Got it, first forklift is now fixed so you can walk around the back to the right with out botheringthe reset option. Area was given more touch-ups, intro lighting added, hand crank generator touched up, doors altered by second pod area, missing body replaced to one pod (have no clue how that happened...just looked over and noticed it was now empty), and a few other things, now I hope I did not mess anything else up in doing so, but it all worked on my play through.
Thanks big time Metahybrid & Randomcheese2005.
Oh and also was wondering if the motors onthe fans should be hidden on not. I liked them there but not sure if they look out of place. If anyone has views on that would love to know.
(Directions sign)
(first forklift fix)
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- F4F: OK Space Accident
Results 21 to 40 of 41
Thread: F4F: OK Space Accident
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09-19-2010 #21
Last edited by celsus; 09-28-2010 at 04:16 AM.
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09-20-2010 #22
Great level! Didn't see any major things to fix.. Only some flickering and stuff.. But there was 1 thing.
When someone joined into my game, all of the screen gone black.. I mean whole level gone black. I dunno if it's your level or LBP glitch but I'm just saying. Hearted and rated 5 star, awesome decartions too.Send me a message if you are good at creating levels! Coz I'm good at making story and directing! That's a good mix! =)
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09-20-2010 #23
Hey I am not sure about this, but I do remember reading that the sticker glitch (the ones with invisible backgrounds can be made if that happens. I think it is a lag thing that causes it...most likely because that level it maxed out. But that is good feedback because I can put one of those no join signs in to prevent it from happening. Thanks for that info.
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09-21-2010 #24
Hi, I played the level this morning. I found it pretty good in general. Nevertheless I got stuck at the end. In the walking machine, some yellow thing killed me, and I respawned in the beginning of this part, but there was no walking machine, so I could not cross the gap. Besides this, the machine seems to be broken, since two legs were in the floor... I also saw a typo. You wrote at some point "It is vary dangerous..." I don't rememeber where it is, but is near a bridge in the middle of the level. I would also suggest you not to put stickes with warning banners without a thin material behind. It blurs the message.
Apart from this, the level is good, with awesome machines and puzzles, good visuals amd funny gameplay. I gave you




Could you please play my level "The tanks factory 2" if you have time and give me some feedback? Thanks mate
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09-21-2010 #25
Cool thanks for the good feedback. The walker has tons of moving joints, and the lift on the front can cause it to freak out. It is stablized by several items...but it still has limits. Did you pull the lever again to spawn a new walker? I will get to work on a fix that will auto spawn a new one...maybe I will just have it spawn on prox versus a lever. Good catch on the typo. When you say with out a thin layer behind are you saying don't place it on a thick layer, or if you put a second thin layer behind the sticker layer that fixes it? I have been fighting sticker blur for a good while now and I would lvoe to find the cause. When I finish up my work I today I will get right on feedback for your level.

Edit: Found the typo and attempted to tweak the walker but hit a weird thermo issue where I was able to place the iem in the emit the first time, but rewond to change the location and it overheated adn no matter how much I deleted it would not go back to normal. I will have to figure out a way to fix that...also had a level completly collapse today if I hit R1 at the start, I would fall through the floor, the level would break to peices and if I waited long enough the PS3 would completely freeze where I had to do a hard shut down on the PS3.Last edited by celsus; 09-22-2010 at 02:56 AM.
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09-22-2010 #26
Hi celsus,
Yes, but I think that the broken legs in the floor prevent the emitter to emit a new walker. If this is the case, I don't think you can fix it just changing the way the walker is emitted. You should "clean" the floor first
Yeah, sorry, I didn't explain well. I'll try again
. Maybe you noticed that some stickers in my level are not directly in the metalic material which forms the walls (for example in the warning signal in the bombs section). Instead, I use a small thin piece of cardboard. I stick this cardboard piece to the thick material in which you play, and I put the sticker on the cardboard. This gives the banner a more realistic aspect (is 3D) and also removes (or at least reduces) the blur effect. I hope now I managed to explain myself xD
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09-23-2010 #27
Thanks for the reply. I went in and found the sections of the walker that were placed to keep it steady were nothing more than looks. I was able to tweak it remove pistons, replace, and freed up space so if you get killed on the walker it will go away so you can respawn a newer version. This also allowed a few more details to be added to the last section. Hopefully this will fix the issues addressed. Again thanks for the great feedback from everyone.
EDIT: Fixed the glitch with spawn point activating and spawning player into toxic gas field, thanks to Random for finding that...sorry his game was cut short at that point.
Last edited by celsus; 09-23-2010 at 08:59 PM.
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09-24-2010 #28
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09-25-2010 #29
Thanks for playing the level. Where there parts that were unfair difficulty wise, or was it acceptable?
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09-25-2010 #30RandomCheese2005Guest
Celsus, that was so funny, I made a spot in one of my practice levels that does it. Still working on setting it up to be a finite affect.
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09-27-2010 #31
Hi there,
You have a nice space level here. I liked the whole atmosphere (nice introduction).
I found the difficulty was well balanced and all your devices were well neat and user-friendly.
However when I used the Lift Walker, one leg stayed on the floor
But it's not a big deal.
Anyway I gave


