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F4F: Cave Story: Mimiga Village

Archive: 17 posts


I've finally finished part 2 of my Cave Story series of levels, Mimiga Village!

This level is highly story-driven and exploration-driven with a bit of shooting on occasion. I think I did some fairly unique things in the realms of dialogue-heavy scenes and character-based cinematics, so please have a look!

Level Name: Cave Story: Mimiga Village
PSN: phort
Badge: http://72.232.229.42/thumb/4/47/Toroko.gif/39px-Toroko.gif
Location: Northeastern Pacific off the coast of California

"Part 2 of Cave Story. Welcome to Mimiga Village! If you get stuck, relax and explore! 1 player, version 1.0"

Here are some screenshots:
http://www.flyingbreakfast.com/PICTURE/A%20Photo_1.jpg http://www.flyingbreakfast.com/PICTURE/A%20Photo_2.jpg http://www.flyingbreakfast.com/PICTURE/A%20Photo_3.jpg http://www.flyingbreakfast.com/PICTURE/A%20Photo_4.jpg http://www.flyingbreakfast.com/PICTURE/A%20Photo_12.jpg

More pretty pictures:

http://www.flyingbreakfast.com/PICTURE/A%20Photo_5.jpg
http://www.flyingbreakfast.com/PICTURE/A%20Photo_6.jpg
http://www.flyingbreakfast.com/PICTURE/A%20Photo_7.jpg
http://www.flyingbreakfast.com/PICTURE/A%20Photo_8.jpg
http://www.flyingbreakfast.com/PICTURE/A%20Photo_9.jpg
http://www.flyingbreakfast.com/PICTURE/A%20Photo_10.jpg
http://www.flyingbreakfast.com/PICTURE/A%20Photo_11.jpg
http://www.flyingbreakfast.com/PICTURE/Arthur's%20Key%20.jpg

[EDIT] Just republished, should be fixed now, unfortunately 25 people got to play the level while it was broken due to a tiny piston misalignment! I guess MM's new system for sorting fresher levels to the front page actually helps get some good exposure now!
2009-02-27 06:48:00

Author:
phort
Posts: 74


I'm going to go give both of those a try.



Ok, I'm back, and wow, those were great. They really captured the old school look of gaming. I loved the use of small blocks for buildings/rocks and how they were placed into the ground (looked very cool). Just the whole use of materials was perfect. Nothing looked out of place (well, some things did, but I'll mention that below) and all of it had a nice flow. Then of course there's the enemy/character designs. Those were spot on! They had the heavily pixelated/blocky look to them, and the perfect paint jobs.

For the first level, I really liked how most of it was just one long obstacle. Also, you're use of the enemies was very cool. They were both an enemy, but also an obstacle (nice). And for the second level, I really liked how you made a town with loads of NPC's that would have different speeches after a set of events. I also liked how the town felt big, even though it wasn't that big of a place. Then of course there's the air gauge! That thing is just pure awesome. I never drowned, but I'm assuming you had a way to kill us planned (gas?).


Suggestions:

- The first level is way too short. You can probably beat this under 1 minute if you know what you're doing. If you want to stay true to the game you're re-creating, fine, but it would be so much cooler if it was longer.

- The second one can get pretty confusing. Maybe have a speech letting us know where to go (a thought bubble or just someone says it) or use some arrows. I got lost for about 5 minutes.

- The boss in the second one needs to aim lower. If you hug the wall in the back, he can't hit you until he starts shooting awkwardly. Also, try to make him shoot faster or have more health. One of those might make him tougher as well.

- At the end of the 2nd one, I didn't know I had to kill myself (to use the teleporter) until I just sat there for 5 minutes just thinking. Use a speech bubble or sign to let us know what to do. Or, go here (https://lbpcentral.lbp-hub.com/index.php?t=t=8187) and use one those (or make your own).

- These levels look really good, but they're missing some gameplay. There's way too few obstacles and not enough challenge. When we face enemies, they're just too easy to kill. There's no challenege in it (except for when we have no guns in the 1st level). Then there's the boss (addressed above), who also happens to be somewhat of a pansy.

- There's tons of switches and dark matter that are still visible and it really sucks you out of the experience. Now for some of the proximity switches (one that calls elevator), it might be okay, but for all the other switches (and emitters), they need to go invisible.



