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Linque's Concepts

Archive: 79 posts


Hello. I posted these in some thread some months ago, but now that there are a lot of new people around, I'll make a separate thread for my concepts and level ideas. I'll update this thread whenever I put out more concepts or updates about the levels I've planned. Currently I've got two level designs from Feb-April; note that these plans were draw before we knew about triggers, switches, enemies and hazards, so there are a lot of stuff missing that will make it to the final versions. I've also spent some time planning out a few boss battles, but I want to keep those under wraps at least for now, perhaps posting them after the levels are out there for everyone to play.

Okay, without further ado, here are the two level designs I've drawn so far:
2008-08-20 16:40:00

Author:
Linque
Posts: 607


Cruel Contraptions

The basic premise of this level is to climb a big structure (perhaps a big robot, or just some other giant construction), eventually reaching the top. It'll be a very mechanized and electricity-themed level, in addition to plenty of spikes and piston-like hazards. Another thing to note about this level is that you need a minimum of two players to finish this level. There are a lot of situations where the other player needs to assist the other player / pull a lever while the other one proceeds. There are a lot of places where I had pushable/pullable blocks in the way, but these will be replaced by triggers. Also, expect there to be all sorts of mechanized enemies roaming the level in addition to the platforming hazards you see in the concept I've linked below.

Cruel Contraptions (http://linque.pp.fi/LBP/contraptions.jpg)
2008-08-20 16:41:00

Author:
Linque
Posts: 607


Treetop Escape

This is the first major concept I drew, which can be noticed from the worse drawing quality than Cruel Contraptions. This is more along the lines of a traditional platformer, with a lot of rope swinging and fiery hazards included. A single player level, you begin as a captive in a village of some tribe which lives in the trees, with huts and platforms build high up. Needless to say, it's a long way down, so you need to watch your step the whole time. You'll be facing the fire hazards I already mentioned, but also possibly some angry villagers trying to prevent your escape. This will be a timed level with a few choices in paths - there are easy, slower routes to take, but also much harder and faster options for experts. You can see more detail about some of the things I have planned from the link below.

Treetop Escape (http://linque.pp.fi/LBP/lbp-treetop2.jpg)

Something that's related to Treetop Escape. (http://linque.pp.fi/LBP/totem.jpg)
2008-08-20 16:41:00

Author:
Linque
Posts: 607


Obstacle / Contraption / Enemy Concepts



The Rotator - Obstacle Concept

A very simple premise. You have a platform attached to a bolt that moves along a suspended rail. There is a 3-way switch in the center of the platform. Depending on which direction you pull the switch, the platform is going to move either clockwise or counterclockwise around the bolt. The player needs to rotate the platform to the correct position in order to accomplish an objective, be it collecting items, avoiding death or anything else. In my concept picture, I also drew a pressure switch on the right hand side of the platfrom, so that in case the platform hits any of the walls, the platform explodes and you have to start over (so that you can't get stuck next to a wall).

http://linque.pp.fi/LBP/rotator.jpg





Magical Flying Platforms - Contraption Concept

A video tells more than a thousand words. Below is also a picture depicting how the platforms are made.


D8EqkmPpCxY

http://linque.pp.fi/LBP/coasterplatform.jpg

Basically what I have behind the wall is a rail made of dark matter, and on both sides of the rail are a set of rubber wheels that are bound together by a rubber plate. These wheels are constantly in contact with the rail. Doing this, we achieve the effect that the system moves along the rail as the wheels turn, even upwards. Getting the pressure between the wheels and the rails is possible by making the rail a bit thinner in the beginning. The rail ought to be slightly thicker than the distance between the two wheels.

The platform Sackboy gets to play with is attached to two of these sets of wheels by loose bolts, so it can turn whichever way you want.

--------------------

I've been receiving a lot of questions about the 'magical platforms', specifically about how to connect the platform to an object behind a wall. It has to do with thin layers and how thin objects collide with other objects in game. I'll write a short explanation how the system works here.

