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gevurah22
12-17-2008, 11:43 AM
After the Azure Palace, I had to do something a little more technical...

http://www.daviddino.com/mobilesuitarmorboyheader.png

This set of levels will encompass a 5 part ongoing series based around platforming/sidescrolling shooting mecha action. It's your job to pass the Armorboy training at Facility 6 and become one of the elite Armorboy pilots, but don't think it will be an easy feat.

Key points of the Armorboy Series:
- It's hard, so bring your best shot forward
- Because it's hard as nails, the stages offer infinite checkpoints so you can die as much as you want without worrying about reaching game over
- There is a mix of both platforming and fast mecha based gameplay
- A conglomeration of my favorite mecha clichés
- Mecha, mecha, and more mecha =P

The five part series will include the following stages:

Part 1: This is Training? (released)

- located in California
- over one month in development
- Begin your training as an Armorboy pilot by heading to Facility 6 and showing the headmaster "Flaming Meteor" what you're made of. Blow a lot of stuff up while you're at it too. =P

http://www.daviddino.com/lbpmsap101.jpghttp://www.daviddino.com/lbpmsap102.jpg
http://www.daviddino.com/lbpmsap103.jpghttp://www.daviddino.com/lbpmsap104.jpg
http://www.daviddino.com/lbpmsap105.jpghttp://www.daviddino.com/lbpmsap106.jpg
http://www.daviddino.com/lbpmsap107.jpg

- Pushes players to adopt different ways of traversing levels, such as the Ceiling Hop
- Puzzles to keep you on your toes
- Death Rays
- infinite checkpoints (which are not in the death ray section due to their limitations)
- win an Armorboy by simply passing the stage and find another special prize through a repeat playthrough!

Youtubes:

Part 1 of 2
yz5bYL7dFVI
Part 2 of 2
tx4gNdHZZUI

Part 2: Seven is NOT Lucky (not released)
Part 3: Unforgiving Phantasy (not released)
(LittleBigPhantasy Remake... w/ mecha)
Part 4: Sacrifices (not released)
Part 5: The Final Mission (not released)

Thank you to everyone who helped me beta test the stage and get it to where it is now. It's been a long time coming, but I'm thankful for their support. The Armorboys themselves took about 3 weeks of on and off work to balance and get them the way they are now. It was pretty hard getting everything to work the way it does, but I think I found a good middle ground for it all.

Also, don't let the difficulty bring you down as it's meant to be like basic training. =P Just be accurate with your skills and you'll be an Armorboy pilot in no time! Hope y'all enjoy it!

mrsupercomputer
12-17-2008, 11:56 AM
I remember playing the beta and it was awesome! I'll make sure to give this finished version a shot next time I play.

Gilgamesh
12-17-2008, 12:35 PM
Wow, you work fast! I need to get cracking on my own mecha project in overdrive if I wanna keep up with you :p

Looks great though, I'm going to have to give it a go and try to break things again :hero:

Vsions
12-17-2008, 03:34 PM
Looks very good, I very much enjoyed azure palace so Im sure I will enjoy this. By the way are you a 3d artist by any chance? I get that vibe fro you..

neonrage0
12-17-2008, 03:50 PM
This is awsome.
I did the 0.7 Beta, so I'll try the finished one.
I have a bleak idea of how to remake the me-
*Brick'd*
Bystander: Don't tell them.

Hexagohn
12-17-2008, 03:52 PM
Oooooh, looks cool. Can't wait to try it out.

gevurah22
12-17-2008, 07:12 PM
Wow, you work fast! I need to get cracking on my own mecha project in overdrive if I wanna keep up with you :p

Looks great though, I'm going to have to give it a go and try to break things again :hero:

Go for it man. Lemme know what you find.


Looks very good, I very much enjoyed azure palace so Im sure I will enjoy this. By the way are you a 3d artist by any chance? I get that vibe fro you..

Um, nope. FAR from it good sir. I'm more of a drawer but I can't draw mecha for the life of me. :D


This is awsome.
I did the 0.7 Beta, so I'll try the finished one.
I have a bleak idea of how to remake the me-
*Brick'd*
Bystander: Don't tell them.

LOL. If anything, it isn't hard to make one on paper. It's the fine tuning that takes forever. Like I said, it took around 3 weeks to get it right. And even then, I tweaked it so many times more during level building process. I'm going to even do it more for the next one.

ryryryan
12-17-2008, 07:30 PM
Very well put together. I'll do a mini sort of review as there's a few things i gotta say.

First off, I don't think this level is possible (EDIT: I meant impossible lol) to ace LOL!
But seriously, it's hard! And i came across a fair few bugs in my time playing.
I'll start a small list:
- When you die in your current mech and you get a new one, you should set the emitter so only 2 can be in the stage at one time. I found my old mechs lying all about the place! Which were pretty hazardous. (on my second playthrough it appears this doesn't happen - so nevermind i suppose lol)
- TV just doesn't work for me. Just a load of glitchy blurs, but the text was good enough.
- In terms of the emitter for the gun on the mech... couldn't you set it for a promixmity thing with enemies? Not the area? So then the armour boy would stop firing when the enemy is dead. Would look a bit tidier.
- When going left to the hanger to get a new mech for the fight... when you drop down after the corridor... if you fall off of the right of the platform you land on... you can't get back up. I found that out the hard way :(


Apart from that, i think this is the best level currently online. Fantastic attention to detail, great atmosphere, and very enjoyable. The only part i don't like at the beginning with the moving platforms and ice. That just annoys me.
5 star and hearted, and hearted you as a creator. :)

madhatter
12-17-2008, 07:41 PM
Very kewl,cant wait to give it a try.Looks awesome.

Vsions
12-17-2008, 07:46 PM
Go for it man. Lemme know what you find.



