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#1

Sackville's hero

Archive: 10 posts


Hello,
I've just created my first level for LBP Vita, so I thought about posting it here on LBPCentral and get some feedback (in return for feedback, no F4F limit, take a look below the pictures for more information). Something special about my level (based on what I've seen) is that there are sections where you have to switch between using the Grabinator and the Grappling Hook.

http://if.api.vita.lbp.me/img/bl/bcf6b73bf9a5c782fda0fd5655059eb98ce6f99c.png Sackville's hero on LBP.me

When Sackboy takes the train to visit Sackville, he discovers that Sackville has been attacked. He's sent away by the local superhero called Supersack to go rescue the villagers...

Tags: explosives, grappling hook, grabinator, platformer, puzzler
You can find it on LBP.me here: http://vita.lbp.me/v/c8j78

Pictures
Can be found on LBP.me, see link above.

F4F information
Please note the following:

I can only play levels in LBP Vita or LBP PSP (not that I can imagine anyone making levels in LBP PSP anymore)
I can only play levels that don't require more than one (1) player
Besides the usual, I would like to receive feedback on my use of the English language; I'm not a native English speaker so I could've made a mistake
2013-05-01 13:46:00

Author:
jpelgrom
Posts: 11


Your thread was Moderated.

A Moderated thread is caught by the auto-moderation system - any post containing a large number of links made by a user with fewer than 5 posts is assumed to be spam.

I removed them to make your post visible.

Below are the pics you posted:

Pictures
http://i5.api.vita.lbp.me/img/ft/095ff79a3888e249719ebecf13e7f5a9a8f0d358.jpg
-
http://ie.api.vita.lbp.me/img/ft/b9ef93b562ae55092541820fa621be2ef6695fc9.jpg
-
http://ib.api.vita.lbp.me/img/ft/1cbd2f4d3f318ae6a9ebd1ccad8ab2af98604f68.jpg

F4F information
Please note the following:

I can only play levels in LBP Vita or LBP PSP (not that I can imagine anyone making levels in LBP PSP anymore)
I can only play levels that don't require more than one (1) player
Besides the usual, I would like to receive feedback on my use of the English language; I'm not a native English speaker so I could've made a mistake
2013-05-02 14:30:00

Author:
Lady_Luck__777
Posts: 3458


Ooh, fancy level post! I like.
Queue'd! :star:
2013-05-02 14:56:00

Author:
nysudyrgh
Posts: 5482


Queued!! I will tell you how I liked it soon.2013-05-04 16:59:00

Author:
Kapum
Posts: 103


This is a nice little puzzle level. Some of the puzzles are alot of fun. The train at the beginning looks nice, and the platforming is not too shabby.

This is level where you have to think about how to progress, and it is a nice change of pace for someone like me, who usually just wants to platform over obstacles and chain together bubble combos.

I am not much of a fan of the grabinator, but you used it well so I can't complain.

My only gripe on this level is the camera angles are a bit off.

Especially in section two. You have to use the grabinator to throw the explosion, but you can't see what you are aiming at without jumping off the platform. Not a huge issue, but it was a little annoying to line up my throws.

Also, you should change the layer of bubbles in the grabinator sections. The bomb hits the bubbles when you throw.

Other than that, its a nice little level.

Keep up the good work, you have a potential to be a star someday.
2013-05-05 18:47:00

Author:
VelcroJonze
Posts: 1305


This is a nice little puzzle level. Some of the puzzles are alot of fun. The train at the beginning looks nice, and the platforming is not too shabby.

This is level where you have to think about how to progress, and it is a nice change of pace for someone like me, who usually just wants to platform over obstacles and chain together bubble combos.

I am not much of a fan of the grabinator, but you used it well so I can't complain.

My only gripe on this level is the camera angles are a bit off.

Especially in section two. You have to use the grabinator to throw the explosion, but you can't see what you are aiming at without jumping off the platform. Not a huge issue, but it was a little annoying to line up my throws.

Also, you should change the layer of bubbles in the grabinator sections. The bomb hits the bubbles when you throw.

Other than that, its a nice little level.

