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Creation Tips: Weekly Update
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https://lh4.googleusercontent.com/_8UhnphLUrd0/TV1XjeyV81I/AAAAAAAAACc/Forrv4I_UTk/A%20Photo_4.jpg Creation Tips: Weekly Update By Bang126 Hey and welcome to my Creating tips Tutorial Thread. I started it months ago for LBP1 but stopped......and now it's BACK It will be updated at least once a week. It has two sections, General Creation Tutorials and Specific Tutorials. So, lets get cracking.... Woaaah, this is mainly a tutorial for novice creators...but feel free to have look around!! General Creation Tutorials: Tutorial 1: The Grid Wow, this is probably your most important tool, it can make it easier to make aligned shapes. But yet many people don't use it and therefore there levels look un-professional and shabby. Step 1: - Go into a level on your Moon Step 2: - Press Start Step 3: - Either select Small, Medium or Large Grid. I suggest picking medium grid. But here are some uses: Small Grid: Fine detail Medium Grid: Making basic shapes Big Grid: Making massive shapes that are very straight Step 4: - Make your shape, if your just starting your level make sure the base is off the ground and made using the grid, this makes it easier to carry on from. EXTRA TIP: As your not likely to be making a level in a single bulk, here's an extra useful tip. When you stop creating your level for any amount of time ( 1 hour +) make sure you finish it aligned with the grid..that way it's easy to pick up from at a later date. Or if you are at a friends Moon, you can make a bit of your level (aligned to the grid) capture it and then put it in your level like a jigsaw piece ----------------------------------------------------------------------------------------------------------------------------------------- Specific Tutorials: Tutorial 1: Holographic animation This is useful for making things such as arrows pointing, or a sort of GIF image thing. Theres two ways, here's the most basic... Step 1: Place a microchip any where near to the thing you want to be animated. It really has no affect on the animation, but the nearer the less time moving wires there will be. Step 2: Get the following, a timer, selector(with as many outputs as there is pieces of holographic material) and whatever you want to be animated. As you can see here, i'm animating these 3 arrows... https://lh3.googleusercontent.com/_8UhnphLUrd0/TVVlbO9FHhI/AAAAAAAAABk/jVcTwT2rH2k/A%20Photo_3.jpg Step 3: Then connect the outputs of the selector to each piece of hologram. Next connect the timers output to the cycle input of the selector and the it's own reset input. Like this... https://lh5.googleusercontent.com/_8UhnphLUrd0/TVVlbDQbOUI/AAAAAAAAABo/rnGUytlc_zQ/A%20Photo_4.jpg Step 4: Now all you need to do is edit the timer to select how long each one stays on for. I pick 0.5 for this set up, but it can change depending on the type of animation. Tutorial 2: Remote-Controlled Sackboy Ever seen those cool sackbots that can do tricks like fire things and punch etc...? Well in this tutorial I'll teach you how they manage to remote control the sackbot. There is another way that involves movie cameras but i feel there not as good as this method. Step 1: Get out a Sackbot and one small square of hologram material (Turn it's brightness to 0%, this makes it invisible in play mode)... https://lh6.googleusercontent.com/_8UhnphLUrd0/TVZKFVCGaDI/AAAAAAAAACI/VoGDPcCt9LU/A%20Photo_8.jpg Step 2: Place a Controlinator on the hologram(Set this one to 'Visible in Play Mode:No" AND the Sackbot's circuit board. Set the one on the Hologram to a "Transmitter" and the one on the sackbot to a "Receiver". Make sure they are both the same colour. https://lh4.googleusercontent.com/_8UhnphLUrd0/TVZKFmVjOSI/AAAAAAAAACM/7Xy6BLQnzfY/A%20Photo_9.jpg Step 3: Great we now have a working Sackbot remote, but the camera won't follow the sackboy because it can't tell that we want to be the sackbot!! (<Confused?) So let's make sack boy follow the sackbot instead, that way we don't need to use annoying game cameras! Place a "Follower" on the holograms, Controlinator circuit board. https://lh4.googleusercontent.com/_8UhnphLUrd0/TVZKErQvA9I/AAAAAAAAACA/0qvo4OQpQn4/s128/A%20Photo_6.jpg And set it to these settings: - Maximum Speed: 100 - Allow in out movement: Yes - Minimum Detection: 0 - Maximum Detection: 150+ (Up to you) - Acceleration: 100% - Follow Tag Instead: Yes - Tag: Blue - Label: Follow (optional, just makes sure there's no interference) Step 4: Then place a tag on the sackbot's circuit board... - Tag: Blue - Label: Follow Now that should, hopefully work!! But it doesn't just work for a sackbot, oh no, you can add the Controlinator-Remote thing to any device. https://lh6.googleusercontent.com/_8UhnphLUrd0/TVZKEwBYZhI/AAAAAAAAACE/RUBy2tehKLY/A%20Photo_7.jpg Tutorial 3: Top Down Cars Many people cover this and a there very useful but here's a really, really, really simple one. It can be used on any object, not just a car. Step 1: Create the basic car shape, and place down a