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Electronomicon DELTA

Archive: 19 posts


PSN ID: stackford
Level: Electronomicon DELTA

Hey guys - I'm new to the forum and would like to share my level. If people leave feedback I'll happily reciprocate in the planeteer spirit!

It's only my second level - so don't shred me, constructive criticism, however, will be warmly received. There is a slight problem - it's totally overheated!!! Any changes will mean some judicious deleting, so may take some time. Seriously, if I add a sticker it blows up on me, lol.

This level is the sequel to my first - Electronomicon (beta). If you want to see me getting to grips with the bells and whistles of the level editor, it's laid bare for all to see in there.

http://img12.imageshack.us/img12/5606/aphoto15.jpg (http://imageshack.us)http://img16.imageshack.us/img16/2252/aphoto8.jpg (http://imageshack.us)
http://img19.imageshack.us/img19/6712/aphoto9.jpg (http://imageshack.us)http://img4.imageshack.us/img4/6502/aphoto10.jpg (http://imageshack.us)
http://img22.imageshack.us/img22/6117/aphoto12.jpg (http://imageshack.us)http://img100.imageshack.us/img100/2019/aphoto13.jpg (http://imageshack.us)

Thanks in advance, and I look forward to exploring all of the levels cooked up by you crazy sack-folk!
2009-02-12 19:32:00

Author:
Boogaloo
Posts: 254


Welcome to the forum! I just finished playing through your level a couple of times and I have a few thoughts to share. First, I loved the look of your level. I can understand why it's about to overheat, as you've packed it with detail (and debris!). The theme is nice though. I did find that some of your switches looked a little out of place since they were so brightly colored compared to the rest of the level. I guess that does make them easy to find though.

The parts I loved consisted of the crane segment, very sweet, the roller skate, and pretty much all the other moving platforms and walls. They were all very well done.

I did run into a few issues, including one right off the bat. In the very first room, I jumped down and grabbed the switch which released the key before every crossing the rooms and hitting the switch for the floor. This meant a restart. I also was able to fall through the electric flooring under this section. Maybe it's only 2 layers think as opposed to 3.

Another issue concerns the horizontal elevator (can it be an elevator if it goes sideways?). If the player jumps in, hits the switch and then jumps back out, I believe they will get stuck. I must admit that I didn't actually get stuck, but I did jump out on accident and then jumped back in. It appeared that I would have been left behind though, because the switch was a two way and I had flipped it to move forward.


Other than those two issues, I really enjoyed it and thought it was well done. Good job.
2009-02-12 20:49:00

Author:
mrsupercomputer
Posts: 1335


Wow! Awesome level! I playied it now, and it was very cool! The grapich was great, excellent work! You used very well the story items, materials, and you made some cool stuff! The gameplay was very good, the "circle colored keys" are a good way to open doors You used very well stickers too, if you add other soundeffects, you can make the true atmosphere of an "odl factory" or similiar! The soundtrack you chosed was good for this kind of level
Very cool level, funny and great to see: 5/5 stars
If you can, try my level: Sack Quest! The link is in the signature, search xDante95x or Sack Quest - The Pricne and the AllSouls Stone - Chapter 1
2009-02-12 21:22:00

Author:
Dante95
Posts: 504


Hey, just played through your level.. I liked it alot.

Very good use of materials, the level is really well made and well put together.

I Had the same problems as supercomputer as far as grabbing the switch too soon, and having to restart.. Even as far as falling to the ground...

also, not sure if it was just glitched or if I just couldnt figure it out, but right after all the cranes, when your in the first room and you jump up to the second room, what do you do from there.. I could see the key in the top right corner, could grab the hook to get the bubbles in the top left.. but after that I was stuck..

Tell me what to do and I would like to finish the level,..; Thanks.
2009-02-13 03:43:00

Author:
Madafaku
Posts: 738


When you grab the hook to get at the bubbles on top of the airlock (that's what I'm calling it, lol) at left - there is a grabbable swingy thing up there too. It a bit dark I guess. When you grab that, a red circle key appears, and it fits in the circle lock on the right side, which opens the staircase enabling you to grab the triangle key and open the airlock.2009-02-13 13:42:00

Author:
Boogaloo
Posts: 254


Hi! I just played your level.

