#1
Just quick questions.
Archive: 10 posts
Hey, I was wondering what would be the best ways to make levels in LBP 1. I already know some neat tricks that you can do in the game or what people can take advantage of but I'm not an expert level designer that can fully utilize mechanics, glitch's, or save a lot of thermo space within the game. So with that in mind I'd like to ask a few questions. 1. What would be the best way to shoot images with the PlayStation Eye Camera (since you can't export images from a HDD on the PlayStation or memory card.) I would like to make some Photoshop images on my PC and snapshot them with the PlayStation Eye but I'm just curious how people could get the best quality out of the camera. 2. So, I have a few TV's lying around, I actually have a small HDTV (I don't know the specific dimensions but if you want them I could probably look them up or find them.) And a wide screen HDTV. I can kind of notice settle differences between the screens but the most noticeable thing I can see sometimes how much you can actually see. If I wanted to make a secret area like a hidden room and not have the player notice would someone with a bigger TV or monitor be able to see it easier because they have a wider tv display, and vice versa? 3. Is it still possible to make invisible grab-able ropes? 4. Sometimes when I load certain levels I get "Unable to load level" Is there a way to fix this? 5. I know there are a few ways to make custom music in the game, but I'd like to know how most make it with a "Music Box" That takes advantage of cogs in game to make music. Thanks, | 2017-09-03 18:20:00 Author: petethepug ![]() Posts: 14 |
It's been a while since I last created something in LBP1. Q1 Do it with the ps camera, or recreate it in LBP1 Q2 I think LBP doesnt support wide screens with 21:9. I'd say create a secret area far away so people need to explore your level. Q3 I don't know it exactly, but I think if you scale a block of sponge down it should get invisible. Q4 Is it at the levels of your moon? Those are broken. A common LBP bug. Q5 I think back then people used a magnet (tag) and many magnet sensor on a wheel that was spinning slowly. There were many soundobjects and they were connected with the many magnet sensors. | 2017-09-03 18:34:00 Author: mdkd99 ![]() Posts: 1172 |
Q1 Do it with the ps camera, or recreate it in LBP1 I meant how could I take a neat picture with the camera, I already have it I forget to mention (my bad) but If I take a picture of a printed image or something, should I use lighting or use a certain resolution in Photoshop, when printed to make the picture quality look neater in game?) Q2 I think LBP doesnt support wide screens with 21:9. I'd say create a secret area far away so people need to explore your level. Well, I would like to do that but I'd like to make the levels simple and linear so it can be easily navigated in game without to much confusion or problems. The type of genre's I'd be making in game would be quick action platformers, or levels that were popular in the past like casual "survival" games. I think I could use that idea though for a puzzle game that requires some back tracking however. I was asking because normally, depending on TV Size the image scales down or up to meet with the games needs but I don't know if it does it that way to make the picture smaller so you can see less on screen or vice versa, or if it does it to make the resolution of the game is worse/better depending on the monitor/tv size you have. I will have to post my TV Sizes later but realizing it now I don't think there's going to be a massive difference unless, like you said your using a 21:9 monitor/TV or your playing on a 4k display. Q3 I don't know it exactly, but I think if you scale a block of sponge down it should get invisible. I will have to try it in game later in game. Thanks Q4 Is it at the levels of your moon? Those are broken. A common LBP bug. I meant some levels on the community page of the game, certain levels don't work but I don't really know why. So far none of my levels are really having this problem so I can't really see why certain levels are having that problem :/.[/QUOTE] Q5 I think back then people used a magnet (tag) and many magnet sensor on a wheel that was spinning slowly. There were many soundobjects and they were connected with the many magnet sensors. I would set the item up myself but I don't want to run into mistakes and have to do lots of trial and error, do you know any levels that have the item already setup and just pretty much need to be edited. Sorry for all the questions, I'm just getting back into the game and going in with a new mind set pretty much, in other words I'm just hyped playing the game again. I have played the games before (many times) with very different outcomes of how well I have done or just in general how much enjoyment I have gotten out of them over the past years. | 2017-09-03 21:10:00 Author: petethepug ![]() Posts: 14 |
