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  1. #1

    Default Wood's Edge Ruins

    Hi again everyone, I have recently finished working on my next creation, Wood's Edge Ruins. After making The Ship Yard, I was quite finished working with water, so I decided to make a puzzle-type platformer with an exotic theme. This one took more time to make than The Ship Yard, and was more complicated, however I am pleased with the final result. The puzzles shouldn't be too difficult, but let me know if they or any other element are too challenging (the last thing I want is for a player to quit because they could not figure out a puzzle). Thanks again to all who previously played The Ship Yard, and I hope you enjoy this one!

    (P.S. If you manage to ace the level... You win a random contraption my friend and I made for kicks)

  2. #2

    Default

    Looks interesting - I've qued it for later and will be back to edit this post, if you find time appreciate some feedback on my level 'Dark Heart of the Wood'
    LBP Sega Outrun Insane Car Journey, RAMpack No Dimensional Birthday Crisis, Wrath of the Sack God, Morning Dew, They Came from Space To Barnyard Race, Outrun Velocity, Come Sit On Santas Lap, Peter and the Wolf, Happy Shooting Fun Balls, Dune (3D)
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  3. #3

    Default

    Don't know if I'm missing something or what, but I can't find a way past this one part. I found a block to drag and a place that it looks like it would go but nothing happens when I drag the block over there. It's just after a pendulum of fire and before one of the checkpoints, sorry can't describe it better then that.
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  4. #4

    Default

    At that point I you need to push both blocks into their "slots", then use them to jump up to the ledge on the right.

    I think I meant to make the ledge more noticable, but somehow forgot (whoops).

    I will update the level when I next get the chance, sorry you were unable to continue! I do encourage you to give it another go if you are willing.

  5. #5

    Default

    + Nice level icon.
    + Nice nice puzzles in here.
    Do you know that you can push an ungrabbable bricks by holding R1 in the same layer and running into it?
    - Sometimes the brown sponge bricks were a bit tough to move.
    - Please make cutscenes skippable also.
    - Would be helpful if you prevented the grey block from falling the the brown block's hole in the first dark section.
    - Block logic prevents escape if you get caught under it.
    - On a second playthrough, I put a brown box in his hole, but it just started bouncing around in there, not activating the next part. (lift up doorway in centre (front layer))
    - Some poor layer switching here and there.
    I have no idea what the statue eye thing did.

    Hope this helps.

    Bad design 101
    An ingame commentary about the good and bad design choices in my first level: "Platforming 101" ... Learn as you play!

  6. #6

    Default

    Quote Originally Posted by Jdsfrog View Post
    do encourage you to give it another go if you are willing.
    Sure will, just let me know when the update is in.
    LBP2 - F4F Thread for Demon Baby Toss - Toss some babies, it's OK...they are demons
    LBP2 - F4F Thread for Demon Baby Hurdles - THE DEMO - Run the race and jump over them babies!

    LBP1 - Save My Walrus! The Yeti + MGS weapons crate + a simple minded walrus + YOU = AWESOME action with a side arm of humor!

    I'M A THREAD! I'M A THREAD!! YAH!! *pauses* oh, wait...now I'm a fuzz ball...COOOL

  7. #7

    Default

    Thanks for the feedback, it appears there were more ways to get stuck than I initially thought (I ran into many before publishing).

    I will make the cutscenes skippable, and make the brown blocks easier to move.

    Unfortunately, I can't seem to think of a work around for if you get stuck in a hole with a block on your head. At least you can retry, but you should never have to do that in a level I would think. I will look into it.

    I will also widen the holes where you put the blocks in, that should help with blocks getting stuck. That's strange the one block began to bounce... The block's material tweaker only reduces friction, not increase bounciness. I'll investigate that as well, but hopefully widening the holes will prevent whatever happened. My levels have a tendancy disobey my commands and act up.

    Clearly, there were many glitches, but I am going to try and fix those now. So, if you were in the minority who have played this level so far and gotten stuck... My apologies!

  8. #8

    Default

    Alrighty, I just updated the level, and after playing through it purposefully trying to get stuck, it seems much smoother. However, I have no doubt there are still cumbersome bugs, so if you get stuck or encounter any other bugs, please let me know. I made overall crate moving easier, widened holes to make it easier to drop them in (but still roll other crates over), made most cutscenes skippable, and altered several other alterables that needed altering. My apologies to those who were previously unable to finish the level. Any more feedback would be greatly appreciated, especially any ways to improve the level. Thanks!

