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#3

Our lips are now officially unsealed on the beta!

Archive: 775 posts


Oh My Gawd.....

I just noticed I can put stickers on microcchip circuitboards. Oh hell yes!!!
Lol I found that out when a guy filmed a create video back when the NDA was still set, he started stickering the circuitboards like he didn't know what it was. I found it quite silly but I suppose it can help for organization or decoration.
2010-09-25 17:07:00

Author:
warlord_evil
Posts: 4193


The both do the same job except when you edit the logic sequencer it says seconds a square, the music sequencer says beats per minute. But you can use logic on the music sequencer and vice versa.

Actually, there is a lot of difference between them, in terms of how you can use them and the sensible ways you should use them. The logic sequencer has way more options and you can also use more than one of them at any given time - i.e. if you just want to sequence logic, don't use the music sequencer.


Lol I found that out when a guy filmed a create video back when the NDA was still set, he started stickering the circuitboards like he didn't know what it was. I found it quite silly but I suppose it can help for organization or decoration.
Or for putting pictures of my face on every single microchip I make
2010-09-25 17:16:00

Author:
rtm223
Posts: 6497


has this been brought to Mm's attention? would be nice if they could improve on this with the time they have now to work on it til release....would be nice to have more then 30 (especially for those free roam levels and story levels in vast cities and such)

Eh, on this (http://www.eurogamer.net/articles/digitalfoundry-vs-littlebigplanet2-article?page=3) site They said this, "We then made a level of 150 Sackbots and it cost a bit more juice," And it shows a pic of them having a lot of sackbots..
2010-09-25 17:18:00

Author:
TheBlackKnight22
Posts: 695


Where do baby sackpeople come from?2010-09-25 17:23:00

Author:
Foofles
Posts: 2278


Or for putting pictures of my face on every single microchip I make

Now I must rush off to LBP to begin work on the perfect "Logic by Clay" logo and sticker...
2010-09-25 17:25:00

Author:
c_mckamey
Posts: 62


Well in the beta we had a starfield and bubbles animated materials, hologram, dark matter and light matter are also animated, and you could stea the water material from the tutorial, which can be stickered any colour.
They can all have their speed altered.

wha exactly do you mean by that?

"stea" water material?
2010-09-25 17:57:00

Author:
Brand Newdles
Posts: 13


How come no one mentioned this!?



There are a few noteworthy extras to creation too. One major time saver is the clip-object-to-sticker function. You take a cube of material and slap on whatever stickers you want, and then click a scissors-icon in the PopIt and the outline object is trimmed to the outline of your stickers. No more time consuming point-editing of object shapes!Huh.
2010-09-25 18:03:00

Author:
warlord_evil
Posts: 4193


How come no one mentioned this!?

Huh.


I think that was mentioned before in this thread, if I remember right
2010-09-25 18:06:00

Author:
Alec
Posts: 3871


How come no one mentioned this!?

Huh.

Because it doesn't work very well at all. It's the only feature I was very disappointed by...

Take this as an example:

http://beta.lbp.me/img/ft/3171b1db5dae1dc6c3371187660c7f3cbcd6da47.png

You can clearly see the cardboard around the outside.
2010-09-25 18:11:00

Author:
Doopz
Posts: 5592


Score sensors.

Ah, so this is your inter-level-communication device. (can't remember what you actually called it but that sounded good to me). I'm guessing that those blue things that look like the green score sensors are score switches and you're using them to subtract from the score.


Or for putting pictures of my face on every single microchip I make

2010-09-25 18:13:00

Author:
Sehven
Posts: 2188


What on earth is a "cooperative" gameplay mode in the global options??2010-09-25 18:18:00

Author:
Richasackboy
Posts: 619


What on earth is a "cooperative" gameplay mode in the global options??

It's just a normal level.
2010-09-25 18:26:00

Author:
ARD
Posts: 4291


Because it doesn't work very well at all. It's the only feature I was very disappointed by...

Take this as an example:

http://beta.lbp.me/img/ft/3171b1db5dae1dc6c3371187660c7f3cbcd6da47.png

You can clearly see the cardboard around the outside.
Hopefully it will be improved before LBP2 is released... MM has 3 months to fix that!
2010-09-25 18:34:00

Author:
gdn001
Posts: 5891


Hopefully it will be improved before LBP2 is released... MM has 3 months to fix that!

Well, actually I think it is supposed to look that. Cause Mm makes all their cut-outs like that in story mode:
2010-09-25 18:36:00

Author:
Alec
Posts: 3871


Well, actually I think it is supposed to look that. Cause Mm makes all their cut-outs like that in story mode:

Really? I don't think so...
Anyway, they would know that most of the creators want "perfection", and "perfection" would be no exposed cardboard.
2010-09-25 18:40:00

Author:
gdn001
Posts: 5891


Just a question.. Can you link your levels to levels made by other people, or only your own?
And once you teleport to another level will this always bring you to the entrance gate, or can you place a level-link and give it a color and sticker (like tags) and then make a level portal with the same color and sticker in another level.
2010-09-25 18:48:00

Author:
TjoxYorro
Posts: 220


Because it doesn't work very well at all. It's the only feature I was very disappointed by...

Take this as an example:

http://beta.lbp.me/img/ft/3171b1db5dae1dc6c3371187660c7f3cbcd6da47.png

You can clearly see the cardboard around the outside.

can you try the tool on a square sticker? or one with sharp corners and curves. I think it works immensely better on straight edges then curves
2010-09-25 19:43:00

Author:
nagrom_17
Posts: 120


What on earth is a "cooperative" gameplay mode in the global options??

Cooperative is a normal level with shared points. Versus has separate points for each player and separate screens. Oh, and cut scene is for movies, the player can't move when it is set to cut scene.


Just a question.. Can you link your levels to levels made by other people, or only your own?

You can link to any levels made by anyone.


And once you teleport to another level will this always bring you to the entrance gate, or can you place a level-link and give it a color and sticker (like tags) and then make a level portal with the same color and sticker in another level.

I don't think so, although rtm has managed to make a system to send logic signals through level links, so yeah I suppose you could do that.
2010-09-25 19:47:00

Author:
Doopz
Posts: 5592


Huh. So, correct me if I'm wrong.
A level link only connects 2 published levels together. You cannot link to a non-published level in order to use less Publishing spots.
2010-09-25 20:11:00

Author:
Sack-Jake
Posts: 1153


Because it doesn't work very well at all. It's the only feature I was very disappointed by...