- - - - - - - - - - - - - - - - - -

+ The bridge at the start really sets the mood for the rest of the level. Everything looks really good. I don't see much people using the story stuff in a good way.

+ The lightning is well done!

+ Good use of the stickers.

+ Good mix of exploration/platforming.

+ I liked the part with the multiple cranes.

+ The mechanisms for doors, elevators, etc. are great. The last door before the scoreboard is my favorite.

- - - - - - - - - - - - - - - - - -

- Same bug as mrsupercomputer and Madafaku as far as grabbing the switch too soon, and having to restart..

- Again, as mrsupercomputer, I was able to fall through the electric flooring under this section... you should add a layer.

- In this same room, after I pushed the key into the hole, I had a hard time going on the right layer to continue. It seems there's a hole somewhere in the floor and I fell into the electrified floor more than once.

- - - - - - - - - - - - - - - - - -

Very nice level, 5 stars and a hearth.


Since it's a F4F thread, take a look at one of the levels in my signature. Thanks!
2009-02-17 02:45:00

Author:
JackBurton25
Posts: 116


I've added pictures above, and have also addressed the issues raised in this thread. I've even managed to carve out an extra bit of thermometer space, so if more changes are needed it shouldn't be a problem.2009-02-25 23:07:00

Author:
Boogaloo
Posts: 254


Wow, beautiful level! The keys added a nice puzzle element to it. There were a few moments where I had to really take a look around to find out what to do next. I didn't have any problems or restarts though. My two favorite parts were the cranes and then the flipping platforms going diagonal like stairs. I also liked the round pieces on wobble bolts that you had to ride around in the carved out space. You doors were also all very well done. 5 out of 5 and hearted!2009-02-27 20:25:00

Author:
The_Pemp_Wei
Posts: 13


This looks absolutely stunning from the pics. I'll have to try it out tonight and leave you my thoughts.

FEEDBACK:

Visuals: Wow. Period. Very nice artistic design and very polished. Simply stunning. I could elaborate, but really everything is as perfect as it could be... rooms, cranes, platforms. All gorgeous.

Gameplay: I really like what you did with the puzzles here. The basic concepts we've all seen in other levels time and time again, but you put a very nice, original spin to them. They truly feel like part of the level. In other words, thematic puzzles that fit with the visuals nicely.

That being said, there are two small things I think you can improve on. One is the green triangle/red circle puzzle after you are hoisted by the cranes. To get the red circle you have to grab a fabric hoist that is almost impossible to see in the dark. I was stumped here for at least 5 minutes, and I had collected the prize bubbles up there already, which means I walked right by it and didn't see it. The second issue is the flipping sidewalk & flipping stairs. This is very very tricky. I almost had to restart, despite the double life checkpoint. You don't want people restarting this late in the game, they likely won't and worse, will leave you bad ratings and tags. Slow the timing down on your wobble bolts. If I have a hard time with it (I'm 28), I can guarantee you younger kids won't be able to pass this.

Regarding cameras: One spot I felt needed a camera was the ground level crane where you stand and wait for it to dangle over your head (one of the first ones). I would have liked to see it coming. There was another buggy camera right at the end of the level (at the circular door). After I flicked the switch, the camera was stuck on the door/scoreboard and I couldn't see to get back over to the left to grab the 'X' switch. I ended up jumping back over blindly to my death in the electricity below.

Story: Well, there was none. This is a matter of personal opinion, but I think every level should try to aspire to have at least *some* plot. Even if simple and mundane, it adds motivation to finish the level. Still, without a story, this level is fun.

Overall: Excellent job. Your level is a work of art. With the few tweaks I mentioned above I think you can really make this stand out. 5 stars & hearted.

I'm currently taking F4F on my level "Shadow Moses: Site B" if you're interested. Great job!
2009-02-27 23:03:00

Author:
Thegide
Posts: 1465


I thought this level was awesome. Hearted!!!