  9. #9
    Patch of Cloth phort's Avatar
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    Default

    Cool level! Here's my feedback.

    Main thing that concerned me when I started it was that I was afraid I would switch to the back layer every time I jumped because of the decorations on the back thick layer.

    There was a section where I did do that and it killed me several times: right after the drop down to a checkpoint with a prize above it, where there is a fiery circle swinging back and forth. It looks like you made it so you can't go to the back layer most of the time but just missed that section. You might have fixed that while I was playing the level though because I didn't have that problem the second time through.

    There's a visible sound object you might want to hide on the floor in the room after the first dark "shrine" room

    In the scoreboard room, right before you walk in and start the cutscene there's a little niche in the back left that I tried going into (it looked like a little hold I could jump into) but I couldn't change layers back there.

    On the section with the vines swinging over the long floor of fire, the blocks there were misleading. I thought I was supposed to push them onto the fiery floor and killed myself and screwed up the swinging of the vine (because my body ran into one of the blocks when I swung.)

    The vines are a little funny in their swinging and on that section it seems like the only way across is to bounce off the fire before grabbing the second vine, but if you swing too high there you just die instantly when you hit the fire instead of bouncing.
    F4F: Cave Story: First Cave — Newly recreated LBP2 style!

    Old but good LBP1 level: Jetpack Jettison

  10. #10
    I are vary cratev Chump's Avatar
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    Default

    Thats what I call a good level badge! I queue'd it. I'll be back with Feedback.

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  11. #11

    Default

    Thanks for the feedback! Indeed, while you were playing it seems, I updated the level fixing most of the stuff you mentioned (except for the visible sound object and crevice in the scoreboard room.. I'll have to check that out tomorrow). I fixed the glitch where you move to the back layer in the section you mentioned, and shortened the length of the fiery floor to make it easier to cross, as well as more straightforward. This is probably the rockiest level I've made so far... So many little glitches that can ruin the entire thing! Most of those glitches should now be gone though. Sorry for the rocky experience you had, but I am glad you enjoyed it still. (And yes... Even I am surprised at how well the level badge came out. I think it's the first one I've gotten right!) Thanks!

  12. #12
    LBPCentral Spotlight Crew Sackperson Private WESFUN's Avatar
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    Default

    I qued it up ill play it hopfully tomorrow when I wake up. if you want you can give me feed back on my new series here. http://www.lbpcentral.com/forums/sho...-forest-series. Ill get back to you as quickly as posible.


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  13. #13

    Default

    Quote Originally Posted by phort View Post
    Main thing that concerned me when I started it was that I was afraid I would switch to the back layer every time I jumped because of the decorations on the back thick layer.
    Oh yeah, forgot about that.
    You should be careful using thick layers (or perhaps you blocked it off with thin hazard holo) as close scenery as it is rather distracting gameplay wise.
    Fake thick layers are especially hard to identify if the main path is only occupied by two layers.
    Plus it uses extra thermo that can be spent in better ways. Extra gameplay for example.
    Just something to consider in the future.
    Last edited by midnight_heist; 02-18-2011 at 06:55 AM.

    Bad design 101
    An ingame commentary about the good and bad design choices in my first level: "Platforming 101" ... Learn as you play!

  14. #14

    Default

    Q'ing for later (when server comes back up). When you get a chance, please check out my level and respond in kind in forum. My level is also a platformer.
    http://www.lbpcentral.com/forums/sho...al-Platformer)

    Played it. The puzzle elements are fantastic and the level is beautiful. Two issues of note, both minor. Some of the platforming pieces felt a bit small, making them more difficult to navigate than needed or desired. Also, one of the blocks seemed to not loose its piston or something after breaking free because I had a heck of a time getting it to go down and trigger the sensor (took a picture of the guilty block key).

    Good job.
    Last edited by Hoplyte; 02-24-2011 at 02:41 AM.

  15. #15

    Default

    Awesomo! Totally injoyable. Cool puzzles, rare use of backtracking!! The only issues i had was that my tv screen is really dark for some reason, and some switches where almost invisible to be. The room with the Red cross was not visible to me.

    Overall awesome level, played it with great joy!

    Please check out my lvl "Raiders of the Last Couric"!! thnx

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