The era of LittleBigPlanet is now over, but in case of private servers to classes, if you were learning how to create levels, I came up with ideas on how to teach it.
For a refresh to those who haven’t played LBP in a long time (or at all), here are the menus of Create Mode. You’ll have to press the circle button to open the Popit Menu. One of the Create Mode exclusive menus is the Goodies Bag. The other is the Tools Bag.
In the Goodies Bag, you have Materials, Objects, My Objects, and Community Objects. For materials, there are a total of 12 different types of materials, but only six of them have multiple materials of the same type.
- Wood – One of the base-building materials, this one is the middle of the road. It’s neither grabbable nor destructible by explosives.
- Cardboard – A very light base-building material that is not grabbable, but it’s destructible by explosives.
- Stone – One of the two heavyweights of the base-building materials, it’s neither grabbable nor destructible by explosives.
- Metal – The other heavyweight of the base-building materials. Like stone, it’s neither grabbable nor destructible by explosives.
- Sponge – One of the base-building materials. Sponges and fabrics are light, grabbable, and destructible by explosives.
- Glass – a medium-weight base-building material, but when used as a surface, it is slippery. It’s neither grabbable nor destructible by explosives.
There’s also Polystyrene, which is as light as cardboard and grabbable like the sponges and fabrics. And guess what, it can be destroyed by explosives.
The other five materials, which do not have multiple materials of the same type, have their properties as well. In particular:
- Rubber – has very good traction, and it can stick quite well. Good for wheels. It’s not destructible by explosives.
- Pink Floaty – a grabbable material that stays in the air. There’s no weight in that, as grabbing it may move it. Also destructible by explosives.
- Peach Floaty – similar to the Pink Floaty, except that the weight is negative. It will float up. Also destructible by explosives.
- Dark Matter – an anti-gravity material that does not move. It can be used to hold hanging objects. It’s not destructible by explosives.
- Dissolve – a very light material that if you hooked a switch up to it, you can make it dissolve by stepping on the switch. Also destructible by explosives.
The objects section also has a whole variety of objects. Some of them are combinations of materials and objects, but others are pure objects. Other than the lights (which are adjustable), none of the objects have adjustable features.
When you place a material, you can also use different shapes. You can also decide the depth of the material (like thin-layer, one layer, two layers, or three layers) and the position among the layers. You can hold down the X button and drag to draw the objects. You can also use the same tools to delete parts of the material, making holes.
When an object is drawn, you can select the object, move it, and glue it. You can also delete it.
As for tools, here’s what’s available in each game:
LittleBigPlanet 1 Tools
- Material Editors:
- Material Changer – allows you to change the material into something else.
- Corner Editor – allows you to change the corners. You can add or delete corners.
- Flame Tool – turns the material into a burning hazard.
- Electric Tool – turns the material into an electrifying hazard.
- Lethal Gas Tool – turns the material into a poisonous gas. You can change the color of the gas to white, yellow, red, blue, and black.
- Unlethalize Tool – removes hazards.
- Capture – allows you to save the object.
- Connectors:
- Bolt – allows the object to move by spinning. The stronger the bolt, the less likely the object can move.
- Sprung Bolt – allows to object to move by spinning or tilting, but it would wobble back into position.
- Motor Bolt – the object will spin constantly. You can change the rotation speed and the direction of the spin. You can hook this up to a switch or sensor.
- Wobble Bolt – the object will tilt back and forth. You can change the angle of the tilt and the time it tilts. You can hook this up to a switch or sensor.
- String – allows you to connect two objects together, which you can use as support for swings and platforms.
- Rod – similar to the string, but you can change the stiffness.
- Elastic – similar to the string, but it can be used to stretch.
- Spring – similar to elastic, but you can change the stiffness.
- Winch – a string that expand and contract. You can change the maximum and minimum lengths, the time they will move, and how they would move when connected to a switch (on/off, position, one-shot).
- Piston – similar to the winch, but you can change the stiffness.
- Creature Pieces:
- Magic Mouth – allows you to input dialogue, along with a voice.
- Magic Eye – just an aesthetic.