I liked the details from the start, from the extreme darkness one minute, to the blown out lighting the next. I thought the skateboard was a little hidden - which seems to be a theme in this level... very little hints on where to look for things.

But the skateboard thing is the first time you get to a spot and can't figure out where to go immediately, because something is hidden.

I don't know if you should keep it this way, or add a magic mouth suggesting that people won't be able to jump that high no matter what, and should look around...

I would hate for someone to be giving you a lower rating because the way isn't clear enough...

The only thing I didn't like was at the end, you had the camera set up so that you cannot see where the switch is to get to the end, and it is very easy to get stuck there before you can jump up.

Anyway... Loved the level.
2009-03-01 00:48:00

Author:
dobi6
Posts: 359


ok man... 5 stars and hearted! i truly enjoyed this level, i had no problems finding any of the little things, but i could see how that thing in the dark (the key thing up to the right on that room) would be difficult to see. maybe make a burnt out light flickering on and off nearby which will illuinate it for a bit?

the only problem i had was once i turned that switch next to the scoreboard the camera wouldnt let me see to go get the x switch key thing.


I'd like to mention that the cranes gave me a feeling of vertigo, good speed, large diameter swinging motion, it really gave me a thrill to use those.

All the doors and things... they have overly complicated opening and closing patterns which makes them really stand out. the doors were so cool to watch as they opened and closed, everyone was talking about how nifty it was. if i could say one thing though, i would attach those doors to an "and" switch, with a player proximity switch set to "require all" so that if anyone jumps out after pulling the switch it will go back to it's original position.

anyhow, the puzzles, and the look and feel of this level really are amazing. when you said our creation styles are very different when you posted on my hungry hungry capybara level, I must admit that you are right... but not for long, this is a level i can really learn from. great job!
2009-03-01 02:24:00

Author:
TJapan
Posts: 225


As promised, I checked out your level this weekend, and I must say, I really quite enjoyed it!

The good stuff:
- Great atmosphere and visuals. The level felt dangerous, deadly.
- The level design was really well thought out; the pacing was just right, the action never slowed down and the sense of danger was present all throughout.
- Loved the cranes!! It was awesome swinging from those.
- Fun puzzles and platforming!
- It's also cool how you rewarded players with score bubbles after solving some of the puzzles.
- I really loved all the machinery. All those moving mechanical thinggies made me feel like I was inside a death factory or something. The transition between areas is also really cool (like, when you take an elevator to get somewhere, or when a huge door swivels opens to reveal a new set of challenges, etc.)


I don't really have any major complaints about this level. I think your level is fine as it is. But I guess one thing that could make your level even cooler would be enemies... Also there were some areas that were so dark I had no idea what to do next... but I guess that was part of the puzzle.

Gave your level 5 stars and a heart!
2009-03-02 14:33:00

Author:
mostevilmilo
Posts: 131


This level is insanely good... it looks like a gorgeous, stylishly lit, and more mechanically complex version of Metal Revolution or The Bunker etc - the puzzles, mechanics and platforming are all perfectly implemented together, and everything is well designed, with a nice layout and alot of complexity and visual flair. There's even a part where you use a trigger to queue in more instrumentation on the music, which is an MM technique that is so vastly underused and overlooked.

This is a perfect balance of careful craftsmanship and technical understanding, polish, complimentary material selection, and a great understanding of the importance of symmetry, proper lighting and making the environment feel engaging by making the simple actions of opening a door and progressing a cool mechanical sequence. You have, by far, my favorite visual style of any creator right now, and have the understanding of great level design to compliment it.

Of course, I wish it were longer, but it's certainly not short, it runs smoothly from beginning to end and as always the consequence of having gorgeous lighting and tons of custom, hand crafted detail, and moving mechanical parts is having to find a way to wrap things up quickly.
2009-03-04 21:27:00

Author:
Unknown User


I'm totally stoked by the gnarly (that's quite enough skate lingo - Mod)

*sigh*

I really appreciate the positive feedback this level has received, especially coming from such a distinguished group of creators, and the advice I've received has helped me to not only polish the levels I've published thus far, but also immeasurably aided me in the planning and building of future levels. Thanks to everyone for taking the time to play and comment on my levels.