Keep up the good work, you have a potential to be a star someday.
Thank you for your feedback and the compliment!
I must agree regarding the camera angles - I'm still not sure what the perfect balance between a forced view and following the player should be. I'll try forcing the view a little bit more, and see if it works out.
The bubbles problem is not that easy to solve, because the player can freely move between layers when carrying a bomb, making it possible to jump in the right layer, not hitting the bubbles (e.g. layer 2), but also making it possible to jump in the wrong layer, hitting the bubbles (e.g. layer 3). Any ideas on how to solve this are welcome! Maybe I should make them dynamic, and use ropes to keep them in the air, as frequently used in the first games (on PS3 and PSP).
2013-05-05 19:02:00

Author:
jpelgrom
Posts: 11


Thank you for your feedback and the compliment!
I must agree regarding the camera angles - I'm still not sure what the perfect balance between a forced view and following the player should be. I'll try forcing the view a little bit more, and see if it works out.
The bubbles problem is not that easy to solve, because the player can freely move between layers when carrying a bomb, making it possible to jump in the right layer, not hitting the bubbles (e.g. layer 2), but also making it possible to jump in the wrong layer, hitting the bubbles (e.g. layer 3). Any ideas on how to solve this are welcome! Maybe I should make them dynamic, and use ropes to keep them in the air, as frequently used in the first games (on PS3 and PSP).

I would pull the camera angle back just a little and set the movement to around 30%. That way it's forced, but allows a little movement, so it doesn't look too forced.

As for the bubbles, I didn't think about the fact you can change layers. Perhaps the old lbp1 trick with dynamic bubbles and string would be a good workaround. I like that look actually.

Or you could set your logic up that when the bombs hit the bubble, they register the same as if the player hits them. Mm did that in some of their levels with the creatinator, where you could pop the bubbles with the emitted object.

Or you could just leave it as is. These are only suggestions.

Anyway, I will play this again after you make edits, just send me a message.

Glad you are open to suggestions. That's cool.
2013-05-05 20:46:00

Author:
VelcroJonze
Posts: 1305


Based on VelcroJonze/samiamiamsam's suggestions, I've changed some stuff in the level:
SPOILERS! However, quotes don't fit into spoilers, so I couldn't hide them.
Start playing (http://vita.lbp.me/v/c8j78) or just read the the information before the second heading to find out what's changed.

Small changelog
1) Forced views in section 1, section 2 and section 3
2) Bubble layer changed to avoid bombs hitting bubbles
3) Added bounce pads behind single bounce pads in order to make 2) work properly
4) Some minor design changes

Detailed (and lengthy) changelog
1) Forced views in section 1, section 2 and section 3.

I would pull the camera angle back just a little and set the movement to around 30%. That way it's forced, but allows a little movement, so it doesn't look too forced.
The views in section 1, section 2 and section 3 are now forced with player following set to 35%. Because of this you can overview the sections at once, and the platforming/throwing is now easier (the target is on screen). There are some parts with forced cameras and no player following, to make it clear what to do, but the main cameras in the sections follow the player around.

2) Bubble layer changed to avoid bombs hitting bubbles
Background information: I'm using the following numbers to refer to the layers (main layers, not the thin layers):


NUMBER
LOCATION
DISTANCE FROM YOUR SCREEN


1
Back
Faraway in the distance


2
Between the back and the front
Close


3
Front
Really close



As for the bubbles, I didn't think about the fact you can change layers. Perhaps the old lbp1 trick with dynamic bubbles and string would be a good workaround. I like that look actually.
This is actually the first solution I thought of and I referred to as 'make them dynamic and use ropes to keep them in the air'. However, it doens't solve anything, as far as I have seen. It's just now possible to make bubbles move when there's an explosion, making it even more difficult to make sure you don't hit any bubbles.


Or you could set your logic up that when the bombs hit the bubble, they register the same as if the player hits them. Mm did that in some of their levels with the creatinator, where you could pop the bubbles with the emitted object.
That would actually require to use some kind of recognition, trigger area and a lot of other stuff. I'm new to LBP's logic system, and I don't fully understand logic just yet , so I've found another solution.

The following part of your feedback made me think about the solution I'm using now:

As for the bubbles, I didn't think about the fact you can change layers.
That's something interesting to think about; most players will probably just grab a bomb and run to the edge to throw it to the target. The solution: putting the bubbles on the layer the player isn't 'using' when throwing a bomb. Example: when you use the bounce pad in section 1, you land on the button (layer 3). Holding R, running to the edge and throwing a bomb all happens on the same layer (3), unless you change to layer 2. But why would you? Based on this thought, all the bubbles in section 1, section 2 and section 3 have been moved to layer 2 or layer 3 (depending on the section). Now, a bomb will only explode on a bubble when you change layer.