Overall, I really enjoyed these levels and I gave the 1st one 4 stars/a heart and the 2nd one 5 stars/a heart. Leep up the good work. If you could try my level (see sig) and tell me what you think, that'd be cool.
2009-02-27 08:05:00

Author:
RickTheRipper
Posts: 345


Thanks, where did you see dark matter and switches? The only places I could find were the level entrance and to the left of the reservoir (I'll probably use a camera object to hide those because they're a bit hard to fix now). The only visible switches I know of are the sensor switches for the floaty lift and the one to trigger the cinema in the shack, so if you remember where else you saw that stuff, I'd like to know.

I'll add some text to say "Please step into the teleporter" at the end of the level to clarify that, I can see how it might have been confusing. The game this is based on doesn't give much guidance or hints to help you figure out what to do next, and I'm trying to stay as true to the original as I can.

I was also working on updating First Cave a bit to celebrate this level's completion. One major change is I'm making it so you can actually see Kazuma in the "From somewhere, a transmission" part. I'll post here when that update is done.

I'll make sure to try your level pretty soon and leave feedback, thank you!

The next level in the storyline is the Egg Corridor, and it is focused almost completely on shooting, unlike this, which is almost pure story.
2009-02-28 01:04:00

Author:
phort
Posts: 74


the only other switches that i remember seeing are the two magnetic switches for the air gauge. there might be more but i can't think of them (was tired and stoned), so if you did a quick run through it on play mode, you might find more.

send me a PM here or leave a message on my level when the 3rd one is up
2009-02-28 01:49:00

Author:
RickTheRipper
Posts: 345


Gotta say, as a huge fan of the original game I really appreciate how true these are to the original.


= Part One First Cave =

- I thought that the spikes were unfairly placed in the level. You are a lot smaller in the cave in the original game than you are in this version so it's not as difficult to avoid them.

- Other than that though, I thought it was a really nice remake of the first area of the level and I really like the use of the doorways, not only in this level but the next as well.


= Part Two Mimiga Village =

- Once again really like how true it is to the original and the cutscenes in this were really cool. Particularly loved the one right after you got the locket.

- Really cool addition of your breath when you go underwater as well.

- I didn't get lost in Mimiga Village, but of course, I knew where to go in the first place but I really like the exploration aspect of the original and think it's great that you kept that in your level.

- The only negative thing I can say about it is that I didn't like that you could see yourself walking up into the room w/ the fireplace.


Really looking forward to the Egg Corridor and any other areas that you recreate!
2009-02-28 02:38:00

Author:
Coreymill
Posts: 85


Loved the screens! I will definitively play it 2009-02-28 02:55:00

Author:
Unknown User


I updated the level to version 1.1. I hid the visible switches, hid the dark matter, covered the pathway to the assembly hall (so you can't see yourself), added some text saying "Please step into the teleporter," and added a few more hidden point bubbles.

At this point it's kind of a pain to modify the boss just because of the complexity of that whole scene (I have to modify an object that is emitted by an emitted object, so I need to change 2 complex objects and re-place them both separately in their emitter settings), but if I get more people saying he's too easy I'll increase the difficulty somehow.
2009-02-28 08:18:00

Author:
phort
Posts: 74


Holy Mimigas!!

From the look of those pictures, you could pretty much pass this off as a 3D Cave Story. Sackboy has never looks slicker as the robot from cave story ^^

I really need to play this. Such an epic game.
2009-02-28 15:35:00

Author:
Pitcard
Posts: 779


I've finally finished part 2 of my Cave Story series of levels, Mimiga Village!

This level is highly story-driven and exploration-driven with a bit of shooting on occasion. I think I did some fairly unique things in the realms of dialogue-heavy scenes and character-based cinematics, so please have a look!

Level Name: Cave Story: Mimiga Village
PSN: phort
Badge: http://72.232.229.42/thumb/4/47/Toroko.gif/39px-Toroko.gif
Location: Northeastern Pacific off the coast of California

"Part 2 of Cave Story. Welcome to Mimiga Village! If you get stuck, relax and explore! 1 player, version 1.0"

Here are some screenshots:
http://www.flyingbreakfast.com/PICTURE/A%20Photo_1.jpg http://www.flyingbreakfast.com/PICTURE/A%20Photo_2.jpg http://www.flyingbreakfast.com/PICTURE/A%20Photo_3.jpg http://www.flyingbreakfast.com/PICTURE/A%20Photo_4.jpg http://www.flyingbreakfast.com/PICTURE/A%20Photo_12.jpg

