View Full Version : [Move] Lights Out Puzzle Level (Puzzles 01-25). Please play!

03-01-2012, 05:54 AM
UPDATE: Move and regular controller support is live! Each player can choose their own control scheme.

I put a lot of time into this level, and even more when I added sixaxis support. Please play it!

Inspired by the handheld puzzle game "Lights Out". Turn out the 5x5 grid of lights. Has 25 built in puzzles, and a level select option.

This level has a crazy amount of logic, and was optimized to run very efficiently. I even put 4 random visual effects in when you beat each level, a help overlay, and interactive music that changes as you progress through levels. Just play it - you won't be disappointed. It definitely stands up against other Move levels.





03-01-2012, 05:59 AM
ill check it out i know how hard it is to get plays.

03-01-2012, 06:03 AM
Thanks a lot!
I just wish there was some kind of quality filter. It seems like 20+ levels get published every hour, so all the good levels get lost in the garbage...
Maybe a filter based on how long people spent actively editing the level?

03-01-2012, 06:20 AM
its very challenging which is good i hearted it cuz i want to finish a puzzle lol only thing ii suggest is changing the music to custom sequencers. TERWEN1400 and Velvet--Audio have some great giveaway levels with quality music.

03-01-2012, 06:39 AM
Yeah, that's why I put the level select option in there. The puzzles are tricky, and even trickier when you try to solve them in 6 moves...
I used interactive music because I wanted it to increase in intensity as you got to the harder levels (so it wasn't the same song for 25 puzzles). There should be four choices if you don't like the default one, though.

I'm not sure if interactive sequenced music is possible, but I could try to select 5 similar custom tracks and order them by intensity. I'll look into it.

Thanks for playing!

03-01-2012, 09:03 AM
If you'd add non-Move capability, I'd give it a go. I don't have Move. :(

03-01-2012, 06:07 PM
I figured that was the issue. I think I'm going to have to add a regular control scheme if I want anyone to play it (I'll make L1 toggle between control schemes).

I'll work on that tonight and update the level when I finish. The level isn't set up for a sixaxis, though, so it's going to take some work...

03-01-2012, 06:49 PM
I'm assuming you have a cursor of some sorts? Shouldn't be too hard to implement I'd imagine?

BTW, I had a mini lights out puzzle in my first level. Was only one set puzzle, but it was the first time I ever really messed around with the logic. :)

03-01-2012, 08:38 PM
I was thinking of doing a grid-based cursor, for a better play experience. Similar to the Mm picked Chess level. This means I'll have to make the main menu a side-panel with defined positional locations (or make it use predefined buttons for each action if I give up on the logic...).

This is my first LBP2 level that I actually polished enough to consider publishing. Lights Out is pretty straightforward in logic, I think, which is why I picked it as a full level project. I did do some interesting things with labelled tags, though (rather than using huge 25-input OR boxes). The levels themselves are actually just 25-tag microchips, laid out exactly like the level! Which means it would be easy to add more puzzle levels, once all this non-move functionality is set up.

UPDATE: Optional per-player non-move support is about 40% complete. The 4 main grid cursors are working together without bugs, so all that's left is to menu-ize the side menu and the music selection area. I will most likely be done tomorrow night, and I'll reupload the level then. Stay tuned!

03-03-2012, 12:48 AM
If you missed the top update, I just added non move support for 1-4 players, so anyone can play this level now.
Each player selects their own control scheme. It defaults to the Move, but if you want to use the Sixaxis instead just press L1.

Also, I got the entire side menu and the music selection screen working on the Sixaxis, with full D-Pad and L-Stick support! Which means you can change music and use the menu entirely without a Move controller.

I even tested drop in (player joins) and drop out (player leaves), and everything still works as it should. I played the whole game through with each type of controller, and nothing seems broken. Please let me know if you find a bug, though!

Fixed a few things, and tried to remove that stupid notification that a move controller is required. Unfortunately, republishing over the level didn't seem to work...

By the way, if you want a hint: try pressing the buttons below the highest lights. That is a noob way to solve puzzles (it doesn't work on many, though).

03-04-2012, 08:33 PM
this looks good. can't wait to play it.

03-05-2012, 03:13 PM
I played your level earlier and it worked very well.
I never encountered any problems with the logic of the level but my brain let me down today.
I struggled to complete many puzzles. I'll give it another go a bit later.
Would it be possible for you to maybe add a reset option to each puzzle?
Sometimes I got it into a bit of a mess so it would have been good to be able to reset it at the press of a button.

03-05-2012, 06:52 PM
This is a very well made level. Great logic going on here. Lol... it took me a minute to figure out what I was doing, but when I did it was very addicting. Toggling the six axis controls was a good idea. I wouldn't have been able to play without it. Thats sure to get you more plays. This is a fun game, and definitely worth a play for all puzzle fans! :)

03-06-2012, 03:00 AM
I loved Lights Out as a kid, so I had to play this.

