Never thought of doing that, i guess i'll experiment a little. I finished updating the final part of the level, turning the blue enemies into turret-like enemies that aim at the Baron ahd shoot blue lasers, i also changed the enemy placement a bit and updated the final boss with a health bar and tweaked health and attack pattern. Now i'm going to focus on modifying the power-ups and try to change the first part of the level into something more fast-paced.

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- F4F: The Red Baron strikes back
Results 21 to 35 of 35
Thread: The Red Baron strikes back
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03-19-2011 #21
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03-22-2011 #22
I finished a first round of updates: after updating the final part of the level i have increased the rate of fire of both the wave and homing powerups, and i've also increased the range of the homing one. Now they should be a lot more effective. I've added a small sound effects to the planes to increase the immersion. I also updated the midboss creating two separate version with different health for 1 and 2 players, and i also increased the points given. Now maybe somebody can beat my top score
. I won't be able to focus on creating for a few days so the level will stay as it is now for a while, even though i'll use any future feedback to keep on improving it
.
Last edited by Vergil; 03-22-2011 at 09:20 AM.
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03-22-2011 #23Lint
- Join Date
- Jun 2009
- Posts
- 22
Returning F4F.
I loved this level. It looks cool, plays nice etc. The only thing I am having a problem with is the fact that you shoot so slow, but maybe thats part of it.
Great level! Good job.
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Thanks!
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03-23-2011 #24
Thanks for trying it

The slow pace is actually something i planned from the beginning, and i tried to balace the shooting speed with the enemies' health, speed and numbers.
I'm happy you liked it
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03-23-2011 #25
i queue your level i will leave a in game review
please check my level
http://www.lbpcentral.com/forums/sho...zard-race-demo
PSN: KRXninja
http://lbp.me/u/KRXninja/levels
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03-25-2011 #26
Thanks for trying it
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03-29-2011 #27
I'm extremely busy lately and i'm afraid i'll only be able to do minor changes to this level from now on

