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JKthree
07-27-2011, 07:40 PM
2 new minigames have been made and a sneak peek at which one will be next can be seen at the newest post


Original post
I think its high time I revealed my big project, I was really hoping to have this finished in time for the Muliplayer Mahyhem contest, since by sheer coincedence my level fits perfectly with this (even though I've been working on it long before the contest was announced), even though I already have a crown I thought I'd enter it for fun, and to help get my level out. But I still have a very long way to go, Oh well. :(

I always loved my colloseum that a made very early in LBP1, which had you and your friends fighting against each other in a bunch of arenas with different goals, (Slap each other off a jetpack arena, use paintinators to knock each other off platforms, race to the end of a track etc.). But since LBP1 is so limited and me being a noob at the time, I decided to go all out and make sequel on LBP2 with its almost unlimted possibilites for competivte ideas

This is a massive project that i have undergone since around May 2011 (took a 3 month break in Winter 2011), in which i have players competing against each other in a large collection of Mario-Party style minigames tournament style. At the beginning you and your friends choose how many rounds (and a minigame selection to choose which ones for the randomizer to choose from) and each round gives a set # of points, whoever has the most Points at the end wins. There are minigames that are local multiplayer friendly and I have an option of disabling the online only games for players. About half of the minigames were inspired by classic minigames from other games mainly from the Mario Party series. I wanted to make the games LBP themed so i had the LBP story crew appear in some of them. There aren't a lot of visuals since I'm focusing on content and didn't want to run out of space, but I think i added a good amount

All of the minigames are highly addicting and test your skill, reaction and luck, and some are "sequels" from my colloseum (though I never had any real names for those games)

Here's is my current list of minigames made so far, with a small description as well as a couple pics (Ones with an * are Online only games )

WARNING WALL OF TEXT AHEAD
-------------------------------------------------------------------------------------------------------

Quick Draw (Fastest shooter when you are given the signal wins)
Gas it up (Shake your controller the most before time is up)
Croc Dentist (Just like the classic kids game, take turns picking teeth)
Bouncepad Survival (Survive the longest on a rotating bouncpad box)
Bumper Balls (From Mario Party 1, knock your foes off the island)
Parasol Plummet (From Mario Party 3, collect points in an endless falling level using your umbrella to help)
Paint Wars 2 (Sequel from my colloseum, use your paintinator to knock your foes off, 8 gimmicks such as jumping and movment disabling randomly activate through the game)
Crazy Cars (From Warioware and on the warioware stage in Brawl, dodge an unpredictable crazy car)
Tower of Power 2 * (Sequel from my colloseum, a climing race to the top, includes many wall jumping segments
Crushed Ice* (From Mario Party Advanced, bounce around in a spiked shell killing a set # of Sackbot meanies)
Sackbot Deathmatch* (Fight in a huge arena, trying to kill a set # of sackbots first, only 1 weapon)
Blasteroids (My version of asteroids, a 2 Stick control scheme)
Hot Shots (From Mario Party DS,Shoot targets that pop up for points, some are bad, get a set # to win)
Stealth Bomber 2 (Sequel from my colloseum, dodge or use an unpredictable time bomb with a blocking thin layer that blinds your view temporarily)
Platform Peril (From Mario Party 1 & 2, race a jumping obstacle course with pillars that can block your way, be careful act too soon and you die from the pillars, act too late and you fall behind)
Bug Busters * (From Donkey Kong 64, Squish a set # of unpredictable bugs 1st)
Pegasus Dash * (From 3D Dot Game Heroes/Zelda series, Race through a course using your pegasus boots that keep getting faster until you collide with a wall)
Swordfight 2* (Sequel from my colloseum, Kill your friends using swords, over 20 different functioning swords avaialble like a working chakram that returns back to you when thrown, or the Eternal Sword which stops time to all but wielder, each player has a set # of lives)
Hot Jump Rope (From Mario Party 1, uses the 3D camera glitch, Play jump rope over a deadly flaming rope, last person standing wins)
Hot Potato (self explanitory, toss a bomb between your friends and keep it away from you before it explodes)
Viva Pinata (Fight a random HP boss, The person who deals the final blow is the winner)
S-Zero (Uses 3D camera glitch, collect coins on an endless track, your car is able to jump to get higher coins or to go over your friends, the one with a set # first wins)
Cast Aways (From Mario Party 1, Cast your line and Collect Fish and reel them in back to you each fish is worh different points)
Bomb Survival 2* (Sequel from my colloseum, self explanitory but uses over 20 different bombs, many have never been done before in the history of LBP, like the Shadow bombs which creates a black hole which sucks all close by, Landmines, Plasma bombs which causes a rain of plasma to the area, or Shrapnel bombs which launch spikes when blown. Each player has a set # of lives)
Sweet Ride* ( A classic Kart Race, but with random angled areas for unique gameplay each time, and also the cars can jump and can tilt in case you tip over)
Jetpack Tunnel 2 (Sequel From the survival level in LBP1, dodge electric objects in a tunnel the longest)
Buried Treasure (From Mario Party 1, dig though the ground trying to find the treasure chest first)
Tipsy Tourney(From Mario Party 1,2 and 4,Tilt your controller to place your balls in holes and to reveal the big picture before your friends do
Ballistix (From Crash Bash, Defend your base from a hail of balls, pong style, includes several gimmicks such as graivity pull powerup, shield etc.
Top Dog A Top down racer with 2 powerups and features such as jumps, tunnels, ramps, and other obstacles
Runaway Train *: (From Mario Party 3) A 3D train level were you try to go through 5 sets of 3 tunnels trying to find the correct one
Battle Network *: A creatinator versus match but you have hit points as well as lives and have up to 25 weapons to use, most inspired by megaman
Space Dolls *: Rotate your earth and keep your sacks in orbit to earn points while avoiding things that may hinder your progress like flaming asteroids or menacing aliens
Tug-A-Lug: Like a Tug of war version of Block Drop, but you can only see one button at a time.



