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New Tools, Features, and Updates in LittleBigPlanet 2

Archive: 841 posts


Haven't read it anywhere but I have a question. Is the camera tool any better? Like can we take square pictures for level icons? And can we set square/rectangular areas on sensors?

I didn't notice any difference with the camera to be be honest. Although a lot of people were just concentrating on the new tools rather seeing what "upgrades" were made to the existing ones so things like that could have been missed.
2010-07-01 09:27:00

Author:
wexfordian
Posts: 1904


so from what i've read I can make a mini os with this?

No. (http://en.wikipedia.org/wiki/Operating_system). You can make all manner of user interfaces though, which I assume is the question you are really asking
2010-07-01 15:46:00

Author:
rtm223
Posts: 6497


Darn it Banshee!!!! I hate your icon, whenever I look away it moves.And whenever I look at it,it just stares...right...back....ITS SO CREEPY, but anyways the way I understand it is that if you just place a DCS on a sackbot and not connect anything it will just translate the normal controls to the sackbot, X will be jump R1 Grab etc. Is that correct?





P.S. Don't get me wrong banshee your icon is still cool
2010-07-01 16:01:00

Author:
Amigps
Posts: 564


To sum it up. Yes.2010-07-02 00:58:00

Author:
Jaeyden
Posts: 564


I have a question.

Apparently there are multiplayer cameras in LBP2, so people don't get dragged off the screen. Is it possible to turn this option on and off, so that levels in LBP1 which rely on sackpeople being in a similar area can still function correctly?
2010-07-02 01:58:00

Author:
Holguin86
Posts: 875


I have a question.

Apparently there are multiplayer cameras in LBP2, so people don't get dragged off the screen. Is it possible to turn this option on and off, so that levels in LBP1 which rely on sackpeople being in a similar area can still function correctly?

I think I can answer this one.

Yes. I believe that the cam style in LBP1 is the default. There is simply a new mode we can set it to, competitive mode I believe it is called.
2010-07-02 02:13:00

Author:
OneEyedBanshee
Posts: 1370


No. (http://en.wikipedia.org/wiki/Operating_system). You can make all manner of user interfaces though, which I assume is the question you are really asking

That is exactly what I meant to ask, are you a mind reader?

EDIT: Wait, why does my number say zero? Do you see that?

EDIT: Oh it went away.

EDIT: WAIT IT"S BACK AGAIN!
2010-07-02 08:20:00

Author:
CheesyDemon
Posts: 170


Question; can you do a delay on when Sackboy gets in the DCS till the sackbot being controlled?

Can Sackbots change their (or be changed as the creator might want) without the popit?
2010-07-02 19:57:00

Author:
Kern
Posts: 5078


I think Wex or Gruntos said something a dozen pages ago - that sackbots can be set to "wear player's costume". Though you might be asking "can a sackbot put on a helmet midway through a level?"

Even if it isn't possible, I could imagine a workaround, so long as players can be forced OUT as well as INTO sackbots. Force player to walk behind a screen. Boot him out of one sackbot into another. And Bob's your uncle.

And even if you can't boot a player out of a sackbot, you can always gas him. Though that's not very classy.
2010-07-02 21:04:00

Author:
coyote_blue
Posts: 422


what i mean't was in an example. is having a stream of sackbots walking through somewhere the player can't access, so you activate a Robot override, however when you get into the sackbot he freezes his eyes change to glowing eyes and then you gain control!2010-07-02 22:34:00

Author:
Kern
Posts: 5078


I think Wex or Gruntos said something a dozen pages ago - that sackbots can be set to "wear player's costume".

I believe that was a lie. As far as I recall the general consensus was that that wasn't possible, but as you said, it was a fair few pages back and I'm not gonna go looking for it On the plus side, I did send it off to MM as a recommendation, so let's see if they listen to me, eh?
2010-07-02 23:25:00

Author:
rtm223
Posts: 6497


I've sent them a recommendation as well:

Many of the logic gates have a reset override input. Why can't emitters? Say there was one... it could return the number of emitted objects to zero, effectively demitting all emitted objects. This would be very useful given the new way that the thermo is calculated (read: on the fly).
2010-07-02 23:29:00

Author:
comphermc
Posts: 5338


*copy* *paste*The way I understand it is that if you just place a DCS on a sackbot and not connect anything it will just translate the normal controls to the sackbot, X will be jump R1 Grab etc. Is that correct?

And btw did they ever fix that bug from LBP1 where after an object had "too many corners" You weren't allowed to delete, add (ofcourse), or move anyo f them? And the only way of editing the object was deleting it into shape? Just a quick question that came into my mind.....
2010-07-03 04:32:00

Author:
Amigps
Posts: 564


I believe that was a lie. As far as I recall the general consensus was that that wasn't possible, but as you said, it was a fair few pages back and I'm not gonna go looking for it On the plus side, I did send it off to MM as a recommendation, so let's see if they listen to me, eh?

Wow. I'm sure doing well lately.

You didn't say anything about my sackbot-behind-a-screen bit, so I take it I'm not completely insane there.

A different thread - on the LBP2 article in the August Official Playstation Magazine - suggests sackbots might not be 100% for launch. If that turns out to be true, I'll just start crying now.

@Amigps: I see your copy/paste and raise you Jaeyden:

"To sum it up. Yes."

He answered your question in the very next post.
2010-07-04 00:14:00

Author:
coyote_blue
Posts: 422


Switching sackbots behind a screen I think will be pretty commonly used.

For my Starship Panic! levels I was going to handle sackboy going into a low gravity, no atmosphere environment by going into an airlock, which then conveniently shuts and blocks the view while the players are placed into controlinators controlling Sackbots dressed in the astronaut outfight and with movers attached that makes him feel floaty and slow.
2010-07-04 00:50:00

Author:
Vertrucio
Posts: 119


A different thread - on the LBP2 article in the August Official Playstation Magazine - suggests sackbots might not be 100% for launch. If that turns out to be true, I'll just start crying now.

N....no way!!

I REALLY hope this isn't the case.



@Vertrucio that is possible, I think.
2010-07-04 04:37:00

Author:
Fishrock123
Posts: 1578


Don't speculate about sackbots not being in the game. They are in there. Many of the story levels use them, and Da Vinci himself is a sackbot.2010-07-04 06:21:00

Author:
comphermc
Posts: 5338


Da Vinci himself is a sackbot.
Am I the only person who didn't know this? This is a whole new story revelation to me.
2010-07-04 06:29:00

Author:
Unknown User


Don't speculate about sackbots not being in the game. They are in there. Many of the story levels use them, and Da Vinci himself is a sackbot.

I interpreted "might not be 100% for launch" as they might not implement all the planned features for them, which may be very plausible if they've planned lots of complicated features.
2010-07-04 06:41:00

Author:
Aya042
Posts: 2870


can you resize sackbot's heads limbs and body seperatley? i thought you could but i dont know for sure. 2010-07-04 08:08:00

Author:
Screeno
Posts: 153


oh wow o wow oh my, i just read the first post and theres sooo much stuff xD mew
i can't wait to try it all out, man i can't even guess the kinds of levels we can make after this
hmm i know its not out yet but is there still no melee power up? i really wanted a sword :I ... "mew
2010-07-04 08:18:00

Author:
Lord-Dreamerz
Posts: 4261


I believe it was Wex that said the sackbot could wear the players costume.


can you resize sackbot's heads limbs and body seperatley? i thought you could but i dont know for sure.

I don't think so, there was only a "big head" option as far as I can recall.
2010-07-04 09:54:00

Author:
GruntosUK
Posts: 1754


DO WANT 2010-07-04 10:18:00

Author:
RedWaluigi
Posts: 11


Hey, thanks so much for the info! Hard to believe LBP 2 comes out in 4 Months!
CAN'T WAIT FOR IT!!!
2010-07-04 20:07:00

Author:
Gamefreek24the2d
Posts: 28


i don't think so, there was only a "big head" option as far as i can recall. noooooooo!2010-07-05 11:44:00

Author:
Screeno
Posts: 153


Yeah it was me who said a sackbot can wear other peoples costumes. I know that option wasn't available in the build we had but Alex Evans said that they had built a level where you go into a machine that "changes the size of your sackbot" but really all that is happenning is your entering a sackbot that is a different size. Also he said it again at another time that "you could enter a level and not even realise your actually controlling a sackbot as it looks exactly like you".2010-07-05 12:13:00

Author:
wexfordian
Posts: 1904


Sackbots look like a great way to start a zombie invasion!2010-07-05 14:59:00

Author:
Mr_T-Shirt
Posts: 1477


Yeah it was me who said a sackbot can wear other peoples costumes. I know that option wasn't available in the build we had but Alex Evans said that they had built a level where you go into a machine that "changes the size of your sackbot" but really all that is happenning is your entering a sackbot that is a different size. Also he said it again at another time that "you could enter a level and not even realise your actually controlling a sackbot as it looks exactly like you".
until you shoot lazors from your hat?
2010-07-05 15:02:00

Author:
Kern
Posts: 5078


until you shoot lazors from your hat?

And emit plasma shields, lolz.


Should be fun.
2010-07-05 17:24:00

Author:
Fishrock123
Posts: 1578


Yey! Thanks wex! I was worriing about that. Tat would solve one of the problems in one of my threads. Is it possible to have a sackbot being controlled by a sackboy and have the camera focus on the sackbot, even run off screen and sackboy wouldn't timeout?2010-07-05 20:22:00

Author:
CheesyDemon
Posts: 170


Can someone answer my question if you can program the sackbots to change clothes automatically2010-07-05 20:53:00

Author:
Kern
Posts: 5078


Yey! Thanks wex! I was worriing about that. Tat would solve one of the problems in one of my threads. Is it possible to have a sackbot being controlled by a sackboy and have the camera focus on the sackbot, even run off screen and sackboy wouldn't timeout?

