View Full Version : Yes, use F4F Sackraider 3 - Apophis's scepter - Part 2

09-09-2011, 04:50 AM
After hours and hours of work I'm proud to present you Sackraider 3 - Part 2.
In this level, you will have to run through the dangers of the pyramid where you've been stuck at the end of part one.
Some little platform, some puzzles, some dialogs.
I hope you'll enjoy this level.
Have fun and tell me what you liked and what you didn't :)

09-09-2011, 12:08 PM
The original wasn't half bad. i'll check this out.

09-09-2011, 05:40 PM
Just played it. Glad to see part 2 so soon already! Looks really great, just like your other levels. Liked all the effects you used, especially in the puzzle with the light beams. Gameplay was pretty fun as well.

Just ran into 2 little problems. First one at the part where you have to pass all of those pillars going up and down. The 2nd bounce pad didn't really take me anywhere. Couldn't see if there was anything up there, just the grabbable thing to take you back down. Don't know if this is intentional or if something is wrong there.
Second one was at the last elevator, seemed to get stuck or something. It went down a bit, then stopped for half a second, then went down a bit again and so on. Might have something to do with the radius of the player sensor being too small since my character was in the air a bit every time it went down and the elevator stopped meanwhile.

For the rest I didn't see any problems. So yeah, really good job again. Can't wait for the next part! :)

09-10-2011, 08:07 AM
Hello Fire :)

The problem you had was with the last elevator ?
It's intentional the elevator don't go at the bottom, but there may be a problem with the radius, I'll check this out.

For the second bouncepad, you can go to the left and to the right when you are in the air. There are prizes bubbles. Maybe the camera wasn't OK, I'll try to improve this part :)

Thx a lot for this constructive feedback :)

09-10-2011, 10:51 AM
The problem you had was with the last elevator ?
It's intentional the elevator don't go at the bottom, but there may be a problem with the radius, I'll check this out.

Yeah the last one you use, so the one on the far right that doesn't work the first time you see it. It doesn't go down smooth as soon as it works for some reason.

For the second bouncepad, you can go to the left and to the right when you are in the air. There are prizes bubbles. Maybe the camera wasn't OK, I'll try to improve this part :)

I tried to get up there but I just fell down again and into the spikes. :p After 4 deaths I just continued the level.

09-10-2011, 04:42 PM
it looks great ive got it queud up!

09-11-2011, 06:29 PM
I thought this was a very cool level. 1 thing I thought you should've done was to make the desert 3-d layer, making it seem much bigger and making it look bigger

09-12-2011, 02:37 PM
Hi Maxouze,
I came across your level last night but got stuck at the light puzzle and left a comment on your profile about it:


I'm loving your level series going on here, especially your use of the hologram material. But I found with the grappling hook on to pull the switches, it made it a bit harder to pull them since the length of platform is short. Depending on which side you stand, you can actually fall off the platform whilst pulling the switch. So I got rid of the grappling hook as it was easier to pull the switches by hand.

The use of the crystal and lights in the puzzle was really good, I liked it. But once I solved it there was no where to go. I saw the cut scene and went there, but it wasn't obvious what I was to do next. Spent a while walking around trying things out and ended up quitting. Maybe I missed something or this area needs a bit of work? I'm not sure, so let me know, as I'll be back to give it another shot. Yayed it and I'm coming back so I can give you a better feedback.

09-12-2011, 04:05 PM
Thanks a lot for you comment Dess :)
I answered on your thread for the problem you had.
But I will answer here again :)

In the place where there are lights to match with crystals, you only found 3 of lights.
There are four of them.
In the middle, there are two that are easy to find.
Two others are on the corner of the place and can be reached by grabbing the circle thing.
I fixed the problem of the grappling hook too :)

09-13-2011, 06:41 PM
It was good playing with you earlier. Actually nice seeing your level in create mode and helping you get rid of that bug, where the cut-scene could be triggered again by moving the lights. Just remember, any time you want something to trigger once you can use a counter set to count up to 1. You can use the same set-up I left in your level to reset and stop obstacles, hazards and emitters (the one where I set up a light cube and player sensor as an example).

I updated by review to your level in game and I look to the next part.


09-13-2011, 07:49 PM
Thanks Des :-)
You were very helpfull !

