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  1. #21

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    Thanks to Trap_T, Room 1 is now officially complete.
    Room 2 is having a bit of trouble in the testing stage though..
    After I finish Room 2, I'll open it up for beta testing if you're interested.

    Does anybody know how to give specific people keys to a locked level?

  2. #22

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    Quote Originally Posted by Pinchanzee View Post
    Does anybody know how to give specific people keys to a locked level?
    I think you could make a quick level, just with the key, then invite whoever it is you want to give the key to, and play it through My Moon (no need to publish).


    There might be a better way built into the game, I'm not sure, but that's probably the best way I can think of.
    LFF's bro.

  3. #23

  4. #24

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    Quote Originally Posted by misterwonderloo View Post
    that's an awsome idea..... i'll be waiting for some pictures
    Pictures added!
    Last edited by Pinchanzee; 01-24-2009 at 02:55 PM.

  5. #25
    Sackperson

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    Awesome! I was waiting for some pictures of this! I have got to say mate, this is a great idea. I haven't heard of anything like this before. I would love to be a tester, just so you know. It seems so fun :3. Good luck anyway! Once again, LOVE to be a tester.

    Haruhi Suzumiya FTW! C'mon 2nd Season...

  6. Thanks!


  7. #26

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    That's pretty cool!

  8. #27
    Sackperson

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    OK! Played the level.

    Now, I have a couple of problems.

    1.Lighting. Move the light up a bit on those bobbing up and down things in the first room. You cant see the numbers and it took me a while to realize they were there. Also with the first one. You can't see the number one unless you are really looking for it.

    2. When you drop in, the text box for the red sponge doesn't always pop up for some reason. You also need to fix the 2nd box (I think). It says like Welcome to the and stops. You have named it already so I dont know why it's like that.

    3. When you grab the red sponges on the bobbing things, some of them aren't one timers when they REALLY should be. Such as the one which lifts and drops the wall to room two. If you grab it twice or hold it down it keeps going. Its really annoying. It should just go up and thats it. Along with all the other switched that don't need to be pressed again. I think thats the only one because the other ones are needed if the checkpoint wasn't in line with that slot.

    4. You should really fix up the camera angles while you are in the bottom hamster wheels. It's irritating using only the lights for they don't always match up perfectly. You should change it so you can see the whole thing (All three hamster wheels and their corresponding spinny thing.

    5. On the 2nd room you dont have any light where the first match up for the checkpoint connecting to the first wheel is. It's annoying because you then have no indication of if the checkpoint is in position. I can't remember if this is so for the 2nd bottom one :#. Sorry. If not please fix that too.

    6. This is the worst problem (To me). When using those hamster wheels, the checkpoint can get caught or something and be thrown off its guides. This only leaves you to restart the level which is REALLY frustrating. When its on the first wheel and matched up to where the second wheel will soon be, it flies off even when you are turning the 2nd wheel. Same on the third. SERIOUSLY irritating.

    7. Oh, and there are some minor kinks in the tracks where the checkpoint can get caught in and the other sticks that push it can't reach it. One of them is in the first corner. It can sometimes dip a little and go too far somehow and the switch wont push it up and simply pass it.

    Thats all my woes. Fun though! Very fun so far. Can't wait for the rest of the rooms! Thanks for letting me be a tester :3.

    Haruhi Suzumiya FTW! C'mon 2nd Season...

  9. #28

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    Hehe, thanks, again GREAT help.
    Guys, if LittleBigMe ever offers to beta test your level, ACCEPT for the love of god

  10. Thanks!


  11. #29

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    very good Idea!

  12. #30
    Patch of Cloth LordCanti07's Avatar
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    lol im not gonna read through the post right now but for some reason I caught a glimpse of the first parenthesis. You don't need any special permission to edit the thread name just go to your first post and edit it advanced and change the top line i think its called title or something but you will recognize it because it is the threads name. lol hope this helps.

    Edit: Alright so I did decide to skim through the posts and I don't know how you are doing the level, but the way I would do it would be with an invisible piston. Have the checkpoint attached to a round piece of glass that is on a thin layer behind it and have a path that the thin glass can navigate through and have the checkpoint follow the player via a player tracking system under the level like in the night/day level. That way the piston with expand to follow the player and contract if the player goes back. Also pistons can go through anything once attached so you would just have to build the path for your checkpoint to travel on. I could make an example if you want, but from what I skimmed over it sounds like you are doing fine, but if you do need help then don't be afraid to ask.

    Good night LBP.
    Last edited by LordCanti07; 01-29-2009 at 06:16 AM.
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  13. #31
    License to krill. Whalio Cappuccino's Avatar
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    Quote Originally Posted by LordCanti07 View Post
    lol im not gonna read through the post right now but for some reason I caught a glimpse of the first parenthesis. You don't need any special permission to edit the thread name just go to your first post and edit it advanced and change the top line i think its called title or something but you will recognize it because it is the threads name. lol hope this helps.

