I got to check it out again, it should be less glitchy with the grab switches![]()

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Thread: LittleBigMemory
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06-30-2009 #21
New level for F4Fhttp://www.lbpcentral.com/forums/showthread.php?t=13018
Want individual layers of background material?
check out this posthttp://www.lbpcentral.com/forums/sho...&postcount=120
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06-30-2009 #22
Honestly, I haven't ran into any problems in my last 20+ play-throughs. I extended the "memory pipes" and made them of a more friction-prone material to prevent excess spacing resulting in uneven note playback. Also, I finished the tour level, it has pictures of all the wiring and about 100 different comments to explain what everything does.
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06-30-2009 #23Junior Sackperson
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Nice idea! I love these types of games. Be nice if it could handle quick inputs (well it does but you get a failed sound which is odd). Like I had 2 yellows in a row...tap tap...failed sound...sequence continues and I can carry on...
Short but sweet (as most concepts are) but in a way it is a full blown level in itself.
Not sure if there is much else to say about it, personally I would of had a lighter colour and look to the level but that's me!
Nice level keep it up
oh...4 stars and hearted!
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06-30-2009 #24
I'm working on the issue now. The whole system is gravity fed, so if you try to trigger it before the next term appears, it marks it as half incorrect, and then gravity pulls it into place, allowing you to go on. I don't really know how to fix it, so what I might just do is disable player input while gravity is going, indicated by a green or red light at the top.Nice idea! I love these types of games. Be nice if it could handle quick inputs (well it does but you get a failed sound which is odd). Like I had 2 yellows in a row...tap tap...failed sound...sequence continues and I can carry on...
Short but sweet (as most concepts are) but in a way it is a full blown level in itself.
Not sure if there is much else to say about it, personally I would of had a lighter colour and look to the level but that's me!
Nice level keep it up
oh...4 stars and hearted!
UPDATE:
I implemented the system described above, there are now two lights at the top that signal when it is alright to input notes. When the light is red, the player's input will not do anything. Players who try really hard may still be able to break it, but under normal use, it works perfectly.
Externally, there isn't much of a change than that, but internally, I've added about 100 new wires, which are all failsafes that protect against
A)The system breaking
B)People trying to break the system
C)Corrupt sequence logic
Everything has been re-routed and updated to be more secure, and everything should run smoothly. I have also updated the speech bubbles to reflect the updates I've added in. Unfortunately, since the system is so new and untested by anyone but me, it may still have hidden problems that I'm not aware of yet. Test it out, report any issues, and tell me what you think.
Last edited by BSprague; 06-30-2009 at 11:00 PM.
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07-01-2009 #25
Love the concept! My feedback:
Level should have optional instructions, like go left for instructions, go right to play right now. Something like that.
Way too dark for me, kind of a cool atmospheric thing going but it seems just a bit TOO dark.
Also I think I might know why people think they are getting the wrong when right problem, the sound of grapping, and lights, and even the new input now lights all work sometimes without the input being recognized by the machine - if you grab really fast. The one sound that confirms you have grabbed the input is the only one that doesn't sound which queued me into why I was losing when going fast.
The point collecting room is a bit dull, and again the end just going to black is soooo dark and kind of boring. You should make the score room a little more interesting, maybe have a simon board in the background, some music, or something, plus just the gekko skin in 90 degree angles looks way too simple.
Man I really really liked this level though, the logic has to be awesome. I'm going to play it a couple more times to see if I can (honestly) get that high score.
4 stars, and brilliant tag.
And thanks for playing Deja Boom! Nice avatar too, you make it?Last edited by LuckyShot; 07-01-2009 at 06:09 PM.

If you are bored and want to play an epic story driven level, check out Deja Boom! Or if you want mindless fast paced action check out Kid Rocket's Revenge @LuckyShot - Both spotlighted! With videos.
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Thanks!
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07-01-2009 #26
I'm going to make it "Grab for instructions" at the beginning and they will come down. That way it's unobtrusive and still accessible without going out of the way.