Pictures!

Parasol Plummet
http://i6.lbp.me/img/fl/0e613b5ac7608524ae69fd00c011e2a9308dbf3d.jpg

Hot Shots:
http://i7.lbp.me/img/fl/28743743012e1d1103d7d34ddc8e9bc74b5c9ecd.jpg

Hot Jump Rope:
http://if.lbp.me/img/fl/3af2a39ac5d8039169d649d2a919ce06f73429a2.jpg

S-Zero:
http://i9.lbp.me/img/fl/159b74a0efe95ef28358134880e740b511528a0c.jpg

Cast Aways:
http://i4.lbp.me/img/fl/e34ace6fe6ed0f24057f6311d0b3960a6f8e6fcc.jpg

Bumper Balls:
http://i3.lbp.me/img/fl/3a3ec91fcd08df439cc18ed9b02a8c968bdbcf82.jpg

Ballistix:
http://i9.lbp.me/img/fl/6796911034b2a2a97a8b216a911239d922d4c63f.jpg

VIDEOS!

Ballistix:

http://www.youtube.com/watch?v=y5rFRBMOt8k

Battle Network:

http://www.youtube.com/watch?v=6iBhXPNEoI4

Space Dolls:

http://www.youtube.com/watch?v=qVJkbbbtfgk

Now Most of them are fully working but some still need testing, but right now my primary goal is making all the minigames before fine-tuning them, and so far all of this is in ONE level (not anymore, it can hold up to 25 but its connection is very unstable online). Though there's quite a few connection problems, playing a published version with friends usually has a 50% of either getting disconected from them or a failed to load message. I do get worried on the fate of my level every now and then, if the worse does happen i might wind up seperating it to 2 levels (if you added all the thermo from all the emitters it eqals around 600% so far, the size for a backup file of this is at around 2500KB) or figuring out another way (maybe by level links to each minigame in its own seperate level, but this will require SEVERAL alt PSN accounts i will need to make)

I still have a long way to go , Wish me luck!<3 I'll update this over time when I get more minigames completed

I have published an open beta version holding the 1st 25 minigames i made, for people to play or test things with (its still very buggy and unstable atm, i'll try to fix this soon) http://lbp.me/v/3m3ekw

StaticLinuxpro
07-27-2011, 08:48 PM
Woah! This looks really good. Good luck! I would not be surprised if this won!

