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LittleBigPlanet: Water! Kraken Infested Pirates of the Caribbean Levels, 12-22-09

bsjezzbsjezz Registered User regular
edited May 2010 in Games and Technology
BREAKING DLC NEWS!
MetaHybrid wrote: »
New information on the Water Pack!
  • Release date is December 22
  • US $5.99
  • 1 new costume
  • 4 new music tracks
  • 5 new levels
  • 8 materials
  • 1 new level background
  • 14 decorations
  • 27 objects
  • 11 new PlayStation Trophies
  • 133 stickers


http://www.youtube.com/watch?v=YVfqcXFF9us&feature=player_embedded

This is easily day one for me.

http://www.littlebigplanet.com/en-gb/game_guide/ps3/downloadable_content/pirates_of_the_caribbean_premium_level_kit

Ever feel like something was... Missing?

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please resume business in an orderly fashion

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LittleBigPlanet is a 2.5D platforming game developed by MediaMolecule for the PlayStation 3. It has garnered massive hype and near universal praise, along with heaping dollops of controversy. Its iconic main character, Sackboy, represents the game's beautifully rendered craft-world aesthetic and endless customization aspects, while the game itself supports much more than simple customization; players are encouraged to build and share creations with a design kit that is both incredibly easy to use and oceans deep.

Play

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LittleBigPlanet's story mode spans over 20 full levels and a multitude of smaller tasks, races and challenges. The gameplay thrives on collection (with secrets and unlockables under every flowery upholstered platform), chaotic physics (with oodles of momentum built up in springs, pistons and explosives) and 'co-opetition' (every bit of gameplay supports 4-players, and encourages working together as much as it encourages battling for bubbles full of points). The flexibility of the physics engine and the openness of the level-editor means that for a long time to come you'll be bouncing over platforms, shooting away aboard rocketships and dragging unfortunate (cardboard) peasants into pits of spikes and fire.

Create

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LittleBigPlanet's editor offers you a blank canvas to build whatever motor-driven contraptions and cardboard-box level layouts you can dream up. If the 'blank canvas' bit sounds daunting, don't worry! There are a stack of MediaMolecule created-templates for you to mess up with stickers, objects gifted from the story levels (or shared levels), adjustable music and colour-correction tools. Still sounds tricky? Learning's an absolute charm, with the dulcet tones of Stephen Fry providing witty instruction on the Pop-It menu, and everything it can be used to conjure up.

Share

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It's been called the Youtube of videogames, and for good reason - LittleBigPlanet has an incredibly easy system for sharing content, built right in to the same sub-menu you use to play story levels. An easy tagging system means levels are labeled with relevant information after every play, and the 'heart' feature works both as a personal seal of approval and a bookmark for later use. In the short time that the game's open beta was running we saw homages to everything from Mario to WipEout, along with gritty noir crime levels and bubbly worlds of colour. There's no imaginable end to the kind of content we'll see, so there's only one thing left for it - start up those servers!

Reception

Current MetaCritic score
LittleBigPlanet sets out to resurrect the simple fun of a game you control with left, right and jump. It sets out to make the side-scrolling platform game relevant and exciting again. And it succeeds ... at their most ingenious and surprising, the systems of cogs and tunnels and traps that the Sackboys tumble through are worthy of Nintendo's best designs.
Edge wrote:
It’s a multiplayer riot, a visual landmark, a feat of engineering, and one of the most charming games ever made. But even those accolades are dwarfed by its scope, its potential, and the apparent endlessness of them both.
We all figured it would be good, so the question was, just how good would it be? The answer is that it's absolutely fantastic, an instant classic that actually turned out to be better than my expectations.
This is a beautifully assembled game, with a patchwork visual style that covers the technical achievements underneath... Little Big Planet is a startlingly imaginative take on the platforming genre, and its story mode, while short, is truly outstanding.
You will become obsessed. You have been warned.

Controversy and Recall

LittleBigPlanet was originally scheduled for release on the 21st of October in North America, and on the same week in most other regions. Unfortunately it was brought to Sony and MediaMolecule's attention that one of the licensed tracks in the game featured verses taken from the Quran; an issue which grates with some Muslim beliefs. The decision was made to recall the game from game store back-rooms across the world, and a version with the offending phrases removed will be on sale in very late October / early November. It's frustrating for everyone, not least of all the people who worked so hard on the game - but it happened, it's not going to change, so it's best to think about our long future with Sackboy, rather than be bitter about this short, painful period.

