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#1

Give One Piece Of Advice To Other Creators

Archive: 43 posts


If you could only give one piece of advice to other creators what will it be?

My is just make the levels you want to make, Don't worry what others will think about your ideas.
2009-08-07 09:17:00

Author:
jump_button
Posts: 1014


As a rule, you should create your level with the pause function on, and only test things out in play mode.2009-08-07 09:29:00

Author:
Ungreth
Posts: 2130


Just don't take it seriously, it's just for fun and just for yourself!2009-08-07 10:38:00

Author:
KoRnDawwg
Posts: 1424


BACK UP YOUR WORK!!!

Return to your pod regularly, and copy the save! A lot!

FTLL will find you one day...make sure you're ready!
2009-08-07 10:42:00

Author:
ARD
Posts: 4291


I'd say playtest, playtest, playtest, and then playtest some more. Then still be prepared to fix little things that people find you would NEVER have thought of


BACK UP YOUR WORK!!!

Return to your pod regularly, and copy the save! A lot!

FTLL will find you one day...make sure you're ready!

Shouldn't yours be to actually finish a level ARD?

And look, that little comma thing is in the right place in shouldn't, you're slowly learning me
2009-08-07 11:18:00

Author:
GruntosUK
Posts: 1754


I would have finished a level by now if it wasn't for FTLL...

Since then I'm not doing great. Seriously, how do you make so many incredible levels so quickly?


And well done with the "shouldn't".
2009-08-07 11:26:00

Author:
ARD
Posts: 4291


YouTube - Make Your Own Kind of Music (Cass Elliot) - Julie Andrews2009-08-07 13:22:00

Author:
Matt 82
Posts: 1096


get a basic plan on paper. helps you focus on your set goal. I find if i have a plan of a section of my level i can finish making that section in about an 1 hours unlike doing it from head.2009-08-07 15:12:00

Author:
Chuk_Chuk
Posts: 108


Focus on your strengths, and try to put as much of yourself and your own personal experiences into your creations as you can - it makes for much more interesting content.... and if you can't think of a good, original idea - get out of the house more.... you won't get original inspiration without life experiences!2009-08-07 15:38:00

Author:
CCubbage
Posts: 4430


When you design your level and flesh out your ideas there are a good and a bad philosophy you can adopt.


Good is: "What do I want to bring to the LBP experience?"

Bad is: "What do people want me to bring to the LBP experience?"

.
2009-08-07 16:49:00

Author:
RangerZero
Posts: 3901


Don't try to emulate other peoples' styles. Every creator has his/her own style and creative strength. Find out what yours is and run with it.2009-08-07 20:52:00

Author:
Rustbukkit
Posts: 1737


Be innovative. Think of things no-one else has ever done before. Then, simply, create it! It won't matter if anyone else tries to copy your ideas or creations, because it's your idea and level, and it's yours forever.2009-08-07 23:33:00

Author:
Outlaw-Jack
Posts: 5757


Floss regularly.

Oh, and my create philosophy i try to use is 'Ok, so this section is fun now. How do i make it MORE fun???'
2009-08-07 23:41:00

Author:
julesyjules
Posts: 1156


instead of copying one persons level/obstacles, copy multiple levels/obstacles. that way, you can take all the good ideas and scrap the bad ones. then you mix them all together and nobody will know what you've done.

works every time
2009-08-08 00:25:00

Author:
RickTheRipper
Posts: 345


Take a break every once in a while dont try to rush thruogh to the end, have an idea of what you want but re-evauluate every once in a while2009-08-08 01:04:00

Author:
redmagus
Posts: 667


Don't forget to take bathroom breaks and have fun.

** edit.. ok I should add something rather than just being silly for once..

Create something that is interesting to you.. if you're heart is in it and you are honest with yourself, it will be a much more fun and rewarding project.
2009-08-08 01:12:00

Author:
jwwphotos
Posts: 11383


Copied straight from my Creating guide so forgive the tone and writing style but I can't be bothered changing it all just for this. Two of the biggest pieces of advice I can give.