More pretty pictures:

http://www.flyingbreakfast.com/PICTURE/A%20Photo_5.jpg
http://www.flyingbreakfast.com/PICTURE/A%20Photo_6.jpg
http://www.flyingbreakfast.com/PICTURE/A%20Photo_7.jpg
http://www.flyingbreakfast.com/PICTURE/A%20Photo_8.jpg
http://www.flyingbreakfast.com/PICTURE/A%20Photo_9.jpg
http://www.flyingbreakfast.com/PICTURE/A%20Photo_10.jpg
http://www.flyingbreakfast.com/PICTURE/A%20Photo_11.jpg
http://www.flyingbreakfast.com/PICTURE/Arthur's%20Key%20.jpg

[EDIT] Just republished, should be fixed now, unfortunately 25 people got to play the level while it was broken due to a tiny piston misalignment! I guess MM's new system for sorting fresher levels to the front page actually helps get some good exposure now!

i haven't played it yet and have never even heard of that game before but it resembles and old Nintendo type game i plan to check these levels out cause they look like fun levels despite the old-gaming look

(P.S. is the sackboy costume supposed to be the main character or is it just some cool costume you made?)
2009-03-03 01:26:00

Author:
The Comedian
Posts: 113


This was a fun level to play and the visual style struck me immediately as a fun, reminiscent look. There is a lot of visual detail and work done to create the impressive look that is amazingly close in areas to the original.

I had so much walking around looking at your environments and cut-scenes that it was quite a while before I continued playing. The cut-scenes are well done with the LPB game engine and the scripting that you have done to chain different cut-scenes in the same location is also quite a feat in itself. After the visuals this is the most impressive aspect of this level and it goes a long way to providing a Cave Story feeling.

I also enjoyed how you laid the level out, with the interconnecting walkways a brilliant use of the layers. I was impressed each time I walked into a building, such as Alex?s house, thinking to myself, ?this is going to be a tiny space?, but then a 45 degree walk later and I?m in an open and detailed environment that I would never have guessed looking at it from the outside. Nice.

The place that I think was the most difficult to get used to was the elevator that is a grab sponge with rocket attached. This is one of the strangest elevators I have seen and I don't know if it is from the original game but I had trouble getting used to it. After a bit I figured out where I need to grab it and then it took a bit to get the hang of landing where I wanted when I let go. Not much in the bigger scheme of things but compared to the ease of use of the rest of the level it stood out.

The play area of the level isn?t great but there is enough interaction and movement from one section to the next that it felt like a complete level. I did want to play more when the end came which I thought came quickly.

I know that there are still secrets in the level that I haven?t figured out, a few inaccessible score bubbles that I can try to get so there is still a bit of replay value though this is more of a chapter in a story rather than a playground to keep coming back to over and over.

After playing this level I had to check on the first level in the series and I?ll try to write up my impressions on that one presently.

Good work on this. There is a striking visual style and gameplay here, while not completely of your own design, that is a skillful re-invention of the original game.
2009-03-03 21:22:00

Author:
Trindall
Posts: 297


I played your level and was really amazed with all the cutscenes. I actually got stuck in the level, after you met the girl and the door closes, I believe. I forgot exactly where actually, but it might've been an older version (I found your level before reading your post).

What really amazed me though was the air gauge. I'm can't figure out how it's done. I'd appreciate it if you'd gladly share, I can use something like that in one of my next levels; a water dungeon.
2009-03-04 09:25:00

Author:
thedrknss48
Posts: 22


Thanks, I'm glad some people actually appreciate the complexity of the cutscene with Toroko, Balrog, and Misery! I probably spent about half the time I worked on the level on that scene.

I actually already had this made; a friend asked me to make a drawing of how the air gauge is worked so I diagrammed it in detail in an ASCII art illustration, which you can see here: http://flyingbreakfast.com/Air%20meter.txt

If the upcoming update that gives magnetic keys an angle setting also gives it to sensor switches, you won't need the MGS pack to make this. Currently the searchlight is the only way to reliably get a linear sensing area.

If you want a description that is less disjointed than that diagram, I may post it in the object showcase, and maybe publish it as a prize or a copyable level or something.
2009-03-04 10:19:00

Author:
phort
Posts: 74


(P.S. is the sackboy costume supposed to be the main character or is it just some cool costume you made?)

Yes, he's dressed up like the main character of Cave Story alright.

Remember that this was based upon a freeware computer game.

Look it up for people who don't know.