Future

While the future of LittleBigPlanet was always going to be a very long one, with constant community levels injected into every net-connected copy of the game - for free - MediaMolecule and Sony have also promised to keep the game relevant and interesting with new tools and features. And yes: the L word. Licensed content has already been confirmed for the game from franchises as big as Final Fantasy and Metal Gear Solid, with rumours saying there's a deal underway with Disney.

UPDATE: Metal Gear Solid DLC, December 23rd

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Metal Gear Solid DLC Trailer

Level pack includes:

New Costume: Gurlokovich Soldier

New Building Tools: 72 Stickers, 12 Materials, 10 Decorations and 18 Objects, plus 3 Music Tracks, a sound object, an interative music track, and a new 'Plasma Ball' danger element

New Developer Levels: 5 Story Levels & 1 Challenge, from MM and Konami

New Gameplay: Functioning ! searchlight, a 'Laser Sight' gadget and the Paintinator Paintgun, for making a mess and killin' mechanised goons!

Feeling poor? That's alright, because Media Molecule are generous.
- Non-MGS Level Pack owners can PLAY the MGS Story Levels by joining a “host” who owns the pack and play the levels online together. Now you won’t be able to keep any objects, but you can have tons of fun just PLAYing.

- MGS Level Pack owners will be able to CREATE levels with any of these items (including the Paintinator) and SHARE them online for everyone to play.

More information here. Get ready! ...the game has changed.

Media

Making Fun

Sackzilla

Dream Trailer

"Killzone" Trailer

...etc

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bsjezz on
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Posts

  • bsjezzbsjezz Registered User regular
    edited January 2009
    Actual Present Sackfellows Mostly!

    (PM me or jump in the thread with your PSN NAME to get added)

    cheez - ubercheez
    anti-everything - Tetelestia
    Louie - loupa
    CarbonFire - Carb0nFire
    suadeo - suadeo
    Haikira - Haikira
    minor incident - inter-punct
    AlexE - AlexE777
    LordNibbler - JPBrowncoat
    Radikal_Dreamer - RDreamer
    Lux782 - Canis7486
    Monkeydrye - Sghoul
    EggyToast - EggyToast
    Bullfrogof7272 - Bullfrogof7272
    Six - SixkillerNYC
    RoundBoy - Round_boy
    MarioG - MarioGuzman
    UnderHero5 - UnderHero5
    Dourin - SuperJumpMan
    Medium Dave - MediumDave
    bsjezz - bsjezz
    HaVoK - G226
    JAEF - Jaef
    Legacy - LegacyX0
    Didgeridoo - Dijeridoo
    Crashmo - Beardlander
    Mr_Grinch - sirgrinchx
    Djiem - Djiem
    Spoit - Spoit
    Gobbo - Gobbo_
    John Zoidberg - Stiff_Ninja
    Braintrust - OrangeTroz
    Chance - Chance_Splinter
    Wombat!! - WombatPA
    Ah_Pook - Ah_Pook
    Doc Holliday - buckwilson
    Nitsua - Darkhawk16
    TheStig - czarcraft
    bficky - BFicky
    AggroChan - Sillender
    The Reverend Dr Galactus - RevDrGalactus
    BakerIsBored - BloodHarvest
    Malechai - Malechai
    Bionic Monkey - Xobyte
    Reznik - RenegadeGuardian
    Kyougu - Brownchiclets
    Falsey - Falsey4
    Unco-ordinated - LiquidSolid
    King Nada - KingNada
    ManetherenWolf - Manetherenwolf
    sonictk - sonictk1989
    learntofly - koikarpkiller
    dav3yb - dav3yb1337
    Lacerated Sky - GodlessEndeavor
    Sagroth - Sagroth
    Ziggymon - monsterlovers
    Doc Holliday - buckwilson
    projectmayhem - Decasshern
    bikkibikkibo - DrumsAreNeat
    Gihgehls - Hellphish
    Belruel - Belruel
    orpheus - moredhel
    dachish - dachish
    fallaxdraco - Fallax
    Sevorak - sevorak
    RoriProfessor - RoriP
    Skexis - Skexx
    Lehman - LehmanCM
    bdshort - bdshort
    dragonsama - Dragonsama
    Capt Howdy - KayleSolo
    Tekko - Tekko88
    Lagnar - Sugnar
    dhigh22 - AttackBeaver
    SolidGobi - Gobi
    TheUnsane1 - The Unsane1
    wanthony - grie
    shodough - shodough
    Professor Snugglesworth - SOLDIER
    Threepio - rogerwilco
    unintentional - unintentional
    Toma - Toma84
    Jandaru - Jandaru
    Zorak15 - GunsmithCat
    TehSpectre - TehSpectre
    Crimson King - MattNico
    ArcticMonkey - ArcticMonkeyBall
    SoulGate - SoulGate
    skippydumptruck - skippydumptruck
    Scribemite - Discomite
    urahonky - urahonky
    Egos - Indrik
    dookieagain - DooKieAgain
    Hillean - Hillean