5.1 The way I make things (and this can take a lot of time but I feel it's worth it) is once you think of a concept or obstacle make it in an area away from your level. Usually the first time you make something it isn't quite right and you have to change things...but if you change too many things it can start looking unpolished and ugly, or not working exactly right. Once you know exactly what you?re doing and how you want it to work, start it from scratch and remake it in your level. This ensures that it is built in its most efficient form as there will be no added bits that are unnecessary or parts that are unpolished. Obviously I?m not suggesting do this for everything as it isn?t always necessary, but with more complicated concepts it is definitely beneficial.

5.2 Another thing which is even more time consuming is be willing to adapt. Often when you?re making something you will think of a way to make it better, sometimes it can be right at the start of the building process (always nice), other times it can be when it is nearly done (not so nice). My advice is no matter at what stage of the making process you are at, if you have an idea that will make it better, implement it. I spent 2 hours making one part of my level the other day, only to think up something that would make it so much better just as I was applying the final touches. I deleted it all and started that part again. Although it is annoying at the time, when your new improved idea has been made, it is so much more rewarding.

(Link to full guide in my signature....or not apparently...here's a link instead!)

https://lbpcentral.lbp-hub.com/index.php?t=p=209802#post209802
2009-08-08 01:30:00

Author:
jackofcourse
Posts: 1494


A good level doesn't have to be incredible innovative or epic, it just needs to be fun. Focus on fun!2009-08-08 16:19:00

Author:
mrsupercomputer
Posts: 1335


A good level doesn't have to be incredible innovative or epic, it just needs to be fun. Focus on fun!

I'll echo this sentiment - nice one!

Other than MrSuper's suggestion above, mine would be the obvious one - Play, Create, Share and ENJOY YOURSELF!
2009-08-08 16:35:00

Author:
MrsSpookyBuz
Posts: 1492


"I'M NOT GONNA DUMB IT DOWN FOR SOME BONEHEAD MASS AUDIENCE!"
-George Costanza
2009-08-08 16:46:00

Author:
Reef1978
Posts: 527


Try not to get the creator's block...Like I do with every level I make...2009-08-09 14:25:00

Author:
KoRnDawwg
Posts: 1424


Just make something that you'd want to play yourself. If you like it, chances are someone else will like it too!2009-08-09 15:24:00

Author:
CheesyMcFly
Posts: 211


before you make a level you most plan what you going to do like make concept art on paper2009-08-09 15:48:00

Author:
Unknown User


Never attempt to edit your creations whilst under the influence of alcohol. 2009-08-09 17:33:00

Author:
Kiminski
Posts: 545


my advice is to create in moderation. what i mean is don't spend all night and day creating... i did this alot for 2 or 3 months... found my self up untill 6 or 7 in the morning.

now it my not be the same for everyone but this led me to basically be addicted to creating levels. i found when i was at home i couldn't consentrate whilst watching tv or a film all i could think about was going on lbp, sounds silly but it's true.

the amount of time i spent on lbp really started to affect my real life. mainly because of the strange sleeping patterns, and some times hardly any sleep, that were provoked by the amount of time spent on it...

i recently had to sell my copy of the game to help get my life back to normal again.

so don't spend to much time creating because (like me) you may start to hate the game, well not the game it's self but the time you spend on it...
2009-08-09 18:48:00

Author:
second--smile--
Posts: 57


Never attempt to edit your creations whilst under the influence of alcohol.

I beg to differ!
2009-08-09 19:13:00

Author:
jackofcourse
Posts: 1494


Never attempt to edit your creations whilst under the influence of alcohol.

Darn! I wished you'd said this 10 months ago!
2009-08-09 19:16:00

Author:
MrsSpookyBuz
Posts: 1492


what about hallucinogenic drugs?

I'd say "If it's a contest between you and the player, play to loose."
2009-08-09 19:22:00

Author:
swanbrown
Posts: 898


I can only give one piece of advice, to bad it's lame

"never give up"

That's all i can think of, i usally scrap projects because i quit, and start on something else, but the level that i was working on wasn't all that bad
2009-08-09 19:59:00

Author:
springs86
Posts: 785


don't do H4H. Not only is it generally annoying, it lowers the quality of on-line play for every-body. plus, if you do it, your hearted page is rendered practically useless.

