Profile Space: A Tutorial
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10-09-2009 12:08 PM - last edited on 10-15-2009 07:17 PM
Profile space is the number one cuase of Frustration in Littlebigplanet, with its anoyying pop up messages that never seem to stop, to its ability to make Littlebigplanet not remember what you did that 5 hours of creating...but heres some tips and tricks for sucsessful Littlebigplaner Profile space
Custom stickers:
These bad boys might look cool, but are the number one cuase of huge ![]()
profile space consumption no one knows really why pictures take up more space then
custom objects, but heres a few tips
1.in a level make a board, Place all your pictures in Prize bubbles on this board then
capture the object, delete all your sticker and youlll have much more profile
2.if your going to keep your stickers, only keep a few. you dont need 10 different
stickers of shades of green. go with the one that came out the best
![]()
Custom Objects:
these are not the biggest use of profile space, but they do still take up a bunch.
the worst thing about them is the more complicated the object the more profile
space they take up, a circle will take up much less space then a super gigantic
cow that spews milk. heres some tips
1.a great way of saving all your objects is to put them into point bubbles and
then place them into a level, publish this level (locked) then delete your objects
and the level on the moon when you need those objects go the the level on the
planet and grab them

Custom Levels:
These are the easiest of all to get rid of Profile space, they only effect your
profile space when they are on your moon, when puplished they take up no
more space (if deleted from your moon) heres how you do it
1. Create your level then publish it locked, dont worry cuase you can always
copy them back onto your moon. then delete the level from your moon and
BAM that level isnt taking up anymore profile space
Custom Costumes:
These dont effect your profile space until theres a bunch of them, after
you've made a whole lot of them youll start seeing the effects. but theres
not many cheats to help you out here
1. the only thing you can really do is keep the number of costumes you have down
Keep only the ones you use often and throw the one's you barley use
- Though pictures take up the most room, levels can take up as much room, depending on how complicated the level is you could end up with taking as much space as 100 pictures (exageration)
- What isnt mentioned in here is that Lbp messages take up space as well, so delete those when your done with them

Re: Profile Space: how it works
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10-09-2009 12:38 PM
Ryukofdeath wrote:
no one knows really why pictures take up more space then custom objects
Because pictures are based on bitmaps, and objects are based on vectors.
An object's sub-components can be expressed in very few numbers, such as:
- X and Y coordinates of each vertex (probably 64 bits per vertex)
- Position and depth in the Z-axis (probably no more than 32 bits)
- Connections to other objects (probably no more than 32 bits per connection)
- Texture info (based on how much thermometer is used for each material type, my guess is it's actually storing the whole texture map in the object, rather than just as simple index to a built-in texture table)
A picture, on the other hand, uses 32 bits per pixel, and there are probably hundreds of thousands of pixels in each picture.
Re: Profile Space: A Tutorial
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10-09-2009 12:45 PM

Re: Profile Space: A Tutorial
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10-09-2009 12:58 PM
Re: Profile Space: A Tutorial
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10-09-2009 12:59 PM
Thank you sir, just here to inform peaple
Its my job...that i dont get paid for...and i dont get cookies...
WAIT WHY AM I DOING THIS AGAIN?????

Re: Profile Space: A Tutorial
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10-09-2009 03:53 PM
Ryukofdeath wrote:Profile space is the number one cuase of Frustration in Littlebigplanet, with its anoyying pop up messages that never seem to stop, to its ability to make Littlebigplanet not remember what you did that 5 hours of creating...but heres some tips and tricks for sucsessful Littlebigplaner Profile space
Custom stickers:
These bad boys might look cool, but are the number one cuase of huge
profile space consumption no one knows really why pictures take up more space then
custom objects, but heres a few tips
1.in a level make a board, Place all your pictures in Prize bubbles on this board then
capture the object, delete all your sticker and youlll have much more profile
2.if your going to keep your stickers, only keep a few. you dont need 10 different
stickers of shades of green. go with the one that came out the best
I have some epic custom stickers which I use to to tag levels like my own personal calling card. But they take up SO much space. But I just can't bear to get rid of them incase I cant get a good enough picture if i want to use them again.
Re: Profile Space: A Tutorial
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10-09-2009 04:11 PM
I know how you feel, but you should put all those photo's into seperate point bubbles, then capture that object with all the bubbles. then delete your un-important photo's and only kepp the ones you use ALOT...
if you want to go even further, publish a level with your point bubbles with stickers then delete the object and the level on the moon... and now those photo's arent taken any profile space

Re: Profile Space: A Tutorial
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10-09-2009 04:20 PM
Re: Profile Space: A Tutorial
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10-09-2009 04:22 PM
Thanks Very much, until Leerdem Patch comes out, this guide is our only hope
to Profile space Saving

Re: Profile Space: how it works
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10-09-2009 05:05 PM
Aya042 wrote:
Ryukofdeath wrote:
no one knows really why pictures take up more space then custom objectsBecause pictures are based on bitmaps, and objects are based on vectors.
An object's sub-components can be expressed in very few numbers, such as:
- X and Y coordinates of each vertex (probably 64 bits per vertex)
- Position and depth in the Z-axis (probably no more than 32 bits)
- Connections to other objects (probably no more than 32 bits per connection)
- Texture info (based on how much thermometer is used for each material type, my guess is it's actually storing the whole texture map in the object, rather than just as simple index to a built-in texture table)
A picture, on the other hand, uses 32 bits per pixel, and there are probably hundreds of thousands of pixels in each picture.
That's not entirely accurate Aya042... I'm pretty sure the images in LBP are 320x180 (at least that's what it exports), so 57600 pixels (so not hundreds of thousands, that'd take up way too much space). There does not have to be 32 bits ber pixel in the images, but that is fairly standard. Compression also exists, though I'm not sure they use any... So assuming that it's a 320x180 image with 32bits per pixel uncompressed... You've got about 230400 bytes (give or take a little for image headers and whatnot)... But yeah, to store a "circle" all they need to do is specify the center, radius, which layer it's in, and the texture stuff. Magic. Nice post though Aya.
Feel free to message me for help with...
-Acing all the levels, along with collecting all the prizes.
-Any level creation problems you might have.











