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  1. #21

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    Heck Yes! I am always worried about waking up on the morning after I publish a level because I am scared that there will be a slew of complaints about the level or someone will say that it had a major break (I had to republish both A Dingo Down Under and Shallow Springs multiple times), so it makes me very happy that things are going well for you guys!


    @SeekingTruth:

    What I was really blown away by here was the mechanics- steering the ship to dock at different planets, then the little escape pod dropping to a different one depending on where the ship was "pointed"... the ingenuity blows my mind!
    I'm so glad that you liked it, and I'm still a little surprised that it all works correctly. With all of the bugs that are in the game, and all the problems that I experienced while building this level, it's hard to believe that the entire "Go to Planet-Go to Drop Ship- Drop Planet Side-Explore-Go Back to Ship-Fly Somewhere Else" mechanic ended up working as well as it did. But the great news is that now that it is all built, it will be very easy to implement into a sequel!

    I loved the side missions and the mission tracker, never seen anything quite like that before either.
    I'm glad you enjoyed this. I was worried that all of the stickers that went into the mission descriptions would have taken up too much tech, but things worked out alright and I am very happy with the end result :-)

    The characters were awesome, and I love that you used names of people in LBP PSP community!
    I had a lot of fun including people's names. For those of us that know the people on the forums, it almost gives us a bit more personality for the character :-D

    Running around gathering all that spacerock stuff was cool too, and how it changes the amount of time you have on the hot planet was just... amazing!
    I'm very glad that this was fun for you. On the Beta version that Jeff and Taffey played, the Enthalpium was not as obvious, and the side missions were much more hidden (and I did not make it obvious that you would get Enthalpium if you did the side missions). On top of all of that, the Enthalpium added a lot lot less time to the amount of time that you could survive on Phalaina (around 1/2 to 2/3). So, the level was basically so hard that it was irritating. I owe them a lot of thanks for fighting through the level and giving me incredibly helpful feedback so that the level could be a lot more playable.

    I can't wait for part 2
    Good! Because I would love to make part 2


    @memorex:

    Sounds great! I can't wait to give it a go!
    Thanks :-) I'd love to hear some feedback if you ever get the chance



    @xX-Epic-Meatwad-Xx:

    Also can't wait for a sequel!
    Like I told SeekingTruth, I'm excited to make one. The hardest part was building the mechanics for the ship, and that is already built


    @TheNerd:

    No lag what - so - ever!
    Woo-hoo! I am so happy for this. I'm seriously not sure why there is no lag since the level is very tech heavy, but I am thankful for the lack of lag!

    Good luck with your video!


    Thanks so much to everyone for the replies!
    Last edited by amazingflyingpoo; 04-18-2010 at 02:05 AM.

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  2. #22
    LBPCentral Spotlight Crew Viddy well little brother VelcroJonze's Avatar
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    I have been out of town for a couple day's with no access to internet and I got home today and found out you published a new level. I was so happy. When I play one of your levels for the first time it's a surreal experience for me, you make such good levels. I waited until everyone went to sleep and turned on my psp and started you new level.

    Dingo Down Under was a departure from your regular style but you nailed it and ended up making one of the best platformers on psp. This is a return to your rpg roots, and honestly I think this is the best rpg you have ever made. This level took me around twenty to thirty minutes to complete because I wanted to see everything and talk to everyone, your dialogue is always so good. The references to the members of this forum was very classy on your part, and I feel honored to be included in the story, so thank you so much.

    Technically, this level was a showcase of all your talents. Your use of of the lbp tools to tell your stories is second to none. You are the best story teller in lbp. Visually this was a treat too. I loved how the space station looked, with the people you could talk too, the fountains, and the statue of the original Destiny was gorgeous. Exploring your universe was a blast, and you nailed the controls perfectly for the ship.

    The level worked great too, I had no problems what so ever.This was another awesome level bro.