I'll define the layers so everyone knows what we're talking about. Let's call the three thick playable layers A, B and C. C is the closest one to the screen, A is the closest one to the background. We'll call the thin layers xA, AB, BC and Cx, based on between which two thick layers they exist. So xA is the background layer, Cx the foreground layer and AB and BC the two thin layers between the thick ones. Here's a diagram of all the layers to make it easier to understand:

--- = Thin layer
OO = Thick layer

--- xA
OO A
--- AB
OO B
--- BC
OO C
--- Cx


We can make objects with different thickness values: 0, 1 2 and 3. Thickness value 0 is called thin, and can exist only on one of the four thin layers (xA AB BC or Cx). Values 1 2 and 3 tell us how many of the thick layers the objects exists on. There is one very important thing to take not of here: Objects with a thickness value of 2 also exist on the thin layer between the two thick layers. Objects with a thickness value of 3 exists on both of the middle thin layers, AB and BC (but never on xA or Cx). Another important thing to understand is that an object only collides with objects that exist on at least one same layer.

I'll give you some examples to demonstrate how this works. Let's have a square block, thickness 1, on layer A, and another identical block on layer B. Neither of these blocks exist on layer AB, therefore if we make a thin slice of wood on layer AB and drop it on top of the two square blocks, it's going to fall right through them, through the 'crack'. Now, here's another important observation you need to make: the thin slice of wood falls through the crack regardless of whether the other blocks are glued together or not. Gluing components to each other never changes the layers the components exist in. Now, let's have the same square block, this time with a thickness of 2, existing in both layers A and B. As I said before, thicker objects also exist on the thin layers, so this object actually exists on layer A, AB and B. This means that if we now make a thin slice of wood in the layer AB and drop it on top of this object, it's going to collide with it and stack on top of the thick square block, not fall through as it mysteriously did before.

The point here is, that having three objects glued together on layers A B and C is not the same thing as having one object with a thickness of 3. This phenomenom can be used to do all sorts of tricks, from hiding mechanics behind walls and making objects go through walls.


I'll add pictures later to make this easier to read and comprehend.

--------------------


LEVEL VIDEOS:

Beta Level - Glass Challenge - Introduces Obstacle: Vanishing Blocks

This is the first real level I made. Really small, really compact, not flashy or special, just an ordinary platforming level from start to finish. This is the kind of stuff I'm going to lash out in the future - just more polished, better looking and even more innovative and entertaining.

4sXWDfUI_y0
2008-08-20 16:42:00

Author:
Linque
Posts: 607


Nice. With all of those posts, I'm guessing you have a LOT of ideas?

I can't wait to read them all.
2008-08-20 16:43:00

Author:
Unknown User


Nice. With all of those posts, I'm guessing you have a LOT of ideas?

I can't wait to read them all.

I've got loads of ideas, but the two I've posted so far are the only ones I have something to share with you yet. I'm meaning to keep this thread as the main place where I'll post stuff regarding my levels even after LBP is released and the designing is under way. So for now, the three blank replies will remain blank.
2008-08-20 16:56:00

Author:
Linque
Posts: 607


Cruel Contraptions

The basic premise of this level is to climb a big structure (perhaps a big robot, or just some other giant construction), eventually reaching the top. It'll be a very mechanized and electricity-themed level, in addition to plenty of spikes and piston-like hazards. Another thing to note about this level is that you need a minimum of two players to finish this level. There are a lot of situations where the other player needs to assist the other player / pull a lever while the other one proceeds. There are a lot of places where I had pushable/pullable blocks in the way, but these will be replaced by triggers. Also, expect there to be all sorts of mechanized enemies roaming the level in addition to the platforming hazards you see in the concept I've linked below.

Cruel Contraptions (http://linque.pp.fi/LBP/contraptions.jpg)

Treetop Escape

This is the first major concept I drew, which can be noticed from the worse drawing quality than Cruel Contraptions. This is more along the lines of a traditional platformer, with a lot of rope swinging and fiery hazards included. A single player level, you begin as a captive in a village of some tribe which lives in the trees, with huts and platforms build high up. Needless to say, it's a long way down, so you need to watch your step the whole time. You'll be facing the fire hazards I already mentioned, but also possibly some angry villagers trying to prevent your escape. This will be a timed level with a few choices in paths - there are easy, slower routes to take, but also much harder and faster options for experts. You can see more detail about some of the things I have planned from the link below.

Treetop Escape (http://linque.pp.fi/LBP/lbp-treetop2.jpg)


WOAH. You drew those?? What program did you use? EXCELLENT job! :hero:
2008-08-20 17:06:00

Author:
Unknown User


I've been using Paint Shop Pro. I like it better than Photoshop, but that's just because PSP was the program I started using first.