Duno about the rest, but sack boy doesn't *Seem* to timeout while in a DCS, though it may be an option.
2010-07-05 21:46:00

Author:
Fishrock123
Posts: 1578


I guess even MM found that being able to instantly clone the player's costume onto the sackbot he controls was a good idea. It can lead to serious player confusion if not handled well though, but either way it's very useful, and I wonder what other features will be added on.2010-07-05 22:56:00

Author:
Vertrucio
Posts: 119


oh wow o wow oh my, i just read the first post and theres sooo much stuff xD mew
i can't wait to try it all out, man i can't even guess the kinds of levels we can make after this
hmm i know its not out yet but is there still no melee power up? i really wanted a sword :I ... "mew

Yeah does sound awesome be really good for improving levels and making better levels though I have to admit I wanted a sword too
2010-07-05 23:26:00

Author:
Elsa
Posts: 164


Wow, this is great stuff! Thanks for all the info!2010-07-05 23:34:00

Author:
eagerneph
Posts: 1536


Are objects glue-able to sackbots.2010-07-06 00:56:00

Author:
TheBlackKnight22
Posts: 695


Are objects glue-able to sackbots.

This was answered already, unfortunately no. Sackbots are very similar to players, no attaching geometry to them, just costumes, stickers, and decorations.
2010-07-06 01:21:00

Author:
Vertrucio
Posts: 119


In online create, what do you think would happen if a guest tried to dress-up a sackbot with dlc that the host didn't own? ...or, more interestingly, things like the crown or beta vest?

Just like how it is now when you try to import objects that have stickers or materials the host doesn't have, it wouldn't allow it.
2010-07-06 03:04:00

Author:
gevurah22
Posts: 1476


This was answered already, unfortunately no. Sackbots are very similar to players, no attaching geometry to them, just costumes, stickers, and decorations.

You can however make stuff that fits very tightly around players.
2010-07-06 03:29:00

Author:
Fishrock123
Posts: 1578


Yeah does sound awesome be really good for improving levels and making better levels though I have to admit I wanted a sword too
haha Hi Elsa xD and you never know its not out yet
could still be some surprises left x3 *mew
2010-07-06 05:28:00

Author:
Lord-Dreamerz
Posts: 4261


ok, I'm not sure these questions have been asked, but

1) With a Direct Control Seat, does sackboy lose all his controls (i.e. R1 to grab, X to jump, etc.) if you decide not to re-map certain buttons?
(I'm afraid that the answer is yes)

2) did anyone play with the voice acting? If so, how does the Voice acting work?

But yeah, I'm estatic about all of this. It's frikin' amazing. thanks for the post. It's like christmas.
2010-07-06 08:48:00

Author:
TheLawnStink
Posts: 98


What if you made a direct control seat that controlled a sackbot, then that sackbot gets in another direct control seat that controlled another sackbot then so on.2010-07-06 10:24:00

Author:
DJKrimz
Posts: 187


What if you made a direct control seat that controlled a sackbot, then that sackbot gets in another direct control seat that controlled another sackbot then so on.

What if?
What would happen is exactly what you just said...I'm not sure what you were expecting here The game explodes? Media Molecule have to slaughter a baby goat?




1) With a Direct Control Seat, does sackboy lose all his controls (i.e. R1 to grab, X to jump, etc.) if you decide not to re-map certain buttons?
(I'm afraid that the answer is yes)


Well that's the whole point of the seat, so yeah. I'm not sure if you fully understand what the controlinator is for from your post. Its whole purpose is so that you can map the controls to OTHER things. If you just want Sackboy to grab and jump then there's no reason to put him in the seat



2) did anyone play with the voice acting? If so, how does the Voice acting work?



I don't think this was on the version that the guys saw
2010-07-06 10:27:00

Author:
jackofcourse
Posts: 1494


One thing I am looking forward too is the actual craft materials. Especially the animated ones 2010-07-06 11:30:00

Author:
fruitmanlolli
Posts: 151


Can you program a sackbot to change costumes while playing?2010-07-06 12:24:00

Author:
Kern
Posts: 5078


Can you program a sackbot to change costumes while playing?

No, but there's easy work arounds. Just set up a Sackbot changing room, have them walk into it, destroy them, and emit your new freshly dressed Sackbot
2010-07-06 12:31:00

Author:
jackofcourse
Posts: 1494


Awww that sucks2010-07-06 12:38:00

Author:
Kern
Posts: 5078


Awww that sucks

That sucks?!? i believe jack just gave you a way around it
2010-07-06 13:54:00

Author:
fruitmanlolli
Posts: 151


Off-Topic, but why doesn't Johnee have a pink name like the other molecules?

that would be nice
2010-07-06 14:09:00

Author:
johnee
Posts: 78


Poor johnee 2010-07-06 14:13:00

Author:
fruitmanlolli
Posts: 151


Don't speculate about sackbots not being in the game. They are in there. Many of the story levels use them, and Da Vinci himself is a sackbot.


I interpreted "might not be 100% for launch" as they might not implement all the planned features for them, which may be very plausible if they've planned lots of complicated features.

Don't hit meh! I weren't speculatin'! I was just writing about something I read somewhere! I meant closer to what Aya said than what Compher seems to have thought I was saying. (*Looks at that last sentence, scratches head*)


oh wow o wow oh my, i just read the first post and theres sooo much stuff xD mew
i can't wait to try it all out, man i can't even guess the kinds of levels we can make after this
hmm i know its not out yet but is there still no melee power up? i really wanted a sword :I ... "mew

I'm thinkin' no. We got on a bit of a sidetrack abut a hundred pages ago about this. There's a lot of bad crazy physics that would be involved. In order to do it right, Mm would have to give us a LittleBigFriendly weapon. It'd be a lightsaber the color of your popit, and probably wouldn't cut or behead anything. We'd be all YAYYYYYYY until we used it. Personally, I'll be happy to muck about with Sackbots to do it meself (and maybe Power Gloves! Woot!)


Yeah it was me who said a sackbot can wear other peoples costumes. I know that option wasn't available in the build we had but Alex Evans said that they had built a level where you go into a machine that "changes the size of your sackbot" but really all that is happenning is your entering a sackbot that is a different size. Also he said it again at another time that "you could enter a level and not even realise your actually controlling a sackbot as it looks exactly like you".

VINDICATION!


haha Hi Elsa xD and you never know its not out yet
could still be some surprises left x3 *mew

Indeed.
2010-07-06 15:07:00

Author:
coyote_blue
Posts: 422


What if?
What would happen is exactly what you just said...I'm not sure what you were expecting here The game explodes?

I think he meant 'what if I make a sackbot chain that is so complex and so long that it freezes/breaks the game' type-of-thing...
2010-07-06 18:41:00

Author:
Fishrock123
Posts: 1578


really want to know what the music thing could be about. The amount of stuff that could be made with all these good features is staggering. Its actually too much for my brain to take.2010-07-06 19:09:00

Author:
Elektrobank
Posts: 29


That sucks?!? i believe jack just gave you a way around it

yeah seen as you would have to remap it to a new sackbot so you couldn't do it in the open :/
2010-07-06 19:12:00

Author:
Kern
Posts: 5078


yeah seen as you would have to remap it to a new sackbot so you couldn't do it in the open :/

Just add a magic mouth saying "ZOMG! LOOK BEHIND YOU!!" then quickly change the Sackbot and by the time they look back at the screen, they're in a different costume.
2010-07-06 19:19:00

Author:
Doopz
Posts: 5592


yeah seen as you would have to remap it to a new sackbot so you couldn't do it in the open :/

Well there would be many ways to hide it. Say for example you were changing costume in order to demonstrate the Sackbot getting a power up...

Using the new holographic material you could emit it a bright flash right in front of the character, accompany this with some nice sound effects and you've got an awesome way to demonstrate the powerup. That itself would be far more effective than the character just suddenly changing his clothes anyway

For the most part, there'd be a reason for the Sackbot to be changing clothes, and I can't think of any examples where you couldn't also give a reason to obscure the change.

Unless you're planning on making some erotic strip dancing Sackbot level...was that your intention, Kernel? I bet it was wasn't it. Calm yourself you filthy boy.
2010-07-06 19:20:00

Author:
jackofcourse
Posts: 1494


No...

My plan was that when you "inhabit" a sackbot in this particular level your sackbots eyes begin to glow then it takes on your appearance, I could do the changing costume using the vacumm material spinning around but the glowing eyes :/
2010-07-06 19:26:00

Author:
Kern
Posts: 5078


Lol awsome info!:star:2010-07-06 21:08:00

Author:
Unknown User


You can also do the whole eye glowy thing before you take over a sackbot, destroy the sackbot, then spawn you in its place.

Think about how they do something similar in Mass Effect 2 with the overseer assuming direct control. It may seem like the overseer takes control right there and then has those flashy effects, but even ME2 uses a long flashy sequence of the guy glowing to basically hide that they're destroyed and spawning a new entity in its place.
2010-07-07 04:09:00

Author:
Vertrucio
Posts: 119


that would be nice
Took care of that for ya.
2010-07-07 08:48:00

Author:
ConfusedCartman
Posts: 3729


making the user play as a sackbot would indeed be wonderfull,it'd make really good character levels, like a anime one where you play as Luffy or something,
it'd take away the need to drass up as the character your self :3 *mew
2010-07-07 11:18:00

Author:
Lord-Dreamerz
Posts: 4261


Just want to make sure, can you customize the buttons on your sackbot with the DC seat just like anyother thing. meaning, can we make him run and jump and grab, but instead of emotions we could map the d-pad to other things, or the right analog stick to something else rather than for moving the arms?2010-07-08 06:46:00

Author:
TheBlackKnight22
Posts: 695


Just want to make sure, can you customize the buttons on your sackbot with the DC seat just like anyother thing. meaning, can we make him run and jump and grab, but instead of emotions we could map the d-pad to other things, or the right analog stick to something else rather than for moving the arms?

