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#1
Thats it. I am DONE.
Archive: 26 posts
Geez. My levels stink. I get only like 3 plays, 2 of the play are negative reviews. I only have one level working out for me, and that ONLY has 8 plays, but 5 Yays! I made a level yesterday, called Pain In The Ice, but after I played it, It wasn't good and too short. Thats another problem. My levels are always too SHORT. Seriously, I want to make one of those big levels where you go into a plane and shoot down turrets that takes like 20 minutes to finish, but my levels only take 3 minutes to finish. And lastly, and most important, I can't use logic. I just cant memorize all the logic buttons or what they do, and when I do find out what they do, They end up NEVER working. So basically I make a 3 minute, 3 play, short, no logic, bad level. Man, If only their was a logic tutorial (Not the one in the game!)! So yea. I'm pretty much gonna not make levels until I find a good, strong, tutorial on how to use logic. If I learn that, Im hoping to make a level where you are on something thats shoots (Haven't decided) and you are trying to shoot down something else for points(Haven't decided, and I don't know how to make points appear :O) Im a noob. | 2011-02-24 15:19:00 Author: DominationMags Posts: 1840 |
OK - Well first off... don't give up. My first few levels were pretty bad. Morgana25 keeps her first one published to remind her of how far she's come since then. Second, logic takes a while to get used to and understand - I keep a workshop level on my moon just for experimenting with such things and trying to figure it all out. There's also these (and other) forums, where you can ask specific questions if you get stuck. And last, but certainly not least... you made a level yesterday??? If you actually mean that you made a level in one day, and expected it to be of any quality, then you need to take a step back and rethink your development process. Most of us take weeks (and even months) to publish one good quality level. Rome was not built in a day, my friend. So take a deep breath, realize that it's a growth experience (you will get better as you go), and have some patience. But most of all... try to have fun. It's a game, man! | 2011-02-24 15:29:00 Author: v0rtex Posts: 1878 |
OK - Well first off... don't give up. My first few levels were pretty bad. Morgana25 keeps her first one published to remind her of how far she's come since then. Second, logic takes a while to get used to and understand - I keep a workshop level on my moon just for experimenting with such things and trying to figure it all out. There's also these (and other) forums, where you can ask specific questions if you get stuck. And last, but certainly not least... you made a level yesterday??? If you actually mean that you made a level in one day, and expected it to be of any quality, then you need to take a step back and rethink your development process. Most of us take weeks (and even months) to publish one good quality level. Rome was not built in a day, my friend. So take a deep breath, realize that it's a growth experience (you will get better as you go), and have some patience. But most of all... try to have fun. It's a game, man! I have Lots of fun! And yea, your probably right about the level in one day thing. I was just excited to see how it would do. I want to make a good level, but I need to learn how to use logic. Other than that, I just need to take my time. | 2011-02-24 15:38:00 Author: DominationMags Posts: 1840 |
If you want people to play your levels you can advertise them on this website! (OMGSOCOOL) I do understand where your coming from though because when I first started I couldn't make anything. Just keep creatin' and don't be afraid to ask people for help. I'd be glad to help you later today if you want and I'm sure many other people would be ecstatic as well. | 2011-02-24 15:39:00 Author: Captain Posts: 92 |
Vortex hit it right on the head. If you want a laugh, and experience utter frustration, play my first level (Little Myst Planet - from LBP1). And last, but certainly not least... you made a level yesterday??? If you actually mean that you made a level in one day, and expected it to be of any quality, then you need to take a step back and rethink your development process. Most of us take weeks (and even months) to publish one good quality level. Rome was not built in a day, my friend. I consider myself a 'decent creator who is still learning and evolving', and I now expect my levels to take at least a few months each. So yeah, it's all about patience and being willing to learn and grow along the way. Don't give up! Figure out exactly what you would like to create and go for it, no matter how long it takes. | 2011-02-24 15:45:00 Author: Powershifter Posts: 668 |
