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#1

Calling all LBP1 players...

Archive: 16 posts


I just hate how dead this forum is. Does anyone still actually use #1? I bump into people; yes, there are a few hundred players on at any given time - but no one interested in creating.

Whenever I'm on a moon with another online player, they typically drive story cars around before eventually blowing up, or otherwise 'breaking' anything I've tried to build for them (quietly in my own corner) before I've finished. That is how it goes when you're usually playing with someone under 14.

Sure, what takes 6 emitters and 30 magnetic key switches to accomplish in LBP1 can be achieved in LBP2/3 with a handful of logic... I get it. Is anyone out there still trying to finagle with the caveman tools like am!? Echo!
2017-04-01 15:55:00

Author:
molynsi
Posts: 24


I don't play it often, but I can play with you when I do. psn:smash9092017-04-01 17:46:00

Author:
smash909
Posts: 83


When I started to play LBP in 2011 I started with LBP2. I've been totally enthusiastic and 2 weeks later I bought me LBP1. I Love LBP1 too, but I never used its editor! Now I'm creating in LBP3. To me it has the best tools to put my ideas into practice!2017-04-01 18:01:00

Author:
CuriousSack
Posts: 3981


I've taken a break from LBP2&3 to create a level in lbp1. I'm working on a tic tac toe (noughts and crosses). To use logic in 2&3 would make it very simple, but working on a concept that fits into lbp1 is quite challenging. My concept is different than any I've seen, I could simplify it - but the point of the project is to bend LBP to MY will, not the other way around ;-)

I've completed the first section (players choosing who is X and who is O) - and the second section (which moves first) and am working on the third section which is the game opening with the correct player moving first, based on the results of the second section. The fourth chunk of the game, which is the actual game play and determining a winner was the very first thing I worked out in my creative process - once I perfect the 3rd section I'm confident this (4th) bit can be pasted in simply.

Blah blah blah. I've already been months at this. By the time I finish and try to get back to my LBP3 project, LBP3 will be as obsolete as LBP1 is now! I just wish I had some LBP1-wielding PS3-using friends. I don't know why, but I do know it is true - creating on a moon with another live person is just more fun than playing all alone. Defy's all logic! Really! I can create for over an hour, easy, and not even consider/notice what another player has been fiddling on their own - but it is STILL more fun than doing so on my own moon not logged in. There is no difference, but I still yearn for a buddy. I don't want someone else mucking it up for me, but I still prefer to work along-side! That's why I keep trying! Why I post here!

We live in an era of magic answer-boxes, we have ultimate connection to eachother. There are less than 400 (ps3) users of lbp1 on at a time. Probably none of them use this site, but I gotta try!
2017-04-01 18:45:00

Author:
molynsi
Posts: 24


The first LBP which I played was LBP1 for PSP. The second one was LBP1 for PS3 when I've played LBP1 on PSP for a year.

When LBP2 came out, the creation has been easier and the logic is far more superior compared to LBP1. I don't really see a reason to create in LBP1 except if you need room for levels or want to create a level in a nostalgic LBP1 way.

I do not play LBP1 except if my little brother wants to play it with me. I haven't touched any LBP game in a long time, but I think I am going to finish some projects on LBP2. Why on LBP2? It has music sequencers!
2017-04-09 01:43:00

Author:
TenebrisNemo
Posts: 11336


I miss the "nostalgic" feeling of LBP1. I don't know what it is, but the music, "old-LBP-style" level design, the atmosphere, just make LBP1 so nostalgic. LBP2 is the same, but to a slightly lesser degree. I can't seem to remember any music from LBP3, aside from a few. LBP3 just felt barren and dead, but I still loved it, and it has the best levels of all 3 games. LBP1 and LBP2 gave me the most memories though 2017-04-10 23:56:00

Author:
gurren009
Posts: 2592


I still have every LBP game. We could play in LBP1. Haha, my sackboy there looks a little ugly though.

I started to play in 2010, when LBP was given to the hacked players. My brother downloaded it and I loved it and I still love it to the present day.

I remember LBP1.

Making music was hard compared to today. We had music boxes then. We had to use the tag and it's sensor (which were called magnet and magnet sensor in the german langauge). Making a cutscene needed a construction with magnet sensors, magnets and a piston that slowly moved with the magnet sensor. You could activate the cameras like that.

I always remember the soundtrack of the gardens. So pieceful. The story was probably the best of every LBP game (next to LBP Vita). Creating a simple platformer was also more difficult. The camera of the player couldn't be zoomed out so much like today.

The community levels were great too (They are still cool today). The Little Dead Space of Darknessbear, the Titanic level of ImaTaka, thr Bora Bora island level of ImaTaka, the music levels of many creators and so many bomb survivals (Haha, many hate them, but I loved them!).

LBP2 was the time where I decided, that LBP is one of the main things in my life that I never leave behind. LBP is a genre for kids, when you look at the story levels, but it's so much more!

Haha, hey Gurren, have you played the community levels with the Paintinator? It was awesome.

I will add you soon, Gurren and Molynsi!
2017-04-11 00:29:00

Author:
mdkd99
Posts: 1172


I still have every LBP game. We could play in LBP1. Haha, my sackboy there looks a little ugly though.

I started to play in 2010, when LBP was given to the hacked players. My brother downloaded it and I loved it and I still love it to the present day.

I remember LBP1.

