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Special Effects

Archive: 5 posts


Effects in LBP are imporant for dedicated creators; so why not learn how to make them? I mean, I've seen fantastic levels that could be improved very easily. For example, I remember playing this one level that had exxelent gameply, but bad cutscenes. I remember that objects caught o fire at once; I will show you how to make it look a bit better.

---Visuals---

To start; Fire effects. Fire doesn't instantly spread, if it did, I don't think we'd be here... (

To fix this, make Hologram. "One of the most Usefull materials in Little Big Plant 2."
A sequncer would help too.

So, say you have a box, and it starts to burn at the bottom right corner. (Or it would in reality.) So, to make this look real, you should make hologram at the bottom right corner. Now, make another sheet of hologram larger than the next one, it will take up more volume than the first. And keep repeating untill the box (Or your object) Is covered in hologram. So, for the box, there shoudl be alot ore hologram at the bottom right corner and one should be at the top left. You should next place a 'Danger Tweaker' On each hologram. Now, with a sequencer, place a battery or Cuircuit node on the sequencer. You should place however many hologram peices you have, adding one because you'd need your object to turn on fire. The next step you can already guess, place each battery/node into the danger tweaker for each hologram peice on the box. Now, set your sequencer to play, and watch it burn!

I like to add sound effects to my levels, what about you? Here I'll teach you how to make Sound Effects feel real.

---Sound Effects---

Sound effects are fun. Especially with explosions. So, why not make them in your levels? Think outside the box. For example, use a Helicopter Engine for a Jetpack. A Space Alarm for Bombs that make your ears ring. I'll teach you how to get sound effects to sound good, and look good on timing.

-Sequencers-

Well, the easiest way to get sound effects is to make your procedure on Sequencers. This way, you can make an object falling have a Splitting noise, as if it's a rock or tree branch, and have a 'Destruction' SFX and a 'Earth, Wind, and Fire' SFX. Mess around with the Sound effects untill you get it to sound right. Also put a Microchip onto your peice that is falling. Put a Impact Sensor (Include Touching No, Requires Tag No), a Counter (Target Count 1, Current Count 0), and a And Gate (With regular Settings). Connect the Counter up to the 'And Gate' Along with the 'Impact Sensor'. Now, whatever Wire you have to make your object fall, attach this to your Counter on the Microchip we just used. Now, place a 'Destruction' and 'Impact' SFX (I like to have two, it makes it sound better in my opinion.) Attach the And Gate Output into your SFX, and it should work great.

-Explosions-

Explosions are fun. Everyone knows that! Especially in the world of Little Big Planet. So, to change the default Explosion sound, we can make a 'Destruction' SFX and, if you want, a 'Impact' SFX. Set them both to be 'On Destruction' I like to use the 'Distant Echo' SFX for my bombs. Make sure you make the 'Impact' SFX on Position Sound: No. Tweak the 'Destruction' SFX to your liking.

If you are using emmiters, don't put a SFX Wired with the emitter. Put a 'Luancher' SFX on the object you're firing and make it 'On Creation' Tweak the Sound to your liking. And Re-Emmit it. Doesn't it sound better? You can also use the 'Bomb Whistle' SFX, but it doesn't cut out when the bomb explodes.

-Basic Sound Effects-

Sound effects should be used in very level, just like Music. If you think about it, sound effects are music. Music is "The art of Sound". Don't you agree that explosions and cave-in noises are arts of sound?

o start; use a Sequencer. Attach a Wire to the 'Start Playing!' input to get the sound started. If you have not used a sequencer, timing may be difficult. You can always re-create it, don't forget! So, try to get the sound perfect. Make a sound for Branches Splitting, rocks falling, even fire. Even though the 'Fire' In 'Earth, Wind, and Fire' Doesn't do much, it does something. And once you understand that, you've become a better creator! Back to making the sound effects fit. Try to time them on the sequencer. If you don't like it, you can add a 'Timer' Set to 'Starrt Count Up' and put it on something around 0.2 of a second to get an un-even proportion with the sequencer. The Sound Effect you'd be using should be moved to the Cuicuit Board the sequencer is located on. Once you mess around with this, you can make great cutscenes! And have a great sequence.

-SciFy-

SciFy is the one of the most favored themes in LBP. So, make it sound, well, SciFy! So, some good ScyFy SFX Ar in the 'SciFy' SFX (Der.). I for cannons, make it sound Scientific, (I guess...) Make a cool start up noise with the 'Teleport Up' Noise combined with 'Comouter Bleeps' and 'Throbbing Energy'. When it's fired, have the 'Epic Horn' and 'SciFy BuildUp' play. Maybe tied in with the 'Reverse Effect' with altered tone.

Now, for lifts, I like to use the 'Servo Movement' to make lifts. One of the one's with the astrisk (*) is the best, it means that the sound stays on untill the wire that is connected to the sound turns off. Now, the thing I like about theese specific ones is that when they turn off, they make a nice 'Haulting' noise. I like to use the one that is very soft and aother loud one.

---Music---
To make music sound good, you should make it 'Interact'. For example, when in my level, "The DaVinci Code, Pt.2" If you noticed, when you enter a controllinator the music gets greater, and a light appears behing you. This is what I mean, use a music peice form 'Interactive' If you can. Make it change depending on where you are and what you are supposed to be doing. For example, When you have a switch or something on, make the music sound good, or when you are in a cutscene.



Well, that's all for this turorial! I hope you enjoyed it alot! Hopefully, you will use it too.

Thanks again,

hershy
2011-08-17 02:50:00

Author:
hershysnickers5
Posts: 50


awesome advice, thanks.2011-08-17 19:06:00

Author:
biorogue
Posts: 8424


Great read!

I made a great falling effect a while back that links into these ideas. I used the wind rushing noise set to modify volume connected to a timer that counted up. I set an impact sensor to the reset and inverted the signal to the timers input.

So as something falls the wind starts to rush past, I set the timer's time to 9.8 for nerdy reasons. It really added to the scene.
2011-08-24 04:35:00

Author:
Mr_Fusion
Posts: 1799


I made a really cool reload sound with a sequencer for a shooter 2011-08-24 04:55:00

Author:
Unknown User


Thanks hershysnickers5 I used the Fire spread idea for my little Mech/Suit ; Whenever I activate the flamethrower and I fire against anything, the barely visible micro-fire balls' impact sensors emit a tiny lit piece of invisible holo material, that stays in place for a couple of seconds before vanishing. It's a great effect to make it look like things (or people) are actually lighting on fire
Once that effect was done, I made a large piece of Metal, and added a vibrant red hologram clone of that object, slightly bigger around it. A couple of smoke machines and timers (setting them on Forwards/Backwards), sound effects, and the actual hologram set to "Dimmer" (wired to the timers), makes it look like the piece of metal gets red-hot over time and smelts after a little while of throwing fire at it

Test =D (http://lbp.me/v/5fy7tr)

I might use the actual -Spread- idea if I ever plan on adding any flammable material in a level
2011-08-25 13:36:00

Author:
MonarioBabii
Posts: 128


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