Man thats the saddest post i've ever read! Keep your chin up mate, I agree with everything V0RTEX said, It takes me atleast a month, MINIMUM!!, to get a level done. remember its not a sprint. I find some of the logic hard to get my head around too so your not the only one. I have a note book that i use to help me design levels, I find it very helpfull to jot down ideas, drawings etc, so when it comes time to start a level i already have 90% of it mapped out, rather than just starting out with a blank canvas. Can't help you with the amount of plays though, 95% of all creators are in the same boat!! | 2011-02-24 15:51:00 Author: thespacemonkey187 Posts: 318 |
As others have said, it is just to have fun. I can understand you being excited to publish, but refrain from that as you will just end up with lots of bad news and a bit frustrated. Whatever you create keep asking.. "Is this fun?" If you enjoy it, then you are on to something.. but you also can't just have one small nifty platforming bit and think "I am done!" lol Creation takes quite awhile to get the knack of. I know many creators that have taken quite awhile to find their niche in what they do best. Even longer to improve at it! Quite a few of the really awesome creators you might have enjoyed have been at it for a few years! So take your time and just have fun. Maybe open an Ideas and Projects thread once you have a concept you are wanting to pursue. There you might be able to get some great ideas as well as get some feedback on what you have and the eternal question, "now what?". lol Another thought is go ahead and play through the LBPC Logic Packs. Even though they were done with old style LBP1 logic, the concepts (AND, OR gates etc..) are still relavent and are now cool components. ..it just takes a long long time. Just meet some friends, maybe they can show you a trick or two. Build small things and play with them.. if you find something fun. TA DA.. you might have a bit game play to stick in a level. ...and as always, if you have any questions. Just ask!! | 2011-02-24 16:02:00 Author: jwwphotos Posts: 11383 |
As has been said - "Rome wasn't created in a day" - and neither were any of those amazing levels you see out there. Some of my levels have taken 5-6 months. Even my latest, Jumper (which will be released next week) - which has fairly simple premise, took around 2 months. Except nothing less than perfection for your level. Don't settle for "good enough" - cause it will show. Ask questions. I've been creating for a while now - and I am still smart enough to know that I don't know everything. Logic is one of my weak poins - so, I ask for help. Here, and from friends I've made on PSN. Take your time - draw out your ideas - and don't stop until it looks how you envisioned it. Good luck, buddy. | 2011-02-24 16:09:00 Author: CYMBOL Posts: 1230 |
Don't get discouraged. Entertainment is just more difficult to produce than you might think. Start with a creative idea and ask yourself, "Is this a fun thing to do in LBP?" If it's not fun, is it at least entertaining on some level? (For example, I recently watched a cinematic level that was a tribute to an Evanescence music video: No gameplay, not "fun" but still entertaining.) Right now, I'm working on a film tribute to a psychological thriller. The movie itself is really thought-provoking and tragic (as in the opposite of LBP), but it's a great film and I'm making it work in LBP. I have lots of cutscenes with cheeky dialogue. I'm using clue stickers as a way of assembling evidence. I'm using jump-pads to insert some player mobility into an otherwise guided experience. I've struggled for hours to simply conceive a few "this is fun to do in LBP" gameplay ideas that fit into this dismal world I'm trying to create. Implementing these ideas in create mode has taken many many more hours. I'm probably around 75 hours in the design process and I'm still not ready to publish, just because there are still some complicated kinks that I'm trying to iron out. Being a good creator is not something that happens instantly. You have to struggle to learn how things work. More specifically, I think the biggest struggle is the understanding of the difference between two things: how you initially think things work and how they actually work. Years ago in LBP1, I struggled with wobble bolts and pistons and glue. Today I struggle with holograms and controlinators and sackbots. All good levels are made by people who have spent countless hours coming to understand what's fun in LBP and how to implement those ideas well, ideas such as: fun platforming visually pleasing environments cutscenes vehicles stickers power-ups scoring opportunities prizes humor and last but not least, genuine creativity You can succeed in these things if you put your mind to it. What you can't do is create a beautiful, fun, and successful level without days or weeks or months worth of learning and effort. Keep trying to make the things you want to make. If you can't get them to work correctly, ask questions and do research, but always keep the question "Is this fun?" at the heart of your development process. You can make great levels if you are willing to commit the time. | 2011-02-24 17:35:00 Author: discokrakken Posts: 108 |
