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View Full Version : HEIST 2: Rising Sunn (now with pictures) [SPOTLIGHTED]



Mrgenji
01-29-2009, 01:17 AM
OH YES!

Its the sequel to the multi-award losing must play level that no-one played - HEIST: The Midnight Star (http://www.lbpcentral.com/forums/showthread.php?t=7143)

Once again join Link as you attempt to raid the worlds most profitable casino "The Rising Sun". Owned by a crime-lord and currently under investigation, The Rising Sun is under lock down, nothing moves in or out - including the money. Lets see if we can change that.

Avoid cameras as you dash through 25+ sections of the casino. Sneak your way past newer more advanced security, this time round more than your perfect score is at stake, One false move and your toast! Find shortcuts through-out the building to help you on your way.

Crack the vault through a series of puzzles, steal the goods and making a daring escape. Fight your way past a boss battle where your very fate rests on the sin of a wheel. Engage your enemy in a final rooftop conflict!

While doing all that keep your eye out for 10 special trophies hidden around the building that increase your score and offer unique prizes including helicopters and lasers.

Once again go for that perfect heist by not tripping any security along they way.

All this awaits you in HEIST 2: Rising Sunn


The Building:
http://i288.photobucket.com/albums/ll186/Mrgenji/APhoto_37.jpg
http://i288.photobucket.com/albums/ll186/Mrgenji/APhoto_38.jpg

Rooms:
http://i288.photobucket.com/albums/ll186/Mrgenji/APhoto_14.jpg
http://i288.photobucket.com/albums/ll186/Mrgenji/APhoto_16.jpg
http://i288.photobucket.com/albums/ll186/Mrgenji/APhoto_14.jpg

Sunn (the boss):
http://i288.photobucket.com/albums/ll186/Mrgenji/APhoto_3.jpg
http://i288.photobucket.com/albums/ll186/Mrgenji/APhoto_4.jpg

Sackboy Sunn (I got bored):
http://i288.photobucket.com/albums/ll186/Mrgenji/sack.jpg
http://i288.photobucket.com/albums/ll186/Mrgenji/ICON0.png



I'd really appreciate feedback on this especially concerning:

* The boss battle
* The trophies

Thanks all who play and I look forward to playing your levels in return!

(P.S, if any of the forum regulars want a copy of the level to see how it works - just ask!)



For those of you who want to know:

-Number
- Name
- Location
- Reward

#1
Rising Sun
In the second room in plain sight
Points

#2
Sunn's Sword
In the room with the first trophy drag the pillars to the left so you can jump to the upper level, head left along to roof to find it
Points + Sunn /w Sword

#3
Door Switch
In the room next to the first trophy, its inside the booth on the right-hand side
Points

#4
Parachute Drop
Under the first set of stairs you reach
Points

#5
Sunn's Gun
In the first room with both lasers and cameras, after reaching the other side of the room ride the laser upwards. Use the camera as a platform to swing off the light into an alcove. The trophy is inside.
Points + Sunn /w Gun

#6
Laser Security
In the same room as the above trophy use the door switch as a platform to jump behind the panel to the left. Follow the passage along untill the wall slides back allowing you to reach the trophy.
Points + Deadly Laser

#7
Golden Gong
In the room with the Laser trophy there is a camera, if you do not trip this camera the door to the balcony in the next room is open. The trophy is on the table there (and if your feeling odd push the plant pot off)
Points

#8
Set of books
Inside Sunn's office use the door to reach the platform above the sofa, from there grab the sponge ball hanging from the ceiling to make the trophy fall down (along with some points)
Points

#9
Money Briefcase
In the vault behind the last stack of gold ingots
[/I]Points[/i]

#10
Gold bullion
This trophy will only appear if you have all 9 others, after the rooftop conflict with Sunn and when link orders you to head back the way you came, it will appear on the raised platform by the elevator.
Points, Casino Helicopter, Casino Helicopter /W Sunn


