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  1. #1

    Default (LBP3) Sackboy Gets a Grip

    Level 1 "Sackboy Gets a Grip"

    This is but a taste...
    The first level of an up coming Bit-Off-More-Than-He-Could-Chew athon.

    This is the first level in what I am planning as a new campaign for Little Big Planet 3.
    Go ahead, try a bite. It won't hurt. You might like it.












    Last edited by poorjack; 11-27-2014 at 10:17 PM.


  2. #2
    Sackperson Sandro8708's Avatar
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    Queued. My first LBP3 lvl on LBPC. yay


    Twitter: Sandro8708
    Heskezoo: http://lbp.me/v/qp3xvnb
    Japan garden: http://vita.lbp.me/v/g2j1z

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  4. #3

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    Quote Originally Posted by Sandro8708 View Post
    Queued. My first LBP3 lvl on LBPC. yay
    Awesome! Tell me what you think when you can!
    Poorjack- "Quality Levels, for You and Your Family"
    My NEW! Level

  5. #4

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    Dang is this level good!
    It's really hard find this excelent kind of levels
    Play, Create and Share, do it now!

    My levels:

    Sackboy's big adventure: North pole.



    The random tower.

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  7. #5

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    Hey thanks! Its something I have been working on since LBP2. But LBP3 finally just let me do it all without over thinking the logic.
    Poorjack- "Quality Levels, for You and Your Family"
    My NEW! Level

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  9. #6
    LBPCentral Spotlight CrewHome Energy Reactor Mr_Fusion's Avatar
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    Yah really cool, but you may want to look at the sack pocket options, double jump with boost boots is pretty overpowered :P

    I Liked the mine cart section, but did think that there were a few cheap deaths in that section, the first being behind the pillar after the very first corner.

    There isn't much warning of the other mine carts approaching either.

    However, the level is really well put together, the aesthetic feels great, you enemy and platform layout is well thought out, and it looks like your series is going to go well on LBP3

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  11. #7

    Default

    Quote Originally Posted by Mr_Fusion View Post
    Yah really cool, but you may want to look at the sack pocket options, double jump with boost boots is pretty overpowered :P

    I Liked the mine cart section, but did think that there were a few cheap deaths in that section, the first being behind the pillar after the very first corner.

    There isn't much warning of the other mine carts approaching either.

    However, the level is really well put together, the aesthetic feels great, you enemy and platform layout is well thought out, and it looks like your series is going to go well on LBP3
    Thank you so much for the thoughtful critique. I really apreciate that you were willing to look at it in depth and pin point the specific things you find wrong, or off putting.

    As for the cheap deaths, it isnt really supposed to be a game you can ace in one try. I know thats off putting, but I did intend for the player to die once or twice on the mine cart before getting it. I might look at that hidden jump, but the other carts have just enough of a heads up for the "texture" of gameplay that I am trying to achieve, which is not much. It's supposed to kill you once or twice.

    But for the sackpocket, how do you have the boost boots? Whenever I play through it, it only gives me the option of my slingshot, and its not supposed to have boost boots. Is this something that can be disabled?
    Poorjack- "Quality Levels, for You and Your Family"
    My NEW! Level

  12. #8
    LBPCentral Spotlight CrewHome Energy Reactor Mr_Fusion's Avatar
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    Quote Originally Posted by poorjack View Post
    Thank you so much for the thoughtful critique. I really apreciate that you were willing to look at it in depth and pin point the specific things you find wrong, or off putting.
    Thanks for replying with your thought process to the designs. I actually find it interesting reading through reasoning of creator's choices

    Quote Originally Posted by poorjack View Post
    I know thats off putting, but I did intend for the player to die once or twice on the mine cart before getting it. I might look at that hidden jump, but the other carts have just enough of a heads up for the "texture" of gameplay that I am trying to achieve, which is not much. It's supposed to kill you once or twice.
    I wouldn't call it 'off-putting' especially considering that you have a well placed spawn point and no overly long intro/cut scene/walk back to the cart. Also the auto enter cart option is a nice touch to cut down on frustration. Re-try's were not painful because I didn't need to repeat sections I felt I had already cleared (including having to press a button to get back in the cart), I was only repeating the part I hadn't gotten past.

    In regards to not being able to ace on the first run through, that makes total sense. Learning the repeating pattern of the jump followed by the cart after a few runs helped with getting through, and in an attempt to ace you would be on your toes ready for a challenge.

    I still think something like a slightly longer cone of red light coming off the cart or a tinkling bell help a tad for subtly telegraphing the carts off screen, the split second before they enter frame.

    You wouldn't notice it on your first play through, but by the 3rd or 4th death it may sink in. But that's purely a personal choice.

    Quote Originally Posted by poorjack View Post
    But for the sackpocket, how do you have the boost boots? Whenever I play through it, it only gives me the option of my slingshot, and its not supposed to have boost boots. Is this something that can be disabled?
    This I can't answer... My sackpocket was full of the story powerups. When I'm in create mode it is empty though. Have you tried it online, or just on your moon?

    I just thought that maybe you hadn't used the gameplay tweaker to turn off the pocket properly.