    Penny Arcade Levels!

    (Post your Level Name or PM me to have your level added. Cheers to MetaHybrid for the initial list!)

    Braintrust [OrangeTroz]: Ghost Light, Half Court Hoops, Thermal Spud

    Chance [Chance_Splinter]: Booger of Prophecy

    darknessbear [darknessbear]: The Lost Vessel

    dookieagain [dookieagain]: Zombie Mall-o-caust

    FZero Racer: Magican Tower Way, Tower Power Rd. 1

    Jenosavel [wingedlion]: Moonlight Garden

    Jrootabega [Jrootabega]: After the Experiment

    Kateconspiracy [Kateconspiracy]: Top secret mission through the core of LittleBigPlanet

    Lennylightspeed [Lennylightspeed] : American Sign Language: Alphabet: A-I

    LordNibbler [JPbrowncoat] : Mr. Moonguy's Mad Obstacle Course

    MetaHybrid [MetaHybrid] : Picture Puzzle

    Reznik [RenegadeGuardian] : Child's play '08

    Scotty : CrEEpZoNe (final), Cave of the Snow Monster

    Speed Racer [Mushpie]: 25m

    Toma [Toma84] : Little Big Deadly Gas Fortress, Tumbling Labyrinth

    The Bus : Avian Temple

    The Reverend Dr Galactus [RevDrGalactus] : Scorched Tanks

    The Stig [czarcraft]: Tiny Tanks

    Unintentional [Unintentional]: Dissovle World, Death Mountain, Edwina's Swamp, Part2, Part 3



    Links!

    MediaMolecule's Blog

    The Official Site

    us.playstation.com Community Site


    I've been fairly busy so pm'ing me with your psn / levels is the surest way of getting added to the list. Cheers!

    bsjezz on
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  • urahonkyurahonky Cynical Old Man Registered User regular
    edited January 2009
    Seriously this game is amazing, and it's a shame most people blow it off like it's nothing special.

    urahonky on
  • ScottyScotty Registered User regular
    edited January 2009
    I concur.:^:

    Also, I just noticed that 2 of my levels aren't in the list with my name....

    Fast Food Alley
    and Trouble at Outpost Alpha

    Scotty on
  • urahonkyurahonky Cynical Old Man Registered User regular
    edited January 2009
    So... Working with the level editor: How do I make stuff hang? Like I want to make pit that people have to jump across, but I can't figure out how to get something to hang in the sky, so I can attach a string to it (with a sponge at the bottom).

    urahonky on
  • ScottyScotty Registered User regular
    edited January 2009
    Use the dark matter...it stays suspended and you can attach whatever you want to it.
    It's great for holding up platforms too.:^:

    Scotty on
  • MetaHybridMetaHybrid Taste defeat!Registered User regular
    edited January 2009
    Here's the three levels for Speed Racer's medieval theme contest.
    Member/PSN ID :Level

    Speed Racer/Mushpie: Castle of the Yellow Phoenix

    Crotchless Gorilla Suit/h4prlite: Siege at Cloud Castle

    MetaHybrid/MetaHybrid: Siege on Sack Castle.

    Thanks to everyone who commented on my level, it was really fun to make. I think I'm going to work on it and finish what I planned.

    MetaHybrid on
    3DS: 3265-5577-2211 NNID: Metahybrid
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited January 2009
    Meta since it pretty much looks like you've won what theme do you want people to do for next week?

    Speed Racer on
  • MetaHybridMetaHybrid Taste defeat!Registered User regular
    edited January 2009
    Meta since it pretty much looks like you've won what theme do you want people to do for next week?

