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(LBP3) Sackboy Gets a Grip

Archive: 25 posts


http://i3.lbp.me/img/bl/5938d94c0b58cd9e643a722dd5df5a871307e294.png (https://lbp.me/v/qtysrw-/topreviews?p=1&l=12)
Sackboy Goes 2 Town: Revelations 3D (https://lbp.me/v/qtysrw-/topreviews?p=1&l=12)
Level 1 "Sackboy Gets a Grip"

This is but a taste...
The first level of an up coming Bit-Off-More-Than-He-Could-Chew athon.

This is the first level in what I am planning as a new campaign for Little Big Planet 3.
Go ahead, try a bite. It won't hurt. You might like it.


https://www.youtube.com/watch?v=WJ0s5vosNY4


http://www.lbpcentral.com/forums/attachment.php?attachmentid=49595&d=1417129220

http://www.lbpcentral.com/forums/attachment.php?attachmentid=49599&d=1417129224

http://www.lbpcentral.com/forums/attachment.php?attachmentid=49597&d=1417129222

http://www.lbpcentral.com/forums/attachment.php?attachmentid=49598&d=1417129223

http://www.lbpcentral.com/forums/attachment.php?attachmentid=49600&d=1417129225
2014-11-27 16:14:00

Author:
poorjack
Posts: 1806


Queued. My first LBP3 lvl on LBPC. yay2014-11-27 22:07:00

Author:
Sandro8708
Posts: 625


Queued. My first LBP3 lvl on LBPC. yay

Awesome! Tell me what you think when you can!
2014-11-27 22:54:00

Author:
poorjack
Posts: 1806


Dang is this level good!
It's really hard find this excelent kind of levels
2014-11-28 04:17:00

Author:
chongue
Posts: 57


Hey thanks! Its something I have been working on since LBP2. But LBP3 finally just let me do it all without over thinking the logic.2014-11-28 05:09:00

Author:
poorjack
Posts: 1806


Yah really cool, but you may want to look at the sack pocket options, double jump with boost boots is pretty overpowered

I Liked the mine cart section, but did think that there were a few cheap deaths in that section, the first being behind the pillar after the very first corner.

There isn't much warning of the other mine carts approaching either.

However, the level is really well put together, the aesthetic feels great, you enemy and platform layout is well thought out, and it looks like your series is going to go well on LBP3
2014-11-29 05:16:00

Author:
Mr_Fusion
Posts: 1799


Yah really cool, but you may want to look at the sack pocket options, double jump with boost boots is pretty overpowered

I Liked the mine cart section, but did think that there were a few cheap deaths in that section, the first being behind the pillar after the very first corner.

There isn't much warning of the other mine carts approaching either.

However, the level is really well put together, the aesthetic feels great, you enemy and platform layout is well thought out, and it looks like your series is going to go well on LBP3

Thank you so much for the thoughtful critique. I really apreciate that you were willing to look at it in depth and pin point the specific things you find wrong, or off putting.

As for the cheap deaths, it isnt really supposed to be a game you can ace in one try. I know thats off putting, but I did intend for the player to die once or twice on the mine cart before getting it. I might look at that hidden jump, but the other carts have just enough of a heads up for the "texture" of gameplay that I am trying to achieve, which is not much. It's supposed to kill you once or twice.

But for the sackpocket, how do you have the boost boots? Whenever I play through it, it only gives me the option of my slingshot, and its not supposed to have boost boots. Is this something that can be disabled?
2014-11-29 06:02:00

Author:
poorjack
Posts: 1806


Thank you so much for the thoughtful critique. I really apreciate that you were willing to look at it in depth and pin point the specific things you find wrong, or off putting.

Thanks for replying with your thought process to the designs. I actually find it interesting reading through reasoning of creator's choices


I know thats off putting, but I did intend for the player to die once or twice on the mine cart before getting it. I might look at that hidden jump, but the other carts have just enough of a heads up for the "texture" of gameplay that I am trying to achieve, which is not much. It's supposed to kill you once or twice.

