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Little Big NeoContra
(01-20-2009,
10:44 PM)
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LittleBig Contra is OUT NOW!! Let's Attack Aggressively, GAF
#1
![]() ![]() ![]() Fire up the Konami Code and get ready to Attack Aggressively -- LittleBig Contra is live! WATCH THE TRAILER NOW!!! (Thank you Teknoman!! and thanks to Scrawlfx.com and 1up.com for making the cool logos!) We've also been featured in numerous gaming sites! One Last Continue (Thanks Phil Caron!) N4g Kotaku PS3 Fanboys LittleBig Contra is a collaborative project aimed at delivering the definitive Contra experience to LittleBigPlanet. Our goal is to recreate each of the 8 stages of Contra from the NES using the tools available to us in the LittleBigPlanet level editor. STAGES & TEAM There are 8 stages in total and 7 authors on the LBC team (click for level layouts - thanks SaitoH): Jungle: MisterAnderson - PSN: Leonidas2123 Base 1: Orz- PSN: SaitoHalifax Waterfall: PSN - RyanardoDavinci Base 2: Orz- PSN: SaitoHalifax Snowfield: PSN: NinjaMicWZ Energy Zone: El_Beefo - PSN: El_Beefo Hangar: Jaeyden - PSN: Jaeyden Alien's Lair: Donkey Show - PSN: gevurah22 PICS OF WIP (Post pics and I'll put them up here) Stage 1: Jungle (MisterAnderson) ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Stage 2: Base 1 (Orz) ![]() ![]() ![]() ![]() ![]() ![]() Stage 3: Waterfall (RyanardoDavinci) ![]() ![]() ![]() ![]() ![]() ![]() Stage 6: Snowfield (NinjaMicWZ) ![]() For some reason the in-game pic kept distorting the hell out of the spike dozer miniboss. This doesn't do it justice since you can't see the wheels/treads and the rest of the gun mount. For some reason the picture kept glitching and making them transparent. ![]() ![]() ![]() Stage 6: Energy Zone (El_Beefo) ![]() ![]() ![]() ![]() ![]() ![]() Stage 7: Hangar (Jaeyden) ![]() ![]() ![]() ![]() ![]() ![]() Stage 8: Alien's Lair (Donkey Show) ![]() ![]() ![]() Last edited by MisterAnderson : 03-21-2009 at 08:13 AM. |
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Little Big NeoContra
(01-20-2009,
10:53 PM)
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#4
Originally Posted by Beardz:
This isn't a bad idea. I'll think about it and see if others think this is a better idea. |
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(01-20-2009,
10:54 PM)
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#7
Holy crap.
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The Azure Palace
(01-20-2009,
10:55 PM)
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#8
Fuck it. Let's attack agressively.
I call the Alien's Lair. Here's some of my "credentials" so far in LBP. The Azure Palace Mobile Suit Armorboy 1 2 The Assault on Facility 7 (paintinator action/unfinished) Last edited by donkey show : 01-20-2009 at 10:58 PM. |
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Member
(01-20-2009,
10:58 PM)
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#11
To help out with level layouts: http://www.vgmaps.com/Atlas/NES/index.htm#C
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Little Big NeoContra
(01-20-2009,
10:59 PM)
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#12
Originally Posted by SaitoH:
Holy hell. I could haved used that. Lol. Edit: I incorporated the level layouts into the level list in the OP - hyperlinks. Last edited by MisterAnderson : 01-20-2009 at 11:03 PM. |
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Junior Member
(01-20-2009,
11:03 PM)
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#13
Originally Posted by SaitoH:
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Little Big NeoContra
(01-20-2009,
11:15 PM)
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#15
Originally Posted by Bearillusion:
My level? I don't have any published yet. Or are you talking to Donkey Show? I never played his but after seeing some of that Azure Palace video, holy shit I need to do that right after I'm done with editing the OP. I'm glad he's on board that's for sure.
Originally Posted by Beardz:
What are you guys' thoughts on this? Should we opt for having roles instead of each of us working on an entire level or do you guys like the original idea better? I will say that I think having an enemy creator would benefit greatly, as it would be kind of silly to see different versions of the same enemies running through different levels. Let me know what you think. Edit: We also need to decide on a system for the "wall eagle powerups" for lack of a better term. Right now how I have them handled is I carve a square into the rockface, put a prize bubble inside, cover it up with a thin layer of dissolve, sticker on a custom sticker I made using wings and an eagle sticker against metal (looks passable but not amazing). Then I put a button switch somewhere nearby that dissolves the wall revealing the prize bubble. If anyone has any better ideas please share them as I was never fully happy with this way and was just kind of putting them in for the hell of it. Last edited by MisterAnderson : 01-20-2009 at 11:28 PM. |
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The Azure Palace
(01-20-2009,
11:26 PM)
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#16
Originally Posted by MisterAnderson:
LOL, no problem. I haven't messed with LBP since before X-Mas since I felt like burned myself out, but I'm down for something like this. Making paintinator stuff is fun.
