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LittleBigPlanet Official Thread: Live in your world, play in ours.

Baha said:
First of all, while in game, use in-game xmb to access settings > accessory settings > audio devices and test whether your mic is working. It should work afterwards as long as the mic isn't muted.

will try again - thanks!...
 
Problem:
I am making a dead tree. I split it in two halves and am using the edge tool to create all the limbs.

But I just reached the point where my object is too complicated, so I wanna delete the other half that I havent started working on and make it in sections.

Problem is, I cannot select the other half. I use the Popit Cursor and go to select it, but I get the "can't do this" sound.
 
kevm3 said:
Someone try out my level "rock valley" and give feedback please! My username is kevm2. The import image option will finally give me more color options and actual brushes so I can do some real linework.


kinda wish it was a bit longer

and i kept dying at that first electric tear drop part... wished there was a checkpoint right b4 it
 
Damn. This may be the game that pushes me towards a PS3 purchase this holiday season.

My friend bought it last night, so we ran through a bunch of levels in the story mode. The amount of charm exuded from every orifice of this product is off the fucking scale. When that Go! Team song kicked in during one of the early levels... we just couldn't stop giggling.

LittleBigPlanet is pure joy distilled into video game form. And there are some awesome examples of custom levels being shared in this thread -- keep it up, guys!
 
Oh I forgot to mention this but I played Vampire Killer (one of teknomanex's levels) this week and I really enjoyed it. Nice enemy variety and despite my initial concerns about the lack of checkpoints (there's only 3 in the entire level), it worked out pretty well. The only 'bug' I found was near the carpeted stairs, if you ran and attempted to jump on them you'd fall through the first plane into the gas below but I'm not sure if this is intentional so that you slow down and switch planes first. The entire level reminds me of the older castlevania games and their difficulty. Jumps look hard but are possible and the spiked logs were a nice touch. Also, props for using the original Dracula from Rondo of Blood, I always liked those designs despite how anime-ish they were.

I also tried Chubigans Mad Sea level (I'm sure I have the name wrong). Loved the atmosphere, especially during the deep diving sections. I haven't figured out how to get the item bubbles on top of the food stands though, maybe someone can help me out on that.

Overall, I'm genuinely impressed by the designs used in many of the levels I've played this week from other gaffers. Everybody reading this thread who hasn't played any of these levels is doing a great disservice to themselves for not checking out some of the levels posted here. They're good enough to be single player levels and I especially like the ones that mix narrative with gameplay.
 
Valkyr Junkie said:
Hmmmm, not sure how I feel about an image import feature. While it is obviously advantageous over using the Eye, this opens a can of worms over copyright issues. With the Eye, even if you take a picture of a copyrighted image, the image was taken by you and is therefore your property.

Screw that. You can't release a statement like "Everything you see in the game can be made in the editor" and then restrict people to crappy PS Eye imports. I applaud this move but they should have made it clearer earlier so that suckers
like me
didn't go out and buy a PS Eye.

BadlyCookedTurkey said:
I'm not sure how I feel either. I mean, people are already creating bloody beautiful stuff, as we can see from this very thread. Do we actually need this? Will it ruin the games character?

I've already seen a number of levels full of bad PS eye jobs. It'd be very disappointing to see the majority of levels filled with stuff off the net, because you just know most people will use it poorly.

Maybe they could put some sort of limit on it. Used sparingly it'll be excellent. But people could easily go over the top, and we'll also see lazyness probably which could lead to the game's character (cars, etc) being lost in a lot of levels.

Nothing will stop bad user created content. My PS3 is in a totally different room from my PC and getting quality PS Eye captures was always going to be a major chore for me. The creative will use this to create even more awesome than what they're doing already.

Hopefully, as you say, there will be a limit because I don't want to download 100MB levels. Also assuming that this news is real - I've never heard of that site.
 
I'm eating crow over this one. From what I've seen this is truly a great game, executed perfectly, all of my previous worries seem deflated.
 
Hi all, I am working on my first level, and have a question. I noticed some of the pre-made enemies I have aquired ( like the ghost hanging from a chain) will kill oyu if you touch them, but do not have the fire or electricity elements on them. They just have what looks like some white smoke or haze lining them. I tried to make a few of my own enemies htis way but could not figure out how to do it.

I figure there has to be a way to do it, didnt the devs use all the same tools we have for thier levels?

PS I still need some LBP Friends ; PSN Stranger777
 
BobM said:
Hi all, I am working on my first level, and have a question. I noticed some of the pre-made enemies I have aquired ( like the ghost hanging from a chain) will kill oyu if you touch them, but do not have the fire or electricity elements on them. They just have what looks like some white smoke or haze lining them. I tried to make a few of my own enemies htis way but could not figure out how to do it.