There were a few moments where I had to really take a look around to find out what to do next.

I'm still tweaking that! I want people to try something, and when it doesn't work immediately try something else - not wander about nonplussed. It's a fine line, lol.


Your doors were also all very well done. 5 out of 5 and hearted!

Thanks! This level, my second, was really about getting these mechanisms polished and smooth.


Visuals: Wow. Period. Very nice artistic design and very polished. Simply stunning. I could elaborate, but really everything is as perfect as it could be... rooms, cranes, platforms. All gorgeous.

*blush*


I really like what you did with the puzzles here. The basic concepts we've all seen in other levels time and time again, but you put a very nice, original spin to them. They truly feel like part of the level. In other words, thematic puzzles that fit with the visuals nicely.

Yeah - I wanted them to not be too taxing, but more a way of initiating an event than just progressing to the next bit.


That being said, there are two small things I think you can improve on. One is the green triangle/red circle puzzle after you are hoisted by the cranes. To get the red circle you have to grab a fabric hoist that is almost impossible to see in the dark. I was stumped here for at least 5 minutes, and I had collected the prize bubbles up there already, which means I walked right by it and didn't see it.

This is an oversight - one that I should have fixed a while ago, lol. I became obsessed with everything being attached to a switch and coming on when grabbed - I'll change the LED to a proximity switch that activates halfway through the score bubbles.


The second issue is the flipping sidewalk & flipping stairs. This is very very tricky. I almost had to restart, despite the double life checkpoint. You don't want people restarting this late in the game, they likely won't and worse, will leave you bad ratings and tags. Slow the timing down on your wobble bolts. If I have a hard time with it (I'm 28), I can guarantee you younger kids won't be able to pass this.

I'll slow it down a bit - actually the real problem is that the stairs are too steep, which does make the speed a little harsh. Maybe I'll make the intervals between each step longer...


Regarding cameras: One spot I felt needed a camera was the ground level crane where you stand and wait for it to dangle over your head (one of the first ones). I would have liked to see it coming. There was another buggy camera right at the end of the level (at the circular door). After I flicked the switch, the camera was stuck on the door/scoreboard and I couldn't see to get back over to the left to grab the 'X' switch. I ended up jumping back over blindly to my death in the electricity below.

I'll check that - It's fixed as it is to reveal the crane, but it should track more.

The second problem, the 'x' swith one, is as a result of my experiment with disappearing and emitted cameras. I've got it half right - but it's not perfect. The problem is that it's a real pain in the *** to fix, lol. *sigh* I'll just have to get on with it...


Story: Well, there was none. This is a matter of personal opinion, but I think every level should try to aspire to have at least *some* plot. Even if simple and mundane, it adds motivation to finish the level. Still, without a story, this level is fun.

Basically I was just concentrating on the little mechanical details - on how to get things to go when I wanted them to, and go smoothly. I wasn't really even paying much attention to the flow of play in the level - it just kind of happened while I was designing objects and mechanisms. I agree that there should be a narrative - especially as I spent so much time making the level look like a specific kind of place. It should have a story - and I'll be making up for this in the next installment. Also there will be enemy characters to overcome.


I liked the details from the start, from the extreme darkness one minute, to the blown out lighting the next. I thought the skateboard was a little hidden - which seems to be a theme in this level... very little hints on where to look for things.

I don't know if you should keep it this way, or add a magic mouth suggesting that people won't be able to jump that high no matter what, and should look around...

I think a magic mouth would be a non-sequitur at that stage - they should be implemented at or near the start and carried through as part of the level design, but I don't want a niggly pause in that area - I'll try to think of a way to direct people to it.


The only thing I didn't like was at the end, you had the camera set up so that you cannot see where the switch is to get to the end, and it is very easy to get stuck there before you can jump up.

Do you mean the bit that TheGide mentioned? If so, I'm on it! If not, let me know exactly where it is and I'll check it out.


ok man... 5 stars and hearted! i truly enjoyed this level, i had no problems finding any of the little things, but i could see how that thing in the dark (the key thing up to the right on that room) would be difficult to see. maybe make a burnt out light flickering on and off nearby which will illuinate it for a bit?

