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Creating a high-quality level

Archive: 15 posts


I want to create a high-quality level (filled with detail, co-op challenges, memorable characters) but every time I try, either things break, fall apart, and whatnot. Do you guys use tricks to keep things in place? If so, what?

For example, i made a pirate-themed level (not finished, yet). Somewhat further in the level, there was a cave, and i was building stuff within the cave. Suddenly, the cave door broke, and the cave fell down. The background of the cave was being held up by a rod, so the background is still fine.

If you want to see the level I am talking about, search for 'captain bonehead' on LBP. (I think this version is the backup, before it broke. I changed the story afterward, but this version still has the old story.)

So, how do you make a cave? A cave that doesn't suddenly break? How do you make a background for the cave, that you don't need to constantly adjust to fit the size of the cave? What is a better way of holding the background in place?

Also, in that level, i made a custom background, which was a wall of cardboard, which was held up with a rod. I used a blue sticker to cover up the whole background wall, but the blue squares overlapped, leaving ugly stripes. How do you put a sticker onto a large wall, covering up the whole area with one sticker?

There was also a place in the level where a pirate fell down. I put the pirate on top of dissolve material. But sometimes in create mode i would trigger the dissolve material and had to rewind. What is a better way of doing that?

How do you make a custom ground? Just use a chunk of material and put it horizontally all across the level?

And then, the logic gates. Where should I place them? Where would they be hidden from sight, but not interfere with building? I mostly place them inside the cave walls where it's out-of-screen in play mode, but that interferes when you want to build in that part of the cave.
And for example, when I make an elevator, that requires advanced logic? Where would I put all that logic? I want to capture the elevator. Where would I hide it near the elevator?

How do I use the grid? Every time I use it, and switch to another grid, and back, the grid isn't aligned anymore with the previous grid. Wha?

Also, how do you make a vehicle move really fast among a track? (Such as in Hyper Circle by MrsSpookyBuz)

How do you add teleports?

That was all.
2009-08-23 08:45:00

Author:
robbit10
Posts: 450


In answer to your main question, the best way to hold stuff up is by sticking a small amount of dark matter to the back.2009-08-23 10:36:00

Author:
Nuclearfish
Posts: 927


Thanks . And the other ones?2009-08-23 13:16:00

Author:
robbit10
Posts: 450


Thanks . And the other ones?

NEVER use rods, they arn't trust worthy. Use dark matter the smallest part so its invisible.

Also remember dark matter cant breake/move so if you try to move a wheel and dark matter is attached, and you try spinning it on a motor bolt the wheel will break.
2009-08-23 13:26:00

Author:
Adam9001
Posts: 744


I always keep two copies of the level i'm working on, then if I mess one up I can use the back up. You can also use the backup to replace the one you messed up. 2009-08-23 13:33:00

Author:
Leather-Monkey
Posts: 2266


Thanks . Anyone have an answer to my other questions?2009-08-23 15:00:00

Author:
robbit10
Posts: 450


Wow... that's a lot of questions!

Also, in that level, i made a custom background, which was a wall of cardboard, which was held up with a rod. I used a blue sticker to cover up the whole background wall, but the blue squares overlapped, leaving ugly stripes. How do you put a sticker onto a large wall, covering up the whole area with one sticker?

Stickers can be a pain when trying to do what you're attempting and I know exactly what you mean by these lines produced by overlapping the same coloured sticker and seeing the edge of the stickers overlapping. Try making your BG material smaller first, then stickering it, then enlarging your BG material to the size you need. I think this will work. If it doesn't, then your material is just too large to have one sticker cover the material and you are out of luck.

There was also a place in the level where a pirate fell down. I put the pirate on top of dissolve material. But sometimes in create mode i would trigger the dissolve material and had to rewind. What is a better way of doing that?

Stick to hover mode or avoid that area completely once you're finished it. In short... don't trigger the switch.

How do you make a custom ground? Just use a chunk of material and put it horizontally all across the level?

Yes.

And then, the logic gates. Where should I place them? Where would they be hidden from sight, but not interfere with building? I mostly place them inside the cave walls where it's out-of-screen in play mode, but that interferes when you want to build in that part of the cave.
And for example, when I make an elevator, that requires advanced logic? Where would I put all that logic? I want to capture the elevator. Where would I hide it near the elevator?

Placing logic gates or any other crucial mechanic devices inside or behind walls will only bring you grief. Place them high out of sight above the level you're working on... high enough so that if the player opens his/her popit to grab a sticker or change costumes the gate won't be seen. If you can't do this then leave your gates where you plan on hiding them until you're finished everything else in your level. Once you are done, you can then go in and tuck your gates behind walls or scenery and then cover them up as your final task in completing the creation of your level.

How do I use the grid? Every time I use it, and switch to another grid, and back, the grid isn't aligned anymore with the previous grid. Wha?

There is no way around this that I know of, and this is annoying for many of us.

Also, how do you make a vehicle move really fast among a track? (Such as in Hyper Circle by MrsSpookyBuz)

How do you add teleports?