- Creature Brain – gives life to the creature. There are two variants of this. One of them is poppable, which means if you step on it, you break it and score points. If all brains are popped, the creature disappears.
- Leg – allows creatures to move.
- Wheel – similar to legs, but on wheels.
- Creature Navigators – gives points where the creatures would start and finish at.
- Special:
- Emitter – emits custom objects. You can adjust the direction, the speed, the delay, and the duration of the object.
- Rocket – allows objects to thrust.
- Global Lighting Object – changes the environment of the level. You can choose what time of the day, the brightness, fog, fog color, and color correction.
- Switches:
- Button – activates when a sackperson or object is on it. When you get off, it deactivates.
- 2-Way Lever – when pulled one way, it activates. But when pulled the other way, it deactivates.
- Sticker Switch – activates when the correct sticker is placed on the material. You can choose the sticker.
- Grab Switch – activates when a sackperson is holding onto it. But when you let go, it deactivates.
- 3-Way Lever – pulling it one way moves wobble bolts, winches, and pistons one way. Pulling it the other way moves them the other direction.
- Sensor Switch – activates when a sackperson is nearby. But when you get out of range, it deactivates.
- Magnetic Key Switch – activates when the correct magnetic key is nearby. But when it’s not within range, it deactivates.
- Paint Switch – activates when enough paintballs are shot at it.
- Water Switch – activates when submerged. But when water levels go down, it deactivates.
- NOTE: The spotlight from the Metal Gear Solid pack acts as a switch too, if you step under the light.
- Basic Gameplay Kit:
- Camera Zone – Let’s you set the camera and angle in a certain zone.
- Entrance – the level entry.
- Checkpoint – a single-ring checkpoint. If you die, you’ll start over at the checkpoint. You have three lives.
- Double-Life Checkpoint – a double-ring checkpoint. You have six lives.
- Infinite-Life Checkpoint – a checkpoint where you have an infinite number of lives.
- Close-Level Post – locks other players out until the level is finished.
- Scoreboard – ends the level.
- Photo Booth – takes a picture.
- Score Bubbles – awards you 10 points when collected. Burst after collecting.
- Prize Bubbles – awards you 50 points and a prize when collected. You can choose what prize the bubbles offer.
- Character Enhancements:
- Jetpack – allows a sackperson to fly, but limited to a tether.
- Tetherless Jetpack – same as the jetpack, but you can fly freely.
- Paintinator – paintball gun.
- Scuba Gear – allows a sackperson to dive underwater for an unlimited time.
- Bubble Machine – refills a sackperson’s air meter.
- Enhancement Remover – removes the jetpack or scuba gear when passed.
- Dangerous Kits:
- Spikes – in two sizes, kills a sackperson on instant.
- Impact Explosives – explodes upon hard impact.
- Trigger Explosives – explodes when triggered.
- Missile – similar to explosives, but also a rocket.
- Plasma – touching these instantly kill the sackperson while the ball disappears.
- Racing:
- Start Gate – starts the race.
- Finish Gate – ends the race.
- Music:
- Standard Music – real life songs put into the game. Some are composed by the game’s developers.
- There are 28 songs in the base game, 38 in total.
- Interactive Music – songs with six different tunes. You can change the volume of each tune to mix the music.
- There are 8 songs in the base game, 16 in total.
- Standard Music – real life songs put into the game. Some are composed by the game’s developers.
- Sound:
- Animal
- Mechanical
- Comedy
- Monster
- Transport
- Enviromental
- Musical
- Human
- Miscellaneous
- Metal Gear Solid
- History Pack
- Monster Pack
- Pirates of the Caribbean
- Team ICO
LittleBigPlanet 2 Tools
- Material Editors:
- Material Changer – allows you to change the material into something else.
- Capture – allows you to save the object.
- Corner Editor – allows you to change the corners. You can add or delete corners.
- UV Tool – allows you to move and rotate material textures.
- Flame – turns the material into a burning hazard.
- Electric – turns the material into an electrifying hazard.
- Horrible Gas – turns the material into a poisonous gas. You can change the color of the gas to white, yellow, red, blue, and black.