    If that's the case, I think I'll go with a futuristic Sci-fi theme, seems like a good idea since we have plasmaballs and new materials from the MGS level pack that would work well with it.

    MetaHybrid on
    3DS: 3265-5577-2211 NNID: Metahybrid
  • dookieagaindookieagain Registered User regular
    edited January 2009
    Ohh very exciting. I actually had started a short sci-fi level, hopefully I can get it done in time for the contest this time. Also that I don't encounter horrible technical conflicts like I did the last time.

    dookieagain on
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  • The Reverend Dr GalactusThe Reverend Dr Galactus Registered User regular
    edited January 2009
    urahonky wrote: »
    Seriously this game is amazing, and it's a shame most people blow it off like it's nothing special.

    On the upside, that sackfellows list is a good sight longer than I remember.

    Acutally, it still says "future sackfellows". Are there still people there planning to get the game who have yet to?

    The Reverend Dr Galactus on
    valar-moreshellus.png
    PSN:RevDrGalactus/NN:RevDrGalactus/Steam
  • Darth_MogsDarth_Mogs Registered User regular
    edited January 2009
    Is the deadline for this new set of levels on Saturday, like this one was? I might forgo my idea to stay out for a while, and throw my first attempt in. Worst thing that'll happen is you guys'll mock me, and I'll be sad and cast out. :|

    Darth_Mogs on
    Kupowered - It's my Blog!
  • MetaHybridMetaHybrid Taste defeat!Registered User regular
    edited January 2009
    Yeah, the deadline will be the same as the last one. Saturday Midnight EST. Make a level Darth_mogs, or else I'll fill your life with misery and woe!

    MetaHybrid on
    3DS: 3265-5577-2211 NNID: Metahybrid
  • Darth_MogsDarth_Mogs Registered User regular
    edited January 2009
    Well, can't argue much with that, then. Luckily, I'm pretty comfortable in a Sci-fi/future setting.

    Will have to sketch out my idea and start planning tonight.

    Darth_Mogs on
    Kupowered - It's my Blog!
  • Unco-ordinatedUnco-ordinated NZRegistered User regular
    edited January 2009
    urahonky wrote: »
    Seriously this game is amazing, and it's a shame most people blow it off like it's nothing special.

    I think the biggest problem is that it's pretty hard to show the game off properly in just a 15 second advert. A couple of my friends didn't think it looked very good based on the adverts, but then I threw disc in, gave them a controller each and they loved it.

    Unco-ordinated on
    Steam ID - LiquidSolid170 | PSN ID - LiquidSolid
  • bsjezzbsjezz Registered User regular
    edited January 2009
    Acutally, it still says "future sackfellows". Are there still people there planning to get the game who have yet to?

    way to nitpick, mr. nitpick

    fine

    bsjezz on
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  • TeeManTeeMan BrainSpoon Registered User regular
    edited January 2009
    Acutally, it still says "future sackfellows". Are there still people there planning to get the game who have yet to?

    Yep that'd be me. Going through Dead Space and Motorstorm PR at the moment, not much spare room just now for something that will undoubtidly absorb a lot of my creative time. Gimme another month or two heh :P

    TeeMan on
    steam_sig.png
  • LutExIVLutExIV Thieves Guild Chairman In the ShadowsRegistered User regular
    edited January 2009
    Meta since it pretty much looks like you've won what theme do you want people to do for next week?


    Damn, I was hoping to have my level done for this, but I had to make an unexpected trip out of town. Now I'm too far into my castle themed level to stop!



    How dare life get in the way of video gaming!!

    LutExIV on
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    Steam/PSN/XBox Live:LutExIV
  • SAW776SAW776 Registered User regular
    edited January 2009
    Hm. Anyone have any good ideas on how to make a badass looking hologram? I'm thinking of glass and a couple pulsating lights maybe?

    SAW776 on
    [SIGPIC][/SIGPIC]
    PSN: SAW776
  • EgosEgos Registered User regular
    edited January 2009
    I noticed this with a lot of Story creatures, but haven't been able to pull it off. Not sure if I'm doing something wrong or missing the obvious.

    But is there a way to put stickers over the talking mouth. Every time I try it gives me that error sound.

    Egos on
  • bsjezzbsjezz Registered User regular
    edited January 2009
    i don't think you can put a sticker over it, but you can flag it as invisible and leave a sticker underneath

    bsjezz on
    sC4Q4nq.jpg
  • EgosEgos Registered User regular
    edited January 2009
    Weird I wonder why they don't allow it...