Hope you're feeling a lil more hopeful after the above posts. I happen to have played all your levels. (I wasn't a booer) I checked em out while replying to one of your posts in another thread. It really is a matter of putting the time in I've spent many many hours and still haven't got around to publishing anything worth playing. I have a lvl where I was playtesting the teleporters I built for a LBP1 level. The lvl never got finished but the teleporters are still there. I have about 6 have unfinished lvls on my moon and I still spend most of my time in my workshop just building things. Point is, I wouldn't give up if I were you. You have some good ideas, you'll just have to put the time in to the production. The Gnome Rescue could be real winner with a bit of work. The hamster tube race too. I'm not a logic expert, but i can build almost anything when I put my mind to it. If you ever need a hand let me know and I'd be happy to help you out if i can. | 2011-02-24 18:40:00 Author: Chicago51 Posts: 258 |
Practice makes perfect. If you stick with it, your patience and resolve will eventually pay off. | 2011-02-24 18:51:00 Author: Wayward Posts: 120 |
I think everyone else has pretty much said it. There is a very good logic blog thingy on here http://www.lbpcentral.com/forums/blog.php?4150&blogcategoryid=61 It takes a while to get your head around, and once you think you have, you still go back to it because you really haven't. I've also found this site to be very good for explaining some of the concepts I've needed. http://www.play-hookey.com/digital/ Also, as others have said, it takes forever to make a good level, but even that doesn't guarantee plays. They just happen or they don't. I have yet to get over 100 plays on anything I have made. That's ok because I made them for me anyway. My moon is littered with test levels that my have one or two little gadgets in there that I thought might be neat to have at some point or other. If you're having fun with it keep having fun with it. If you want to make levels in a day that you think are fun, keep doing that too. Every time you make anything at all, you get better at it. As long as you are creating and having fun, you will keep doing it. If it becomes a chore to you that you are doing just to accomplish a goal, then you may lose interest. One other thing to try before you go into create mode with the next big idea; start writing down your ideas first. I don't mean to write down "plane shooter level", write it down like you are describing it to someone who has never even heard of LBP. With a clear picture of what you want to do, you can more easily start forming the level and expanding on it. | 2011-02-24 19:20:00 Author: tdarb Posts: 689 |
Hope you're feeling a lil more hopeful after the above posts. I happen to have played all your levels. (I wasn't a booer) I checked em out while replying to one of your posts in another thread. It really is a matter of putting the time in I've spent many many hours and still haven't got around to publishing anything worth playing. I have a lvl where I was playtesting the teleporters I built for a LBP1 level. The lvl never got finished but the teleporters are still there. I have about 6 have unfinished lvls on my moon and I still spend most of my time in my workshop just building things. Point is, I wouldn't give up if I were you. You have some good ideas, you'll just have to put the time in to the production. The Gnome Rescue could be real winner with a bit of work. The hamster tube race too. I'm not a logic expert, but i can build almost anything when I put my mind to it. If you ever need a hand let me know and I'd be happy to help you out if i can. Yea, I thought the gnome rescue would be a good one . The Hampster Tube race seems to be working out, but people need to notice it more. But thanks, I saw your review on the ice cave level. Thanks all for helping me out . Im about to start a new level where you travel through your computer microchip . And this one, I will take my time on for sure! Thanks once again for the support! | 2011-02-24 22:50:00 Author: DominationMags Posts: 1840 |
don't give up...keep at it. I but weeks of work in a lvl for lbp 1 and when it got no plays I stopped playing. From that time till now, ( I play lbp2 everyday) you know what I could of learned. I'm determined to create a good lvl.....when i get discourage, cause i have a hard time with the logics I go and play some of the great lvls out their for inspiration. I actually spend more time experimenting than i do creating, which i find just as fun. I'm babbling sorry just keep at it, if you need any help i'm willing to help anyway I can, I'm a noob too. | 2011-02-25 11:52:00 Author: Flaming-Wreckage Posts: 54 |