Take this as an example:

http://beta.lbp.me/img/ft/3171b1db5dae1dc6c3371187660c7f3cbcd6da47.png

You can clearly see the cardboard around the outside.
I'm actually in favor of this style...I believe Mm should give us two sticker cut-out options, one accurate and one more in style of craft, like shown.
2010-09-25 20:26:00

Author:
warlord_evil
Posts: 4193


I'm actually in favor of this style...I believe Mm should give us two sticker cut-out options, one accurate and one more in style of craft, like shown.

That's not even craft style. The cutouts in LBp1 story/DLC were better than this.
2010-09-25 20:29:00

Author:
Fishrock123
Posts: 1578


The tool doesn't cut curves exactly because of the number of corners it would make. I think the only way to solve this predicament is to have a variable complexity on the tool. So those who can sacrifice thermo for better cut out can and those who like blocky cutouts can get that.2010-09-25 20:49:00

Author:
nagrom_17
Posts: 120


Or just be thankful to have the tool at all and just stick with corner editing for stickers. It doesn't work on pictures we take ourselves and it's not the kind of thing that can easily be programmed to work well at all (it'd always use too many vertices or not enough and then you've got resizing issues), so you can't really expect much from it. What you can do is use the tool to get your rough outline and then use the corner editor to clean it up: doesn't save you a whole lot of effort, but a little is better than nothing.2010-09-25 21:12:00

Author:
Sehven
Posts: 2188


Isn't that because that is the actual edge of the sticker....?2010-09-25 21:16:00

Author:
rtm223
Posts: 6497


Isn't that because that is the actual edge of the sticker....?

Yea if you didn't notice the stickers are never just what's shown, it has an invisible edge around it usually. So yea, unless Mm starts making stickers with just what can be seen, you will be stuck with that...
2010-09-25 21:31:00

Author:
TheBlackKnight22
Posts: 695


Yea if you didn't notice the stickers are never just what's shown, it has an invisible edge around it usually. So yea, unless Mm starts making stickers with just what can be seen, you will be stuck with that...
I don't think thats why. I think its the way the tool is, not how stickers are in general. If that line wasn't auto-created by the tool you would think it would be much cleaner and consistient. I don't think MM would design their stickers with such a rugged border.
2010-09-25 21:36:00

Author:
nagrom_17
Posts: 120


RTM, can you explain how you send information from one level to another? (With use of your logic =) )2010-09-25 21:56:00

Author:
TjoxYorro
Posts: 220


RTM, can you explain how you send information from one level to another? (With use of your logic =) )

He gives the player points at the end of the level. The amount of points is some sort of a binary code. Then he detects the score in the other level which then activates stuff.
2010-09-25 22:00:00

Author:
napero7
Posts: 1653


The sticker cut-out tool still seems very useful. I mean, at least it provides a very basic cutout for use to easily tweak.2010-09-25 22:01:00

Author:
Sack-Jake
Posts: 1153


I don't think thats why. I think its the way the tool is, not how stickers are in general. If that line wasn't auto-created by the tool you would think it would be much cleaner and consistient. I don't think MM would design their stickers with such a rugged border.

Argh! That is how Mm makes their stickers. They make the design and make a sticker out of it. If you look closely enough on any Mm sticker, you'll see that there is an invisible pop it outline border. This is what the Cutout tool uses to cut out the material.
2010-09-25 22:05:00

Author:
Richasackboy
Posts: 619


Argh! That is how Mm makes their stickers. They make the design and make a sticker out of it. If you look closely enough on any Mm sticker, you'll see that there is an invisible pop it outline border. This is what the Cutout tool uses to cut out the material.

I can't check right now because my brother is using the ps3. I'll admit I am not the most experienced with stickers. So I will look closely as soon as I can and get back to you on the matter.
2010-09-25 22:10:00

Author:
nagrom_17
Posts: 120


You can link to any levels made by anyone.


Well I don't like the sound of that! What purpose could this possibly serve other than for people who copy and publush levels as their own to finally start giving due credit by providing links to the original levels? (which we all know they won't).

I hate the thought of someone adding a link to one of my levels as part of their own storyline or series. No good can come of this.
2010-09-25 22:35:00

Author:
Rustbukkit
Posts: 1737


Well I don't like the sound of that! What purpose could this possibly serve other than for people who copy and publush levels as their own to finally start giving due credit by providing links to the original levels? (which we all know they won't).

I hate the thought of someone adding a link to one of my levels as part of their own storyline or series. No good can come of this.

I think that feature was added for people to make hub levels with some of their favorite levels in it. Hmm.... I cant think of a way to still have that and not have it turn into what you said... and how would you are multiple levels like that?
2010-09-25 22:40:00

Author:
nagrom_17
Posts: 120


I thought level linkers only worked with your levels. a level that is linked shows up small on your planet and other players cant see it. But it does take a level slot.2010-09-25 22:43:00

Author:
robotiod
Posts: 2662


I thought level linkers only worked with your levels. a level that is linked shows up small on your planet and other players cant see it. But it does take a level slot.

Level links can link to any level you have access to (so not locked levels or sub levels published by other people*).

*When you publish a level you can choose to make it a sub level meaning it won't show up on your earth and the only way anyone can get to it is by you putting a level link to it.
2010-09-25 22:48:00

Author:
Doopz
Posts: 5592


It wouldn't be so bad if the player was somehow notified that they are entering a level made by someone else, but in the footage I've seen that doesn't appear to happen... it just automatically seems to send the player to the beginning of the linked level. Even if people weren't directly copying levels and posting them as their own... level linking is possibly a good work-around for them to still take credit and earn hearts for other people's work.

Does anyone have more details on this? I haven't seen this discussed anywhere else yet? I'd love to know if there is some sort of notification to the player. I'd also like to know if a player enters a level that is level linked to another players level and hearts the level, does the credit go to all levels linked or just the person's level who set up links? Technically, it sounds like a player could just set up a simple room with links to other authors' amaing levels and get tons of hearts and make it to the top of the broken cool pages. This could really be a problem and the new equivalent to the H4H idiocy that still goes on out there.