Making music was hard compared to today. We had music boxes then. We had to use the tag and it's sensor (which were called magnet and magnet sensor in the german langauge). Making a cutscene needed a construction with magnet sensors, magnets and a piston that slowly moved with the magnet sensor. You could activate the cameras like that.

I always remember the soundtrack of the gardens. So pieceful. The story was probably the best of every LBP game (next to LBP Vita). Creating a simple platformer was also more difficult. The camera of the player couldn't be zoomed out so much like today.

The community levels were great too (They are still cool today). The Little Dead Space of Darknessbear, the Titanic level of ImaTaka, thr Bora Bora island level of ImaTaka, the music levels of many creators and so many bomb survivals (Haha, many hate them, but I loved them!).

LBP2 was the time where I decided, that LBP is one of the main things in my life that I never leave behind. LBP is a genre for kids, when you look at the story levels, but it's so much more!

Haha, hey Gurren, have you played the community levels with the Paintinator? It was awesome.

I will add you soon, Gurren and Molynsi!

Yeah, I loved those levels! I do miss the golden age of LBP1 and LBP2. I also liked LBP3 since it created a temporary golden age for us, even if it was short-lived. And yeah, definitely add me so we can play sometime!
2017-04-12 10:50:00

Author:
gurren009
Posts: 2592


I am looking forward to play some bomb survivals with you in LBP1 or 2 on ps3 2017-04-12 10:59:00

Author:
mdkd99
Posts: 1172


My noughts and crosses could not pan out. I FINALLY finished a decent prototype - only works 15% of the time. Just too many brains, too many emitters, I suppose. Not sure why, if I exit the level 6 times or so and restart it, then it'll magically work. Works perfect, all functions correctly... I'm sure nothing is "broken"... however like I said, only 15% of the time. Seems pointless to publish guessing that no player is going to exit and restart 5+ times. I might be able to make it smaller. Woe is me; all that work. Poo.2017-05-09 16:59:00

Author:
molynsi
Posts: 24


I feel sorry for you, but you're right, probably noone will try it more than three times!
I wish you luck, and that you'll find any way that it will be playable 100% of the time!

Many greetings, Jürgen^^
2017-05-09 17:05:00

Author:
CuriousSack
Posts: 3981


I will try taking out all the bells and whistles. Lots of lights, lots of material. Maybe if I make another with just the basics, all cardboard. Just feeling really bummed, I spent months on this.

- - - - - - - - - -

It seems to be one particular tool that always falters. The search light tool from the MGS dlc. I love it, because if you put it far enough away with a huge radius it is invisible but works as a layer specific player sensor. My level is based on elevators that take you to each section, so having a sensor that only detects when you are in the proper layer is very integral. It will take me some time to get around this, though maybe I can accomplish it. Lets see what happens in the next 4 months. *eye roll*
2017-05-09 17:29:00

Author:
molynsi
Posts: 24


I will try taking out all the bells and whistles. Lots of lights, lots of material. Maybe if I make another with just the basics, all cardboard. Just feeling really bummed, I spent months on this.

- - - - - - - - - -

It seems to be one particular tool that always falters. The search light tool from the MGS dlc. I love it, because if you put it far enough away with a huge radius it is invisible but works as a layer specific player sensor. My level is based on elevators that take you to each section, so having a sensor that only detects when you are in the proper layer is very integral. It will take me some time to get around this, though maybe I can accomplish it. Lets see what happens in the next 4 months. *eye roll*


Emitters take up a LOT of thermometer space! Try turning the life of the objects emitted down.


This video may help too!




https://www.youtube.com/watch?v=wouW9v3A_Ng&t=14s
2017-05-18 05:53:00

Author:
Sir monacle
Posts: 4155


Wow, I didn't know that MM tips special series, thanks for sharing! 2017-05-18 07:53:00

Author:
CuriousSack
Posts: 3981


Wow, I didn't know that MM tips special series, thanks for sharing!


Personally, I love the Media Molecule tips special series. It's really helpful, and it gives a better insight to the LittleBigPlanet level editor.
2017-05-18 14:59:00

Author:
Sir monacle
Posts: 4155


I'm posting this twice. Both here, and as a new thread. I assume no one cares. :

Just hopped back onto LBP1. Been over a year! I checked out my 'noughts and crosses' venture... Aye aye aye. It's impossible to understand my literal hundreds of wire connections anymore! I feel a twinge of guilt. New ideas flooded in as soon as I tried to dissect, which is why I was moved to work in this medium at all... but golly gee. Programming ultra complicated sackbots in #2 really gets the mindset away from the caveman abilities here - but I KNOW I can still make something of this silly tic-tac-toe exploit.

Just checking if there is any life in the community. Ps3 is dead, never mind the fact that this GAME is dead. Yet, I am still here. Breath life into me, community! I see that there are about 400 or less players STILL on at any given time. WAY more than I assumed! (Hooray, South America!!!)They threatened to shut down the karting server over 3 years ago - and I just played LAST NIGHT with new online friends. Shout out your love, let me hear the extinct PS3 users roar in defiance of progress!

If anyone on this site still has a PS3 and plays LBP1 - add me. I don't know if I will ever finish my projects, but I am SURE that I have the largest compilation of pointless LBP information in my brain. If even 1 of the 450 or so who still play see this - 'twill not be in vain.
2017-08-01 11:14:00

Author:
molynsi
Posts: 24


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