View Full Version : In the Spotlight

03-21-2010, 08:26 PM
In the SpotlightSilver39_7
Well, I am starting a new series of levels. This series will probably take a long time, it is a sequel to the PSP's Story mode. This is the intro level, and it is a little bit on the short side.
I can't post any pics because of bad quality, but I hope you enjoy it. Please inform me of any difficulties or bugs you encounter and I will try to help.

03-21-2010, 10:13 PM
I didnt really know what to expect but actualy I really liked this! You had some great ideas. I disagree about it being too short. It was a good length to me. I really loved the solar power challenge. I think you should make the part where you swing the lights easier. I got really frustrated there. My favorite challenge was the upward monkey climb, amazing! Cant wait for the next one Silver!

03-21-2010, 10:22 PM
Sounds good, I'll dl it soon.

03-21-2010, 10:32 PM
ill dl this after i finish my school project. :)

03-23-2010, 03:09 PM
Whoo! I'm gonna be the first to give some really detailed feedback - here goes!

Well, first off, let me assure you, this was a fairly good level - I gave it a high four stars. The reason I tell you this up front is because I'm gonna bash what you did wrong, and not spend too much time on what was done right. I may seem tough, but knowing what you did wrong will help in the end. Believe me, the more you pound a level's flaws into your head, the more likely you are to fix them next time around. Buckle up, cause its no more mister nice Blue.

The thing that I had the most problem with was the way the level was designed, artistically speaking. There were so many things that seemed out of place - the lift that you had to shimmy along for instance. Why not make that something city-like? A crane that you had to slide along, for example, would have fit so much better. And those lighting rigs you ran across, dodging the spotlights? Bleh. Make it the top of a building, one continuous platform. And that robot you controlled was horrendously boring, redesign that. I could go on and on, but I think you get it.

My other problems were minor compared to that one. The ending was a bit of a let-down. You did a good job of expressing the story, but that end area looked so out of place and tiring. A chair? Really? Couldn't you have done it a little better? Make every area fit the theme - the city! I can't stress how important this part is. My other minor problem was where the guards had buttons instead of brains. This resulted in a pushable button that hovered in mid-air. But these are minor problems...

All in all, this was a good level that needs some polishing. Take my tips into mind, your concept has potential to be very good.

03-23-2010, 03:49 PM
Hi, Silver39! I played your level and must say, that I very impressed! You did great level! I loved its story, its design and its flow. It is very similar to original story levels! You created many cool characters and very interesting story. I had much fun during gameplay. And your did very good difficulty balance - I hadn't any big troubles during gameplay and just enjoyed. Very good job! Yes, level have some little disadvantage, but it is nothing in compare with all other your job. I gave you 5 stars and heart and you already have my heart of creator for "Era of the Olimpians".

I will look for you next levels with big impatience.

03-24-2010, 12:59 AM
I'm not exactly the best at those details that people notice but sometimes can't put their finger on it. Mostly my problem lies with the flow and how the player feels as they move around the level. It'll be something I try hard to improve on.

03-25-2010, 01:00 AM
Hi Silver! I played your said level, so now I'm going to give you some said feeback... said. :p

Well, by far I can say, it wasn't all too great at making the "Artistic Levels" section. However, it was the best shot at making a new story-mode level that I have seen so far. Your characters will cute, and the challenges were'nt all too bad. Although, the flashlight would look better with a wobblebolt, they did a good job in kkeeping it a security-is-tight theme.

Two complaints though about this level is:

1. Jumping from one section to another got a bit random. Try transitioning them a bit more.
2.The ending was bland. Not to mention the chair was not detailed, but instead made with not effort at all.

Overall, I gave this level :star::star::star::star:. I hope to see some improvement in the levels to come. :)


03-25-2010, 01:06 AM
Yeah, It's weird. In my previous attempts at making levels(Never got published) I used a lot of stickers. But in this one I never felt the need to use stickers because I felt that the material had good enough detail. That and I got lazy. ;)

03-29-2010, 12:42 AM
Hey Silver!

I played this and I like your idea for extending the story mode levels. Your "spotlight" game mechanic is fantastic and I love how you've used it throughout the level. It's kind of a theme gameplay element, if that makes sense, like recurring UFOs in Frying Saucers. The enemies with their spinning flashlights are very cool and work well, and your hidden coin system is definitely a nice addition. There's a good variety of obstacles and challenges, and I especially like the flying carpet (that's what it is, right?). It doesn't look exactly like the one from the story mode but it's close enough. One thing I'd change on that though is the directional proximity switch. Use a directional grab switch instead. If you need the motion to be "buffered" attach the directional grab switch to an off-screen piston with a magnetic key that triggers a directional magnetic switch.

One gripe I had is with some of your camera angles. They are good in concept, but sometimes tweaked so far to one side or another you can't see where you're going at the edge of the screen. There are a couple of enemy characters with buttons on their backs, which is a good idea that plays pretty well, but when you push the button to kill the enemy the button stays behind - kind of weird. I'd suggest simply using creature brains instead for that. There's a section with a lot of "cages" that arranged in kind of a checkerboard pattern that you have to platform around on. I'm not really sure what that was - a zoo or other movie prop? - but the platforming was a pain. Yes it's possible to make the jump from one platform up to another, but the spacing is so tight that you have to get the jump perfect to barely get Sackboy's toes on the ledge above. My main problem , however, is with the swinging platforms. In fact, I didn't even finish the level because of those. Obviously other people been past this part but I tried for 10 minutes and finally gave up. So I get the idea of swinging the platforms but couldn't make it work. I tried swinging them from below, but they never stayed swinging long enough. I tried swinging them from above but it doesn't really work that well, and by the time you get the right platform swinging the left one has totally stopped. They need to be closer together and ideally have a little more weight behind them so they don't come to a stop so quickly.

From what I've seen of the level, I gave this 4 stars. I'll keep working on the swinging platform section and see if I can get through it to reach the end of the level. Oh, and you should use F4F on this thread! You'll be able to get as much feedback as you want that way. :)

03-29-2010, 12:50 AM
It seems on the only levels I publish, there is always 1 part that makes the level extremely difficult. Well, I'm working on the next area's 1st level and so far it doesn't seem to have that type of area, so far.

I do wish there was a pack system so that people have to 'unlock' them 1 by 1. After I make it easier of course.