The Blue Jihad
Member
I'd love to beta test for you guys, if you'll have me.
donkey show said:Hey MisterAnderson, I wanted to know what you thought about the scale of my Alien's Lair and if certain parts were hard to recognize in terms of platforms and whatnot.
Good deal! How did the unfinished heart look, btw? Also, I got your message about the key but haven't implemented it yet. Adding in all those mouths took a huge toll on my thermo though. Hope I can spare a bit more in order to implement the "end."MisterAnderson said:Nah man everything looks great, the scale is fine and you compensated for the LBP scale accordingly. Can't wait to play the finished version. Did you get my PSN message regarding being able to mail out your key to friends?
donkey show said:Good deal! How did the unfinished heart look, btw? Also, I got your message about the key but haven't implemented it yet. Adding in all those mouths took a huge toll on my thermo though. Hope I can spare a bit more in order to implement the "end."
Raist said:Oookay. So I've beaten the Jungle stage. So awesum. Really hard, but not "unfair-hard".
And holy shit @ the boss.
MisterAnderson said:Glad to hear that Jungle is beatable, lol. Keep trying on Energy Zone, the part you are stuck at (I think I know which part you're talking about) might be easier if you take a different path. Just a hint, lol.
And regarding the checkpoint with co-op, as much as I'd love for it to work the way you're describing, LBP requires the checkpoint to be in view in order for a dead teammate to respawn immediately. The only fix for that is to make the checkpoint always be in view. And that isn't possible without redesigning a lot of the stages since there's a lot of "working behind the scenes" things going on under the checkpoint and above the playing field.
That'd be good with the helicopter actually. It'd probably help streamline the work I have so far and make it that much easier to finish. I can probably finish by week's end since after tonight's night shift, I have two days off before I head to my new desk and tell people what to do. :lol It'll be all good.MisterAnderson said:The heart looked really good dude, all the material you picked looks perfect (for the entire stage). Hopefully you'll be able to implement the "end" heh, it would be pretty epic. I can send you the helicopter I use for my spawn point if you'd like, just let me know.
You said you start your new job on Wednesday? Just curious as to how soon you think you can be ready to publish since most of us think we can have a finalized version sometime this week. Obviously we all have lives (I'm actually going out of town on Tuesday) and this is a fun project and not a paying job, but just want to know what kind of time frame you are thinking so we can have a gameplan ready for release. Despite my leaving town I will have access to the internet and a PS3 so I will be able to publish with everyone whenever we decide to.
Hopefully Teknoman provides us with that video teaser soon! Can't wait to see what he's been working on.
Orz said:Feel free to tack a key onto the end of Jungle for Base 1 for everyone you're letting beta test it. I'm more or less done with Base 1. Didn't get much done on Base 2 this weekend I'm afraid, save for more or less finalizing the intro area. Got a finance midterm upcoming so that's been my priority, with admittedly too much Street Fighter 4.
MisterAnderson said:You're going to have to send me your key as an object before I can do that, I'll add it as soon as you do! (try to send it before tomorrow morning because I'm going out of town in the afternoon)
Orz said:I've sent both keys for Base 1 and Base 2 for you to place in the beta key level. I've more or less wrapped up Base 2 save for a few small items.
- Advancing wall wreckage now works. Doubled it up to see if it creates a better effect. May change that.
- Boss enemies now fire on the right plane. Enemies need to spawn more frequently, and the boss need more HP.
- Finished the intro area connecting from Waterfall.
- Finished the outro area connecting to Snowfield, though I may add a few things.
All comments are welcome, especially if any new players find any part of it difficult or confusing.
ThirstyFly said:So question for the all of the authors before I really go into depth testing the newly added levels, what kind of feedback are you guys looking for? Just for us to go in and try to break things/find glitches or did you also want opinions on what we think doesn't quite work/fit in/feel Contra-ish/etc?
I've gone over some stuff with MisterAnderson for the jungle level, and I'm not sure if I was nitpicking things too much or not as Contra is one of my absolute faves, and if I see something that's a little too different than what I got out of the original game (aside from tweaks so things work better in the LBP world) I tend to see it as a flaw, but others may disagree.
I just want to make sure I'm not stepping out of bounds of what you'd like from us and I don't want to sound like I'm trying to impose what I think the levels should/shouldn't contain as that's obviously up the the authors who spent so much time on this amazing project.
