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The Tools Bag is an important menu that will only appear in Create Mode. Tools are just as important as goodies, as they serve to animate and give life to your level; without tools the level will result only as an obstacle course.

To select Tools Bar menu press Square to open the Popit Menu, then move your cursor to the Tools Bag menu and press X for accessing to it. Such as the Goodies Bag, most of the Tools Bag content will have to be unblocked by playing Story Mode and completing Create Tutorials.

There are six pages in the Tools Bag: Tools, Gadgets, Gameplay Kits, Audio Objects, Backgrounds, and Global Controls. The correct combination of them will result in a truly living and challenging world.


Tools

The Tools page brings together many of the Function tools from other Popit pages in one place. This functions are focused on changing materials' settings, specifically talking: form, structure, and hazardous effects.

Change Material

With Change Material it is possible to change the material of a contiguous object to another selected material.

To use it select Change Material, then choose and select the material to which you want to change other objects, and finally change as many materials by pressing X on them. When you are done press Circle to go back to material selection and Circle again to return to the Materials menu.

Corner Editor

The Corner Editor allows you to make precise adjustments to the shapes you have made. Select it from the Popit window, and tap X over the object you wish to adjust. The Popit Cursor is now restricted to the borders of the object you have selected. Move your cursor along the edge of the object until you reach the point you wish to alter. Tap X again and you are able to pull and push the dimensions of the edge you have selected. Tap X once more to set the alteration.

You can change the shape of the object by introducing multiple vertices on the object. Simply select a side of your object and push/pull the corners until you have created a shape you desire. Using this method, almost anything can be created.

Electricity

A dangerous element that can be applied to certain materials. If touched, the sackboy will be electrocuted and will then explode!

Fire

A form of danger. Coming in contact with fire will singe your sackperson. Prolonged exposure or multiple contact to fire within a short period of time is fatal.

Horrible Gas

A lingering gas that kills your sackperson if touched. Can be re-coloured be pressing Square.

Unlethalize Tool

Used when you want to remove hazards from the selected material.

Gadgets

Gadgets are maybe the most important and most used tools within the Tools Bag. Gadgets permit you to give mobility to objects, join things together, apply all the game mechanics, trigger explosives, and even animate life! Be ready to become the new Dr. Frankenstein.

Connectors

  • Bolt: Just as the name suggests. You can tweak it to rotate freely or stay stock still by adjusting its tightness slider.
  • Sprung Bolt: A bolt that, when moved, can spring back into place. You can tweak its tightness as well, as well as spring strength.
  • Motor Bolt: A bolt that can allow attatched objects to rotate. You can tweak its tightness and speed,
  • Wobble Bolt: Much like a motor bolt, except this bolt can rotate to a set degree, then spin back, effectively making attatched objects wobble.
  • String: A basic connecter that lets you attatch two objects with a peice of rope.
  • Elastic: Like string, but you can tweak how stretchy it is.
  • Rod: A connecter that acts like an unbending pole. You can make it stiffly hold 2 objects together, disallowing movement.
  • Spring: Precisely what it sounds like, springs will spring back into place when deformed. You can tweak it to be stiff and to change how powerful the spring is.
  • Winch:  Basically a string that can be reeled in or out. You can tweak its speed, delay, maximum and minimum length, as well as other things.
  • Piston: A combination between a rod and a winch. You can tweak its speed, delay, maximum and minimum length, as well as other things.

Creature Pieces

  • Magic Mouth: A mouth that can be triggered when a Sackperson is near to emit sounds and create a text bubble.
  • Magic Eye: Eyes that follow Sackpeople around. They look much like googly eyes. 
  • Leg: A leg for a creature. Obviously makes some kind of walking motion.
  • Creature Navigator
  • Creature Brain (Protected): A brain that you can attatch to a creature to make it think and move. A creature with one of these can't be killed.
  • Creature Brain (Unprotected): A brain that you can attatch to a creature to make it think and move. A creature with one of these can be killed.
  • Wheel: A wheel that can be attatched to a creature to make it move.

