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From Siberia With Love Pt.3: Skills Of SAM (pics included)

Archive: 10 posts


I thought I'd post a few pictures and details of the new level I'm creating From Siberia With Love Pt.3: Skills Of SAM.

The first two levels in the series are now both spotlighted, and are slowly gathering plays, for anyone who has'nt played or seen them, the info is in my sig.

The third one starts off almost immediatly with the Helicopter battle thats been promised for two full levels now, you then get to the use the SAM site on the helecopter. There is also a bit of puzzle solving at the end before finally coming to last stage of the journey, which I'm leaving a secret.

I've had a few people playtest the level to make sure everything is balanced, its finally tweaked as far as I can tweak it. I'm now finishing up the final third of the level, hopefully to be posted at the weekend, time permitting.

Here are some pictures of the bits I want to show....

http://i492.photobucket.com/albums/rr285/grantosuk/APhoto_8.jpg
The Helecopter Boss

http://i492.photobucket.com/albums/rr285/grantosuk/APhoto_7-1.jpg
The switches to control the boss

http://i492.photobucket.com/albums/rr285/grantosuk/APhoto_9.jpg
The SAM site mechanisms

http://i492.photobucket.com/albums/rr285/grantosuk/APhoto_10.jpg
The SAM Site itself, and the final meeting with the chopper!

I'll be posting in the showcase section once its all complete and published, these pictures only show 4 small sections of the level, its about to fill the thermo again, so theres plenty more to see and do. The intel boxes make a return, and a new set of secrets that you can only find if you beat the boss within four lives.
2009-02-27 10:35:00

Author:
GruntosUK
Posts: 1754


Can't wait to play it!

And seeing the relays you use: I've run into a nasty problem with this arrangement (a piston-driven block carrying the mag key towards a switch mounted at the top of the box the block runs in). After moving the relay (with grid mode set to on), the block would get stuck within the box, and the relay would fail. The nasty thing was, this binding would only occur after running the level for a few minutes - if you went to play mode and quickly jetpacked your way to the section using this relay it would operate properly. (The piston was stiff, tightness 10 and timing 0.1s, thus generating maximum force. All constructed using the grid.)

Ever since I construct these relays using two separate blocks of dark matter for holding the piston and the mag switch. I still have tens of the old models and they are all working properly, but I am a bit uneasy about them. The new model makes complicated switch arrangements a bit harder to read but I'd rather have them work the way they're supposed to.

Btw, I've taken the liberty of building a variation on an ingenious obstacle design from part 2 of this wonderful series of yours. (It's in the second race of the "Course" level, and you are credited.)
2009-02-27 12:00:00

Author:
tameturtle
Posts: 150


My relays do exactly the same if moved or resized. If i add them straight in from the popit they function fine. I never worked the problem out unfortunatly.

Whats your level called? I'll have a play. And what obstacle did you use?
2009-02-27 12:06:00

Author:
GruntosUK
Posts: 1754


Until that one, these relays had never given me any trouble, even after copious moving around. I can't remember resizing one though.

I think the problem is one of numeric accuracy - same as when you move something along the grid that has been constructed within grid constraints and all of a sudden it won't clear another object that has been constructed within the grid as well.

My level is called "The Course", located in Africa, and I have the same nick on PSN as here. I hope you'll enjoy it. The obstacle in question is the electro-rotator encountered going left from the crane section (I think, my memory is a bit hazy since I last played part 2 at least two weeks ago).
2009-02-27 13:16:00

Author:
tameturtle
Posts: 150


Just had a playthrough of your level, its a good solid platformer. I left a comment in game.

I died on the section inspired by me, its hard
2009-02-27 13:49:00

Author:
GruntosUK
Posts: 1754


Thanks, will read your comment later. And funny enough, I didn't think it's that hard an obstacle - once you figure out how to time your movements it doesn't require too much dexterity to move through, only some patience. At least that's what I liked so much about it when I saw it in your level. The difficulty of this condensed variation may be a bit higher, but the principle remains largely the same, doesn't it?

Anyway, I'd hate to be holding up the imminent arrival of part 3 any further, so please please get back to work on it.
2009-02-27 14:15:00

Author:
tameturtle
Posts: 150


Wow! I can't wait to play this! I've played part 1 and 2 and i loved them! Looked great, secrets were well-hidden and it had fun gameplay. This part is probably going to kick *** even more.2009-02-27 14:23:00

Author:
ThommyTheThird
Posts: 440


Nice AA gun for the chopper fight! The design is close to that of which I use in my 2-player section of Shadow Moses: Site B.

Obviously there are many ways to program relays. The ones I use are quite small (1 block of small grid dark matter attached to 1 block of glass). Can be handy to keep them tiny, especially when you're cramming 20-30 together at once for boss programming.

Anyways, looking good. I haven't managed to finish part 2 yet, but I'll be back to get this one in there as well soon.
2009-03-02 06:19:00

Author:
Thegide
Posts: 1465


The level is finished and uploaded, theres a link in the sig2009-03-05 08:56:00

Author:
GruntosUK
Posts: 1754


Looks like a great level, as well as your other levels I am sure, I enjoy the puzzles and challenges....Great Work!!!2009-03-05 14:51:00

Author:
Lil-Pingin
Posts: 396


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