3) Added bounce pads behind single bounce pads in order to make 2) work properly
In order to make sure that your Sackperson lands on the correct layer, and he/she doesn't stand behind a bounce pad because the engine thought it was logical, bounce pads have been added on layer 2.

4) Some minor design changes
This includes things like:

Edited the corners of the 'background' on layer 1 in the Cave to hide the level background
Fixed a spelling mistake
Deleted a small part of the elevator - after waiting for >20 min. the elevator would get stuck
Moved a checkpoint accidentally placed on layer 2/3 to layer 1/2
Darkness and fogginess from 0% up to 20% for a better atmosphere
All cutscenes are now skippable!




Or you could just leave it as is. These are only suggestions.

Anyway, I will play this again after you make edits, just send me a message.

Glad you are open to suggestions. That's cool.
That's a terrible idea, leaving it as it is! Your feedback actually shows the weakness in my level design I'd encountered during testing, but I never did something with it. Now I'll have to do something with it!
And I'm glad you are suggesting things - it helps to improve my skills and delete the rough edges in the level.


That concludes these (lengthy) update notes. I'll try to post some update notes here on LBPC when I make a big update, but for now have fun playing and creating!
And for those who want to play it again: don't forget you can use O (Circle) to skip cutscenes!
2013-05-06 14:52:00

Author:
jpelgrom
Posts: 11


I have not forgotten your feedback! I'll leave the F4F tomorrow, it's pretty late now and I have to go to sleep. -_-
Well, maybe not too late, but I'm pretty tired [...]
EDIT: Well, at last, here you have.
Sackville's Hero

Let's talk about the beginning of the level, looks good, the train sound is a nice touch
http://farm6.staticflickr.com/5321/8755126599_7eec3c112a_z.jpg (http://www.flickr.com/photos/93211743@N07/8755126599/)
*Ooh Nice City*
City design is not bad, but I think it needs a little more work, also, I recommend not to create levels from below (below the level, you can create your own soil with some materials and be a little better)
http://farm4.staticflickr.com/3687/8756246890_f2c73381c1_z.jpg (http://www.flickr.com/photos/93211743@N07/8756246890/)
*Ohh Nice Cit... What the?, OMG!*
The level has challenges with explosives, those two things are my worst enemies! I suck!
http://farm3.staticflickr.com/2850/8755126671_ef246843e3_z.jpg (http://www.flickr.com/photos/93211743@N07/8755126671/)
*Careful... careful...*
Well, the challenges are fine, mines need a little more work, yet it is playable, a bit confusing, but they are well done
http://farm9.staticflickr.com/8535/8756246790_c9644277f2_z.jpg (http://www.flickr.com/photos/93211743@N07/8756246790/)
*Hiiiiya!*
I recommend using a sensor player and an counter to sounds or dialogs appear only once.
It's nice to be...nice, but sometimes is better not to give prizes a bit... useless (a piece of sponge? no thanks
)
Another very important thing if you want to create the perfect setting, I recommend using the grid! is great and awesome!
Even so, it's your first level! I can't wait to see what other things you can create! you have potential! :star:
Good luck! (and I'm sorry if my review is not very understandable!)
2013-05-19 03:40:00

Author:
Pulparindo15
Posts: 334


Yay! Feedback!


(...)
I recommend using a sensor player and an counter to sounds or dialogs appear only once.
(...)
I'm not sure what you want to tell me here...
1) Use a player sensor and a counter to make sounds and dialogues only appear once.
2) Use a player sensor and a counter (with the counter resetting) to make sound and dialogues appear not just once (= multiple times).
The idea to use a counter (generating a pulse signal when the target count is set to 1) is actually the solution to a problem I encountered with the train sounds at the start of the level. I just republished the level using counters for sound effects and dialogues to make them appear just once.
Thank you for this idea!


(...)
Another very important thing if you want to create the perfect setting, I recommend using the grid! is great and awesome!
(...)
I discovered this later on... As you may have noticed, the 'third part' of the level (when you exit the cave/mountain/puzzle area) is more grid based. And the level I'm creating now is (nearly) completely grid based!
2013-05-20 12:28:00

Author:
jpelgrom
Posts: 11


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