My first few levels were pretty bad. Shut up bro, your levels were always awesome. | 2011-02-26 05:45:00 Author: Madafaku Posts: 738 |
Dudes its a game just enjoy it and don't regret on your imagination your imagination is everything. Just keep on building and you will become better within time think of something very outside the box. Also you don't have to make levels everyone else enjoy you just gotta make sure you enjoy it. Stop getting frustrated all the time at the game and just enjoy it. Also you think i care that half my levels don't got a play or everyone hate it? No i know i enjoy it and that is all that matter and no worries if i might not ever get a crown. ITS JUST A GAME! I can spend time having with the game then hopeing i will become the very best. So just enjoy the game for what it is and not what it should be. | 2011-02-26 19:11:00 Author: tuyyui Posts: 175 |
Ah man, I'll make my very first level playable in LBP2 so you can see where I started from. Don't get me wrong, I still really enjoyed making it, but, my-gawd, its awful. | 2011-02-26 20:00:00 Author: SSTAGG1 Posts: 1136 |
It took me a year of practising to bring out something good enough to publish (high standards D: ), keep at it and just enjoy it. | 2011-02-26 20:51:00 Author: Radishlord Posts: 706 |
Well it is best to take creating levels slowly Think of a level idea carefully and develop it gradually, take your time and have patients. The logic is had at first if you haven't used it in real life, but I did find a 20 minute video on advanced logic, it's call LittleBigPlanet 2: Advanced logic tutorial, trust me you dont want to know how complex logic can get in maths and electronics! | 2011-02-26 22:05:00 Author: PerfectlyDarkTails Posts: 269 |
I played some of your levels, and I think you have some good energy waiting to find its niche in the LBP world! The issue I had with them was gameplay, either too little or too messy. I played the Gnomes level and didn't see a single gnome! I got very confused by the different paths, I don't really understand what you were trying to do. However, you're clearly in your learning stages and I think such levels are a completely natural process for anyone; you're having fun with things, which is great! To get more positive ratings though, you need to start thinking about how to make the -player- have fun. For example, clearly you had fun making the hamster level, but from a players point of view it's just dropping through a lot of pipes until reaching the scoreboard - it's a very 1-dimensional experience. Try this for a challenge: Make a level where a player has lots of chances to get bubbles, especially bubble chains, but make them work for those chains! One thing lots of people enjoy is trying to get a high score, and if your level is cunning enough in its layout and bubble placement this can be an enjoyable thing to do. So: Multiple options, secrets, chains, movement, excitement! Make a player feel good and skillful for getting bubble points The idea here is that 100 people should be able to play your level and each get very different scores, but none of them should get the highest possible score until they've played your level over and over. For example, I just played a level about 6 times to try and get a decent score. The level didn't look great, and was very rough around the edges, but it had fun music and good gameplay (the level is 'Heist!' by Alcnaeon (http://lbp.me/v/w0pbnr)). I don't think I got the maximum possible score, but I did reach #1, and that felt good. tl;dr: You have some nice ideas and a desire to make nice environments, but to get people to enjoy your levels at this stage you need to improve your game-play making skills. | 2011-02-26 22:38:00 Author: merkaba48 Posts: 79 |
I've tried everything and I mean EVERYTHING to try and kickstart my brain into accepting and absorbing logic. I adored the first LBP, adored fiddling around with the tools and really wanted to understand the process of creating the amazing stuff I saw every day online. I watched videos, played tutorials, spent hours reading about electronics. Allsorts to make it stick. But it just didn't want to go in no matter how hard I tried. The biggest single reason for this was because I didn't understand (or accept) my limitations. The best thing I did into understanding how things worked was to take a simple but most importanly FUN concept and see if I could make something people would play. The reason being, if I limited what I was trying to do I would find it easier maintain some sort of focus. This was also how I finally managed to make some of the things I was trying to comprehend stick. Don't get me wrong, I'm still very much in the early stages, but, the more I create that works, the more my knowledge of the tools increases.... For now, though, those large scale, grandiose epics and fantastical contraptions and bosses are false idols to me and you. We need to take baby steps first, at least until were comfortable, and then once our brains have caught up with our imagination, maybe we join the party! Don't give up..... | 2011-02-26 23:37:00 Author: FourteenInchGaz Posts: 110 |