Controlinator. Test it out to make sure that sackboy is facing the right way when sat in the Controlinator. (If not rotate the Controlinator, not the car) https://lh5.googleusercontent.com/_8UhnphLUrd0/TV1XjrI5JuI/AAAAAAAAACk/1xFzMNCg72Y/A%20Photo_14.jpg (Looking back at this, this car looks nothing like a car ) Step 2: Open up the Controlinator and add a Anti Gravity Tweaker )Don't Adjust), an Advanced Rotator(Speed 100%/Accelerate: 100%/Decelerate: 100% and 2 microchips named Accelerate and Decelerate (Sound Effects Optional) Picture Soon Step 3: Place two basic movers, one on each microchip. Edit them to these settings: Accelerate: - Left/Right Speed: 0 - Up/Down Speed: 10 - Accelerate: 100% - Decelerate: 100% Decelerate: - Left/Right Speed: 0 - Up/Down Speed: -5 - Accelerate: 100% - Decelerate: 100% Step 4: Connect the Left-a n a louge stick to the advanced rotator. Then two buttons to the Basic movers (I suggest R2 and L2 or X and Square. But as long as there different, it doesn't matter. Also rename your chosen buttons (Accelerate and Decelerate) by pressing square over them. Step 5: Tweak the settings to suit your needs. Tutorial 4: Getting a level to recognize the amount of players! This is particually useful for Mini Games. It can be used ti divert players to a level depending on the amount of players, for example in my level Barrel Shootin', if there is one player, it sends them to the normal co-op level, where it's there score that is counted not how well they do against there friend, similarly, if there is more than one player, it sends them to a Versus level, so they can fight it out and have fun! But this tutorial is just for recognizing the Number of players. Step One: Get four player sensors, and place them on a Microchip. Edit it there range, if it's for a whole level, i suggest setting there range to Maximum. http://i8.lbp.me/img/fs/e38d09ff3fbcdc6bf062463f8cf492e2759b2840.jpg Step 2: Leave the first one, then on the second set the number of players required to 2, and so on for the 3rd and 4th. Step 3: If you want only one to be on at a time, wire them up to a selector. But if, you are using it to turn on lights like my example below, where you want each number to be activated up to the amount of players noticed, just wire them up like normal. Another use for this, can be if you're level uses machines, like the Bumblebee level in the story, you can have four emitters, with the four sensors, for every player, a new machine will be emitted. http://i8.lbp.me/img/fs/ab8e501a14062250517435a407d1b2f568d75d83.jpg http://id.lbp.me/img/fs/d2defe959c2892cb72c00c129be0ba28afb187e7.jpg http://i0.lbp.me/img/fs/780e7b8aa5184cdbde616adcd78179d85414a39a.jpg http://i5.lbp.me/img/fs/e759050a080112259a75c2053378e372bc805a8c.jpg Tutorial 5: Making a film, from the ground up] So, this may be a bit late now, but oh well, there are still some people out there that don't know how or go about it a different way. Step 1: Pull out a microchip, and place it down anywhere you like, preferably down near the scene you are creating. Place any kind of pre-activated switch (Inverted tag sensor, a full counter etc..). With this it starts as soon as the level is loaded, and prevents players spawning in. Then pull out a Sequencer and a global lighting tweaker. place them next to your switch and hook them both up. Leave the Sequencer Settings how they originally are, and edit the lighting tweaker to completely Black, with 100% fogginess (Set the time taken to activate to 0.00s). This makes the level begin from black, thus, like a real film. PICTURES SOON Note: If it's just a mid-level cutscene, leave out the lighting tweaker, and swap out the switch for whatever you want to use.. Step 2: Now get out another lighting tweaker, set to whatever you need for the level, place it on your sequencer. You can increase the duration of things on the sequencer by using the right stick. REMEMBER, 1 STRIPE=1 Second I suggest making it 2 stripes from the beginning and 2 stripes wide. Now onto adding the cameras, its important that every stripe of sequencer is covered by a camera, otherwise your film will cut out, even if you are not actually seeing anything, it's important to have a camera activated. Place it down like the lighting tweaker, now play around with the settings. PICTURE SOON Step 3: Great, our film is beginning to take shape, place another camera underneath, with an overlap, however many stripes they overlap for, is how long the transition between the two cameras take, now, LBP2 movie cameras come with a variety transitions, Cut/Hard Pan/Soft Pan, the second camera is the one that changes the transition type. Let me clear that up a bit: - 1st Camera > Second Camera: Change transition effect on Second Camera - 2nd Camera > 3rd Camera: Change transition effect on 3rd Camera and so on... Now you know the basics, but here are some pointers: - If making a film with more than one 'scene', end each scene fading to black, so that it doesn't just jump between. - If wanting to activate something during a film, connect whatever you wish to activate to a tag sensor, then place a tag on the sequencer, that is lengthened to for the duration you want it on. - Using a Sequencer is a lot easier to time than not using it. It means you can add sound fx at just the right moment. - For Sackbots, record there behavior in small sections, so it's easier to change later.. That's the latest tutorial, check back every weekend for more. Bye! Got a suggestion for a tutorial? PM me or just leave a comment | 2011-02-11 16:44:00 Author: Bang126 Posts: 157 |