    You always get a heart and five stars from me!!
    My LBP Vita levels





  3. #23
    I like pain... amazingflyingpoo's Avatar
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    When I play one of your levels for the first time it's a surreal experience for me, you make such good levels. I waited until everyone went to sleep and turned on my psp and started you new level.
    Wow, VelcroJonze, thanks for that. That was a Super Nice thing to say, and one of the nicest things anyone has said about my levels :-) Much appreciated!

    This is a return to your rpg roots, and honestly I think this is the best rpg you have ever made.
    Woo-Hoo! It's great to hear that you feel this way!

    This level took me around twenty to thirty minutes to complete because I wanted to see everything and talk to everyone, your dialogue is always so good.
    It's good to hear that you did that, and that you WANTED to! In the version that I had planned on publishing (and that I had Taffey and Jeff test), I basically forced the player to do at least one of the side missions in order to be able to reach the Fate technology. Taffey and Jeff both didn't like the way that that worked so well, so I switched the timing around on Phalaina so that you could reach the Fate technology by collecting all of the Enthalpium on the planet/meteor, but doing none of the side missions. This way, if the player wanted more to do then it is there (and it is displayed on the missions log with Lleonard), but if they just want a shorter experience then they can easily just collect the Enthalpium from the Meteor and Salieri and try to reach the technology with that. It also provides a bit more challenge to try to reach the technology with as little Enthalpium as possible. It would have been fun to add point bubbles for reaching it will less and less Enthalpium, but I just didn't have thermo for that.

    The references to the members of this forum was very classy on your part, and I feel honored to be included in the story, so thank you so much.
    I was glad that I could include you :-) It was a lot of fun including members from the forum!

    Exploring your universe was a blast, and you nailed the controls perfectly for the ship.
    I'm glad to hear it! I know that getting used to the controls can take a minute, but I hoped that they would feel natural pretty quickly

    The level worked great too, I had no problems what so ever.
    That's what I like to hear

    Thanks so much for the awesome feedback VelcroJonze!

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  4. Thanks!


  5. #24

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    Awesome new level!! I loved it. And you using LBPC names was rather amusing, yet fitted perfectly. I felt like I was playing ratchet and clank or sthing. I did have issues w/ flying the spaceship tho. i think instead of the way you had it you could have gone for three way switches. Anyways really unique level with some very nice mechanics (emitting magic mouths am i right?) and very nice atmosphere

    obviously 5stars and a heart


  6. #25
    Ride that pony! jeffcu28's Avatar
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    Hoopty Doo Poo,

    Whoa whoa whoa. Hold your horses. You thought that last PM was my feedback? Hehe. I had more to say than that! Oh well, I guess I can share with everybody what I intended to say on my official feedback.

    I read over at Fastbro's blog about how you're constantly looking to revolutionize LBP, and with each subsequent level you publish, you seem to be doing just that. Each great creator is innovative in some way, but I feel each of them clings to his or her signature style. You however, seem to have single-handedly pioneered the open-world genre on the PSP by consistently showing us its limitless possibilities. I like how you never shy away from realizing the impossible, and I hope you inspire others to do the same...after you share with us your secrets first that is!

    Okay so you gave us time-traveling, a multi-ending story, peel-away reveals, and now we have a spaceship hub. I really like the idea of navigating around an open-world (make that open-universe!) with a checklist in hand. It gives the player more control, but there's still a defined mission to complete. And of course, having characters named after some familiar creators added a nice personal touch.

    I know I had problems with the "side-missions" during the beta test, but I didn't hate it. The problem is that they aren't technically "side-missions" if one of them was necessary to complete in order to finish the level. I remember reading something about meeting others before trekking off to the universe, but it wasn't obvious at first, and after I boarded Destiny 2, I simply assumed that I triggered all the events in the Space Station already. My bad.

    However, I did like the changes you made with the final version. The side-tasks were presented more obviously, particularly with the clarification of the checklist: how the tasks on the left side were optional while those on the right side were obligatory. I hadn't realized that organization at first, but now it makes a whole lot more sense. I also wanted to suggest clarifying the instructions for the drop-ship, but you already have that covered.