    Egos on
  • The Reverend Dr GalactusThe Reverend Dr Galactus Registered User regular
    edited January 2009
    That's weird; I'm certain I saw a sticker-covered mouth somewhere in story mode. I think it was a moustache.

    The Reverend Dr Galactus on
    valar-moreshellus.png
    PSN:RevDrGalactus/NN:RevDrGalactus/Steam
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited January 2009
    Doesn't the queen have red lips in the story mode?

    Speed Racer on
  • EgosEgos Registered User regular
    edited January 2009
    Doesn't the queen have red lips in the story mode?

    Yeah the story creatures have it, and you can use the sticker tool (picker) or whatever its called and take the sticker off their mouths. Like Zee Dude has a beard sticker on his mouth.

    But you can't place stickers of your own choosing on newly made mouths. Kinda frustrating.

    Someone said you can copy the mouths of the npcs though, if you want to use that particular look.

    Egos on
  • Darth_MogsDarth_Mogs Registered User regular
    edited January 2009
    So my level actually seems totally possible to create. At least, the bare-bones of it. When you have an idea in mind, the creator is a lot more approachable, and I haven't had any problem making what I want.

    I do have a question, though. Is it possible to make, like, a circle outline (As in, a circle, and then cut away the inside of it, so you have something the player stands in), cut a part of it off, and reattach it with a bolt to open? Basically, I want to make a pod, and have a side of it open like a hatch to let the player enter. If it's not possible without a lot of fuss, that's fine, as it's easy to get around, but I was just wondering.

    Darth_Mogs on
    Kupowered - It's my Blog!
  • MetaHybridMetaHybrid Taste defeat!Registered User regular
    edited January 2009
    Darth_Mogs wrote: »
    So my level actually seems totally possible to create. At least, the bare-bones of it. When you have an idea in mind, the creator is a lot more approachable, and I haven't had any problem making what I want.

    I do have a question, though. Is it possible to make, like, a circle outline (As in, a circle, and then cut away the inside of it, so you have something the player stands in), cut a part of it off, and reattach it with a bolt to open? Basically, I want to make a pod, and have a side of it open like a hatch to let the player enter. If it's not possible without a lot of fuss, that's fine, as it's easy to get around, but I was just wondering.

    Yeah, I'm sure that's possible. You could probably use a piston to move the door to an open or close position. It shouldn't be to hard. Or you could even use a wobble bolt to open and close the door.

    MetaHybrid on
    3DS: 3265-5577-2211 NNID: Metahybrid
  • Darth_MogsDarth_Mogs Registered User regular
    edited January 2009
    MetaHybrid wrote: »
    Darth_Mogs wrote: »
    So my level actually seems totally possible to create. At least, the bare-bones of it. When you have an idea in mind, the creator is a lot more approachable, and I haven't had any problem making what I want.

    I do have a question, though. Is it possible to make, like, a circle outline (As in, a circle, and then cut away the inside of it, so you have something the player stands in), cut a part of it off, and reattach it with a bolt to open? Basically, I want to make a pod, and have a side of it open like a hatch to let the player enter. If it's not possible without a lot of fuss, that's fine, as it's easy to get around, but I was just wondering.

    Yeah, I'm sure that's possible. You could probably use a piston to move the door to an open or close position. It shouldn't be to hard. Or you could even use a wobble bolt to open and close the door.

    Yeah. That seems like the easy part. The big thing, though, is there like, a line cut tool or such? Or would I just have to make a really small square and cut the segment off that I want to be the hatch door with that?

    Darth_Mogs on
    Kupowered - It's my Blog!
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited January 2009
    Unfortunately there's no way to cut it without making a small gap in the door and the pod.

    My suggestion is to make a circle much bigger than you need, then cut out the door with the smallest size possible. then, highlight the whole thing and shrink it to the appropriate size. That way the gap will be pretty much unnoticeable.

    Speed Racer on
  • Darth_MogsDarth_Mogs Registered User regular
    edited January 2009
    Unfortunately there's no way to cut it without making a small gap in the door and the pod.

    My suggestion is to make a circle much bigger than you need, then cut out the door with the smallest size possible. then, highlight the whole thing and shrink it to the appropriate size. That way the gap will be pretty much unnoticeable.