Nice tutorials Bang! I have a similar way to do the holographic where you link them to a sequencer and batteries to the holograms. Nice to help though :blush: If you need some videos for more advanced stuff hook me up | 2011-02-11 23:07:00 Author: AssassinatorRFC Posts: 715 |
Yeah, the sequencer way is the second way I mentioned. I just thought this is a bit easier to understand for beginners....and if I ever do something that you've covered, ill put in the video | 2011-02-12 08:17:00 Author: Bang126 Posts: 157 |
NEW TUTORIAL ADDED: Remote Controlled Sackbot | 2011-02-12 08:56:00 Author: Bang126 Posts: 157 |
Where do we get the follower?? | 2011-02-12 21:50:00 Author: Unknown User |
Where do we get the follower?? It's in the movers section of the tools bag. Great tutorials! I don't really need them, as I know how, but they were a nice read and will surely help others. | 2011-02-12 22:27:00 Author: tomodon246 Posts: 624 |
Thanks for telling him. Remember guys, if you want to know how something is done, PM Me | 2011-02-13 08:56:00 Author: Bang126 Posts: 157 |
Thanks, Just tried the animation tip, worked a treat will try sackbot now | 2011-02-13 21:08:00 Author: stuk71 Posts: 86 |
Good glad you liked it. Top-Down Car tutorial NOW ADDED | 2011-02-17 17:41:00 Author: Bang126 Posts: 157 |
Sorry for asking such a silly question. For some reason I thought it was with the logic... Anyway, awesome tutorials. | 2011-02-18 08:37:00 Author: Unknown User |
Very nice tutorials, I'm using the same option with animations and sackbot, gotta check the car | 2011-02-18 11:53:00 Author: Unknown User |
Very nice, I'm sure it will help alot of people. Great and easy to read... But don't suppose you have a tutorial on how to get only P1 to enter the main DCS at the start of the level and have all the other playes enter dummy seats? For example, I have designed a menu for my project but at the minute it has to be 1PLAYER only... as if you try playing with more than 1 player the last player enters the main seat, this is because the last player always comes out first... So i'm very confused and the project has been delayed until further notice! Would love some help! Bye | 2011-02-18 14:01:00 Author: onaga666 Posts: 293 |
But don't suppose you have a tutorial on how to get only P1 to enter the main DCS at the start of the level and have all the other playes enter dummy seats? For example, I have designed a menu for my project but at the minute it has to be 1PLAYER only... as if you try playing with more than 1 player the last player enters the main seat, this is because the last player always comes out first... So i'm very confused and the project has been delayed until further notice! Would love some help! Bye I have done this, i always presumed that host would come in first...im not sure though. Sorry i couldnt be more of a help | 2011-02-18 18:33:00 Author: Bang126 Posts: 157 |
New Tutorial Added: Getting a level to recognize the amount of players | 2011-04-18 15:32:00 Author: Bang126 Posts: 157 |
Great idea with a weekly update, this should help the forums from getting too many new "Best Tips" threads...although I kind of like those, even if they are duplicate threads, as it gives newer players a constant source of information rather than having to dig through the search bin (granted, I'm not a new player, but I'm sure it helps those who are, and I still find tidbits in those every now and then, which I enjoy) Oh, and you're tutorials themselves are solid, to the point, and informative. I'm glad you decided to do one on how to control a sackbot with a DCS, as this is a rather vague ability of the game. | 2011-04-21 17:07:00 Author: EvilWuun Posts: 152 |
I'm glad to see they're back | 2011-04-21 17:48:00 Author: Chump Posts: 1712 |
Thank you very much for the positive feedback As for being updated weekly, at this moment in time, I am rather busy, and it's hard to think of tutorials that'll be relevant, so whether I can add each and every week is not certain | 2011-04-21 21:27:00 Author: Bang126 Posts: 157 |
If you want the first or only player to enter the main DCS its fairly simple, take the central signal (the one in the middle where the PSbutton should be) off the main DCS and NOT it to the eject of the next one. Repeat as such so that each seat is only open when the last is filled. There is no way as such to get the host into the first unless you ask them with instructions. Hope this helps, TBM | 2011-04-24 06:46:00 Author: Unknown User |
New tutorial added | 2011-07-26 17:19:00 Author: Bang126 Posts: 157 |
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