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8-bit levels in LittleBigPlanet

Archive: 14 posts


http://static.gamesradar.com/images/mb/GamesRadar/us/Features/2008/10/LittleBigPlanet%208-bit/Shots/DKLBP1--article_image.jpg

From the moment we first learned that LittleBigPlanet would enable players to create their own semi-2D levels, something weird and obsessive went to work in the back of our heads. How feasible might it be, the thing thought, to take old-school games and remake them using the level-creation tools? It couldn?t be that hard, right? After all, those old games were so simple.

When we finally got hold of a copy of LittleBigPlanet, we almost immediately went to work trying to make that idea a reality. The first, obvious step was to remake the universally recognized first level of Super Mario Bros., but someone had already beat us to the punch, and did so brilliantly:


<embed src="http://rd3.videos.sapo.pt/play?file=http://rd3.videos.sapo.pt/503JMiMMywBGS3bqLK9v/mov/1" type="application/x-shockwave-flash" width="400" height="322"></embed>

With competition like that, it was clear we?d need to dig a little deeper when coming up with our own attempts. Before that happened, though, we needed to assess exactly how complicated it would be to really recreate the old levels, instead of just kludging together rough approximations. Turns out it's a lot more complicated than you?d think; while old-school game designers got to make up new rules of physics for their games as they went along, LittleBigPlanet confines players to using what?s built into the game. And while that?s a lot to work with, there are certain things ? like climbing ladders ? that Sackboy just can?t do.

There was also the question of how exactly to get the old sprite textures into the game, as there?s no way to import images directly from, say, a PC. There is an interesting workaround, though; because LBP enables players to make ?stickers? out of images captured with a PlayStation Eye, recapturing the 8-bit look of the original levels was as simple as pointing the camera at a blown-up image in Photoshop.


http://static.gamesradar.com/images/mb/GamesRadar/us/Features/2008/10/LittleBigPlanet%208-bit/Shots/IMG_1812--article_image.jpg
Above: I spent hours being paid to do this. Hours!

Once we?d figured that one out, the rest was a matter of (incorrectly) judging the scale that we should make each level to, finding clever workarounds for certain enemies and obstacles and trying to work within LBP?s memory limitations, which are surprisingly confining once you?ve wallpapered an entire sprawling level with tiny photo stickers and attempted to fill it with simple, AI-driven creatures. And after a couple of weeks of constant work, we came up with the following (which you?ll be able to play once the game ships ? just search for levels created by GamesRadar3):

Click here (http://www.gamesradar.com/f/8-bit-levels-in-littlebigplanet/a-200810211259662053) for the full article, including various pictures and videos!

Source: GamesRadar (http://www.gamesradar.com/f/8-bit-levels-in-littlebigplanet/a-200810211259662053)
2008-10-24 07:24:00

Author:
aer0blue
Posts: 1603


Wow. That was so awesome man!

Thanks Aer0 =D
2008-10-24 07:50:00

Author:
Stix489
Posts: 2080


Yeah, those remakes looked so good I just had to share 'em with you guys. Really goes to show you can work your way around everything. Now, it seems I'll be starting with my own remake experiment in the future... ::walks off, whistling 16-bit frustration goodness::

You're welcome! !
2008-10-24 07:52:00

Author:
aer0blue
Posts: 1603


I'm really good at making 0-bit remakes...like...totally

Seriously though, these were more than awesome, and I really wouldn't mind at all with helping you in anything, if you ever need the help

PS: At first, I thought you wrote all that, and that led me to think that you're that bearded dude in the image xD
2008-10-24 07:58:00

Author:
Stix489
Posts: 2080


Lol, I love the Zelda one, Space Invaders one and the Mario one.2008-10-24 09:02:00

Author:
Plasmavore
Posts: 1913


Those are all pretty good. I think the older games have a lot to teach us about platforming. It's time to dust off the old emulator.

I'd like to do a direct rip of a few Sonic the Hedgehog levels. The looks would take some trickery but it's possible. This game is going to have me busy for quite a long time. =)
2008-10-24 20:04:00

Author:
docpac
Posts: 601


nice level i guess but i seen a better one on youtube yesterday if i find the video ill put a link up in the post 2008-10-25 12:42:00

Author:
squashman22
Posts: 83


Wow they must have spent ages doing them! I am jealous, first thing I wanted t odo when I got the game was to make a Mario and Donkey Kong level I should have known they'd beat me to it! xD2008-10-25 12:54:00

Author:
Yana
Posts: 134


I'm Going To Make Strider Levels, But Without Sword Unfortunately 2008-10-27 00:01:00

Author:
Bob Tampinha
Posts: 82


Interesting stuff.

I had planned on recreating some old stages with VGmaps to familiarize myself with the editor and feel it out and Cutman's stage was pretty much the first one I had my eye on doing seriously.

Of course seeing this now, this is definitely going to put whatever I scrounge up to shame.
2008-10-27 00:18:00

Author:
Dr. Chaos
Posts: 33


Im working on hopefully making a full Metroid set. Got the 1st room done, might start importing screenshot as stickers to put in the background to use as blueprints a la LEGO creations 2008-10-28 18:15:00

Author:
LordDax
Posts: 79


all the mario one are slow, something not quite right2008-10-28 18:45:00

Author:
panzer3000
Posts: 362


I think server lag may have something to do with that. Wish we could DL levels to our moon so we can play them locally...2008-10-28 18:53:00

Author:
LordDax
Posts: 79


I made 2 8bit object levels myself. Check them out they are pretty highly detailed.

Level: 8bit mario pack 1
Author (psn): GG_NO_BBQ
2008-11-04 06:26:00

Author:
GG_NO_BBQ
Posts: 7


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