And thanks.
Just FYI, it takes me probably around 20-30h of work to plan and draw one of those. Tho there's of course endless amounts of tweaking to be done and by now those plans are a bit outdated. But if you ask me, creating levels is a whole lot easier when you actually draw a plan about what you make, even if it doesn't turn out to be 1:1.
2008-08-20 17:10:00

Author:
Linque
Posts: 607


I am in awe of your level designs...:eek:
you should be very proud of your work...
your levels are unforgivingly brutal...and I love it...

I am 5 staring this thread it deserves to be seen...

keep up the good work bro...I'm a big fan!
2008-08-20 17:28:00

Author:
Noonian
Posts: 523


Good ideas, you are really doing some good work. Can't wait to see them finished.2008-08-20 19:08:00

Author:
Darth_Spartan
Posts: 813


Very awesome work!

I look forward to playing your levels.
2008-08-20 19:31:00

Author:
StrikerBack
Posts: 103


Uh, man. These are great. I'll be sure to keep a look out for these levels when LBP comes out.2008-08-21 12:37:00

Author:
docpac
Posts: 601


Your drawings are awesome and the time you spent to make a blueprint is outstanding to be so patient. I want to play your levels for sure.2008-08-21 13:13:00

Author:
Cartoonguy
Posts: 234


Thank you for the comments!

I encourage people to try make blueprints of their levels as well. It's surprisingly easy to see what works and what doesn't just by trying to draw something. It will also make it easier for you to think about the scale of different things in the level. It'll also save you a whole lot of time when actually creating the level, when you don't have to do so much trial & error in the editor itself.

If you have a scanner, it's really easy to draw with a pencil. See Shiwayari's "The Wheel" (https://lbpcentral.lbp-hub.com/index.php?t=t=902) thread to see another good example of a blueprint. If you want to try draw a plan with a PC, I'd suggest getting any vector drawing program (Photoshop and Paint Shop Pro both work, but there are a lot of freeware drawing software available as well - just keep in mind that you probably want to have vector drawing support). Vector drawing means that you give the program start and end nodes, and the program draws a line between these two points - either a straight line or a curved one if you want it to. By chaining up these nodes together you can make pretty much all sorts of shapes and forms really easily and it looks pretty good, even if you're not that experienced.

Oh, and any suggestions regarding my levels or really any feedback in general is welcome!
2008-08-21 17:42:00

Author:
Linque
Posts: 607


I like both of your levels. If I were allowed to suggest anything it would be this. Make the actual robot a bit more complex. I know its a sketch but rather than the tradition "the day the earth stood still" robot, creating something more unusual looking would be much more interesting. One robot concept I actually got from reading yours, and subsequently sleeping, is a giant city destroying shoe/car factory. Sounds silly but all the gears and belts and smaller robot "enemies" actually serve a purpose inside the beast of a machine.

The level layout you have is fantastic though. The gameplay would be crazy fun. Did I read somewhere you had a hand in some other games? I may have mixed you up with someone. Either way your platform design is beyond mine.
2008-08-21 21:45:00

Author:
docpac
Posts: 601


I get what you're saying. I'm leaning towards it being some sort of a giant factory gone bad. It'll also be easier to build a level around that and it allows for more freedom in the design. Things like small robot-enemy spawns that come from inside the factory comes to mind. It also makes more sense to have defense systems in the factory than on the side of a robot.


About my background, I've only been part of creating user-made levels and mods in a few games, I haven't been involved in anything bigger than that. Just and old-school gamer who loves platformers and creating stuff.
2008-08-21 21:58:00

Author:
Linque
Posts: 607


Thats right. I had to go back and read your introduction. C64 and Ultima. Ya, you're oldschool. 2008-08-21 22:28:00

Author:
docpac
Posts: 601


Wow! Great concepts Linque. Very inspiring!

This has got me to thinking about spending the time and draw out my ideas too. They're in my head but with them on paper it seems easier to add more and more, making the level complete.

Thanks!
2008-08-22 03:21:00

Author:
Abs1nth3
Posts: 49


Cruel Contraptions? Treetop Escape?? Holy crap! Linque I know who you are. From GameFAQs/Gamespot forums!2008-08-22 05:51:00

Author:
aer0blue
Posts: 1603


Wow man...both these stages look professional...I cannot wait to actually play them when LBP comes out! xD

I like the first one more...it's genius! =D
2008-08-22 08:38:00

Author:
Stix489
Posts: 2080


I myself kind of like the idea of the second one better. It'll be more cool to make. Also, I have a pretty nice boss planned out for Treetop Escape

Still, I think I'm going to make Cruel Contraptions first.
2008-08-22 16:02:00

Author:
Linque
Posts: 607


WOW...I don't really know what else to say, these level ideas are amazing. I thought I was doing good by using powerpoint, but mine dont look anything like yours lol. Good job! cant wait to play them!2008-08-22 19:46:00

Author:
trialaccess
Posts: 101


Cruel Contraptions - This looks absolutley fantastic. Splitting up into groups is certainly a nice idea. Although that may only work over the internet? (thinking limitations with the camera panning out here). Do the group that goes off to the left, go back the way they came when they are done with their objectives? I could'nt see a way through for them at their top end, i may simple be looking over it.

