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Author   Topic : "Little Big Planet level creation.. rocks!"
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PostPosted: Sun Oct 05, 2008 3:46 pm     Reply with quote
Some of you have probably heard of this game Wink I've made two levels already, it's really fun (though I would love mouse or Wacom support)

Anyone else in the beta?



I'll take some pics of the other level and post them too.

Cheers,
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PostPosted: Mon Oct 06, 2008 3:20 am     Reply with quote
Here's the other one, it's a sailing level with a pirate ship:


(screenshot taken in level edit mode, the meter on the left tells how much complexity your scene has - you can make huge levels!)
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Sumaleth
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PostPosted: Mon Oct 06, 2008 5:37 am     Reply with quote
How much of that is your own art/content? Do you make all the elements yourself, or place stuff from a library?

Looks cool anyway. The first images look like they're taken of a physical set.
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PostPosted: Mon Oct 06, 2008 6:48 am     Reply with quote
I really wish this was going to be out on PC Sad
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PostPosted: Mon Oct 06, 2008 7:16 am     Reply with quote
Gameplay wise it might look like 2d game but's it's 2.5D. There's 3 layers of depth where player can move and where you can create stuff.


About the object creation process:

The clouds for example are painted with round brush, you can change the depth value, size and rotation of the brushes. Strokes display
as extruded 3d meshes. Overall the game has maybe twenty material surfaces to choose from, the material also affects the object weight and how slippery it is. (some materials you can grab and hang on to)

Executioner's face was painted on top of the base material so you don't necessarily always see what material it is actually made of because the original texture is hidden. Each eye is a premade object from a library and they have premade animation that follows the player.
The trees in Executioner level are also premade objects. The characters hanging from them and crosses and graves are hand made.

Ship is painted with square brushes using all 3 depth layers, I had to plan it out well because you can't hide depth layers..
that means if you create something in front it will make working behind it nearly impossible.

Player has (almost) full control of lighting, color scheme, fogginess, grading etc. They're manipulated using sliders.

Physics tools are surprisingly good, you can do incredible stuff with them in reasonable time.. considering it's a game and not 3ds Max and Havok Smile
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PostPosted: Mon Oct 06, 2008 4:42 pm     Reply with quote
After burning today's midnight oil I had this: (Executioner is slightly bigger here so I made his textures more detailed)


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Sumaleth
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PostPosted: Tue Oct 07, 2008 1:20 am     Reply with quote
This is pretty cool:

http://www.youtube.com/watch?v=ZiRgYBHoAoU
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PostPosted: Tue Oct 07, 2008 3:49 pm     Reply with quote
Suma: yeah that's a mad one! It's made by the French guy Quaz51 who does detective work on console game resolutions and broke the news about Halo 3 among others being sub-1280x720, which makes it not HD Smile He can recognize ATI and Nvidia anti-aliasing from each other easily and counts the pixels even from badly taken photos and always gets the numbers right, crazy guy Smile

Some pixel art LBP style, Guybrush and Mario:


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Vahn
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PostPosted: Tue Oct 07, 2008 4:03 pm     Reply with quote
hehe cool stuff! i cant wait to play this game .. i have never been so excited for a game before hooooraaaaaaaaaaaaaay
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PostPosted: Mon Oct 13, 2008 10:32 am     Reply with quote
Vahn, thanks!

Some gameplay videos I took now that the beta is over:

Kraken level:
http://www.youtube.com/watch?v=_ECQciCReQY&fmt=18

Executioner's Castle:
http://www.youtube.com/watch?v=1lSX2_8GITw&fmt=18

The retail version is supposed to have more materials, more character outfits, more everything. The one thing I would like to see personally is elastic material that could be used to make snakes or tentacles.. no, not the Japanese kind Very Happy
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