Special

  • Emitter: Emits custom objects. You can tweak speed and delay, as well as the direction of the object and how long it lasts before dissapearing.
  • Rocket: Provides powerful thrust. The amount of thrust can be tweaked.

Switches

  • Button: Simply press this to activate it, either by jumping on it or pushing into it on a wall.
  • Sticker Switch: Activates when a certain sticker is placed on attatched objects. Do remember to pick a sticker or it'll be useless!
  • Grab Switch: A switch that activates whan the object it is stuck to is grabbed.
  • Sensor Switch: A switch that comes on when a Sackperson is near. Good for timing events and such.
  • 2-Way Switch: A switch that activates when thrown. Note you don't have to grab the switch, running into it suffices.
  • 3-Way Switch: A switch that activates when thrown, but with 3 directions. Note you don't have to grab the switch, running into it suffices.
  • Magnetic Key: Activates set magnetic key switches. You can tweak the color. Try matching the keys color with the switch.
  • Magnetic Key Switch:  Activated by a set magnetic key. You can tweak the color. Try matching the switches color with the keys.

Gameplay Kits

Gameplay Kits refer to objects that have importance only while playing the level. Examples of them are the checkpoint door, the score table, points bubbles, and racing flags. To be used few times during the creation of the level doesn't mean that they should be used with wisdom.

Basic Kit

  • Camera Zone: Lets you set the camera angle while playing, in a set zone.
  • Entrance: Like a Checkpoint, although it marks the start point for your level.
  • Score Bubble: Bubble that adds to your score when burst.
  • Scoreboard: Gives your level an ending, as well as posting scores of that level.
  • Checkpoint: Resume a level part-way through if you die. Has four lives.
  • Close-Level Post: Once passed, no other players can join in the level until you finish.
  • Photo Booth: Takes a picture.
  • Prize Bubble: Gives people an object, picture, sticker, etc. when touched. They can be tweaked to choose the items, and they give more points than a score bubble.
  • Double-Life Checkpoint: Like a checkpoint, but with an extra 4 lives. The extra 4 lives are indicated by the outer ring.
  • Infinite Lives Checkpoint: Like a Checkpoint, although this cannot run out of Lives.

Character Enhancements

Explosives

  • Trigger (rectangle): This explosive only goes of when a switch is activated.
  • Impact (round): This volatile bomb explodes when handled carelessly or dropped too far.
  • Missile: A combination between a rocket and an explosive.  Flies away and then goes boom!

Dangerous

  • Large Spikes:  A 3x3 grid of spikes.
  • Small Spikes: A small spike.
  • Plasma Ball

Racing

  • Start Gate: Obviously the starting point for a race. You can tweak it to adjust the time allowed for that particular race.
  • Finish Gate: The end gate for a race. Gives out score for coming in 1st, 2nd, 3rd, or 4th place, each getting less than the one before.

Audio Objects

Audio Objects permit you to add different musics and sounds to your level. All the audio comes from the game and it's not possible to select your own music, even though you can create it in a very complicate manner.

Music

Music objects permit you to add music from the licensed ones you hear in Story Mode, i.e. the ones not created by LBP developers. For these music objects, you can only set the triggering options and start points.

  • 'Tapia Niang' By Toumani Diabete's Symmetric Orchestra
  • 'My Patch' By Jim Noir
  • 'Left Bank Two' By The Noveltones
  • 'Saregama Sun' By Kenneth Young
  • 'Rhythem Trax 07' By James Pants
  • 'Girly Goodie Two Shoes' By Daniel Pemberton TV Orchestra
  • 'Rock The Jungle' By Daniel Pemberton TV Orchestra
  • 'Volver aComenzar' By Cafe Tacvba
  • 'Diso'n'tinued' By Kenneth Young
  • 'Cries In The Wind' By Daniel Pemberton
  • 'Cornman' By Kinky
  • 'Dancing Drums' By Ananda Shankar
  • 'Atlas' By Battles
  • 'Yell "Dead Cell"' By Kojima Productions

Music - Interactive

Music-Interactive refers to the music you hear in Story Mode and that was created by LBP developers. From these you can select the volume of each instrument and from which time you want the music to start playing. You can also set the triggering options.