    That's a good idea. I'll mess around with it and see if it works nicely for me, or if not, I'll just go with my back-up idea. Thanks for the suggestions!

    Also, Speed, if I can ask, how did you make the ground shaking effect for your Guts Man level? That sort of effect might be something I want to incorporate in the start of my level. Was it just pistons on timers/triggers?

    Darth_Mogs on
    Kupowered - It's my Blog!
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited January 2009
    Darth_Mogs wrote: »
    Unfortunately there's no way to cut it without making a small gap in the door and the pod.

    My suggestion is to make a circle much bigger than you need, then cut out the door with the smallest size possible. then, highlight the whole thing and shrink it to the appropriate size. That way the gap will be pretty much unnoticeable.

    That's a good idea. I'll mess around with it and see if it works nicely for me, or if not, I'll just go with my back-up idea. Thanks for the suggestions!

    Also, Speed, if I can ask, how did you make the ground shaking effect for your Guts Man level? That sort of effect might be something I want to incorporate in the start of my level. Was it just pistons on timers/triggers?

    The Guts Man Boss room is rigged up to pistons. When Guts Man lands, he triggers a switch that makes the pistons shift back and forth extremely fast.

    I'm actually surprised that it works. I had thought it would lead to something breaking, but somehow it works itself out.

    Speed Racer on
  • Darth_MogsDarth_Mogs Registered User regular
    edited January 2009
    Darth_Mogs wrote: »
    Unfortunately there's no way to cut it without making a small gap in the door and the pod.

    My suggestion is to make a circle much bigger than you need, then cut out the door with the smallest size possible. then, highlight the whole thing and shrink it to the appropriate size. That way the gap will be pretty much unnoticeable.

    That's a good idea. I'll mess around with it and see if it works nicely for me, or if not, I'll just go with my back-up idea. Thanks for the suggestions!

    Also, Speed, if I can ask, how did you make the ground shaking effect for your Guts Man level? That sort of effect might be something I want to incorporate in the start of my level. Was it just pistons on timers/triggers?

    The Guts Man Boss room is rigged up to pistons. When Guts Man lands, he triggers a switch that makes the pistons shift back and forth extremely fast.

    I'm actually surprised that it works. I had thought it would lead to something breaking, but somehow it works itself out.

    Mmm'kay. Hopefully if I try something along the same lines, it'll work out just as well for me.

    I've actually got a lot of ideas now that I've really started working at it, and I don't know how many I'll actually be able to pull off before the dead-line.

    Darth_Mogs on
    Kupowered - It's my Blog!
  • urahonkyurahonky Cynical Old Man Registered User regular
    edited January 2009
    I am hoping to get the fiance to try this game tomorrow. Here's hoping she enjoys it! (she got all the stars in Super Mario Galaxy, so she's good at platformers)

    urahonky on
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited January 2009
    Man, I'm totally idea-less for this scifi theme. My list of notes is:

    -VR metal
    -"Wait! Come back! I haven't finished my 12 hour monologue about whether androids have souls!"
    -hover bikes?

    Speed Racer on
  • The Reverend Dr GalactusThe Reverend Dr Galactus Registered User regular
    edited January 2009
    I started putzing around and ended up with this sort of hazy industrial dystopia theme. Perhaps the player will be tasked with somehow cleaning the place up...

    The Reverend Dr Galactus on
    valar-moreshellus.png
    PSN:RevDrGalactus/NN:RevDrGalactus/Steam
  • WythWyth Registered User regular
    edited January 2009
    Aww I totally missed out on the level competition, well I take about 3-4 weeks building a level anyway so wouldn't have made it in time anyway.

    Yesterday I ran into my first thermometer problem. I've got this castle wall/tower thing built up from loose bricks glued together (quite easy if you use the grid).

    In my level I want to bombard the wall with a bunch of impact explosives. If I let some emitters fire away at it the thermometer fills up within 20 seconds, the emitters stop firing and I get a warning stating I should use less stickers. If I try the same in the "play" mode I don't get a warning but the emitters do stop firing after roughly the same time. (I did rewind the earlier blowing up ofcourse, so I didn't save any emitted explosives).

    I've seen other levels (including MM ones) using a bunch of explosives without trouble, my guess it is because I bombard quite a lot of different blocks... One explosive blackens about 5 to 20 blocks. Any workarounds? Making the tower out of a single block would truly ruin the look of the thing. One solution is limiting the total amount emitted and slowing the firing times but that would mean less bang and thus less cool.