    You fixed my issues, so where does that leave us? I guess it's perfect then. I loved your character designs this time around--I even had to whip out my sticker tool to figure out which stickers you used! The memorial and entrance to Destiny 2 were also meticulously detailed, and I was glad to see those signature trees (circular leaves and skinny branches wrapped in vines FTW!) again in this level. They really tie all your levels together nicely in a subtle yet significant way.

    Wow, all this and I didn't mention the Enthalpium mechanism yet? I still have no idea how that works, but I guess that's part of the magic of your level. Funny thing is that during the beta test, I made it across the grab-ceiling and reached the entrance of the cave, only to meet the heat wave. Little did I know that I was so close to end! Hehe. Oh, and Enthalpium...Enthalpy...you thought nobody could draw that connection did you? See, I can be a mechanical engineer too!

    Well, fantastic job on another level Poo. You're always raising the bar when it comes to possibilities, and I'm sure your unprecedented game mechanics will inspire others to also think out-of-the-box. This is easily one of my favorite PSP levels of all time, so I hope you continue with the series...


    You are now free to move about the cabin,
    Pilot jeffcu28


    P.S. Lleonard has two "L"s .
    Last edited by jeffcu28; 04-18-2010 at 05:49 AM.



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  7. #26
    I like pain... amazingflyingpoo's Avatar
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    Thanks for all of the feedback Jeff and ali! I am going to dive right into responses

    @ali:

    Awesome new level!! I loved it. And you using LBPC names was rather amusing, yet fitted perfectly.
    Thanks ali! I'm glad to hear that you liked it As for the names, I enjoyed using them. I have wanted to do this, but I wanted to do it for a series of levels so I could keep using the names, so this was the perfect time BTW, who would have thought that Phalaina and Salieri would make such AWESOME planet names

    I did have issues w/ flying the spaceship tho. i think instead of the way you had it you could have gone for three way switches.
    Uh-oh! You said so little here, but for me to reply I need to say sooo much! So... shall I get started?

    While flying the ship around may seem rather simple in theory, there were MANY intricacies that I ended up needing to add that I never thought of when I was designing the level my head. Initially, I thought of using two 3-way switches as well, but once I began building I realized that that is not possible.

    The issue is that for the level to really work, the ship actually needs to sort of "lock-on" to the planet when you point at it. You may not have noticed this happening when you played the level, but when you are flying around and you point near a planet/meteor/space station, the ship won't move for 3 to 5 seconds. This gives the player the chance to decide to either stop at that planet, or to keep flying around without having the ship jump all around (which happens when you let go of the controls) or accidentally moving it further.

    This, among other issues, is what led to me having the controls be the way they are. Trust me, there is A LOT of tech and thought that went into the whole Flying-the-Ship part of the level. Perhaps there is a better way to do it all, but this is my favorite method that I came up with, and I rebuilt it a number of times.

    Anyways really unique level with some very nice mechanics (emitting magic mouths am i right?) and very nice atmosphere
    Some of the magic mouths were emitted, and some were just setting around all over the place. The ones that were emitted were the ones that I needed to have show up over and over again (like when Spark beams you up "before" you die, or when Jeff tells you what planet you are hovering over after Domik tells you that you can fly wherever you want).

    Thanks so much for the feedback ali!


    @Jeff:

    You are now free to move about the cabin,
    Pilot jeffcu28
    LOL! I love this!!!!

    Whoa whoa whoa. Hold your horses. You thought that last PM was my feedback? Hehe. I had more to say than that! Oh well, I guess I can share with everybody what I intended to say on my official feedback.
    I'll admit that I was hoping for more since your last message was sort of "Man, this level is awesome... but help me because I can't finish!!!". Obviously it was longer than that and much much more helpful than that message would have been (and in Jeff's defense, Taffey had the same issues that Jeff had, so it wasn't that Jeff was stupid, but rather that I did a bad job designing some things before the two of them came along and guided me on the right path).