Search the forum for more info on these last two questions. I know there is a thread or tutorial on teleporters, and I'm sure you can find info on youtube.com about creating tracks for roller coasters and other track oriented vehicles. That or you might try asking MrsSpookyBuz for suggestions. She's real swell as far as I can tell from her posts here on the forums, and maybe if she has a few minutes she can answer specific questions you might have.

Hope this helps a bit.
2009-08-23 21:08:00

Author:
Rustbukkit
Posts: 1737


Teleports; First off, I suggest looking at a guide on LBP - Shermzor's is really in detail, I highly suggest it.

Basically, when the player starts the level, you can't have any (ANY) checkpoints. Have a switch, which, at the same time, emits a activated checkpoint somewhere, and kills the player. Then, when you are all done using teleports for the rest of the level, you can go ahead and emit any checkpoints you want from there on.

Again, Shermzor's guide

PSN - Shermzor

Find his teleporting guide. Not the teleporting object one.

Custom Ground; Yep, just find your material (Grass, Stone, etc.) And add some hills and bumps here and there

Always put logic somewhere you wouldn't go. If your venturing into a cave, put the logic above the cave, high enough that nobody sees it.

And for your main question, I suggest using dark mater for moving things. For non-moving things, I usually use invisible stiff rods.

Hope this helps!

OH darn...RustBukkit beat me to it >.>
2009-08-23 21:09:00

Author:
goldenclaw13
Posts: 224


in that level, i made a custom background, which was a wall of cardboard, which was held up with a rod. I used a blue sticker to cover up the whole background wall, but the blue squares overlapped, leaving ugly stripes. How do you put a sticker onto a large wall, covering up the whole area with one sticker?

Are you resizing your stickers with left joystick before sticking them? Unless your area is gigantic, it might be work.


, There was also a place in the level where a pirate fell down. I put the pirate on top of dissolve material. But sometimes in create mode i would trigger the dissolve material and had to rewind. What is a better way of doing that?

I think the best way is not to use dissolve material, but an emitter. Put an emitter, infinite lifetime, 0,1 or 0.5 frequency, and place your pirate object in it. Put a sensor switch at the place you want the player induce the pirate apparition and connect it to the emitter. NEVER tried the emitter in Create mode (if the number is not set to infinite)


And then, the logic gates. Where should I place them? Where would they be hidden from sight, but not interfere with building? I mostly place them inside the cave walls where it's out-of-screen in play mode, but that interferes when you want to build in that part of the cave.

You can put your logic system where you want in the level, the only thing is that they might not been seen by the player. Actually, i used to place them under the game mecanism it control.


How do I use the grid? Every time I use it, and switch to another grid, and back, the grid isn't aligned anymore with the previous grid. Wha?

I very rarely use the grid. I think this is far to be perfect, and most of the time i found it annoying.

EDIT: I missed the second part of the thread...sorry for the repetitions
2009-08-24 09:24:00

Author:
Takelow
Posts: 1355


With teleporters i have a level out where i give away working teleporters. the level isn't much to look ate but its only a tech demo. the thing you have to remember though is that you can't have any entrances checkpoints or scoreboards in you level to work. You have to emit a activated checkpoint or entrance so that when your sackboy dies he will spawn at the next checkpoint. The best way to get an activated checkpoint is to capture the entrance at the start of creating becuse this is activated.

Search my psn to see and get my teleporter.
2009-08-24 09:46:00

Author:
robotiod
Posts: 2662


Hi,
I couldn't stop from commenting when you mentioned cave, since my threaded level is one of them and I had to learn the hard way.

When making caves there is an easy way and a hard way.
The easy way would be just to use a circle and wobble it around to make the cave that way. Then trying to glue everything together. Even though this method is the easiest, it will give you huge headaches at the end. Building caves like this fills up the thermo extremely fast and makes everything that you glue non-stable. It happened to me with one of my previous levels. When I was almost finished everything unglued, and was saved like that! I had to manually glue everything back together.. I almost gave up..

But the right way to do it is the following. Keep your grid on, and make a rectangle where you roughly want the floor/ceiling to be. attach the bottom to a single DM square. Now, with the pointer tool, add some random curves and spikes to make it cave-like. The trick here is to keep the shapes simple and not glued to anything else. This way nothing will break.

But be careful, another reason why things get unglued is when you merge 2 big shapes together.

The level I'm working on now is another cave done the right way. Let me know if you want to see it for pointers or something.

Hope this helps
2009-08-26 13:39:00

Author:
javi haguse
Posts: 744


Wow... that's a lot of questions!



Stickers can be a pain when trying to do what you're attempting and I know exactly what you mean by these lines produced by overlapping the same coloured sticker and seeing the edge of the stickers overlapping. Try making your BG material smaller first, then stickering it, then enlarging your BG material to the size you need. I think this will work. If it doesn't, then your material is just too large to have one sticker cover the material and you are out of luck.

I tried that out in my level. It left an ugly stripe to the far right of the cardboard, and if you copy it to make the background longer, you get an ugly stripe at the end of that one, too.