This is my fave of the two though, it looks like it will be great fun to play. Oh, and a big robot for the win! imagine scalling the robot, and then getting inside it and then doing your level to eventually topple the beast. That would be epic!
2008-08-28 22:27:00

Author:
Unknown User


Can't wait to see some new ones. You might've been able to just edit your first post all the time instead of posting 4 times in a row, but who cares?

I forgot that it was you who designed those levels. I thought it was somebody else :/
2008-08-28 22:34:00

Author:
Maltay
Posts: 2073


I love your level designs but it might be hard to do the split up into group thing on Cruel Contraptions

Cruel Contraptions - This looks absolutley fantastic. Splitting up into groups is certainly a nice idea. Although that may only work over the internet? (thinking limitations with the camera panning out here).
The camera does that over the internet too.
2008-08-28 22:42:00

Author:
Darkelite105
Posts: 374


Wait.. SO if I'm online the camera will still zoom out and follow us both?

I thought it would show the other person offscreen with an icon at the side.
2008-08-29 01:50:00

Author:
Abs1nth3
Posts: 49


Linque I have a good reward for our cruel contraptions once you reachthe head of the beast you can walk him through the finish like in the sackzilla trailer.2008-08-29 03:45:00

Author:
sackninja
Posts: 37


Yeah I've realized the problem with splitting up in teams in Cruel Contraptions, and I've made some modifications to the level design. The two teams are going to be a lot closer to each other the whole time than they are in the concept picture in this thread.2008-08-29 10:58:00

Author:
Linque
Posts: 607


Something that's related to Treetop Escape. (http://linque.pp.fi/LBP/totem.jpg)


2008-09-16 19:15:00

Author:
Linque
Posts: 607


I just noticed that if one of the mods see this, they're gonna go ape**** with "ZOMG!! YOU MULTIPOSTEDD!!!!!" Just a heads up, lol.2008-09-16 20:01:00

Author:
aer0blue
Posts: 1603


What I did is not double-posting. I have faith that the mods have common sense.2008-09-16 20:18:00

Author:
Linque
Posts: 607


Ya. You stated the extra slots were for future creations right? 2008-09-16 21:28:00

Author:
docpac
Posts: 601


Hehe, looks like you have a good knowledge of how LBP works, too. Can't wait to see these finished, tell me your PSN name later.2008-09-17 00:55:00

Author:
Tyler
Posts: 663


What I did is not double-posting. I have faith that the mods have common sense.
No, I agree. There's a difference between coherently separating posts to make sure you have enough room, and posting again because you are too lazy to edit.

Anyway, I love these ideas! Thanks for posting.
2008-09-17 02:39:00

Author:
ConfusedCartman
Posts: 3729


Yeah, I saw these on LittleBigCreation. VERY nice work there. I can guarantee that when you get this all made up, they're going to be VERY high on the ratings board.

Just one suggestion, though: Checkpoints. You may want to make them a little more...forgiving. Like right before each big, deadly section or a longer smaller set of stuff. Escape doesn't seem to have enough, period, and Contraptions has them in odd places that don't seem very intuitive... Anyway, keep up the greatness!
2008-09-17 03:48:00

Author:
Mark D. Stroyer
Posts: 632


Just one suggestion, though: Checkpoints. You may want to make them a little more...forgiving. Like right before each big, deadly section or a longer smaller set of stuff. Escape doesn't seem to have enough, period, and Contraptions has them in odd places that don't seem very intuitive... Anyway, keep up the greatness!

Don't worry, I'm going to test the hell out of the levels (and have other people testing the levels out before the release, too). The checkpoints marked on the concepts won't reflect the final setting.

Also, regarding Cruel Contraptions, the first section (the one with separate teams) is going to get quite an overhaul from the concept because of the limits the camera imposes. Essentially, both teams are going to proceed right next to each other, and there's going to be several points where you can switch sides with the other teams and have a checkpoint so that you're not screwed up in case the other team dies.