I can't even start a new level
Thanks everybody for giving me all this feedback for this level, hope i'll get as much on my eventual next one
, hopefully it won't be too far in the future...........
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04-01-2011 #28
I managed to do another final update to the level by changing the enemy sequence in the beginning to make it more intense and fast paced, i also tweaked the mid-boss a bit to fix a couple of minor issues. I've decided this is the last update to the level unless some bugs are discovered
. From now on i'll spend all the time i can dedicate to LBP2 to create my latest level, a project with a lot of
Henshin
.
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04-01-2011 #29
Awesome! I love shooters! Gonna play this right away!
F4F is in my sig. Gonna give you a review and gameplay tips (if you need any) after I played!
EDIT: Very nice game, although it the pacing of it all seems too slow.
-Enemies fly too slow, bullets are too slow. Could you speed them up a bit?
-When I want to move my ship I cant make tiny adjudgements. It only moves when I push a little farther and doesn;t seem to stop when I let go of my left stick.
-When I tap R1 no bullets come out. I take beacuse you use a emitter which fires ever 0,5 seconds or so. If you make a looping seqencer with the emitter on it, which resets when the R1 button is not pressed you can make so when I tap the button bullets always fly out of the gunship. This also give player the option to fire faster if they choose to tap.
-kinda bummed the powerups dont say on, but that purely a gameplay choice. Would like to know when I loose them though, maybe make a timer on the bottom of the screen?
-the red homing bullets dont home when something is on the other side of the screen. Maybe make them just go up when they cant find an enemy?
-how about creating a charged shot?
-it would be nice if I had to dodge some scenery too. Maybe place some asteroids in the space bit of big ships that pass from left to right?
-The bosses could use some more (random) attacks. How about making them charge at the player, shoot different kind of bullets that kind of stuff?
All in all, a nice attempt and close to a heart. Can't wait for the next level!
EDIT: just saw your post right above. I am dissapoint
Last edited by Alphagaia; 04-01-2011 at 02:34 PM.
Published levels:
LBP2: Contra HARD Corps
http://www.lbpcentral.com/forums/sho...tra-Hard-Corps
Got a good contra like level? Let me know!
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Thanks!
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04-01-2011 #30
Well first off let me say that i noticed your level a couple of hours ago and i was already planning to play itAwesome! I love shooters! Gonna play this right away!
F4F is in my sig. Gonna give you a review and gameplay tips (if you need any) after I played!
EDIT: Very nice game, although it the pacing of it all seems too slow.
-Enemies fly too slow, bullets are too slow. Could you speed them up a bit?
-When I want to move my ship I cant make tiny adjudgements. It only moves when I push a little farther and doesn;t seem to stop when I let go of my left stick.
-When I tap R1 no bullets come out. I take beacuse you use a emitter which fires ever 0,5 seconds or so. If you make a looping seqencer with the emitter on it, which resets when the R1 button is not pressed you can make so when I tap the button bullets always fly out of the gunship. This also give player the option to fire faster if they choose to tap.
-kinda bummed the powerups dont say on, but that purely a gameplay choice. Would like to know when I loose them though, maybe make a timer on the bottom of the screen?
-the red homing bullets dont home when something is on the other side of the screen. Maybe make them just go up when they cant find an enemy?
-how about creating a charged shot?
-it would be nice if I had to dodge some scenery too. Maybe place some asteroids in the space bit of big ships that pass from left to right?
-The bosses could use some more (random) attacks. How about making them charge at the player, shoot different kind of bullets that kind of stuff?
All in all, a nice attempt and close to a heart. Can't wait for the next level!
EDIT: just saw your post right above. I am dissapoint
.
Regarding the points you noticed:
- The slow pace is something i choose to do from the beginning: I can't just change the speed because then i have to rebalance the health and the number of the enemies, and i also have to redo the sequence of enemies to match the higher number. Due to the way the level is created this means redoing the entire level from scratch
, so i'm not going to do it now.
- Keeping the R1 pressed is something i wanted to do from the beginning as well instead of pressing it over and over. I believe that pressing the same button 500 times in a single level could be a bit annoying.
-The red mines stand still because in this way the can aim instantly at the next enemies which comes inside the field.
-Regarding the power shot, i actually have two unused powerups in my moon. The problem is that i feared that some powerups would go unnoticed if i used too many of them. Now each one is used 3 times.
- You're asteroid idea is nice but... there is no space segment
It's just night time with different enemies and background scenery.
- For the boss i believe that giving him a bigger pattern would lead to a too long boss fight.
I'm sorry you're disappoint
but i plan on making a new space themed level with the same tech and faster enemies, bullets, different powerups and scenery. All your suggestion will definitely be extremely useful in the future :
.
This level is going to wait because in the last couple of days i managed to come up with the basis of something more.......
viewtiful
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04-01-2011 #31
Yeah, I can understand speeding it up might lead to some building problems.
I'm currently building a R-type level with emitted enemies and a fully funtional force and it's fun to figure it al out. It will be my first shooter in space, so it wont be finieshed anytime soon.
You misunderstood on my R1 story, though. I prefer auto AND tap shooting. Using a seqencer will provide both options: Kepping R1 pressed will loop the sequenver meaning you will shoot at the rate you set. Pressing R1 will fire a bullet and making it reset the sequencer so this can be repated if you tap. Catch my drift? I used it in my Conra level, so you try holding and tapping R1 once you get around to play it
Published levels:
LBP2: Contra HARD Corps
http://www.lbpcentral.com/forums/sho...tra-Hard-Corps
Got a good contra like level? Let me know!
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Thanks!
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04-02-2011 #32
Ah sorry for not reading carefullyYeah, I can understand speeding it up might lead to some building problems.
I'm currently building a R-type level with emitted enemies and a fully funtional force and it's fun to figure it al out. It will be my first shooter in space, so it wont be finieshed anytime soon.
You misunderstood on my R1 story, though. I prefer auto AND tap shooting. Using a seqencer will provide both options: Kepping R1 pressed will loop the sequenver meaning you will shoot at the rate you set. Pressing R1 will fire a bullet and making it reset the sequencer so this can be repated if you tap. Catch my drift? I used it in my Conra level, so you try holding and tapping R1 once you get around to play it
I tried your system in your level and it is obviously a lot more effective thanks
.
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04-03-2011 #33
Haha! Very good! Brings me back to the old arcade, but at the same time it reminded me of how bad I was at those bullet/laser dodgeathons!
What I REALLY like is that you avoid going all holo as is the case with the abundant amount of retro shooters that are spewed out in the community nowadays!
One way to tell that I had a good time is that I actually yelled out ****** numerous times while fighting the last boss.
F4F: http://www.lbpcentral.com/forums/sho...o-Time-to-LoseLatest level: F4FSecrets of Science - Chapter 1: No time to Lose!(1P Point and Click Adventure)
http://www.lbpcentral.com/forums/showthread.php?49447-Secrets-of-Science-Chapter-1-No-Time-to-Lose!
Latest trailer: Secrets of Science - Chapter 2: The Nuclear What? Gameplay and Cinematic Trailer
Follow me @TheDiscosmurf
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Thanks!
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04-05-2011 #34Artist / Creator
- PSN
- JustinArt
- Join Date
- Mar 2010
- Location
- California, USA
- Posts
- 1,313
- Blog Entries
- 3
Very nice level. It's like an old-school shooter game.
VISUALS:
The islands, ships, and attacks are well made and well decorated. The lighting change in the final half of the level is unique too. I think the opening title could use more visuals.
SOUND:
The interactive musics in this level are great, and the sound effects of the lasers are nicely varied.
GAMEPLAY:
The controls are well put in this level. The power ups are really cool too. It is also quite challenging when going against the two bosses.
OVERALL:
It's a really good shooter level. A yeah vote and a heart.
F4F "Cybernetic Adventures Beta"
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Thanks!
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04-06-2011 #35
Thanks for trying it

I already returned feedback to DIscosmurf while i'll play JustinArt level either today or tomorrow
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