I wouldn't call it 'off-putting' especially considering that you have a well placed spawn point and no overly long intro/cut scene/walk back to the cart. Also the auto enter cart option is a nice touch to cut down on frustration. Re-try's were not painful because I didn't need to repeat sections I felt I had already cleared (including having to press a button to get back in the cart), I was only repeating the part I hadn't gotten past.

In regards to not being able to ace on the first run through, that makes total sense. Learning the repeating pattern of the jump followed by the cart after a few runs helped with getting through, and in an attempt to ace you would be on your toes ready for a challenge.

I still think something like a slightly longer cone of red light coming off the cart or a tinkling bell help a tad for subtly telegraphing the carts off screen, the split second before they enter frame.

You wouldn't notice it on your first play through, but by the 3rd or 4th death it may sink in. But that's purely a personal choice.


But for the sackpocket, how do you have the boost boots? Whenever I play through it, it only gives me the option of my slingshot, and its not supposed to have boost boots. Is this something that can be disabled?

This I can't answer... My sackpocket was full of the story powerups. When I'm in create mode it is empty though. Have you tried it online, or just on your moon?

I just thought that maybe you hadn't used the gameplay tweaker to turn off the pocket properly.

You mention a slingshot, and I'm now guessing that you have a custom power up... actually... the more I think of it... the more that makes sense with your level layout.

In that first area of rocks leading up to the cave, I wasn't too sure what the flashing target was, but I guess that you are meant to shoot down the claimable material... I just boosted up there, then in the tutorial cave section was told about double jump, and this is when I realised that I maybe wasn't supposed to have the boots... but they sure helped get past all the critters (I tried jumping on them but died)... now I think that I was supposed to shoot them with the slingshot.

EDIT: And now I see sackboy holding a slingshot in one of your screen shots... hmmm...

EDIT2: Haha - just watched the video... I missed a whole chunk of level!
2014-11-29 07:29:00

Author:
Mr_Fusion
Posts: 1799


I just thought that maybe you hadn't used the gameplay tweaker to turn off the pocket properly.

You mention a slingshot, and I'm now guessing that you have a custom power up... actually... the more I think of it... the more that makes sense with your level layout.

In that first area of rocks leading up to the cave, I wasn't too sure what the flashing target was, but I guess that you are meant to shoot down the claimable material... I just boosted up there, then in the tutorial cave section was told about double jump, and this is when I realised that I maybe wasn't supposed to have the boots... but they sure helped get past all the critters (I tried jumping on them but died)... now I think that I was supposed to shoot them with the slingshot.

EDIT: And now I see sackboy holding a slingshot in one of your screen shots... hmmm...

EDIT2: Haha - just watched the video... I missed a whole chunk of level!

That is incredibly strange. Strange indeed. I have played it (a billion times bug testing) after publishing it, and I NEVER have anything in my sackpocket until I pick up the slingshot.
And you are the first person to say that such a thing has happened...
Hmmm. Perhaps its a bug?

PS3 or 4?
2014-11-29 07:40:00

Author:
poorjack
Posts: 1806


PS4 *shrugs*2014-11-29 09:28:00

Author:
Mr_Fusion
Posts: 1799


Thats weird. I hope it gets patched, I mean I assume its one of the many bugs. But who knows.

Is any one else experiencing a full sackpocket with stuff from story mode in community levels?
2014-11-29 14:30:00

Author:
poorjack
Posts: 1806


I have good news and bad news...

Just tried your level again and still had my full sack pocket, the power up pedestal appears blank, and just shows a cog... tried a few other random levels and had my power ups.

I thought 'hang on... maybe I should try to clear some of those DLC packs with this bug, the boost boots alone will make prize collecting and acing a snap!

The bad news is; I loaded Muppets DLC and didn't have anything in my sackpocket, the good news for you is that I then went back to you level and it played as intended!

But I do miss having those boots
2014-11-29 21:53:00

Author:
Mr_Fusion
Posts: 1799


Thats all very strange. Well, I am glad you got to play it as intended finally. What did you think?2014-11-30 02:31:00

Author:
poorjack
Posts: 1806


lol... I liked it the first time, jut though it was rather short.