That's just my style I like to keep it dark, especially in a level that revolves around remembering bright colorful lights.
When the light is red, the machine doesn't accept player input and the lights and sound don't go on. To test this: wait until you have two of the same color in a row. Hold onto that color for the first one, don't let go. The light will turn red, and when it turns green again, it will immediately fire the color off again. I have had strange "not registering" problems, but I have to explore why that is happening.Also I think I might know why people think they are getting the wrong when right problem, the sound of grapping, and lights, and even the new input now lights all work sometimes without the input being recognized by the machine - if you grab really fast. The one sound that confirms you have grabbed the input is the only one that doesn't sound which queued me into why I was losing when going fast.
I didn't want to detract from the actual playing experience by cluttering it, but I can totally see what you mean about the boring point room. I'll leave the 90 degree gecko in just for uniformity's sake, but I will implement the colored lights I used in the gameplay room alternating and circulating around the walls. I'll also put in a cool laser effect I've been wanting to try out. If you've ever played the Virus Survival level (by yonis), you'll know what I'm talking about. I'll add in music as well, I don't see anything wrong with that after the gameplay bit is doneThe point collecting room is a bit dull, and again the end just going to black is soooo dark and kind of boring. You should make the score room a little more interesting, maybe have a simon board in the background, some music, or something, plus just the gekko skin in 90 degree angles looks way too simple.
The logic is pretty insane, but I've optimized it to only take up about 65-70%
of the thermometer, so I have room for effects and improvement. Thank you for your feedback, it is greatly appreciated and I'll work at implementing all of the things I've mentioned in this post in the next couple hours (or days, depending on how long it takes).
Deja Boom was a great level, it was my pleasure to play it.
The avatar was based on a previous avatar I made, but this one was made entirely by Rhyfelwr, who did an absolutely amazing job with it.Last edited by BSprague; 07-01-2009 at 09:38 PM.
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07-01-2009 #27
Just played a couple of times and here are my thoughts:
The thing that most impressed me is the random generated 'track'; I played like four or five times and always found a different track to challenge, this adds a lot to replay value for those who appreciate memory games (and I am among them).
Few suggestions in fact:
- It seemed to me that the light where all white with a coloured glass in front of them, you can use confused coloured lights to improve visuals a little bit; the available colours will fit perfectly, just spread the radius a bit.
- I don't know how you wanted it in terms of difficulty but sound effects instead of piano notes or different tones of the same effect increase the diffuculty of the task, personally I would have appreciated it more with piano notes but it's just my humble guitarist opinion.
I understand that the lack of visuals is due to the thermo (I guess it's overheating), but maybe a different choice of the not grabbable materials (I don't know the english name of it) will give the level a more captivating look.
Maybe you can solve the delay issue increasing the vertical distance between the floor and the 'buttons'.
Technically your level is a very refined masterpiece.
For the 'long game' issue (20 - 25 matches) I can't provide solutions since I can't even imagine how your random track generator works, so I don't have the possibility to guess what the problem is.
In fact LBP editor is full of strange behaviour I can't explain to myself, like pistons that stop working at 0.1/0.2 speed or mag switches that do not recognize the appropriate key...
In my latest level (which you played) a certain Idol could be found as first, second, third, fourth but if you got it as fifth or more, the hideout never worked properly stopping itself! o_O
I solved that issue completely but I had to entirely change it (exchanged a piston with dissolve material to let a wall fall...).
All in all I enjoyed playing the level.
Rated



and hearted (and placed 6th).
Hearted you also as author for the impressive (to my eyes) random track generator.
Awesome!PSN ID: Miglioshin; Under construction:Platforms Madness 3; I'M IN F4F
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Thanks!
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07-01-2009 #28
It actually would have been harder to make it with one set pattern. The random generator is really what drives the whole level.Just played a couple of times and here are my thoughts:
The thing that most impressed me is the random generated 'track'; I played like four or five times and always found a different track to challenge, this adds a lot to replay value for those who appreciate memory games (and I am among them).