And thanks for all the feedback, guys.
2008-09-17 08:22:00

Author:
Linque
Posts: 607


Superb designs all round Linque - this level of thought and concept gets me buzzing for the future of creator-owned levels! Original thought and process - wicked!2008-09-17 11:20:00

Author:
mrbobbyboy
Posts: 304


I'll try to publish some tiny concepts for your entertainment regularly. Maybe these concepts could even inspire others or give you new ideas on how to improve your levels! Here's something that I'm probably going to use in some future level:

The Rotator - Obstacle Concept

A very simple premise. You have a platform attached to a bolt that moves along a suspended rail. There is a 3-way switch in the center of the platform. Depending on which direction you pull the switch, the platform is going to move either clockwise or counterclockwise around the bolt. The player needs to rotate the platform to the correct position in order to accomplish an objective, be it collecting items, avoiding death or anything else. In my concept picture, I also drew a pressure switch on the right hand side of the platfrom, so that in case the platform hits any of the walls, the platform explodes and you have to start over (so that you can't get stuck next to a wall).

http://linque.pp.fi/LBP/rotator.jpg
2008-09-23 16:36:00

Author:
Linque
Posts: 607


Very interesting Linque. May be something worth stealing....

lol
2008-09-23 16:40:00

Author:
GuyWithNoEyes
Posts: 1100


Feel free to use it. More complex stuff like boss battles or complicated obstacles and enemy designs I'm not going to publish before I have a level out that includes them. But I want to share some of my simpler ideas to help others with their designs as well. 2008-09-23 16:44:00

Author:
Linque
Posts: 607


you put in a lot of effort more then i would have done, if it was me i have an idea and make it up as i go a long, but for this to work you need a plan2008-09-23 18:45:00

Author:
panzer3000
Posts: 362


I know this has been said many times already, but these level ideas are very impressive. Definitely inspired me to go a little bit further with my own ideas.2008-09-27 01:30:00

Author:
Lloyd_Christmas
Posts: 6


nice, like it 2008-09-27 02:50:00

Author:
Killa_5150
Posts: 227


I published a tiny level in the beta, called 'Coaster Toaster!'. Go check it out if you're interested!

Sir_Linque is my PSN ID.
2008-09-27 15:46:00

Author:
Linque
Posts: 607


Obstacle / Contraption / Enemy Concepts



The Rotator - Obstacle Concept

A very simple premise. You have a platform attached to a bolt that moves along a suspended rail. There is a 3-way switch in the center of the platform. Depending on which direction you pull the switch, the platform is going to move either clockwise or counterclockwise around the bolt. The player needs to rotate the platform to the correct position in order to accomplish an objective, be it collecting items, avoiding death or anything else. In my concept picture, I also drew a pressure switch on the right hand side of the platfrom, so that in case the platform hits any of the walls, the platform explodes and you have to start over (so that you can't get stuck next to a wall).

http://linque.pp.fi/LBP/rotator.jpg

Wow.... that's gonna be tough as hell! Awesome concept! I would so try out your level if I had the beta . Still it'd probably be wasted on me as I have college during the week and stay down most weekends... post a youtube vid if you have the means .
2008-09-27 17:16:00

Author:
Burrich
Posts: 1018


I tried making that, but I ran into trouble keeping the platform level. As the system moved on the track, the platform started swinging and turning so that the player had trouble staying on it.2008-09-27 17:19:00

Author:
Linque
Posts: 607


Not sure if this would work but have a small square under the platform and attach the rod to that and then attach two rods to the square each going to a different end of the platform.

EDIT:

Like this:

http://i191.photobucket.com/albums/z243/pillaysteven/rotator.jpg

Hmmm... dont think this'll work... I know there's a way to do it but can't work it out in my head.
2008-09-27 17:38:00

Author:
Burrich
Posts: 1018


Actually, that worked wonderfully. I tried to weigh it down myself, but my physics is obviously very rusty as I didn't realize to attach the block to the ends with rods.

It's still not perfect, but it gets the job done. Might be possible to get better results with small tweaking. However that's not necessary for now.

Thank you very much!
2008-09-27 19:08:00

Author:
Linque
Posts: 607


Delighted it worked . Looking forward to playing it on release . It's an awesome concept for the middle of a level and for a mini-game.2008-09-27 19:32:00

Author:
Burrich
Posts: 1018


Magical Flying Platforms - Contraption Concept

A video tells more than a thousand words. However, you're going to have to wait until the full game to get to see how this concept is realized, unless you can figure it out on your own!