- Plasma – turns the material into a plasma-covered hazard.
- Unlethalize Tool – removes hazards.
- Sticker & Decoration Edit Tool – edits stickers and decorations.
- Advanced Glue Tool – allows you to glue objects together by selection.
- Slice ‘n Dice – allows you to cut materials into smaller pieces.
- Connectors:
- Bolt – allows the object to move by spinning. The stronger the bolt, the less likely the object can move.
- Sprung Bolt – allows to object to move by spinning or tilting, but it would wobble back into position.
- Motor Bolt – the object will spin constantly. You can change the rotation speed and the direction of the spin. You can hook this up to a switch or sensor.
- Wobble Bolt – the object will tilt back and forth. You can change the angle of the tilt and the time it tilts. You can hook this up to a switch or sensor.
- String – allows you to connect two objects together, which you can use as support for swings and platforms.
- Rod – similar to the string, but you can change the stiffness.
- Elastic – similar to the string, but it can be used to stretch.
- Spring – similar to elastic, but you can change the stiffness.
- Winch – a string that expand and contract. You can change the maximum and minimum lengths, the time they will move, and how they would move when connected to a switch (on/off, position, one-shot).
- Piston – similar to the winch, but you can change the stiffness.
- Emitters:
- Emitter – emits custom objects. You can adjust the direction, the speed, the delay, and the duration of the object.
- Note – leaves a note on creations.
- Smoke Machine – adds special effects.
- Movers:
- Mover – makes an object move in one direction.
- Advanced Mover – makes an object move in multiple directions, depending on switches.
- In-Out Mover – makes an object switch layers.
- Follower – makes an object follow the sackperson within a certain radius.
- Thruster – allows objects to thrust.
- Motion Recorder – records actions used by PlayStation Move.
- Rotators:
- Rotator – makes an object rotate in one direction.
- Advance Rotator – makes an object rotate in multiple directions, depending on switches.
- Look-At-Rotator – makes an object rotate in direction of the sackperson.
- Rocket Rotator – makes an object rotate in the direction it’s moving.
- Joystick Rotator – makes an object rotate in the direction of the joystick.
- Gyroscope Rotator – makes an object rotate in the direction of the gyroscope.
- Switches:
- Button – activates when a sackperson or object is on it. When you get off, it deactivates.
- 2-Way Lever – when pulled one way, it activates. But when pulled the other way, it deactivates.
- 3-Way Lever – pulling it one way moves wobble bolts, winches, and pistons one way. Pulling it the other way moves them the other direction.
- NOTE: The spotlight from the Metal Gear Solid pack acts as a switch too, if you step under the light.
- Sensors:
- Player Sensor – activates when a sackperson is nearby.
- Sticker Sensor – activates when the correct sticker is nearby.
- Grab Sensor – activates when a sackperson is grabbing onto an object.
- Tag Sensor – activates when the correct tag is nearby. Tags can also be turned on/off.
- Score Sensor – activates when a certain score has been achieved.
- Impact Sensor – activates when impacted.
- Projectile Sensor – activates when hit by projectiles.
- Paint Sensor – activates when hit by paintballs (from Metal Gear Solid Pack).
- Water Sensor – activates when submerged.
- Speed Sensor – activates when moving at a certain speed.
- Angle Sensor – activates when pointed at a certain angle.
- Rotation Sensor – activates when rotating at a certain speed.
- Remote Tag Sensor – activates when any tag is active, in main game or on Vita.
- World Tweakers:
- Global Lighting Tweaker – changes the environment of the level. You can choose what time of the day, the brightness, fog, fog color, and color correction.
- Global Audio Tweaker – changes the sound settings.
- Global Water Tweaker – changes the water level.
- Global Anti-Gravity Tweaker – changes the gravity.
- Score Giver – awards you points.
- Game Ender – ends the level.
- Simple Logic:
- AND Gate – requires all inputs to be active to activate.
- OR Gate – requires at least one input to be active to activate.
- XOR Gate – requires at least one input to be active to activate, but deactivates if another input is active.
- NOT Gate – deactivates when the input is activated.