I played some of your levels, and I think you have some good energy waiting to find its niche in the LBP world! The issue I had with them was gameplay, either too little or too messy. I played the Gnomes level and didn't see a single gnome! I got very confused by the different paths, I don't really understand what you were trying to do. However, you're clearly in your learning stages and I think such levels are a completely natural process for anyone; you're having fun with things, which is great! To get more positive ratings though, you need to start thinking about how to make the -player- have fun. For example, clearly you had fun making the hamster level, but from a players point of view it's just dropping through a lot of pipes until reaching the scoreboard - it's a very 1-dimensional experience. Try this for a challenge: Make a level where a player has lots of chances to get bubbles, especially bubble chains, but make them work for those chains! One thing lots of people enjoy is trying to get a high score, and if your level is cunning enough in its layout and bubble placement this can be an enjoyable thing to do. So: Multiple options, secrets, chains, movement, excitement! Make a player feel good and skillful for getting bubble points The idea here is that 100 people should be able to play your level and each get very different scores, but none of them should get the highest possible score until they've played your level over and over. For example, I just played a level about 6 times to try and get a decent score. The level didn't look great, and was very rough around the edges, but it had fun music and good gameplay (the level is 'Heist!' by Alcnaeon (http://lbp.me/v/w0pbnr)). I don't think I got the maximum possible score, but I did reach #1, and that felt good. tl;dr: You have some nice ideas and a desire to make nice environments, but to get people to enjoy your levels at this stage you need to improve your game-play making skills. I know lol, their were no gnomes in that level, its because right b4 i saved the level all the gnomes died in the fire 0_O. The Hampster Tube World one is actually working out for me, it has lots of Yays! Thanks for your support, I am making a new level (3rd day into making it) where you travel through a computer microchip. Lots of obstacles, Including moving platforms, grappling hook through electricity, control anti-gravity sackbots, and more! Its almost done, just a few more things like the last room and the anti-gravity sackbot part. It is turning out well! I wasnt going to put score bubbles in, but it can't hurt, can it? So thats my new level, and the gnome level I'm thinking about updating because of all the bugs. No gnomes, they can't advance through obstacles as they go, etc. Once again thanks for the support, Ill tell the forum when my level is done . | 2011-02-27 01:03:00 Author: DominationMags Posts: 1840 |
About the gnome level. You can make the gnomes advance through the obstacles. Just think about the negativatron levels where the sackbots follow you through out the level. The gnome level could work something like that. | 2011-02-27 01:10:00 Author: Chicago51 Posts: 258 |
Don't give up! That's the important thing. Well, actually, the important thing is to have fun, but not giving up is a close second The thing you need to remember is that everyone starts somewhere, even the best creators. The negative reviews that are given shouldn't get you down. Just use them as reasons to put even more effort into your next level/project! And, if it's logic you're having problems with - ask us! There's plenty of people on LBPC all the time that will be willing to help, so just ask what you want and I'm sure you'll get an answer in no time | 2011-02-27 01:55:00 Author: alexbull_uk Posts: 1287 |
Definitely put score bubbles in if your level can support them! Score bubbles are an often overlooked aspect of LBP levels, but with good application of them they can really boost the 'fun' of a level. | 2011-02-27 03:11:00 Author: merkaba48 Posts: 79 |
matey, I'm still learining logic, i play with them in create. if i want lesson on logics, i go up rtm's logic blog and read his article, and if i don't understand, i ask. even i don't get an analog logic, i ask. btw, if creating a level boring you, just stick music on, keep you going ^_^ | 2011-02-27 03:33:00 Author: ShiftyDog Posts: 293 |
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