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  1. #421

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    I figured you were still working on it. It's good to know that you actually care about your work enough to put in the effort to make improvements. I look forward to see what you come up with.

  2. #422

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    Can you review my Sackboy's Random Adventures - A Fiery Escape level? It's my first LBP2 level so I expect a pretty harsh review *prays for help* I also have a work-in-progress lockboxed level and maybe you could review it... I'll PM you the code

    EDIT: Seems I can only request only 1 review so you can ignore the work-in-progress level
    Last edited by Frenzie; 06-05-2012 at 05:53 AM.
    Check out my levels!
    Sackboy's random adventures - A fiery escape


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  3. #423

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    Again thanks for your review, got some spare time to fix some stuff. You never said where you got to in the game or where you got stuck and the area that was broke. Here is a video I had to make for a project.

  4. #424

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    I never did, did I? Sorry about that. I don't remember the details, off the top of my head. I've give it another look tonight.

    Update: OK I played it again. I couldn't seem to break anything. Maybe you resolved the issue?
    Last edited by DarkDedede; 06-06-2012 at 04:15 AM.

  5. #425

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    I did not fix anything (if it was the mech it is supposed to act up if you use it wrong, that is why there is a rest on the back wall, the massive yellow warning sign below it, and the blurb that tells you about resetting it), but it could have been a glitch, the larger levels with thermo maxed seem to do that at times. I rebuilt half the level way back because it had invisible walls that could not be fixed (a lesser known glitch). Since I hit the max thermo on the level I can't change it, but I had an idea how to alter the mech to solve some of the loading and flow at the start. How far did you make it BTW? I always like to know the choke points in the level where a check point may be needed or such.

  6. #426

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    Checking your video, I got to the vehicle at 110. It was somewhat difficult to see where I was going, and I kept crashing into things, so I gave up.

  7. #427
    Good luck, sailor. bonner123's Avatar
    Points: 17,754, Level: 40
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    Hi, could I have a review of Lifestyles of the Rich and Midas (http://lbp.me/v/-0433t) ? It's not the most serious level (and by that I mean it outright trolls you at certain parts) but I'd like to hear your thoughts on it. Thanks. By the way, there are some easter eggs.

  8. #428

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    Base of Operations: Start Up by Cobaltor_252


    Bouncing fun

    CATEGORY: Obstacle Course
    DIFFICULTY: Hard
    Last Updated: 09/Sept/2011

    PRIZES: N/A

    Summary:

    This level is like a combination of of Simply Electrifying and Onion Gale (which is a good thing). It does a nice job of presenting a variety of challenges, while also giving the player interesting stuff to look at (engagement is a good thing). Now, the difficulty may not appeal to the audience that may be less skilled, less patient, or too young. However, I didn’t find any of the obstacles to be unfair. There was a nice balance to the difficulty throughout. It was a very solid overall experience, and I really did enjoy this level.

    Strengths:

    • Aesthetic
    • Pacing
    • Creative challenges


    Weaknesses:

    • Story seemed pretty non existent (the one mentioned in the intro).


    Nitpicks:

    • I’m still not a fan of the electric death noise



    Lots of electric

    Ratings:

    Concept/Originality: 4/5 ★★★★

    Gameplay/Implementation: 4/5 ★★★★

    Level Design/Communication: 4/5 ★★★★

    Aesthetic/Presentation: 4/5 ★★★★

    Ratings Explanation & Tips

    OVERALL SCORE: 4/5 ★★★★ Very Good

    [Level hearted/Author not hearted]

    Suggestions

    • You should think of a way to prevent the user from moving at the automatic parts. I’m sure you could do something with the camera to disable the user controls. It would be a much better way to prevent the player from messing up than telling them not to mess up.
    • You should work on developing the story. I know there was one (I think). It would help to add some personality to the experience.
    • At the last puzzle, make sure the grabbinator has room to spawn. One of the times that I played through it, it did not spawn, because I had something blocking it. Again, prevent the player from screwing up. Telling them isn’t going to help anything.



    Last edited by DarkDedede; 07-19-2012 at 10:49 PM.

  9. Thanks!


  10. #429

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    Afterlife Part 1: Hell by TheRailwayWinds


    Platforming fun...

    CATEGORY: Labyrinth
    DIFFICULTY: Ninja Skills
    Last Updated: 03/Dec/2011

    PRIZES: N/A

    Summary:

    As horrible as this is going to sound, this level was more of a pleasant surprise than not. Just by the title alone, this had all the makings of a rather unpleasant experience. However, I could really tell that some thought was put into the design. While it does have it’s fair share of issues, I would say that the majority of issues in the design would be easily resolved once the designer gains more experience.
    I also wanted to say thank goodness the designer put some effort in to the music selection. While it was a bit repetitive and underwhelming at times, the occasional change in music did help to enhance the experience.
    The only real major issue that I see is that this level is way too long. Obstacle, after obstacle does not give the player room to breath, or take in the scenery (if there was much scenery to take in). It also doesn’t help that all of the obstacles were very similar, with a similar degree of difficulty. The design of the level needs to be interesting enough to ensure that the player is as entertained as when they starts as they will be if and when they finish.

    Strengths:

    • Music does help to set the mood
    • Lighting choices does help to add to the mood, while covering up the somewhat lack of detail in the level.