    I read over at Fastbro's blog about how you're constantly looking to revolutionize LBP, and with each subsequent level you publish, you seem to be doing just that. Each great creator is innovative in some way, but I feel each of them clings to his or her signature style. You however, seem to have single-handedly pioneered the open-world genre on the PSP by consistently showing us its limitless possibilities. I like how you never shy away from realizing the impossible, and I hope you inspire others to do the same...after you share with us your secrets first that is!
    Wow, thanks so much for the ridiculously nice things you said. I must admit that I don't feel deserving of the praise though! I had a great time being interviewed by Fastbro, and I am very grateful that he picked me

    I know I had problems with the "side-missions" during the beta test, but I didn't hate it. The problem is that they aren't technically "side-missions" if one of them was necessary to complete in order to finish the level. I remember reading something about meeting others before trekking of to the universe, but it wasn't obvious at first, and after I boarded Destiny 2, I simply assumed that I triggered all the events in the Space Station already. My bad.
    Nope, I wouldn't say that it was your bad at all. Neither you or Taffey figured out that you needed to even get the side missions, and if I remember right, Taffey ended up wandering a lot at the end and just got lucky enough to run across Corey to get the extra 4 seconds that he needed to finish Phalaina. I would have to classify this under "Poo's Bad", not "Jeff's Bad". You and Taffey seriously helped me make a world of difference with just about 4 extra sentences of dialog that were sprinkled throughout random characters. It managed to clear up so much

    I loved your character designs this time around--I even had to whip out my sticker tool to figure out which stickers you used!
    YES! This is great to hear. I remember that one of your major complaints about Shallow Springs was about the characters (and I had many other people complain as well). I'm very glad that I managed to craft some aliens that looked interesting enough that you had to pull out the sticker tool to figure out how they were made :-) I must admit, it is much easier to make a custom alien than it is to make a custom sackboy (that actually looks good) though

    I was glad to see those signature trees (circular leaves and skinny branches wrapped in vines FTW!) again in this level. They really tie all your levels together nicely in a subtle yet significant way.
    It made me happy to read this :-) I was glad to have the trees once again

    Wow, all this and I didn't mention the Enthalpium mechanism yet? I still have no idea how that works, but I guess that's part of the magic of your level. Funny thing is that during the beta test, I made it across the grab-ceiling and reached the entrance of the cave, only to meet the heat wave. Little did I know that I was so close to end! Hehe. Oh, and Enthalpium...Enthalpy...you thought nobody could draw that connection did you? See, I can be a mechanical engineer too!
    WOW! You made it across the ceiling!! Didn't you say that you only got 2 Enthalpium from Salieri, 1 from Spark on the ship, and one from the meteor (so you were missing one from Salieri as well as all of the side missions)? Perhaps you meant to say that you had 3 from Salieri, but if you were really missing one from Salieri and all of the side missions then you are INCREDIBLE to have even made it to the cave! I guess that even if you had it all and didn't do the side missions it is still pretty incredible because I built it and I struggled at it! Either way, I'm glad that you voiced you opinion about the difficulty of this part if you don't do the side missions, because I think that it led to a lot of improvement for the level!

    As for Enthalpium --> Enthalpy, you are 100% correct! I was trying to come up with something that sounded like an element, and I started thinking about heat which naturally lead me to Enthalpy (wouldn't it naturally lead anyone to Enthalpy?... Right???). Nice catch! It's great to hear that someone got that

    P.S. Lleonard has two "L"s
    Uh-oh... hopefully he will forgive me!


    Thanks so much for the feedback Jeff! You incredible help with Beta feedback and then this feedback couldn't be more appreciated :-)

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  8. Thanks!


  9. #27

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    Oh yea i see now. Its impressive how u did it anyways!

    yea the repeating magic mouths were a nice touch. i really hadnt thought of doing that before so good job!

    oh yea i ran a nice "lets kill amazingflyingpoo's level" and i found a couple of bugs. The elevator one mentioned before and a pod bug. i went in the pod thing but for some reason i ended up on the top of it which left me unable to escape and i had to restart


  10. #28
    Mudkip! Use bubble beam! TheNerd's Avatar
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    Hello Poo,

    I loved the story telling as I start the level. As I start, I get out of my sleeping chamber and move on. But, I noticed a second chamber, so I was thinking something was in there. Then I head to the elevator, but I noticed "Corey." I talked to him, and right there, I notice I had to go back to him later. I head downstairs and go right. I talk to Admiral "Domik" and he gives me my mission!

