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#1

Boss Tips

Archive: 9 posts


ok so me and my cousin have made a pretty good and challenging level, and we are just getting to the ending but then there is one problem...i have no idea how to make bosses, no one needs to tell me everything, i just need to know basic tips(moving arms, legs, etc) please and thanks 2008-11-23 14:17:00

Author:
jjdragon
Posts: 257


You don't necessarily have to end a level with a "boss". The ending could be a hard run race, a vehicle ride, a final super complex gate mechanism opening - hopefully you get the idea. Think about films if you want an example. Not all films end with a fisticuff with the villian, sometimes it's working out a puzzle or seeing a journey to an end that can make the ending memorable.

I would just go through the story you are trying to present on the level, and then think what sort of ending would be best to finish with. Sometimes simple ideas can work just as well or even better than a boss with 50 moving parts that takes 15 tries to kill.

But some other thoughts related to your original post... have a think about some of the bosses that you see in the story mode. Some have multiple brains so it takes a few well timed jumps to finish them. Some you need to move something to somewhere, or reflect something to something else. Some you need to blow up with careful explosions.

Disolve material, explosives and creative uses of bolts and springs and so on can give the allusion of a boss without even having to use a brain at all.

I'd suggest being creative rather than complex, and working with the scenario you have been building up to get to the "boss point". If your level has tricky jumps, use some creative jumping to get a button that destroys the boss. If it has vehicles, consider racing or building a vehicle to blow it up.

Building the 50 part monster bosses is not my specialty, but hopefully writing an interesting story is. And I can always try and reverse engineer a cool idea I see, which to me is half the fun of LBP.
2008-11-24 12:21:00

Author:
Elbee23
Posts: 1280


hey thanks for replying and answering , i may have to take ur advice on making some puzzle at the end, but i'll try and make a boss 1st, but ur advice helped, thanks!2008-11-24 22:21:00

Author:
jjdragon
Posts: 257


Some things I learned when making my dragon:

When animating legs and other limbs, connect all different pieces with rope rather than bolts.

Find a picture of what you want to make on the internet or somewhere and base your monster off that.

Don't be afraid to draw inspiration from other levels.
2008-11-24 22:50:00

Author:
BassDeluxe
Posts: 984


Start by coming up with concepts. Don't feel like you're limited in what you can do, because you're not.

Once you've got a good idea, play around with the different materials and tools and see what you're working with. This can help you decide what to make your boss out of.

Rather than creating it directly in your level, create it in a blank level, so your focus is entirely on your boss. Just remember to make sure you know how much room you've got for it in your level.

Start by making separate body parts, because you'll most likely want it to move. Remember about the amount of planes, and how big you're making everything.

At first, don't try to overdo your boss. Start out simple, then when you've got it working and moving as you like, that's when it's time to really add the flash to it.

Do not make the boss extremely difficult. No one likes dying a lot, and if there is something that seems too difficult to beat, players become discouraged and will, more often then not, leave.
2008-11-24 23:04:00

Author:
Unknown User


I made an actual puzzle for the end of my level, although some people just stop there because they do not want to do it. So i have to make it less complex but i am kinda bored of LBP because all i am good at is helping people with concepts, not creating them

I am usually one of those people where what they picture is a lot better than what they can create, so my levels are kind like really bad, kind of dissapointing if you ask me, but hey atleast i tried. so i am just about giving up on creating because i know what i could create just can not do it, but sometimes i just can not think of what to create or do or anything.

so i am about to give up creating and just stick to the concepts and find something i am specifically good at, still do not know what it is yet

but i wish you luck

Cheers!
2008-11-25 04:51:00

Author:
RAINFIRE
Posts: 1101


I made an actual puzzle for the end of my level, although some people just stop there because they do not want to do it. So i have to make it less complex but i am kinda bored of LBP because all i am good at is helping people with concepts, not creating them

I am usually one of those people where what they picture is a lot better than what they can create, so my levels are kind like really bad, kind of dissapointing if you ask me, but hey atleast i tried. so i am just about giving up on creating because i know what i could create just can not do it, but sometimes i just can not think of what to create or do or anything.

so i am about to give up creating and just stick to the concepts and find something i am specifically good at, still do not know what it is yet

but i wish you luck

Cheers!

You could always use a team to create a level, either in real life or online. Just like a major film has a director, screen play writer, producer, costume designer, special effects people... sometimes it could help to be part of a team. One person can think of ideas, another can work out the rough physics of what that person is trying to do, and another can tidy it up and make it all look nice. Not all of us are directors, not all of us are special effects people.

I think going through and constructively giving advice to other people's levels is not a bad thing to do either. I enjoy bug hunting and thinking how to improve what I see in front of me. If the advice is worded well, then it can make the entire project a better thing as a whole.
2008-11-25 07:53:00

Author:
Elbee23
Posts: 1280


Like they said, you dont HAVE to have a boss at the end of a level.... but if you feel that it fits into the level, then definitely, by all means.

Now, also, it is true that you shouldnt make the boss too hard. UNLESS you're specifically making a level that is supposed to be quite hard, that is.... and there's more than a few levels of that type out there. BUT, you need to make sure that it's a "fair" sort of hard, not a "cheap" sort of hard where it's only difficult because of some screwball glitch or design flaw.

And when it comes to determining difficulty, you also need to keep in mind just how the game works. You dont need to throw a billion fireballs at the player in order to make a challenge.... I like to think more of the Megaman series, where a boss might really only throw rather small attacks at you, but the positioning and timing of them and things like that make the fights challenging, yet not unfair.


As long as you use good design ideas, there's all sorts of interesting bosses you could come up with.


The real difficulty though is actually MAKING the dang things. Lol.
2008-11-25 09:21:00

Author:
Bridget
Posts: 334


Immobile bosses are a good way to go. Not every boss has to chase you or stand on its legs and move about. Immobile bosses are ten times easier to make, and just as fun and interesting as moving ones.

The final boss in Mega Man X is a good example of an immobile boss (the very last fight in this video):
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2008-11-25 11:56:00

Author:
Linque
Posts: 607


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