Um, nope. FAR from it good sir. I'm more of a drawer but I can't draw mecha for the life of me. :D



LOL. If anything, it isn't hard to make one on paper. It's the fine tuning that takes forever. Like I said, it took around 3 weeks to get it right. And even then, I tweaked it so many times more during level building process. I'm going to even do it more for the next one.

figured I would ask, you have a good design sense do you do art for a living?
Also not sure if you have already but you should give a couple of my levels a try. judging from your interests in mecha, I think you would enjoy them. Check my videos out I think you could appreciate some of my work.

gevurah22
12-17-2008, 08:42 PM
Very well put together. I'll do a mini sort of review as there's a few things i gotta say.

First off, I don't think this level is possible (EDIT: I meant impossible lol) to ace LOL!
But seriously, it's hard! And i came across a fair few bugs in my time playing.
I'll start a small list:
- When you die in your current mech and you get a new one, you should set the emitter so only 2 can be in the stage at one time. I found my old mechs lying all about the place! Which were pretty hazardous. (on my second playthrough it appears this doesn't happen - so nevermind i suppose lol)

This only happens when you damage your mecha in any way. If it isn't intact, like if the legs blew off, then it won't disappear when getting a new one. It's a weird glitch, but I'm only set to the limitations of the engine.

Also, the emitter is set to 1. =P


- TV just doesn't work for me. Just a load of glitchy blurs, but the text was good enough.


It's supposed to give off a flickering look so that's intended. You should at least be able to see the images though.



- In terms of the emitter for the gun on the mech... couldn't you set it for a promixmity thing with enemies? Not the area? So then the armour boy would stop firing when the enemy is dead. Would look a bit tidier.

This is the issue with having a number of enemies in close quarters. They all will dissipate their keys once their dead so that the Armorboy does not fire again, but since in that particular section there are enemies both above and below, they sometimes get caught in the circular radius of the magnetic key. Again, I'm only restricted to the limitations of the engine.

If I could have made that area bigger, it wouldn't have been a problem but at that point, I had to do some thermometer management to shove it in.



- When going left to the hanger to get a new mech for the fight... when you drop down after the corridor... if you fall off of the right of the platform you land on... you can't get back up. I found that out the hard way :(

I'm kinda having a hard time understanding what you mean since that section was meant for you to just drop and continue on left. Could you explain it a bit more?


Apart from that, i think this is the best level currently online. Fantastic attention to detail, great atmosphere, and very enjoyable. The only part i don't like at the beginning with the moving platforms and ice. That just annoys me.
5 star and hearted, and hearted you as a creator. :)
LOL, it's all about the moving platforms. =P

Anyway, thanks a lot man. I'm really glad you enjoyed it regardless of the difficulty. Also, did you ever find the secret area in the first part of the stage? If you use the switch trigger you get in your first playthrough, you'll get something neat, which will help towards the bigger "all items" prize.


figured I would ask, you have a good design sense do you do art for a living?
Also not sure if you have already but you should give a couple of my levels a try. judging from your interests in mecha, I think you would enjoy them. Check my videos out I think you could appreciate some of my work.

I work as a hospital supervisor but I enjoy art. As for checking out your stages, what's their names?

Vsions
12-17-2008, 09:16 PM
I work as a hospital supervisor but I enjoy art. As for checking out your stages, what's their names?

Cool, well you definitely have creative talent. As for my levels, the ones I think you would likely enjoy are called Tank Racing (Canyon Hoppers) and Spy Ops: The Sabotage. My user name is Vsions which will make it easier to find my stuff by searching by name. I also think you would enjoy horde mode 1, if you can survive it. There is a massive walking robot boss :grr:

Enter Sackman
12-17-2008, 09:33 PM
Woo, I played the beta of this the other day and LOVED it... Though you weren't kidding when you said it was rather difficult :P

Look forward to playing this first real part next time I get on LBP!

ryryryan
12-17-2008, 09:52 PM
This only happens when you damage your mecha in any way. If it isn't intact, like if the legs blew off, then it won't disappear when getting a new one. It's a weird glitch, but I'm only set to the limitations of the engine.

Also, the emitter is set to 1. =P

It's supposed to give off a flickering look so that's intended. You should at least be able to see the images though.


Ah fair enough. Makes sense :)

About the TV - nothing but blur shows up for me, even if i flick the switch either way. It shows the glitchy blur, that's been commonly found.



I'm kinda having a hard time understanding what you mean since that section was meant for you to just drop and continue on left. Could you explain it a bit more?


Sure. When you've gone through the first mecha area, you have to then run through a corridor with firing gaurds. When you do this, then jump out of this corridor, you land on a metal platform, raised higher from the ground. Sorta like:
....__________*
__/................\__
ignore the dots lol.

But yeah, where i put the star... my first time i accidentally jumped off this ledge. I then couldn't get back on so i had to kill myself! It's only a small thing, but thought i better mention it.



Also, did you ever find the secret area in the first part of the stage? If you use the switch trigger you get in your first playthrough, you'll get something neat, which will help towards the bigger "all items" prize.


Just did in a playthrough - thanks! :D Though i'm having trouble finding one more item. I found the one in the rocks...

And NOOOOOOOOOOOOOOOOOOOOOOOOO! I SO nearly aced your level! I died once on the final boss! Gutted :( Got 3rd place though. Your first will be tricky to beat D:


Also, while retrying i managed to glitch the level :P When you get into the lift that falls - i jumped into there and then jumped passed to the next corridor. Then ran back, and then the lift fell when i was on the left side of the corridor. I jumped down and ended up at the first boss fight, that didn't move LOL. I then restarted it.