and tagged it "brillant".
Good job !
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09-28-2010 #32
Darned walker! Well you got me to do it, I pwned the walker design. The leg system is no longer the way I had first wanted, but more like a dinosaur's. On the plus side it is now fully walking (no hidden rope tricks to keep the legs from being weird). This alowed me to add back in some extra score bubbles in the walker section, found the PC screen had altered on its own...that is now fixed...that resulted in one door not closing that was fixed, and it turned out I used the word "entering" on a majic mouth, which has now been replaced with the far more pc "now in"...and thusly no longer censored. I hope now the level is nice and glitch free thanks for all your help. And I am off to leave you some feedback Oni.
(Walker 2.0)

Edit: I am always fine with getting feedback on any of my levels, but I still need help on the big time on the OK Choice...and also on the Space Explorers (the last of the undefeated levels)...Choice is a long series so perfect if you are looking for feedback on a series as well but you will need the community sticker option turned on to work.Last edited by celsus; 09-28-2010 at 05:09 AM.
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10-10-2010 #33RobotVampireGuest
Hello,
I really liked this level. The theme, the design style, all the contraptions, it was a lot of fun.
Negatives:
A speech bubble right before you enter the meteor field is censored. Not really a big deal and I imagine it probably says something about the dangers up ahead. A quick way to check it is to move you start point to the area in question and publish it as locked. If it works, replace the start point and republish. For some reason they only show up as censored once you put them on the servers.
Other than that this level seemed to be just about perfect.
Positives:
The concept was really cool, and the design style fit the concept perfectly.
The contraptions were awesome and all very sophisticated. I like that they all follow the same basic formula, but each one was unique and servered a specific purpose.
Lots of good platforming elements, having to grab the giant claw things was really cool.
Dangerous, but never frustrating.
This was a pretty fantastic level, it deserves more plays in my opinion.