- Battery – always provides output.
- Microchip – holds all logic pieces.
- Advanced Logic:
- Controlinator – allows you to activate inputs based on controller inputs.
- Movinator – allows you to activate inputs based on PlayStation Move inputs.
- Vitanator – allows you to activate inputs based on PlayStation Vita inputs.
- Sequencer – has a whole sequence of logic inputs and outputs.
- Timer – activates when time runs out.
- Counter – activates when a certain count has been achieved.
- Direction Splitter – has a positive output and negative output.
- Direction Combiner – has a positive input and negative input.
- Selector – selects output based on input.
- Randomizer – randomly selects output.
- Toggle – the input can turn on or off the output.
- Memorizer – the output uses save data.
- Object Tweakers:
- Material Tweaker – the object will change properties when activated.
- Anti-Gravity Tweaker – the object will change gravity when activated.
- Danger Tweaker – the object will change into normal or hazardous state when activated.
- Destroyer – destroys the object when triggered.
- Wall Jump Tweaker – turns the object into a wall-jump item.
- Attract-O-Tweak – turns the object into a gravity section for sackperson.
- Creature Pieces:
- Magic Mouth – allows you to input dialogue, along with a voice.
- Magic Eye – just an aesthetic.
- Creature Brain – gives life to the creature. There are two variants of this. One of them is poppable, which means if you step on it, you break it and score points. If all brains are popped, the creature disappears.
- Leg – allows creatures to move.
- Wheel – similar to legs, but on wheels.
- Creature Navigators – gives points where the creatures would start and finish at.
- Level Kits:
- Entrance – the level entry.
- Checkpoint – a single-ring checkpoint. If you die, you’ll start over at the checkpoint. You have three lives.
- Double-Life Checkpoint – a double-ring checkpoint. You have six lives.
- Infinite-Life Checkpoint – a checkpoint where you have an infinite number of lives.
- Close-Level Post – locks other players out until the level is finished.
- Scoreboard – ends the level.
- Score Bubbles – awards you 10 points when collected. Burst after collecting.
- Prize Bubbles – awards you 50 points and a prize when collected. You can choose what prize the bubbles offer.
- Bounce Pad – allows a sackperson or sackbot to bounce when they touch.
- Wormhole – allows a sackperson to teleport to another location.
- Level Link – allows you to link to another level from one.
- Character Enhancements:
- Jetpack – allows a sackperson to fly, but limited to a tether.
- Tetherless Jetpack – same as the jetpack, but you can fly freely.
- Grappling Hook – allows a sackperson to hang from an object.
- Grabinators – allows a sackperson to lift objects in air.
- Creatinator – allows a sackperson to create objects like a gun.
- Paintinator – paintball gun.
- Scuba Gear – allows a sackperson to dive underwater for an unlimited time.
- Brain Crane – allows a sackperson to lift objects via PlayStation Move.
- Hero Cape – allows a sackperson to fly like a hero.
- Bubble Machine – refills a sackperson’s air meter.
- Enhancement Remover – removes the jetpack or scuba gear when passed.
- Sackbots:
- You can add characters using this feature.
- Dangerous Kits:
- Spikes – in two sizes, kills a sackperson on instant.
- Impact Explosives – explodes upon hard impact.
- Trigger Explosives – explodes when triggered.
- Missile – similar to explosives, but also a rocket.
- Plasma – touching these instantly kill the sackperson while the ball disappears.
- Racing:
- Start Gate – starts the race.
- Finish Gate – ends the race.
- Projectiles:
- Fire
- Electricity
- Plasma
- Water
- Missile
- Cameras:
- Game Camera – changes the camera of the gameplay.
- Movie Camera – allows you to make cutscenes.
- Snapshot Camera – takes a picutre.
- Music:
- Standard Music – real life songs put into the game. Some are composed by the game’s developers.
- There are 22 songs in the base game, 26 in total.
- Counting the songs from LBP1, there are a total of 64 songs.
- Interactive Music – songs with six different tunes. You can change the volume of each tune to mix the music.
- There are 7 songs in the base game, 24 in total.