    You mention a slingshot, and I'm now guessing that you have a custom power up... actually... the more I think of it... the more that makes sense with your level layout.

    In that first area of rocks leading up to the cave, I wasn't too sure what the flashing target was, but I guess that you are meant to shoot down the claimable material... I just boosted up there, then in the tutorial cave section was told about double jump, and this is when I realised that I maybe wasn't supposed to have the boots... but they sure helped get past all the critters (I tried jumping on them but died)... now I think that I was supposed to shoot them with the slingshot.

    EDIT: And now I see sackboy holding a slingshot in one of your screen shots... hmmm...

    EDIT2: Haha - just watched the video... I missed a whole chunk of level!
    Last edited by Mr_Fusion; 11-29-2014 at 06:35 AM.

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  14. #9

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    Quote Originally Posted by Mr_Fusion View Post
    I just thought that maybe you hadn't used the gameplay tweaker to turn off the pocket properly.

    You mention a slingshot, and I'm now guessing that you have a custom power up... actually... the more I think of it... the more that makes sense with your level layout.

    In that first area of rocks leading up to the cave, I wasn't too sure what the flashing target was, but I guess that you are meant to shoot down the claimable material... I just boosted up there, then in the tutorial cave section was told about double jump, and this is when I realised that I maybe wasn't supposed to have the boots... but they sure helped get past all the critters (I tried jumping on them but died)... now I think that I was supposed to shoot them with the slingshot.

    EDIT: And now I see sackboy holding a slingshot in one of your screen shots... hmmm...

    EDIT2: Haha - just watched the video... I missed a whole chunk of level!
    That is incredibly strange. Strange indeed. I have played it (a billion times bug testing) after publishing it, and I NEVER have anything in my sackpocket until I pick up the slingshot.
    And you are the first person to say that such a thing has happened...
    Hmmm. Perhaps its a bug?

    PS3 or 4?
    Poorjack- "Quality Levels, for You and Your Family"
    My NEW! Level

  15. #10
    LBPCentral Spotlight CrewHome Energy Reactor Mr_Fusion's Avatar
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    PS4 *shrugs*

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  17. #11

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    Thats weird. I hope it gets patched, I mean I assume its one of the many bugs. But who knows.

    Is any one else experiencing a full sackpocket with stuff from story mode in community levels?
    Poorjack- "Quality Levels, for You and Your Family"
    My NEW! Level

  18. #12
    LBPCentral Spotlight CrewHome Energy Reactor Mr_Fusion's Avatar
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    I have good news and bad news...

    Just tried your level again and still had my full sack pocket, the power up pedestal appears blank, and just shows a cog... tried a few other random levels and had my power ups.

    I thought 'hang on... maybe I should try to clear some of those DLC packs with this bug, the boost boots alone will make prize collecting and acing a snap!

    The bad news is; I loaded Muppets DLC and didn't have anything in my sackpocket, the good news for you is that I then went back to you level and it played as intended!

    But I do miss having those boots

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  20. #13

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    Thats all very strange. Well, I am glad you got to play it as intended finally. What did you think?
    Poorjack- "Quality Levels, for You and Your Family"
    My NEW! Level

  21. #14
    LBPCentral Spotlight CrewHome Energy Reactor Mr_Fusion's Avatar
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    lol... I liked it the first time, jut though it was rather short.

    The extra platforming is done well. But I don't know about the amount of layer switching.

    This may be a hold over form LBP2, as I didn't like having to switch more than one layer manually, with only 3 layers it felt like bad planning if you have to layer switch.

    When there are sections where you have to swap through 3 or more it's a bit weird.

    I may get used to this, but I think that you could build in some automatic transition sections, like in that one level in Manglewood where sackboy moves along the ledge automatically.

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  23. #15

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    I actually agree with you there. There are 2 areas that feel unnatural to me, one when you are about to go past the Cow, Donkey trap, and one after you exit the obstacle course. I am going to replace them with staggered platforms I think so you NEVER have to go past more than 2 consecutive layers.

    OR I am going to substitute a 3D control scheme.

    My problem with the latter, is it makes the slingshot feel funny, how it cant aim backwards or forwards. Ill figure it out, but yes. I am aware it feels awkward in those two locations specifically.
    Poorjack- "Quality Levels, for You and Your Family"
    My NEW! Level

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  25. #16

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    I plan on playing it right now. Isn't it hard finding decent levels in LittleBigPlanet 3!?
    - Scott





  26. #17

    Default

    Tell me what you think!
    Its only hard to find good levels because create mode doesnt work!
    Poorjack- "Quality Levels, for You and Your Family"
    My NEW! Level

  27. #18

    Default

    Quote Originally Posted by poorjack View Post
    Tell me what you think!
    Its only hard to find good levels because create mode doesnt work!
    Fair enough. I don't have the time to write up but I will later.
    - Scott




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  29. #19

    Default

    Thanks man. God I hope create is sorted out by christmas. Its keeping talented creators from publishing or creating because its so crippled.
    Poorjack- "Quality Levels, for You and Your Family"
    My NEW! Level

  30. #20

    Default

    Queued. Will check it out tonight!

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