EDIT: Thanks for the info Doopz. It could still be a problem with people who don't lock their levels and are unaware of the many level thiefs out there.
2010-09-25 22:57:00

Author:
Rustbukkit
Posts: 1737


To clarify, there's two ways of linking levels: you can link directly from one full level to another, or you can make a level act as a sub-level to a main level. Sub levels, as has been mentioned, don't show up on your planet and can only be accessed through the main level. Plays aren't counted on sub-levels (only the main level gets the plays), and your score goes with you from the main level to a sub-level (and from sub-level to sub-level), which is why Rtm's logic signal transfer works. When you link full levels to each other, scores don't transfer and plays are tracked for both. You also have the option to continue from full level to full level or to just return to your pod.

[edit] Further clarification: if you get linked to somebody else's level and then heart it when you're done, the heart, play, and rating all go to the end level, not the hub. You would have to deliberately heart the hub level for it to receive a heart. I don't see it as a way of taking credit for other people's levels: it's more like they're posting a link to something you did on their blog--if anything it'll get you more credit, not less.
2010-09-25 23:01:00

Author:
Sehven
Posts: 2188


Thanks for the clarification Sehven. A few more quick questions maybe you could field for me.

Do level link gates automatically activate when a player walks past them in the same way that checkpoints do, or does the player have to select X or something to activate them? Can they be activated by switches?

EDIT: Also, does anyone know if there is a maximum limit to linked levels?
2010-09-25 23:10:00

Author:
Rustbukkit
Posts: 1737


Thanks for the clarification Sehven. A few more quick questions maybe you could field for me.

Do level link gates automatically activate when a player walks past them in the same way that checkpoints do, or does the player have to select X or something to activate them? Can they be activated by switches?

Press triangle, or switch activated.
2010-09-25 23:12:00

Author:
robotiod
Posts: 2662


Level links can link to any level you have access to (so not locked levels or sub levels published by other people*).

*When you publish a level you can choose to make it a sub level meaning it won't show up on your earth and the only way anyone can get to it is by you putting a level link to it.

Does this mean you could make a level with 1000000 points, make it link to tower of whoop and then BOOM high score on Tower of Whoop?
2010-09-25 23:19:00

Author:
GreatWhite000
Posts: 673


I thought level links would be good for the LBPC spotlight, but LPBme has the cue, which is no doubt a faster method.2010-09-25 23:20:00

Author:
midnight_heist
Posts: 2513


Does this mean you could make a level with 1000000 points, make it link to tower of whoop and then BOOM high score on Tower of Whoop?

As I understood from Sehven's post, you can only transfer scores to sub-levels i.e. your own levels.
2010-09-25 23:21:00

Author:
Astrosimi
Posts: 2046


^ Ya, also you can't link to story levels. So I lied, you can link to any levels EXCEPT story levels.2010-09-25 23:27:00

Author:
Doopz
Posts: 5592


^ Ya, also you can't link to story levels. So I lied, you can link to any levels EXCEPT story levels.

But scores only transfer if you are entering a sub-level.
I believe that you can't link to someone else's sub level but I may be wrong.
2010-09-25 23:30:00

Author:
Jedi_1993
Posts: 1518


But scores only transfer if you are entering a sub-level.
I believe that you can't link to someone else's sub level but I may be wrong.

Given that there would be a large amounts of flawed logistics within that, and that you can't see sub-levels, I'd gather you can't link to other's sublevels.
2010-09-25 23:35:00

Author:
Astrosimi
Posts: 2046


^ Ya, also you can't link to story levels. So I lied, you can link to any levels EXCEPT story levels.

So we clarified the linking to another person's levels? Because, as I said before it didn't work for me - the patch never activated. How did you go about doing it? Did you receive a patch from the other person as a gift, capture it from their moon, copy a level with it in....?

I Neeed to know!!
2010-09-25 23:36:00

Author:
rtm223
Posts: 6497


Any new light sources in the beta?2010-09-25 23:38:00

Author:
Foofles
Posts: 2278


So we clarified the linking to another person's levels? Because, as I said before it didn't work for me - the patch never activated. How did you go about doing it? Did you receive a patch from the other person as a gift, capture it from their moon, copy a level with it in....?

I Neeed to know!!

I just got the level link out, chose a level at random (which was Nuclearfish's Hogwarts level I think) and it worked fine.
2010-09-25 23:39:00

Author:
Doopz
Posts: 5592


Hang on, you can just select other people's levels... I thought it only showed up with your published levels.... Or is there a second page I'm unaware of? (I can't currently access the servers btw - I'm not just being lazy lol)2010-09-25 23:42:00

Author:
rtm223
Posts: 6497


Hang on, you can just select other people's levels... I thought it only showed up with your published levels.... Or is there a second page I'm unaware of? (I can't currently access the servers btw - I'm not just being lazy lol)

Yes lol, there's 8 pages of levels.

1. Published levels
2. Recently played
3. My queue
4. Favourites
5. Cool levels
6. Mm picks
7. Highest rated
8. Most hearted

2010-09-25 23:47:00

Author:
Doopz
Posts: 5592


lols. Go Mr observant

Still, shame you can't take a working patch off someone else (i.e. your alt account) and use it to link to a sub level on their moon..
2010-09-25 23:50:00

Author:
rtm223
Posts: 6497


Any new light sources in the beta?

You do get a new kind of spotlight, and also an old fashioned lamp type thing. You can tweak the fogginess, and of course you have the holograms.

The creature boundary light things become invisible in play mode

Other than that, I don't think so!

(Notice how I'm the only one responding to you for a second time? XD )
2010-09-25 23:53:00

Author:
Weretigr
Posts: 2105


Are there any in-depth videos of what you can find in your Popit in create yet? I'd really like one.

Also, any news of the NA beta?
2010-09-25 23:58:00

Author:
X-FROGBOY-X
Posts: 1800


If you have a main level, get 1000 score there, go to a sub level trough level link.. and then get 1000+500 = 1500 score.. can you then go back trough the level link and have 1500 score in the main level?

Edit: Can you make it this way that a main level has 4 links to sub levels, and in all sub-level you can collect 1000 points.
once you have all 4000 points a door unlocks in the main level (Score detector unlocks door).

This technicly could work.. right?
2010-09-26 00:05:00

Author:
TjoxYorro
Posts: 220


I haven't been able to check whether you can jump back to the first level (which I was going to do today. However, yes, that is indeed possible to achieve even if you can't, as you could jump straight from the main level into a sub level and then bounce around in sublevels to your heart's content.2010-09-26 00:28:00

Author:
rtm223
Posts: 6497


I don't think thats why. I think its the way the tool is, not how stickers are in general. If that line wasn't auto-created by the tool you would think it would be much cleaner and consistient. I don't think MM would design their stickers with such a rugged border.