In earlier builds, I did use colored lights without any glass, but the actual light wouldn't match up in color, so I ended up just doing this. I like uniformity, so it's just easier for me to leave them all the same and use customizable glass platelets to do the work.
I also had this originally as well, but I changed it at someone's suggestion. Personally I don't care either way, but I want to make this level as accessible as I can, so if diversifying the sound is what makes it easier to jump into, that that's what I'll do.- I don't know how you wanted it in terms of difficulty but sound effects instead of piano notes or different tones of the same effect increase the diffuculty of the task, personally I would have appreciated it more with piano notes but it's just my humble guitarist opinion.
Actually, the thermometer isn't as full as you'd think, it's only about 65-70% full. I have a lot of room for decoration and improvement, I just was focusing on actually making the level work first. Now that that is out of the way, I'll be sure to spice up the level. I used colored dissolve material because it looks good with stickers on it and it doesn't have a texture to it, unlike sponge for example. I outlined what I'm working on to improve the visuals in the post above yours.
I can expand it to whatever I want it to be, up into the 100's, but the longer the sequence capacity, the more likely it is to break. I don't want to go into detail about how it is set up, but it is done in a way that sequence are not individual pieces, so there are not 25 of some random object around that make it work. It is all one seamless set up, so expanding it by 5 or 10 more is not an issue if people can actually get up that high.
I'm glad you enjoyed it and thank you very much for the high rating and hearts, I appreciate the fact that my work doesn't go unnoticed.
UPDATE:
1. Massive aesthetic overhaul on the latter parts of the level:
- Added music after losing
- Simon colors dancing around screen borders
- Laser pattern in the bubble pit.
2. I also made the instructions optional. Now the only thing that comes up is: Tap R1 for instructions.
3. More behind the scenes work to ensure there was no unneeded flickering between the red and green input lights.
And here is a picture of one of the updates (with wires):
Last edited by BSprague; 07-01-2009 at 11:18 PM.
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07-01-2009 #29
very cool concept! I don't have much to say but the colours were bright and easy to remember. That's it , I hearted it

Hymnes 2.0?
[B]F4F[/B ]SECRETS OF HYMNES // F4F Once Upon The Gardens // When The Bombs DIDN't Fall
You liked N64's classic series Banjo & Kazooie ? Well have a look here!
Originally Posted by Danny Leaver
A timuh, it times."Lolol Look at me I'm better than you"
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07-02-2009 #30
Have I gotten more stupid or is there no way out of the bubble room? All the changes besides that seem fine. Also, it should be a crime that such an amazing level has only nine hearts.
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07-02-2009 #31
errmmm... i couldn't get out at the end :S
anywayssss.....
pros
+ it works
+ optional helpfull info
+ classic
cons
- i never really like this game
lol
- i think i broke it O_o
- visuals could've been better.
- Couldn't get out of the score bubbles room.





just ask for further details if you don't know what i meant. =DLast edited by Yarbone; 07-02-2009 at 12:39 PM.
You want a good Sig and/or Avatar? Visit this thread to post a request.
'I'm afraid you have a serious mental problem. The trouble originates in this region, that we in the medical profession refer to as...the Brain!'
Uhm.. .yeah, i've pretty much gone inactive now :/
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07-02-2009 #32
LBPCentral Spotlight Crew
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HEEEEEEELP!!!!!!!
I'm stuck in the bubble room and can't get out. I hope this is not me being stupid but it looks like I'm not the only one with this problem.
The really sad bit is my score is 19,800 and I bet I never manage to do that again! Oh well....I suppose I shall just have to return to pod....my sackgirl is sobbing as I type this...
That aside I really enjoyed playing the level. It was fun and I can appreciate (even if I can't understand) the mechanics of it and agree that it should have more hearts.
Heigh - ho!
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07-02-2009 #33
I'm really sorry about the bubble room door being "locked". I forgot to re-attach the wire to the piston after I renovated the entire room. I think I may have published the fix, but if not, I'll surely be doing that today.
It's silly, I can make a complex piece of machinery but I can't wire a door.