    I head to my left and talk to some friendly and well made characters. The first one told me that someone in the other chamber needed help, so I went up and talked to her. Now, I have a side mission to find "Sora"!, and guess what?, he's on a meteor. I'm glad that there are cool side missions. Then I went to "Corey" again and get his mission to find 'Dark Matter' I assume that's an item from PS3?

    Now I go back down and go through the awesome doors to my left. "Pshhh", the doors open and I walk across to "Destiny2." Now I meet the guy in charge of the air-lock and his name is, ohhhh I forgot! Darn it. Next I meet "Lleonard" my missions director. I look at all the missions and proceed on. Then I finally meet, "Taffey"! and the pilot "Jeff"!

    Now I learn how to fly this baby! Very confusing at first, but I got it. I first find the planet "Phalaina", I noticed that the name was familiar. Then, I remembered the "Moflee" entry for the "YWMTMW", and there you have it another member from LBPC. I use the drop pod, completely ignoring "Jeff's" advice, and I land and "BAM!" I teleport back up.

    Next, I go to the meteor that "Sora" is on. He says he's fine, and I almost missed the Enthalpium on the ledge. Now, I travel to the planet "Salieri", and its a jungle! I imagined it to be a techy planet in the case that it's named after "Salieri". So I grab the Enthalpium and open the door to the 'Dark Matter'. I head back to the lobby and gave "Corey" the dark matter and informed *Sue* about "Sora".

    I head back to Phalaina and star running for the "Fate" technology, before another heat wave. I retrieved it and completed the mission! And I am now waiting for Part 2!!!

    I loved the use of LBPC members as characters. The story is very "Amazing" as the level is also. I did have a problems with the drop pod and elevator. I used the elevator to head down and I end up on top of it. I retried and continued safely. The drop pod, I headed back up from the meteor and I jumped! Then, I flew out of the stage and saw the blank background. It's okay though, I mean who would jump at a point like that?

    I'm wondering how did you do the Enthalpium timer, for the heat on Phalaina. Very clever mechanics you have in this level.

    Here's my rating and a heart.....and a few more stars just for the fun of it

    EDIT: Congratulations! You have received my longest and greatest feedback so far!


  11. #29
    I like pain... amazingflyingpoo's Avatar
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    Yeah! More feedback

    @ali:

    oh yea i ran a nice "lets kill amazingflyingpoo's level" and i found a couple of bugs. The elevator one mentioned before and a pod bug. i went in the pod thing but for some reason i ended up on the top of it which left me unable to escape and i had to restart
    Man, it sounds like my level is doing all kinds of interesting and unintended things that I wish it wasn't doing. The thermo is so maxed out that the level won't let me do anything with it even if I delete stuff (I deleted about 5 blocks of material, 2 mag switches, a grab switch, a magic mouth, stickers, and a bunch of wires, and I STILL could connect a single wire up to anything! So trying to fix an issue would be a MAJOR pain.

    As for the elevator... I have no idea what is going on. I went through the trouble to have that glass move in front just to make sure that there are no issues, so WHY in the world is this happening? I just don't understand. I have used that elevator literally hundreds of times in my testing, and not ONCE have I had a single issue with it... Grrr.... Oh well, I'm sorry about the issue. In all honesty, I'm not sure what I would even do to fix it since I'm not sure what went wrong (and I've never experienced it for myself). Hopefully it didn't hurt your experience too much.

    LOL, as for the Pod... I have no excuse. I actually tried messing around up there, but all I ever managed to do was kill myself, and I had to really try to even do that.

    Thanks for breaking my level ali


    @TheNerd:

    Thanks so much for the write up telling about your whole experience. It's good to hear your thought process so that I can see that you understand what you were supposed to do in the levels (mainly regarding the side missions). Thanks so much for writing all of that up for me!