They do go and look at the sticker yourself
2010-09-26 01:04:00

Author:
TheBlackKnight22
Posts: 695


They do go and look at the sticker yourself

I actually JUST did, I couldn't find the exact sticker shown in the picture but I looked at about 5 curvey ones and they do have the border, so you are correct. I never look at stickers up close :S
2010-09-26 01:13:00

Author:
nagrom_17
Posts: 120


I actually JUST did, I couldn't find the exact sticker shown in the picture but I looked at about 5 curvey ones and they do have the border, so you are correct. I never look at stickers up close :S

XD i love being right... I was afraid I'd be wrong :o lol
2010-09-26 01:18:00

Author:
TheBlackKnight22
Posts: 695


The creature boundary light things become invisible in play mode

Is that a tweak or are they always invisible? I hope it's a tweak 'cuz I've used creature lights as decorations before... like for something I wanna' use in lbp2.
2010-09-26 01:31:00

Author:
Sehven
Posts: 2188


Is that a tweak or are they always invisible? I hope it's a tweak 'cuz I've used creature lights as decorations before... like for something I wanna' use in lbp2.

Well just replace em with the decor lights. Or wait, are those automatically invis. or can you tweak the decor lights? XD
2010-09-26 01:38:00

Author:
TheBlackKnight22
Posts: 695


So, these sub-levels don't take up one of your 20 publishing spots then? Only main levels?2010-09-26 01:45:00

Author:
Sack-Jake
Posts: 1153


There's decor lights?

Anyone mess with the bouncyness material properties?
2010-09-26 01:46:00

Author:
Foofles
Posts: 2278


Is that a tweak or are they always invisible? I hope it's a tweak 'cuz I've used creature lights as decorations before... like for something I wanna' use in lbp2.
I know of a Mm pick in LBP1 that uses hundreds of the things as decorations all through-out the whole level...if those were made invisible, the level could lose half it's visual quality.
2010-09-26 01:58:00

Author:
warlord_evil
Posts: 4193


There's decor lights?

There lot of new light decorations, all logic and speed value compatible my favorite is light cube (light shaped as cube) look nice inside the wall, specially with fogginess included. There also old electronical lamp (one that was function as transistors in past, i don't know the english name), search light, parcticly every decoration that generate light can turned and turn off
2010-09-26 02:12:00

Author:
Shadowriver
Posts: 3991


Confirmed: The sticker cutout tool works great, but MM's stickers are Meh.2010-09-26 02:16:00

Author:
Fishrock123
Posts: 1578


Confirmed: The sticker cutout tool works great, but MM's stickers are Meh.

Thats what I'm saying
2010-09-26 02:30:00

Author:
TheBlackKnight22
Posts: 695


HOLY SH*T


http://www.youtube.com/watch?v=w9hxgmn6A-s
2010-09-26 02:40:00

Author:
Sack-Jake
Posts: 1153


HOLY SH*T


http://www.youtube.com/watch?v=w9hxgmn6A-s

wow looks beautiful

also loved how he used the DCS in the pilot seat to look just like the real game

just wonder why we would have to press the shoulder buttons for movement instead of the joystiq/directional pads?
2010-09-26 03:29:00

Author:
Shadowcrazy
Posts: 3365


just wonder why we would have to press the shoulder buttons for movement instead of the joystiq/directional pads?

Creator preferance.
2010-09-26 03:37:00

Author:
Fishrock123
Posts: 1578


Looks pretty well constructed and I love the roar: I wouldn't even have thought of including that. Looks like it paddles more than walks though, especially when it's tap dancing backwards.


just wonder why we would have to press the shoulder buttons for movement instead of the joystiq/directional pads?

Creator preferance.

Nobody seems to know how to use the dcs. NuclearFish made a comment to that effect in the thread about the Beta Contraption Contest: none of the controls people made for their flying contraptions made any sense... ok, he didn't say that "none of them" knew, but he said there were a lot with goofy controls.
2010-09-26 03:48:00

Author:
Sehven
Posts: 2188


Nobody seems to know how to use the dcs. NuclearFish made a comment to that effect in the thread about the Beta Contraption Contest: none of the controls people made for their flying contraptions made any sense... ok, he didn't say that "none of them" knew, but he said there were a lot with goofy controls.

Of course, you (should) want to make a control scheme that is useable to other people, however, it is ultimately creator preference, that decides.
2010-09-26 03:55:00

Author:
Fishrock123
Posts: 1578


I don't see the movement of REX to be goofy. I mean, left is on the left of the controller and right is on the right.
I bet it feels pretty natural to control, although the left control stick could work better.
I think just pressing the buttons makes the vehicle seem more like a machine. Idunno.
2010-09-26 03:59:00

Author:
Sack-Jake
Posts: 1153


Heh, so dr-booty already adapted his REX to use the LBP2 controls. Cool.

The R1/L1 control choice might make sense if he simply adapted the DCS to the existing logic from LBP1. Still, it looks like the controls are much more simple: they used to be done using direction+grab & direction+tap-grab.

In fact, you can play that particular REX on his PSN, it's pretty impressive.
2010-09-26 04:14:00

Author:
Gilgamesh
Posts: 2536


well im not trying to **** all over his control schemes...i just feel akward sometimes using shoulder buttons for anything other then grabbing, shooting, reloading, etc.2010-09-26 05:01:00

Author:
Shadowcrazy
Posts: 3365


dr-booty already adapted his REX

I thought it looked familiar. At first I thought it was new, then ripped off, then I realized it was the same one. I've got a few devices I think I'll do that to.
2010-09-26 05:12:00

Author:
Sehven
Posts: 2188


Well, there's some validity to having straightforward / standard controls for vehicles (not just mechs).

A while ago I had actually mulled over the idea of getting various vehicle makers together to discuss and implement some kind of "Vehicle Control Standards". Basically, vehicle makers would agree to a set of standard controls, depending on the vehicle type, in order to make it easier for players to know what to expect.

I never moved forward with the idea since we didn't know much about the Controlinator back then.
2010-09-26 05:21:00

Author:
Gilgamesh
Posts: 2536


I think Ayneh might've mentioned something about that in the BCC over on the official forum. It's not a bad idea, but I have to say that if the settled on standard was different from what I wanted to do, I'd just do it my way instead. Maybe that's a bad thing--vehicles would be more user friendly if they all worked the same--but I'm kind of obnoxious and I always think my way is best 2010-09-26 05:27:00

Author:
Sehven
Posts: 2188


hopefully now you'll be able to get that done...would be nice if most creators would be on the same page2010-09-26 05:27:00

Author:
Shadowcrazy
Posts: 3365


Could someone give me an example of what logic sequencers are for?