I figure there has to be a way to do it, didnt the devs use all the same tools we have for thier levels?

PS I still need some LBP Friends ; PSN Stranger777

colored poison change color by pressing square
 
BobM said:
Hi all, I am working on my first level, and have a question. I noticed some of the pre-made enemies I have aquired ( like the ghost hanging from a chain) will kill oyu if you touch them, but do not have the fire or electricity elements on them. They just have what looks like some white smoke or haze lining them. I tried to make a few of my own enemies htis way but could not figure out how to do it.

I figure there has to be a way to do it, didnt the devs use all the same tools we have for thier levels?

PS I still need some LBP Friends ; PSN Stranger777

They have deadly gas inside them. Basically gas with a cardboard cutout in front.
 
Wow. Islands are great. Almost picking up Sonic esque speed when flipping around these grip rollers. Music is nice too (just at the first stage so far) Seems like it would work for a desolate ice/cave stage too.
 
Baha said:
They have deadly gas inside them. Basically gas with a cardboard cutout in front.


ok that makes sense. Now i'll just have to figure out how to attach the cardboard to the gas. Thanks!
 
Clipper said:
Glue them together. Just position the two and hold the X button down.


lol i cant believe i didnt try that. I guess i never thought of gas being glueable....i have to remind myself i am not working with real elements...:lol

Rapping Granny said:
Is the online fixed yet from yesterday?


it was working ok for me earlier today
 
Image import by Christmas?

OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG

Sentimental life ruined confirmed. I hope i can find some amazing dildo for my girlfriend.
 
donkey show said:
What was it btw?

Your level completed gifts for Azure Palace show up under My Objects instead of Community Objects, which is kinda annoying. :) I think the cause is that you captured them when offline, as creator is set to LittleBigPlanet instead of your PSN name.
 
EnthusiasTech said:
LOL wtf is this ;

:lol


Honestly speaking I can see where the reviewer is coming from.

So far there hasn't been very good user generated content, and while the raw platforming of LBPis very good, the mechanics themselves (not the implementation, of which the devs have done a great job) are incredibly limiting. The score system is pretty much useless (aside from rankings) and there's no way to change that.

Yes grabing things is cool, but they didn't make the game robust enough in its core sackboy mechanics to really make an interesting platformer out of aside from gimmicks and a nice athestic appeal. It just feels very old school without even the flexibility of an old Mario (Imagine being able to make 'power ups' and give the enemies decent intelligence, alter Sackboys speed, gravity, etc).
 
Zen said:
Honestly speaking I can see where the reviewer is coming from.

So far there hasn't been very good user generated content, and while the raw platforming of LBPis very good, the mechanics themselves (not the implementation, of which the devs have done a great job) are incredibly limiting. The score system is pretty much useless (aside from rankings).

Yes grabing things is cool, but they didn't make the game robust enough in its core sackboy mechanics to really make an interesting platformer out of aside from gimmicks and a nice athestic appeal. It just feels very old school without even the flexibility of an old Mora (Imagine being able to make 'power ups' and give the enemies decent intelligence, alter Sackboys speed, gravity, etc).

They wanted to make the platforming accessible. If you start adding complex controls, the game would lose that.

The depth of the title comes in the environment and all the stuff you're able to do with switches, emitters, etc.
 
CSSer: LEETGAMER123: Foggy Mountain
Slaylock: Slaylock: Sackboy Verses the Volcano
drakesfortune: dudehans:
Baha: BahaFS: Test Obstacle Course
AndyD: AndysPants:
Mik2121: Mik2121: Sunset Runaway, Electric Ruins, Donkey!*
Kevtones: SolianMarx: The Furnace (Silent Hill!)
ckeur: Modulos:
Dante: Jenovah: Little Big Halloween
donkey show: gevurah22: The Azure Palace, LittleBigPhantasy Part 1, Red Rings of Burninating
SaitoH: SaitoHalifax: Wurm Lord Adventure, Last Battleship
Fletcher: DiarrheaLoyo: High/Low
Xenon: XenonHMW: LilBig Kong, wunderbox, spiderdungeon
Guled: Nytekrawla: Easy Trophies
TTP: Bloody_Marcel: LittleBigTrophy
Teknoman: TeknomanEX: Rag Tag Commandos, Vampire Killer, GAF Greens Zone
Snipes424: Snipes424: Moonlight Sonata - GAF, Godfather - GAF, Classical Music
Mr. Lemming: SicherLem: Package Panic
Careksims: Careksims: CSim's The Mountain of Mad, Alien Infestation Rescue (A.I.R.)
dfyb: dfyb: LittleBig Train Heist
freethought: freethought69: [GAF] Sackboy & the Magic Forest
chubigans: chubigans:Into the Ocean of Madness
BobTheFork: BobTheFork: Quest for Valhalla
Flo_Evans: Flo_Evans: Baja 1000
HappyBivouac: HappyBivouac: No Surprises
MThanded: mthanded: offroad challenge
andymcc: blokefist: audra's happy garden & akumajou audra
RamzaIsCool: RamzaIsCool: Final Fantasy: Dilemma
SappYoda: SappYoda: Sky Planet Episode III, Sky Planet Episode IV
Jaeyden: The Jade Fortress, Starstruck!

