get a point into my shooty thingie, and so was still able to finish that stage. I'm sure this is just some SUPER rare bug that I just hit out of sheer dumb luck, but it's worth taking a look at probably.

Now another thing, probably one that could be classified as a bug. I was playing. And I missed hitting my ball, so I should have lost a life. But right after my ball exploded, a Multi Ball powerup landed on my paddle. It launched a new ball, and I lost no lives.
May I suggest that all powerups and Point Stars be destoryed when you lose a ball? This way when you lose a ball you can't casually collect any powerups that are currently falling.

One last thing: I fear your Multi Ball powerup is a bit... Over powered. Not because having two balls is in itself over powered, but because they BOTH fill up your little R shoot power.
It'd probably be a complicated little piece of logic, but if there is a way to make it so only one ball adds points to your R shoot it may be a little more balanced. Really though that's just me being nit picky.

(By the way how is adding more lives coming? I can't seem to reach the end of your level >.< I must suck >.<)
2013-01-09 02:10:00

Author:
LukeCF
Posts: 790


Hi Luke,

Thank you a lot for replaying my level and for reporting bug you encountered!!!

For the ball going out of the screen another person had this bug and reported it to me, I tried to reproduce it many time in play mode and edit mode but I never succeded to reproduce it, so yes it's a very rare bug but not so unic!! I will make new tries to fix that asap!

For the case where you can lose a ball but grab a multiball powerup at the same time (or a very few time after) in fact I found it cool to not lose a life for that. But for sure I can make a try to destroy all powerups on screen when you lose ball, should not be too hard to do

Yes for the multiball bounces overpowered I agree with you, but it is fun also I can make a test easily because the multiballs are different object than the first paddle ball, if it's more balanced I will integrate it.

I already republished the level with one more life + help menu (maybe you played your downloaded version in the car ). So you'll be able to retry it with 4lives, I think it's less hardcore now (it was very hard with 3 lives) but I'm thinking to add a new one again depending on the average score of players. Hope you will see the 3th level with lot of random bounces and the 4th level with blocks that change colors
2013-01-10 20:16:00

Author:
Unknown User


I was playing my downloaded level, yes.

I got to the fourth level, but could not get past that one. The version I had downloaded was still only three lives. I need to redownload your level and try again, but I really want to finish my level first.

This week I started school back up though, and so now my university classes are in full swing, and I'm working so my life is kinda busy right now.

I'll try to redownload your level and see if I can beat it though!

(As for the multi ball thing, the difficulty I believe would not be making them no add points to your thing, but making sure that once you lose a ball, which ever ball is left be it the orignal or the new "multi" one, keeps on/starts adding points to your R meter)
And if you don't change it, like you said, it IS fun XD

Oh and I thought of something else that might be a nice option to have.
Controlling the paddle with the D-Pad. You could make it so both the anolgue stick, or the D pad moves the paddle that way people have a choice of which they want to use.
2013-01-11 03:28:00

Author:
LukeCF
Posts: 790


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.