Quote:
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Member
(01-20-2009,
11:35 PM)
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#20
Hangar would probably be the hardest level to make. You have to take in account how floaty the jumping is on LBP. Contra had a very solid defined jumping mechanic. If you can make levels online together, i'll do it.
PSN - DoubIeSpy (Capital i not and l) |
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Here's your chocolate,
can we **** now? (01-20-2009,
11:35 PM)
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#21
I would say maybe having someone make common asset/enemies would be a good idea. But you may run into scheduling problems if you try to make a big team. Having people work on one level would be easier for most people since they wouldn't have to wait for other team members or keep others waiting when they dont have the time.
I would also say that base 1 and 2 should be done by the same person since they are the only two that are almost the same in the game. I'll do them if no one else wants to. Since, they would fit pretty well with my style, sparse and difficult. (see my Shooting Gallery Race level) edit: I think getting a common scale for the levels would be very important Last edited by Xenon : 01-20-2009 at 11:46 PM. |
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Member
(01-20-2009,
11:35 PM)
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#22
I think if everybody does his part, everything will look "better" or at least more cohesive; I know it takes a lot more teamwork and it can good or bad, but this way more people can collaborate, like "I'm going to make some palmtrees, I made this boss check it out" It can be faster too.
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Little Big NeoContra
(01-20-2009,
11:39 PM)
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#23
Originally Posted by Beardz:
It's up to what everyone else thinks, I already have my level about 60-70% complete in terms of the actual map and it's functions (bridges blowing up and such). But along the way I have also been doing sound and other details here and there to keep things from getting too boring. It has no enemies or bosses yet, and I do agree that there should be similar enemies/assets shared throughout the levels. I also agree that ideally the same person would do base 1 and 2. Edit:
Originally Posted by Bloodworth:
Before starting my level I searched "Contra" online LBP and only crappy stuff came up that didn't seem like Contra at all. Maybe I just missed that one, hopefully it doesn't put mine to shame lol. I won't play it until I'm finished with mine though I think, so it doesn't cloud my ideas and style. |
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Member
(01-20-2009,
11:42 PM)
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#24
Great idea !
To help you guys here are all the video's of all the levels on youtube: Jungle Base 1 Waterfall Base 2 Snow field Energy zone Hangar Alien's lair EDIT : Here are all the sprites of the game , maybe helpfull for inspiration Last edited by WingM@n : 01-20-2009 at 11:47 PM. |
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Little Big NeoContra
(01-21-2009,
12:14 AM)
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#28
Originally Posted by Xenon:
Yes I agree this is very important, if anyone can throw in any ideas on how to keep the scale consistent please do. What I did in creating the Jungle level is, if you look at the level layout, there are "knotches" separating the grass sprites. I used that as a unit of measurement for the rest of the level, and when setting the LBP grid to "big" I set two square units next to each other to equal 1 of the grass units in Contra. I'm not really seeing anything as obvious as that in the other layouts so it might be an issue making sure everything is consistent. |
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Member
(01-21-2009,
12:40 AM)
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#32
Originally Posted by MisterAnderson:
Edit: I read your question wrong, yes the jungle |
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Little Big NeoContra
(01-21-2009,
01:06 AM)
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#35
Originally Posted by Jaeyden:
I could publish mine and you could take a look at it. I've never published anything before, once its published can I take it down? If it's locked can no one look at it other than people I invite? How does it work exactly? Edit: Can't I just invite you to my pod and I can go to "my moon" and "play" and it will take you with me? |
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Member
(01-21-2009,
01:09 AM)
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#36
Originally Posted by MisterAnderson:
Yeah, you can invite them to your moon, and play your level without publishing |
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(01-21-2009,
01:18 AM)
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#37
I cannot help you guys but I fully suppor this move.
As long as you pimp the level from time to time in the Official User Levels thread!" :P . |
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Little Big NeoContra
(01-21-2009,
01:27 AM)
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#38
Originally Posted by Ranger X:
This. Also I was going to combine bits of the jungle and waterfall stages for the first half of one of my levels. Will be nice to see this come together though. Would you guys be open to using some Super C designs as well? ![]() Cant wait to see how Donkey Show creates the alien skin for the lair. Last edited by Teknoman : 01-21-2009 at 01:33 AM. |
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Member
(01-21-2009,
01:53 AM)
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#39
I also support this.