    Edit: Alright so I did decide to skim through the posts and I don't know how you are doing the level, but the way I would do it would be with an invisible piston. Have the checkpoint attached to a round piece of glass that is on a thin layer behind it and have a path that the thin glass can navigate through and have the checkpoint follow the player via a player tracking system under the level like in the night/day level. That way the piston with expand to follow the player and contract if the player goes back. Also pistons can go through anything once attached so you would just have to build the path for your checkpoint to travel on. I could make an example if you want, but from what I skimmed over it sounds like you are doing fine, but if you do need help then don't be afraid to ask.

    Good night LBP.
    The title is a bit misleading, he doesn't need help on making a moving checkpoint, he is basically showcasing a project he is currently working on, that has you move the same checkpoint throughout the whole level.

  14. #32

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    Hey... You're still busy with this?

    I hope it turns out good
    You want a good Sig and/or Avatar? Visit this thread to post a request.
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  15. #33

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    Quote Originally Posted by LordCanti07 View Post
    lol im not gonna read through the post right now but for some reason I caught a glimpse of the first parenthesis. You don't need any special permission to edit the thread name just go to your first post and edit it advanced and change the top line i think its called title or something but you will recognize it because it is the threads name. lol hope this helps.
    Thanks! I'll be sure to change it to make it less misleading

    Quote Originally Posted by Yarbone View Post
    Hey... You're still busy with this?

    I hope it turns out good
    It's going great thanks!
    You can try out the beta if you want, I've improved it since then but I'll republish the beta next time I'm on.

    UPDATE: Room 2 nearly finished function, going to move onto aesthetics then post some new pics!

  16. #34

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    Alright Pinchanzee, The way you have designed your level has reminded me of an Idea I had. You've built your level out of two modules which are inter changable.

    Now I was thinking if we standardize the size of the modules and where sackboy enters and leaves a module. You could build a level of many different modules created by a dozen or so diffrent creators. You could create your module publish it. Then one person could collect them all and slot them all together and publish them as a level. I reckon a small module for the start and finish would also need to be made.

    Would be fun to make a module and interesting to play the results. What do you or anyone else think?
    Jungle Fun (Spotlighted), F4F: Thread
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  17. #35

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    Quote Originally Posted by bindibaji View Post
    Alright Pinchanzee, The way you have designed your level has reminded me of an Idea I had. You've built your level out of two modules which are inter changable.

    Now I was thinking if we standardize the size of the modules and where sackboy enters and leaves a module. You could build a level of many different modules created by a dozen or so diffrent creators. You could create your module publish it. Then one person could collect them all and slot them all together and publish them as a level. I reckon a small module for the start and finish would also need to be made.

    Would be fun to make a module and interesting to play the results. What do you or anyone else think?
    Ye, thanks sounds pretty good! I'd maybe introduce a feature that gives people the default outline then let them design their own level!

    Beta updated, Room 2 finished - currently testing/moving onto aesthetics then it's just the final room to go! and it's all planned out!

  18. #36

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    Looks like a great level, i will try it when i get home.
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  19. Thanks!


  20. #37

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    Don't be too hasty Would be a better experience to play the level when its finished But feel free to try the beta (guaranteed to find a glitch)

    UPDATE: Room 2, fixed a lot of bugs and I reckon that's it about done, moving onto appearance now, then without further ado onto the (final) room!

  21. #38
    Addicted to Secrets ThommyTheThird's Avatar
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    Wow i just thought of something cool.

    Have you heard about the "Boss Rush"-project started by Aur0blue? It's basically a room, and people can post entries of bosses in them (D'uhh) and the rooms are of a preset size.

    If you do indeed make your "segments" of the same size, you might do something equal to Boss Rush :O And have people post different segments.

    If you work this level out really well, and give some good example segments so to speak, this idea might work out quite well

    (Also, even if the project wouldn't be made i'd still look forward to this level, it looks promising)

  22. #39

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    Quote Originally Posted by ThommyTheThird View Post
    Wow i just thought of something cool.

    Have you heard about the "Boss Rush"-project started by Aur0blue? It's basically a room, and people can post entries of bosses in them (D'uhh) and the rooms are of a preset size.

    If you do indeed make your "segments" of the same size, you might do something equal to Boss Rush :O And have people post different segments.

    If you work this level out really well, and give some good example segments so to speak, this idea might work out quite well

    (Also, even if the project wouldn't be made i'd still look forward to this level, it looks promising)
    That was exactly my aim!
    At the end of the level the player will win a "Default box" which is the same size and specs of all my levels, minus the engravements (other than enter and exit) and extras in my levels!
    I'll make an ace prize of my rooms in a bubble so they can make their own, using mine if they wish.
    Could even make a competition for somebody to design their own, who knows? It could become a fad (doubt it)

  23. #40

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    Lol isn't it hard to make even 1 room...? It requires a lot of thinking i guess.

    Still making progress?
    You want a good Sig and/or Avatar? Visit this thread to post a request.
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