    Wyth on
  • SAW776SAW776 Registered User regular
    edited January 2009
    Wyth wrote: »
    Aww I totally missed out on the level competition, well I take about 3-4 weeks building a level anyway so wouldn't have made it in time anyway.

    Yesterday I ran into my first thermometer problem. I've got this castle wall/tower thing built up from loose bricks glued together (quite easy if you use the grid).

    In my level I want to bombard the wall with a bunch of impact explosives. If I let some emitters fire away at it the thermometer fills up within 20 seconds, the emitters stop firing and I get a warning stating I should use less stickers. If I try the same in the "play" mode I don't get a warning but the emitters do stop firing after roughly the same time. (I did rewind the earlier blowing up ofcourse, so I didn't save any emitted explosives).

    I've seen other levels (including MM ones) using a bunch of explosives without trouble, my guess it is because I bombard quite a lot of different blocks... One explosive blackens about 5 to 20 blocks. Any workarounds? Making the tower out of a single block would truly ruin the look of the thing. One solution is limiting the total amount emitted and slowing the firing times but that would mean less bang and thus less cool.

    One solution would be: Build the tower out of individual blocks. Take a picture. Rebuild the tower out of one block and then sticker it with the picture of the original, which should make it look like it was built out of individual blocks.

    As for the problem, I've yet to encounter anything like this--I've never seen anything raise the thermometer after it's been placed. Are your emitters set to numerous explosives allowable at one time? Perhaps set them to only allow 1 explosive at a time each and just place a couple extra emitters to make up for the lost oomph and see if that helps? That's all I can think of.

    SAW776 on
    [SIGPIC][/SIGPIC]
    PSN: SAW776
  • WythWyth Registered User regular
    edited January 2009
    SAW776 wrote: »
    Wyth wrote: »
    Aww I totally missed out on the level competition, well I take about 3-4 weeks building a level anyway so wouldn't have made it in time anyway.

    Yesterday I ran into my first thermometer problem. I've got this castle wall/tower thing built up from loose bricks glued together (quite easy if you use the grid).

    In my level I want to bombard the wall with a bunch of impact explosives. If I let some emitters fire away at it the thermometer fills up within 20 seconds, the emitters stop firing and I get a warning stating I should use less stickers. If I try the same in the "play" mode I don't get a warning but the emitters do stop firing after roughly the same time. (I did rewind the earlier blowing up ofcourse, so I didn't save any emitted explosives).

    I've seen other levels (including MM ones) using a bunch of explosives without trouble, my guess it is because I bombard quite a lot of different blocks... One explosive blackens about 5 to 20 blocks. Any workarounds? Making the tower out of a single block would truly ruin the look of the thing. One solution is limiting the total amount emitted and slowing the firing times but that would mean less bang and thus less cool.

    One solution would be: Build the tower out of individual blocks. Take a picture. Rebuild the tower out of one block and then sticker it with the picture of the original, which should make it look like it was built out of individual blocks.

    As for the problem, I've yet to encounter anything like this--I've never seen anything raise the thermometer after it's been placed. Are your emitters set to numerous explosives allowable at one time? Perhaps set them to only allow 1 explosive at a time each and just place a couple extra emitters to make up for the lost oomph and see if that helps? That's all I can think of.

    Hmm might use the picture thing... or a bit less bang. A bit of bang yet well placed might go a long way. The emitters are set for max 1 emitted at once so that can't be the problem. If I'm to guess its not the presence of the explosives that are the problem, it's the retexturing that the engine has to do due to the soot and all that coming from the explosives

    Wyth on
  • SAW776SAW776 Registered User regular
    edited January 2009
    Wyth wrote: »
    SAW776 wrote: »
    Wyth wrote: »
    Aww I totally missed out on the level competition, well I take about 3-4 weeks building a level anyway so wouldn't have made it in time anyway.

    Yesterday I ran into my first thermometer problem. I've got this castle wall/tower thing built up from loose bricks glued together (quite easy if you use the grid).

    In my level I want to bombard the wall with a bunch of impact explosives. If I let some emitters fire away at it the thermometer fills up within 20 seconds, the emitters stop firing and I get a warning stating I should use less stickers. If I try the same in the "play" mode I don't get a warning but the emitters do stop firing after roughly the same time. (I did rewind the earlier blowing up ofcourse, so I didn't save any emitted explosives).