EDITS MADE SO FAR (thanks for the feedback):

Batch 1:
- Fixed the section with the circle CCubbage mentioned (thanks)
- replaced a missing speech bubble on the 5th trophy
- fixed the speech on the 7th trophy
- Increased the difficulty of one of the events on the wheel
- Fixed the prize dispenser on the wheel
- Included a point reward for each alarm you didn't trip

Batch 2:
+There is now a speech bubble at the start telling you how to skip the intro
+One of the platforms on the first shortcut has been lowered to make the jump easier
+The gold bars and platforms in the vault have been glued to make the section easier
+The briefcase lag has been slightly reduced, I cant however get rid of it completely
+The speed the puzzles controls in the office has been increased in an attempt to stop people getting stuck in the desk

CCubbage
01-29-2009, 04:42 AM
Hey... don't say no one played the first one! I played it! And liked it! And hearted it!

I'm throwing this one on my list to play tomorrow night. I just noticed it as I was heading to bed....



Edit: I couldn't wait, so I got up early this morning to play it.

This is my SLIGHTLY unfinished review. You will see why it is not complete finished below:

PROS:
+I have to give you credit. You took the idea from "the Heist" and kicked it up several notches. This was fantastic, and has just jumped into one of my top favorite games recently!
+I love the asian theme. Very clean, well done visuals - but not so much that it prevented you from studying the setting and understanding what you need to do.
+FANTASTIC level design. You not only created obvious ways through the puzzles, but added some not-so-obvious ways to get around some difficult areas.
+The added "finding treasures hidden in the scenery" was brilliant.

CONS:
-ONE BIG BUG THAT YOU MUST FIX IMMEDIATELY.... After you go up the elevator there is a room with 2 criss-crossing lasers. There is a circle in the center above the platform. If you trip a laser and need to go back to the right to throw the switch, if you jump a little too high you are immediately wedged under the circle and die. Problem is, the save point is all the way at the beginning of the game and the elevator has already been raised...... game over.... I did this twice in a row. On the third time I played the game I was at the VERY LAST BOSS and had to take my son to school, so I had to end the game.
- I can't find anything else wrong with this game at this point. It's fantastic.

Go in and fix that issue as soon as you can and you have a real winner. 5 stars and hearted! Great work!


Ok, now.... you still haven't given me feedback on Splat Invaders Saga.... is it really THAT bad?....

Mrgenji
01-29-2009, 12:38 PM
oh bugger - I just remembered bout splat! I actually played it twice as well to review it :D

I'll go post my thoughts now

Hexagohn
01-29-2009, 02:47 PM
Oooh, I liked the first on a lot I am going to go play it in a few minutes. Sounds really cool.

Mrgenji
01-29-2009, 03:15 PM
Some Edits:
- Fixed the section with the circle CCubbage mentioned (thanks)
- replaced a missing speech bubble on the 5th trophy
- fixed the speech on the 7th trophy
- Increased the difficulty of one of the events on the wheel
- Fixed the prize dispenser on the wheel
- Included a point reward for each alarm you didn't trip

JackBurton25
01-29-2009, 05:47 PM
I'm at work right now, but I will try this one tonight. I don't have a lot of time to play recently because I'm putting the final touches on the Part II of my "Left Behind" story levels.

But I liked the Midnight Star, so this one deserve a play tonight!

Maraz_Matari
01-30-2009, 01:20 AM
Okay I liked this level until I found a level ending glitch near the very end of the level. It's where you have to play that bosses game. Just before him I think there's an attempt at an infinite check point, or a really cruel way to force the player to have only one life. As I hit the button, the floor began to rotate so I jumped to the side to try to stay on top while it spun, and got electrocuted outta no where.... this wasn't a problem until it said to retry or continue onto the pod... Please just mke it a double life check point, as infinte checkpoints are too buggy, and 1 life is just too cruel. Will retry again.