Yes..........
2010-07-08 09:10:00

Author:
Keldur
Posts: 628


Ok, so I am trying to understand this whole Sackbot DC thing here... Is it possible to have a sackbot that has a jetpack equipped, and have it so if he picks up a special item, and then the player presses triangle whilst holding the item, that I can the item to do something.

For example, I have an idea for part of a level where you are using a jetpack, on a sackbot, in a cavern. The cavern is very dark, and to see, you need to hold your flashlight with R1, and press a button (triangle) to light up the flashlight whilst holding it.

Is this possible?
2010-07-11 20:39:00

Author:
TheLawnStink
Posts: 98


I cant see why not, just map the triangle button to light source.2010-07-11 22:46:00

Author:
TheBlackKnight22
Posts: 695


Can the controlinator tell the difference between a full or half press on l2 / r2?2010-07-11 23:51:00

Author:
croissantbuncake
Posts: 572


Dang! I'm freakin excited for LBP2 and I don't even have a PS3 yet! We thought the possibilities were endless with LBP, now LBP2! This is amazing!2010-07-12 01:37:00

Author:
eagerneph
Posts: 1536


Can the controlinator tell the difference between a full or half press on l2 / r2?

That's a really good question. Would be great with the speed setting.
2010-07-12 02:46:00

Author:
Jaeyden
Posts: 564


Can the controlinator tell the difference between a full or half press on l2 / r2?

Hm... maybe with some old school logic tied in. I can think of a way to do it with the analogue output on inputs for the controlinator, but not yet with the new logikz.
2010-07-12 03:28:00

Author:
comphermc
Posts: 5338


Hm... maybe with some old school logic tied in. I can think of a way to do it with the analogue output on inputs for the controlinator, but not yet with the new logikz.

I should really hope it can give a full variable analogue speed control, cause I really like messing with speed outputs.

If not, it wouldn't be to hard to setup a simple one-piston logic set to speed controlled by a directional output.
2010-07-12 03:57:00

Author:
Fishrock123
Posts: 1578


its a late question, i know but can we put a DCS and make sackboy dissapear and just control whatever youre controlling without seeing your sackboy?2010-07-12 08:10:00

Author:
Onii55
Posts: 153


Yes, we can. 2010-07-12 08:14:00

Author:
Syroc
Posts: 3193


Dang… this is why i need to get a ps3… great info nonetheless!2010-07-12 16:04:00

Author:
dragonember
Posts: 607


Is it possible to connect a mag key switch or something to certain controls on a DCS and only allow those controls to be activated when in range of a mag key?
If not is there some other way to restrict when certain buttons can or cant be used?
2010-07-12 16:32:00

Author:
TheBlackKnight22
Posts: 695


Yes this can be done. Put one of the new logic pieces (and gate? I never was good with the names of logic) on the controlinators circuit board and wire a mag switch to one input, the button (circle for example) to the other input and wire the output to whatever the control controls!2010-07-12 17:51:00

Author:
croissantbuncake
Posts: 572


Yes this can be done. Put one of the new logic pieces (and gate? I never was good with the names of logic) on the controlinators circuit board and wire a mag switch to one input, the button (circle for example) to the other input and wire the output to whatever the control controls!

Yep, it's called an AND Gate., and it requires both imputs to be activated for it to give it's output. Certainly not too hard.
2010-07-12 19:42:00

Author:
Fishrock123
Posts: 1578


Wow. For someone like me who could just sit and make a giant piece of art in LittleBigPlanet, but doesn't know the first thing about logic, this is incredibly amazing.
I just realized how much more simple and clean things are going to be from now on.
Plus, I can see LBP2 killing off crappy survival levels. If people just follow good creators, they won't miss out on all the amazing levels. Plus, it will inspire people to make better stuff in general.
2010-07-12 20:39:00

Author:
Sack-Jake
Posts: 1153


There's a Remote Control option on Controllinators, so you'll be able to control objects that way without being attached to them.

Likewise, there's all sorts of ways you can change up controls using logic embedded in circuit boards. It's not limited to just turning off an on controls either. You can also switch out controls, say, for when you have a vehicle transform from something that flies to something that walks.

I've designed (on paper) a series of levels that will have a player able to remotely control a utility robot, but another player has to find and drag it within range of an antennae to turn on.
2010-07-12 22:48:00

Author:
Vertrucio
Posts: 119


There's a Remote Control option on Controllinators, so you'll be able to control objects that way without being attached to them.

Likewise, there's all sorts of ways you can change up controls using logic embedded in circuit boards. It's not limited to just turning off an on controls either. You can also switch out controls, say, for when you have a vehicle transform from something that flies to something that walks.

I've designed (on paper) a series of levels that will have a player able to remotely control a utility robot, but another player has to find and drag it within range of an antennae to turn on.

Link or none of this is true. (or can Jack/some one from jam confirm this?)
2010-07-12 23:25:00

Author:
Fishrock123
Posts: 1578


Link or none of this is true. (or can Jack/some one from jam confirm this?)

you don't need a link
if you have a good understanding of logic
and seen the info what DCS do
then you know what he said is true, *mew
and thats pretty fun logic ideas to make :3
can't wait to try all the new logic ideas out
in my head xD
2010-07-13 05:25:00

Author:
Lord-Dreamerz
Posts: 4261


Look for yourself on the official news post detailing all features, not to mention those others have already confirmed all this. Do a search, I shouldn't have to do that work for you.

There's logic in the game, and the controllinator takes an on/off input. It's how they do other things, like when they rotate the screen sideways for the Space Ivaders-like segment from E3, they switch off the main set of movers, then switch to a different set of movers that has its controls properly oriented for the new rotated view.
2010-07-13 05:28:00

Author:
Vertrucio
Posts: 119


There's a Remote Control option on Controllinators, so you'll be able to control objects that way without being attached to them.

True.


Likewise, there's all sorts of ways you can change up controls using logic embedded in circuit boards. It's not limited to just turning off an on controls either. You can also switch out controls, say, for when you have a vehicle transform from something that flies to something that walks.

True



Link or none of this is true. (or can Jack/some one from jam confirm this?)

Confirmed for 'ya!
2010-07-13 07:44:00

Author:
GruntosUK
Posts: 1754


No, but there's easy work arounds. Just set up a Sackbot changing room, have them walk into it, destroy them, and emit your new freshly dressed Sackbot

Speaking of sackicidal teleportation, has anybody confirmed if we are getting the non-lethal variety for use within a single level? Perhaps as easy as using the new level-linking exit gates pointed at another entry gate within the level?

And in any case, what happens if you're in a sackbot when you hit an exit gate? You must lose your sackbot right? But if by some miracle you get to keep it, do you also get to keep it's logic state?
2010-07-13 08:44:00

Author:
LittleBigDave
Posts: 324


LBD, while there has been no word on a teleporter device, you can use the new transport tubes in a similar way without killing players. You'll have to use fancy effects to cover up the fact that the player is being sucked into the tube, but that shouldn't be difficult with the new smoke machine and particle system.2010-07-13 09:17:00

Author:
Vertrucio
Posts: 119


Transport Tubes?! Just when I thought I'd heard it all... Are the details on those lurking about our forums somewhere?2010-07-13 09:21:00

Author:
LittleBigDave
Posts: 324


The transport tubes are a lie. There are tubes and there are sackbots that are moved through tubes using movers, but there are no transport tubes. This is just a hangover from the overactive speculation we all did when the original video came out


For teleportation though, you should be able to destroy a sackbot and then emit a new one, I think.
2010-07-13 10:15:00

Author:
rtm223
Posts: 6497


There isn't really transport tubes. Those are used to move sackbots, and the sackbots can move like that because they're attached to movers. Doesn't mean you can't make the player play as a sackbot and move them like that.

Crud, rtm shot me.
2010-07-13 10:21:00

Author:
warlord_evil
Posts: 4193


For teleportation though, you should be able to destroy a sackbot and then emit a new one, I think.

Aaaaaaaa.... So remote piloting the to-be-destroyed 'bots to keep the 'boy out of harm's way? And does that mean I can rig a DCS link such that one long lived DCS controls the successive shorter-lived manifestations of an emitter, or something like that? Or is there a new way to couple things on the fly?

And what about some sort of time travel mechanism for the actual players...Christmas seems just so very long off this year.
2010-07-13 10:36:00

Author:
LittleBigDave
Posts: 324


You, watch the announcement trailer on the LBP2 site. There's a segment where you see a bunch of sackbots get sucked up into one. The tubes don't actually suck up things until they enter them though (there were movers on the sackbot to send it into the tube when it got close), and I'm not even sure if they all look like that.

But, basically, the transport tubes do just that, transports you from one end to the other end. Sadly, no more info about those so far. However, you can imagine how useful it will be for replicating teleporters without killing players.
2010-07-13 13:11:00

Author:
Vertrucio
Posts: 119


. . .
But
I wanted to be a hamster...
Can we collect the hamster tubes as an object in story mode then?