ALpha_7
12-17-2008, 09:56 PM
I've played the beta, can't wait to play the real thing, I'm blown away sometimes by the creativity behind some of the concepts and creations, it's one of the things that makes LBP so great.

jjdragon
12-17-2008, 10:34 PM
dear lord your levels are great lol, i gave all of them including this one a five star, there rarely are levels i see where i think it looks like the developers made them, but you did. lol and yeah i played ur completed level, awesome work, can't wait for part 2

gevurah22
12-17-2008, 10:51 PM
Sure. When you've gone through the first mecha area, you have to then run through a corridor with firing gaurds. When you do this, then jump out of this corridor, you land on a metal platform, raised higher from the ground. Sorta like:
....__________*
__/................\__
ignore the dots lol.

But yeah, where i put the star... my first time i accidentally jumped off this ledge. I then couldn't get back on so i had to kill myself! It's only a small thing, but thought i better mention it.


I'm fixing that right now.



Just did in a playthrough - thanks! :D Though i'm having trouble finding one more item. I found the one in the rocks...
Hint: It's in on-foot section with all the random trap rooms. Good luck finding it. =P


Also, while retrying i managed to glitch the level :P When you get into the lift that falls - i jumped into there and then jumped passed to the next corridor. Then ran back, and then the lift fell when i was on the left side of the corridor. I jumped down and ended up at the first boss fight, that didn't move LOL. I then restarted it.

That section has done nothing but plague me with issues. I think I have an idea to completely fix it, but I'm afraid the rest of my stage is going to break because of it. I'll try it out in a bit and see if I'm successful.

Also, thanks to everyone who's liked it so far. ^^

ryryryan
12-17-2008, 11:29 PM
No - thank you :D While i thought highly of your previous stuff, it wasn't my favourite. But if you keep this quality up (and i'm sure you will) these levels will be my fave LBP levels... ever :D By the way... the troubles with the lift you're having... it only happened cause i tried to get across. Otherwise, i wouldn't worry about it too much.

gevurah22
12-18-2008, 07:13 AM
No - thank you :D While i thought highly of your previous stuff, it wasn't my favourite. But if you keep this quality up (and i'm sure you will) these levels will be my fave LBP levels... ever :D By the way... the troubles with the lift you're having... it only happened cause i tried to get across. Otherwise, i wouldn't worry about it too much.

LOL, no problem man. Glad you liked it regardless. Also, I fixed the lift section.

UltraNative
12-18-2008, 02:07 PM
greatest.........level.........ever. way better than azure palace, which is also a great

btw, do you sit at work and draw stuff for this game in mind?

Creative
12-18-2008, 02:42 PM
Hey, I played this level recently and... it's awesome :cool: Just one small thing though: the part where you have to access the fingerprint-scanner to release the Armourboy. I completely missed it and just kept running towards the right... After a while I began to think "I don't think gevurah would make a section this boring and simple". Then I realised I must of missed something.

I noticed it the third (lol) time and everything worked great, but maybe you could point out the keycard thingamabob so people don't end up running all the way to the finish without doing anything... Just a suggestion to help retards like me ;)

Thee-Flash
12-18-2008, 02:48 PM
Just a suggestion to help retards like me ;)

lol welcome to my sig tomorrow ......

neonrage0
12-18-2008, 03:48 PM
greatest.........level.........ever. way better than azure palace, which is also a great

btw, do you sit at work and draw stuff for this game in mind?

Yes, the mechanics of Azure Palace have lost their shine...
But this is great. :hero:

gevurah22
12-18-2008, 11:19 PM
Hey, I played this level recently and... it's awesome :cool: Just one small thing though: the part where you have to access the fingerprint-scanner to release the Armourboy. I completely missed it and just kept running towards the right... After a while I began to think "I don't think gevurah would make a section this boring and simple". Then I realised I must of missed something.

I noticed it the third (lol) time and everything worked great, but maybe you could point out the keycard thingamabob so people don't end up running all the way to the finish without doing anything... Just a suggestion to help retards like me ;)

Oh, you haven't seen the rest of the stage then since. =P There's so much more after that part now.

Thanks though!

Plus I've started work on Part 2.

http://www.daviddino.com/lbparmorboy18.jpghttp://www.daviddino.com/lbparmorboy19.jpg

Hopefully the new paintinator powerup will be up next week so I can implement them on the Armorboys and for the on-foot missions.

Voltiare
12-19-2008, 04:40 AM
Just beat it. I'm not sure why people are like "Best level ever!" so much. For me, the best part of it was from the technical perspective. The armorboys and deathrays were well designed and creative and I admired the level and gave 5 stars for that.

But it wasn't that fun. It was better than most levels to be sure, but the switch boxes and armorboys were kind've meh.

1) Some of the switch boxes took a split second to activate something, but others took 3 seconds. Why not make them all have the same timing? Some take so long that I am wondering if I am grabbing it or not.

2) Some of the switch boxes are tricky to grab. I remember the deathray section having a switch box on the wall and every time I tried to grab, I would grab the winched sponge instead.

3) The armorboy was sluggish and slow. I know you said this was intentional and would be fixed in later levels so I won't harp about it.

4) The jumping section with the glass and gas during the bootcamp was annoying. Not really because of you, but because of LBP's plane shifting.

Now to prevent this from coming off as pure hate, I will add stuff I really like.

1) The armorboy design. They look good and they work very well. If only they didn't jossle around and autoshoot, they'd be perfect.

2) The deathrays are badass.

3) The animation tutorial was creative as I haven't seen that done yet.

4) The armorboy damage makes it really intense. I actually preferred having my legs blown off since it looked cooler and it controlled better.

5) The characters were really well made and have personality.

If the armorboys really can get a lot better as you say, I'm sure I will really like the later levels.

gevurah22
12-19-2008, 08:47 AM
Just beat it. I'm not sure why people are like "Best level ever!" so much. For me, the best part of it was from the technical perspective. The armorboys and deathrays were well designed and creative and I admired the level and gave 5 stars for that.

But it wasn't that fun. It was better than most levels to be sure, but the switch boxes and armorboys were kind've meh.