I meant some levels on the community page of the game, certain levels don't work but I don't really know why. So far none of my levels are really having this problem so I can't really see why certain levels are having that problem :/. I encountered that a few times, so what I do is back all the way out of the menu and back "into the pod." After that I could enter the menu again and pull up a level and it would work. No idea why it happens though. As for the "invisible grabable ropes," if you shrink a long grab material strip so it disappears, you can then put a string that attaches to either end, thus making a "grabable rope." In LB2 and 3, you can do the same with hologram material so the player won't be able to stand on it. With the tag/sensor music thing, trial and error is really the only way to get stuff to work, plus it makes you a better creator. Hope this all helps! | 2017-09-05 02:36:00 Author: ratalsoni1 ![]() Posts: 30 |
Sorry for not replying back I have had my hands full this week, I did what you said about the failed to load level problem but i'm still getting the issue. As far as the invisible rope stuff goes it works. And I have figured out a good way to make music in game with a few tutorials in game and tutorials on YT. I'm still having problems with the PS Eye though, as far as getting a clear shot of something goes. I might know a way to make clearer images but I need to get some stuff setup before I get into that. I'm just trying to use it so I can easily make cutouts of something in game like a lamburgini for example or my hand. Thanks for the reply back, I will post back if I figure something out! | 2017-09-08 22:26:00 Author: petethepug ![]() Posts: 14 |
Alright I did figure something out about the PS Eye camera, for the most part the res is horrible but its almost negligible as long as your just trying to make the main interior design. Anything else like small text won't show up to well unless you change the dimensions of the picture in Photoshop or something, or you take pictures of things individually and basically try to get an estimate of what might be where after you cut everything out. The only items I have cut out so far are just my hand and a PSP (At least an attempt of a PSP.) I will say this, getting round objects cut out is frustrating if its really complex, If you want to get a nice cutout or accurate results of the image on the game. I know I am kind of being repitive at this point but from exciperence what is better as far as LBP Thermo goes, making an individual level like lets say a bunch of bomb survivals on separate levels, or making a bunch of bomb survivals on one level. I'm just wondering because I'd like to make a PSP Mini game kind of inspired level but I don't know how much thermo space I'd take up just making one mini game of something. Just curious because I don't want to make all of this content only to realize I would barley have enough room to make any actual gameplay content. | 2017-09-30 21:07:00 Author: petethepug ![]() Posts: 14 |
LBP has limited space. It's been a while since I played LBP1, but to prevent malfunctioning emitters, I would spawn the stage when it is used. That saves much space, if you use many materials, stickers, complex objects etc. How you do that in LBP1 is a different question though. | 2017-10-03 19:04:00 Author: mdkd99 ![]() Posts: 1172 |
I haven't really been to on the move with what I have been making. I kind of stopped after a few weeks :/. Just been kind of lazy making this project and have been changing the idea a little bit to try making it original and not rude best as possible. What I will do since I have been kind of slacking is just make a endless mini game demo based on running to see how much thermo goes up and If I do use an emitter glitch, figure out how laggy the game will be. If it turns out the game becomes way to laggy or overheated in LBP1 I will just continue making what I want to make in LBP2 or LBP3 since it has better tools equipped for the job. The reason I want it in LBP1 is so I can give myself the challenge of making something productive or cool without the other tools that future games have. Kind of lame but its what I like to do in my spare time sometimes is give myself challenge. | 2017-10-16 21:58:00 Author: petethepug ![]() Posts: 14 |
I'm just going to be frank here at this point; I no longer have the dedication to make a level on here, and I don't want to be that one guy to say "I have work, school, whatever." Its just I'm bored of creating content for the game and don't have so much time to keep constantly making & working on projects That and perfecting everything in a game already in a game to the point where tackling on a task becomes annoying, frustrating, or just boring. Thanks for the help tho. | 2017-11-16 22:52:00 Author: petethepug ![]() Posts: 14 |
Please don't double post. Just use the edit button. Please see rules. https://lbpcentral.lbp-hub.com/index.php?t=21530-Rules-amp-Consequences ![]() | 2017-11-17 03:08:00 Author: jwwphotos ![]() Posts: 11383 |
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