F4F try my Seeing RED

jjdragon
01-30-2009, 01:42 AM
ok soooo where do i begin.. ok got it...AWESOME!

the level was real good, i loved just about all of it and I hope to see a 3rd heist(possibly released the same time as my Holan wars 3rd installment) but here's the pros and cons:

Pros: really felt like a high security facility u got there
the looks we're real good, designs and little things
really loved the collectibles with the telling the # and what not, remind me of some real good games that incorporate that, definete keeper in future leves
fire lasers were sweet, lots better than my instant kill gas lasers so thumbs up

Cons: kinda confusing, when I got 2 the vault part I didn't know what to do to get in, probably one of those right under my nose parts so don't go by just my judgment on that :p

Kinda reminded me of a museum more than a casino, but was still awesome looking regardless


that about wraps it up, really good level, looking forward to double showcasing with you again ;) 5 stars

Hexagohn
01-31-2009, 11:32 PM
This level is awesome, due to a broken button I was unable to access the safe however. The detail is incredible and I really felt like I was sneaking around. Once the button is fixed it will be one of the best levels published. Great work.

Mrgenji
02-01-2009, 11:33 AM
hmm Ive heard about problems with this button - but im not sure whats casing it...It works fine in create mode. Ill go and mess around with it now

I couldnt re-create the problem, but I remade the room instead - hopefully this should help

NinjaMicWZ
02-02-2009, 02:18 AM
Alright, here's the play by play...

You're back to your roots with the parachute drop, except your placement seems to be better now. You definitely know what people liked from the first one :D and know how to improve on it. I really like how you set up this intro dialogue tree to coincide with the drop in. What's really nice about it, is that you can bypass the whole thing on restarts by jumping off the parachute.

I'm really feeling an Ocean's 11 vibe with this now, and it's great. Now we've got a villain to give your character a Robin Hood appeal.

Ah, the alarm system is still intact... I'm still amazed at how polished a set up it is, and from here on out I will continue to compliment you on your abundance of amazing gadgets and spyware. Your sackboy may not get alot of gadgets outside of his parachute and the occasional present from his partners, but he is always surrounded by cutting edge technology, much to his dismay :D

Again, like before, I have to tell you how amazing your architecture is. Everything is understated, built mostly from a simple square shop, but is packed with tons of layers of depth and interactivity. Every footstep is met with detail upon detail and nuance to make the quiet world of a cat burglar come alive, and your scope and scale (that I liked in the original) is even better now. You can definitely tell that this was done by a more learned creator than before... the environment has no cramped areas, everything is neatly put in place and all the rooms flow together with the same height and width.

I'm only going to find a couple collectibles in this level the first time (so far #1 and #4... I think I tried to pick up one that wouldn't grab for some reason, but I'm not sure)... but that is more awesome to me than you can imagine. In any game I am a nut for collecting things, loot and easter eggs, and this just adds another layer to my regular LBP diet. Everytime I play a new great level someone expands on something, or adds something, that by the time we get in year 2 levels are going to have so many ideas to incorporate, it'll be unreal.

I'm glad you used the tweakable laser that we were all shown :D for once it makes sense in a level, and I guess you used thin rubber or something here to make them lethal... that is so cool.

This feels like that movie with Catherine Zeta Jones and Sean Connery in it now where she dances around the laser beams - which also leads me to the merits of this room, the spotlight room down below, and what will probably be so in the others too; every room is set up so that you must think before you act. You're not greatly punished for mistakes, but you are always shown that you could do better. This makes every room into an environmental logic puzzle - like a stealth-based Zelda.

Your multiple routes are much more subtle and less intrusive on the environment now... which makes them like "oh hey... I didn't even think about trying to go that way" - another plus.

Ok, I found #5 of 10... but it won't let me dissolve it. Not sure f I'm grabbing the wrong piece or what, but I've tried grabbing all over it. Ok, n/m it just took a bunch of grabs. My suggestion with these is to make them out of one solid piece of dissolve if they're not already, and only use stickers for different coloration. That way a grab on any side = dissolve.

