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#1

LBPSP Create tips, tricks and anything else.

Archive: 22 posts


Well, I figured I would start this thread so we can share create tips and tricks...if you guys can find any. I know that us PS3 creators and this create mode maybe a little bit more at odds. Please share anything helpful if you discover it. I know I'll need it.

I would love to hear from some of you that got beta or early copies and already have some levels made. I'm really having trouble designing. Not having a COPY function, a CUT function, nor the ability to edit my OWN objects makes things rather difficult...add to that the fact that the stickers disappear when I try to shape around them and I'm starting to pull my hair out.
2009-11-20 01:35:00

Author:
Jaeyden
Posts: 564


I'm still waiting to download my copy of the game, so I don't have any directly related tips or tricks quite yet.

With regards to your sticker disappearing problem, I suggest this: Make a large thick layer block and put your sticker of choice on it. Make a thin layer block directly in front of your sticker, making sure to cover all edges. Use the corner edit tool on the thin layer to replicate the shape of the sticker, then lift and re-paste your sticker carefully on the cut out shape. Done!
2009-11-20 02:22:00

Author:
Taffey
Posts: 3187


It's definitely not as forgiving as the ps3 version.

Creating can certainly be fiddly and as a result I've found that structuring and planning exactly what you're going to create is pretty much the only way.

I'm used to just 'winging it' on the ps3 version but it's pretty impossible on the psp.

The main suggestion I made as part of my feedback was a copy and flip feature. I got told that this would be coming in a patch as soon as possible, hopefully before Christmas. I think that will help the game feel a lot less tedious and definitely help with speeding up creating time and keeping frustration down.

The corner editor tool is more vital than ever. I know there are a lot of people who have never used it or have never took the time to get used to it, but I would definitely recommend doing so for this. It is pretty much the only way to shape your surroundings.
2009-11-20 02:51:00

Author:
jackofcourse
Posts: 1494


I haven't been able to do much in create mode yet due to my annoying busted analog stick (though I do claim the title for having been the first person to make a working biped).

Here's a trick I used to bypass the lack of a proper grid mode. You can get precise angles for corners by using the square brush a certain way and then deleting corners with the corner editor. The red arrows indicate the corners to delete (the order is important in some cases).

http://i83.photobucket.com/albums/j294/Jirugameshi/Misc/PreciseAngles.jpg

That's the general concept, it can be expanded as needed.


http://i83.photobucket.com/albums/j294/Jirugameshi/Misc/ChristmasTree.jpg
2009-11-20 03:24:00

Author:
Gilgamesh
Posts: 2536


Wow! Can I say leaps and bounds on that one? That is helpful.2009-11-20 05:34:00

Author:
Jaeyden
Posts: 564


To be honest, I hadn't actually tried to make the Christmas tree in my example, but I have just tested it and it works flawlessly.

I use the grid mode for just about everything in the PS3 version, so I really had to come up with a way to maximize the usefulness of the brush tool for lack of a proper grid mode.

It's also worth noting that while using a brush, if you press the rewind button it will not rewind as usual, it will simply remove the last block you have added using the brush. Very useful for people whose analog sticks tend to randomly run off to the right, such as mine.
2009-11-20 11:25:00

Author:
Gilgamesh
Posts: 2536


You can't resize rockets.. but you can glitch a rocket and place it inside other material. The smoke is still visible and great for environmental effects. Place a rocket on a surface. Then detach it. After it's detached, it'll let you place it inside that material.. Strange.

Then if you select the material and detach it from the embedded rocket, the material will slide away from the rocket & you'll be left with a detached floating rocket. It'll float until you go into play mode, and then it'll fly away.. ( or just fall if on the lowest setting..)

Useful? Probaly not, haha.
2009-11-20 15:03:00

Author:
DrunkenFist_Lee
Posts: 172


Careful scaling objects with stickers, as well. The sticker placement will get all messed up. ( I believe the ps3 version originally was pretty buggy with stickers as well.. It much improved with later patches.)

Also, you can make thin layer gas now.. Looks great and doesn't have the annoying fly sounds from the ps3 version..
2009-11-20 15:32:00

Author:
DrunkenFist_Lee
Posts: 172


I haven't got it yet but I presume changing any material used as the ground to static will get rid of the physics completely for that object and save thermo... more static objects = more thermo. more thermo = 2009-11-21 09:52:00

Author:
RobbieT_4
Posts: 77


Well I all way use corner editor on PS3 but find it hard with out cuting into sharps, any tips for big circles with holes in them? I just can't seem to do it.