- Counting the songs from LBP1, there are total of 40 songs.
- Cinematic Music – additional songs reflecting a situation. All are composed for the game.
- There are 33 songs in the base game, 34 in total.
- Sequencer Music – you can make custom songs.
- Standard Music – real life songs put into the game. Some are composed by the game’s developers.
- Sound:
- Alerts
- Animals
- Contraptions
- Destruction
- Earth, Wind and Fire
- Electric
- Human Body
- Human Vox
- Impacts
- Launchers
- Mechanisms
- Monsters
- Musical
- Musical Instruments
- On and Off
- Retro
- Robots
- Sackbot
- Sackbot Meanies
- Sci-Fi
- Servo Movement
- Swooch
- Tools
- Transport Misc
- UI
- Vehicle Engines
- Water
- Move Pack
- The Muppets
- Cross-Controller Pack
- DC Comics
With that out of the way, I will go over how to teach LittleBigPlanet and LittleBigPlanet 2.
General Requirements:
All lessons for LittleBigPlanet 1 and LittleBigPlanet 2 will come with a level that reflects the technique you have learned. You are to make the level that reflects the lesson.
That being said, here are the requirements for every level you make:
- You must have an entry point and a scoreboard.
- You must have a few checkpoints, preferably double-ring or infinite-life.
- You must have score bubbles, and they all have to be the same size.
- You must have a minimum of five prize bubbles, all showcasing what you made for the level.
- You must use a background. Even a background based on a licensed theme will work. Do not use a blank background.
- You must use music. There are no required songs or forbidden songs.
- You must use all three layers.
- You must use stickers and decorations.
- You must stick to the theme.
Here’s what’s forbidden when making a level:
- You cannot use objects (including characters) that were used in the Story levels. They were only good for the levels they came from, as their only purpose was to show how they were made. You need to focus on creativity and originality.
- You cannot use all three layers at once. It’s not just lazy, but also looks bad.
- You cannot spam objects like crazy and call it a level. Much more effort is needed when making a level.
- You cannot use photo booths like a tourist attraction.
- Unless if creatively used, you cannot make a bomb survival, shark survival, zombie survival, or some cheaply-made Mortal Kombat level.
- You cannot make a level based on others IPs. Not even the licensed themes featured in the LittleBigPlanet games. You can use backgrounds and music based on that, but not make a level based on another IP.
- For LittleBigPlanet 2 levels, you cannot use gimmicks that were introduced by the DLC kits. The logic and enhancements introduced by the Move Pack and Cross-Controller Pack require additional devices, the Attract-O-Gel and related materials are needless, and the logic and enhancements from the DC Comics Pack are better for much larger project. You can still use materials, objects, music, sound effects, stickers, and decorations coming from these packs, like the Sticker Panel (Move Pack material) and the Holographic Metal (Cross-Controller Pack material).
- You cannot use objects made by glitches. Not even the 3D glitch.
- More importantly, do not expect hearts.
LittleBigPlanet 1 Lessons:
The level creation journey starts in LBP1, where there are eight lessons based on the tools (including the gimmicks brought by DLC packs). While the game provides tutorials, the lessons focus on a wide variety of techniques.
Lesson #1 – Basic Building
Description:
This is where it all begins. Before you can start using gadgets and logic, you need to learn how to build and place objects. You should also build your setting.
Techniques Covered:
- Placing Materials and Objects
- Material Types and Shapes
- Gluing and Disconnecting Objects
- Deleting Objects
- Adjusting Lights
- Editing Materials
- Hazards
- Level Kits
- Music
- Sound
- Backgrounds
Required Objects:
- General Required Objects (like checkpoints and scoreboard)
- At least five different materials
Forbidden Objects:
- General Forbidden Objects
- Pink Floaty
- Peach Floaty
- Dissolve
- Bolt Connectors
- String Connectors
- Switches
- Water
- Character Enhancements
- Emitter
- Rocket
- Global Lighting Object
- Explosives
Lesson #2 – Moving Around
Description:
This is when you start using string connectors. You will learn how to place these kinds of connectors, as well as the movement attributes of winches and pistons.