Oh man... the books on the table fall over. Yeah, you're officially the king of detapicture puzzle is il right now.

#8 found

Ah, now I see why they fall. Ok, this picture puzzle is great. I was building something similar to this using sliding tiles a long time ago and never finished or used it, but this is much slicker and more functional.

It must be very difficult to build in layers like this, where everything needs holes cut in, and moveable layers inbetween and behind every object. You're very underrated in this aspect... I know it's a pain when you're building something and have to remove all the front layers to go in and bolt or adjust and connect something behind it, or restructure it all, and then replace everything perfectly in line with the new stuff and exactly where you had it before.

#9 found

Wow, I just hiot a big loading hitch when I went to grab that money. I don't know if it's my PS3 lately, or what, but I've been getting alot of mishaps like that when a huge change occurs using dissolve.

Cool, now the 3rd floor is open. I was just thinking how this didn't seem as open as the first because of it's tighter and more methodical design, but now I take it back. Also, the introduction of the owner has given this level alot of character - it feels really colorful like Hexaghon's "Heart of Gold" now, with the way his main villain made his first appearance and the characters really start to get endearing.

Holy crap @ that barrage of knives... the paintinator keeps disappearing before I can grab it, but this is amazing. What a cool idea for a twist and change of pace. Ah what the hell it's only got two shots? Awesome, I hit the jackpot, which was AWESOME, it seemed like an Esper summon spell from FF6 lol but I grabbed the stupid limited paintinator at the end and have to hit it again! Man finally... I hit the jackpot two times in a row.

If you could somehow (and I know this will be extremely difficult, if not impossible) make it so that it never fails to activate a prize/punishment by landing between two symbols it would be great. Either that, or lower the hitpoints on the wall by half so that one lucky jackpot could kill it if the player catches every shot. This is by far the most inventive and conceptually unique boss battle I've ever seen. It reminds me of the soup battle in Silhouette Mirage for PS1/Saturn (I know "what the hell is that?).

Wow... what a great ending *SPOILER* by pushing him off the roof and him catching a helicopter. Too bad I stupidly went off with him lol

Ahhhh... now I see what you were doing with the collectibles. That's the best secrets-found indicator out there. I think I see a final prize slot for finding all 9? Cool. The scoreboard is fantastic (also your checkpoint decorations now that I think about it) - it's the little details that really set a great level apart from a good one, and this proves it. Great stuff.

5/5, and more. This is shaping up to be a great series, and is entirely unique.

Mrgenji
02-03-2009, 01:02 AM
Aww shucks MCWiz, you always know how to make me happy ^^

I'll just pick through some of the points of that now...


Again, like before, I have to tell you how amazing your architecture is. Everything is understated, built mostly from a simple square shop, but is packed with tons of layers of depth and interactivity.

haha, thats mainly a byproduct of being cheap, the boss battle originally took up 1/2 the thermo (I trimmed it down afterwards) so I had to build everything except it as cheaply as possibly, mainly by only using 2 materials and a lot of stickers. Also for no real reason I decided that every room should have the casino logo somewhere.


In any game I am a nut for collecting things, loot and easter eggs, and this just adds another layer to my regular LBP diet.

It used to have more easter-eggs in it but they were removed due to the thermo, including 2 signs for when you fall to your death. One if you fell off the balcony saying "Whyyy!" and another after the rooftop scene saying "oops?" - theres still the one where if you push the plant pot of the balcony it'll smash and link will remind you "this is supposed to be a stealth mission" - thats mainly for my own amusement (and the aimlessly destructive)


I'm glad you used the tweakable laser that we were all shown for once it makes sense in a level, and I guess you used thin rubber or something here to make them lethal... that is so cool.

Its actually made from invisible destructible wired up to the same mag switch as the laser. This basically means if you move a key within range the laser will stop emitting lights and the deadly effect will be gone. I never got around to implementing this in the main level though.