/hope

:SH:
2010-07-13 13:25:00

Author:
ThePineapplizer
Posts: 769


Sadly, no more info about those so far.

Because they don't exist. At least not in the form we thought they did when the video was released. They are just inert tube objects. The section in the video is achieved completely with movers.

On the plus side, the tubes do look pretty cool

@stealthyhawaiian - I'm pretty sure they will be objects that can be collected as part of the story mode
2010-07-13 13:27:00

Author:
rtm223
Posts: 6497


You, watch the announcement trailer on the LBP2 site. There's a segment where you see a bunch of sackbots get sucked up into one. The tubes don't actually suck up things until they enter them though (there were movers on the sackbot to send it into the tube when it got close), and I'm not even sure if they all look like that.

But, basically, the transport tubes do just that, transports you from one end to the other end. Sadly, no more info about those so far. However, you can imagine how useful it will be for replicating teleporters without killing players.

See post #586 by rtm at the top of this page. They are just tubes, in the objects part of the popit I think they were (where all the story characters and hazards you collect go). Without movers they are just pipes. The movers are probably just set to follow a mag key path to make it look like they are flying the round the tubes.
2010-07-13 13:33:00

Author:
GruntosUK
Posts: 1754


I just can't take any more... I stopped reading the LBP2 section about 2 weeks ago... I feel so far behind now... Only weeks more of developement time (yes?) Sackbots are not 100% EEEE-Gad... Lots and lots of DLC coming our way... maybe... I've always housed this secret fear that what is actually 100% completed ingame would make a nice downloadable patch.2010-07-13 14:54:00

Author:
Gravel
Posts: 1308


you don't need a link
if you have a good understanding of logic
and seen the info what DCS do
then you know what he said is true, *mew
and thats pretty fun logic ideas to make :3
can't wait to try all the new logic ideas out
in my head xD

Negative thanks for your under-informative useless info. If you going to say something, make it good -_-


Big thanks to Grant for actually Answering my question.
2010-07-13 15:23:00

Author:
Fishrock123
Posts: 1578


The transport tubes are a lie.

The cake is a lie!

Sorry, couldn't help a portal reference.
2010-07-13 16:20:00

Author:
talbot-trembler
Posts: 1114


The cake is a lie!

That's what they want you to think.
2010-07-13 16:29:00

Author:
Fishrock123
Posts: 1578


Bah! It was posted in the tools thread and everything. Oh well.

Anyway, you can just use sackbots I guess. Make it so the first teleporter in your level actually hides away the players in a controllinator and spawn a new sackbot wearing their outfit somewhere else. From then on you destroy and spawn sackbots at your leisure.

You can even put in little teleporter accidents, like making someone huge, or tiny.
2010-07-13 21:21:00

Author:
Vertrucio
Posts: 119


Can you connect a DCS directly to a spawned sackbot? For that matter, can you connect any other switches or logic components directly to an emitted object?

In LBP, all logic on an emitted object had to be either self-contained or rigged using an overly elaborate system of magnetic key switches, etc. to 'relay' the signal.

For instance, something as simple as using a button in the level to set off an emitted explosive required a fair amount of workaround logic to create the effect... is this now possible in LBP2?
2010-07-14 02:15:00

Author:
fitchn
Posts: 10


Can you connect a DCS directly to a spawned sackbot? And can you connect any other switches or logic components directly to any emitted object for that matter? In LBP, all logic on an emitted object had to be either self-contained or rigged using an overly elaborate system of magnetic key switches, etc. to 'relay' the signal. For instance, something as simple as using a button in the level to set off an emitted explosive required a fair amount of workaround logic to create the effect... is this now possible in LBP2?

If placed in a micro chip and p;aced in the object, yes.
2010-07-14 02:37:00

Author:
Silverleon
Posts: 6707


If placed in a micro chip and p;aced in the object, yes.

I think it means, can you emit objects connected to a DCS that is not emitted.
2010-07-14 02:49:00

Author:
Fishrock123
Posts: 1578


I think it means, can you emit objects connected to a DCS that is not emitted.

Exactly.

*inserts extra words to make post longer*
2010-07-14 02:57:00

Author:
fitchn
Posts: 10


Part of how it's possible is MM have changed how captured objects work, in that certain captured objects, or parts of them (like microchips) will update themselves to all instances (emitted objects) if the original is changed.

Or, at least, that's what I think I read from some topics a while back. This might just be another product of my wild imagination though.
2010-07-14 05:43:00

Author:
Vertrucio
Posts: 119


Part of how it's possible is MM have changed how captured objects work, in that certain captured objects, or parts of them (like microchips) will update themselves to all instances (emitted objects) if the original is changed.

Or, at least, that's what I think I read from some topics a while back. This might just be another product of my wild imagination though.

No, I believe you're correct.
2010-07-14 09:08:00

Author:
talbot-trembler
Posts: 1114


That's actually a good question and one I don't know the answer to I'm afraid

You can leave a "hard copy" of whatever you are emitting in the level, and all changes to it will automatically update the emitter, but I don't know if this works with wires.
2010-07-14 12:42:00

Author:
GruntosUK
Posts: 1754


That's actually a good question and one I don't know the answer to I'm afraid

You can leave a "hard copy" of whatever you are emitting in the level, and all changes to it will automatically update the emitter, but I don't know if this works with wires.

I really hope it does. This would be sooo useful.
2010-07-14 18:18:00

Author:
Fishrock123
Posts: 1578


Some way to wire up to emitted objects without the mag switch relay wiring we do now seems pretty essential, especially with DCS, since the old school method causes a bit of latency. I hope the hard copy "master" object would be the answer, but that probably means leaving that initial copy in your level at play time to preserve the wiring. (My understanding is you can normally delete the master object when you are done tweaking and all the emitters remember the last version.) Which leads me to ask...

Is there also some kind of self-destroyer logic component now now that deletes the object it is attached to upon activation?
2010-07-14 20:03:00

Author:
LittleBigDave
Posts: 324


The transport tubes are a lie. There are tubes and there are sackbots that are moved through tubes using movers, but there are no transport tubes. This is just a hangover from the overactive speculation we all did when the original video came out


For teleportation though, you should be able to destroy a sackbot and then emit a new one, I think.

isn't the transport tubes the same as the suction tubes?? like the ones in Futurama

EDIT: oh, sorry. I didn't read the whole page :/ nvm then...
2010-07-14 20:23:00

Author:
Jonaolst
Posts: 935


I wonder if we could import backed up levels from LBP1 onto LBP2 so we can continue working on them with the new tools?2010-07-15 06:41:00

Author:
TheBlackKnight22
Posts: 695


Yeah I wanna do that to cus it makes logic easier to do. I suck at piston logic. 2010-07-15 08:48:00

Author:
Screeno
Posts: 153


Some way to wire up to emitted objects without the mag switch relay wiring we do now seems pretty essential, especially with DCS, since the old school method causes a bit of latency. I hope the hard copy "master" object would be the answer, but that probably means leaving that initial copy in your level at play time to preserve the wiring. (My understanding is you can normally delete the master object when you are done tweaking and all the emitters remember the last version.) Which leads me to ask...

I dunno if that is possible. If it were then you could only realistically have wiring going into the emitted objects, not back out (unless you only have max at once = 1). There are better methods to decouple emitted objects from their logic now though, using switchable magnetic keys, so at least there is a slight improvement there.


Is there also some kind of self-destroyer logic component now now that deletes the object it is attached to upon activation?
Yes


I wonder if we could import backed up levels from LBP1 onto LBP2 so we can continue working on them with the new tools?

Yes
2010-07-15 09:46:00

Author:
rtm223
Posts: 6497


Also he said it again at another time that "you could enter a level and not even realise your actually controlling a sackbot as it looks exactly like you".

Until you find your cryogenically frozen sackboy in a test tube with wires protuding from it's burlap, and then you forgo some Matrix/Avatar style epic story line where you have to cart your real body around.
2010-07-15 12:03:00

Author:
Asbestos101
Posts: 1114


Until you find your cryogenically frozen sackboy in a test tube with wires protuding from it's burlap, and then you forgo some Matrix/Avatar style epic story line where you have to cart your real body around.

That would be an awesome level.

*wipes Asbetos' memory and starts writing frantically in wexs notebook of stolen ideas*
2010-07-15 12:18:00

Author:
wexfordian
Posts: 1904


Hey! I'm wondering if it's possible for players to start in separate parts of the level, with separate cameras, and then they join in a certain part of the level and it goes on with them all together.2010-07-15 13:30:00

Author:
gdn001
Posts: 5891


Hey! I'm wondering if it's possible for players to start in separate parts of the level, with separate cameras, and then they join in a certain part of the level and it goes on with them all together.
I believe the new creator option to put the level in "Competative Mode" adds the separate player cameras at all times, but that any time a sackboy is in the zone of a camera object, they will still be affected by it. So forcing a shared perspective after they join up is as easy as adding camera objects.
2010-07-15 19:59:00

Author:
LittleBigDave
Posts: 324


I just re-read the New Tools, Features..etc (aka this one)post and it said that you could make a custom shape for a detection field using the holographic material. So basically you could make a heart shape and the field would be in that shape. Right??? 2010-07-15 20:28:00

Author:
Amigps
Posts: 564


Effectively yes. It relies on collision switches, but that is the effective result - detection of magnetic switches in a custom area.2010-07-15 22:29:00

Author:
rtm223
Posts: 6497


I just re-read the New Tools, Features..etc (aka this one)post and it said that you could make a custom shape for a detection field using the holographic material. So basically you could make a heart shape and the field would be in that shape. Right???

Using collision sensors coupled with a mag key and the right settings, you could make a detection zone in the shape of a snake.