I finally posted my level - "Sackboy Verses the Volcano". It's nothing special, but at least it's short. :lol
 
Private Hoffman said:
They wanted to make the platforming accessible. If you start adding complex controls, the game would lose that.

The depth of the title comes in the environment and all the stuff you're able to do with switches, emitters, etc.

I understand that, I just wish that they included more powerful editing options for those who wanted to use them (like being able to alter the lighting, except down being able to make powerups and such).
 
Linkzg said:
Is there any way to have two switches activate the same wobble switch?

Sounds like you need an OR switch (either switch will trigger the bolt). Set up two pistons with mag keys on the end that will be pushed into the range of a single mag switch. Set the original switches to directional and connect to the pistons. The mag. switch can control the wobble bolt.
 
well I just picked it up man going from like no games to saints row 2, fable 2, fallout 3, lbp, and soon lich king, its a wonder i havent failed my classes :lol
 
Wow little big halloween is hard. No trouble until the timing section with the spiked smashers.

Does upload make the images appear on that stage or is that just for your archives?
 
:/

Don't want to whine too much since I'm enjoying the good feedback Sackhouette has got and just got the Create trophy, but its a bit disheartening to find it on Page 9 with 1000 plays whereas theres some utter shit on page 1 with over 40,000 plays?

I maintain that the browsing of user created levels is completely broken without a better way of displaying them or cycling the front page. I mean is that it now? Like the beta, will the original 'top of the heap' levels continue to just dominate the front page with it becoming harder and harder to get noticed?

What MM originally showed as proof of concept for the sharing screens was leagues above the current system. If I have to essentially whore myself out across internet forums telling people to search "Sackhouette" just to find my level, it certainly feels like somethings missing from the process! Wheres a "Best of all Time", "Best of the Day" and "Best of the Week" sort option? Seems like a no-brainer..

HOWEVER, excellent news on the image importing! Shame on every single games journalist in the business however for not having ever asked this fucking question earlier. Glad I didnt pony up and buy an EYE now, as I was very very damn close to doing so. Hope this 'before christmas' patch brings about great stuff for the game by tweaking it to perfection..

Tekno: if you upload a photo of you in a level, given time it should add it to the level's rolling gallery. You alerted that to me by your pic showing up, so I took some of my own and voila, there they are. Certainly a cool feature, but I'm hoping MM unveil like a proper community site where all these pics and level info is mirrored..
 
Out of curiousity, what percentage of PS3 owners have signed up to PSN?

I wonder how many people buy this game and never touch all the social stuff because they haven't connected their PS3 online.
 
Don't tell me all those rocket car levels from the beta are still page one!!?

I'm shocked this hasn't changed much since the beta. On the beta I created a level which had 30 plays in 10 mins. But after those 10mins it was off the levels globe! Had about 15 more plays to the end of the beta!

If it's practically the same (fucking random) sorting method, colour me disappointed.

Being negative helps null the pain of not having it!
 
Wurm said:
:/

Don't want to whine too much since I'm enjoying the good feedback Sackhouette has got and just got the Create trophy, but its a bit disheartening to find it on Page 9 with 1000 plays whereas theres some utter shit on page 1 with over 40,000 plays?

I maintain that the browsing of user created levels is completely broken without a better way of displaying them or cycling the front page. I mean is that it now? Like the beta, will the original 'top of the heap' levels continue to just dominate the front page with it becoming harder and harder to get noticed?

What MM originally showed as proof of concept for the sharing screens was leagues above the current system. If I have to essentially whore myself out across internet forums telling people to search "Sackhouette" just to find my level, it certainly feels like somethings missing from the process! Wheres a "Best of all Time", "Best of the Day" and "Best of the Week" sort option? Seems like a no-brainer..

HOWEVER, excellent news on the image importing! Shame on every single games journalist in the business however for not having ever asked this fucking question earlier. Glad I didnt pony up and buy an EYE now, as I was very very damn close to doing so. Hope this 'before christmas' patch brings about great stuff for the game by tweaking it to perfection..

