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LittleBigPlanet Manual
Click on the manual cover to look inside! >>next page >>next page
Last updated:
Mar 7 2009, 5:12 PM EST by
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LittleBigPlanet Manual 2
Warning and Table of Contents <<previous page >>next page <<previous page >>next page
Last updated:
Mar 7 2009, 5:13 PM EST by
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LittleBigPlanet Manual 7
Story, Start Menu, Controlling Your Sackperson <<previous page >>next page <<previous page >>next page
Last updated:
Mar 7 2009, 5:14 PM EST by
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LittleBigPlanet Manual 3
Intro and meet Sackboy! <<previous page >>next page PLAY.CREATE.SHARE. Welcome to LittleBigPlanet™ – a world of infinite
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Mar 7 2009, 5:13 PM EST by
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LittleBigPlanet Manual 5
– MOVEMENT In this manual, up, down, left or right. are used to denote the direction of the left stick only, unless stated otherwise. USING YOUR
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Last updated:
Mar 7 2009, 5:13 PM EST by
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LittleBigPlanet Manual 4
the PLAYSTATION®3 system according to the instructions in its Quick Reference manual. At start-up, the power indicator light will glow red to indicate
Last updated:
Mar 7 2009, 5:13 PM EST by
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LittleBigPlanet Manual 6
Story, Start Menu, Controlling Your Sackperson <<previous page >>next page STORY. Make your way across the LittleBigPlanet
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Last updated:
Mar 7 2009, 5:13 PM EST by
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LittleBigPlanet How-tos
NEW! Check out the LittleBigPlanet Manual ! LittleBigPlanet contains two main control types: Pop-it controls and Sackboy controls. Both
Last updated:
Apr 29 2009, 12:14 AM EDT by
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LittleBigPlanet Beta
WarFact I've beta tested many games before, and I have not been anticipating any game as I have LittleBigPlanet. I tried so very hard to get
Last updated:
Feb 12 2010, 1:19 AM EST by
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MuRaKaZ
of controlling forums, posts and members to keep a nice,helpful and educated site. One thing I would do to improve LittleBigPlanet Guide
Last updated:
Nov 13 2008, 5:36 PM EST by
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manage player dont work....
i purchase the 3 days ago. how come it always to have an extra sacboy...? i cant iliminate it.. i go to the manage player and it dont work... even if i use or plug only a single controller the issue occurs. i cant move on from the garden... it is very frustrating
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Feb 2 2010, 9:12 PM EST by
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UK reveals official LBP boxart (for UK)
http://www.psu.com/Media-Molecule-reveals-UK-LittleBigPlanet-boxart-News--a0004492-p0.php
it is different from the one that is on the official ps website (i put it as my picture)
do game companies commonly make different box arts?
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Posted:
Aug 13 2008, 2:18 PM EDT by
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Cool New Info
There was yet another new preview for LittleBigPlanet posted in Edge Magazine, once again, stating how revolutionary this game is going to be, how simple it is to make stuff, and how surprisingly fun it is. However, this preview had shed some light on some new game play mechanics. I have posted (and bolded) the new features stated within the article.
* If you want text in your level somewhere, you just open the Popit, select a mouth, and stick it wherever it's needed, and add your text. So you can use this for hint boxes, stories, cut-scenes etc.
* Adding music you add a music box. There was some confusion about music and sound editing possibilities from the E3 coverage, but this seems to be how it is according to Edge: the options on music boxes are to control the song, the audible range, and the volume level of each of the instruments in the music. However, you can also have music boxes that just play a given sound effect. For example, Edge describes granite whoopy cushions that sound a fart when jumped on.
* Scripting is object based too. As Edge says, this is where LBP could have risked losing a lot of players - "the boss battle where people get stuck on and just give up". But, they say, it's not - it's simple stuff that can let you trigger enemy attacks, locked door behavior or NPC behavior. Switches are the main object for scripting. They give an example of a basic Zelda style puzzle made in 15 seconds - a switch tied to a motor. Flip the switch and motor can raise a locked door. However, there's more kinds of switches than just manual. Motion sensitive ones can act like more conventional passive triggers. E.g. you could have an enemy drop down from the sky when you pass a point - all this behavior control by cogs and pistons linked to the switch.
Posted:
Aug 27 2008, 5:38 PM EDT by
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