Arnald23
07-28-2011, 02:15 AM
wow man this sounds like an awesome idea! i agreed that you shouldn't focus on the visual for thermo because of the amount of mini games but is incredible that you are creating like 30 or more mini games into 1 (Possibly 2 level). Lets just hope that the thermo is in your favor!

I wish you luck my friend :p

SSTAGG1
07-28-2011, 04:53 AM
It's almost 30 levels, all made into a single experience. Can't wait to play this, looks awesome.

fighterwindplus
07-28-2011, 05:52 AM
wow never even thought of trying to make a level like this. This looks amazing!! Can't wait to heart this. :)

lbp2goty
07-28-2011, 05:53 AM
wow! This sounds amazing!

JKthree
07-29-2011, 07:03 AM
3 new Minigames have been added making the total 30,



However LBP2 pretty much can't handle the level anymore, instead of failed to load messages and disconnecting parties, it now has a high chance of freezing everyones PS3s :cry:, the more online people in the party the greater the chance, Which means I have no choice but to split the level, which is really depressing for me because I really wanted it all in 1 level :( (because it chooses the games randomly, with you having the option to choose which minigames it will randomly choose, its not that fun to have to play 1 level to randomly play half of the minigames and the other level for the other half) I might wind up splitting it by 20-25 per level (because there were absolutly no problems when i had 20-25 minigames in the level, though i worry when i add the rest of the stuff like the minigame selection will it still be stable?) This makes me want to hurry even more on my minigames.

I uploaded 2 more pictures, 1 from one of the new minigames


Tipsy Tourney(From Mario Party 1,2 and 4,Tilt your controller to place your balls in holes and to reveal the big picture before your friends do
Ballistix (From Crash Bash, Defend your base from a hail of balls, pong style, includes several gimmicks such as graivity pull powerup, shield etc.
Top Down Dog (name pending) A Top down racer with 2 powerups and features such as jumps, tunnels, ramps, and other obstacles

Bumper Balls:
http://i3.lbp.me/img/fl/3a3ec91fcd08df439cc18ed9b02a8c968bdbcf82.jpg

Ballistix:
http://i9.lbp.me/img/fl/6796911034b2a2a97a8b216a911239d922d4c63f.jpg

Clayton
07-29-2011, 08:49 AM
Aww, I had this idea, even made a thread for it.

But can I ask you a question? How exactly did you fit all this into one level without breaking the thermometre.

Anyways, your minigame concepts are ingenious. Thoroughly impressed :)

DarrienEven
07-29-2011, 04:15 PM
This looks amazing. I can't wait to play it.

TheNuffimNam
07-29-2011, 08:38 PM
Great concept, looking forward to playing it.

JKthree
07-31-2011, 04:38 AM
A Tiny update today, I went and sorted out the levels, I was able to sort the minigames into 2 levels, the difficult ones were put into a one and the easier into another (oddly most of ones made so far are in the Hard version).

I also finalized the minigames I plan to add (I had a huge list of ones to plan, as well as another list i made from watching youtube videos of party games, and I narrowed it down) IF ALL GOES WELL and i can't stress that enough, then the grand total of minigames will be a whopping 50 (25 per level) I'm not going to reveal the other minigames until they are done 1 by 1.

Now it might be awhile before I update again because I'll be adding everything else to the game (intro, minigame selection logic, ending etc.) because I need to make sure no problems come back (since problems starting happening at around the 25 minigame mark) I also noticed that the odds of these problems increased as more online players are in your group (even more so the weaker the connection) so i will have to do some testing with a previous version to make sure.

