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- A Little Big Guide -

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~ Use this guide to your own devices and build some really epic things within the confines of create mode!

This guide will contain tricks and tips on various aspects of the game for when you're building your own creations with explanations for both old and new logic, level design, and more! So stay tuned for more details with each update!

Logic:

Memorizer - This little tool can be used in so, so many ways. Its main use it to save a percentage value in play-mode so when you return to the level you can carry on from where you left off. The basics are you add in the wires you want saving e.g. for a light switch, wire a button or other logic into the save port at the bottom, then wire the output into the light. Turn the light on and then hit save to save the output so when you return to the level the light will still be on. If you want to turn the light off and keep it off then just wire some logic into the Reset port at the bottom to reset all the data stored by the device. Did you also know that memorizers work across levels, even outside Adventure maps? As long as you give them the same tag name, the data will be transferred across levels to memorizers with the same tag name, useful for linking levels and data streams from your level.

Memorizer (Advanced) - In this section we shall cover the use of memorizers to save a player profile and create multipule save points in game. Remember the good old days of playing Spyro and other PS1 classics? Remember how you could have more than one save data slot filled, and choose which one you would want to load? Well this can be done in LBP with the memorizer and its amazing capabilities. Create as many memorizers as you need save slots; these will act as individual save slots for your levels. On each one give them a name, e.g. "Player Save Data 1,2,3" or how ever many you will have. In order for this to work all the outputs you have coming out of the memorizers need to be turned into a node. Use a 3 port selector and wire the first port onto all of the nodes coming out of the first memorizer, the second selector port onto the second set of nodes from the second memorizer and so on. This will allow players to choose what save data they want to load. The reason for using nodes is it stops singles from passing through if the profile hasn't been selected for a load (simple stuff so far). If you want to create a save point, e.g. you have a weapons upgrade system then the input to the memorizer needs to be a % value, the output then goes into a sequencer set to positional and on each position you have a tag data to tell the game that this is where you have the save point. If you found this section confusing, let me know, and I'll publish a level with all of the logic and tips on how to build and use these items, to better suit you visual learners out there.

Dynamic loader - This handy little tool is useful for making really big levels. Set the background to that of a dynamic one such as one from The Journey Home, set the thermo to dynamic and look how big that level just got! Now that you have a large space to create in remember that you need to be able to send all this data across the level so using tags here is a must to prevent lag and data loss from your logic. By using the dynamic loader you can create around 4 full sized levels in a single level slot! Just pre-load the first section when you enter so the player can play through it, when they get to the end make them enter a level link but link it back to the same level but through a different checkpoint (This can be done by tweaking the entrance and giving it a tag, then setting the level link to spawn the players to that tag). So there you have it, one massive level for you to build in and create to your hearts content, just keep an eye out for those pesky bugs that may pop up and remember to save every 30 minutes and back up just in case. Also remember to space out all different sections in all this new space you've aquired.

Level Restriction - Want to restrict the layers your players can play in? visit my earth where I put up the tutorial adventure to get my player specific logic then follow this guide to build the layer restrict device explained below.

Start by placing a block of cardboard on the blank level, place it in a thin layer and have it where you want the players to be able to go back to, then using my tool for player specific logic place it down somewhere you wont forget where it is. Once you have this done then simply place a microchip on the cardboard, on said chip place a physics tweaker and a follower; set the follower to max speed 100, in/out 0, strength 100 and follow - tag "PlayerData%" this will tell the game that it needs to follow the player that has that tag set to them. Set the physics tweaker to collide only with sackboy and nothing else, this will prevent the cardboard from hitting anything in your level but wont allow the sackperson past that layer point

1 Player Only - You have finished your masterpiece, you want only 1 person to be able to play it yet everybody insists in bringing all their friends along for the party? (How rude of them) Well instead of putting all the spare players in Controllinators like we are all used to doing then why don't you tweak your checkpoint(s)? Go to it's settings and then tweak it to be a team checkpoint and allow only 1 team to enter, this will ensure that only that player will enter, the others simply will not be able to spawn no matter what they do. Now you can be that 1 man army and take over craftworld! -...er I mean.. play awesome single player levels.

