Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
#1
General advice
Archive: 7 posts
So, I'm totally new to creating, although I played through story mode on the first game with around 92% completion, and am about half-done with the story on LBP2. Just wondering about you veterans' more ?macro? advice on how to go about the creative process. What do you find works well for you, planning-wise? Do you put things down on paper first? Build the floor plan and then fine-tune details as you go? Completely wing it? Should I finish playing through LBP2?s story before I bother with the tutorials? What?s your strategy, and how do you keep with it until you?re done? | 2011-01-27 08:09:00 Author: JehuLove Posts: 5 |
well my ideas allways sprout from a single vision of a scene that just comes into my head,sometimes from dreams,and i build the level around that. if your running out of ideas make sure you take a break,or from my experience the level turns out looking rushed. you could look at films,books or teh internets for ideas,i.e if your making an icy level google antartica etc.i have no lbp2 levels atm but am currently working on one.i set my lbp levels so they can only be seen in lbp1 i would say at least complete story mode,gathering as many items (mainly materials) as you can before starting a level. | 2011-01-27 09:32:00 Author: gigglecrab Posts: 232 |
Gracias! I'll keep that in mind. | 2011-01-28 05:56:00 Author: JehuLove Posts: 5 |
first off don't judge yourself too hard. its hard to not see all of the AMAZING things that are out there. don't expect to make amazing stuff right off the bat. but don't get me wrong i am not saying don't dream big! with lbp2 anything is possible. when you publish your first level don't expect to get to community right away. (it wasn't until somewhere around my 34th level i publish that i got onto even the lower pages of community {you are saying wait how did you publish 34 levels!! ZMOG HAX! no, i make a lot of levels and i delete my bad ones}) but try to have your friends play it and rate it high to increase your chases! next, this is a big one... USE THE GRID!! it might be hard at first but trust me it makes things look WAY better in the long run! a plan? pft! who needs one! my greatest ideas come out of nowhere. if i have i plan i don't get as many new ideas. I'm not saying not to have an idea of what it will look like, but don't hesitate to change that idea. | 2011-01-28 06:37:00 Author: slidedrum Posts: 189 |
-----------------First------------------- Something I realized that may help people with the new logic system is saying the process out loud, especially for people that have no background in computing (like me!). I found that I would spend a long time planning how to create the logic for something in my head, and then suddenly realize that I forgot to add a component somewhere. Saying it out loud, eg: when this SENSES that, then it SELECTS another thing, and when the selector AND the X BUTTON are powered, then it does that. So you'd need a sensor, a selector, an AND gate, and the X Button from the controlinator. That's a fairly simple version of what I say out loud, but the concept it there. It helps me organize my logic, dunno if maybe it's just me. Also, it's faster, but less safe than drawing it. -------------Second---------------- Take breaks when something begins to frustrate you. I stayed up all night editing the logic that detects whether something already exists, and what type of thing it is that already exists. Depending on what is already there, you can modify it, but if there is nothing, you can create something. Ran into an issue when moving from one thing to another, and the logic didn't reset to detect the new thing. Then the upgrades didn't upgrade the new thing properly, etc, etc.. I got frustrated and couldn't determine what was causing the issues. I hap a nap, looked at the system for a minute, saw the problem, then fixed it. ----------Third------------ Just do it. I spent 10 minutes thinking about how to make a modifiable item, but couldn't think of where to start. I decided to just start with the basics by putting a MC down, then added the components I knew I needed, and eventually found out how to make it work. If I had never started, I never would've noticed that certain logic had uses I didn't realize while planning. Also, if you run into a problem while 'just doing it', then you can fix it on the fly, rather than having to recreate the entire logic system you planned out before. Since you have no real plan, the results are not very tidy, but when it works, it doesn't matter how it looks since it's going to be hidden anyway. | 2011-01-28 10:13:00 Author: SSTAGG1 Posts: 1136 |
Create what you love. It's easier to keep the momentum going. I do sketch some ideas/logic to help, but I find better results come by experimenting within the editor. Also playtest to death before release. Invite a friend/random to see if they can complete it. I have some level building tips in my level (in sig) that may help. Here (https://lbpcentral.lbp-hub.com/index.php?t=11840-Jackofcourse-s-Guide-to-Creating-UPDATED-18-9-09-Section-10-added.)'s a great guide to creating. | 2011-01-28 12:54:00 Author: midnight_heist Posts: 2513 |
Elements that stick out in your ideas for a level, qua complexity, effort or whetever, are worth to create separately in their own moon crater. Here you can tweak and test without having to worry about interference from the rest of your level. When you are happy with it, capture it and integrate it into your level. | 2011-01-28 13:27:00 Author: Antikris Posts: 1340 |
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