Are they timed logic activators for things like cut scenes and boss fights (which means no more emitting carts with mag keys on them)
2010-09-26 05:28:00

Author:
tomodon246
Posts: 624


Yup, timed activators.

So I've seen a bunch of kart racer vids (it's gonna' be done to death way before the game is even out, isn't it?). One in particular (I think it was Comph's) had a camera that turned with the car for an almost 3rd person view, but he only had one player. Will that work with multiple players if the level is set to competitive: like will they each be able to have their own camera that turns with their own car?
2010-09-26 08:02:00

Author:
Sehven
Posts: 2188


i would think so considering everyone gets their own camera...and if the cart is making use of the cutscene camera then the 2nd online player should experience it just like the 1st player imo2010-09-26 08:21:00

Author:
Shadowcrazy
Posts: 3365


BTW, about the tetris level, awesome. and this (http://imgs.xkcd.com/comics/hell.png).2010-09-26 08:30:00

Author:
Super_Dork_42
Posts: 1874


Looks like it paddles more than walks though, especially when it's tap dancing backwards.

It looks.... terrible. Sorry if that's a bit disrespectful to the person who made it, but in balance to the "holy ****, that's awesome" posts (side note: don't bypass the language filter or I shall smite you), it has no illusion of weight and moves nothing like a mechanical walker - in the same way that the thunderbirds move nothing like a human being.

For anyone here considering making mechs, please bear in mind that 50-odd tonnes of metal is not gonna move like a puppet. When it puts a foot on the floor, there will be some force behind and once it's planted, that foot is not gonna move. Even just using a gravity tool with dampening 100, or downward forcing movers, to anchor the foot in place, will give a pivot point around the foot that will allow it to have a far more weighty and believable motion.
2010-09-26 10:57:00

Author:
rtm223
Posts: 6497


Is that a tweak or are they always invisible? I hope it's a tweak 'cuz I've used creature lights as decorations before... like for something I wanna' use in lbp2.

They were automatically invisible, cause I wanted to use them as stars in my BCC01 entry, but I had to use holographic material instead (That turned out better anyway!).

I haven't checked whether you can tweak them or not, but I'm sure you will be able to since you can tweak (almost) everything else.

@Rtm223 Yes, I agree. He should weaken the gyroscope and reduce the anti-gravity dampening. Then maybe even add a kind of toe with a sprung bolt which hits the ground before the rest of the foot. Just to make it look more authentic.
2010-09-26 11:06:00

Author:
Weretigr
Posts: 2105


I haven't checked whether you can tweak them or not, but I'm sure you will be able to since you can tweak (almost) everything else.
You can't I checked.
I like how they are invisible (won't be as easy to predict enemy movement (something I have always hated)), but MM should have left at least an option to have them visible.
2010-09-26 11:21:00

Author:
midnight_heist
Posts: 2513


What the heck is light matter? I saw it in the popit in a video but not used. is it like Darkmatter, or does it give off light?2010-09-26 12:26:00

Author:
Matimoo
Posts: 1027


What the heck is light matter? I saw it in the popit in a video but not used. is it like Darkmatter, or does it give off light?

It is like dark matter, just white. (I believe its white).
2010-09-26 13:04:00

Author:
kabirdsall14
Posts: 180


What the heck is light matter? I saw it in the popit in a video but not used. is it like Darkmatter, or does it give off light?
Darkmatter but a lighter color and sharp corners
2010-09-26 13:35:00

Author:
nagrom_17
Posts: 120


Hi

i have 2 question:

1: In lbp 2 do we have the also 7 layers or even more??

2: The levels from the lbp1 do they get a special place at their own? or do they just mix with the levels from lbp2?
2010-09-26 14:00:00

Author:
Dexist
Posts: 570


Hi

i have 2 question:

1: In lbp 2 do we have the also 7 layers or even more??

2: The levels from the lbp1 do they get a special place at their own? or do they just mix with the levels from lbp2?

1. There are no more layers in LBP2, but since objects import over we can still use the glitched layers.

2. There aren't any LBP1 levels in the beta so I can't say, but there's a new thing called "Filters" it filters out some levels, one of the options is to filter out LBP1 and show LBP2 levels or vice versa. But I don't know how well that works because like I said, there aren't any old levels in the beta.
2010-09-26 14:07:00

Author:
Doopz
Posts: 5592


Can you change layers while using/grabbing with the grapple hook?2010-09-26 14:20:00

Author:
Super_Clone
Posts: 849


Hey! Do sackbots always walk and run with that "robotic" fashion or you can tweak them to run like normal sackboys?2010-09-26 14:23:00

Author:
gdn001
Posts: 5891


Can you change layers while using/grabbing with the grapple hook?

I don't think so

Hey! Do sackbots always walk and run with that "robotic" fashion or you can tweak them to run like normal sackboys?
Sackbots have multiple animations, you can use sackbot, sackboy, zombot, or have them behave like the story mode creator curators.
2010-09-26 14:28:00

Author:
robotiod
Posts: 2662


I have a quick question:
Can Sackbots support a Sackpersons weight? What I mean to do with this is for the player to grapple onto a Sackbot that is on a very high up platform, and have him walk to the right, while you change the grappling hook's length to avoid obstacles.
Is this possible?
2010-09-26 14:29:00

Author:
RJA00000
Posts: 387


Say your grappling on to something, then you lower your self into water, does it force you to let go?
Also, say you have the Allow droping XXXX (Being the powerup) turned off, and you get into water, does it force you to remove it? I've never understood why your powerup is removed under water, I could find so many uses for them if they weren't....
2010-09-26 15:05:00

Author:
Super_Clone
Posts: 849


I saw in the trailer that you can attach a direct control seat onto a sackbot and you can use it to lift heavy things that are in your way. A while ago, I also heard that this does not work currently. Can you or can't you attach a direct control seat to a sackbot?2010-09-26 15:06:00

Author:
dragonember
Posts: 607


I saw in the trailer that you can attach a direct control seat onto a sackbot and you can use it to lift heavy things that are in your way. A while ago, I also heard that this does not work currently. Can you or can't you attach a direct control seat to a sackbot?

Yes you can!

