[PS3] LittleBigPlanet Impressions

Well, I started the 1st part of The Great Hunt, currently dubbed "The Journey Begins" (cliche right!). I've already started to experience great freedom with a focused idea, rather than the crazy ideas of it's predecessor.

I've noticed that emitters can DESTROY thermo space depending on what you emit, how much can come out at once, speed, etc. I lost nearly 1/8th of my thermo doing some tricks with an emitter. I was pretty surprised.

Either way, going to continue work here and try to do some interesting things, I want to have a lot of bridges and swinging, but I fear that since they are "moving objects" they'll take up thermo space.

I've also noticed that fewer moving objects will increase net stability, so I want to try to keep that in mind as well, as it may help with performance online w/other players.

Lastly, I really want to play test this with multiple people to ensure that it's accessible and easy, and it's possible to play w/2 people.
 
I've noticed that emitters can DESTROY thermo space depending on what you emit, how much can come out at once, speed, etc. I lost nearly 1/8th of my thermo doing some tricks with an emitter. I was pretty surprised.
You must be emitting something with creature parts. Or huge amounts of objects. Each emitted object needs to be allocated space. If you set the emitter to 99 objects at once, unlimited life, the game has to allocated spce for 99 of those objects including collisions. If you keep the number of objects emitted down low, emitters have negligable impact. I use them for switches and opints-bubbles as practically free.

I've also noticed that fewer moving objects will increase net stability, so I want to try to keep that in mind as well, as it may help with performance online w/other players.
The flip-side of that is more chance of catastrophic level collapse when making edits. If detaching a piece of an object detaches all attached pieces, that only extends as far as the object is glued down. If you were to glue the whole level together, you may well find an edit on the far side caused things to drop on the leftmost side without you seeing until after a lot of work! Try to balance construction into manageable blocks.
 
You must be emitting something with creature parts. Or huge amounts of objects. Each emitted object needs to be allocated space. If you set the emitter to 99 objects at once, unlimited life, the game has to allocated spce for 99 of those objects including collisions. If you keep the number of objects emitted down low, emitters have negligable impact. I use them for switches and opints-bubbles as practically free.

The flip-side of that is more chance of catastrophic level collapse when making edits. If detaching a piece of an object detaches all attached pieces, that only extends as far as the object is glued down. If you were to glue the whole level together, you may well find an edit on the far side caused things to drop on the leftmost side without you seeing until after a lot of work! Try to balance construction into manageable blocks.

Well, I was trying to use an emitter to make a paint waterfall, and noticed they all started taking up a bit of thermo space, so I cut down and tweaked.

Usually I try to avoid "glue" as much as possible if I can. Anything like 2D decorations that are hanging on something I almost always "bolt" to another surface. I wonder if that suffices for eliminating a "moving object" by using multiple bolts so that it is in a fixed position?

I didn't check last night, but does 1.12 give you the ability to hide motorbolts?

Edit: post 666....:(
 
Congratulations, well deserved.

I really should find some time to play the more recently published levels, and perhaps even finish my own.
 
Man, I really *really* want to create something fantastic so I too can get a crown!!!

*joins the me too club*

Congrats Jaeyden, your levels continue to inspire me and make me shoot for new heights.
 
He was crowned as part of the collaboration with the GAF crowd. Lots of top creators aren't getting crowns. You have to do something out-of-the-ordinary for the crown.
 
Hey, thanks for the gratz guys. Certainly is the most exciting piece of DLC I've ever received. Alright! On to the next project...;)
 
tha_con, I replayed your level with my son this time. It's still possible to get stuck in the left rock beside the windmill. He fell right into it :) We completed the level after 2-3 attempts. We barely missed landing on the stage after the windmill and had to keep retrying (Did you change this part coz I didn't have much difficulty at all during my first run). Also, is there a way to kill the last giant boss ? We ran right underneath it to the finishing point. :)


Shifty, we played your dancing game too. The kid was speechless at the beginning because it wasn't a platformer like he expected. I like it though since it challenges his perception. Did you put a lot of effort into decorating the make-up room. It looks hm.... authentic ? :D

We abandoned our mushroom game because we had to be somewhere else. I can already tell it's tricky. We kept falling from the first mushroom jump. Did you cruelly space the mushrooms out so that we will miss them in a regular jump ? Daddy had to help him clear the jump a few times.


Also found time to play Jaeyden's Contra level (Stage 7 ?). It's pretty intense. We like it a lot (but haven't completed it yet).


My wife recommended a level to me. And I'm going to highlight it here. It's "Distress in Ocean" by Yamame3. The level is broken in the sense that you have to clear the Shark chase in one attempt. There is no way to re-attempt the damaged level. However, the overall design and "bosses" are very imaginative and cute.


Don't watch if you want to play the level yourself.

EDIT: After watching the video, I realized that it's possible to complete the game even if one dies in the middle of the Shark chase. But from my own playthrough, I was spawned in the wrong check point, making it impossible to continue.
 
Did you put a lot of effort into decorating the make-up room. They look hm.... authentic ? :D
A fair bit, but that was the most fun in building the level. Contact shadows were added with the dirt sticker - the game's GI-look lighting only works with the global lightsource which makes fully-lit levels in completely darkness look decidely weak and flat. That won't be aproblem with environmental control that can dim the lights at the right point.

We abandoned our mushroom game because we had to be somewhere else. I can already tell it's tricky. We kept falling from the first mushroom jump. Did you cruelly space the mushrooms out so that we will miss them in a regular jump ?
No! They're a 'normal' jump distance apart. Just LBP's jumps are a bit erratic. Tests with other folk, my non-platforming mate principally had them failing the first play, then learning and getting past. I ummed and erred about keeping them but without much feedback, felt it was no worse than much of the platforming in the game proper.

I also found a problem playing 'Mushrooms' with Deepbrown yesterday. The 3 player part was borked! :oops: I had moved the checkpoint door a gnat's whisker left so it would register players properly, and ended up blocking the lever just enough so it moved but didn't activate!
 
Mushrooms by moonlight! Pure awesome Shifty. It's just a fantastic level. Gratz on it's success. Great 2x & 3x parts, hidden areas and tricky platforming. Super polished and way fun. Really is 5 star material. :cool:
 
Thanks! High praise coming from a Crowned Prince of LBP, which you have nattily sported in the photos ;)

Patsu : I spent a while trying out alternatives to the starting mushroom jumps, but couldn't find anything that wasn't either tricky or mind-nimbingly easy. Even filling the space with static mushrooms didn't work because of the automatic lane-changing and floaty physics. Do you know of any examples you could point me to of what works in terms of jump challenges?
 
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