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10-11-2010 #34
Thank you again for the feedback. Did the new free walking walker at the end work ok? That was the one with the weird piston glitches and it used to have a rope system keeping it from breaking...but it still did, now after replacing all the pistons it seemed to work glitch free. Thanks for the heads up on the speech bubble. I thought I fixed it, but I think it had "happened" before and this time I had left the word "entering" which cased it...I really hate that censor system big time. They have teh good grief system...why not just leave it at that? Or have a better way of doing it...honestly I need to use the word "computer", I am tired of "PC", "console", and "data room"...
Fixed it and now should be free of that evil censor.
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10-11-2010 #35RobotVampireGuest
Yeah it worked fine for me. I noticed the back legs would kind of stick together, but it didn't cause any problems.
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10-11-2010 #36
Doh! Well at least they are not breaking off like before. If I could make one wish from LBP2 it would be pistons that worked 100% and emitters that emitted when they are supposed to...made an animation and the frames just choose when to emit no matter how I tweeked them. Thanks for all the feedback, you need to get your next level out, I am starting to feel guilty for all the good feedback you are giving.
Last edited by celsus; 10-12-2010 at 02:55 AM.
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01-15-2011 #37
Aloha~
I spent a good 45-50 minutes with this level in a few play throughs. Nice clean design, great use of logic
in all the contraptions. I ran into a few problems, most of which were just trial and error. the first lift
kept wanting to flip the control panel, but you included a reset switch so nbd.
The next problem area was the transport ship and the meteor coming at me from behind with no time
to react once they were visible. Possibly just a timing issue on my part. great control over all nice design
and logic. on a side note, possibly revise some of your text for minor grammatical issues.
You might want to change meteorite to (meteor) I think it is more correct for this situation as a
meteorite is only so once it enters the atmosphere of a planet.
I had fun figuring out all the contraptions and vehicles, the mood of the level is appropriate for the
theme. I haven't been able to finish it yet. I got to the final walking fork lift and not sure what
went wrong, I was moving along smoothly with no real issues then the giant gas cloud( was it the
sun we were supposed to be crashing into? I think that makes sense) came sweeing along and
sent me back to the check point were it remained killing me several times until all my lives
were depleted.
I'd like to give the level another go if you'd be willing to give me some insight as to what i did
wrong at that part. As it took a while to get to that point.
Really I cant find any (major) issues with the level~ very nice creation and use of logic!Last edited by Fated For Failure; 01-15-2011 at 04:51 AM.
"^ o ^".
LBPcentral F4F -Cosmic Odyssey- thread.
Please watch my other music videos-(Above Sacred Ground)-(Distance)-(MidnightMare)-(Cosmic Odyssey) and (AudioVideo)
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01-15-2011 #38
Lol, good catch on the meteor...sad thing is I just fixed all of these things after reading your feedback and I think I ddi not redo and undo so meteor is still spelled merteroti or something...long story, but I will fix that next time I am on. I tweak the camera view for the shuttle, added a light hint for the puzzle (you may have been doing it just out of order, because if you do one wrong step it messes up. I tweaked the first pod to make it auto return, added a turbo boost tot eh walker at the end (I think it will help when there are four people playing because it slows it down. From the sounds of it you were seconds from the end and you ran into the sun, killing all the crew.
It should flow better for you this next time, tell me if there are any issues or more spelling issues. I thought of having the whole ship collapse into the sun versus the gas cloud, but thermo would not allow, did the gas cloud look ok? The level should have turned bright yellow and fog up to 100% or so, did you notice that? If not I may have to tweak some other details. Again thanks for the feedback, when I get back on tomorrow I will try and beat your level a few more times...even though I may not have the skills to pay the level complete bills.
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01-22-2011 #39
I just made a major update to the level, from the ship's colliding with the sun if you fail to the little maps, from teh transport pod, to the ai pods, from teh walker to the core...atmos sheilds, and so on. I really could use some feedback. I am still adding a few minor things having to do with a cookie you can unlock. Just would like to know if it is over done or if it is still working.
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01-24-2011 #40Bill_255Guest
Going to write this as I go through the level:
"Remember" is spelled wrong in the first bubble. Not a huge deal. It wasn't immediately obvious to me that the wheel has holes in it, I fell through because I didn't realize they existed. Fun obstacles once I knew about them though- consider lighting up that area a bit. Unneeded sticker switches are a pet peeve of mine- please only use one if it's needed (transferring data between levels) In this case, it's just one more thing for me to delete from my inventory later. The puzzle with he table and the robot is clever, but frustrating- the layer switching makes it difficult to jump on top the table if the robots currently in front of it, and getting out of the robots brown track is annoying.
In Section G, moving along the conveyor belt opposite the arrows is non intuitive and I didn't know where to go at first, despite the magic mouth. I liked the section with the cranes. On the lift after, I spawned and immediately landed in the electricity to the side multiple times. On the bridge after that, I couldn't figure out how to proceed: there didn't seem to be a floor? Anyway, I lost all my lives there.
I'm not rating this level, because I feel like I'd have to finish it to give it a fair rating. Honestly though, I have to say that while the visuals impressed me, many of the obstacles were frustrating. Largely this was not because the obstacle itself was bad (in most cases, actually, they were pretty clever gimmicks) but because it was to difficult to see or the layer switching was bad. I really hope you can improve on this level, and I hope this helps!
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