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#1

Help with "do's and Don'ts"

Archive: 17 posts


Hello all, I'm the author of the mm picked level "how not to make a level" I am currently in the works for number 2 and am looking for ideas. i dont know if any of you played it or not it was a level that forced you to play through horrid stuff than showed you good things instead. im undecided as to rather make multiple monthly episodes or to just through a bunch into the sequel? also to you people that are playing alot of the community levels on LBP2 whats the don't you've been seeing? I can pretty much decipher any item so far in lbp and how to recreate it and that goes for logic too so if anyone has any ideas that would be good for do's an dont's of LBP2 weither far-fetched or not please post and let me know.

Thanks All!!!!

Malteseassassin
2011-01-26 01:25:00

Author:
malteseassassin
Posts: 66


Do:
- How to make an invisivle wall by making holo set to 0% brightness and plasmafied.
- Use the UC adjusting tool to make sure the water material makse the 'water' seem its fowing the way it should, so it doesn't look like its going down when supposed to go sideways (like a river.)
Also, if the top of the water isn't running the correct side, simply set the speed to a negative value and it will go to the opposite side.
- Use advance glueing to glue specific objects when they're near others, so you don't glue everything together by accident.
- Use Controllinator for vehicles, it does look better like that, also remember to "psition it so that the sackboy sems to be sitting in a seat of the vehicle for extra points.

Don't:
- Letting the lethalized sound "On" when making an invisible hologram wall, or..its pretty obvious there's one, the plasmified sound may be annoying out of nowhere, and it probably breaks from the level theme most of the times.
- Put "With real water" in the title, its unimpressive since everyone can use it, so its not a big deal anymore, and makes you seem...(is there a word other than "noobish" for this kind of situation? I just don't like using "noob" terms at all. )
- Make random "invisible walls" if not needed/ there's no reason to, like for example, simply make a long hall and stop them in the middle of it "for no reason" other than you don't want the player to go there, make up something to stop them instead.
- Place controllinator randomly on a vehicle, lieke in the car's cielling or trunk, for no reason.
- Place power ups for the sake of placing them you don't NEED them to make a good level, so if they don't fit in, don't use them.

PSN: Yarudark.
(Asuming you're giving credit to the ones who's tips help/ make it to the level. )
2011-01-26 02:18:00

Author:
Silverleon
Posts: 6707


You created that level? I thought you did a superb job.
I would say..
Do beta test it with your friends for bugs.
Don't put too many speech bubbles in a level. They can get annoying real fast.
2011-01-26 03:13:00

Author:
Unknown User


Do:
-Put a description for your level. Why am I playing this? Is there any kind of story?
-Try to use proper spelling. It's painful to read broken text speak; I'm not talking about having to write perfectly (we all make mistakes, and some people aren't native English speakers), but a little effort goes a long way. If you can't take the time to type the few extra letters, why should I play your level?
-Giving characters personality through speech can go a long way. For instance, a pirate that sounds pirate-y, instead of using txt spk (like above) or simply acting as a wooden information post, can help with immersion.

That's all I can think of off hand... I also really like Silverleon's above "Do's" that read more like a tips and tricks section; ideas on how to use the properties of the materials and the new tools in ways that people may not have thought about.
2011-01-26 04:38:00

Author:
Flatbread
Posts: 13


Dont make a custom level badge that is too zoomed out to see and has nothing to do with the level.2011-01-26 05:33:00

Author:
ICBklyn
Posts: 36


Spell "alot" correctly.
... (http://3.bp.blogspot.com/_D_Z-D2tzi14/S8TTPQCPA6I/AAAAAAAACwA/ZHZH-Bi8OmI/s1600/ALOT2.png)
2011-01-26 05:36:00

Author:
midnight_heist
Posts: 2513


dont beg for hearts and 5 stars at the end of your level2011-01-26 06:07:00

Author:
gigglecrab
Posts: 232


Don't:
Make Bomb/Shark/Zombie survivals.


Ok but really:
Don't leave your Sackbots style set to Sackbot when you have a costume on them. It takes 2 seconds do go in and change it to sackboy. There are too many Sackboy Sackbots that make Sackbot sounds, it breaks from whatever vibe you are trying to make in your level.

Do:
Put an anti-gravity object tweaker in your sackbot when you make flying logic, and set the dampening to around 40-50%, also make sure you plug it in to the button that activates your flying, you don't fall out of the sky when you arent moving..
In the beta I didn't see a single level that added in the Anti-grav, so whenever you stop touching the stick to move around, you would just fall.
2011-01-26 09:18:00

Author:
Bremnen
Posts: 1800


Don't:
Let the player wear a creatinator that shoots explosives and, at the same time, let the whole level be destructible.
Use bad grammar and ask for 'harts'.
Make levels unfinishable...
Use boucepads, but don't stick them down.
2011-01-26 10:25:00

Author:
The Last Stop
Posts: 240


thanks all for the sugestions! what do you guys think of an ongoing LittleBig pod cast style level like every month new ideas or just make sequels randomly and check alot of ideas into one?2011-01-26 11:25:00

Author:
malteseassassin
Posts: 66


I added comments to your level last evening, but here is one very big Dont:

Dont use obnoxious or bad camera angles that obstruct your view or your path.

Do -

Do use camera angles creatively to show or highlight a particularly hazardous or difficult segment.

When creating your own enemies, do give clues or make it obvious how to get past or kill the enemy. It can be challenging or difficult to get past them or kill them, but give a clue as to what the user is supposed to do. I couldn't get past some of the enemies in your do & dont level because I had no clue what it was I was supposed to do.
2011-01-26 16:49:00

Author:
wizaerd
Posts: 159


I'd say one that I see in quite a few survival levels. When you make a level, don't tell the player how to play the game straight away. Let them have the option whether or not they'd like to learn. I say this, because some levels have tutorials that are very lengthy, which is fine if you don't know how to play. But if this is the second or third time you're playing, it's a little irratating.2011-01-27 00:45:00

Author:
standby250
Posts: 1113


these are some wicked sugestions! I will keep working on my level soon well after i fix the worst glith ever in lbp. my file all of a sudden dissapered and i lost ALLLL my stuff except my level progress and i need to sit throught tutorials. i will take screens shortly and up load them if people are interested.2011-01-27 17:24:00

Author:
malteseassassin
Posts: 66


Dont publish a level and say you will make it copyable after you receive 100 player hearts2011-01-27 17:33:00

Author:
EinRobot
Posts: 739


Do:
Test your level thoroughly before publishing and have an outsider take a look at it first for an unbiased opinion. Also, spellcheck.
2011-01-27 18:02:00

Author:
Antikris
Posts: 1340


Do:

If you are making a game that has long cut-scenes or introductions put in a way to skip it so if a player or players want to play the level more than once they are not stuck waiting around for a minute watching a scene that was dramatic the first time but just annoying the next five times.

The logic is easy enough that you can make a key combination, like L1 + R1, to skip the movie/non-interactive scene/introduction. Then put some stickers or note to tell the player about the right buttons to push and let them decide if they want to watch it or not.
2011-01-27 18:35:00

Author:
Trindall
Posts: 297


i fail at spelling sometimes if any grammer cops out there are will when im done that would be great!2011-01-27 22:47:00

Author:
malteseassassin
Posts: 66


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