See above! You're right. I never had any difficulty in locating it. Probably because I put it there, lol. I'm on it...


the only problem i had was once i turned that switch next to the scoreboard the camera wouldnt let me see to go get the x switch key thing.

See above! Again! Lol. I'm on it...



I'd like to mention that the cranes gave me a feeling of vertigo, good speed, large diameter swinging motion, it really gave me a thrill to use those.

I'm proud of my cranes, lol. You can win them in the level.


All the doors and things... they have overly complicated opening and closing patterns which makes them really stand out. the doors were so cool to watch as they opened and closed, everyone was talking about how nifty it was. if i could say one thing though, i would attach those doors to an "and" switch, with a player proximity switch set to "require all" so that if anyone jumps out after pulling the switch it will go back to it's original position.

Glad you liked the doors - I wanted to make really 'wow' mechanisms. I also end up getting really sucked into designing that type of thing, and losing half the day, lol.

I don't yet know how to do 'and' switches - but I'll check it out because that does need a fix and an 'and' switch sounds perfect.


Anyhow, the puzzles, and the look and feel of this level really are amazing. when you said our creation styles are very different when you posted on my hungry hungry capybara level, I must admit that you are right... but not for long, this is a level i can really learn from. great job!

I thought the same thing about yours - I really want to make a bouncy and bright level, lol. I'll call it Happy Sunshine Joy Village. Or something not as stupid.


As promised, I checked out your level this weekend, and I must say, I really quite enjoyed it!

The good stuff:
- Great atmosphere and visuals. The level felt dangerous, deadly.
- The level design was really well thought out; the pacing was just right, the action never slowed down and the sense of danger was present all throughout.
- Loved the cranes!! It was awesome swinging from those.
- Fun puzzles and platforming!
- It's also cool how you rewarded players with score bubbles after solving some of the puzzles.
- I really loved all the machinery. All those moving mechanical thinggies made me feel like I was inside a death factory or something. The transition between areas is also really cool (like, when you take an elevator to get somewhere, or when a huge door swivels opens to reveal a new set of challenges, etc.)

I'm really glad you appreciated the visuals - and no doubt noticed the slight colour correction too - it limits the hues and gives an eerie feel. It was one of the things I noticed on yours too - not enough people take advantage of it I feel.

TheGide was right to point out that it needed a story though - because I've made it look like a setting for one!


I don't really have any major complaints about this level. I think your level is fine as it is. But I guess one thing that could make your level even cooler would be enemies... Also there were some areas that were so dark I had no idea what to do next... but I guess that was part of the puzzle.

Gave your level 5 stars and a heart!

Thanks Milo - actually I don't want people to be puzzled because it's too dark to see anything, lol - I'll tweak it.

And you're right about the enemies (see above), I'll rectify this in the forthcoming sequel, Omega.


This level is insanely good... it looks like a gorgeous, stylishly lit, and more mechanically complex version of Metal Revolution or The Bunker etc - the puzzles, mechanics and platforming are all perfectly implemented together, and everything is well designed, with a nice layout and alot of complexity and visual flair. There's even a part where you use a trigger to queue in more instrumentation on the music, which is an MM technique that is so vastly underused and overlooked.

Thanks! The Wilderness were definitely my pick of the story levels, and my favourite material/decoration set. I love pipes and vents, and also the spooky atmosphere of a place that was built for a purpose it no longer serves. I love abandoned factories and stuff like that.

I noticed while I was standing at the beginning of The Bunker waiting for online players that the music at the beginning was a simple loop - that became layered as you progressed through the stages (it takes me a while to catch on, lol), and immediately implemented it in Delta. I always try to make every mechanism or area responsive to interaction, it makes for a more immersive experience I think.


This is a perfect balance of careful craftsmanship and technical understanding, polish, complimentary material selection, and a great understanding of the importance of symmetry, proper lighting and making the environment feel engaging by making the simple actions of opening a door and progressing a cool mechanical sequence. You have, by far, my favorite visual style of any creator right now, and have the understanding of great level design to compliment it.

