[PS3] LittleBigPlanet Impressions

I'm kicking myself for not having played Shiftys level yet. I got caught up in Create mode last night (first level is STILL not done...so long!) and then played some R2.

I really REALLY need to get into it tonight. Will check it out (hopefully I have the chance!).
 
I'm kicking myself for not having played Shiftys level yet. I got caught up in Create mode last night (first level is STILL not done...so long!) and then played some R2.

I really REALLY need to get into it tonight. Will check it out (hopefully I have the chance!).

I join you.
 
I join you.

Sounds good man!

I got off the other day to do Math Homework, and my Girlfriend stepped in and started, playing, lol. She even went into create mode to try to make some stuff and started asking me questions. It took her all of a few minutes before she was bored and left (with the system on, lol).
 
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?

Don't worry about it. The jump requires me to adjust my position mid-air. That's why the kid fell most of the time. I think our momentum changes the jump distance somewhat. You'll need to make super elongated mushrooms to catch all our jumps (which may not make sense).

It's just something that caught my attention when my kid handed me his controller and asked for help 2-3 times in the same spot.
 
I haven't played it yet, but have you thought about swaying mushrooms? Make them sway left and right so when one is all the way to the left, the next is all the way to the right, making the jump smaller and possibly more managable. It'll look neat too.
 
Don't worry about it. The jump requires me to adjust my position mid-air.
What you describe is exactly what was bothering me with that bit of the level. I found myself making instinctive mid-air corrections which had me worrying it wouldn't be too accessbile, but that's the trick to LBP's core platforming mechanic and momentum-heavy motion. It took me a good while to learn to adapt playing the game. My test-case mate never played enough LBP to learn the skillzorz, so struggles a lot more. The only gameplay fix I can see is make sure the jumps are full-length jumps with enough of a landing space that you can stop. I think LBP could do with a difficulty rating for levels, so levels can be designed for a specific audience. Beginner friendly levels is a good idea, but they'd possibly get lost.
 
Yes, if Media Molecule wants to target casuals someday, the jumping mechanics may need to be dumbed down somehow -- even with existing user levels. The funness usually comes from co-op, racing, timing and solving puzzles anyway, rather than gamer platforming (or chaining jumps).
 
For me the jumps are still very difficult. I don't understand how to control them, and are mostly hit or miss for me. But then I haven't spent as much time as u guys in LBP, but my fun-factor does fall due to the difficult jumping :( !
I got stuck in the story levels at one point just because I couldn't jump correct, left the main game for user created levels as they are usually much easier and more relaxing !
 
What makes the platforming difficult for me is the momentum you carry AFTER a jump. You have to stop mid air to stop your motion so you don't continue to move on the platform, which can make things difficult when you have spikes or other hazards that require very accurate platforming.
 
I have a level that I am releasing this week (as soon as create pack arrives). It's all platforming, visuals and bubble combos. If you want somewhere to practice your jumps, then this is place. It's nearly impossible to die and full of all sorts of freestyle platforming. Check it out Thursday of Friday. It's called Tye Dye!...I should also have a companion type of level released with it called Flutterby! where you can "transform" into a butterfly and fly off into the sky by tapping the jump button. I'll post some screens and video in a few days. :)
 
A few reasons actually. Although its not confirmed...I'm hoping that you can change the fog and color with the new switch. I thought someone from Mm had mentioned that all the global settings were available with the new tool. If so, then you'll see why when it's released. If not, it'll still be a great level visually. I also have a scoring contest setup to begin on the 23rd..over at LBPCentral.com so I'm kind of committed. I also think we'll see a decent influx of players and creators this weekend, so it'll be a great time to launch a couple of levels & update/republish some old stuff. Hopefully have Abyss! Episode 2 finished by month end. These days, with the new 'cool levels' 7 day cycle, you have to play the hype and marketing game if you want to maximize your time in the spotlight....it's alot of work but it's actually kinda fun. ;)
 
I'm still working pretty hard on Episode 1 of "The Great Hunt" series. I too am waiting for the creator pack, the global lighting will allow me to get the "feel" I want in my level that I've been tinkering with manually (changing the setting while creating at different spots). Really cannot wait to dig into it.

As of right now I'm trying to think how I should end the stage. I think I'm going to try to create a miniboss for each stage, but I fear it may be kind of complex and take some time, so I'll just stick to a simple boss that poses a little threat.
 
I downloaded from the store only to find no install. Went into LBP and the store there, and the new pack appears as 5 levels with collectables for the new items, so I don't get what the download in the PSN store is all about. The tutorials are surprisingly 'cheap' IMO. not much at all to them, and no end. You have to manually quit the tutorial. The pickups are the infinite checkpoint, the tetherless jetpack and de-equipper, and the environment switch. Two other tutes showcase changes already in effect - invisible component bits and something else.

The environment widget is certainly very cool. You set the target optiosn for time of day, fog, colour, etc. and a time to transtition to. The widget includes a proximity sensor, or you can wire it up manually to activate on other triggers. Transisitons can be as abrupt as 1/10th of a second. I knocked up a 'player is blinking' effect when testing. You could readily have off-screen changes, like a night-time level with a sudden shift flash of daytime for lightning. A null-upgrade device is added to remove jetpacks or paintinators when SB walks over them. The other stuff is self explanatory!
 
Shifty - The levels for the new creation items are only there because you downloaded them from the PS Store ;) I was also confused and wondered wtf was going on when immediately loaded create mode to find no new tools :(

Love the new global settings though! Should make for some REALLY interesting stages in the months to come. Let's hope they keep doing awesome stuff like this!
 
What the heck is with the cancel upgrade tool? You can't shrink it or enlarge it. You can't hide the X. You can't hook switches to it. It's not what I expected and quite honestly it sucks. The best use I've found for it is like a railgun. You glue a tetherless jetpack on top of the cancel tool, and line them up like a mag lev. Shoot your sackboy across the screen.

Oh yeah, published Tye Dye! if you didn't know.
 
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