    I did have a problems with the drop pod and elevator. I used the elevator to head down and I end up on top of it. I retried and continued safely. The drop pod, I headed back up from the meteor and I jumped! Then, I flew out of the stage and saw the blank background. It's okay though, I mean who would jump at a point like that?
    Hmmm... I'm sorry about the problems that you experienced. I already wrote a lot about it in this post just above my reply to you, but like I said there, I have no idea why the elevator problem is happening. I put extra tech in place just to make the glass keep you in the elevator, so it is irritating that people are having so many problems with it. Especially since I have ridden the elevator hundreds of times while testing it and I have never had a problem I wonder if the level is loading wrong or something...

    That is sure an interesting issue with jumping out of the level from the drop ship. There is nothing I can really do about that, but congrats at finding a way to literally jump through thick solid walls to get out!

    Congratulations! You have received my longest and greatest feedback so far!
    HECK YES! I got 4 TheNerd heads!

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  12. #30

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    ur welcome but srsly they arent too major. especially since its rly hard to actually screw them up!


  13. #31

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    When I started playing the level, I only knew two things: the title, and that you had created it. Your levels are always very special and unique, and I didn't want to spoil the surprise by reading the description or checking screenshots.

    I was happy to see a refreshing environment from you: space. Very different from your previous levels, and that is a good thing. In the first rooms, I also noticed that you opted for a more realistic approach (even if the characters are still funny), very fitting given the story. Then I started exploring the mothership. Like I said, I didn't really know what to expect from this level. After speaking with every character in the base, I was very curious. This looked like a kind of RPG set in space. But how was I supposed to explore the space?

    Then I went to the spaceship and I was happy to find a missions and sidequests scoreboard. But then I was stunned by the navigation interface. What a great, intuitive device you created. When I started exploring the space and picking my first destinations, I couldn't believe my eyes. This is a true masterpiece of level design.

    I admire how you always find unique solutions to keep pushing the gameplay of your levels. You really are the most innovative, experimental creator in all LBP PSP, and I feel like all your levels are lessons that every other creator must play and learn from. The Community should be very proud of having a creator like you that keeps demonstrating how powerful the LBP PSP editor is.

    You know that I always give honest feedback. I've been wondering for 5-10 minutes what flaws should I point out from this level, but I can't think of any. Saying that it's too short wouldn't be fair: there are so many wonders packed into this level, that obviously you couldn't fit more without the thermo exploding. So I just want to ask a favor: make "Destiny: Part 2". I need more missions and sidequests.

    5 stars and hearted. Everyone: go play this level.

    PS: Thanks for including me in the level, I was very happy to see it! ^___^
    Last edited by Lleonard Pler; 04-18-2010 at 11:56 PM.


  14. #32
    Junior Sackperson ghik16's Avatar
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    Hey AFP! I've tried your level. It's great! It's awesome. You get an absorbing fealing, when you play the level. And when get into the space, you really want to go explore everything. Nice that there were a lot of different quests to do. It's kind of amazing that this is a PSP level.. It almost feels like a PS3 level, and there's no lag. Really good.

    I like how you used names from the community. It was pretty nice. I'm very much looking forward to the sequel. It would be great. I can't really say more things, that haven't been said before.
    ---
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  15. #33
    I like pain... amazingflyingpoo's Avatar
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    Yes! Feedback from my good friend ghik and the legendary Lleonard_Pler!


    @Lleonard:

    Getting feedback from you is always great since you have created some of my favorite levels, but this time it was even better since you went into it knowing nothing and I got to see how you experience the level with no prior knowledge about it

    But then I was stunned by the navigation interface. What a great, intuitive device you created. When I started exploring the space and picking my first destinations, I couldn't believe my eyes. This is a true masterpiece of level design.
    Wow, thanks so much Leonard :-) I am so glad to hear that you liked the mechanic!

    You were so nice that I felt bad even quoting that last comment, and I would feel bad to quote any more, so all I can say is thank you so much for the very encouraging words Lleonard. You are certainly one of my favorite creators, so it is awesome to hear this from you!