PS trying to do clouds are a pain in ***
2009-11-22 09:40:00

Author:
jump_button
Posts: 1014


Another example. I've put in an arrow-less and grid-less version of this one because it's a rather complex shape. The green arrows mean you add extra corners with the corner editor to close the gap.

http://i83.photobucket.com/albums/j294/Jirugameshi/Misc/Makingahollowcircle.png
2009-11-22 15:09:00

Author:
Gilgamesh
Posts: 2536


Here's a few.

1. Don't attach bubbles if you don't have to. They make hic-cups if they are attached to stuff...just like early PS3 versions.

2. Make your objects LIKE you want them to be. Then put it to the side of your level, edit it as needed and create an object with it. YOU CAN NOT edit your own objects...so leave any "template object" away from everything else and keep it editable.

3. Moving objects will slow your level down. Try to hook emitters, motor bolts, pistons etc. to sensor/perm switches if you can. This will keep your level moving smoothly if your pushing your thermo to max.

4. Save early and often. Trust me...just make it a habit.

5. Keep it simple (relatively). The physics engine seems to enjoy testing itself every time you un-pause. Respect this fact right now because you may find your level shooting all over the place if you don't. Springs, wobble bolts and sprungs bolts will need correcting ALOT over the period of a long build session.

6. You can dissolve gas....cool.

7. Do things with thought. Haha...kinda like co-op create mode. Be very cognisant of what you are doing. It seems you can only rewind once. But
I'm still not sure how the engine assigns a rewind point. Sometimes I'll rewind through multiple actions. Just take your time.

More to come
2009-11-26 08:44:00

Author:
Jaeyden
Posts: 564


If possible try to avoid glueing things together. Particularly if they are both static items as they dont need to be stuck together. I find two items stuck together tend to give the moving material glitch.2009-11-27 21:32:00

Author:
ryryryan
Posts: 3767


Making something invisible (pistons, bolts, winches, etc.) does not remove the noise made by the object. (As it does on the PS3). So if you make something invisible just to make it less noisy, you might as well keep it visible.

The rewind function rewinds about 2 or 3 steps, except when stickering something. If you place, say, 10 stickers on a block, most likely you will rewind to before the block was there. Also, the redo function seldom works, so be extra careful to avoid rewinding unless necessary.

If you are cutting out the shape of a sticker, be aware that when using the corner-edit tool, the sticker will disappear. It will also move from it's original spot, so you might want to make sure you're doing it right every now and then.

Sometimes, the game will allow you to merge two objects together. If you tweak the objects later however, the two objects will slide away from eachother. This merging usually only works with two objects of the same material.
2009-11-27 21:48:00

Author:
Frinklebumper
Posts: 941


Here's one that I have come up with over the past week. It's really nothing more than a standard file backup method, but I figured it would be worth mentioning here. It's worked fantastically for me so far, and I hope other creators find it useful as well.

Taffey's level backup method:
Every 30 minutes, or more often if you so desire, exit create mode and make a copy of your level. If you have trouble remembering to do this, set a kitchen timer or your cell phone alarm to remind you. Copy your level into an empty slot somewhere else on My Moon, then edit the level name and add a version number. If your level is named "Ninja Suicide", then your backup level name should be "Ninja Suicide 1". The next time you make a backup of your level, select a new empty slot (adjacent to the first one) and increase the version number by 1 (i.e., "Ninja Suicide 2"). Keep adding backup levels and overwrite old ones as you see fit.

I like to keep my original level work-in-progress and all the level backups grouped together in one "large" crater on My Moon. I rotate between 3 level backup slots and always overwrite the oldest one. I also will make an extra backup right before I do anything that is known to be buggy, such as gluing score bubbles down or creating logic gates.

This method guarantees that you will never lose more than 30 minutes of your work.
2009-11-30 03:05:00

Author:
Taffey
Posts: 3187


Thanks for this. I will certainly use it for checkpoints to help my clients create better, more engaging content!2009-12-04 13:03:00

Author:
seopositive2
Posts: 3


You might have played the level, or you haven't...
Anyway, make sure you do!
There is a gas glitch which is pretty awesome and will help you a lot for making effects! I think you can find the level if you search for highest rated.
It is called something like: LOOK AT THIS COOL GAS GLITCH I FOUND!

It is not that exactly, but just try to search "Glitch" if you can't find it.

Here is what you do:
You take any material (does not matter) and makes it into ho-ho-horrible gas.
Then you take the material changer tool, choose a material, change the gas, and well, you will see.