Techniques Covered:
- Six types of string connectors
- Connecting two objects
- Stiffness of rods, springs, and pistons
- Adjusting minimum and maximum length of winches and pistons
- Adjusting time of winches and pistons
Required Objects:
- General Required Objects (like checkpoints and scoreboard)
- At least five different materials
- Sponge/Fabric objects attached by strings, rods, or elastic
- Platforms attached by springs, winches, or pistons
- All rods, springs, and pistons must be stiff
Forbidden Objects:
- General Forbidden Objects
- Dissolve
- Bolt Connectors
- Switches
- Water
- Character Enhancements
- Emitter
- Rocket
- Global Lighting Object
- Explosives
Lesson #3 – Spin to Win
Description:
Continuing the topic of connectors, this is where you’ll learn about bolt connectors. You will now get to connect objects from different layers, not to mention, but spinning objects.
Techniques Covered:
- Four types of bolt connectors
- Adjusting strength of bolts and sprung bolts
- Adjusting speed and direction of motor bolts
- Adjusting range and time of wobble bolts
Required Objects:
- General Required Objects (like checkpoints and scoreboard)
- At least five different materials
- Bolts or sprung bolts
- Motor bolts
- Wobble bolts
Forbidden Objects:
- General Forbidden Objects
- Dissolve
- Switches
- Water
- Character Enhancements
- Emitter
- Rocket
- Global Lighting Object
- Explosives
Lesson #4 – Switch It Up
Description:
After two lessons on moving connectors and a lesson on lights, you’ll finally get to learn about switches and sensors. You’ll learn how to connect switches to moving connectors and lights, as well as checkpoints.
Techniques Covered:
- Buttons
- 2-Way Levers
- 3-Way Levers
- Sticker Switches
- Grab Switches
- Sensor Switches
- Magnetic Key Switches
- Radius and range of Switches
- Inversion of Switches
- Power, Position, and One Shot options of connectors
Required Objects:
- General Required Objects (like checkpoints and scoreboard)
- At least five different materials
- Moving connectors and/or lights powered by switches
- Moving connectors and/or lights not powered by switches
Forbidden Objects:
- General Forbidden Objects
- Dissolve
- Paint Switch
- Water Switch
- Water
- Character Enhancements
- Emitter
- Rocket
- Global Lighting Object
- Explosives
Lesson #5 – Magic World
Description:
This tutorial explores all of the other stuff that triggers can do. You can use emitters, dissolving, explosions, and thrusting in your levels.
Techniques Covered:
- Dissolving objects
- Emitters and properties
- Impact explosives
- Trigger Explosives
- Rocket
- Switch triggers
Required Objects:
- General Required Objects (like checkpoints and scoreboard)
- At least five different materials
- Emitters powered by switches
- Emitters not powered by switches
- Dissolving objects
Forbidden Objects:
- General Forbidden Objects
- Paint Switch
- Water Switch
- Water
- Character Enhancements
- Global Lighting Object
Lesson #6 – Changing the Environment
Description:
You will now get to change the level settings within the gameplay. This is when you’ll learn how to use the global lighting object. You will also learn about the role of water, how to change the water levels, and water switches.
Techniques Covered:
- Global Lighting Object
- Water
- Water Level Adjustment
- Water Switches
- Swimming underwater
- Air Bubbles
Required Objects:
- General Required Objects (like checkpoints and scoreboard)
- At least five different materials
- Global Lighting Objects powered by switches
- Water
- Water Meters powered by switches
Forbidden Objects:
- General Forbidden Objects
- Paint Switch
- Character Enhancements
Lesson #7 – Equipment for Adventure
Description:
Now you will get to cover character enhancements, such as jetpacks, scuba diving gear, and the paintinator. You will also learn how to trigger the paint switches.
Techniques Used:
- Jetpacks and Tetherless Jetpacks
- Paintinator
- Paint Switch
- Scuba Diving Gear
- Enhancement remover
Required Objects:
- General Required Objects (like checkpoints and scoreboard)
- At least five different materials
- Jetpack or Scuba Diving Gear
- Paintinator
- Paint Switch
Forbidden Objects:
- General Forbidden Objects
Lesson #8 – Free For All
Description:
Now that you went over all of the previous lessons, it’s time to make the master level using all techniques learned over the course.
