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Siege on Sackulese

Archive: 9 posts


Siege on Sackulese
https://lbpk-production.s3.amazonaws.com/player_creations/1673180/preview_image.png (https://karting.lbp.me/v/zv18)


Sackulese is finally home for a much deserved rest, but unbeknownst to him, the forces of evil conspire against him. Fortunately the gods have smiled upon Sackulese. 1-2 player

Welcome sackfolk, one and all! Step right up and feast your eyes upon the final installation of the Sackulese saga! We followed him as he bested the challenge of Mount Colossus in Challenge of Sackulese (https://karting.lbp.me/v/p8qo), and cheered as he dove into the dungeon of the sinister Ourorbi cult in Sackulese and the Ourorbi (https://karting.lbp.me/v/yo07) which culminated in the final showdown of End of the Ourorbi (https://karting.lbp.me/v/ynwz). Now we get to see the final showdown, Sackulese fighting for his life as the forces of evil throw their last at him, all while he's expects it the least - finally getting some rest after all of his adventures!


https://lbpk-production.s3.amazonaws.com/player_creations/1672472/data.jpg
Sackulese's humble abode

This battle is a series of 4 new boss fights, in quick succession. In traditional Sackulese fashion, you are given your hero sword to attack with a several second cooldown for increased tension and direction toward strategic play. Normally you'd get points for landing hits, but due to mechanical issues, you only get them upon killing each boss - which makes the fights more about survival instead of quid pro quo fighting. Fitting I suppose.

Also, for all your accomplishments before, the gods have favored Sackulese in his plight, and grant him some of their weaponry as he fights without taking hits. You can receive Zeus' Bolt (a multi layered homing rocket), Poseidon's Trident (a straight shot trident and an 270 degree burst of waves), Artemis' Arrows (a fast straight shot, in sets of 3), and Athena's Shield (grants invulnerability for several seconds, works as a great "oh shat, hep me" button).

Also included, for 2 of the bosses which require special tactics, hints will pop up after a couple minutes from the start of that fight.

Please let me know what you think. It'd be nice to go out on a high note, as this is likely my last creation (what with me saving for the chance to join the current gen finally).

Enjoy and fight well!
2015-11-19 04:25:00

Author:
StJimmysAdiction
Posts: 388


I played your level, and honestly I thought it was a good effort. However I can tell that if someone played this level they wouldn't have gotten far due to confusion. First, the beginning of the level was strange? I was in a house then the camera shifted erratically and the first boss appeared. It was a chore to kill since I can't survive more than 30 seconds and the heel plates often do not register my attacks. The second boss was easier but still difficult. The third boss's, Draconum Crura, is where I could not continue on. The snake like monster slithers about and constantly faces me and the only area that I can attack is it's rear.

I still appreciate the fact that I can tell more effort was put into this than most of the other levels I see. Thank you.
2015-12-01 09:46:00

Author:
Vervesack
Posts: 74


I played your level, and honestly I thought it was a good effort. However I can tell that if someone played this level they wouldn't have gotten far due to confusion. First, the beginning of the level was strange? I was in a house then the camera shifted erratically and the first boss appeared. It was a chore to kill since I can't survive more than 30 seconds and the heel plates often do not register my attacks. The second boss was easier but still difficult. The third boss's, Draconum Crura, is where I could not continue on. The snake like monster slithers about and constantly faces me and the only area that I can attack is it's rear.

I still appreciate the fact that I can tell more effort was put into this than most of the other levels I see. Thank you.

Thanks for the review. The problem with hitting the heel plates is something I've noticed for all bosses I've created. In order to not have them hurt themselves, I use a tagged weapon, and the system sometimes does not recognize the tag by the time the weapon hits. Just an oddity with the engine, something I wish I could fix. As for the third boss, he should only look at you at intervals of 10 seconds or so at a time, which should leave you enough chances to get him. I find the bonus weapons particularly useful for this one with such a small target. His attacks aren't particularly hard to avoid and be has low life, so to balance it, his target is smaller.

These bosses are supposed to be fairly difficult to take down, not something to be done without dying a few times or solving their puzzle. I enjoy levels with a higher level of difficulty so that's how I built mine. There seems to be more people who couldn't finish a sackulese level than could. But it's all bout enjoying the individual encounters. But once you know them they're not that bad.