For those interested here is what how they are grouped (its not final, i may switch some if i have to)

Easy
-----------------
Croc Dentist
Bouncepad Survival
Stealth Bomber 2
Bug Busters
Hot Potato
S-Zero
Bomb Survival 2
Sweet Ride
Jetpack Tunnel 2
Buried Treasure
Ballistix

Hard
-----------------
Quick Draw
Gas it up
Bumper Balls
Parasol Plummet
Paint Wars 2
Crazy Cars
Tower of Power 2
Crushed Ice
Sackbot Deathmatch
Blasteroids
Hot Shots
Platform Peril
Pegasus Dash
Swordfight 2
Hot Jump Rope
Viva Pinata
Cast Aways
Tipsy Tourney
Top Dog

I also plan to have a closed beta testing and other nifty little contests (which can include having your sackperson appear in my level or even in the trailer i have planned for it) So stay tuned!

JKthree
07-31-2011, 06:57 AM
Sorry for the double post but the frustration of testing the stability of this has gotten so bad (with trying to get and keep a party of 4 for testing this) that I have decided to publish and unlock an OPEN BETA of this project to help test, because this problem has gotten so bad its getting me so depressed almost to the point of cancelling this 2 month project, so i can really use the help of everyone to lift my spirits, full details whats going on can be found at a quick level i made explaining whats going on as well as a key to it. I published an outdated version (when i had 25 minigames made, so up to Sweet Ride is available to play) since I'm trying to aim at 25 minigames per level.

LBP.me link. : http://lbp.me/v/4bc26e
Any help is greatly appreciated

evret
07-31-2011, 07:45 PM
have you tried putting a "clear mini game" sensor wired to a destroyer on every minigame (and every non glued part of each) then place the mini game into an emitter so you only emitt the one the player selects then pulse a tag to destroy it when you move onto the next minigame? if you set it up like that you should be able to get around your thermo issues and have it all in one level

SSTAGG1
07-31-2011, 07:59 PM
have you tried putting a "clear mini game" sensor wired to a destroyer on every minigame (and every non glued part of each) then place the mini game into an emitter so you only emitt the one the player selects then pulse a tag to destroy it when you move onto the next minigame? if you set it up like that you should be able to get around your thermo issues and have it all in one level
That's what I though was already being done to ensure they all fit. If not, then yes, certainly change it to this.

JKthree
07-31-2011, 08:54 PM
have you tried putting a "clear mini game" sensor wired to a destroyer on every minigame (and every non glued part of each) then place the mini game into an emitter so you only emitt the one the player selects then pulse a tag to destroy it when you move onto the next minigame? if you set it up like that you should be able to get around your thermo issues and have it all in one level

Yes I have this on all of my minigames (though there are a couple I missed on a few games last time I checked) However a pusle doesn't work for the emitters, already tried that. The thermo I have had no problems with after adding 25 minigames it only went up 10%, but it seems impossible to get a party to play it, When it loads (and sometimes replays do this too) they get seperated or it freezes on someone (on very rare occaisions it happens to more than 1 person), and its becoming extremly frustrating

evret
08-01-2011, 07:36 AM
does the level have frame rate issues?

JKthree
08-01-2011, 06:42 PM
Not really, there is a slight problem with the 3D camera minigames (One has a slight lag during multiplayer which is a big thing since timing is important to it) and the other tends to kill all the players by off camera except Player 1 even though all of the controllinators holding the players go to the exact same position for the minigame

JKthree
08-12-2011, 07:50 AM
Well after taking a much needed break, I have gotten back to work on this and have succesfully added a minigame selection option.

After a lot of testing I found out the current version can BARELY hold a Full online party (because it almost always seperates players forcing them to reinvite in the level in order to play it, the 4th player usually has to take several tries in order to get in, a strong connection really helps)

Now I waned to use snapshots having the title for the minigame selection, but unfortuantly Memory for this skyrocketed, so sadly i had to use visible Notes for this. And it looks like visuals for the intro/ending are also going to take a plunge when i do it in order to keep it possible to play with 4 online players.

The minigame selection is actually just toggles which minigames the randomizer will choose from, and finally the local multiplayer option now works, which disables/enables all online only minigames at once. Now to keep things fair, only the player who activated the minigame selection menu can edit which minigames to play, and once he goes back to the main menu, anyone can go back to the minigame selection menu to make changes as he/she sees fit. Now obviously if you remove almost all of the minigames to choose from it will take a while for a minigame to load since the ranomizer has to go through all of the minigames till it finds one thats enabled so I may add a loading screen picture or something in the future.