D8EqkmPpCxY
2008-09-28 22:21:00

Author:
Linque
Posts: 607


Gah. My head hurts. How do you even think of this stuff?2008-09-28 22:29:00

Author:
Unknown User


Linque, you inspired me to plan and create some of my own levels, what program did you use and if it's free, where can I download it?

EDIT : Definately deserves a 5 star, and a +1 rep for you, ANDDDDD I'm going to suscribe to this thread. Very well done sir!
2008-09-28 22:40:00

Author:
Whalio Cappuccino
Posts: 5250


Gah. My head hurts. How do you even think of this stuff?

Well, I absolutely love platformers, 2D in particular, and have quite a bit of experience playing them. I'm also studying to be an engineer, have messed around a bit with a few robots in that regard and my current job includes programming. Plus, I've designed user-made levels/maps for a few games.

And simply, I just love to create stuff.
2008-09-28 22:41:00

Author:
Linque
Posts: 607


Well, I absolutely love platformers, 2D in particular, and have quite a bit of experience playing them. I'm also studying to be an engineer, have messed around a bit with a few robots in that regard and my current job includes programming. Plus, I've designed user-made levels/maps for a few games.

And simply, I just love to create stuff.

What games?!!
2008-09-28 22:43:00

Author:
Unknown User


Linque, you inspired me to plan and create some of my own levels, what program did you use and if it's free, where can I download it?


I use Corel's Paint Shop Pro. There's a free 30 day trial I think. Basically any software that supports vector drawing is good for making blueprints.
(In the very simplest form, vector drawing means that you mark a starting point and an end point, and the program draws you a straight or a curved line between them)
2008-09-28 22:45:00

Author:
Linque
Posts: 607


What games?!!

Heroes of Might & Magic, Quake 3 and Mega Man: Powered Up.
2008-09-28 22:46:00

Author:
Linque
Posts: 607


Heroes of Might & Magic, Quake 3 and Mega Man: Powered Up.

!!! How old are you? That's amazing!!!
2008-09-28 22:50:00

Author:
Unknown User


Try to stay on topic here, please. This discussion is for various concepts in LBP, not about my personal life. 2008-09-28 22:55:00

Author:
Linque
Posts: 607


Great video of the level Linque and fantastic work. Will check it out today when I'm on.

Cheers QuozL
2008-09-28 23:00:00

Author:
QuozL
Posts: 921




Is this about certain mechanisms or ideas in general?
2008-09-28 23:01:00

Author:
Unknown User


I use Corel's Paint Shop Pro. There's a free 30 day trial I think. Basically any software that supports vector drawing is good for making blueprints.
(In the very simplest form, vector drawing means that you mark a starting point and an end point, and the program draws you a straight or a curved line between them)

Hmm, know any good tutorials for programs like this, because I've honestly never used a vector drawing program.

Or will I be able to figure it out pretty fast? How is the learning curve is what I'm trying to say
2008-09-28 23:09:00

Author:
Whalio Cappuccino
Posts: 5250


Well, it takes a bit of time to see where everything is, and frankly there's more features than you'll ever need, but once you figure the tools out, they're really simple to use.

Dunno about tutorials, I just used trial and error when learning to use it. There probably are plenty of tutorials online only a googling away.

Vector drawing is kind of similar to the two line drawing methods in MS Paint. Actually, all objects in LBP are drawn with vectors. There's a "corner editing tool" in LBP, where you select an object and are able to add / remove corners in it to alter the shape. For example, if you have a triangle, you can add a fourth corner and adjust the corner places to make it a square really easily. This is basically vector drawing.
2008-09-28 23:16:00

Author:
Linque
Posts: 607


It just finished dowloading, time to check it out.2008-09-28 23:22:00

Author:
Whalio Cappuccino
Posts: 5250


Dude... I cannot bloody wait to play your levels! That was the most impressive and fun looking gameplay I've seen so far from the beta creations. I can't explain why exactly but the simplicity of the design along with the complexity of the level structure really really appeals to me .

BTW GIMP is a free image editor. Have you any experience using it? I'm pretty sure it supports drawing vectors. I'm not sure though, it's either GIMP or something else... there is a free one though.

EDIT: Actually I think Inkscape is the one I was thinking of.