My suggestion with these is to make them out of one solid piece of dissolve if they're not already, and only use stickers for different coloration. That way a grab on any side = dissolve.

this is a product of those times when you dont expect how people will react to things. The dissolve is the thin layer of gold on the trophy, its at the exact height it needs to be if you just walk up to the trophy and grab it. I never thought people might knock it over or jump and grab it (silly me really) - I think they will need to be changed, but the thermo is at exactly 99.9% at the moment...it might take some clever reconstruction.


It must be very difficult to build in layers like this, where everything needs holes cut in, and moveable layers inbetween and behind every object.

it's not as bad as it seems, the main problem was reducing the gap between the walls and the rotating part. The grid dis most of the other work though.


Wow, I just hiot a big loading hitch when I went to grab that money. I don't know if it's my PS3 lately, or what, but I've been getting alot of mishaps like that when a huge change occurs using dissolve.

Thats a flaw in the level, I think at some point the cases got stuck to the wall in the back. Of course I once again committed the cardinal sin of glueing everything together, if I starting touching the cases it all fall apart (which is something to see in itself). Once again I'm trying to work on an answer the thermo wont complain about.


Holy crap @ that barrage of knives... the paintinator keeps disappearing before I can grab it, but this is amazing. What a cool idea for a twist and change of pace. Ah what the hell it's only got two shots? Awesome, I hit the jackpot, which was AWESOME, it seemed like an Esper summon spell from FF6 lol but I grabbed the stupid limited paintinator at the end and have to hit it again! Man finally... I hit the jackpot two times in a row.

ahh the boss battle, I hate it so very much. Originally it was going to be a survival challenge that sort of turned into a full level. but the whole thing is so flawed its unreal...my main problem was thinking I could get away with making a boss based on luck, this made deciding the amount of shots on the wall really hard. Another problem was fitting 8 events into that small room - which is why some of the events are pretty cheap (the 2-shot gun, the prize bubble)

If anyone cares there are 4 good events and 4 bad events:

GOOD:
+ A two shot gun flies from the wall
+ A prize bubble containing a smaller version of the wheel (that gives out points and death )
+ The jackpot, where Sunn descends and throws coins and Gun's for you (originally the coins were point bubbles but I realised that made the whole scoring system redundant)
+ The golden star, where a paintinator falls from the ceiling with 10 shots for you

BAD
+ The knife throw, you have to grab a sponge ball and get out of the way or be inplaed by knives from the walls
+ Shuriken drop, some shurikens drop from the roof and will kill you if you dont stand exactly still
+ The rotating platform, the wheel spins plunging you into the pit below - you can either be really lucky with your jumps. Or grab the sponge on the sides of th wheel (no-one seems to do this)
+ Pop-up Sunn. I love this event, easily my fave of them all,Sunn pops out from a secret panel and fies plasma balls at you. Oddly it was one of the easiest to make, the rotating platform however took me several hours.


If you could somehow (and I know this will be extremely difficult, if not impossible) make it so that it never fails to activate a prize/punishment by landing between two symbols it would be great.

arrg this has bugged me for so long, the problem is its hard to do so without making one event take priority over another. Two events cant be active at the same time as they tend to break each other, so the wheel is on a timer before it can go again. Bt then you get there annoying pauses when it hits nothing - I really want tat radius setting on mag keys -.-


It reminds me of the soup battle in Silhouette Mirage for PS1/Saturn (I know "what the hell is that?).

I havnt got a clue what you just said, and odd inspiration for the boss battle was the fight between oogie boogie and jack in the nightmare before Christmas though.


Ahhhh... now I see what you were doing with the collectibles. That's the best secrets-found indicator out there. I think I see a final prize slot for finding all 9? Cool. The scoreboard is fantastic (also your checkpoint decorations now that I think about it) - it's the little details that really set a great level apart from a good one, and this proves it. Great stuff.

originally each trophy was going to be a prize, but then I realized nobody wants that many dodgey prizes. so i just included some choice ones instead.