    Weaknesses:

    • A bit bland
    • Difficulty will not be for everyone
    • Way too long


    Nitpicks:

    • It was a bit long, for my taste.
    • They music went aways, and one point, and made me sad.



    Yes, it’s that dark

    Ratings:

    Concept/Originality: 2/5 ★★

    Gameplay/Implementation: 3/5 ★★★

    Level Design/Communication: 3/5 ★★★

    Aesthetic/Presentation: 2/5 ★★

    Ratings Explanation & Tips

    OVERALL SCORE: 3/5 ★★★
    [Level not hearted/Author not hearted]

    Suggestions

    • I would dare to day that the rather basic design for your visuals really took away from the theme of this level. I would also want to say that you should think of ways to make the experience more menacing. Not to say that you should go gorey, but rather have the player feel some sort of tension as they are traversing your level. You came close at certain points, but I want to be on the edge of my seat throughout, and loving every minute.
    • Keep pushing yourself to dream up more creative ideas for obstacles. Many of those that I encountered in this level were very successful.
    • Be wary of repetitive obstacles. Copy and paste at your own peril. It might be a good idea do have each consecutive obstacle vary slightly from the previous one. Assuming you’re taking the copy/paste route, of course.
    • Also pay attention to your pacing and engagement. This level was very long, so you are going to need to think of ways to keep players interested all the way through.



    You want me to do what?
    Last edited by DarkDedede; 07-19-2012 at 05:10 AM.

  11. #430

  12. #431

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    Hey DD,

    I'd love it if you could review my level, Quite Simply Gold

    So far I've had a lot of conflicting feedback, so another opinion on the matter is very welcome
    Follow me on Twitter - @DaSpoonyLBP


    Vote for LBP2 and your other favourite games at Unik Gamer

  13. #432

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    Hey all! It's shameless plug time!

    I'm working on a side-scrolling shooter project. I've been working on it for a little over a month now. It's still a work in progress, but it is currently completely playable. Currently, it's only at three notches on the thermometer, so I've still got a ways to go. So far, there are eight playable characters, all with unique projectiles, and charge shots.

    If you want to check it out, or just want a good laugh at my attempt at game design, feel free to give it a look. Link I'd also appreciate any feedback you may have (be sure to post it in the project thread). Thanks.

    Oh yes, and depending on the quality of the feedback, you may get get some higher priority in my review queue (shameless, I know).

  14. #433
    Good luck, sailor. bonner123's Avatar
    Points: 17,754, Level: 40
    Level completed: 63%, Points required for next Level: 296
    Overall activity: 40.0%
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    Default

    Sure, I'll check it out.
    Last edited by bonner123; 07-21-2012 at 04:14 AM.
    LBPV Levels
    Twitter: @SuperMegaOpey
    Current projects: HAUS Series and a few Vita levels!

  15. #434

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    I've queued it.

    Hopefully I can give you some feedback soon
    Follow me on Twitter - @DaSpoonyLBP


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  16. #435

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    Quite Simply Gold by DaSpoony


    From what I've been told, gold is pretty awesome

    CATEGORY: Story
    DIFFICULTY: Difficulty
    Last Updated: 10/Jul/2012

    PRIZES: N/A

    Summary:

    I just love labyrinth type levels, and I love levels with competent graphic design. Conveniently this game has both of those qualities (named prizes too!). It’s broken up into four sections, each with it’s own theme. Lots of gold things, lots of bouncing, and lots of points. The best part is that all this was done with no electric hazard (yay).

    It does suffer from some minor issues. However, as the design stands now, these issues can be easily resolved with some constructive feedback and a bit more polish. I’m not going to say that the design is perfect, but it is pretty good for a community level (fun even). One of the best levels that I have reviewed so far.

    Strengths:

    • Fun arrows to help give direction to the player.
    • Gold is pretty awesome.
    • Very good pacing
    • Good variety of obstacles


    Weaknesses:

    • Some of the wording is outside of the edge of the screen.
    • Boulders are difficult to see if and when past the cart.


    Nitpicks:

    • Pirate ship game was a bit basic, and a bit long.



    Mine cart fun.

    Ratings:

    Concept/Originality: 5/5 ★★★★★

    Gameplay/Implementation: 5/5 ★★★★★

    Level Design/Communication: 4/5 ★★★★

    Aesthetic/Presentation: 5/5 ★★★★

    Ratings Explanation & Tips

    OVERALL SCORE: 5/5 ★★★★★

    [Level not hearted/Author not hearted]

    Suggestions

    • Try to mindful of the title safe area on the screen. If your title is too close to the edges of the screen, it may not always fit on everyone’s TV screen (like it did mine).
    • I would consider moving the cart up, so that it wasn’t right up to the edge of the screen. That way the player can see when the boulder is past the cart. Too many times I would change tracks, and still collide with the boulder, even when it was completely off the screen.
    • If I had to pick out a weakest element of the level, I would have to say it was the shooting gallery with the pirate ships. Perhaps think of ways to make it a bit more interesting. Perhaps give the player the option to play at different difficulties, at the cost of points. It may also help to give the player the option to skip that section entirely.
    • I’m not familiar with how you have your level programmed, so I’m not sure how difficult this would be. However, you should also consider making the instructions skippable.


    Dynamic bouncing fun
    Last edited by DarkDedede; 07-22-2012 at 07:45 PM.

  17. Thanks!


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