Of course, I wish it were longer, but it's certainly not short, it runs smoothly from beginning to end and as always the consequence of having gorgeous lighting and tons of custom, hand crafted detail, and moving mechanical parts is having to find a way to wrap things up quickly.

Thanks Ninja! It is a real pain watching your therm threatening to explode while you're putting the finishing touches on (as you know, I'm sure). I've learned a few techniques on how to keep it down a little and will be employing them in the next chapter, hopefully I'll be able to extend the play a bit, add some enemies and maybe - a boss (gasp)!

Thanks again for everyone's time, and I'll happily plough through all of your levels and give feedback - not just to return the favour, I have great fun playing peoples levels and then discussing them after.

Cheers!
2009-03-06 15:08:00

Author:
Boogaloo
Posts: 254


Just went through this twice in a row, and I have to say this is by far the most enjoyable F4F entrant I've tried so far. Very impressive visually, every little piece of detail fits this "unfriendly" mechanical environment perfectly.

- The use of decorations is the best I've seen in any level, it must have been excrutiatingly difficult matching everything up so perfectly, but well worth it!
- Brilliantly executed machinery all around the level, and the lighting and (especially) the sounds match them so well.
- This didn't occur to me on my first play-through, but there are a LOT of different materials used in this level, but somehow you managed to retain the level's "believability" and not make it look like some box stuffed full of toys and bits and pieces. That's a very hard thing to do, so extra props for pulling that off!

Two small annoyances:
- The first time I loaded up the level I was forced to restart because I assumed the route to take at the room with the swinging lights and the first red key/door puzzle would be down... so I actually grabbed the key surrounded by the dissolve material and then pulled the switch that lowers it. Then of course I died to the electric floor, and respawned and found the right way, but when I went for the key, it was under the platforms, so I had no way of progressing. You might wanna block the path to the switch below until the player can safely pull it and not lose the key.
- In the room with the exit requiring red/green keys, it took me a minute or two finding how to obtain the red key, because the grab switch is in almost complete darkness... adding some faint light nearby should give it away a bit easier, though it wasn't frustratingly long to find it after all...

Also, I'd suggest playing around with the lights of the iron bridge you start upon, if you'd add them to a switch mechanism that has switches set to speed instead of on/off, I think it would look a lot cooler visually, but this is just my opinion, YMMV.

All in all, I loved it and hearted it immediately. Great work!
2009-03-06 16:43:00

Author:
sny
Posts: 144


Just went through this twice in a row, and I have to say this is by far the most enjoyable F4F entrant I've tried so far. Very impressive visually, every little piece of detail fits this "unfriendly" mechanical environment perfectly.

Thanks!


- The use of decorations is the best I've seen in any level, it must have been excrutiatingly difficult matching everything up so perfectly, but well worth it!

Not so much difficult as time consuming (sometimes decorations just disappear for no apparent reason also) - but the pipes are a real pain to see, and take a few tries to resize when you've used varying thicknesses.


Brilliantly executed machinery all around the level, and the lighting and (especially) the sounds match them so well.

This level was a kind of workshop for machinery, the level before it (the beta version) was me just learning the basics and in this level I was pushing to perfect the look and movement.


This didn't occur to me on my first play-through, but there are a LOT of different materials used in this level, but somehow you managed to retain the level's "believability" and not make it look like some box stuffed full of toys and bits and pieces. That's a very hard thing to do, so extra props for pulling that off!

I tried virtually every type of industrial style material (metals and concretes basically) for each stage! Essentially I wanted each section you move into to have a different feel - but still look like part of the same theme. I just imagined each area as a factory, a warehouse, an empty yard kind of thing - making sure to keep the frame of the level to the same thickness and same material (rusty iron) to tie it all together.


Two small annoyances:
- The first time I loaded up the level I was forced to restart because I assumed the route to take at the room with the swinging lights and the first red key/door puzzle would be down... so I actually grabbed the key surrounded by the dissolve material and then pulled the switch that lowers it. Then of course I died to the electric floor, and respawned and found the right way, but when I went for the key, it was under the platforms, so I had no way of progressing. You might wanna block the path to the switch below until the player can safely pull it and not lose the key.