Ahhh rtm beat me to it. XD
2010-07-16 00:18:00

Author:
Fishrock123
Posts: 1578


Only by an hour and a half though. It was close 2010-07-16 00:42:00

Author:
rtm223
Posts: 6497


Only by an hour and a half though. It was close

*Facedesk* I paid no attention if o was on the last page or not, or what the timestamp on your post was.
2010-07-16 04:04:00

Author:
Fishrock123
Posts: 1578


I made it to page 22 of this thread without seeing mention of this, but if it has been asked in later pages sorry for being redundant :blush:. My question is have the levels gotten bigger, and if so by what relative amount? Normally this doesn't bother me, but fast vehicles are somewhat inhibited by the current level size.2010-07-16 05:16:00

Author:
MrLongJohn
Posts: 36


Simply amazing2010-07-16 07:10:00

Author:
DrShmoogle
Posts: 115


My question is have the levels gotten bigger, and if so by what relative amount?

I don't believe so.
2010-07-16 09:21:00

Author:
rtm223
Posts: 6497


I must admit I don't get it. I assumed collision sensors work like the on impact setting for sounds, how can they pick up a mag key? I assume you make the inverse of the shape of the detection area, but then I'm lost..2010-07-16 09:45:00

Author:
croissantbuncake
Posts: 572


Also, not only are levels bigger (didn't know that before) but you can zoom the camera out much, much farther, so if you build a particularly large vehicle, it's easier to have it travel in those larger levels.

It sounds like we might now be getting access to those camera angles that were previously only available to MM designers. There were some angles and zooms in the story levels that you could never get to in player created levels.
2010-07-16 09:47:00

Author:
Vertrucio
Posts: 119


@cbc: collision detection activates when a collision is detected. Simple. If you specify a magnetic key then it will only activate when it is colliding with an object that has that magnetic key on. If you place the collision switch on a piece of invisible vacuum material, and specify a magnetic key, the switch will activate if that piece of vacuum overlaps any object with the correct magnetic key on.



Also, not only are levels bigger Huh?


It sounds like we might now be getting access to those camera angles that were previously only available to MM designers. There were some angles and zooms in the story levels that you could never get to in player created levels. TBH, we are getting a LOT more than just that with the cameras. It's a lot more dynamic and although I wasn't aware of the specifics of special angles in the story mode, I'm pretty sure you'll be able to mimic all of that and much more
2010-07-16 10:09:00

Author:
rtm223
Posts: 6497


It sounds like we might now be getting access to those camera angles that were previously only available to MM designers. There were some angles and zooms in the story levels that you could never get to in player created levels.

Can you give an example? I don't remember any
2010-07-16 11:05:00

Author:
Incinerator22
Posts: 3251


Can you give an example? I don't remember any

Well I remember in the "Object Placement" video tutorial, the camera is tilted almost 90? in a way you can see the beginning of the level, the back and the front.
2010-07-16 11:45:00

Author:
gdn001
Posts: 5891


anyone know if it will be possible to import objects created in LBP1 into the LBP2 my moon? or sent through LBP messages?2010-07-16 12:48:00

Author:
sellfcon
Posts: 79


anyone know if it will be possible to import objects created in LBP1 into the LBP2 Yes.


or sent through LBP messages? Hmmm, not sure. At a guess, I'd say maybe At worst you could pick up the LBP1 objects in LBP then transfer them across.
2010-07-16 13:16:00

Author:
rtm223
Posts: 6497


I consider myself something of an expert in this particular field-- I am curious exactly what view you are talking of? I have found almost anything is possible with enough trial and error... You do know multiple cameras will affect the viewing angle accordingly... Outside of the extremely wide shot-- can never get wide enough! Although, add a magic mouth cutscene and it is possible to show the entire lenth of a level! It begins looking like some some weirdly lit fairground vanishing in the distant fog.2010-07-16 14:47:00

Author:
Gravel
Posts: 1308


Also, not only are levels bigger (didn't know that before) but you can zoom the camera out much, much farther, so if you build a particularly large vehicle, it's easier to have it travel in those larger levels

Rtm said he didn't think levels were any bigger....


Although I would like if you could make really long, but not very high level. Good for vehicle levels.


@Gravel is correct. Multiple cameras and magic mouths can give insane camera angles. I have used this as a zoom on some of my expirimental weapons.
2010-07-16 15:44:00

Author:
Fishrock123
Posts: 1578


Any idea if a camera can be made to track an object? For example, if I let players shoot bouncy balls out of the creatinator, can I have a camera follow the bouncy ball wherever it bounces off to?2010-07-16 18:01:00

Author:
Unknown User


Any idea if a camera can be made to track an object? For example, if I let players shoot bouncy balls out of the creatinator, can I have a camera follow the bouncy ball wherever it bounces off to?

You can do that right now with the magic mouth cut-scene, so yes.
2010-07-16 18:07:00

Author:
Syroc
Posts: 3193


Yes.

Hmmm, not sure. At a guess, I'd say maybe At worst you could pick up the LBP1 objects in LBP then transfer them across.

by 'pick up object' do you mean Capture object? so it's included in our profile data, & LBP2 will recognise all that data, even though it was created in the original LBP?

sorry for double checking here. i just want to make sure, before getting my hopes up. some of my objects, ive been working on for more than a year. i keep on refining them, & would hope to transfer some over to the new game, so i can re-edit them with the new tools you listed.
2010-07-17 02:57:00

Author:
sellfcon
Posts: 79


by 'pick up object' do you mean Capture object? so it's included in our profile data, & LBP2 will recognise all that data, even though it was created in the original LBP?

sorry for double checking here. i just want to make sure, before getting my hopes up. some of my objects, ive been working on for more than a year. i keep on refining them, & would hope to transfer some over to the new game, so i can re-edit them with the new tools you listed.

The new game should just import all your stuff they way the Beta does... So, I wouldn't worry,
2010-07-17 04:11:00

Author:
Fishrock123
Posts: 1578


You can do that right now with the magic mouth cut-scene, so yes.

I do not think thats what he meant, I think he meant having the camera track a magnetic key/s.
2010-07-17 20:31:00

Author:
CheesyDemon
Posts: 170


I do not think thats what he meant, I think he meant having the camera track a magnetic key/s.

Why not put the magic mouths on the objects?



And with movers you'll be able to track keys in lbp2.. Although technically it is already possible. I can make an example if needed..
2010-07-18 02:22:00

Author:
Fishrock123
Posts: 1578


Then the player couldn't move while watching it.... could he?

maybe with the cinematic camera...
2010-07-18 02:31:00

Author:
tomodon246
Posts: 624


Then the player couldn't move while watching it.... could he?

maybe with the cinematic camera...

The cutscene camera is indeed the answer.
2010-07-18 03:34:00

Author:
Fishrock123
Posts: 1578


This is an odd but crippling worry of mine; can you still corner edit, resize and cange the materials of captured objects in lbp2? Cus I recently played the psp version and found that I couldn't do that on my psp and I hope that isn't the case in lbp2... 2010-07-18 19:10:00

Author:
Screeno
Posts: 153


This is an odd but crippling worry of mine; can you still corner edit, resize and cange the materials of captured objects in lbp2? Cus I recently played the psp version and found that I couldn't do that on my psp and I hope that isn't the case in lbp2...

The psp version is very limited. This will not be the case with LBP2 as, with LBP1, it is on the PS3.

Also not both ps3 versions are made by media molecule, and lbp psp is made by someone else
2010-07-18 20:01:00

Author:
Fishrock123
Posts: 1578


Good heavens... this is awesome.

Like... all of it.

Every single little thing that bugs me about creating (even if I only think about it for half a second) is fixed. And so much more. The other day I had to detach a wire from something before attaching something else, meaning I had to fly all the way back across my level twice. Not a big deal, but I'm like "This would be awesome if they could fix this." And that's not even a major complaint.

I'm a HUGE fan of the sound updates. I keep wondering why I can't edit volumes.

Also, I'm majorly excited for the light materials, antigrav options, etc. There are points where I thought "Hmm... a light-up material would be good." Two days ago I had an idea for a level that flips gravity every so often, so you're walking on the ceiling... but I had no way of doing that. Or, hey, a physically-sourceless light? Amazing!! I'm a huge fan of the new lighting engine...

Ahhh, so excited. Thanks for the post, Rtm.
2010-07-19 18:12:00

Author:
Ryhas
Posts: 179


I want a game where you have about 5 other sackbots forming a conga line but you can change them into different forms to help you. I'm not sure how it's going to work yet though 2010-07-19 18:39:00

Author:
Jord-bord
Posts: 153


Filter material FOR THE WIN!!2010-07-19 19:30:00

Author:
Jord-bord
Posts: 153


i got a couple of questions

1. i know you can force sackboy into the controlinator, but can you force him out of it

2. is it possible to control two things with the same controlinator e.g

your controling a character he disappears and a bird or something is in it place .( giving the player the inpression he has transformed into a bird) without having to switch controlinator
2010-07-19 20:28:00

Author:
Ash_uk1
Posts: 255


you can control loads of things at once. (just check out gevurah22's "all about sackbots" video for proof) but for the other bit i'm not sure. you can de-emmit one charachter and then emmit another, and use some explosion or some other effect to cover it up. but you cant use the same controlinator to control the new one cuz he wont be connected. I think. 2010-07-21 08:29:00

Author:
Screeno
Posts: 153


LBP2 = Awesomeness
I know this question has probably been asked loads but I really want to know.
Any news on the beta??
2010-07-21 16:51:00

Author:
MasterCreator
Posts: 464


No. If there were news you would see at least 7 threads being made about just that snippet of information.2010-07-21 17:13:00

Author:
Syroc
Posts: 3193


No. If there were news you would see at least 7 threads being made disappear before your very eyes about just that snippet of information.