What do you mean by you "broke it" because I thought my input lights made it so basically no matter what you did, you couldn't mess it up. I spent 5 straight hours unwiring everything, then rewiring it to the green/red input system. I must have overlooked some small detail somewhere down the line apparently. Hopefully you can tell me exactly how, and I'll be able to reproduce the events for causing it. And for visuals, did the version you played have circulating lights and lasers? I used around 110 lasers to make that effect and now I've almost maxed out the thermometer, I'm at about 90%. If you know how to make the visuals better, please tell me because I want this to the best level it can be.
Last edited by BSprague; 07-02-2009 at 07:39 PM.
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07-02-2009 #34
And i thought i was doing something wrong, played this like 5 times and I still couldn't reach the scoreboard
But it's a really cool concept you have there! My only problem is that it get's a bit boring after a while. Maybe it would be cool if you could make this a part of something bigger (like a level with several of these games, you can only proceed to game number2 if you finish the first one). Just an idea to give it a bit more of a challenge...
Still, i gave it 4 stars and a brilliant tag, I will give it another shot if you fix that scoreboard thingy.
Loved the rainbow laser in the bubbleroom btw
cheers,
misty.
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07-02-2009 #35
Thermometer maxed out after I added the lasers in, so having a series in one level is not going to happen.And i thought i was doing something wrong, played this like 5 times and I still couldn't reach the scoreboard
But it's a really cool concept you have there! My only problem is that it get's a bit boring after a while. Maybe it would be cool if you could make this a part of something bigger (like a level with several of these games, you can only proceed to game number2 if you finish the first one). Just an idea to give it a bit more of a challenge...
Still, i gave it 4 stars and a brilliant tag, I will give it another shot if you fix that scoreboard thingy.
Loved the rainbow laser in the bubbleroom btw
cheers,
misty.
Fortunately though, I did think of this and am currently working on another classic game at the moment, which I will make a post in the project section for eventually. If you get a certain score or higher on LittleBigMemory, you will receive a key to my next level in the series. Unfortunately though, it won't be done for four or five months most likely. I'm publishing the door fix now, and thank you for the positive feedback. The lasers idea and the design of it are derived from Virus Survival by yonis. I'll be sure to credit him for that as well, I've been so busy I forgot. 
EDIT: Door fix up, LittleBigPlanet's pistons were doing what they do best: failing and glitching miserably. It should work now though.
EDIT 2: I can't believe this, door still not working after I republished it. This is ridiculous.
EDIT 3: After tearing down and rebuilding Rome, I think I've fixed it for good, even though the result is a tad bit sloppy.Last edited by BSprague; 07-02-2009 at 08:50 PM.
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07-04-2009 #36
Just played it again - looks great. I had another idea, but you are out of thermo now! I was simply going to say just like simon says - you could implement a timer so if they take like 10 seconds or so between inputs it would trigger the loss sequence.
Obviously you are smart enough to figure this out - I would do it with just a mag switch on a piston - set the piston to flipper motion out, and every input grab have a one time switch going to the piston, this way it flippers out each time you grab an input. So if it ever retracts the whole way, it times out. Then just have the mag switch on it inputted into an OR gate to the loss sequence. So when it fully retracts no matter how well the player is playing, it would make them lose for going too slow - AKA writing down the sequence and CHEATING, lol.
Ironically, you are out of thermo based on my previous criticism of your bubble room. This makes me very sad.

If you are bored and want to play an epic story driven level, check out Deja Boom! Or if you want mindless fast paced action check out Kid Rocket's Revenge @LuckyShot - Both spotlighted! With videos.