I respect that. I hardly can call my levels "TEH BESTEST11!!1" because there are tons of levels that beat it out in overall solid gameplay (take yours for example)

Yet like the rest of my stages... I want them to offer something no one else does. If anything I like to look at my stages as experimental, pushing what can and can't be done within the confines of the engine.

But hey, I don't mind those comments at all. :rolleyes:


1) Some of the switch boxes took a split second to activate something, but others took 3 seconds. Why not make them all have the same timing? Some take so long that I am wondering if I am grabbing it or not.

That's laziness on my part. I'm planning on setting them up with equal times universally, besides the very first one.


2) Some of the switch boxes are tricky to grab. I remember the deathray section having a switch box on the wall and every time I tried to grab, I would grab the winched sponge instead.

Intentional, but I think I can move that one a little lower.


3) The armorboy was sluggish and slow. I know you said this was intentional and would be fixed in later levels so I won't harp about it.

Yup. The next couple variants are going to be waaaaaaay more responsive. For example, the one that The Flaming Meteor rides will be a primary Armorboy from here on out. There's also an even more responsive one that I'm currently working on that transforms in certain situations. Think Macross. ^^

But I understand a lot of the frustration players go through when using them at times from the accidental crushing to the wobbling. Once again, limitations of the engine and certain design choices inhibit me from making them truly perfect. The automated shooting can't be helped either as their is no real way for the player to control and shoot at the same time aside from having it become a two player affair.

This isn't like Libidius.jp where he had the luxury of using a small object while having the shooting aspect relegated to grabbing. It took nearly a month of tweaking to get the Armorboys to where they are at now, but improvements can always be made here and there to the basic design.


4) The jumping section with the glass and gas during the bootcamp was annoying. Not really because of you, but because of LBP's plane shifting.

LOL, I just wanted that particular section to look crazy, but that's not happening again.


Now to prevent this from coming off as pure hate, I will add stuff I really like.

1) The armorboy design. They look good and they work very well. If only they didn't jossle around and autoshoot, they'd be perfect.

Again, limitations of control stop me from having both. Automated shooting is necessary with this design and I can't think of any other way to do it while staying along the lines of the desired gameplay.

The next group of Armorboys besides the ones that are in Part 1 and 2 will have cockpit repositioning to improve stability.


2) The deathrays are badass.

I saw that done once in Sackhouette 2 and knew I had to have that. It will be used a lot more on both enemy and ally fronts and you might see them on an Armorboy in the near future.


3) The animation tutorial was creative as I haven't seen that done yet.

That was something that was not intended but ended up being way better than I thought. It will show up more as well and become a huge staple of the series, especially for those that are new to Mobile Suit Armorboy.


4) The armorboy damage makes it really intense. I actually preferred having my legs blown off since it looked cooler and it controlled better.

Again, it was not intended but worked out better than I thought. And I agree with the leg damage as well. ^^


5) The characters were really well made and have personality.

Haha, thanks man. That's what I get for living off of mecha anime.



If the armorboys really can get a lot better as you say, I'm sure I will really like the later levels.

Yeah they definitely will. As I had started to run out of space on this first stage, I really didn't have much space for open air battles with the Armorboys which is why most of the Armorboy section was stuck in a confined area. There will be even bigger bosses, war ships, and anything else you can think of that originates from some of my favorite mecha anime.

The next couple of levels will really be more suited to grander stuff so it will be easier to control without having to worry about crashing in to so many things. If anything, Part 1 really has accentuated what needs to be done in order to make these mecha great.

And now with the inclusion of the MGS Level Pack, you can be freaking sure I'm going to put all of it to use from the textures, music, paintinator for the on foot sections, and whatnot. Really, Mm has some perfect timing in regards to the development of my series.

Anyway, thanks for the thoughts. Glad you liked it. ^^

OCK
12-19-2008, 01:22 PM
Well I will start my comments by saying that I agree with pretty much everything Voltiare wrote. Having said that here are some additional thoughts:

Pros:

- As mentioned by others the way you did the tutorials with the TV screens was very impressive. I have to say it was NOT the first time I have seen a similar thing done but I will concede that no one has done it as well as you have.

- The overall polish is great. Things like decorating your posts, race gates etc do not go unnoticed by people like me. Often times it is the small details that can really add to a levels overall visual appeal and I am always encouraging people to do the things you have done here.

- The cohesion is definitely there. Material choices all fit your theme as do the decorations.

- The use of cutscenes was very well executed and I enjoyed all the characters you made.

- Custome content. Everyone knows my thoughts on this. I believe that very soon custom content is what will seperate good levels from great levels. At the end of the day no one wants to keep seeing the same mushroom tree, scientist etc. You have a lot of custom creations here and I appreciate that.

Cons:

- As mentioned by Voltiare the glass floor training section was just unnecessarily frustrating and I am surprised that in playtesting you did not notice this yourself. We all know the plane detection is flawed so areas where use of it is made need to be very carefully tested.

- That first boss. The checkpoints are too far away from the jump pad. Why should I run from the bottom of a slope to the top to get back on the jump-pad if you could have just put a checkpoint next to the jump-pad itself? Also, the pad did not seem to like me very much . After getting the first switch on the right it took A LOT of mashing on the jump button before I could grab on to the lights and proceed towards the next switch.

- After a while the whole mech sequence became VERY tedious to the point where I literally wanted to give up. The player dies and they are taken aaaalllll the way back to the hangar. Then I grab the mech and have to wait for those barriers to receded back into there slots, why not make them permanently receeded after the first time you pass them or take them out altogether? The only reason I kept playing was out of respect for complexity of your design and the knowledge that a lot of hard work went into this.