    I've seen other levels (including MM ones) using a bunch of explosives without trouble, my guess it is because I bombard quite a lot of different blocks... One explosive blackens about 5 to 20 blocks. Any workarounds? Making the tower out of a single block would truly ruin the look of the thing. One solution is limiting the total amount emitted and slowing the firing times but that would mean less bang and thus less cool.

    One solution would be: Build the tower out of individual blocks. Take a picture. Rebuild the tower out of one block and then sticker it with the picture of the original, which should make it look like it was built out of individual blocks.

    As for the problem, I've yet to encounter anything like this--I've never seen anything raise the thermometer after it's been placed. Are your emitters set to numerous explosives allowable at one time? Perhaps set them to only allow 1 explosive at a time each and just place a couple extra emitters to make up for the lost oomph and see if that helps? That's all I can think of.

    Hmm might use the picture thing... or a bit less bang. A bit of bang yet well placed might go a long way. The emitters are set for max 1 emitted at once so that can't be the problem. If I'm to guess its not the presence of the explosives that are the problem, it's the retexturing that the engine has to do due to the soot and all that coming from the explosives

    It's odd that it's solution is to just stop firing explosives though. I know that if you place a bunch of rockets, only 6 of them will appear to be firing at the same time, but that they'll still actually be firing. I'd have thought it would have kept firing explosives, but just stopped showing the soot.

    SAW776 on
    [SIGPIC][/SIGPIC]
    PSN: SAW776
  • WythWyth Registered User regular
    edited January 2009
    SAW776 wrote: »
    Wyth wrote: »
    SAW776 wrote: »
    Wyth wrote: »
    Aww I totally missed out on the level competition, well I take about 3-4 weeks building a level anyway so wouldn't have made it in time anyway.

    Yesterday I ran into my first thermometer problem. I've got this castle wall/tower thing built up from loose bricks glued together (quite easy if you use the grid).

    In my level I want to bombard the wall with a bunch of impact explosives. If I let some emitters fire away at it the thermometer fills up within 20 seconds, the emitters stop firing and I get a warning stating I should use less stickers. If I try the same in the "play" mode I don't get a warning but the emitters do stop firing after roughly the same time. (I did rewind the earlier blowing up ofcourse, so I didn't save any emitted explosives).

    I've seen other levels (including MM ones) using a bunch of explosives without trouble, my guess it is because I bombard quite a lot of different blocks... One explosive blackens about 5 to 20 blocks. Any workarounds? Making the tower out of a single block would truly ruin the look of the thing. One solution is limiting the total amount emitted and slowing the firing times but that would mean less bang and thus less cool.

    One solution would be: Build the tower out of individual blocks. Take a picture. Rebuild the tower out of one block and then sticker it with the picture of the original, which should make it look like it was built out of individual blocks.

    As for the problem, I've yet to encounter anything like this--I've never seen anything raise the thermometer after it's been placed. Are your emitters set to numerous explosives allowable at one time? Perhaps set them to only allow 1 explosive at a time each and just place a couple extra emitters to make up for the lost oomph and see if that helps? That's all I can think of.

    Hmm might use the picture thing... or a bit less bang. A bit of bang yet well placed might go a long way. The emitters are set for max 1 emitted at once so that can't be the problem. If I'm to guess its not the presence of the explosives that are the problem, it's the retexturing that the engine has to do due to the soot and all that coming from the explosives

    It's odd that it's solution is to just stop firing explosives though. I know that if you place a bunch of rockets, only 6 of them will appear to be firing at the same time, but that they'll still actually be firing. I'd have thought it would have kept firing explosives, but just stopped showing the soot.


    Yeah that's what I would've thought too, or even better: deleting the oldest bit of soot when going over some limit. Most FPS games do this (I always tried to write stuff on walls in bullets but the start of the word started vanishing before I got the entire thing written). I'll do some more tests when I get home. Extra detail: my thermometer isn't even halfway full (before firing that is).

    Wyth on
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited January 2009
    Yeah that's really weird.

    Okay so someone break a tie for me. Which should be the premise for my sci-fi level?

    1. Aliens in giant War of the Worlds-esque robots are invading your farm.

    2. You are an android sent to repair the electronic brain that controls the city.

    Speed Racer on
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