[PS3] LittleBigPlanet Impressions

Heh heh, pay attention to the villagers' hint, especially the kids'

I thought maybe it had something to do with the old mine? I know I'm supposed to get rid of the ground beneath him, that much was obvious from looking at the geometry, I just had no idea what to do, lol. Will try some more, I really liked it though!

Have you made anything Patsu?
 
So, I've got a question. I played a stage where I walked on fire...how is this possible? Obviously it's a trick / exploit, but just wondering if anyone here knows how.
 
So, I've got a question. I played a stage where I walked on fire...how is this possible? Obviously it's a trick / exploit, but just wondering if anyone here knows how.
Transparent floor ?..

I want to recommend you 2 levels , from same author , Maxed Out and Maxed Out 2 ... I dont remember the author's name but he is a LBP genius ...
 
So, I've got a question. I played a stage where I walked on fire...how is this possible? Obviously it's a trick / exploit, but just wondering if anyone here knows how.

You know that the game has 3 wide layers that you can walk on, but also 4 thin layers that you can use as a designer to make the game look more interesting and such, right? I would imagine a regular floor, and then put a piece in the thin layer in front of that floor that has the exact same dimensions (minus depth) but has been set ablaze. Then it looks like you walk over fire. Transparent floor is another option.
 
Transparent floor ?..

I want to recommend you 2 levels , from same author , Maxed Out and Maxed Out 2 ... I dont remember the author's name but he is a LBP genius ...

Well, I thought maybe it would have been glass, but it's not. Hmm...

Played maxed out, btw, and I was blown away. Amazing stuff that guy did.
 
A very thin (as thin as it'll go) Dark Matter (and Rubber IIRC) object is not rendered, creating an invisible wall or floor. However it's also difficult to select in the editor. You can't click it directly. You can either glue another object to it and select via that object, or maybe create the thin layer in another material first and only switch it to Dark Matter when it's in its final position.

Thin-layer objects do not emit flames, instead only smouldering.
 
A very thin (as thin as it'll go) Dark Matter (and Rubber IIRC) object is not rendered, creating an invisible wall or floor. However it's also difficult to select in the editor. You can't click it directly. You can either glue another object to it and select via that object, or maybe create the thin layer in another material first and only switch it to Dark Matter when it's in its final position.

Thin-layer objects do not emit flames, instead only smouldering.

There is so much I have yet to learn about LBP, lol. Thanks for the pro-tip :) Hopefully my next level will get more plays, I'm staying away from tunnels and caves, they can cause too many problems for my liking.
 
Yeah, tunneling can be bad news. There's also the issue of overly complex geometry when working with tunnels. But if you get a catastrophic level collapse, you can often recover. It seems to be associated with detaching objects after a rewind. I had my Grimmaulchkin level fall apart, but reloading it from just before the edit, it was safe. So basically, if it all goes to pieces, rewind to just before it falls apart, save it to a new slot, exit to Pod and then go back into editing the newly saved level. It should be intact and you can detach/delete the offending object without everything falling to bits. This works for me every time so I no longer fear the total level collapse as I used to. I keep an eye out for it, but it can be recovered as long as you don't save after it's fallen to bits.

Oh, and another thing to look for is if you have the editor paused and an object you move passes through existing geometry (as happend on Onooi for me). This means the catastrophic level collapses (CLC) has occured, and it's time to rewind to a point where everything was together, save, and try again.
 
I might pick this up for PSP (if I buy another one).
It seems to be well suited for portable play, you can design levels anywhere.

Anyone know if the physics could make the jump to PSP intact, I don't care if the visuals (eg. lighting, shading etc) takes a considerable hit, as long as the physics are there.

Does LBP use the Cell extensively for physics calculations? So much so that the game couldn't work as is on 360 let alone the PSP?
 
I might pick this up for PSP (if I buy another one).
It seems to be well suited for portable play, you can design levels anywhere.

Anyone know if the physics could make the jump to PSP intact, I don't care if the visuals (eg. lighting, shading etc) takes a considerable hit, as long as the physics are there.

Does LBP use the Cell extensively for physics calculations? So much so that the game couldn't work as is on 360 let alone the PSP?

The physics themselves wouldn't be hard to do at all, it's just the number of calcs that it can do at once.

I completely expect LBP PSP to be one plane and one plane only (aka absolute 2D).
 
I want to recommend you 2 levels , from same author , Maxed Out and Maxed Out 2 ... I dont remember the author's name but he is a LBP genius ...
Info about author ;

Author name : Qugz

Incredible machines out there ... You'll be surprised ...
 
I've just published a new level, this one vehicle based. I doubt many will appreciate the subtle background techs. The wind noise for example is being randomly modulated - it doesn't come out of the box like that. I've also cracked the airbourne enemy after a lot of learning. The buggy is remarkable robust. I'm a bit shocked how at the fluke on the suspension settings that balanced out really well first try, making a great change from the usual tweaking! It'll climb over all sorts of terrain.

Most importantly though, there are none of my puzzles or story elements! It's a straight forward get in, drive, shoot and get points level.
 
I couldn't go down alone!

Anyway, I played one of those levels (Maxed out) and he has a section where you walk on blocks that just "appear" as you get to them...I cannot, for the life of me, figure out how he did this.
 
The physics themselves wouldn't be hard to do at all, it's just the number of calcs that it can do at once.

I completely expect LBP PSP to be one plane and one plane only (aka absolute 2D).

I thought as much, anyway only 2D would make the game easier, rather than having you fumbing around with depth.

I did remember reading somewhere that MediaMolecule said LBP wouldn't work as is on 360 (ie. there would have to be cuts) so I was curious.
 
I couldn't go down alone!

Anyway, I played one of those levels (Maxed out) and he has a section where you walk on blocks that just "appear" as you get to them...I cannot, for the life of me, figure out how he did this.

Is it different from the sections that are like this in the main game? Or didn't you play that all the way through? Going to throw in the disc again soon to catch up on some user made levels mentioned here.
 
I thought as much, anyway only 2D would make the game easier, rather than having you fumbing around with depth.

I did remember reading somewhere that MediaMolecule said LBP wouldn't work as is on 360 (ie. there would have to be cuts) so I was curious.

It would be great if the game were that scalable. Having all that already creative content being able to mix between a PS3 and PSP version would be an instance buy for me.
 
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