You should try it again, the fourth boss is my favorite of these, and probably the hardest. Also, if you liked the idea, you should check out my other sackulese levels: first being challenge of sackulese, followed by sackulese and the ourorbi which is split in two, ending on end of the ourorbi. The first level is probably the hardest due to there not being hints like in the subsequent levels, and the second is a dungeon crawler like a Zelda temple.

Thanks for playing!
2015-12-13 04:24:00

Author:
StJimmysAdiction
Posts: 388


O MY GOD ! Exactly the same problem. I didn't want to get past the 1st boss and i couldn't get past the 3rd. I was happy to quit; the weapon detection damage was awful on the 1st boss and the next two bosses annoyed with their erratic movement. I applaud you for trying to create some mammoth boss sequences and the animation of the 2nd boss was impressive, but you need to focus more on gameplay and what is running through the mind of the player. Witches' run is a great level...... this one needs a serious overhaul.2015-12-14 13:26:00

Author:
Farmer_Freakeasy
Posts: 29


Queued Challenge of Sackulese.2015-12-18 15:01:00

Author:
Vervesack
Posts: 74


Thanks for the review. The problem with hitting the heel plates is something I've noticed for all bosses I've created. In order to not have them hurt themselves, I use a tagged weapon, and the system sometimes does not recognize the tag by the time the weapon hits. Just an oddity with the engine, something I wish I could fix.

Having come across this a few times I found two solutions.

1. Always make sure the tag sensor activation area is larger than 1.8. Anything lower, as you said, sometimes causes the engine not to react quickly enough to recognise the tag. Personally I never go lower than 2.0, whilst I realise this does restrict the minimum size of the objects 'hittable' area it does make sure the tag is recognised.

2. Place a 'pulse' generator after the tag sensor. This ensures a signal is definitely sent to whatever is to happen next. (A pulse generator is just a Counter set to 1 with it's output linked to it's own reset)

On another note, in my opinion this is one of the most creative and interactive boss levels I've ever played on LBPK. The logic work alone to get the creatures randomly moving about is mind blowing. I think they do get better as you progress and it's to be expected that hit glitches happen when so much is going on 'behind the scenes' as it were.

Whilst I appreciate the other comments/reviews on here I think it's a little unfair to be as negative if you've not tried creating something as complex as this.

My opinion. Top job.
2015-12-19 13:03:00

Author:
Scorpio1357
Posts: 460


Looks interesting, queued.2015-12-29 06:39:00

Author:
zzmorg82
Posts: 948


Can't wait to try this! Queued up!2016-01-02 19:22:00

Author:
Whit3RaveN
Posts: 84


1. Always make sure the tag sensor activation area is larger than 1.8. Anything lower, as you said, sometimes causes the engine not to react quickly enough to recognise the tag. Personally I never go lower than 2.0, whilst I realise this does restrict the minimum size of the objects 'hittable' area it does make sure the tag is recognised.

2. Place a 'pulse' generator after the tag sensor. This ensures a signal is definitely sent to whatever is to happen next. (A pulse generator is just a Counter set to 1 with it's output linked to it's own reset)

This is pretty delayed, haven't looked at the website in a while, but I just wanted to put my experience out there. I've done both of those things. Particularly, with the first point, my tag sensor range is well above 1.8. It should have more than enough room to have the whole weapon in it before it strikes the target. That's happened for every boss and AI enemy I've made. At this point I'm of the belief that the sensor isn't continuous, but works in pulses, and something thats moving fast has a decent chance of not getting recognized before it leaves the field. I think it's just a shortcut the developers took.

I could have done away with the tags and just made all the enemy attacks as dangerous objects of carrying types, but there are just some things that are exceedingly difficult or convoluted to replicate that way. I was lazy and already running into logic overburden issues.

At the end I was running into more glitches and spontaneously disfunctional logic than I could deal with and needed to get it published. I got it as fixed as I could without more glitches showing up. I apologize for that, as this is my most incomplete level. The one I'm most disappointed with. Still really like the concepts behind the bosses and the level design, but there where too many glitches from out of nowhere for me to handle.

Regardless, if you can power through the touchy hit boxes, I still think the levels bosses are a fun challenge, and this series is the only real set of boss battles on lbpk that I've found. I stand by it!

Hope you all have fun!
2016-02-01 03:13:00

Author:
StJimmysAdiction
Posts: 388


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