    So I just want to ask a favor: make "Destiny: Part 2". I need more missions and sidequests.
    Sure thing


    @ghik:

    You get an absorbing fealing, when you play the level. And when get into the space, you really want to go explore everything.
    It's awesome that you felt this way. What I really wanted was for people to feel like you described when they realized that they could actually control where they fly and understood what they could do

    It almost feels like a PS3 level, and there's no lag.
    I'm still surprised that there is no lag :-) I guess that I still have a lot to learn about what causes lag.


    Thanks so much for the feedback!

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  16. Thanks!


  17. #34
    Retiring from LBP PSP :( The Forgotten's Avatar
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    Wow! Thats the only word i can think of to describe this awsome level! The character desighn is unique and a real pleasure to play through! The mechanisms actually look quite tricky to make but they worked amazingly! I for one would never be able to make something like that actually work! The Visuals in the station were pristine and expertly made. The drop ship confused me for a bit but after i understood what the guy was saying I managed to figure it out. I loved the way that you explore space and can go to each place individually without having to go to them in order! I thought that the last planet could have been a bit more polished and there could have been mmore of a background to it.
    Overall, an excellent level! and a Heart!
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  18. #35
    I like pain... amazingflyingpoo's Avatar
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    Hidy Ho The Forgotten! I don't know if I have had a chance to personally congratulate you on you win in the WDSD competition (well... I guess I did post on your level thread), so congratulations!

    The character desighn is unique and a real pleasure to play through!
    This is so great to hear! On all of my previous levels (other than A Dingo Down Under), people have been relatively unanimous on being unhappy with the characters. It's great to hear that you liked the character design for Destiny!

    The drop ship confused me for a bit but after i understood what the guy was saying I managed to figure it out.
    Sorry that it confused you, but it is encouraging that the dialog cleared it all up!

    I thought that the last planet could have been a bit more polished and there could have been mmore of a background to it.
    I can actually agree with you that it feels a little empty in the background. It would have made sense to actually have a set background now that you mention it... LOL, it really sucks that I am thinking of this now :-P Oh well, I'll hope that it isn't too big of a deal. I usually avoid pre-set backgrounds because I want to force myself to be creative but in the case of this level I am completely out of thermo (can't place a square of material or a single sticker), so setting a background would have been a good solution that somehow alluded me until now.

    Thanks so much for the feedback!

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    Looks good I can't wait to try this out.


  20. #37

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    I really cannot explain how amazed I am by this level. I suppose that's why you're not just an average flying poo.

    The plot is fantastic. I especially liked how you made it seem like your universe had a really rich and detailed history with only relatively little introductory text, and of course the way the story unfolded throughout the course of the level was totally unlike anything else that's been done.

    I think sometimes that being a creator onesself is a bit of a curse. I actually found myself spending most of my time going through this level wondering how you did stuff instead of properly paying attention to what I was doing, which really is to do this level a great disservice.

    So, let's talk about the technically impressive things:

    Navigating the ship - this is really extraordinary and innovative. Ok, the controls are a bit funky at times but that is so easy to overlook when you take into consideration what an acheivement this aspect of the level actually is.

    Side-quests - I really, REALLY liked this, I just love side quests. I had originally intended to have a couple in my latest level, but as you have already seen I went a bit over the top with architectural detail and basically thermo-ed that plan out of existence. I would not, however, have come anywhere near the ingenuity of your awesome quest tracker.

    Salieri - Best planet.

    I can't believe how long this level took me to finish. It's a PSP level, how DARE you make one that lasts this long?

    As is cutomary, I ought to give some slightly more critical feedback, and here I think the only thing would be that with so many speech bubbles, the ship's bridge and a couple of other areas soon got very cluttered with triangle icons, which were a bit off-putting and and distracted from your excellent visuals.

    That's about all I can think of, there's too much to remember. I will of course have to play it several times over anyway.

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  21. #38
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    Thanks so much for the feedback Salieri! It's awesome to hear that you really liked it :-)

    I think sometimes that being a creator onesself is a bit of a curse. I actually found myself spending most of my time going through this level wondering how you did stuff instead of properly paying attention to what I was doing.
    LOL, I can certainly agree with this.