  • from The Savanah
  • from The Wedding
  • from The Canyons
  • from The Metropolis
  • from The Islands
  • from The Temples
  • from The Wilderness
  • from The Gardens
  • from Metal Gear Solid
  • from Monsters

Sound Objects

Sound objects permit you to add object sounds from a variety of sounds that fall in various categories. From each of these sounds you can also select around 10 tone levels, and with each one about 5 variations, so it gives the impression to be a somewhat complete tool. You still have to take into account that the last level you can choose is the tone but not the variation.

You can also change volume and echo effects.

  • Animal (yellow)
  • Machanical (green)
  • Comedy (red)
  • Monster (blue)
  • Transport (orange)
  • Environmental (purple)
  • Musical (white)
  • Human (pink)
  • Miscelaneous (cyan)
  • METAL GEAR SOLID (blue camo)

Background

Select the theme of your level here from the ones you have played in story mode, or you can select a blank background for a minimalistic design and to avoid distractions. You can also make your own background using a thinnest shape on the furthest back plane.

  • Blank Background: Wood-like ground and blank white background, with nothing else. Make your own background if you wish.
  • The Gardens: Street-like theme, with pavement, ground, clumps of grass, garden gnomes and a fence background. Birds can be heard tweeting.
  • The Savannah: African savannah background with few trees, some rocks and grass. Can hear exotic sounds like monkey cries.
  • The Wedding: Cemetery decored in memorial of Mexican "Day of the Dead". Has stained glass windows in background, for example.
  • The Canyons: Mexican desert with dry ground and occasional animal bones, and cliffs and cacti in the background. Can hear insects chirping.
  • The Metropolis: Concured city, with buildings in the background and things like dustbin bags. Can hear car rumbles and horns.
  • The Islands: Japanese temple theme, with ponds and Japanese festival-like decorations in the background.
  • The Temple: Selvatic background with earth and grass ground. Contains what looks like a temple in the background with elephant statues. Can hear exotic birds calling.
  • The Wilderness: Tundra with snow ground.
  • METAL GEAR SOLID: Middle-eastern theme with a run-down deserted steet in the background, with merchant stalls and Snake's signature cardboard box.

Global Controls

Selecting Global Controls is important because they contain the properties that give the feeling and mood to your scenario. Lighting and fog effects let you change from a happy, to a mysterious, to a fearful mood in just seconds.

Lighting

Lighting refers to the time of the day in which your level takes place. As you modify this property you will notice the sun moving along with the directions of the shadows.

Selecting night does not necesarilly mean that the level will be dark (see Darkness below), instead it will have a bluish lighting coming from the moon.

Darkness

Darkness refers to the light (not lighting) in your level. If the darkness property is set to high you will have difficultly seeing where you are moving or diferentiating between objects; on the other hand, if darkness is set to low or none then it'll be clear. If your level is as dark as pitch, then you may want to add some lamps to your level as seen in The Darkness Story Level. Luminous costumes work, although the only items that luminate thus far are the Neon costume pieces and the Glowing Skeleton glitch costume.

Fogginess

Fogginess refers to the fog in the level, i.e. the visibility you will have. As fog becomes denser you will have a shorter vision range and so you will not be able to see objects that are not near enough, contrast will be lower, and also fog clouds will ocassionaly hide or make it difficult to see some objects. The background you choose also becomes fogged up.

Fog Color

Change Fog Color to make your scenario's fog adopt a specific color. Changing this won't be appreciated if the Fogginess is set to low or none.

Color Correction

Changes the hue and contrast of your scenario. For example, you can change the whole screen to Black and White, to Sepia, high contrast, etc. The hue and contrast themes are precreated and you cannot modify their properties on your own.

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