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#1

Platforming Level

Archive: 24 posts


Well, I don't have any particular theme to the level that I'm working on, and its my first, so it will probably be unpolished and suck.

But does anybody have some comments they could give on what I should put in it? Its gardens-themed, that's the only "theme" in right now, though. And the most complex object I have isn't even that complex.

Should I just work on it and publish it once I believe its finished, to get feedback? Or should I only use it as a testing level for learning how to build the levels. This is something I could use some help for.

Right now, it starts with a winch pulling you up to an area, then a rotating platform carries you over a pit of poison gas, to an elevator which rises you even higher, then piston-powered electrified metal in a corridor which you have to time yourself to get past, while carrying a magnetic key to get past some dissolve material. I want the level to get more difficult as you progress, and be for pure platforming, without any major theme. So if anybody knows what kinds of contraptions are good for this sort of work, let me know. Or I could work on them on my own, though that takes longer to learn.
2009-04-13 17:10:00

Author:
Echonian
Posts: 279


I think its a great idea to start with a level like this just to learn how the tools work, and to get a feel for creating. What you have so far sounds pretty interesting. Just try your best to come up with different gameplay mechanics. Experiment with pistons and wobblebolts and sprung bolts and springs. People don't seem to use sprung bolts and springs enough

As for the theme, with all that machinery it sounds a bit strange to be set in a garden. Maybe you could make it a clockwork garden O_o

You could always publish it as a work in progress, people can jump in, give it a play test, give you some tips. Anyhow, good luck on your first creation ^^
2009-04-13 17:33:00

Author:
Pitcard
Posts: 779


Well, the idea I had was to make it aztec metal and nature themed.

What I really want to learn how to make is a ring within a ring within a ring (for as many rings as I need). I love the one on the bunker story level. And yes, I'll experiment with more springs.

Edit: Managed to make a rotating ring. I'm learning as I go.
2009-04-13 19:22:00

Author:
Echonian
Posts: 279


The only advice I can give you is to start small. Have goals that are reachable and focus on the polishing of your level, as simple as it may be.

Your creator skills simply will grow with experience and as you head wraps around the creation mode, you will generate new and awesomer ideas. Patience, perseverance and don't try to match people that are creating since last October. If they are THAT good it's because of practice and countless hours.

.
2009-04-14 15:10:00

Author:
RangerZero
Posts: 3901


I doubt I'll ever be able to grasp the most complex magnetic switches and such, just because my mind isn't built like that. For the same reason that I can't solve a rubix cube without following instructions.

I made a ring within a ring within a ring, complete with obstacles, checkpoints...what I really want to do is make a small level, to start, that is practically a larger version of the bunker's ring, and with a different theme to it. If I learn how to change the rotating speed while in-game I'll make a second difficulty for it.
2009-04-14 16:39:00

Author:
Echonian
Posts: 279


Actually the best rotating ring level I've ever played is Liquid_Blood_'s level "From the Core"

I posted a recommendation thread up. It's really inspiring some of the genius ideas he has... but I wouldn't try to follow his lead right now ^^

Just like Ranger said, start out small! Figure out what it takes to build some stuff you've seen for yourself. Then you'll definitely come up with more and more original ideas.

Oh and if you've made some progress and want someone to playtest your level, just PM me! I'll give you some tips!
2009-04-14 18:37:00

Author:
Pitcard
Posts: 779


Thanks for the offer.

I've mostly been screwing around in levels, learning how to make things I'll eventually have in my levels. When I finally decide to make my first, I'm going to draw it up on paper for an outline.

And the tips are probably going to be that it needs better lighting (if any), and to fit a theme better. I'm no artist in real life, and that affects my gaming creativity as well. I also never think I'll be making advanced AI in this game or anything like that, but if somebody teaches me how, I'll make some bosses eventually.
2009-04-15 16:46:00

Author:
Echonian
Posts: 279


Actually the best rotating ring level I've ever played is Liquid_Blood_'s level "From the Core"

I posted a recommendation thread up. It's really inspiring some of the genius ideas he has... but I wouldn't try to follow his lead right now ^^

Just like Ranger said, start out small! Figure out what it takes to build some stuff you've seen for yourself. Then you'll definitely come up with more and more original ideas.

Oh and if you've made some progress and want someone to playtest your level, just PM me! I'll give you some tips!


Have you tried "Inverted Planet" by Metal_Josh? This is a very original rotating level.

.
2009-04-15 16:51:00

Author:
RangerZero
Posts: 3901


Have you tried "Inverted Planet" by Metal_Josh? This is a very original rotating level.

.

Well, I've played that level, and found it particularly enjoyable.
2009-04-15 17:40:00

Author:
Bear
Posts: 2079


I'll look it up sometime. I'm really just learning how to use the editor right now. And I'm not going to ever be making anything AMAZING, as I don't have the patience for that. I'll make some decent levels eventually however. And I'm going to make them platforming levels, like LBP is meant to be played, not joke or roller coaster levels or music levels, not that those aren't enjoyable on occasion.2009-04-15 17:59:00

Author:
Echonian
Posts: 279


Cool well good luck. Don't worry about making complex boss programming... the simplest of bosses can be the most effective. I've seen a lot of really complex bosses that just turn out completely frustrating and unpredictable... because they're too smart and not really designed for a fun time.