Tekno: if you upload a photo of you in a level, given time it should add it to the level's rolling gallery. You alerted that to me by your pic showing up, so I took some of my own and voila, there they are. Certainly a cool feature, but I'm hoping MM unveil like a proper community site where all these pics and level info is mirrored..

Oh so as long as you take a picture and then upload it, it'll be in that stage's rotating photo preview? You dont have to upload it while you were in the stage?
 
Yup, pretty sure I uploaded my photo's after a playthrough.

Also, BadlyCookedTurkey, there is some form of sorting process. For instance all those naff beta levels seemed quite well hidden, but front page instead has several FIRST Trophy whore adventures. Theres a 5-star rating system, but it seems so transparent and appears to have no effect on the sorting at all? A lot of work to be done on this in the future by MM I hope!
 
Wowbagger said:
Your level completed gifts for Azure Palace show up under My Objects instead of Community Objects, which is kinda annoying. :) I think the cause is that you captured them when offline, as creator is set to LittleBigPlanet instead of your PSN name.
Yeah, I noticed that too. I'll change that when I log on later on just to make sure.
 
The game basically tells you to go out there and get connected, so it's a step in the right direction.

I just spent five hours working on my first level. I got the basic parts down earlier, and today I've been arranging stuff, putting up hazards (gas only), making different contraptions to reach higher platforms (the level is based on my livingroom so I've had to build around the stuff that actually exists) and trying to keep it nice and simple. Now, I'm gonna decorate it (mostly filling up shelves with dummy game cases), add a few more secrets and play test for a bit.

It's nowhere near as complex as some stuff here, but I hope it will be pleasant enough. And maybe I should add some unlockable items? I bet more people could find a use for LBP-formatted Ikea furniture...
 
At the VERY first level where they do the tutorial and stuff, there's a point where you
reach a bridge and it falls under you. You're forced to "kill yourself" to respawn at the cliff. How do you pass this without killing yourself?

I want my ACE!!!! :D
 
Guess I wont start up creating stuff again until I finish 100% of everything story wise.

What does hearting costumes do? I've made a few " Sarascen (Middle Eastern assassin), Loto style armor set (Dragon Quest), Onimaru (Ninja), Vagrant (that cork hat + poncho combo people have seen me in). Of course Kratos and the Minotaur as well.

Maybe you can gift costumes?

djkimothy said:
At the VERY first level where they do the tutorial and stuff, there's a point where you
reach a bridge and it falls under you. You're forced to "kill yourself" to respawn at the cliff. How do you pass this without killing yourself?

I want my ACE!!!! :D

The bird bird bird, the bird is the word.
 
djkimothy said:
I thought I saw it there, but I can't reach it! :(

Evil hint given to you before. Here's a better one: There's a piece of cardboard shaped like a shoe earlier on...do you think there's anything you could do with it?
 
I'm still far from unlocking everything so... can anyone tell me if there's a medieval type sword available as a prop? Or a full length katana (I've got a short one)? If so, where?
 
I also tried Chubigans Mad Sea level (I'm sure I have the name wrong). Loved the atmosphere, especially during the deep diving sections. I haven't figured out how to get the item bubbles on top of the food stands though, maybe someone can help me out on that.

Hey thanks! :D

Here's how to get on the food stands: In the room with four plants (the lab entrance) there is a button hidden behind the fourth plant. Press it, and you'll unlock the chest below to get the SackBoy token. Take the token down to the cafe, and a fish will trade you the token for an L-block that can get you up on the roofs.
 
anybody get 100 on the serpent level? the one with the boss that throws the mines at u? im missing 1 god damn item....is there a tricky one somewhere?
 
Wurm said:
Yup, pretty sure I uploaded my photo's after a playthrough.

Also, BadlyCookedTurkey, there is some form of sorting process. For instance all those naff beta levels seemed quite well hidden, but front page instead has several FIRST Trophy whore adventures. Theres a 5-star rating system, but it seems so transparent and appears to have no effect on the sorting at all? A lot of work to be done on this in the future by MM I hope!

So basically, like in the beta where all the levels created first stayed on the front page? Except this time it's the real game, and all the first levels created will once again stay on the first page?

*sigh*

When I saw a plain rocket car level with thousands of plays, and mine with around 50 nearly made me throw up a little. OK, they weren't perfect (there was nothing super complicated like), but they were entertaining enough and I'd loads of positive comments from another forum (they were probably the only ones to play them!). Put loads of time into them as well.

It just seems really random to me. The sorting process. It is possible to get a level up there, and stay up. I helped a bit with the person who created the Sackeater level, and somehow his level took off after a while and stayed up there on the globe. Which was nice to see, it's a cool level.

I'm sure they're working on this, just wonder how long it'll take them.

Ack, this negativity isn't working. I'm off to play R2!
 
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