The extra platforming is done well. But I don't know about the amount of layer switching.

This may be a hold over form LBP2, as I didn't like having to switch more than one layer manually, with only 3 layers it felt like bad planning if you have to layer switch.

When there are sections where you have to swap through 3 or more it's a bit weird.

I may get used to this, but I think that you could build in some automatic transition sections, like in that one level in Manglewood where sackboy moves along the ledge automatically.
2014-11-30 03:33:00

Author:
Mr_Fusion
Posts: 1799


I actually agree with you there. There are 2 areas that feel unnatural to me, one when you are about to go past the Cow, Donkey trap, and one after you exit the obstacle course. I am going to replace them with staggered platforms I think so you NEVER have to go past more than 2 consecutive layers.

OR I am going to substitute a 3D control scheme.

My problem with the latter, is it makes the slingshot feel funny, how it cant aim backwards or forwards. Ill figure it out, but yes. I am aware it feels awkward in those two locations specifically.
2014-11-30 03:44:00

Author:
poorjack
Posts: 1806


I plan on playing it right now. Isn't it hard finding decent levels in LittleBigPlanet 3!? 2014-12-01 00:31:00

Author:
SEWO97
Posts: 637


Tell me what you think!
Its only hard to find good levels because create mode doesnt work!
2014-12-01 01:17:00

Author:
poorjack
Posts: 1806


Tell me what you think!
Its only hard to find good levels because create mode doesnt work!

Fair enough. I don't have the time to write up but I will later.
2014-12-01 09:30:00

Author:
SEWO97
Posts: 637


Thanks man. God I hope create is sorted out by christmas. Its keeping talented creators from publishing or creating because its so crippled.2014-12-01 10:02:00

Author:
poorjack
Posts: 1806


Queued. Will check it out tonight!2014-12-04 15:41:00

Author:
olly_nova
Posts: 31


Thought it was brilliant! Agree with Mr.Fushion on the cheap death part, but since you've already explained, I understand what you were going for now

As for the Sackpopit issue, it is a glitch in the game at the moment (add it to the list, steven) I have played many community levels that have been ruined because I have all spaces in the SackPopit full. Due to be fixed along with the rest I hope, so it's nothing you can resolve I am afraid, Jack

Awesome level, though. Look forward to more from you soon
2014-12-04 18:37:00

Author:
LittleBigSnooth
Posts: 454


Just made a major update to the level. Added features that will be in the final game, and made everything a little prettier. The thermo is about to burst. Dynamic my butt...2014-12-06 06:21:00

Author:
poorjack
Posts: 1806


So, I finally got to you're level. And my impressions are good. I thought the themes went well together and the idea of a slingshot was smart. I came across a few glitches like when jumping of a ladder being shot through the ceilings of your indoor area but that's likely a glitch in the game itself. My sack pocket thankfully was working and I enjoyed your level.

Though! The minecart section was somewhat a nuisance, it'd be nice to have had some form of warning at least a second or two before they came onscreen or a camera angle that is tilted a bit to the right, I may have been able to avoid the multiple deaths. I died about 7 to 8 times alone on that section.
2014-12-06 14:01:00

Author:
SEWO97
Posts: 637


Yes. I am looking into making the minecarting segment a bit less frustrating while keeping the same difficulty. I think a longer light on the opposing carts is a good option, as well as re working the jump behind the pillar, or removing it altogether.

Thanks for your feedback! Do you have a level you would like me to play and critique in return?
2014-12-06 17:02:00

Author:
poorjack
Posts: 1806


Yes. I am looking into making the minecarting segment a bit less frustrating while keeping the same difficulty. I think a longer light on the opposing carts is a good option, as well as re working the jump behind the pillar, or removing it altogether.

Thanks for your feedback! Do you have a level you would like me to play and critique in return?

No, it's fine. Honestly my levels aren't all that good. Well not the 2 currently published. My levels are now mostly logic built so most of my work is done in others levels that gets published. Keep up the good work!
2014-12-07 00:11:00

Author:
SEWO97
Posts: 637


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