Fixed that for you.

On a serious note, a friendly note to all of you concerning any discussion of a beta I would remind you of our rules (https://lbpcentral.lbp-hub.com/index.php?t=21530-Rules-Consequences) which are quite clear on the nature of any discussion that may be in violation of a non-disclosure agreement (NDA).
2010-07-21 17:53:00

Author:
schm0
Posts: 1239


Fixed that for you.

On a serious note, a friendly note to all of you concerning any discussion of a beta I would remind you of our rules (https://lbpcentral.lbp-hub.com/index.php?t=21530-Rules-Consequences) which are quite clear on the nature of any discussion that may be in violation of a non-disclosure agreement (NDA).

They was talking about threads saying about an official mm announcement. Or so I interpret it,
2010-07-21 22:21:00

Author:
Fishrock123
Posts: 1578


Hey with zero gravity turned on can sack boy walk on walls or the ceiling? * PLEASE SAY YES!!!!!!!!*2010-07-23 04:42:00

Author:
Amigps
Posts: 564


**** dude the power ups are awesome!!2010-07-23 08:14:00

Author:
shadow3596
Posts: 2442


@Ami, I don't think so. I'm not sure if orientation can be specified in that case. As far a we can see the only thing that negates the invisible rail system (!) that keeps sackboy upright is when he filps mid jump off a bounce pad.2010-07-23 10:01:00

Author:
croissantbuncake
Posts: 572


Darn it...... : Oh well.........2010-07-23 14:54:00

Author:
Amigps
Posts: 564


I'm hoping that with a sackbot and a magic jet tool you can make sackbots walk on walls, but I dunno.2010-07-25 06:49:00

Author:
Moony
Posts: 368


sounds likley though... 2010-07-26 14:32:00

Author:
Screeno
Posts: 153


I'm going to buy a PS3 just for this 2010-07-26 22:05:00

Author:
Struanmcd
Posts: 333


I'm hoping that with a sackbot and a magic jet tool you can make sackbots walk on walls, but I dunno.

Magic jet lulz.



You can walk on any angle using sackbots and movers... With some potential small difficulties.
2010-07-27 04:21:00

Author:
Fishrock123
Posts: 1578


Thanks for the information it kept me occupied for a little while2010-07-28 05:55:00

Author:
Unknown User


So! Dang! GREAT!!! Tyvm for all the info! Can't wait for it! I just got it pre-ordered for a b-day present! I WANT THE GAME SO ****ING BADLY!!!!!!! 2010-07-29 01:35:00

Author:
Gamefreek24the2d
Posts: 28


At risk for being reprimanded for backseat modding...

Tone it down with the size. We all want the game really badly.
2010-07-29 10:40:00

Author:
Melfice
Posts: 269


hmmm. I wonder if it works to add an anti gravity device to a sackbot when you put a DCS on it.2010-07-30 03:37:00

Author:
TheBlackKnight22
Posts: 695


hmmm. I wonder if it works to add an anti gravity device to a sackbot when you put a DCS on it.

Yes, mover do indeed work on sackbots. So do emitters and anything else.
2010-07-30 04:48:00

Author:
Fishrock123
Posts: 1578


This was my reaction; (Not the eating veggies part!)

http://www.youtube.com/watch?v=HyophYBP_w4&feature=related

I lol'd xD
I can't wait for this game :333
2010-07-31 11:48:00

Author:
Killer_Piller_Xx
Posts: 40


I can't wait to get LBP 2! My Sims based levels will be better with sackbots to use as the town people, and power gloves to make a bowling alley.2010-08-09 07:51:00

Author:
Unknown User


Remember everyone, you will be required to memorise the entire post...

There will be a test.

Hi, i'm new to the posting side of LBPC, irrelevant of the fact that i've been registered for more than a year.
Will it be possible to switch between the top down and side on view during gameplay?
What would you say is your favourite new addition to the LBP saga?
2010-08-09 15:39:00

Author:
Unknown User


Hi, i'm new to the posting side of LBPC, irrelevant of the fact that i've been registered for more than a year.
Will it be possible to switch between the top down and side on view during gameplay?
What would you say is your favourite new addition to the LBP saga?

Your questions will be answered *after* you do the test. ;0



Naaa, just kidding.
2010-08-09 15:56:00

Author:
Fishrock123
Posts: 1578


Hi, i'm new to the posting side of LBPC, irrelevant of the fact that i've been registered for more than a year.
Will it be possible to switch between the top down and side on view during gameplay?
What would you say is your favourite new addition to the LBP saga?

To my understanding the top down mode was just like an illusion. its the same thing except people were hooked up via a direct control seat to an object that used movers.
2010-08-09 17:42:00

Author:
TheBlackKnight22
Posts: 695


Yep, it's all side scrolling still, you just have to create to make it look like it's top down and have more control of the camera.2010-08-09 18:34:00

Author:
GruntosUK
Posts: 1754


Did you guys play with the battery logic? I'm kinda interested in its details as I didn't have much time with the E3 build. Can it take inputs? What's is its true function? I'm sure there's much more to it than "outputting at full."2010-08-09 21:40:00

Author:
gevurah22
Posts: 1476


The battery can't take inputs as far as I'm aware. It doesn't have any function other than always being "on".2010-08-09 22:54:00

Author:
jackofcourse
Posts: 1494


Did you guys play with the battery logic? I'm kinda interested in its details as I didn't have much time with the E3 build. Can it take inputs? What's is its true function? I'm sure there's much more to it than "outputting at full."

Aya042 has taked about wanting to build a basic computer, maybe it has some function in something extreme like that?
2010-08-09 23:18:00

Author:
Fishrock123
Posts: 1578


I would like the battery just for the looks of it! I could make one awesome RC car!2010-08-09 23:36:00

Author:
grayspence
Posts: 1990


I would like the battery just for the looks of it! I could make one awesome RC car!

Lol.....

It would be nice if the batter was like.... Had to be charged... Like a reverse delay.
2010-08-09 23:43:00

Author:
Fishrock123
Posts: 1578


lets hope that every sackpeople can find what the want in this new arsenal of tools! everythinG LOOKS great for what we have sto seen in E3, and im really looking foward to spend alot of time how this new tools work, behave and all that. see you guys in Little Big Planet 2!!! cheers!2010-08-10 20:55:00

Author:
Sackbot
Posts: 17


Is it known what the apple switches are?2010-08-10 21:41:00

Author:
TheBlackKnight22
Posts: 695


gravity switch.2010-08-10 21:47:00

Author:
rtm223
Posts: 6497


The apple switches have different shapes. One is like an eight-pointed star and the other is just a plain circle. Also there are similar switches but with sackboy on them, and with a triangle. I'm guessing the triangle is the lethaliser tool, but the sackboy? Is that a follower or something?2010-08-11 22:12:00

Author:
Holguin86
Posts: 875


Magic joystick=Harry Potter. Hurraah!2010-08-12 10:35:00

Author:
FreeAim
Posts: 2462


I can't wait for little big planet 2! it's gonna be the best game ever!:star:2010-08-12 10:59:00

Author:
Unknown User


Awesomeness, i spent at least 4 months reasearching LBP 2 and you got every single thing i learnt about it plus more, congratz, too bad i didn't find out about this thread till today, woulda saved me loads of time.
Spread the word of this thread to save much more suffering!!!
2010-08-13 08:40:00

Author:
Captnmatt
Posts: 96


I want grabbable jump pads for all our Donkey Kong barrels 2010-08-13 11:46:00

Author:
BasketSnake
Posts: 2391


The battery can't take inputs as far as I'm aware. It doesn't have any function other than always being "on".

Actually, anything that can be placed on a circuit board can take an imput:

"You can also wire-control the microchip to disable / enable everything inside it. This means that you can effectively have 2 microchips with different programming and just switch between the two very easily, which is fantastic for control systems and AI."
2010-08-13 23:55:00

Author:
Fishrock123
Posts: 1578


That's the microchip taking an input, not the battery... I get where you are coming from (that a battery inside a microchip can be switched off using the disable for the microchip) but that's not the same thing as an input to the battery. More significantly, what's the point? You've basically just invented a system where the output reflects the input (i.e. a null component or if you like, a wire) and wasted thermo to achieve it....2010-08-14 00:09:00

Author:
rtm223
Posts: 6497


That's the microchip taking an input, not the battery... I get where you are coming from (that a battery inside a microchip can be switched off using the disable for the microchip) but that's not the same thing as an input to the battery. More significantly, what's the point? You've basically just invented a system where the output reflects the input (i.e. a null component or if you like, a wire) and wasted thermo to achieve it....

Well in theory now it has an imput, but I'm not sure of what use it is. geruvah wanted to know of it had imputs, so I just posted what was said on how the battery could possibly have imputs, even if it is totally useless.
2010-08-14 03:28:00

Author:
Fishrock123
Posts: 1578


Will LBP2 run in 1080p?2010-08-14 16:45:00

Author:
Canecaneshane
Posts: 37


Will LBP2 run in 1080p?

Yes I think so!!
2010-08-14 17:13:00

Author:
Jovuto
Posts: 2345


Will LBP2 run in 1080p?