So it's correct in saying you can use a sackbot with the grappling hook? Even if you are controlling that sackbot with a DCS?
2010-09-26 15:14:00

Author:
Jordanmcc
Posts: 94


I saw in the trailer that you can attach a direct control seat onto a sackbot and you can use it to lift heavy things that are in your way. A while ago, I also heard that this does not work currently. Can you or can't you attach a direct control seat to a sackbot?

You need to attach a seat to a sackbot miicrochip and set it as a receiver. Then when you access the contolinator set to transmit on the same signal it will control the sackbots seat.
2010-09-26 15:15:00

Author:
robotiod
Posts: 2662


If the maximimum amount of levels you can upload is 20 does that include all levels?

What I mean is, is it possible to upload one level and have links in it to the succeeding levels but have it so they don't take up one of the levels? If you know what I mean?
2010-09-26 15:26:00

Author:
Jordanmcc
Posts: 94


If the maximimum amount of levels you can upload is 20 does that include all levels?

What I mean is, is it possible to upload one level and have links in it to the succeeding levels but have it so they don't take up one of the levels? If you know what I mean?

Sub-levels do take up publishing slots.
2010-09-26 15:34:00

Author:
Jedi_1993
Posts: 1518


It looks.... terrible. Sorry if that's a bit disrespectful to the person who made it, but in balance to the "holy ****, that's awesome" posts (side note: don't bypass the language filter or I shall smite you), it has no illusion of weight and moves nothing like a mechanical walker - in the same way that the thunderbirds move nothing like a human being.

For anyone here considering making mechs, please bear in mind that 50-odd tonnes of metal is not gonna move like a puppet. When it puts a foot on the floor, there will be some force behind and once it's planted, that foot is not gonna move. Even just using a gravity tool with dampening 100, or downward forcing movers, to anchor the foot in place, will give a pivot point around the foot that will allow it to have a far more weighty and believable motion.

I think you're missing the point. That mech was made in LBP1 with a DCS slapped on it. I'm sure it could afford a couple Movers and a Gyroscope to make it smoother, but it's still pretty **** impressive.
2010-09-26 15:46:00

Author:
Sack-Jake
Posts: 1153


Alright, I have a few questions. Are top-down levels easier to do than in the fist one? If so, why? What are some of the logic not shown in videos that are included with the game? And finally, are sackbots grabbable, can you carry them, and can you grapple them?2010-09-26 16:03:00

Author:
Unknown User


Can someone tell me allll about emitters please?

- Emitters are the source of many glitches AND many woes in LBP1. How has the process been made easier?
- I know about some options like being able to emit something that exists in your level, but how does this work exactly? Can I nest an emitter within ITSELF? Can I dynamically change the object the emitter references and it will emit different things as time goes on?
- What new options do emitters have?
- How does the new sync timing work? (I saw in some beta videos that it has changed...)
2010-09-26 16:30:00

Author:
thor
Posts: 388


I think you're missing the point. That mech was made in LBP1

Yes then, that would explain why I'm missing the point: what with this being an LBP2 thread, I assumed the mech had something to do with LBP2... Please forgive my foolishness
2010-09-26 16:47:00

Author:
rtm223
Posts: 6497


I Loooove tapdancing mechs (Because they look like mine and i never get 'em to walk >.<)2010-09-26 16:52:00

Author:
TjoxYorro
Posts: 220


Yes then, that would explain why I'm missing the point: what with this being an LBP2 thread, I assumed the mech had something to do with LBP2... Please forgive my foolishness

:I


with a DCS slapped on it

Controlinator =/= LBP1

Well, if you're so much better go make a working Metal Gear Ray in LBP2 and I'll forgive you.
2010-09-26 18:41:00

Author:
Sack-Jake
Posts: 1153


It looks.... terrible. Sorry if that's a bit disrespectful

Yes, well I was trying to be nice, cuz if I went around saying that other people's mechs look terrible, it would look like I was jealous or that I was just looking to put down anybody's mechs but my own. I even thought my tap dancing comment might be a little too harsh. Still, it's something he built in lbp and just slapped lbp2 controls on, presumably as a tech demo (I'm giving him the benefit of the doubt in thinking that anything he actually plans and finishes in lbp2 will be better).


Even just using a gravity tool with dampening 100, or downward forcing movers...

My thoughts exactly. I figure a good walk cycle won't be difficult to make, but there's still going to be a bit of artistry to making it look real (so maybe I will still have an edge over the competition ) I gotta' say I am loving the idea of movers for mech feet: no more emitted dark matter anchors (no matter how heavy the feet, they got lousy traction in lbp1); and a gyroscope for the body. A semi-rigid gyro combined with feet on sprung bolts (so they can angle along with the ground) could work great. Ok, I'm rambling: there's probably not that many people reading this thread who care about mechs. There was a big walking robo-chicken in one of the lbp2 trailers: it seemed to have a pretty good walking animation.


You can't [make creature lights visible] I checked.

Well shi.... [notices rtm waiting with a big hammer] ...iiiish kebab. I was using them for headlights on a single layer car. Are there any decos that can take their place?


Well, if you're so much better go make a working Metal Gear Ray in LBP2 and I'll forgive you.

I'm not planning on building a Metal Gear, but I'll be building mechs as soon as I get into lbp2.... and they'll be awesome!
2010-09-26 23:49:00

Author:
Sehven
Posts: 2188


I'm not planning on building a Metal Gear, but I'll be building mechs as soon as I get into lbp2.... and they'll be awesome!

are you planning on building a sackformers level. Your avatar is sweet!
2010-09-27 03:14:00

Author:
kabirdsall14
Posts: 180


Another question:
Is the sticker glitch still around to haunt us?
2010-09-27 03:32:00

Author:
RJA00000
Posts: 387


Two things:


The corner editor, does it sometimes still refuse to do it's job?

Connectors, are they still weak in series?
2010-09-27 03:34:00

Author:
Fishrock123
Posts: 1578


are you planning on building a sackformers level?

Of course I think I mentioned it a few pages back, but yeah, I've already built a few of the vehicles for them to transform (sackform?) into (that's what I used the creature lights as headlights for).
2010-09-27 03:45:00

Author:
Sehven
Posts: 2188


Of course I think I mentioned it a few pages back, but yeah, I've already built a few of the vehicles for them to transform (sackform?) into (that's what I used the creature lights as headlights for).

