I'd like to see that too ...
First of all , if those prisoners keep jumping like crazy , sooner or later they die because of explosives ...
The motion detection uses motion sensors, which are only triggered by players. So it can't be the prisoners that were setting it off.
And , that damn key which vaporise whenever I try to pick it up ... I've read your comment , you say it's rare but hell no ... Grab it and pooff , its gone ...
Interesting, and annoying! I tested every feature 20+ times, and wasn't happy with more than a 5% failure rate. I went through a half-dozen setups for the final key piece, finally building a carefully timed roof-collapse so it'd survive and be collectable without getting trapped under a rock or destroyed.
It is frustrating when the problems people report just weren't present in the building. Without being able to watch people play, I've no idea what's different. But I am rather unsure that the Create gameplay mode matches the Play mode exactly. The lightning strikes were very different. It's as though uploaded levels increase in sensitivity? I also see that one of the speech bubbles is filled with a long string of asterisks. What's that all about?!
And hardest part for me , the real key on the left , can we grab it or not ?.. I've tried so much to reach it but there's no way to go past those lil creatures ... But I'll try it more , I've reached the key holder but couldnt even try to pull it because I'm killed by gas ... Maybe you need to make it easier ...
DrJay24 said:
I finally got a chance to try it, I got to the dragon part and could not figure out how to kill it.
These two points are another valuable lesson in LBP creating. In both cases the text is very clearly 'You can't do this' and yet expectations are that you can. The key is placed in a gas filled cavern with an army of killer Grimmaulchkins and spikes on the entrance, no way to reach the key on the pedstal, no way to get the key out even if you can grab it...and it's on the wrong plane to be of any use to boot! Yet the standard play experience of LBP is that every goal can be directly reached and solved. Likewise, the fire-breathing dragon, we are told, has killed an entire army, slays the critters effortless, is bristling with spikes, and we are told it could never be beaten in a frontal assault, if only it's power could be UNDERMINED, and yet the player expects it to be killable by jumping on its head!
Seems that one should really 'know ones audience' and target it with what it is expecting. Kinda like, dropping a Zelda level in the middle of Mario would leave the players scratching their heads.
And one more thing ; why those prisoners vaporise when going up by elevator ?..
I have to get rid of them somehow. Reaching the top, they'd either have to run off to the town or be disappeared. There are very limited ways to disappear objects. You have to kill a creature object for it's brain and legs to disappear and it's death effect is tied to the hazard that killed it. I have the prisoners rigged to set themselves alight on a trigger (which is inconsistent! You'd have been very annoyed if when the prisoners set off the explosives, they lived!). It wouldn't make sense to have the prisoners reach the surface and then go up in flames! Alternatively I could have tried a patch of gas so they disappear in a puff of smoke, but that would pose the problem of the player accidentally getting gassed for no reason. Best case solution would be to clear the existing prisoner object and replace it with a different one to serve a different purpose, perhaps whizz off to the left. That was something considered, but the level was 100% full and I was having to delete stuff at the end to make room for edits. It's just the best compromise I could come up with.
A point reward is a good idea though. I have all the rewards at the end only, which limits any sense of accomplishment. Each successful action, such as unlocking a prisoner, should have a small reward as well.
Btw , sorry for my english :/ ...
I hadn't noticed
All feedback is good. I'm certainly learning a lot from it all.