Doubt it. Probably 720p max. I don't think even LBP1 runs in true 720p, looks to be upscaled from standard definition.
2010-08-14 17:23:00

Author:
Aya042
Posts: 2870


what's the point of the battery?

someone said it is always on. Won't not hooking up a switch to an object/switch/piston etc. essentially do the same thing?
2010-08-14 17:33:00

Author:
Unknown User


what's the point of the battery?

someone said it is always on. Won't not hooking up a switch to an object/switch/piston etc. essentially do the same thing?

Maybe it has the same purpose of attaching a grab switch to dark matter and setting it to "inverted", when you want a forever inputting device. (for example, when you want sounds that you can hear anywhere in the level all the time. But isn't there already a device for this?)
2010-08-14 17:36:00

Author:
gdn001
Posts: 5891


This is definitely my most anticipated game of all time. All of these new features call for endless possibilities. Glad to be a PS3 owner.2010-08-14 18:04:00

Author:
Unknown User


I love this thread!



there's still a couple more things I'd really like to find out.

Do we know if the gravity switch allows the angle of gravity to be set, or will it be a strength setting only?


Also... what happens when we put an 'analogue' signal, such as from a magnetc switch, into a microchip? I'm guessing that Selectors will be able to cycle through different analogue inputs, which will be awesome.





One thing I can't figure out in my head is whether it will be possible to make machine components (motor bolts/pistons) mimic the actions of other machine components... which could then be toggleable?
The reason being, it would be cool to have bolts/pistons which can change their behaviour completely according to the situation. So a motor bolt could start behaving like a wobble bolt; then it might start behaving like a different wobble bolt with totally different settings; and so on.
It's already possible to make a bolt mimic the angle of the analogue stick... but is it possible to make a bolt mimic the angle of another bolt, or object? And then swap that input?
My head is spinning now :eek:




p.s. I'm lurking the forum again due to LBP2. great to be back
2010-08-14 18:17:00

Author:
Tig-W
Posts: 106


This is the thread that made me want to join this site.2010-08-14 18:22:00

Author:
Rottinghouse
Posts: 143


Meh wanna musicc!2010-08-14 18:33:00

Author:
Alternative_sack
Posts: 409


Maybe it has the same purpose of attaching a grab switch to dark matter and setting it to "inverted", when you want a forever inputting device. (for example, when you want sounds that you can hear anywhere in the level all the time. But isn't there already a device for this?)

Actually, this is probably the battery's main function.... Why I never though of that, I dunno.
2010-08-14 18:39:00

Author:
Fishrock123
Posts: 1578


So is battery logic an actual physical object or is just something that you place on a microchip?2010-08-14 18:49:00

Author:
Amigps
Posts: 564


So is battery logic an actual physical object or is just something that you place on a microchip?

It's logic, I think.
2010-08-14 19:03:00

Author:
alexbull_uk
Posts: 1287


It's logic, I think.

@amigps - In other words, ot is non-physical and can be placed on microchips.
2010-08-14 21:14:00

Author:
Fishrock123
Posts: 1578


Doubt it. Probably 720p max. I don't think even LBP1 runs in true 720p, looks to be upscaled from standard definition.

Pretty sure it's only 720 in the new game, but it is bloody pretty compared to lbp 1.


what's the point of the battery?

someone said it is always on. Won't not hooking up a switch to an object/switch/piston etc. essentially do the same thing?

Well I can think of many uses for the battery. Techically you could simulate it using a number of other devices, but it's just there as a nicety - and probably lower thermo than any other device...
2010-08-14 21:37:00

Author:
rtm223
Posts: 6497


It seems like a new game than an update,i wonder when LBP 2 is out,will LBP 2 users play LBP 1 again?2010-08-14 21:57:00

Author:
Scark92
Posts: 4


I probably won't play in lbp1 other than to edit existing levels, but i'd probaly still play lbp1 levels. Some of them have cracking gameplay, and genuinely good gameplay is timeless as far as im concerned, even if the execution seems a little crude in comparison to the latest and greatest.

Also, never underestimate the power of nostalgia!!
2010-08-14 22:03:00

Author:
rtm223
Posts: 6497


I will still play lbp 1... I am anticipating some bug fixes in lbp 2 that will hurt my pride, and i may have to create some things in lbp 1 to keep my glitches, then save the items and use them in lbp 2.2010-08-14 22:39:00

Author:
poorjack
Posts: 1806


I will play LBP1 to fix any bugs in my LBP1 levels, or to play without any friends that don't have LBP2...2010-08-14 22:54:00

Author:
Fishrock123
Posts: 1578


Can't wait for it!!
Also does anyone know if there will be tutorials in create mode like in LBP 1?
2010-08-14 23:12:00

Author:
Unknown User


Can't wait for it!!
Also does anyone know if there will be tutorials in create mode like in LBP 1?

Yep! And Stephan Fry has already been at MM Towers to record the new voiceovers! (He did the LBP1 ones.)
2010-08-14 23:15:00

Author:
Fishrock123
Posts: 1578


stephen fry, you little big god... the game would not be the same without you!2010-08-15 00:46:00

Author:
poorjack
Posts: 1806


hm, nobody figured out the battery might just be the set "power" for the device?
Like, 100% power is a piston/bolt/jet/etc going at full speed (if it's connected one to one on the device).
You use the logic to change that, half it or double it, whatever. Instead of a yes/no logic, one that's based on percentages.
Or maybe even have the battery slowly run out over time (like real batteries, but faster).

gah, I can't wait for this game. So many toys to play with. I just hope it doesn't get overwhelming. Like LBP3 having attachable BASIC coding boxes that look like tiny 1995 IBM pc's. xP
2010-08-15 04:15:00

Author:
Cheezy WEAPON
Posts: 283


I probably won't play in lbp1 other than to edit existing levels, but i'd probaly still play lbp1 levels. Some of them have cracking gameplay, and genuinely good gameplay is timeless as far as im concerned, even if the execution seems a little crude in comparison to the latest and greatest.

Also, never underestimate the power of nostalgia!!

Yeah, I agree. I mean, I still play the original Crash Bandicoot fairly regularly (every couple of weeks or so) and that game is like 15 years old! But you just can't beat it's classic gameplay.

Although, seeing as Mm said the story levels from LBP1 will be playable in LBP2 (I think they did, anyway), will it be worth using LBP1? You may as well just use LBP2 because of the engine enhancements.
2010-08-15 04:26:00

Author:
alexbull_uk
Posts: 1287


Although, seeing as Mm said the story levels from LBP1 will be playable in LBP2 (I think they did, anyway), will it be worth using LBP1? You may as well just use LBP2 because of the engine enhancements.
MM said that they were able to run the LBP1 story levels on LBP2, but that they wouldn't be including them or let you play them.
2010-08-15 04:39:00

Author:
Arkei
Posts: 1432


MM said that they were able to run the LBP1 story levels on LBP2, but that they wouldn't be including them or let you play them.

Oh, is that what they said? Ok, then.

I'm kinda glad, really. Means I'll have a reason to go back.
2010-08-15 05:24:00

Author:
alexbull_uk
Posts: 1287


Well, I've almost collected everything in the LBP story levels, besides the dlc of course, and after play through after play through i'm tired of the story lol. but who knows like RTM said..


Also, never underestimate the power of nostalgia!!
2010-08-15 15:54:00

Author:
TheBlackKnight22
Posts: 695


Don't know if this has been already asked, but is it possible to trigger a Bounce pad with a switch? i.e. a grab switch?2010-08-15 19:55:00

Author:
SupaSack34
Posts: 180


Don't know if this has been already asked, but is it possible to trigger a Bounce pad with a switch? i.e. a grab switch?

I'm not saying I know for sure, but judging by the type of item that it looks like it would seem strange if you couldn't.
2010-08-15 20:59:00

Author:
Rottinghouse
Posts: 143


I'm not saying I know for sure, but judging by the type of item that it looks like it would seem strange if you couldn't.

i would say no.. The bounce pads only bounce sackboy's and have no effect on objects from what we've seen.
2010-08-15 21:09:00

Author:
Fishrock123
Posts: 1578


i would say no.. The bounce pads only bounce sackboy's and have no effect on objects from what we've seen.

Yeah, but you could be standing on one and have it activate at a later time.
2010-08-15 21:31:00

Author:
Sack-Jake
Posts: 1153


Thankyou so much for this information i thanked it it told me everything that i expected & more im just a little dissapointed about the music creation information because this will also be a huge improvement to the game in my eyes plus i hope to become a unique creator in LBP2 but saying that i bet everyone could be thank you so much again i really appreciated it, lol didnt expect to write so much on my 2nd post XD2010-08-16 00:44:00

Author:
UpNComingGansta
Posts: 6


Waw,Can't wait!










Nah kidding i can
2010-08-16 00:51:00

Author:
Unknown User


Yes bounce pads can be activated via a switch 2010-08-16 11:05:00

Author:
GruntosUK
Posts: 1754


Yes bounce pads can be activated via a switch Do they bounce only sackboys or objects too?2010-08-16 11:11:00

Author:
Unknown User


and do they look different when de-activated?2010-08-16 15:02:00

Author:
waD_Delma
Posts: 282


Do they bounce only sackboys or objects too?

I don't know the answer to that


and do they look different when de-activated?

They didn't seem to, no
2010-08-16 15:16:00

Author:
GruntosUK
Posts: 1754


They only bounce Sackboys, I think. At least I didn't manage convince them to bounce objects.

Edit: That may of course have changed since then.
2010-08-16 15:20:00

Author:
Syroc
Posts: 3193


There's a section of gameplay in the Qore video (the vertical bounce pad column with the squishy walls) where making bounce pads bounce objects would disrupt the level, because the squishy walls would wibble about everywhere. It's better that they don't bounce objects around - that would make everything crazy.2010-08-16 15:55:00

Author:
Holguin86
Posts: 875


There's a section of gameplay in the Qore video (the vertical bounce pad column with the squishy walls) where making bounce pads bounce objects would disrupt the level, because the squishy walls would wibble about everywhere. It's better that they don't bounce objects around - that would make everything crazy.