Ok that will be really cool!
2010-09-27 04:12:00

Author:
kabirdsall14
Posts: 180


http://www.youtube.com/watch?v=w9hxgmn6A-s2010-09-27 07:29:00

Author:
dr-booty
Posts: 102


http://www.youtube.com/watch?v=w9hxgmn6A-s

wasn't this already posted?
2010-09-27 07:40:00

Author:
Shadowcrazy
Posts: 3365


And by quoting it, you made sure it was posted again, but yeah, somebody else posted it (and now this is the third thread dr booty has posted it in, two of which were nearly identical threads that he started) and a few of us criticized it a bit while others rushed to defend it. It was actually pretty civilized (I love that about this site, how giving a critical opinion doesn't usually start an actual flame war--just a few sparks here and there).

[edit] Just looked for his other threads and I must be going crazy. I thought for sure there was one in the "object showcase" section that I replied to and another one in "everything else lbp2."
2010-09-27 07:44:00

Author:
Sehven
Posts: 2188


And by quoting it, you made sure it was posted again, but yeah, somebody else posted it and a few of us criticized it a bit while others rushed to defend it. It was actually pretty civilized (I love that about this site, how giving a critical opinion doesn't usually start an actual flame war--just a few sparks here and there).

anyways was just wondering thought this user was already reading the criticism so i didnt get the video post
2010-09-27 07:46:00

Author:
Shadowcrazy
Posts: 3365


Alright, I have a few questions. Are top-down levels easier to do than in the fist one? If so, why? What are some of the logic not shown in videos that are included with the game? And finally, are sackbots grabbable, can you carry them, and can you grapple them?
(I assume you mean LBP1)
Heck yes. You just slap a bunch of new gadgets (anti-grav one, gyroscope, movers, DCS/controllinator) on it and it's pretty much good to go.
I haven't played around with points/scoring or race gates in top down mode though.


Can someone tell me allll about emitters please?

- Emitters are the source of many glitches AND many woes in LBP1. How has the process been made easier?
- I know about some options like being able to emit something that exists in your level, but how does this work exactly? Can I nest an emitter within ITSELF? Can I dynamically change the object the emitter references and it will emit different things as time goes on?
- What new options do emitters have?
- How does the new sync timing work? (I saw in some beta videos that it has changed...)
I have found emitters pretty much the same (disclaimer I haven't used em much), except the new capture option is great.
Instead of choosing a captured object in your poppit, you choose capture (the normal tool availible in emitter selection), then (like normal capturing), move the box around the object and press X.
You can then move around that item, gluing other stuff on, in turn changing the one that emits. Like a master copy.
I know you can set an emitter to 0.0, but that's all I know.



Well shi.... [notices rtm waiting with a big hammer] ...iiiish kebab. I was using them for headlights on a single layer car. Are there any decos that can take their place?
Not to my knowledge, but we only have a small selection.


Another question:
Is the sticker glitch still around to haunt us?
I used fairly big stickers on my "Beed racer" level and didnt notice any.
I also updated my Deja Q level, which was riddled with sticker glitch at the start, and now that I think about it, I didn't notice any sticker glitch in that either.
Don't quote me, but most likely.


Two things:
The corner editor, does it sometimes still refuse to do it's job?

Connectors, are they still weak in series?
Never had any problems with the corner editor myself, but in beta it moves much faster when moving across an object, which makes all the difference to me.

Connectors. Sadly yes. One of my top 6 create mode niggles.
I don't understand why MM doesn't fix this problem. IMO they should be as strong as dark matter if set to max strength. ._.
2010-09-27 09:16:00

Author:
midnight_heist
Posts: 2513


CAn you manipulate a camera with a DCS?2010-09-27 13:09:00

Author:
Foofles
Posts: 2278


CAn you manipulate a camera with a DCS?
I'm sure you could move a cutscene cam but I don't know if you can another way.
2010-09-27 13:16:00

Author:
lifeiscrapislife
Posts: 396


Are you talking about camera angles? I think each camera only has one angle, but you can hook a dcs up to multiple cameras and have it switch between 'em. I'm not sure how smoothly camera transitions work now, but I imagine they're better than in lbp1, at least with cutscene cameras.2010-09-27 18:23:00

Author:
Sehven
Posts: 2188


Yes you can have selector connected to cameras and switch between them with one button that you plug to selector Cycle input2010-09-27 21:34:00

Author:
Shadowriver
Posts: 3991


Thanks for the replies What I was wondering though was if you could change the settings, for example, change the zoom, or depth of field.2010-09-27 21:45:00

Author:
Foofles
Posts: 2278


``Originally posted by midnight_heist
Connectors. Sadly yes. One of my top 6 create mode niggles.
I don't understand why MM doesn't fix this problem. IMO they should be as strong as dark matter if set to max strength. ._.

Near the top of my list also. It doesnt make sense that at max strength they still deviate. I thought for sure this would have been suggested to Mm so many times that it would have been addressed.
2010-09-27 21:54:00

Author:
EinRobot
Posts: 739


Thanks for the replies What I was wondering though was if you could change the settings, for example, change the zoom, or depth of field.

Game camera have now rotation and much larger zoom out (You can see that my Tetris level, you can't do such camera in LBP1 with such little sackboys)

Movie camera is more advance have even thing like flatness , i don't fully know how they work, didn't play with them yet much
2010-09-27 22:18:00

Author:
Shadowriver
Posts: 3991


Thanks for the replies What I was wondering though was if you could change the settings, for example, change the zoom, or depth of field.

There's only one input on a movie camera (pretty sure this goes for the others, too, though). So, no, no direct control, but like the others suggested, you might be able to fake it by panning or fading between cams.
2010-09-27 22:21:00

Author:
Rogar
Posts: 2284


Thanks for the replies What I was wondering though was if you could change the settings, for example, change the zoom, or depth of field.

I am not in the beetah, but I'm almost positive I heard in one of the videos, that you could have some control over the DOF. Also, I know for a fact that in some of the videos I've seen, there is some DOF being shown. I don't know if or how much control we will have over it (or if it's automatically calculated in the game engine), but I'm guessingi if we do, it's likely to do with this "flatness" setting I keep hearing about. If that's the case, I don't know why they wouldn't just call it DOF though?