Anyways, I'm going to go through this level soon. It interests me.
2009-03-04 13:02:00

Author:
Unknown User


Well, i loved Cave Story! And you've recreated the exact experience! I'm really looking forwards to how you incorporate Egg Corridor.. will probably be a tough one. Also, too bad the battles with Balrog can't be as cool as in Cave Story XD Really good job though!2009-03-04 16:44:00

Author:
ThommyTheThird
Posts: 440


Thanks, I'm glad some people actually appreciate the complexity of the cutscene with Toroko, Balrog, and Misery! I probably spent about half the time I worked on the level on that scene.

I actually already had this made; a friend asked me to make a drawing of how the air gauge is worked so I diagrammed it in detail in an ASCII art illustration, which you can see here: http://flyingbreakfast.com/Air%20meter.txt

If the upcoming update that gives magnetic keys an angle setting also gives it to sensor switches, you won't need the MGS pack to make this. Currently the searchlight is the only way to reliably get a linear sensing area.

If you want a description that is less disjointed than that diagram, I may post it in the object showcase, and maybe publish it as a prize or a copyable level or something.


The diagram is a bit confusing for me actually. I haven't yet gotten to do anything too complex. I can see how a lot if it is done though, I can't quite tell where you need so many keys and how the bar will dissolve when you leave the water.
2009-03-04 20:14:00

Author:
thedrknss48
Posts: 22


The diagram is a bit confusing for me actually. I haven't yet gotten to do anything too complex. I can see how a lot if it is done though, I can't quite tell where you need so many keys and how the bar will dissolve when you leave the water.

Here is an image to look at to make my description seem a bit less abstract (sorry it's cut off, that's all I have without taking a new pic):
http://www.flyingbreakfast.com/PICTURE/A%20Photo_1.jpg

The way it works is that the whole meter part (the non-glass and non-wood parts) is made of a bunch of small squares of dissolve material that dissolve when a blue key is near them. There are blue keys in 2 places:
- One on the left side of the glass part, so as the meter gets pushed left they dissolve to make room for it to keep sliding, and
- a whole bunch of blue keys on the long wood block at the bottom.

Whenever the wood block comes up next to the meter, that also causes the squares to dissolve just like reaching the left side. The wood block comes up any time Sackboy is not in the searchlight, so if he jumps out of the water, the whole object dissolves. The piece on the right that the meter attaches to via piston is also dissolve material and also dissolves when the wood block comes up.

Then, there is a purple key only on the last square and the corresponding switch is on the left side of the meter, so when the piston on the emitted object is fully extended (air has run out) it triggers an emitter to spawn horrible gas that fills the whole underwater area and then disappears quickly, and Sackboy dies of "drowning."

You should be able to apply this same concept to a refillable fuel gauge, but you would need to use a 3 way switch attached to a piston to keep the gauge from going backwards when you're not using fuel.

Did that help?
2009-03-05 01:28:00

Author:
phort
Posts: 74


Here is an image to look at to make my description seem a bit less abstract (sorry it's cut off, that's all I have without taking a new pic):
http://www.flyingbreakfast.com/PICTURE/A%20Photo_1.jpg

The way it works is that the whole meter part (the non-glass and non-wood parts) is made of a bunch of small squares of dissolve material that dissolve when a blue key is near them. There are blue keys in 2 places:
- One on the left side of the glass part, so as the meter gets pushed left they dissolve to make room for it to keep sliding, and
- a whole bunch of blue keys on the long wood block at the bottom.

Whenever the wood block comes up next to the meter, that also causes the squares to dissolve just like reaching the left side. The wood block comes up any time Sackboy is not in the searchlight, so if he jumps out of the water, the whole object dissolves. The piece on the right that the meter attaches to via piston is also dissolve material and also dissolves when the wood block comes up.

Then, there is a purple key only on the last square and the corresponding switch is on the left side of the meter, so when the piston on the emitted object is fully extended (air has run out) it triggers an emitter to spawn horrible gas that fills the whole underwater area and then disappears quickly, and Sackboy dies of "drowning."

You should be able to apply this same concept to a refillable fuel gauge, but you would need to use a 3 way switch attached to a piston to keep the gauge from going backwards when you're not using fuel.

Did that help?


That definitely helped a lot more! Thanks! I'm soon to work on my water dungeon level, and I hope i can apply this method to it. I'll give it a shot, thanks!
2009-03-05 05:39:00

Author:
thedrknss48
Posts: 22


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