Techniques Covered:
- None. You can build all you want.
Required Objects:
- General Required Objects (like checkpoints and scoreboard)
- At least five different materials
- Connectors, emitters, world objects, and/or lights powered by switches
- Connectors, emitters, world objects, and/or lights not powered by switches
Forbidden Objects:
- General Forbidden Objects
Although you are allowed to create characters and creatures at any time within these eight lessons, they will not be covered in these lessons. You can also do races and keys to other levels, but no lessons will cover these.
LittleBigPlanet 2 Lessons:
When you get to LBP2, you will have new creation tools. Technically, there are only six different lessons of techniques, but there a total of eight lessons.
Lesson #1 – LBP1 Review
Description:
So you’re now into the sequel. But before you start using any of the new tools, let’s take a review of all of the techniques used in LittleBigPlanet 1. You have to make a level in LittleBigPlanet 2 LBP1-style.
Techniques Covered:
- Placing Materials and Objects
- Material Types and Shapes (including Sticker Panel)
- Gluing and Disconnecting Objects
- Deleting Objects
- Adjusting Lights
- Editing Materials (including slicing)
- Hazards (including plasma)
- Level Kits
- Six types of string connectors
- Four types of bolt connectors
- Connecting two objects
- Stiffness of rods, springs, and pistons
- Adjusting minimum and maximum length of winches and pistons
- Adjusting time of winches and pistons
- Adjusting strength of bolts and sprung bolts
- Adjusting speed and direction of motor bolts
- Adjusting range and time of wobble bolts
- Emitters and properties
- Impact explosives
- Trigger explosives
- Rocket
- Water
- Swimming underwater
- Air bubbles
- Buttons
- 2-Way Levers
- 3-Way Levers
- Sticker Sensors
- Grab Sensors
- Player Sensors
- Tag Sensors
- Paint Sensor
- Water Sensor
- Radius and range of Sensors
- Inversion of Switches
- Power, Position, and One Shot options of connectors
- Dissolving objects
- Global Lighting Tweaker
- Global Audio Tweaker
- Global Water Tweaker
- Jetpacks and Tetherless Jetpacks
- Paintinator
- Scuba Diving Gear
- Enhancement remover
- Music
- Sound Effects
- Backgrounds
Required Objects:
- General Required Objects (like checkpoints and scoreboard)
- At least five different materials coming from LBP2 (including materials from the Move Pack and Cross-Controller Pack)
- Interactive Music coming from LBP2
- Da Vinci’s Hideout Tutorials Interactive Music
- Da Vinci’s Hideout Interactive Music
- Victoria’s Laboratory Interactive Music
- Factory of a Better Tomorrow Interactive Music
- Avalonia Interactive Music
- Eve’s Asylum Interactive Music
- The Cosmos Interactive Music
- Happy Happy Land
- The Forest
- The Vault
- Cakeling’s Revenge
- Escape from San Crispin
- Hen-o-morph Encounter
- The Pleasure of Treasure
Forbidden Objects:
- General Forbidden Objects
- Materials coming from LBP1
- Any music not mentioned under “Required Objects”
- Any tools introduced in LBP2
Lesson #2 – Contraption Controls
Description:
Now that you’re used to LittleBigPlanet 2, it’s time to start using the new create tools introduced by the game. And it begins with the new logic pieces. LBP1 objects are now allowed, but let’s put our contraption data into one spot.
Techniques Covered:
- Microchips
- AND Gate
- OR Gate
- XOR Gate
- NOT Gate
- Timer
- Counter
- Selector
- Randomizer
- Toggle
- Object Tweakers
Required Objects:
- General Required Objects (like checkpoints and scoreboard)
- At least five different materials coming from LBP2
- Microchips
- Connectors, emitters, global objects, and/or lights powered by logic
- Logic pieces powered by switches and sensors
Forbidden Objects:
- General Forbidden Objects
- Movers or rotators introduced in LBP2
- Sensors introduced in LBP2
- Character enhancements introduced in LBP2
- World Gravity Tweaker
- Score Giver
- Game Ender
- Controllinators
Lesson #3 – Move and Rotate
Description:
Now that you got the hang of logic, it’s time to introduce the new logic pieces that move objects around. While older connectors are fine, you’ll need to focus on the new pieces.
