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#1

Old school remake

Archive: 10 posts


After talking to fellow sack-'engineers' (people sharing their knowledge of specific 'things&apos in a few catagories.
I've started a few projects off of one idea, Branches of the same tree producing different fruit. I think thats the way it should be, Learning.

In the growing of ideas, I thought it would be cool to have a "Space Invaders" game/level (old school).
Something simple: Same view, same controls, same amount of enemies (guys coming from top>down), points based, every level getting one second faster than before. After five rounds, a 'boss type' (multi-hit). Extra 'baddies' will fly across for extra points/weapon upgrade/life. Backround will change per level. Could go 20+ levels (or until impossible). Unlimited time, number of lives based (3 start w/gain extra).
It would slowly get harder.

Fun, Challenging, various way of playing (not a start go, push gas you win type), replayable.

Instead of making level copyable, just give away 'level items' as prizes. If you beat the last level, you will have all the pieces to 're-build' the level (If you want the level, you have to beat the level). Replay value.
2014-10-08 15:49:00

Author:
valious2corvus
Posts: 171


I like the idea, fairly simple build. I believe the kart can be 'locked off' to enable side to side movement only within the tweaks menu. Or just go for fps style and forget the kart completely. With it being simple it would be good, in my opinion, to make the space invaders 3d though, and/or go all out on destruction effects.2014-10-08 16:34:00

Author:
Scorpio1357
Posts: 460


Ought to search for it to see if there's something out there that already does what you're thinking. See how you can expand and enhance the concept.

Haven't played it, but this one looks faithful to the original: Space Invaders (https://karting.lbp.me/v/7e4d).
2014-10-08 17:34:00

Author:
StJimmysAdiction
Posts: 388


Just checked out that 'space invaders' level/game.
The picture is deceiving.
It's a 'ground sticker', open concept 8 player battle arena. weapons on each spot on sticker.
No walls, no hills, no obsticles.

Will be searching for more levels, for simular actual concept.

- - - - - - - - - -

Just texted searched 'space invaders' on LBPK, and played all the levels with that title.
Out of all the levels, there was only one that had the 'space invaders' feel. It was only a race, but there were some 'same style baddies' scattered across track as electrified obsticles.
I think I will be giving the 'space invaders' concept a trial build, just to see what I can do.
2014-10-08 19:05:00

Author:
valious2corvus
Posts: 171


Try this one, not old school, but very well realized:

SackWars-Flight (https://karting.lbp.me/v/7uz) from LBPK_Community
https://lbpk-production.s3.amazonaws.com/player_creations/10187/preview_image.png
Are you ready to control a space craft? Use the R1 button to blast through enemies and shoot the red targets for maximum score. Use the right analog to barrel roll your way out of trouble.
2014-10-09 16:26:00

Author:
gipsy
Posts: 408


It's a very clever level with a 'rolling' neverending horizon and is also copyable!2014-10-09 16:51:00

Author:
Scorpio1357
Posts: 460


Just tried that 'Sack-wars' level. Didnt realise I played it long before. It's different, and crafted great but it's not space invaders.
Copied it to look at the build, it's way to complex to understand. And there are objects 'outside of reach'. I'm thinking they did that on purpose, and all the pieces are individual pieces (non-grouped). So you cant even 'grab' them and move them to understand their purpose.
*Gave me an idea: for 'landscape/backround' scrolling, you could probably make multiple pieces attached to each other and 'push' them outside the constructionable area (outside the sandbox). and use piston/s to slowly bring it in (untested).
-building in a blank level you can 'shoot' outside the sandbox, it goes until it blends in the 'sky' border beyond playable/accessable area. using the same concept but backwards, bringing objects into the level.

Have been playing with the control concept.
Tried using a piston to control L/R movement... fail had 'warping' issues go to far right, vanish appear on left.
Tried multiple kart controls, tank, direct... fail.
I decided to use 1 rocket on a non-kart object to go left and right. I crafted a forcefield 'harness' to hold 'shooter' in place (minor tweeking compared to above tests).
I am tying to make everything simple and clean.
For controls, 'kart controlinator + kartinator', '2 transmitters', '2 receivers', '1 rocket', '1 emitter', '1 game camera'. Simple.
A few extra logic pieces might be added, for healthbar, damage, respawn... undecided.

I was thinking about the 3-d concept as mentioned, I testing out an angled far looking play camera. With the angle I can add a 'jump' motion to the badguys that are slowly coming in their toward downwards side to side movement. When you go to shoot the first line, they could jump out the way if not timed. Thinking about sticking the 'jumping' on a randomizer output along side 'enemy shoot' and maybe adding 'enemy shield' (would stop players shot).

So much to do so much to test.

Any input is good. Ideas spring ideas.
2014-10-14 15:37:00

Author:
valious2corvus
Posts: 171


I haven't messed about with this personally but I believe it's possible to utilise the sequencer to move the piston to a maximum and minimum position. I think it's the settings on the sequencer, maybe forwards/backwards? This would stop the 'warping' effect.

Also, the levels could be as scenically complex as you like. Just emit the next level, background/scenery etc once all 'invaders' are zapped. This means the camera never has to move and destroying the level means less thermo usage plus less chance if slowdown.

To throw in another idea and I think the way I think i would go about this build would be to have the camera looking directly down on the 'play' area.
2014-10-14 20:40:00

Author:
Scorpio1357
Posts: 460


My first thought was to use the 'top down view' like the original. I am tossing in the idea of multi cams so players can select either or. Using the top-view would simplify it alot, I wouldnt have to put in 'enemy jump'.

My idea for backround, is it probably wont move. But, it would change.
First level backround, nice scenery a few hills and buildings during the day.
Second level, maybe a 'fire' on one of the hills.
Third level, a little more destruction in the backround house destroyed...
Each next level, would keep adding a 'darker feel'
Slowly changing day to night...

I think using this 'backround change' with the 'faster enemies' per level will have the 'feel' of increased difficulty.
2014-10-15 20:20:00

Author:
valious2corvus
Posts: 171


Try this = "Retro space arcade" by i3rinko. I'm following him if you can't text search him.

Just make sure....... unlike his level, yours has a proper ending.
2015-03-08 13:26:00

Author:
Farmer_Freakeasy
Posts: 29


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