Bottom line? I respect the fact that you are trying new ideas and showing other creators what is possible within LBP but as Voltiare mentioned the notion that this is the "best level ever" is a little absurd (I have said it once and I will say it again: there is no such thing but I know it is not you who keeps coming up with that idea, rather your fanbase). Having said that I enjoyed the level and appreciated the complexity. I also hearted the level which I would not have done if I did not think it was deserving of a heart. There is still a lot of tweaking to be done and whether or not this theme is a good idea for an entire series is your call. Ultimately you have to follow what your heart is telling you and do what you want to do:)

If I may make one final suggestion then it would be to check out the other levels from the creators of this community. There is a lot of stuff out there that is "worthy" of your attention so I hope you take the time to leave others feedback as you have done for me. Thanks for another high quality level and I look forward to the next one :)

Vsions
12-19-2008, 02:41 PM
Hey Geruva, I played your armor boy level last night and thought it was excellent. I know your still tweaking it and thought I might bring something to your attention. I got to the elevator between the two red halls and when I got in it just kinda shifted down a little and then stayed there. I got stuck inside and could not do anything. I didnt bother retrying the level cause I had to go to sleep but I will tonight. Anyway it might be worth looking into, but its looking excellent, well done..

Enter Sackman
12-19-2008, 08:04 PM
Finally got round to playing this level.

Absolutely loved it - the attention to detail, just like with all of your levels, was astounding... It was this that made me keep trying it until completion regardless of how difficult it was in places :P

Voltiare
12-19-2008, 08:23 PM
Haha, thanks man. That's what I get for living off of mecha anime.I'm actually not much of a mecha fan. The last mecha anime I watched was Code Geass, which is awesome. Have you watched it yet?


And now with the inclusion of the MGS Level Pack, you can be freaking sure I'm going to put all of it to use from the textures, music, paintinator for the on foot sections, and whatnot. Really, Mm has some perfect timing in regards to the development of my series.Oh yeah, son. Can you imagine the VR materials and tools in H.A.T.E. 2? It is going to be B-A-N-A-N-A-S.


Anyway, thanks for the thoughts. Glad you liked it. ^^Yeah, I didn't want to come off as too harsh. Your level is way better than most of the levels online. It is a great level.

I just have a problem with people who say "Best level ever!" when I don't think it is lol. Maybe they are being honest and they just love mechs and such, but I think some of it is that they are stuck on your nuts.

"OoOoh, he made Azure Palace so whatever he makes is GODLY!1!". I don't think that way. I respect you too much to do that.

gevurah22
12-20-2008, 04:04 AM
- As mentioned by Voltiare the glass floor training section was just unnecessarily frustrating and I am surprised that in playtesting you did not notice this yourself. We all know the plane detection is flawed so areas where use of it is made need to be very carefully tested.

I knew this was going to be a polarizing subject. :hero: I get it both ways. This part is another one of those cases where you have to super carefully time those jumps, especially with the ice. It's either people really enjoy the challenge or people hate the crap out of it. I knew what I was getting into and really for me (obviously) and others, it isn't that hard. In fact, I had a bunch of my friends come over and they they handled that area masterfully after getting burned a few times. But I understand your feelings on the situation.


- That first boss. The checkpoints are too far away from the jump pad. Why should I run from the bottom of a slope to the top to get back on the jump-pad if you could have just put a checkpoint next to the jump-pad itself? Also, the pad did not seem to like me very much . After getting the first switch on the right it took A LOT of mashing on the jump button before I could grab on to the lights and proceed towards the next switch.

Would you rather respawn in a firefight versus respawning in a safe area? There is so much going on in that particular section that if you were to have a checkpoint any closer, you'd probably die right when you get out.

As for the pad, that part is a little tricky. I know that thing can get messed up just a bit, but it's at the point where if I increase the speed by .1 of a sec, you fly sky high way past the lights. If I decrease it by .1, then you will have time your bounce even more. It's not perfect and I do understand the issues people have, as I have them myself in that part. I can see if I can tweak it more, but we'll see.


- After a while the whole mech sequence became VERY tedious to the point where I literally wanted to give up. The player dies and they are taken aaaalllll the way back to the hangar. Then I grab the mech and have to wait for those barriers to receded back into there slots, why not make them permanently receeded after the first time you pass them or take them out altogether? The only reason I kept playing was out of respect for complexity of your design and the knowledge that a lot of hard work went into this.

Armorboys take up about 15% of the thermo and slightly more when you have them infinite respawn. As much as I didn't want to, it's a necessity to have the respawn all the way back when dealing with the thermometer limits while still worrying about having the rest of the stage to deal with at its level of complexity. So again, going all the way back after eating it can't be helped.

I did fix the the first two gates you were talking about as it does get annoying to wait for those things. The last one is just sped up as it closes for failsafe reasons if the Armorboy falls backwards for some odd reason.


Bottom line? I respect the fact that you are trying new ideas and showing other creators what is possible within LBP but as Voltiare mentioned the notion that this is the "best level ever" is a little absurd (I have said it once and I will say it again: there is no such thing but I know it is not you who keeps coming up with that idea, rather your fanbase). Having said that I enjoyed the level and appreciated the complexity. I also hearted the level which I would not have done if I did not think it was deserving of a heart. There is still a lot of tweaking to be done and whether or not this theme is a good idea for an entire series is your call. Ultimately you have to follow what your heart is telling you and do what you want to do:)

Thanks for the comments and I really appreciate the sincerity in them as I was able to make some changes to my level accordingly. If it weren't for critiques, we would be thinking we're doing a perfect job. In the end, this level isn't made for everybody and I went into the project knowing that can go both ways. Regardless, I'm loving every minute of it and the series will get better over time. This was a good learning process in expanding the gameplay of the Armorboys and pointing out what needs to be done in order to make them excel, so again thank you.

But I don't know why you need to bring up the whole "best level ever" thing. If that's what people want to believe, that's cool but it really doesn't have to be brought up. It's kind of moot considering #1 I don't believe it to be the best level ever and #2 why should you care? I don't want to come off sounding rude, but really now?