BTW, I would thank MM really much if they do NOT erase this glitch out of existence

Have anyone posted this before? If so, sorry, I was a bit sleepy while reading through all the posts, to secure it wasn't, might have slipped something...
:hero:
2009-12-08 20:20:00

Author:
moonwire
Posts: 1627


Well I all way use corner editor on PS3 but find it hard with out cuting into sharps, any tips for big circles with holes in them? I just can't seem to do it.

PS trying to do clouds are a pain in ***
Actually, I DO have a suggestion for circles with a hole in it.... although anything with a hole will have a seam in it.

Put a thin circle on the front plane. Put a thick circle that is bigger on the plane behind it. Use the corner editor to drag an edge of the big circle inward and create edges traced to the smaller circle.

It was a pain in the neck, but it does work....
2009-12-08 20:56:00

Author:
CCubbage
Posts: 4430


I just found a very fast way to deal with hard corners.

In this example I have made some stairs, and shown an easy way to get past all those steps:
http://www.lbpcentral.com/forums/attachment.php?attachmentid=1947&stc=1&d=1260720391

1: Make for an example, some stairs.

2: Make a Rectangle.

3: Use the corner editor tool and make some points that go past the stair on each side. Make sure there is a point in the middle.

4: Delete the middle point, and voila, you have got stairs and maybe 5 more minutes to spare!

PS. This is just a shortcut if you want a two-layer stairs and a 1-layer wall.

IMPORTANT:
I just got to know what happens if you do this. If you pick either one of the objects, or any other that is glued to it, the whole thing will fly away from the other object(s) Unless you have got it bolted tight with non-glued objects...
2009-12-13 16:12:00

Author:
moonwire
Posts: 1627


With regards to your sticker disappearing problem, I suggest this: Make a large thick layer block and put your sticker of choice on it. Make a thin layer block directly in front of your sticker, making sure to cover all edges. Use the corner edit tool on the thin layer to replicate the shape of the sticker, then lift and re-paste your sticker carefully on the cut out shape. Done!

Great idea, I think another approach is to capture the object then replace the sticker on the new object (if necessary using Gilgameshes' object capturing technique) I could be wrong cos i'm taking nothing for granted with psp lbp.

I appreciate Articpolar's stair related contribution, but feel all steps should be moderated
2010-01-22 11:02:00

Author:
Tanuki75
Posts: 172


Great idea, I think another approach is to capture the object then replace the sticker on the new object (if necessary using Gilgameshes' object capturing technique) I could be wrong cos i'm taking nothing for granted with psp lbp.I don't think you can place stickers on captured objects... but I could be wrong.


I'm appreciate Articpolar's stair related contribution, but feel all steps should be moderated Agreed!
2010-01-23 05:00:00

Author:
Taffey
Posts: 3187


You can't resize rockets.. but you can glitch a rocket and place it inside other material. The smoke is still visible and great for environmental effects. Place a rocket on a surface. Then detach it. After it's detached, it'll let you place it inside that material.. Strange.

I've been able to place brains inside the body. It seemed to get confused about where the outside was because of the complex shape.

I've got another tip here: Stay away from connectors with opposing forces, they seem totally unreliable.

I've got some objects with a little logic (a 3-way AND gate) in it that need to be small and numerous. I thought I'd apply some thermo-efficient logic tricks from the PS3, so I tried the piston + winches AND gate which only has one moving part. First problem, it appears the backwards setting doesn't actually work on winches. No problem, I can just invert the input switches. So then it's done, but in stead of the winches restricting the piston's movement, the thing just vibrates madly. It's like the piston's thinking, I'm supposed to be out, so it goes out, and then the winch noticing this and pulling back again. No good.

Next I tried to build it with emitter logic, but I soon found out you can't capture and emit anything with an emitter on it. So much for that idea.

Finally tried added/subtracted piston strengths. The initial design didn't work at all, so I stopped and did some basic testing with three pistons pushing against the same block. In stead of two pistons overpowering a single opposing piston, the movement was completely dictated by the first piston. After tweaking the strengths a bit, it seemed I had a working set-up at 3 strength each. I played around with it, and it seemed okay, but later the first piston was overpowering the other two again. The physics seemed to be changing right before my eyes, which means zero reliablity, so I'm sticking with one connector per shape for now.

So now I'm going for the star configuration OR gate with inverted in- and outputs, which should hopefully.I thought I'd share this to save others the trouble. I'd really like to hear if anyone else has tips on what works (or doesn't), concerning connectors and logic.
2010-02-03 23:01:00

Author:
Rogar
Posts: 2284


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