09-14-2011, 10:57 PM
Dear Maxouze, these two levels are truly spectacular! i would not be surprised if Mm came across these and wow'd themselves! I only have a few minor biffs i want to share with you that came across during the two levels. Some of the dialogue had errors (mostly unnoticeable, but when one part should be "we goddesses" instead of "we goddess"). a few things looks slightly off, (a blue hologram in the first part next where the ball goes, for example), the part with the blocks of fire that drop was kinda annoying since i could not really see where i was, maybe you might want to redesign that room so it still has pillars, but make it one layer and have the player visible at all times? the part with the stomping things was fine, and most players wouldn't have a biff with it, but my controller can sometimes be wonky and i was actually flung into the air by the stompers. lastly, while the level certainly had plenty of moving parts (which is great because it makes the level dynamic), it still felt a little stale at a few points. i don't exactly know what you could do for that, but maybe at a few extra moving parts, or maybe something to not drag the focus away from the important parts? also, the part with the grappling hook where you scale up the platforms was not a problem, but may i suggest you move the grappling hook to the checkpoint so players don't have to run back and snag one from the doorway? also, the checkpoint in the second level still had it's pad, maybe you could remove it so it doesn't look as weird? Finally, were the lights supposed to flicker on and off like electricity? or was it supposed to flare up and down like fire? because right now i'm getting an electrical feel from it.

Sorry about all the biffs, but on the other side, the concept is amazing, your calligraphy is top notch, i love how you used the actual ancient Egyptian alphabet (even though i didn't check for gibberish or real words), the choices of music was truly great (except at the start of the second level, the intensity at the start was a little odd), the sandstorm at the start was genius, the water puzzles were cool, the level definitely lasted a good amount of time (my levels are always too short..) and i had plenty of fun with the whole project. The light puzzle stumped me for a short while, but then i remembered the clue by the elevator. I await for the next chapter in the series, and keep up the GREAT WORK!

P.S. is it supposed to be the Nil River, like a reference to Nile?

09-15-2011, 10:15 AM
Hey, I just came back from the level and I digged it.
The plot is very interesting, I like how you explained ancient story in part 2 and use of tools, objects and material has been used correctly.
Use of lights and atmosphere has been done correctly and music is well chosen. I really liked the obstacles and puzzles in this level so those get my seal of approval.
Only current issue what I found was this area. There was the red button what I wasn't able to find for couple minutes underwater:
Maybe you should put red light over there or hologram that players gives attention to the button more easily.

Overall, It's enjoyable experience with good puzzles and obstacles.

09-16-2011, 03:11 PM
Hey guys, thanks for the great feedback.
This is really usefull.
I'll try to make the button easier to find in the first level
I'll move the grappling hook :)
I'll change the music, I agree that it doesn't feet well at the beginning.

To answer your question Lyrikan : yes this is the Nil river that flows in Egypt :)

09-16-2011, 03:59 PM
WOW looks cool ill check it out also when you get the time could you leave constructive feedback for my level so i can know the issues with the level layout


09-16-2011, 09:00 PM
Hello, I played your level as a response to your F4F on my Heavy Metal level.

Well, I ran into a few hitches during gameplay. Firstly, there were a few minor spelling errors such as "ancien Skull", and "beautifull". These are only minor problems and are easily overlooked. The rest of the problems however, are not. For instance, the crane arm broke on the boat, preventing me from getting past the lake, and the camera does not focus back on sackboy after getting out of the boat, it just stays looking at the crane.

Because of these huge issues I was unable to finish the level, which is a shame because based on some of the pictures of the level, it looks like it gets much better.

I'll try again later, but for now you should definitely fix those problems.

09-17-2011, 05:49 AM
Hi Xero, you chould try part 2 which is not blocked.
Iknow about the crane glitch. I spent a lot of time to fix this but wasn't able to find a clue on how to fix that ... Sorry ...

09-17-2011, 06:01 AM
I spent a lot of time to fix this but wasn't able to find a clue on how to fix that ... Sorry ...

If you put a material tweaker on each piece of the crane, and tweak it's 'indestructible' value to true, it will prevent it from breaking. Or, if you'd prefer, you could play with the values on your wobble bolts to prevent joint strain.

09-17-2011, 06:28 AM
I have allready put this undestructive value on each part of the crane.
As you tell, this is the wobble bolt that breaks
I have played a lot with the values but it always goes wrong.
Thanks for the advice anyway.
Maybe it wasn't a good idea to take these underwater things with a crane.

09-17-2011, 07:24 AM
played it i had no problems or complaints imagine that! really great gameplay mechanics and it looks like you did your research

09-17-2011, 08:53 PM
I played part 2, and I'm happy to announce that I was able to get to the end of it. :rolleyes:

The visuals were great and some of the puzzles were fairly unique. I only had a few minor issues; firstly there wasn't much for gameplay. Aside for the few puzzles, there wasn't much to do but gawk at the stunning visuals. Secondly, there were a few places (especially during the light beam puzzle) where it was easy for sackboy to automatically change layers to the back layer, resulting in you falling and having to run all the way back up to the top again.

All in all, a great level. Keep up the good work :)