We just have to keep doing what we're doing as creators. =)


I'm actually not much of a mecha fan. The last mecha anime I watched was Code Geass, which is awesome. Have you watched it yet?

I watched it for the lulz. Spinzaku and all that jazz. :D I'm a huge Gundam and Macross fan all the way through, even with some of the older Super Robot shows like Mazinger Z, etc. I'm hoping I can pull of a "combination" mecha real soon. =)


Oh yeah, son. Can you imagine the VR materials and tools in H.A.T.E. 2? It is going to be B-A-N-A-N-A-S.


The textures... can't stop thinking about them.


Yeah, I didn't want to come off as too harsh. Your level is way better than most of the levels online. It is a great level.

I just have a problem with people who say "Best level ever!" when I don't think it is lol. Maybe they are being honest and they just love mechs and such, but I think some of it is that they are stuck on your nuts.

"OoOoh, he made Azure Palace so whatever he makes is GODLY!1!". I don't think that way. I respect you too much to do that.

LOL, it's all good. Like I said above, I don't see why you should care about that but if that's how they want to slice it, so be it.

Regardless, I lucked out on the Azure Palace and there's no denying that. :rolleyes:

Heck, I'm showing up on a future Playstation: The Official Magazine issue because of it.


Hey Geruva, I played your armor boy level last night and thought it was excellent. I know your still tweaking it and thought I might bring something to your attention. I got to the elevator between the two red halls and when I got in it just kinda shifted down a little and then stayed there. I got stuck inside and could not do anything. I didnt bother retrying the level cause I had to go to sleep but I will tonight. Anyway it might be worth looking into, but its looking excellent, well done..

I fixed that so thank you for bringing it to my attention. On that note...

v 1.03 is republished with the following changes
- Armorboy is more maneuverable with a faster rate of fire
- Electric death room sliding platforms have been slowed down slightly
- Minor, minor tweaks to the Flaming Meteor battle
- Corridor to the Armorboy training sequence has been modified
- Timer scores have been adjusted to reflect the changes

Good luck :p

Gilgamesh
12-20-2008, 05:02 PM
... I am just too good at what I do :hero:
I managed to break the level twice, and break another minor part :)

I got stuck the first time after beating Flaming Meteor, I managed to snag (accidentally) the jetpack at the back and the mecha started to hang from me, so I figured I would check out where I could go with it. I went to the top-right of the room where there seemed to be a little tunnel, I let go of the jetpack there and it made me fall "into" the wall. I got out by popping, but then there was a wall piece keeping me from going any further, and the mecha was snagged up there and continuously firing bombs from its back.

Second time I got stuck was right when I was about to get the ArmorBoy. For fun I decided to continuously grab the gizmo while the ArmorBoy was rising from the ground. Eventually, the ArmorBoy disappeared, but then I could no longer get any new ones, no matter how hard I tried! Needless to say, I could not go further.

Also, I broke the TV tutorial. The guy said to pull right to get it started, so I pulled left. This didn't do anything (I think) so I pulled right, but it just created some kind of "hall-of-mirrors" effect which really slowed down the PS3 and wouldn't show any images at all, only brief glimpses.

I decided to stop at the ArmorBoy elevator for now, I'll try out the rest when I feel more up to it. On a positive note though, I noticed you've made some minor adjustments throughout the level to make things easier to see and avoid, and I also love the ArmorBoy elevator.

gevurah22
12-20-2008, 09:34 PM
... I am just too good at what I do :hero:
I managed to break the level twice, and break another minor part :)

I got stuck the first time after beating Flaming Meteor, I managed to snag (accidentally) the jetpack at the back and the mecha started to hang from me, so I figured I would check out where I could go with it. I went to the top-right of the room where there seemed to be a little tunnel, I let go of the jetpack there and it made me fall "into" the wall. I got out by popping, but then there was a wall piece keeping me from going any further, and the mecha was snagged up there and continuously firing bombs from its back.

Second time I got stuck was right when I was about to get the ArmorBoy. For fun I decided to continuously grab the gizmo while the ArmorBoy was rising from the ground. Eventually, the ArmorBoy disappeared, but then I could no longer get any new ones, no matter how hard I tried! Needless to say, I could not go further.

Also, I broke the TV tutorial. The guy said to pull right to get it started, so I pulled left. This didn't do anything (I think) so I pulled right, but it just created some kind of "hall-of-mirrors" effect which really slowed down the PS3 and wouldn't show any images at all, only brief glimpses.

I decided to stop at the ArmorBoy elevator for now, I'll try out the rest when I feel more up to it. On a positive note though, I noticed you've made some minor adjustments throughout the level to make things easier to see and avoid, and I also love the ArmorBoy elevator.

Weird. I don't know exactly what I can do with the Armorboy elevator... oh wait... I think I have an idea.

As for the monitor, I'm kinda confused at how that happens. Maybe that's why people have been saying it doesn't work.

And on the boss, I was supposed to take that jetpack off a long time ago, but I keep forgetting. You're the best glitch finder ever. :D

EDIT: Fixed two things.

1 - The Armorboy Hangar. That issue shouldn't show up any more as apparently there was enough space for another one to be released. I just shortened the length of the pistons so it doesn't happen anymore.

2 - Jetpack on the Flaming Meteor stays (because it would destroy my stage for some stupid reason), but you can't pull him anymore. =P

Gondito
12-21-2008, 01:39 AM
Played it.Loved it.Hearted it.

Extremely satisfying. Well Done

Whalio Cappuccino
12-21-2008, 01:44 AM
I played it, but I got so irritated with the ArmorBoy or w/e. Because I died at one part, I don't even know how. And I had to goo all the way back. I don't know the rest was fun ( Before actually getting into it. )

Ah well, I know it's suppose to be long and stuff, since it is training and all.