Techniques Covered:
- Movers
- Advanced Movers
- In-Out Movers
- Followers
- Rotators
- Advanced Rotators
- Look-At Rotators
- Rocket Rotator
- Direction Splitter
- Direction Combiner
Required Objects:
- General Required Objects (like checkpoints and scoreboard)
- At least five different materials coming from LBP2
- Microchips
- Movers
- Rotators
- Previously covered logic pieces
- Switches and sensors
Forbidden Objects:
- General Forbidden Objects
- Sensors introduced in LBP2
- Character enhancements introduced in LBP2
- Score Giver
- Game Ender
- Controllinators
Lesson #4 – Sensitive Sensors
Description:
With more knowledge on the new logic pieces, it’s time to take a look at the new types of sensors. You previously knew about player sensors, tag sensors, sticker sensors, and grab sensors. But what about the new ones?
Techniques Covered:
- Score Sensor
- Impact Sensor
- Projectile Sensor
- Speed Sensor
- Angle Sensor
- Rotation Sensor
Required Objects:
- General Required Objects (like checkpoints and scoreboard)
- At least five different materials coming from LBP2
- Microchips
- Movers
- Rotators
- Previously covered logic pieces
- At least one of the new sensors
Forbidden Objects:
- General Forbidden Objects
- Character enhancements introduced in LBP2
- Score Giver
- Game Ender
- Controllinators
Lesson #5 – New Equipment
Description:
Now that all of the logic is covered, let’s cover the new tools. The new enhancements are the Grappling Hook, the Grabinators, and the Creatinator. While you would’ve known how to use them, they would be perfect for the game.
Techniques Covered:
- Grappling Hook
- Grabinators
- Creatinator
- Tweaking the Creatinator
Required Objects:
- General Required Objects (like checkpoints and scoreboard)
- At least five different materials coming from LBP2
- Microchips
- Logic Pieces introduced in LBP2
- At least one of the new power-ups
Forbidden Objects:
- General Forbidden Objects (including the Brain Crane and Hero’s Cape)
- Water
- Jetpacks
- Controllinators
- Score Giver
- Game Ender
Lesson #6 – Logical Controller
Description:
And now, time for the ultimate tool – the Controllinator! You can make vehicles and contraptions that are based on the PS3’s controls.
Techniques Covered:
- Controllinator
- Backseat Controllinator
Required Objects:
- General Required Objects (like checkpoints and scoreboard)
- At least five different materials coming from LBP2
- Microchips
- Logic Pieces introduced in LBP2
- The Controllinator
Forbidden Objects:
- General Forbidden Objects (including the Movinator and Vitanator)
- Character Enhancements
- Simple pieces of material with a controllinator, treated as a vehicle
Lesson #7 – Game Development
Description:
You should probably take a break from making a general level. Instead, let’s make a game, using the new logic pieces.
Techniques Covered:
- Scoring
- Menu Controls
- Game Controls
Required Objects:
- The level must be created like if you’re making a game
- There must also be music and sound effects
- Material requirements also apply
Forbidden Objects:
- General Forbidden Objects
- Character Enhancements
Lesson #8 – Endless World
Description:
Now that you went over all of the previous lessons, it’s time to make the master level using all techniques learned over the course.
Techniques Covered:
- None. You can build all you want.
Required Objects:
- General Required Objects (like checkpoints and scoreboard)
- At least five different materials coming from LBP2
- Any logic piece coming from LBP2 (except DLC tools)
Forbidden Objects:
- General Forbidden Objects
Although you can have sackbots, movies, and sequencers any time within the latter seven lessons, they will not be covered in these lessons. Sackbots are still recommended.
There will not be any lessons regarding the other LBP games.

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