Stick to hover mode or avoid that area completely once you're finished it. In short... don't trigger the switch.

I solved this by attaching it to a piston instead of putting it on dissolve material.



Yes.

Alright, thanks.



Placing logic gates or any other crucial mechanic devices inside or behind walls will only bring you grief. Place them high out of sight above the level you're working on... high enough so that if the player opens his/her popit to grab a sticker or change costumes the gate won't be seen. If you can't do this then leave your gates where you plan on hiding them until you're finished everything else in your level. Once you are done, you can then go in and tuck your gates behind walls or scenery and then cover them up as your final task in completing the creation of your level.

Thanks



There is no way around this that I know of, and this is annoying for many of us.

Then how do all of you use the grid? Why does everyone then recommend to use the grid?



Search the forum for more info on these last two questions. I know there is a thread or tutorial on teleporters, and I'm sure you can find info on youtube.com about creating tracks for roller coasters and other track oriented vehicles. That or you might try asking MrsSpookyBuz for suggestions. She's real swell as far as I can tell from her posts here on the forums, and maybe if she has a few minutes she can answer specific questions you might have.

Hope this helps a bit.
It did, thanks

--------------------------------------



Are you resizing your stickers with left joystick before sticking them? Unless your area is gigantic, it might be work.

Yes, i did resize my stickers with the right joystick, but the cardboard background was very large.



I think the best way is not to use dissolve material, but an emitter. Put an emitter, infinite lifetime, 0,1 or 0.5 frequency, and place your pirate object in it. Put a sensor switch at the place you want the player induce the pirate apparition and connect it to the emitter. NEVER tried the emitter in Create mode (if the number is not set to infinite)

Thanks, good idea . About emitters, is it safe to delete objects from the My Objects page once you've used them in an emitter? It fills up my profile.



EDIT: I missed the second part of the thread...sorry for the repetitions

No problem. Thanks for the answers

--------------------------------------


With teleporters i have a level out where i give away working teleporters. the level isn't much to look ate but its only a tech demo. the thing you have to remember though is that you can't have any entrances checkpoints or scoreboards in you level to work. You have to emit a activated checkpoint or entrance so that when your sackboy dies he will spawn at the next checkpoint. The best way to get an activated checkpoint is to capture the entrance at the start of creating becuse this is activated.

Search my psn to see and get my teleporter.
I'll take a look sometime, thanks . But i didn't want to make a teleport-themed level, but a level with some teleporters in it.

--------------------------------------



Hi,
I couldn't stop from commenting when you mentioned cave, since my threaded level is one of them and I had to learn the hard way.

When making caves there is an easy way and a hard way.
The easy way would be just to use a circle and wobble it around to make the cave that way. Then trying to glue everything together. Even though this method is the easiest, it will give you huge headaches at the end. Building caves like this fills up the thermo extremely fast and makes everything that you glue non-stable. It happened to me with one of my previous levels. When I was almost finished everything unglued, and was saved like that! I had to manually glue everything back together.. I almost gave up..

Ouch..



But the right way to do it is the following. Keep your grid on, and make a rectangle where you roughly want the floor/ceiling to be. attach the bottom to a single DM square. Now, with the pointer tool, add some random curves and spikes to make it cave-like. The trick here is to keep the shapes simple and not glued to anything else. This way nothing will break.

Thanks . I do it by putting a giant rectangle in my level and deleting parts to make a pathway and rooms.



But be careful, another reason why things get unglued is when you merge 2 big shapes together.

Do you mean as in embedding material, or as in using the material merging glitch? Or do you mean copying a shape of the same material next to another material?



The level I'm working on now is another cave done the right way. Let me know if you want to see it for pointers or something.

I do want to see it. What is it called?



Hope this helps

Thanks
2009-08-27 08:04:00

Author:
robbit10
Posts: 450


Lets say you have two big squares of the same material right next to each other. If you make another square of the same material overlapping both, they will merge. That's what I mean. I don't know if its a glitch or not, but somehow, things glued to the big squares get unglued.
I think the best way is using the pointer tool. The method you're using is a bit unstable also. It's better to do smaller squares next to each other and define them with the pointer.
My level is called "The Descent" and I'm currently working on part 2. The Descent is published, so you can just look for it. But if you want to see part 2, just add me as a friend in the PSN.
2009-08-27 12:21:00

Author:
javi haguse
Posts: 744


Yeah, stickering large items (backgrounds, etc.) is buggy. Even if you get it to cover the entire surface, it will often flicker or show bands of the underlying material along the edges. It sucks.

However, another tip for stickering large items is to use the grid when stickering. Without the grid, when you pan back / stretch out the sticker, the center point of your cursor can/will move, so it can make it very difficult to get it right. With the grid on, the center point stays where ever you started, no matter how big you stretch it.
2009-08-27 17:11:00

Author:
v0rtex
Posts: 1878


Logic, I usually place all my logics high up in my level where no one can see em. I use dark matter to hold it.2009-08-27 17:21:00

Author:
LEW_jeane
Posts: 46


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