Needless to say, I did heart it.

gevurah22
12-21-2008, 03:33 AM
Hmmm, I think I fixed the squishing issues. I've been doing anything and everything to force movement that make the Armorboy squish me... but no luck. I'mma try this out.

EDIT: Holy crap... not only does it prevent you from being squished, it actually improves it's stability. O_o

Elbee23
12-21-2008, 04:34 AM
Well, I gave this a play through last night. It only took me an hour to finish... :blush:

As others have said, the level looks great. Once again I'm shown a great example of design, lighting and decorations that really enchance the overall look.

Though others haven't really commented on it, I really enjoyed the story as well. I could see a whole lot of mecha influence in it. ;)

Now let me highlight some bugs I found...

If the people that are having trouble with transistion change jumping platform section is the part I am thinking about, then you could make it easier by not leathalising the roof. This might make it too easy though. I'm no expert platformer, but I did get through it with a whole tonne of patience. It's your vision and your level though, it's just a suggestion. :)

I managed to beat the flaming meteor with his flame shield up. The piston jumping thing is quite fiddly, and I'd often mistime and accidently hit his head. I guess I just hit it enough for it to register as a "kill" :eek:

If you really wanted to fix that, fire objects can be bumped, gas and electric ones instantly kill the player and so don't get moved. But then it would not be the "flaming" meteor. :(

In regards to that piston though, you can adjust the length of the piston as well as the timing sequence. Adjusting both might help it to be a bit more accurate in terms of jump distance. Say it's on a 0.2 second fire and goes up 3.0 max length, you could change it to 0.3 seconds 4.0 max length or whatever. Hopefully this makes sense, but you might already be doing this.

The highest training drone the armor boy kills, the final up and down gate would keep crush bugging me for no obvious reason when I attempted to go through it. It took about 5 tries and being really, really careful before I made it.

I did kill the final boss while my legs were blown off. My armorboy went straight into a death spiral though immediately after and drove me straight into the deadly gas...

But then immediately after that, I went back to the armorboy launching platform, and I could not get another armorboy to come out. I feared I was permanently stuck... but I went off anyway and found a jetpack from a dead drone so I could keep moving on as it was not chained to anything. It got caught on something or other though and then dragged me into the gas...

So I went past all this and found yet another jetpack again, I think this one from the boss itself. I had to stick to the roof and be very careful, but I did make it to the final scoreboard. I didn't really want to play through another hours worth just to see the last minute, at least, not right away... :(

But once again, it's a great level and I really appreciate the subtle touches you have put in it. It's overall a great adaptation of a lot of cool mech anime ideas, and the art and story made it worth the hour of play time and frustration of dying a lot... especially seeing as most of it was infinite check points. ;)

gevurah22
12-21-2008, 06:48 AM
Well, I gave this a play through last night. It only took me an hour to finish... :blush:

As others have said, the level looks great. Once again I'm shown a great example of design, lighting and decorations that really enchance the overall look.

Though others haven't really commented on it, I really enjoyed the story as well. I could see a whole lot of mecha influence in it. ;)

Thanks man. I had fun adding all the mecha anime cliches.


Now let me highlight some bugs I found...

If the people that are having trouble with transistion change jumping platform section is the part I am thinking about, then you could make it easier by not leathalising the roof. This might make it too easy though. I'm no expert platformer, but I did get through it with a whole tonne of patience. It's your vision and your level though, it's just a suggestion. :)

Yeah, that part pretty much has to stay. That section is all about making extremely timed jumps. I've already slowed them down significantly I think today, so that's pretty much the story on that part.

I did mention the stage is hard, so I'm not expecting everyone to get through that unscathed. I'll mess up from time to time and shake my head for blasting through it though, but thanks for the suggestion.


I managed to beat the flaming meteor with his flame shield up. The piston jumping thing is quite fiddly, and I'd often mistime and accidently hit his head. I guess I just hit it enough for it to register as a "kill" :eek:

If you really wanted to fix that, fire objects can be bumped, gas and electric ones instantly kill the player and so don't get moved. But then it would not be the "flaming" meteor. :(

In regards to that piston though, you can adjust the length of the piston as well as the timing sequence. Adjusting both might help it to be a bit more accurate in terms of jump distance. Say it's on a 0.2 second fire and goes up 3.0 max length, you could change it to 0.3 seconds 4.0 max length or whatever. Hopefully this makes sense, but you might already be doing this.

Yeah, I did that already. It's either too short or too high. I guess I can bump it super high, but we'll see.

As for hitting him without taking the shield out, I've pretty much accepted that as something I really can't change considering if I make the radius smaller, he becomes impossible to hit without being extremely accurate. I just like to think of it if you're planning on speed running the thing, it's okay to exploit. I tried taking out the jetpack, but it won't come off for some reason, so I've just limited the length to minimum.


The highest training drone the armor boy kills, the final up and down gate would keep crush bugging me for no obvious reason when I attempted to go through it. It took about 5 tries and being really, really careful before I made it.


I've never heard of this before, so what I will possibly do is just set those just to open up. I'll readjust the score timer accordingly since doing that will speed up the process.

I did kill the final boss while my legs were blown off. My armorboy went straight into a death spiral though immediately after and drove me straight into the deadly gas...

But then immediately after that, I went back to the armorboy launching platform, and I could not get another armorboy to come out. I feared I was permanently stuck... but I went off anyway and found a jetpack from a dead drone so I could keep moving on as it was not chained to anything. It got caught on something or other though and then dragged me into the gas...

So I went past all this and found yet another jetpack again, I think this one from the boss itself. I had to stick to the roof and be very careful, but I did make it to the final scoreboard. I didn't really want to play through another hours worth just to see the last minute, at least, not right away... :(

I'm so confused as to why it doesn't respawn, especially since it's set to unlimited. I've fixed one glitch where it would spawn too an extra one under the lift, but I'm really confused as to how to fix it if that's not the case.