    Navigating the ship - this is really extraordinary and innovative. Ok, the controls are a bit funky at times but that is so easy to overlook when you take into consideration what an acheivement this aspect of the level actually is.
    Yeah, I really didn't like certain aspects of the ship flying, and I'm 100% sure that someone could easily make a bridge where you can fly around and have a much better set up, but the catch is that you need to also implement everything else into it. I tried all kinds of things (having a tethered jetpack and pulling a sponge around to control, using two 3-way switches, etc...), and the way I have it just seemed to work best.

    Like I told ali in an earlier post, there are things that you just don't really notice that took a lot of thought and really factored into the way it worked. The case I told him about was that I needed the ship to sort of lock onto a planet once you started pointing at it. I didn't want Jeff to start saying "Would you like to land on Salieri", just to have the player be pulling to the left and end up pointing away from it, have the player run to the right and not be able to use the drop ship, and then have a confused mess.

    It all seems simple, but when you consider the logistics of it it is a mess. I mean, if one thing goes wrong, the player could immediately assume the level is broken, and there are plenty of things that can go wrong.

    LOL, sorry about all of that explaining, I know you weren't accusing me of doing a bad job I just wanted to dive into that a little since I put so much into driving the ship around, and it's too bad that people think that it is funky.

    Side-quests - I really, REALLY liked this, I just love side quests. I had originally intended to have a couple in my latest level, but as you have already seen I went a bit over the top with architectural detail and basically thermo-ed that plan out of existence. I would not, however, have come anywhere near the ingenuity of your awesome quest tracker.
    I thought that Curses! was great the way that it is. I am glad that you didn't sacrifice you incredible scenery for side-missions.

    Salieri - Best planet.
    Your name makes an AWESOME name for a planet.

    I can't believe how long this level took me to finish. It's a PSP level, how DARE you make one that lasts this long?
    LOL, I've gotten such mixed feedback on the length that I just have to laugh. I have had multiple people say that it is a bit short, and also multiple people say that it is long. Both sets of people include people that I take very seriously so I guess I just have to smile and pretend that it will all be alright... *rocks back and forth in fetal position mumbling that it will all be alright*

    As is cutomary, I ought to give some slightly more critical feedback, and here I think the only thing would be that with so many speech bubbles, the ship's bridge and a couple of other areas soon got very cluttered with triangle icons, which were a bit off-putting and and distracted from your excellent visuals.
    Yeah.. about that... I was very unhappy with all of the triangles that were left floating around in Shallow Springs, so I was bound and determined to get rid of all of them in this one. I mean, I was going to get rid of every single used up dialog bubble. So I had all of the tech in place, everything was wired up to make them disappear when they were supposed to be, but as the thermo filled up more and more, they seemed to be less and less dependable. Jeff's dialog wasn't the only that failed me, some of Domik's quit disappearing as well I have no idea why this is. I got the thermo so full that the level refused to even publish, so maybe I somehow overstuffed it? LOL, I'm making silly speculations, so I will just leave it at "I'm sorry Salieri, I actually put the time into adding the tech to make it disappear, but the game let me down".

    Thanks so much for the feedback Salieri, and congrats on your new awesome level!

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  22. #39

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    Pure fantamazing! It needs a new word to get close to describing this level. I've only hearted about 5 levels of the 50 I've downloaded, and your's is one of them! This level is amazing mainly because of Destiny2 and it's ability to "travel to different planets. I could not even imagine building something even remotely close to this!

    Although when I first found Sora, I was suprised he didn't turn villain and try to attack me.

    But I had trouble finding the 2nd planet. All I found was the meteor and Salieri.

    I was a little dissapointed there wasn't a planet Silver. Just kidding, it looks like I will have to try a lot harder to get into Club Destiny though.

    One question, are you going to retain traveling to different planets via Destiny2 in the series?
    Last edited by Silver39; 04-18-2010 at 05:54 PM.

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  23. #40
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    This looks good, in fact, it is my Destiny to play this level.


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