Aaaargh! I've moved the freaking switch five times already - and someone always finds a way to get to it, lol! How did you manage to switch it on? It's hanging so close to the electrified floor that I thought anyone would die instantly if they went for it...

I'm thinking of getting rid of the hanging key and having it emit from somewhere - that way if someone activates it and it falls to underneath the platforms, they can just emit another one.

Seriously though, after I moved the switch the last time I tested it twenty times or so to see if I could activate it - so well done for succeeding where I failed.


In the room with the exit requiring red/green keys, it took me a minute or two finding how to obtain the red key, because the grab switch is in almost complete darkness... adding some faint light nearby should give it away a bit easier, though it wasn't frustratingly long to find it after all...

A lot of people have mentioned this! I'm fixing it soon.


Also, I'd suggest playing around with the lights of the iron bridge you start upon, if you'd add them to a switch mechanism that has switches set to speed instead of on/off, I think it would look a lot cooler visually, but this is just my opinion, YMMV.

What difference in effect would this have? Is it a fade effect? I didn't even know the speed setting worked with LEDs! I'll definitely check it out in a bit.

Thanks for the positive feedback Syn! And thanks also for the advice.

I've written all of your levels in my notebook, and am planning a prolific feedback typing session either tomorrow or Sunday.
2009-03-06 18:50:00

Author:
Boogaloo
Posts: 254


What difference in effect would this have? Is it a fade effect? I didn't even know the speed setting worked with LEDs! I'll definitely check it out in a bit.

Yes, it's a fade effect, but depending on how you have your current LEDs rigged up, you might have to change the switch layout to get the most out of it. I found that for the best fade in/fade out effect, using a couple of magnetic key switches glued to a stick and attached to a motor bolt with a big wheel in the background containing the magnetic keys works really well.


I've written all of your levels in my notebook, and am planning a prolific feedback typing session either tomorrow or Sunday.

Only my latest (third) level is an F4F entrant, so you don't have to respond to the others if you don't feel like it. Also, the first level I made (Circular Cells) was actually done in just under four hours with a friend watching the creation process - it was an idea we discussed when we first played the game at my place, so it was really just made for the purpose of showing him how the creation process in LBP works. Even I wouldn't rate it favourably now, but I leave the decision to you.
2009-03-06 19:07:00

Author:
sny
Posts: 144


Yes, it's a fade effect, but depending on how you have your current LEDs rigged up, you might have to change the switch layout to get the most out of it. I found that for the best fade in/fade out effect, using a couple of magnetic key switches glued to a stick and attached to a motor bolt with a big wheel in the background containing the magnetic keys works really well.

I've got each light attached to a magnetic switch that's on a length of antimatter, and I've got an emitter that pops out a little vehicle with the key on it which drives along and activates each one in turn, lol. It seemed like an elegant solution at the time.

Ive been wondering how to get LEDs to fade for ages! Actually I haven't really worked out the speed setting on the switches yet at all. Thanks for that!

I usually just blast through a couple of levels from each person, so it's no trouble to give feedback. I'll leave comments on your game-board if you haven't started a thread.
2009-03-06 19:25:00

Author:
Boogaloo
Posts: 254


Wow, this is a well made level. 5 stars and a heart! I really enjoyed the puzzles. And your visual style and artistic eye make for a stunning show. Excellent mechanics as well.

I have trouble finding anything to help you improve it. The two things I noticed were really quite small hindrances.

1) When I started the first time, I wandered off to the left. I thought I saw a sticker indicating a 2x section, then I noticed one of your crane hooks and gave it a swing - ahhh... points for me - but next (thinking there was something to swing TO) I jumped up into the "rafters" of the bridge and couldn't get back down - had to retry.

2) When I put the green (?? oh the memory is going...) circle in the switch, I ended up riding with the door. I jumped off quickly when I realized that wasn't your intention, so I don't know if I was in any real danger, or if it's really worth any concern.

All in all, a fabulous effort. I look forward to more!
2009-03-16 04:50:00

Author:
v0rtex
Posts: 1878


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