Anyway, again great job man . And good to see the horizontal platforms at work .
2008-09-28 23:36:00

Author:
Burrich
Posts: 1018


I don't get what the hell this Paint Shop Pro does, It seems just like Photoshop to me...

What's a vector design or w/e?
2008-09-29 04:20:00

Author:
Whalio Cappuccino
Posts: 5250


I don't get what the hell this Paint Shop Pro does, It seems just like Photoshop to me...

What's a vector design or w/e?

Here:

http://wiki.inkscape.org/wiki/index.php/FAQ#What_is_vector_graphics.3F

Inkscape is a free, vector graphics editor.

Vector graphics editors seem to be used where great precision is needed while raster graphics editors are for more artisitic compositions. As it says though, they can complement one another.
2008-09-29 04:24:00

Author:
Burrich
Posts: 1018


Here:

http://wiki.inkscape.org/wiki/index.php/FAQ#What_is_vector_graphics.3F

Inkscape is a free, vector graphics editor.

Vector graphics editors seem to be used where great precision is needed while raster graphics editors are for more artisitic compositions. As it says though, they can complement one another.

So, vector graphic editors, how would I use something like this, I'm still completely confused, I'm on Inkscape right now, care to show me an example of how a vector graphic would work?
2008-09-29 04:53:00

Author:
Whalio Cappuccino
Posts: 5250


So, vector graphic editors, how would I use something like this, I'm still completely confused, I'm on Inkscape right now, care to show me an example of how a vector graphic would work?
An example of a vector graphic is anything made using a vector image editor.

Vector image editors use maths to describe shapes while raster image editors (like photoshop and GIMP) use pixels.

Here read this -

http://www.nw-media.com/ps_intro/html/lesson_1/lesson1_pg3.html
2008-09-29 06:25:00

Author:
Burrich
Posts: 1018


WOW man that was very impressive!!

good work mate i loved it!!

those magic flying carpet well not accutly carpets is what I'm calling them

i love how you can make the "MAGIC FLYING CARPET" go where you want! so you can set a course for it to travel

amazing stuff keep up the good work!
2008-09-29 07:14:00

Author:
Thee-Flash
Posts: 3154


they look awesome cant wait to try2008-09-30 23:46:00

Author:
Wuffi
Posts: 14


After toying around with the Beta quite a bit, I started thinking about how to create my levels in practice. It involves a whole lot of work, and I'm thinking that collaborating with someone might not be an awful idea. So now I'm wondering if anyone is interested in working together in the creation aspect. This is all just speculation and going through different ideas, but I think it might be the best way to go forward.

The idea I have is that if there's someone who's really good at creating enemies, wants his work to be shown off and credited but might not be that much into creating whole levels or just doesn't have the time to do them, he could be responsible for providing all the different bad guys for some of my levels. How I'd figure it could work would be that we agree on a theme of a level and I make a basic concept of the level. Then we'd look at different places where enemies could be spawned and decide on the basic premise of each enemy (for example a stationary turret that aims at the player and shoots short rounds, or an animal with spikes that rushes towards the player), and the rest would be at the creator's hands, with both of us getting feedback from each other, as to if the level needs to be adjusted a bit to fit the enemy, or the other way around.

Naturally the creator would be credited in the level. I tend to have my name in some form in the background near the beginning of the level, all collaborators would be included there as well.

Not sure if anyone is interested, but hey, at least the idea is out there.
2008-10-08 11:43:00

Author:
Linque
Posts: 607


Hey Linque. I'm extremely interested in this idea! I'm in uni at the minute and won't have a decent break to create levels until Christmas. Also I won't be at home every weekend. So TBH until Christmas I won't be able to spend all that much time with the game. Still whatever weekends I am home, I'd love to do some collaborative level making. It's not much of an offer TBH, I don't have much time to give but even if I created a few small bits for your levels it would probably make your level-making a bit easier. Also I'd say I'm a pretty good critic of levels and I'd be able to test your levels and let you know if there's anything I think needs changing.2008-10-08 18:03:00

Author:
Burrich
Posts: 1018


Already know those levels are going to be awesome before I've played them. If you can put that much effort into just the blueprints then the levels you make should turn out phenomenal.2008-10-08 18:55:00

Author:
UmJammerSully
Posts: 1097


I'll get back on that topic once it's more relevant. It'll take a while after the game's release until I figure out what's best for the levels.