I don't know of any QORE LBP2 Video...?
2010-08-16 16:11:00

Author:
Fishrock123
Posts: 1578


Here you go.


http://www.youtube.com/watch?v=DtH7AphkuYY

What options are available for the "Users" function on the controllinator and the cutscene cameras? I'm assuming it affects which players are affected by the objects, just wanted to know a bit more information.
2010-08-16 16:24:00

Author:
Holguin86
Posts: 875


i didnt even know half the stuff you said great im up to date2010-08-16 19:54:00

Author:
Unknown User


Yep! And Stephan Fry has already been at MM Towers to record the new voiceovers! (He did the LBP1 ones.)

Imagine how much voice acting he had to do...lol

Is there going to be a tutorial for every little thing?...Also, I wonder if the tutorials for the old game are kept and put in the new game to save time...?
2010-08-16 22:04:00

Author:
Smokeeye123
Posts: 66


Is it known what the magic bags are yet?2010-08-17 00:42:00

Author:
TheBlackKnight22
Posts: 695


I may be wrong, but I think that the magic bags were the early name for the Creatinator.2010-08-17 00:46:00

Author:
Moony
Posts: 368


Do they bounce only sackboys or objects too?

Sackboys and Sackbots


Imagine how much voice acting he had to do...lol

Is there going to be a tutorial for every little thing?...Also, I wonder if the tutorials for the old game are kept and put in the new game to save time...?

All the tutorials are new


Is it known what the magic bags are yet?

Yep Moony is right, Magic Bag was the old name for the Creatinator
2010-08-17 00:50:00

Author:
jackofcourse
Posts: 1494


Yes! I love their humor in the tutorials!2010-08-17 00:56:00

Author:
Canecaneshane
Posts: 37


Wow, my favorite option for sackbot is how you can tweak there speed. Imagine a sonic type game with a sackbot with the sonic DLC Costume add a Controlinator and WALLA!2010-08-17 01:53:00

Author:
Nitranon77
Posts: 127


OMG! holy freaking awesome!2010-08-17 02:02:00

Author:
superbeastboy
Posts: 1


coool i like the 0 grav thing it can be uz to crat space levels2010-08-17 09:34:00

Author:
Omer
Posts: 2


Yeah, the arsenal of mind blowing things we are going to have in a few months is going to be legit! And the countdown beggins!2010-08-17 22:41:00

Author:
Sackbot
Posts: 17


OOOOOOOOOOOOOH YEA ANY1 NOT SEE THIS YET!? http://www.littlebigland.com/lbp-gamescom-trailer/2010-08-18 02:20:00

Author:
TheBlackKnight22
Posts: 695


Not to sound rude, but I think the OP should be updated with any Info involving the music editor that can be shared. Or are we still not sure what can be shared about it?2010-08-18 18:49:00

Author:
MobiusDT
Posts: 89


Not to sound rude, but I think the OP should be updated with any Info involving the music editor that can be shared. Or are we still not sure what can be shared about it?

This thread was originally created in response to the Creator Jam that MM held some time back, and the wealth of information the creators were able to share with us at that time.

In addition, the only "official" information we have on the music editor is what is shown in the footage we have recently seen in the Story trailer. Anything else is speculation, for which there already exists a thread (https://lbpcentral.lbp-hub.com/index.php?t=33471-The-Music-Editor).
2010-08-18 21:23:00

Author:
schm0
Posts: 1239


No, he doesn't, because we never saw it, which is the purpose of this thread.2010-08-19 01:01:00

Author:
comphermc
Posts: 5338


Wow, look at that - someone suggests something and a mod explains why it's not happening, then someone else asks exactly the same question right underneath! Read the thread guys!

Anyway, I was going to ask how much you guys saw of level-linking badges, and what options they have etc.
2010-08-19 01:18:00

Author:
Holguin86
Posts: 875


Wow, look at that - someone suggests something and a mod explains why it's not happening, then someone else asks exactly the same question right underneath! Read the thread guys!

Anyway, I was going to ask how much you guys saw of level-linking badges, and what options they have etc.

We didnt see anything, they weren't working in the build we saw.
2010-08-19 10:35:00

Author:
GruntosUK
Posts: 1754


Well... I have a little bit of info

Now this could have changed since I was told about it but as far as I know this sequencer is not just a music sequencer. you could set this thing up to sequence anything. Lets say your doing a boss battle and you want it to run through different attack patterns, but you want some attack patterns to last longer than others. Put your logic into the sequencer it it will run through the timeline and activate whatever logic is there. Or you want a complicated cutscene. Now all this could have been done before using a piston with a key on the end of it activating various switches, but now for example if you decide that something in the middle of your sequence needs more time you dont have to move everything that comes after it. The sequencer will allow you edit the time of a given thing and it will just move everything else around accordingly.

Disclaimer: As the rest have said, no-one actually got to see it in action and this was explained to me in a pub after a few lemonades so I could totally of got some info wrong on this.
2010-08-19 11:08:00

Author:
wexfordian
Posts: 1904


@wexfordian

Oh my i'd love this if it where true
thats the kind of battle system i use for my boss battles
So many ideas could come from that *mew
2010-08-19 11:16:00

Author:
Lord-Dreamerz
Posts: 4261


Disclaimer: As the rest have said, no-one actually got to see it in action and this was explained to me in a pub after a few lemonades so I could totally of got some info wrong on this.

It's two separate devices now I think. The music sequencer and the other logic sequencer. They are essentially the same, but the music one is actually dedicated to music, whereas the logic sequencer is like a specialised microchip.

I assume this is so that the music sequencer can be handled outside of the rest of the level processing, and will act like a music box (i.e. 1 at a time), where as the logic sequencer is more integrated into the level and you can run several of them at once. There may be some other differences, but at the end of the day, it all amounts to the same thing - event sequencing just got easier.
2010-08-19 11:16:00

Author:
rtm223
Posts: 6497


Interesting stuff, thanks!

By the way, I think it would be nice to have all the information about new tools, features and updates in LBP2 in a single place, so I hope the mods will reconsider updating the original post.
2010-08-19 12:02:00

Author:
Rogar
Posts: 2284


@Wex and Rich - I do remember hearing that the music sequencer contains outputs to external stuffs. There are, in fact, two sequencers, but I recall very clearly Spaff touting that ability to time up music with explosions and such, so the option is there. I'm not sure if there is an advantage to using the Music Sequencer to do all of this, with regard to the thermo, but it would make sense, right? If you're using music already, might as well use the timing contained within it to control other bits of the level?2010-08-19 12:50:00

Author:
comphermc
Posts: 5338


@Wex and Rich - I do remember hearing that the music sequencer contains outputs to external stuffs. There are, in fact, two sequencers, but I recall very clearly Spaff touting that ability to time up music with explosions and such, so the option is there. I'm not sure if there is an advantage to using the Music Sequencer to do all of this, with regard to the thermo, but it would make sense, right? If you're using music already, might as well use the timing contained within it to control other bits of the level?

Ummm, but that won't work unless your event always going to happen at a certain time after the track started. Which is very often not the case and you probably aren't going to want to restart your music just so you can queue in an explosion in 10s time

But that's a cool extra feature if it exists. And if it doesn't it won't matter as you can just use a sequencer alongside it.
2010-08-19 13:04:00

Author:
rtm223
Posts: 6497


Ummm, but that won't work unless your event always going to happen at a certain time after the track started. Which is very often not the case and you probably aren't going to want to restart your music just so you can queue in an explosion in 10s time

But that's a cool extra feature if it exists. And if it doesn't it won't matter as you can just use a sequencer alongside it.

It would be most useful for people who make music levels.
For instance, they've made a nice song, and they decide to make a disco level to go with it, yeah? Now you can hook up your strobes and coloured lights to move and activate to the music.

EDIT: Natually, there will be a lot more ideas to go with it, but that's the one that really sprang to mind.
2010-08-19 14:53:00

Author:
Melfice
Posts: 269


Ummm, but that won't work unless your event always going to happen at a certain time after the track started. Which is very often not the case and you probably aren't going to want to restart your music just so you can queue in an explosion in 10s time

But that's a cool extra feature if it exists. And if it doesn't it won't matter as you can just use a sequencer alongside it.

Thats not the point.

The point is, your about to get chased by a mecha-chicken of d00m, as soon as you land infront and the chase starts, the music starts, also triggering some special effects as it goes along.


But, i'm not really sure if it is that useful of an option for most levels. Hey, the more options the merrier I guess?
2010-08-19 15:09:00

Author:
Fishrock123
Posts: 1578


Over on the creation side of things, this new feature closely resembles a music sequencer - unsurprising given that's what it was originally intended to be. It's simply a case of plopping triggers on the timeline (for instance, wiring an object to the sequencer and specifying a point to set it on fire), meaning you can create entire scripted events with ease.

Having read that (http://uk.ps3.ign.com/articles/111/1114362p1.html), I think I see how the music sequencer can be used.
Player starts at a certain point in a big block of scenery. Halfway through that block, a sensor or something sends a signal to the sequencer, which then loads the next block via emitter (optionally the whole assembly moves back on wheels somehow) while removing a block two scenes back.

I think that's how it could work? It would (hopefully) cut down on thermometer, as you can dynamically load the next part of the level while the player is walking through it.
2010-08-19 16:20:00

Author:
Melfice
Posts: 269



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