The lighting is always something you can just add in when you're finished for a bitta effect! And you can always use the change material tool to switch around some of the materials if you think they look ugly!
2009-04-15 20:48:00

Author:
Pitcard
Posts: 779


Mostly I'm just lazy. I forget to glue something correctly, so have to redo 10 minutes of work, or something like that.

Still, I'm making progress. I'll start on the ACTUAL level tonight. All of the ones I've made before have degenerated into me just screwing around with the mechanics and learning it.

Oh, btw, I bought the god of war minipack, which said it was a level pack somewhere, and it doesn't have levels. I was ******.
2009-04-16 22:56:00

Author:
Echonian
Posts: 279


This is a new post for a reason, its an update to anybody who can continue to help me.

I've got a single part in so far. Its basically 4 electrified walls, two sets of two, and two paths, each leading to a switch. The walls block your path, and pistons move them up and down. You activate both switches to destroy dissolve blocks and clear the way to the next section of the level.

And after that is a simple pit with spikes in it. I'm trying to keep my first level simple. But setting up 3 layers worth of moving objects, without the option to make objects unselectable temporarily so you can see past them, was a pain.

They are on the third and first layer, and the middle layer is grating you can see through, rather than a solid wall you can't see through.
2009-04-17 20:30:00

Author:
Echonian
Posts: 279


I think I know what you mean here.

Try making your see-through grating first, and copy it or take it out and put it aside. THEN try setting up the Front Layer obstacles and the Back Layer obstacles. Then just copy the grating layer BACK into position.

Does this help... or make sense?
2009-04-17 23:42:00

Author:
Pitcard
Posts: 779


I was able to make it correctly, though it still needs moderation. But try as I might, I couldn't glue the grating to the surrounding metal, because it bordered on the electro-moving-walls, and if I glued it, I couldn't detach the ones that were behind it, since that requires something to not be blocking my line of sight.2009-04-17 23:50:00

Author:
Echonian
Posts: 279


Ahh.. maybe your set up is more complicated than I imagined. A good practice IS... when you need to hold something in place WITHOUT gluing it down, place a tiny block of dark matter (somewhere that can't be seen) on the material. You can either glue it onto the dark matter, or just place the dark matter within it. Its then kinda handy cause you can just move the piece around and it'll stay where it is.2009-04-17 23:55:00

Author:
Pitcard
Posts: 779


Oh. I knew that, I just forgot all about it.

But there's no possible way for any sack person to move that grate in any case, so I think its fine as-is.
Strange how literally 20 seconds of gameplay took me 20 minutes to make, at least. Mostly because I had to learn to do something I had never done, and polished it a bit...though not nearly as much as I need to.
2009-04-18 00:13:00

Author:
Echonian
Posts: 279


Just do your best. Do everything you can, and don't you worry what their bitter hearts are gonna say. It just takes some time, little girl. You're in the middle of the ride. Everything, everything will be just fine. Everything, everything will be alright, alright.2009-04-18 01:19:00

Author:
MMLgamer
Posts: 183


Little girl? I'm a guy, in case you were wondering. Lol. Also 17 years old, and in any case, over 6 feet tall, so not that little any longer.2009-04-19 06:57:00

Author:
Echonian
Posts: 279


Use it as a starting point and learn from there. No level is perfect, so no level is 100% polished in every aspect. I can use my own Tekno Fortress as an example... It was my first level back when the Beta started, and I made it just for that, to learn the tools and the likes. I obviously didn't care much about the graphical aspect. Still, people liked the gameplay, which was a bonus for me.

Anyway, I wish you good luck! I'm sure you'll brew up a good level if you work hard enough, regardless if it's your first or not. Just remember that the MOST important thing is to...have fun!
2009-04-19 09:07:00

Author:
aer0blue
Posts: 1603


Just do your best. Do everything you can, and don't you worry what their bitter hearts are gonna say. It just takes some time, little girl. You're in the middle of the ride. Everything, everything will be just fine. Everything, everything will be alright, alright.

It's Jimmy Eat World - The Middle.

Good luck with doing this. Whenever I create, I always end up taking ages over so little gameplay, because I always try and do something new.
2009-04-19 10:29:00

Author:
dawesbr
Posts: 3280


I havn't listened to Jimmy Eat World in years, and even then not much.

My gameplay is very poor so far. I know this. The first little part is fine, but the ring within rings afterwards is immensely boring and flawed, my fault of course.

This level is making progress though.
2009-04-19 18:15:00

Author:
Echonian
Posts: 279


A tip would be to keep things simple, but still fun to play and engage with.

Try looking out for some nice simple levels, i think Geosautus (not sure of spelling) has a garden level. Very fresh gameplay but extremely simple. Give things space and try using the different materials to give it a tactile sense. Like try out pink floaty and grass object for instance.

Just add me on psn if you want me to try it out, you can just invite me into your moon level.
2009-04-19 19:08:00

Author:
Pitcard
Posts: 779


Thanks for the offer.

I've basically been just rushing this level. I may never even make a decent level for this (LBP), but I hope to play with some of you guys eventually.

Its going to be a horrible level, without polish, and without a good theme. It is also going to be short. Hopefully, though, I'll finish it. Then I can start a new one, and actually do it seriously!

What I want to do is remake this level to be a serious level, improving on the theme and expanding it. Then I'm going to keep on doing that, adding things, until its a good level. Then I'll probably not make any more LBP levels, as I may have gotten bored with LBP by then. I tend to easily give up games, though I always come back to the good ones.
2009-04-20 05:32:00

Author:
Echonian
Posts: 279


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