Once again I cant stop beaming from th praise youve given me, especially from such a talented creator such as yourself. I'm so happy hehe. Cheers Wiz!

OCK
02-04-2009, 07:38 AM
I played this about a week ago (could not finish it) but I am playing again right now to make sure my feedback is accuarte:

OK, I was able to jump off the parachute platform and therefore skip the wall of speech bubbles. As I was falling I noticed one of them was censored so please look into it. A barrier made of single layer dissolve set to a prox switch will prevent the player from jumping off too early.

Nice logo. The piston on the left is a visual distraction though. Maybe but the logo another layer forward and he piston behind it so it is not visible. It would just add to the overall polish of things.

The 3 green things in the first room look out of place and I can't make out what they are. Love how you rigged the spotlight to the door and the whole alarm mechanism, very well done.

I like he custom lettering, I do the same thing and I am happy you did not go the easy route and use the Story mode stickers. Your poker/roullette tables look fantastic!

Swinging from spotlights has been done to death but it makes sense in the contaxt of your environment so it is not a big deal.

I really like the artwork on the walls, nice detail.

Good use of cover/planes in the room with two moving spotlights. I like the way you labelled your floors.

Very nice use of lasers here and I like that they are green. I am guessing you used EastWoodAndy's trick?

Now you are combining spotlights AND lasers. I admire the design here.

lol at the big steel plate crashing down the door, nice touch. Found some hidden point bubbles, always a good thing. I like the green couch, excellent construction.

It is possible to get stuck under the lowering platform with the 2 switches. Some tweaking is in order here. Salamander puzzle is great.

Jumping up unto these hanging platforms is very tedious. The player should not be frustrated with having to perform such a simple action. I think glueing your individual gold bricks together would help so that they are not sliding all over the place. It is very difficult for the player to see that the need to access the shaft in the background. I kept trying to swing from the ceiling which is grabbable and makes it seem like that is the correct way forward.

System froze for 10 seconds when I grabbed he money...

OK, I officially give up. I have spent the last 15 minutes trying to reach floor 3 to no avail (If I did not know you from these forums then I would have spent no more then 5 minutes before giving up). I don't usually like my hand being held in a level as I prefer to figure things out on my own (provided the design does not make it frustrating to do so) but some help here is definitely in order. I backtracked up to the previosu floors 4x now to see if I might have missed something but it does not seem like I did. I cannot jump back onto the stairs from the 4h floor, tired 100x. I am very disappointed I have come this far and I am unable to finish the lvl. Please let me know what I am doing wrong.

Despite this problem I still gave your level a well deserved 4 stars (if I was able to complete it and see he rest then it might have even earned 5 stars) and I look forward to the next one in the series. Thanks again for you feedback on 218.

Mrgenji
02-04-2009, 12:41 PM
hmm I cant see the problem going down the floors, you simply jump backwards onto the stairs and walk down. Except on the floor with the laser (5th I think) where you can either jump through the gap or jump over the railing - where were you have trouble here?

OCK
02-04-2009, 12:43 PM
hmm I cant see the problem going down the floors, you simply jump backwards onto the stairs and walk down. Except on the floor with the laser (5th I think) where you can either jump through the gap or jump over the railing - where were you have trouble here?

4th floor. It kept trying to jump into the background at different angles and none of them worked...

Mrgenji
02-04-2009, 12:45 PM
I just tried it myself and it works fine, you simply have to stand around the left-hand side of the stairs and tap backwards on your stick to move layers. Then walk down the stairs.

I know its alot to ask but would you mind having another go at it? I was really hoping to get your views on the boss battle, obviously its fine if you dont want to though.