Initially, I had planned to do this after dl'ing the MGS addon when it first dropped. But then I thought, it would be nicer to make a tribute to Contra AND Gunstar Heroes, so that's what I plan to do... as soon as I find a job first, so I don't feel like a bum doing nothing but playing games all day ![]() |
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Member
(01-21-2009,
02:06 AM)
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#40
Originally Posted by MisterAnderson:
I'll make sure it's still there. Hopefully they aren't pulling Contra stuff down. |
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Little Big NeoContra
(01-21-2009,
02:06 AM)
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#41
I'm actually Saitoh's roommate. I've been working for the past few days on an experiment to attempt a first-person style of gameplay in LBP. The structure is about half-finished, and it seems plausible that it will work. I hadn't precisely intended it as a Contra level, but it would seem to be workable to present a facsimile of Base 1 and Base 2. Here is the rundown of what I've managed to accomplish thus far:
These are the challenges and variations from Contra:
As I said, I didn't initially plan this as a Contra level, but it shouldn't be too hard to rework. The basic level infrastructure is about a quarter to a third complete, after which it shouldn't be too time-consuming to add the assets. I can't work on the level on Wednesdays or Thursdays, and I'm using Saitoh's PS3, so I can only use it when he isn't. I'll post some images when it's a little farther along, and possibly a video if I can get something representative operational. Hopefully by the end of the weekend. |
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Little Big NeoContra
(01-21-2009,
02:13 AM)
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#42
That sounds very interesting, I am definitely intrigued to hear more about how this works as I'm still a slight bit confused. I am a little hesitant to want to include it due to not being able to jump, but hell it sounds really unique and something like this might be really cool and sounds right up Base 1 and 2's alley.
Edit: Also the not being 2 player is a little discouraging, but keep us updated on it. Is it playable in some form? I would love to try out what you have so far so I can better understand it. Edit2:
Originally Posted by Bloodworth:
I managed to find it, and played it. I think mine is better :) (aside from there being no enemies yet, lol). But yeah, it was enjoyable to see someone else's interpretation of the level and to get some ideas of what to do (and some what not to do's). Last edited by MisterAnderson : 01-21-2009 at 02:19 AM. |
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Little Big NeoContra
(01-21-2009,
02:30 AM)
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#43
Originally Posted by MisterAnderson:
Jumping isn't possible due to a lack of buttons in LBP's control interface. I could jury-rig something perhaps, but I am going to attempt to get it functional first. 2-player isn't possible due to the inability for two players to spawn out of separate entrances initially, and a lack of planes to allow them to move independently without colliding. It's not currently playable. I hope to have it working by the weekend at some point. |
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Member
(01-21-2009,
02:39 AM)
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#44
This is a fucking fantastic idea and I'm in. I havnt published any levels but Ive worked with the creator for loads of hours and will be dedicated to this project. Something perfect to start out with! Ill do Snow Field. Ill do everything in it, besides the music haha.
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Little Big NeoContra
(01-21-2009,
02:56 AM)
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#45
Glad to have you on board :). Feel free do do everything in it you want, but I think we should all use the best iteration of "common" enemies/assets in every level that we (or whoever else that might decide to help out) come up with to stay consistent.
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Little Big NeoContra
(01-21-2009,
03:00 AM)
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#47
I've toyed around with doing a metal slug level, but the problem I was facing is one that would also be a problem with a contra level. In the actual game, you can shoot through the ground, to get enemies above and below you, and on different planes. In LBP this isn't possible. So to shoot someone on a different plane, or someone on the same plane but above or below, you would need to get to that plane. If someone has a solution to this that would be great, I had a way to let you shoot through platforms above you, but it had a number of problems.
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Little Big NeoContra
(01-21-2009,
03:04 AM)
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#48
Originally Posted by EL Beefo:
Well the trick here is just trying to balance out platform placement to properly line the player up with the desired target/threat. That is all I can think of, and yes it's definitely going to be different from playing Contra exactly, but there's only so much that can be done. But yeah I'm all ears for some kind of solution to this if there are any. |
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(01-21-2009,
03:22 AM)
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#49
Why exploding you heads into those complex part of Contra?
MAKE AN AWESOME SIDE SCROLLING CONTRA. Not necessarily a total reproduction of NES Contra. . |
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Little Big NeoContra
(01-21-2009,
03:38 AM)
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#50
I just finally tried Azure Palace. A pretty damn ingenius level. It looks SO good. I don't even know how some of the epic shit in that was done, but I will say that after retrying about 5 times and FINALLY getting the key to the end...I went to pick up the blade and it electrocuted me...I wasn't too happy to say the least. lol
Edit: How baddass would it be if we could connect all 8 levels in 1 level? Seemlessly going from the Jungle to jumping inside Base 1, to taking the elevator from Base 1 to Waterfall, etc. Fuck that would be the greatest thing ever. It's a shame that the thermometer would definitely not allow that. It might be able to contain a few though, maybe we can have 2 or 3 levels together at a time? I guess that wouldn't work as far as getting hearts/proper credit for the map, though, unless we also released them separately. Last edited by MisterAnderson : 01-21-2009 at 03:50 AM. |