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07-05-2009 #37Lint
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THis level was very innovative. the instructions were very clear and it was a good level over all. it must have been a very complicated wiring job lol. the simple design put more emphasis on the game itself, which was interesting. however, there were some mechanical errors that i saw. i played this several times, and on the sequence where the lights simply go down the line from left to right, i failed even though i gave the right combination. also the red light green light thing was somewhat confusing, since every time i would grab the buttons it would turn red agian. i suggest that the light stay green until the player has entered the whole combination. 4 stars great level
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07-06-2009 #38
Luckily for you, I found a couple different areas for improvement that, while not affecting the appearance, took about 5-10% off of the thermometer, giving me more room for improvement. And yes, that is a really good idea, and would help to prevent people writing down the combination, because they would have to look at it. I will definitely think about the best way to implement this, and it will be the next major addition to LittleBigMemory.Just played it again - looks great. I had another idea, but you are out of thermo now! I was simply going to say just like simon says - you could implement a timer so if they take like 10 seconds or so between inputs it would trigger the loss sequence.
Obviously you are smart enough to figure this out - I would do it with just a mag switch on a piston - set the piston to flipper motion out, and every input grab have a one time switch going to the piston, this way it flippers out each time you grab an input. So if it ever retracts the whole way, it times out. Then just have the mag switch on it inputted into an OR gate to the loss sequence. So when it fully retracts no matter how well the player is playing, it would make them lose for going too slow - AKA writing down the sequence and CHEATING, lol.
Ironically, you are out of thermo based on my previous criticism of your bubble room. This makes me very sad.
It turns red after you grab it because there is a small delay between button presses, so it is out of necessity more so than choice. The sequence is randomly generated, but I am looking into why it will sometimes register incorrectly for no reason.THis level was very innovative. the instructions were very clear and it was a good level over all. it must have been a very complicated wiring job lol. the simple design put more emphasis on the game itself, which was interesting. however, there were some mechanical errors that i saw. i played this several times, and on the sequence where the lights simply go down the line from left to right, i failed even though i gave the right combination. also the red light green light thing was somewhat confusing, since every time i would grab the buttons it would turn red agian. i suggest that the light stay green until the player has entered the whole combination. 4 stars great level
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07-07-2009 #39
Maybe you won't believe me, but i never played this game before
Anyway, great job with the logic, i'm trying to guess it and i'm probably wrong for at least half of it; the only issue is with the grab switches: if you don't grab them for enough time the lights change but it's like you didn't do anything, and i mean not only the lights on the floor, but also the red and green on the ceiling: it happens also if you tap quickly r1.
Playing it on the non-cracker side, everything works extremely fine: it's a very simple game, but can be really enjoyable; it's also a bit claustrophobic, and i like this a lot
. If you need to do a timer, i have a coule of ideas (@Luckyshot: you can't use that method for a timer, because a piston in flipper motion will always "recharge" completely, regardless of one-time switch inputs, so you would need 25 of them, one for each time- out, a bit too many :\ )
Rated 1/5 because you remembered me how bad i am at memory games, i never got to more than 9 colors on 6 runs and i was starting to get frustrated and tempted to write down the sequence
just kidding, 4/5, heart and tag "fun"
Last edited by Shadowheaven; 07-07-2009 at 03:41 PM. Reason: added rating
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07-07-2009 #40
Thanks for the input, I'm working on removing the R1 problem, but that isn't me, it's the game having a 0.1 second delay. I might have a work around, but I'll have to test it out a lot before I do anything drastic. And as for the timer, I know how I want to do it, I just have to get around to wiring it into everything.Maybe you won't believe me, but i never played this game before
Anyway, great job with the logic, i'm trying to guess it and i'm probably wrong for at least half of it; the only issue is with the grab switches: if you don't grab them for enough time the lights change but it's like you didn't do anything, and i mean not only the lights on the floor, but also the red and green on the ceiling: it happens also if you tap quickly r1.
Playing it on the non-cracker side, everything works extremely fine: it's a very simple game, but can be really enjoyable; it's also a bit claustrophobic, and i like this a lot
. If you need to do a timer, i have a coule of ideas (@Luckyshot: you can't use that method for a timer, because a piston in flipper motion will always "recharge" completely, regardless of one-time switch inputs, so you would need 25 of them, one for each time- out, a bit too many :\ )
Rated 1/5 because you remembered me how bad i am at memory games, i never got to more than 9 colors on 6 runs and i was starting to get frustrated and tempted to write down the sequence
just kidding, 4/5, heart and tag "fun"
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