EDIT: more changes made:

+There is now a speech bubble at the start telling you how to skip the intro
+One of the platforms on the first shortcut has been lowered to make the jump easier
+The gold bars and platforms in the vault have been glued to make the section easier
+The briefcase lag has been slightly reduced, I cant however get rid of it completely
+The speed the puzzles controls in the office has been increased in an attempt to stop people getting stuck in the desk

Samson107
02-04-2009, 09:45 PM
Alright Mrgenji, I played it.
They're right there is a problem with the forth floor on the way down, its possible but tricky when u don't know how, the only way i was able to do it was if i went all the way up to the wall on the left then jumped back.

ok i liked the collectable item good idea, but at the end the third trophie didn't show up even though i collected it and got the points.
From what I saw of the boss it was a good challenge and a good idea but I only saw 2 of the attacks and the jackpot loads of times. i would stronly suggest moving all the stuff off of the floor when fighting the boss cause it looked messy and made it very akward, especially when all them plasma balls were fired.
You designed it well and was very clever with the security cameras. I really liked the green lasers, i didn't even know u could make em green, also how did u make them burn u? i'm guessing u glued a very thin (invisible) piece of burning wood or something directly behind the laser, nice one! I thought the bit where the wall dissolves so u can see what your doing was a good idea and looked cool. I also liked the way u break through the door at the end, I didn't see that coming lol.

4 stars from me pal

Mrgenji
02-04-2009, 10:43 PM
Thanks for the review samson, I'm not going to change the stairs though mianly because I would have to delete stuff to allow the thermo room to change them. Jumping backwards is basic gameplay and so far ive only ever heard of this problem twice


i would stronly suggest moving all the stuff off of the floor when fighting the boss cause it looked messy and made it very akward, especially when all them plasma balls were fired.

this bit confused me, what stuff?

NinjaMicWZ
02-04-2009, 11:44 PM
I think you could try this to fix the slowdown when you grab the money. I'm pretty familiar with the level-goes-crazy-if-you-detach anything situation.

- go to edit and stay in pause mode

- go to where the money cases are

- pick a material, any kind, any shape

- make your layer as thin as possible

- hold down delete and smear away everything that's behind the money case and the shelves it's on

- expand your shape to all 3 planes

- carefully delete all around the money cases and the shelves and isolate the objects into a stand alone area

- capture it as an object

- exit without saving

- go back into edit mode and stay paused again

- use the same technique to carefully smear away the old money case and shelves

- be mindful not to cut into anything that will unsticker itself or delete switches, music players and mouths

- replace anything that got deleted in the area

- replace the old money case shelf with the captured money case shelf but do not embed it or glue it down

- reconnect everything as needed

- unpause and watch/listen for anything breaking or going crazy

- save and then playtest everything to make sure nothing is missing or broken

- if the level fails in any major way, just go to your published levels and copy your working published version back to your moon and save over the now-broken version

- if everything seems fine, publish the new one, but JUST in case make a back-up copy of the old one that you know works until you ARE 100% sure that the new version is failsafe

Samson107
02-05-2009, 12:07 AM
this bit confused me, what stuff?
i think it was sponge and lightning on the floor around the wheel of fortune thing, and u couldn't really move without jumping, a nice flat serface would have been nice to move on... thats what i think anyway

Mrgenji
02-05-2009, 12:32 AM
well you cant actually hit the lightning unless you really try hard, thats to stop people jumping into the back row.

and the spong is needed for one of the events, its supposed to be cramped anyway - but trust me all the events are easily avoidable

JuggaloJoe
02-05-2009, 01:45 AM
Great level fun funny and intense. I would suggest a little more ammo on the paintinators though. Three shots at a time took a while and started to make it feel repetitive. Great job! Try my level Little Lil' Planet if you get a chance.

TJapan
02-05-2009, 08:02 AM
Hey man, i just played it as far as i could during my lunch hour... but the boss/slot thing broke and went crazy. probably just a fluke, but just for your info, here is the order of events-

jump on button, get the flippy rolly thing,
fall off and hit the button on the way down
game calls jackpot, drops shuriken, gun,explodes, shoots at me and the flips back over
the arrow portion that moves down is now gone, and i cannot progress. i'mma play again tonight.

