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Idaho Sack and the Temple of Time Travel

Archive: 10 posts


http://i0.lbp.me/img/bl/620a296fcd9db333671660154d78ab8b1bfa36a9.png
Idaho Sack and the Temple of Time Travel (http://lbp.me/v/hrz2xb)

Explore a temple through three different time periods in the puzzle platformer.

This level uses a time travel mechanic that I created from scratch. I hope people like it.

http://ie.lbp.me/img/ft/3be26d3e5a05c90831234c8eb2c4175f8da44d06.jpg

http://i3.lbp.me/img/ft/613b2b819c82bd424a8e8cd9e4032bf19ea01192.jpg

http://i3.lbp.me/img/ft/db35887b0d76073d5bbd33282e6ae008b33473fa.jpg
http://lbp.me/v/hrz2xb
2013-06-01 21:01:00

Author:
TheClassiestHobo
Posts: 51


Queud because time travel

Edit: Nice level, time travel mechanic is ok, you must sometimes switch between all the timezones to finish a segment, which is a good thing overall. The ennemies are not a real danger; making the robots more hostiles could have added a bit of urge to the "future" part.

I somehow managed to get myself out of the sackbot and couldn't finish the level... I'll retry later.

http://ia.lbp.me/img/ft/91a396917439151d6948fce947f02e047ca52f0f.jpg

I don't know how it broke, but it looks like the checkpoint failed to detect the sackbot's death. The controllinator was still present but stuck in the chestnuts.

Good job overall!
2013-06-02 12:09:00

Author:
Djibees
Posts: 189


I played this the other day and thought it was an interesting concept of having to travel three different time periods in order to reach the goal, very cool. I didn't care for the design of the level OUTSIDE the temple, it was...plain? Instead of a 3-wide flat area, what about 3 different layers, each of varying heights and contours? The inside of the temple was pretty cool and I really dug those alien ships. Great work on it.2013-06-05 05:55:00

Author:
biorogue
Posts: 8424


tips by bio should never be ignored , looking forward to this 2013-06-05 07:23:00

Author:
L-I-M-I
Posts: 611


I have this and several other's queued up, so I'll get to them eventually. XD2013-06-05 17:53:00

Author:
Kato
Posts: 732


I egree with you bio about the beginning being a bit sparse in the first part. I wanted the trees to stand out so you would notice that time had changed easier, also I wanted the sky, which is a different color in each time to stick out. It may have been a poor choice. The original designs did have the robots attacking you but it became a glitch machine when interacting wit the mechanic that actually controls the time travel so I had to change that as well.

EDIT:

wow I just realized I responded to two peoples feedback as one person. Anyway as far as the glitches go it just happens sometime. I did the level almost just to see if I could make it work. It did work but man it was rough to get the glitches gone. I have played it through at least 100 times and I thought the glitches were gone. The one you described I have no idea what caused it. Its strange some people feel a similar way about the mechanic that it is just okay and others love it. Some people tell me it is their favorite of my levels and others are just eh. Personally I am proud of it because it was really hard to figure out how to make it work and I like the art design of the temple. But as far as playing it I prefer a more platformy less puzzley level myself.
2013-06-06 01:30:00

Author:
TheClassiestHobo
Posts: 51


It didn't occured to me that making the robots attack would make them move, and thus make time travel more hazardous as you could teleport directly into their attack zone.

I replayed (and finished) your level, and I think I found why the level glitched: the spikes are a homemade object, that seem to kill you only when the sackbot touches them (because the sackboy out of controllinator has no harm in them). That works well. But the chestnuts are a MM object that also kills the sackboy while he is in the controllinator, so the controllinator stays empty and stuck in the chestnuts. I may miss something, but if you put your own spikes instead of chestnuts, maybe that would'nt glitch anymore in this place.

I said the timetravel mechanics were ok because I think they can be improved slightly (less time between transitions), but who am I to judge? You can be proud of your level. Had you joined two months earlier, you could have had a good place in the Time-travel contest (https://lbpcentral.lbp-hub.com/index.php?t=78296-LBPC-Contest-10-A-Stitch-in-Time)!
2013-06-07 13:40:00

Author:
Djibees
Posts: 189


Yeah I agree about the mechanic just being okay. Its on of those levels ha ad a lot o glitch issues so some of the stuff is the way i is because it had to be. The time travel switches probably should be faster but I had to make the lights go out for a certain amount of time so the camera switching between the different layers wouldn't be so noticeable. I would and the reason the spiral animation takes so long is the portal actually has to fall from above and it takes a second to get to the ground. You are definitely right about the chestnuts I do need to change that. Also I really don't mind the criticism, I am one of those people who take it well and I want my levels to be as good as I can make them. I knew about these issues before you brought them up but hearing what other people think really helps. I would have already fixed all this stuff but honestly I am afraid to tinker too much because I might break the level all together. It a level I might want to remake or make a sequel to in order to do better. I queued some of your levels they look great.2013-06-07 18:23:00

Author:
TheClassiestHobo
Posts: 51


This one was neat, but a bit hit and miss with me. I liked the Idea a whole lot, but the time switching was a little prickly. Without knowing where you're going to respawn when you do, or what condition the temple will be in, it's difficult to discern. Concept wise it's fantastic, but execution a little thin. I think the idea here is really great. You ought to consider a Ver. 2 using sticker panels and emitters to change the environment so there's no controlinator jumping. 2013-06-10 14:18:00

Author:
Kato
Posts: 732


I actually had a version that worked pretty much exactly that way and I think I could have mad it work but I wanted yo be able to use three different materials for some stuff like wood, also the felt that changes only lets you set it to two colors not three I started it and I wasn't so happy with the three time periods being distinct enough looking so I scrapped that version and tried this. I agree it isn't great and could be much better but this got far enough along that I didn't feel like I should start over once more. I probably will one day but at the moment I am trying to stay away from LBP create mode so I can devote more time to working on my own indie game project using unity game engine. I love LBP so much if I start i will eat a month up easily working on levels. Just so you know I wasn't bringing up my own project to brag I have been meaning to ask if you ever looked into doing that sort of work I takes some programming skill (which you might already have..I don't know) but a lot of that stuff is easy enough to learn if you look at it the same way you look at learning LBP create tools. Your stuff is great and there are lots of teams out there looking for people and it is easy to work without living near each other if you are motivated. I recently started a team with some other guys in my classes at school and just the ability to develop an idea as a group is really great, if you like your team. I have been in some teams with monsters. Anyway think about it if you aren't already doing it.2013-06-10 19:13:00

Author:
TheClassiestHobo
Posts: 51


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