MisterAnderson said:Any type of feedback is welcome, especially if a Contra fan finds something out of line or unlike the original game. Alternatively, try to also take into consideration that there are some things that won't be replicable or exact since it either isn't possible or it was attempted to be made better - in which case you can definitely voice your opinion if you think it's better or worse. At any rate, all feedback is appreciated How is the newer version of jungle working out for you? If you hadn't of told me about the problems with the enemy behavior I probably wouldn't have changed it, but now I think it's changed for the better, so thanks for that. I haven't messed around with the turret frequency yet, but I tried to fix the other things like the boss issues and, well you know the rest lol.
By the way, have you beaten it yet? Heh
MisterAnderson said:I got both of your files but for some reason it didn't download base 2 key, I added base 1 in the meantime but you are going to have to resend base 2
The Blue Jihad said:Okay, MisterAnderson was kind enough to send me the access key. My fiancee and I gave Jungle and Snowfield a run-through last night. I'm not sure if I was playing current versions but here are my thoughts:
Jungle
Generally, loved the level. Great look and feel. Captured Contra extremely well. LOVED how you did the water, man. Frigging incredible. Actually felt like I was swimming. However, we had a few issues:
1) The helicopter checkpoint. I understand and agree with the logic behind it: to keep the respawn close to the players, and to give each player three lives by having them respawn together and only simultaneously.
However, it just seems clunky in-game and tends to interrupt the original flow of the co-operative gameplay. In Contra, neither player was alone for too long after the other died. Instant re-spawns reduced player downtime and kept the action fresh. The only time death had a profound, lasting, super-penalty feel was when one player ran out of lives.
Here, having the forced simultaneous re-spawn feels very super-penalizing and drastically reduces the fun co-operative experience.
2) Bottom platform movement issue. Somewhere in the middle of the level, there's a platform at the bottom of the level, on the water. Underneath there's a collectible. It was easy getting under the platform but not intuitively easy to get out. Even I had trouble.
Seems like it's a combination of the land objects in the foreground, an underwater alcove built into the middle/background, and the platform itself limiting your jumping ability.
I'm thinking the best solution is to just remove the alcove.
3) Issue in the leaves area right before the boss. There's a spike wall that seems very out of place. Operates on a piston. Blocks the path through. Is the spike wall necessary?
Teknoman said:Reshot as much stuff as I could today, but I think energy zone is busted. Kept saying failed to load level. Also waterfall should still tone down some of the turrets (that triple turret crossfire section).
The lighting could stand to be a little brighter in waterfall as well. Oh and nice touches of the light shining through trees for the jungle stage. Wanted to do something like that for one of my stages :lol
Cruzader said:Hey I'd love to bet test any of the levels. My PSN is CruzaderXL. Add me if you would like to play LBP sometime.
MisterAnderson said:Well I hope it's alright, I haven't tried loading it today but I'll try in a bit to see if it's working for me. Maybe El_Beefo just needs to republish.
Did you catch a glimpse of the new water shape I put in? Or did you film the shots before I changed it? Just wondering what you thought of them.
I'll add you and get you in a little bit later
ThirstyFly said:Man, I wish they'd replace the globe stuff with actual lists in LBP. I've hearted all the Contra levels I've tested so far and none of them show on my stupid planet, so every time I want to check changes, I have to either search for them again or try to shift though the massive mess that is my recently played planet. Rage!
MisterAnderson said:Is anyone on the team interested in me making objects out of the musical queues I have in my stage for you guys to import in? I'm guessing at this point the thermo's wouldn't take it, but if any of you are interested let me know and I can mail you it.
EL Beefo said:Since I saved some space with my new turrets, I might be able to fit it in. Go ahead and send me them and I'll try it out.
Teknoman said:Should be up today (quick preview I mean). Just gotta get some better play through footage of energy zone and I should be able to upload shortly.
Teknoman said:Kinda wish I was really skilled with video editing software, then we could've made something like this (except with 8-bit Contra gameplay transitioning to LBP graphics)
http://www.youtube.com/watch?v=cqECtTE4Opk
EDIT: Actually we probably could. Just get a decent video of the first few seconds of Contra gameplay then bam, LBP style :lol All they did was a simple fade transition.
MisterAnderson said:That would be pretty damn cool :lol
Especially if you also did the transition to the vomitron cover from the 8-bit soundtrack