But regardless you can now choose which minigames for he randomizer to play instead of playing with lady luck for playing them all.

Now here is a list of the big known bugs i haven't fixed (so you can deselect those ones if you wish to avoid it):

Croc Dentist: The player selection sometimes locks up rendering the game unplayable with 3-4 players
Parasol Plummet: The large point bubbles give more than what they should, giving an unfair advantage. Also i think Player 1 actually gets points from collecting the bubbles, i need more testing on this to be sure
Crazy Cars: I really overdid it with this difficulty, I'll be redoing the difficulty and maybe make it harder over time instead of random
Tower of Power 2: Same as above only i REALLY overdid it with the difficulty
Hot Jump Rope: Unexpected lag can completely ruin this minigame, and the game ending detection is really off
Viva Pinata: The candy doesn't get destroyed when the game ends, and can block an emitter from working rendering the game unplayable
S-Zero: lag + the 3D camera can somtimes kill your sackperson by camera death (a big WTF here since its on versus mode, how can online players die from camera death?!)
Bomb Survival 2: The contents of the Gaia and Naplam bombs dont get destroyed when the game ends and can block an emitter from working rendering the game unplayable
Sweet Ride: The 3-2-1 go lights are in the same layer as one of the karts, making that player stuck at the start because the lights block the way

JKthree
01-12-2012, 09:49 PM
Well I guess its time to use the necromicon.

After a lot of failed experiments on testing with this whole multiplayer stability problem, i wound up getting depressed and left LBP for a while.

But after a while i felt like after all that hard work, i should at least try to finish what i started. So i decided to not worry this issue and about how many minigames are going to be in a level. And just soley focus on making as many minigames as i can, Then group them later, maybe by then the servers will be more stable or i'll have enough help by then to fully test how many minigames i can have per level and still keep a full party.

I haven't fixed any of the bugs in the 25 open beta demo, but when the local camera patch came out the S-Zero player killing issue seemed to correct itself.

In the 10 or so days that I came back I have gotten 3 minigames in the works,

Runaway Train is fully working, however the "Too many objects in this area of your level" reveals the answers for the minigame so i have to fix that.

Tug-A-Lug is also working however i need to determine the push/pull distance

The other is being worked on and i am keeping a secret for now (I am thinking about uploading a video for this one very soon)

No pictures this time. But I did upload a video of Minigame 28: Ballistix for you to enjoy


http://www.youtube.com/watch?v=y5rFRBMOt8k

piggabling
01-12-2012, 10:24 PM
Great! Glad to see you putting everything together again! Can't wait to see it done. :]

JKthree
02-07-2012, 04:39 AM
Great! Glad to see you putting everything together again! Can't wait to see it done. :]

I don't know if it'll ever get done, but i am going to keep putting up little demos like the one currently up (next one will be when i hit the 40 mark). So if i ever do truly give up on this, at least i'll have something public for people to play

But I got 2 more "big" minigames done (Usually the online only multiplayer ones I put more into it) and I got videos for them

The secret one i was hiding i have named Battle Network and is currently the largest minigame (took me about 2 weeks on it) It's a big Creatinator Deathmatch, except you have a health meter and you can find 25 different weapons (most based on or inspired by megaman/rockman)


http://www.youtube.com/watch?v=6iBhXPNEoI4

After getting sidetracked by the Muppets pack and fiddling with all its goodies, i was able to create a completly original minigame using the Attract-o-gel: Space Dolls. Here you spin your earth around keeping your sacks in orbit to earn points while avoiding things burning asteroids, menacing Aliens, and Black Holes that try to get in your way.


http://www.youtube.com/watch?v=qVJkbbbtfgk

I've been having trouble getting some friends to test out Tug-a-Lug, so i'll most likely just make up some numbers for the push/pull distance and test them later, so i can get to work on the next minigame

This minigame will most likely be next ;)

http://mariopartylegacy.com/wp-content/uploads/2011/07/marioparty4orderup.png