That's advice I think all creators should be given if they don't allready know.
2009-08-13 18:43:00

Author:
swanbrown
Posts: 898


Never come home drunk, and think what you've spent 3 weeks creating is "rubbish" and delete it, then immediatly restart a worse version.

The likelyhood is (and was) that it was'nt.
2009-08-13 20:37:00

Author:
GruntosUK
Posts: 1754


OMG - no! You didn't Grant!

wow

I'd say challenge yourself. Try at least one thing in a level you haven't tried to do before. It may not work exactly like you thought but it can lead to interesting and new ideas.
2009-08-13 20:43:00

Author:
Morgana25
Posts: 5983


I did, but my drunken mind did'nt think of the copy I had backed up online thankfully.

So thats another one, have a copy on your remote moon to
2009-08-13 20:48:00

Author:
GruntosUK
Posts: 1754


Always use directional gluing when attaching objects. This will ensure that you don't accidentally glue objects together that will mess other things up down the line, and will only become apparent too late when undo isn't an option anymore. Things can become tedious quickly when objects aren't glued correctly.

The same thing applies to the converse:

Always use box selection when detaching (ungluing) one object or objects from another. This is to make sure that you don't disconnect everything from each other, but rather only one object from another. This can save you from similar problems as the previous tip.
2009-08-13 23:32:00

Author:
BSprague
Posts: 2325


@ BSprague - that a great tip. I only just recently learned the directional tecknique (hold the left stick in the direction you are gluing) and it has been a huge help.2009-08-14 00:00:00

Author:
swanbrown
Posts: 898


Don't feel that you have to follow the general aspects of levels. For example, you don't have to put enemies in a platforming level. Make the level the way you want it.2009-08-14 00:05:00

Author:
persona3fan93
Posts: 155


Make something once, play through it, find it's problems, rebuild, repeat until you are happy with what you have created 2009-08-14 01:19:00

Author:
Mr_T-Shirt
Posts: 1477


@ BSprague - that a great tip. I only just recently learned the directional tecknique (hold the left stick in the direction you are gluing) and it has been a huge help.

Not only using the left stick, but you can use the triggers to directionally glue forward and backward as well. For example, if you have a block and you move it behind another object, holding X won't glue them unless you hold down the correct trigger that would normally move it up a layer while you do it.
2009-08-14 02:21:00

Author:
BSprague
Posts: 2325


Not only using the left stick, but you can use the triggers to directionally glue forward and backward as well. For example, if you have a block and you move it behind another object, holding X won't glue them unless you hold down the correct trigger that would normally move it up a layer while you do it.
Another cool way to controllably glue is to glue a really SMALL piece of material to the object (which makes it easier to tell what you're gluing it to) and then just copy and paste what you want to glue onto it.
2009-08-14 02:54:00

Author:
CCubbage
Posts: 4430


Looks don't matter.2009-08-14 03:01:00

Author:
Unknown User


Looks don't matter.

I'm going to have to partially disagree with you here. It really depends on the level. For example, this rule does apply to my LittleBigMemory level in my opinion, because aesthetics do take a backseat to raw gameplay mechanics. However, play a level by GrantosUK, candyk, johnee, CaptainCowboyHat, and Dr_Vab, just to name a few. All (or most) of their levels exhibit a very high level of visual prowess, and the result is stunning. Great looks can make or break a level, depending on how the level is meant to be played or viewed. Many positive criticisms can rely solely on the looks of a level.
2009-08-15 01:37:00

Author:
BSprague
Posts: 2325


Looks don't matter.
Looks matter a LOT - but gameplay also matters a LOT.

Why?

Immersion - take the player to another world, or a cool place they've never been before - but, don't sacrifice gameplay for looks. Make sure the "scenery" doesn't cause issues with the platforming.

Does this mean you have to be an artist? No - there are many levels out there that use simple objects, but manage to be aesthetically pleasing. The big thing is - make sure material is trimmed off properly and looks professional.
2009-08-15 02:37:00

Author:
CCubbage
Posts: 4430


enjoy yourself, create what you enjoy creating as it will keep you inspired, and keep playing everyones elses levels to be inspired by them, playtest your level, then do it again, take critiscisms on board as much as compliments, but above all else have fun, lots and lots of fun yay!!!2009-08-17 12:40:00

Author:
johnee
Posts: 78


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