It was great, with only one problem I ran into. I was on the bottom row, quickly pressing the lights I needed to turn them all off, but I moved too fast and ended up pressing Quit Game instead. Perhaps make it so R1 (when using the six axis) would put you at the menu or something, instead of just having you move the cursor over from the game itself.

Other than that, it was great.

03-06-2012, 04:25 AM
really nice level to play, i never heard of this lights out game before so it was a first time for me, the puzzle is hard but entretaining, i had the same issue as above, accidentally quited the game because of that button, also accidentally kept turning the game help on and off, maybe move those options to buttons in the controller would be better, a reset button would be sweet, sometimes i just screw all things up in the first 5 movements, im also thinking in time based scores, like the first 30 seconds there is a timer ticking and all the lights are green color, the next minute all the lights are yellow, then red, the white when there is no extra time bonus, i know how difficult this is using the logic, but it may engage more the player and make the level more dynamic and challenging, another sugestion would be to add a tutorial with some example techniques and tips, i always ended up with only 1 light on, and im sure there is a technique to turn off 1 lights in less tahn 135 movements like i did, very good level, im really glad i had the chance to try yor level, and your skills at making a bugless logic complex level!

03-07-2012, 09:13 AM
I sucked at this, but it's really well built. :D

03-07-2012, 10:39 AM
Played this a couple of times and was really impressed by the clever logic and switching. Never played anyhing like this on any format and it exposed my complete lack of logical thinking, I couldn't figure out the correct move sequence at all. The visuals and controls were all spot on and I will give it another shot to see if i can do better. One little bit of feedback would be with the wording, I saw that the description states it is move or sixaxis controlled. That might put folks off who don't like move or think six axis might mean that fiddly wobbling and tilting the joypad frustration hell...maybe something like standard controller or move would be a better wording emphasizing standard first as move is nowhere near as popular a option as the standard joypad.

F4F: http://www.lbpcentral.com/forums/showthread.php?68285-Sackboy-amp-the-Bug

03-08-2012, 12:28 AM
Wow. Thanks for all the feedback, guys!
I've been away for the past few days, but now I'm really happy I posted this level here. Lots of good insights, and I'm definitely going to fix this level up in the next day or so.

I'll go through all the comments:
- After all the issues with the quit game option, I'm definitely fixing it. I'm going to add a 1 second delay to the option (so you have to hold down the button to quit). I understand that you guys suggested a hard-coded button, but then how would you select the music with the regular controller? I don't want to do 6 hard-coded buttons, so hopefully this is a better solution...
- As far as timing goes, I don't want to do it. Yes, it would make the level more interactive. But I think it would make people angry and less willing to put in the time to beat a harder puzzle. The original game didn't have a time limit, and I think it helps (since learning the puzzle is a lot like a rubik's cube).
- I will look into a reset button, in the same location as the level select option. Obviously, I'll add the same delay on this button that the quit game option will have. Hopefully it just involves firing the level loading sequencer without cycling the selector (and not awarding a score). If it's doable, I do think that would be a good addition.
- I'm going to change that 'sixaxis' word to regular. I also thought that might be an issue, and you've confirmed it.
- After all the "too hard" comments, I've decided to do an easy puzzle level that shows the basic strategies visually, by playing through them. These 25 puzzles will take 2-6 moves to solve, rather than 6-10 moves. I've created these 25 unique puzzles in a text document, and once the issues are ironed out of this level, I can easily swap out the loaded puzzles and repost as the EZ level.

This level will be updated in the next 24 hours, and the EZ level will be posted after everything seems to be working well. Stay tuned!

03-08-2012, 08:41 PM

I upped the volume on the sound effects, and added a few new ones.

Now there is a "Reset Level" option, which resets to the start of the current puzzle.

In Regular Controller mode:
- Both "Reset Level" and "Quit Game" now have delays. You have to hold X down (and watch the timer increase) to select them.
- "Reset Level" is now the default selected option when you move off the left of the grid. This should prevent accidents, since the option has a delay. Also, it's likely the most useful menu feature when playing now.

I'm going to check back later tonight, and see if there are any glaring bugs. Please let me know!

03-13-2012, 09:21 PM
...no feedback in 4 days? Guess I tapped out this forum.

03-13-2012, 10:41 PM
...no feedback in 4 days? Guess I tapped out this forum.

It's easier to get feedback when you make F4F threads.

EDIT: Sorry... this is a F4F thread. You need to make feedback for other people's levels, and they should respond in kind.

03-15-2012, 06:12 AM
Yeah, I wish I still had the time to do that. I did give feedback on a lot of levels on this forum already, but I recently started a DreamBuildPlay project, so I don't really have the time anymore...

03-15-2012, 09:12 AM
Yeah, I wish I still had the time to do that. I did give feedback on a lot of levels on this forum already, but I recently started a DreamBuildPlay project, so I don't really have the time anymore...

Have you registered on other forums? Also, you should try posting more in the other sections of this forum to put yourself out a bit more.