Meanwhile, I'll embed this YouTube clip about my real Beta level to this thread as well. The beta gave me a few new level ideas, one of which I'll probably do as my second or third project (after I finish one or both of the concepts I've written on this thread). Anyway, this is the clip I'm embedding, most of you've probably seen it already:

4sXWDfUI_y0
2008-10-13 20:08:00

Author:
Linque
Posts: 607


Added a new how-to segment into the 'magical platform' contraption:


http://linque.pp.fi/LBP/coasterplatform.jpg

Basically what I have behind the wall is a rail made of dark matter, and on both sides of the rail are a set of rubber wheels that are bound together by a rubber plate. These wheels are constantly in contact with the rail. Doing this, we achieve the effect that the system moves along the rail as the wheels turn, even upwards. Getting the pressure between the wheels and the rails is possible by making the rail a bit thinner in the beginning. The rail ought to be slightly thicker than the distance between the two wheels.

The platform Sackboy gets to play with is attached to two of these wheels by loose bolts, so it can turn whichever way you want.
2008-10-19 16:36:00

Author:
Linque
Posts: 607


After toying around with the Beta quite a bit, I started thinking about how to create my levels in practice. It involves a whole lot of work, and I'm thinking that collaborating with someone might not be an awful idea. So now I'm wondering if anyone is interested in working together in the creation aspect. This is all just speculation and going through different ideas, but I think it might be the best way to go forward.

The idea I have is that if there's someone who's really good at creating enemies, wants his work to be shown off and credited but might not be that much into creating whole levels or just doesn't have the time to do them, he could be responsible for providing all the different bad guys for some of my levels. How I'd figure it could work would be that we agree on a theme of a level and I make a basic concept of the level. Then we'd look at different places where enemies could be spawned and decide on the basic premise of each enemy (for example a stationary turret that aims at the player and shoots short rounds, or an animal with spikes that rushes towards the player), and the rest would be at the creator's hands, with both of us getting feedback from each other, as to if the level needs to be adjusted a bit to fit the enemy, or the other way around.

Naturally the creator would be credited in the level. I tend to have my name in some form in the background near the beginning of the level, all collaborators would be included there as well.

Not sure if anyone is interested, but hey, at least the idea is out there.
If I start running out of creative juice, I could rock some monster creations out there while you run the rest of the level design. Like I mentioned earlier in one of the other posts, you probably have seen this creation of mine.

qbc2BQYIuCs

I have a good monster set that I'm currently messing around with on the retail version right now, so expect to see some of them in around a week or two. But a collab is definitely something I'd be interested in.
2008-10-19 17:43:00

Author:
gevurah22
Posts: 1476


I've been refining some of my ideas. Here's what I plan on working on once the game comes out:


Treetop Escape
A single level, resembling the concept that is viewable in the original post.
Time attack from start to finish, including boss battle

The World of Cruel Contraptions (working title)

Spans over three or four levels
Middle part is the one you have the concept for - first part is about getting to the factory, second part is getting into the factory by scaling it, third (and possibly fourth) parts are about what to do when you're inside

Mines & Sawmills - A Grand Adventure (working title)
Consists of several levels
Wilderness & Underground theme
Going to be my take on very traditional platforming levels; the kind of harmless side scrolling fun, not trying to be too clever or anything other than a platformer




PS. The wait is starting to annoy me. I want to get my hands on LBP already.
2008-10-24 18:49:00

Author:
Linque
Posts: 607


I've been refining some of my ideas. Here's what I plan on working on once the game comes out:


Treetop Escape
A single level, resembling the concept that is viewable in the original post.
Time attack from start to finish, including boss battle

The World of Cruel Contraptions (working title)

Spans over three or four levels
Middle part is the one you have the concept for - first part is about getting to the factory, second part is getting into the factory by scaling it, third (and possibly fourth) parts are about what to do when you're inside

Mines & Sawmills - A Grand Adventure (working title)
Consists of several levels
Wilderness & Underground theme
Going to be my take on very traditional platforming levels; the kind of harmless side scrolling fun, not trying to be too clever or anything other than a platformer




PS. The wait is starting to annoy me. I want to get my hands on LBP already.

Youre not the only one there! Im planning on a few concepts, but would rather work on them on my own.
2008-10-24 19:35:00

Author:
floor3013
Posts: 287


An excellent thread Spurred my own creativity reading it. Can't wait to get home and try to make those disappearing platforms! Looking forward to what you come up with ^_^2008-10-28 21:24:00

Author:
LordDax
Posts: 79


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