Mrgenji
02-07-2009, 12:59 PM
A lot more random bug's fixed, I've also increased the range on several of the wheel events to try and stop the "no event" on the wheel when it lands in between segments. I wish that radius key would arrive sooner.....

Also spotlighted! Thank you very much guys!

CCubbage
02-07-2009, 01:38 PM
You deserve it!

OCK
02-07-2009, 01:58 PM
You deserve it!

What he said :)

Vanemiera
02-11-2009, 01:21 PM
Great looking level. But at the bossfight i couldn't progress because he felt down and i wasn't able to collect the paintinators anymore.

I really like the Hiden prize system. It feels rewarding to google over your well arranged scene. Hearted it.

JackBurton25
02-11-2009, 03:17 PM
Hi!

I played your level twice now. My comments :

- - - - - - - - - - - - - - - -

+ The story is nicely done, and you can skip it when you do it more than once. Very good idea!

+ The design of the rooms is great. Lots of details and the lightning is well done.

+ Steal valuable objects with "R1" and a report at the end of the level showing what you found.

+ Good mix of plateforming and exploration.

+ Challenging, but not too hard.

- - - - - - - - - - - - - - - -

- The first time I played, I got stuck near the start in the room where you say that the elevator is not working. When hanging form the spotlights, I did not saw that I could grab the trap to open it. I don't know if other people had that problem...

- The puzzle in the office with the switches. It's hard to see what you have to do. I played with the switches, the door opened, but I'm not sure what I did. Maybe I missed a speech bubble or something...

- Add a bit more ammo in the paintinator.

- - - - - - - - - - - - - - - -

5 stars, hearted.
Very nice work. Are you working on part 3 ?



I'm also looking for some comments on my newest level, "Left Behind Part.2". The link is in my signature. Thanks MrGenji!

Whalio Cappuccino
02-19-2009, 12:09 AM
Alright, here is my feedback!

Things going through my head

- One of your speech bubbles at the start is censored, orrr you just love aterisks.

- I love how you can either skip or watch the intro, it's a option I haven't seen before so well done.

- I also love your gameplay idea, it's like a MGS meets Sackboy. You know what I mean right? :eek:

- Anyways, on to the needy greedy...

The Positive

- I really like the whole idea of stealing things, and it's almost like it's a little mini-game sort of thing. It's again, something I honestly haven't seen before, bravo!

- The detail like the cash section, and all that gold (the lighting there is awesome by the way, makes you feel like a real theif lol)

- The music is perfect for the level.

- New gameplay mechanics/platforming, I also love the idea of the hidden prizes, good stuff and very well done.

Suggestions/Feedback

- It's sometimes really difficult to tell that there is a backround layer behind you, you can easily fix this by having a light inside indicating this.

- The section with the door that's closed, I had a hard time find out where to go, since you can't really see the layer in the back, what I would do is add a camera, after the speech bubble, showing the top switch. Maybe with a speech bubble saying "Hmm..." Lol, I don't know...

- Again, really hard to see some things, like the button inside the room. Adding a small LED light near it would definately help.

- Major problem! Somehow, the ending with the wheel went crazy and I couldn't progress. I grabbed the paintanator, shot at the wall 5-6 times, ran out of ammo, thought to my self "Hmm, maybe another paintanator will come down if I press the button."

I press it.
Things go haywire.
The end.

Overall

The level presents a lot of new gameplay mechanics and platforming. It was enjoyable, I wish I got to see the end. :(

4 Stars, I hearted it because I understand it wasn't your intention on the wheel breaking on me, and it does deserve a heart for fresh gameplay. Good job!

Vanemiera
03-13-2009, 06:06 PM
Your level has been filmed:
YouTube - Heist 2 - Rising Sunn