But once again, it's a great level and I really appreciate the subtle touches you have put in it. It's overall a great adaptation of a lot of cool mech anime ideas, and the art and story made it worth the hour of play time and frustration of dying a lot... especially seeing as most of it was infinite check points. ;)

Haha, thanks again man and sorry for the frustration it gave you (and to everyone else). Considering I haven't seen this thing done before, it is a good learning experience with something new like this.

Like I mentioned above, I did improve on the design so that you don't get crushed anymore for some unknown reason. Edges don't like Sackboy so they get killed easily, especially when carrying something with weight.

As soon as I get back home from work, I will handle those issues as much as possible. The thermo is literally at 99.9% considering it freaks out when I add a small square of any material now.

EDIT: And holy cow... 45 minutes? I never thought it would be that long for someone. I usually blaze through the stage in 16-17 minutes (considering I know how it all works), but wow... nearly an hour. That's wild.

Whalio Cappuccino
12-21-2008, 07:58 AM
EDIT: And holy cow... 45 minutes? I never thought it would be that long for someone. I usually blaze through the stage in 16-17 minutes (considering I know how it all works), but wow... nearly an hour. That's wild.



Seriously? It took me 30 minutes, and I just got to the second movie... How do you finish it so fast. Afterall, it is YOUR level. :rolleyes:

gevurah22
12-21-2008, 08:09 AM
Seriously? It took me 30 minutes, and I just got to the second movie... How do you finish it so fast. Afterall, it is YOUR level. :rolleyes:

Watch the video in the first post and see how fast I burn through it all. That's not even using some of the stuff I use to cut down that time to around 13-15 minutes tops.

I'll mention them here, but they're all extremely risky so try them at your own risk.

- I skip the bioscans on the death ray section hoping I don't get blasted while they're moving.
- I intentionally jump into the Flaming Meteor to "hopefully" trigger the sensor switch to end the battle right from the get go.
- The Armorknight's rail gun can be destroyed using the variable knife, but the magnetic switch area is very small under the front of the rail gun. Plus you're in the range of it's bullets so you risk exploding with one shot. It's even scarier when you have already knocked off the chest plate.

The next couple changes should make it less frustrating and easier to blow through (such as taking out the moving gates in the Armorboy trial section.

From now on, there won't be too many obstacles like that in small sections where you need to use the Armorboy. It'll pretty much be run and gun in more open areas in the upcoming stages.

Boomy
12-21-2008, 08:34 AM
Haha that is a very cool design :), it was quite hard :o

gevurah22
12-21-2008, 08:37 AM
Haha that is a very cool design :), it was quite hard :o

Haha, understandable. Hopefully you were able to make it through to the end.

Maybe I should add a disclaimer speech bubble when you start. :rolleyes:

Boomy
12-21-2008, 08:38 AM
Haha, understandable. Hopefully you were able to make it through to the end.

Maybe I should add a disclaimer speech bubble when you start. :rolleyes:

Yes I did eventually :)

gevurah22
12-22-2008, 06:45 AM
Fixed some random issues with the door not opening after the first boss is defeated. Armorboy section should be easier as well considering the huge metal doors no longer move up and down.

Also, most of the emitted rates of bullets from obstacles and enemies has been slowed down as well, making most of the stage easier to traverse. Another thing I found when playing with quozl today was the random infinite checkpoint glitch where a second player would not respawn. So at the end of the stage before the end checkpoint, I added a normal one in hopes of bringing that person back so you can at least finish the level.

ALpha_7
12-22-2008, 11:19 PM
Played this again last night and run into some issues, I played it for over an hour and managed to break it nearing what I assume is the end. I was fighting the Armour Knight and I blew bits off him but eventually he wouldn't take any further damage. Which I thought was weird. I thought somethings up so dumped my armour boy in a gas pit, then when back for a new one, the new one wouldn't fire it's weapon, nothing came out. so I tried to stab the armourknight to death and that didn't work, ditched that armourboy and no more would come out so I didn't even have a mech to fight with.

Given I'd spent so much time playing it was pretty off putting but I still gave it 5 start and a heart, but hope next time I won't run into the same issues.

gevurah22
12-23-2008, 02:50 AM
Hmmm. I really don't know what's causing that bug. It is set to infinite and I tested it just recently with a similar situation. I got it to the point where I had 15 damaged Armorboys laying around all over the place yet it still emitted more and more and more. I even tried to glitch it by consistently messing with the bioscan, but no luck. Sorry about the situation, but I'm really at a loss as to why that happens.

SuperPhillip
12-23-2008, 03:46 AM
I really like the aesthetics. I'm a sucker for good art design.

It's a bit frustrating, but you're still getting the kinks out.

ALpha_7
12-23-2008, 09:58 AM
Hmmm. I really don't know what's causing that bug. It is set to infinite and I tested it just recently with a similar situation. I got it to the point where I had 15 damaged Armorboys laying around all over the place yet it still emitted more and more and more. I even tried to glitch it by consistently messing with the bioscan, but no luck. Sorry about the situation, but I'm really at a loss as to why that happens.

No worries mate, given how complex your creations are and the level in general, it's amazing there are so few issues, I'll play it again tonight. :)

gevurah22
12-24-2008, 01:01 AM
Thanks man.

Anyway, I was checking the comments and I got some pretty hilarious ones. I doubt they're allowed on the forum, but needless to say I think I hurt some of their feelings with the level. :rolleyes:

SmallLargeEarthling
01-03-2009, 04:41 PM
a few things about the first part..
I managed to kick off the Flaming Meteor without putting his shield out.. and, the monitor in the briefing room didn't really work.. it was like there was gas in front of it..
but still, it's awesome!