Thermo Heavy Logic - Items such as the Broadcast chip and tag sensors can be heavy on the thermo if not used in their respective ways. A broadcast chip is a a thermo hungry little tool that although proves useful, wants to take the spotlight in your thermo and eat away at your level resources. setting them to an infinte range and all layers may seem like a good idea but your thermo is gonna go sky high in terms of lag. Set the chips to the minimum range you can use and try using the angle reduce function on them to further reduce the lag emitted by the chips. This problem can also be caused by tag sensors if you have a lot of them also spanning extremely large areas. (This problem mainly affects PS3 users because of the console's low amount of memory, but can also be an issue for PS4 users so it's all trial and error really)

Ye Old Quests - Mainly used with our fancy new adventure maps, these handy tools go perfectly with the memorizer to save your progress. Use them to mark where and when you want events to happen and to reward players for completing certain objectives. Each quest can have side quests added on to them to make a trail of breadcrumbs to where you want them to go, as long as its not a haunted house in some spooky woods, we wouldn't want you to scare your players now would we? hand in hand you should be using quests if you are making an adventure map to make creating and linking levels together easier on your brain as you have enough to deal with without stressing about making sure it all fits together

Wireless Controls - Countless times i see levels in create mode that use wires to sense when the player is using a controller as an input device to play a game, in the long run yes this does work and people have become used to building like this however there are easier ways to do this. Open the controlinator and place all the outputs from each button and place them into a tag, naming the tag accordingly to what wire went into it E.G R1 goes into the R1 Tag. On a tag sensor that you want to pick up the signal set it to detect the button you want it to activate and set it to signal strength, this will tell the game you want to have both +/- signals pass though the tag sensor in the case of the analogue sticks and d-pads. By using controls this way you save wires going across the level and make it easier to build your controls. Just remember, if you need to you can turn a tag sensor off by placing it on its own microchip and turning that off by placing a wire into the bottom of it if you want the player to have buttons disabled for the time being.

Pre Load/Full Load - If your dynamic level is in chunks and you are going from one to the next in a plat former style game then selecting pre load will be the best option for you when using the pre loader tool. If your level is not in chunks and there is a cut-scene between sections then full load is best for you as this will allow the game to fully load the whole section before you get to it, just keep in mind when using both load types you need to have all your logic on a permanency tweaker.



Level Design:

Saving Space - When building levels it is important to remember how the game loads objects and items. If objects are glued together then the game treats it as a single object, points and all. The best way to build a level is to make sure that everything you use is not glued together, unless you need things to move together and such. Simply put, larger objects with more corners and logic will eat up performance and thermo.

Locking The Game - When building in a dynamic level have you noticed that when you press start you can lock the dynamic loading ? Ever wondered what this does ? Well i can tell you its a life saver when building huge projects in the dynamic thermo as is basically locks the section of the level you are in and tells the game to stop loading any more items, so if you stray from the section it wont try to load any new data from the areas around it preventing items from breaking if they were not glued or placed as static objects.

Modular Design - following on from above, make sure that all your items are not stuck together and anything being attached to pistons ect is attached to sticker panel, this will allow you to move items with ease if you dont like the look of how something turned out, by disconnecting the materials from the sticker panel (the chunk of material connected to the piston). This method can also be used to essentially save space, by having the connection from a piston not on the furthest edge, but in the middle of your object, with the sticker panel being that connection point.

Limit Your Choice Of Materials - When creating your works of art, remember to keep an eye out for the amount of materials you are using, try keeping it to around 7, as this will limit the possibility of lag and high thermo in your levels.

Theory Of Physics - Yup thats right science time hehe. When making levels dephysicalyse everything that the player isnt going to touch using the ghost item in your popit as this will make the game run much faster and stop the thermo from creeping up on you

Theory Of Shadows - Removing physical contact with items is one, but removing those pretty, performance eating shadows is another. Using material tweakers, you can remove the shadows cast by materials, and most objects. You can't, however, use this on decorations connected to hologram or sticker panel, so you're going to have effects with shadowy boxes either way.

Hiding The Thermo - By pressing start, going to options, and hiding the UI/HUD, you can build without the thermometer and create-mode hints there and popping up. It will still work as it normally would, but you just won't see it. This may help those cautious of building by keeping you from looking at it all the time, by helping you concentrate on building. With the thermo disabled, it's recommended you check on it before exiting a level.

Building On A Higher Plane - This goes out to all the PS4 users out there! When making a level on the PS4. If it lags on your system then it will be most likely unplayable on PS3, and even PS4 until reloaded or beaten once then replayed, so keep that in mind and be concious of how much your level has.

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I'll be adding to this list periodically and adding an lbp.me link to the tutorial level when I publish it in the next couple days.

If you have any questions, I'll happily answer them, so leave them down below for both me and RikoruDaniel!

(This was intended to be posted as a blog entry but didn't seem to be working on there)
2015-09-06 18:19:00

Author:
Samuasp
Posts: 19


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