I don't know about zoom, but if that's not included at the very least... welll.... it would certainly be disappointing. I'd head over to the thread that contains all the user created beta levels and ask there. I think Ladylyn1 and a few others (Fyshookid or someone like that) have been messing with the camera's quite a bit, so they'd be the most kowledgeable at this point I would think. Not web savy, but here's a link to that forum. https://lbpcentral.lbp-hub.com/index.php?t=36258-Beta-Community-Levels-(videos)/page2

I don't think we're going to be able to do crazy things like rack-focus and such, but there are likely ways to cheat a lot of in-camera effects done with real camera's... or at least, I'm hopeful.
2010-09-27 23:41:00

Author:
Rustbukkit
Posts: 1737


From what I understand, There is DOF and Flatness... I do not know what flatness is. But I guess I'll find out!

I directed my question specifically regarding Direct Control Seats though. But thanks for a really elaborate reply.

I might as well ask something else of the magic 8-ball - What kinds of settings are there for the grabinator?
2010-09-28 01:34:00

Author:
Foofles
Posts: 2278


From what I understand, There is DOF and Flatness... I do not know what flatness is. But I guess I'll find out!

You know the same thing hat you have in create mode even in LBP1 ^^'
2010-09-28 02:03:00

Author:
Shadowriver
Posts: 3991


You know the same thing hat you have in create mode even in LBP1 ^^'

Well that makes perfect sense
2010-09-28 02:09:00

Author:
Foofles
Posts: 2278


I think he is referring to the "Front View" option in LBP1.2010-09-28 02:41:00

Author:
c_mckamey
Posts: 62


Exacly xD sry for my short memory, it's little shame since it one of popular tools i use2010-09-28 02:50:00

Author:
Shadowriver
Posts: 3991


That wasn't sarcasm, I fully understood As soon as you said front view I knew exactly what you meant, that is a handy feature for a game camera.2010-09-28 02:56:00

Author:
Foofles
Posts: 2278


Flatness is only an option on the movie cameras, not on the game ones, but I'm pretty sure there'll be workarounds to getting a movie camera to be the game camera and give you a completely 2D view in-game.2010-09-28 16:30:00

Author:
julesyjules
Posts: 1156


Flatness is only an option on the movie cameras, not on the game ones, but I'm pretty sure there'll be workarounds to getting a movie camera to be the game camera and give you a completely 2D view in-game.

i think you can still move with the movie camera...i THINK its an option...and if so thats pretty much ALL you need
2010-09-28 16:39:00

Author:
Shadowcrazy
Posts: 3365


Yea but it generate transition in switching and apply letter box on the screen, so for game it's not very good tool for a gameplay2010-09-28 17:20:00

Author:
Shadowriver
Posts: 3991


The letterbox is removed when you switch Disable Player Controls off, so it's very usable. Incidentally, I did some work with the movie cam transitions today, and by doing a Soft Pan to a zoomed-in camera view but with a long duration, I achieved a slow zoom. It's not direct control of zoom, but you could set up a few zoom levels controlled by the player very nicely.2010-09-28 23:20:00

Author:
Rogar
Posts: 2284


Are the limits larger in LBP2? What I mean is, can you have more saved objects? Do you have more space on your moon? Can you publish more than 20 levels? Can you collect more community goodies then allowed in LBP1??2010-09-29 07:13:00

Author:
EinRobot
Posts: 739


Are the limits larger in LBP2? What I mean is, can you have more saved objects? Do you have more space on your moon? Can you publish more than 20 levels? Can you collect more community goodies then allowed in LBP1??

20 LBP1 and 20 LBP2 levels allowed if I'm not mistaking.

(jeez people, I leave for a day or two and this thread gains another 10 pages!
Slow down! )
2010-09-29 07:42:00

Author:
Silverleon
Posts: 6707


20 LBP1 and 20 LBP2 levels allowed if I'm not mistaking.

(jeez people, I leave for a day or two and this thread gains another 10 pages!
Slow down! )

mhmm, I agree took me a good time to read through all the pages that have poped up.
2010-09-29 09:24:00

Author:
huntedstorm
Posts: 488


20 LBP1 and 20 LBP2 levels allowed if I'm not mistaking.

(jeez people, I leave for a day or two and this thread gains another 10 pages!
Slow down! )

You like one growing thread or ton of threads about single questions?
2010-09-29 10:48:00

Author:
Shadowriver
Posts: 3991


I just came here... wait, 43 pages?2010-09-29 19:01:00

Author:
Unknown User


Are the limits larger in LBP2? What I mean is, can you have more saved objects? Do you have more space on your moon? Can you publish more than 20 levels? Can you collect more community goodies then allowed in LBP1??
There is a pretty dramatic change with the amount of thermo objects use. I think there's 1/3 to 1/2 more thermo.


I just came here... wait, 43 pages?
Time to get reading.
2010-09-29 19:07:00

Author:
Ayneh
Posts: 2454


You like one growing thread or ton of threads about single questions?

Touch?.
2010-09-29 19:40:00

Author:
Silverleon
Posts: 6707


Don't get me wrong, i also don't like monolith thread structure and i know it's pain to search information and opinions about specific thing (like mass off topic thread in off topic section for me it's absurd), but i think in situation where people ask very random questions is better that way 2010-09-29 21:54:00

Author:
Shadowriver
Posts: 3991


Has an one messed around with hologram and impact sensors, aka custom detection fields?


Also, how accurate are followers?

What point of the object that they are on attempts to get the closest to the followed thing?
2010-09-29 22:00:00

Author:
Fishrock123
Posts: 1578


I'll try this question again.

One of the ways I like to hide dark matter is to sticker it. As you know, that doesn't work very well.

How well does it work on light matter? Could you use a sticker to disguise it as another material or does it bleed through horribly like dark matter?

Oh, one more thing. Sackbats can use direct control chairs, right? Can you yank them out of the chair or have a button that knocks them out?
2010-09-30 00:17:00

Author:
Biv
Posts: 734


I'll try this question again.

One of the ways I like to hide dark matter is to sticker it. As you know, that doesn't work very well.

How well does it work on light matter? Could you use a sticker to disguise it as another material or does it bleed through horribly like dark matter?

Oh, one more thing. Sackbats can use direct control chairs, right? Can you yank them out of the chair or have a button that knocks them out?
Depends, as Sackbats tend to only come out at night.
2010-09-30 02:00:00

Author:
Kog
Posts: 2358


I'll try this question again.

One of the ways I like to hide dark matter is to sticker it. As you know, that doesn't work very well.

How well does it work on light matter? Could you use a sticker to disguise it as another material or does it bleed through horribly like dark matter?

Oh, one more thing. Sackbots can use direct control chairs, right? Can you yank them out of the chair or have a button that knocks them out?

You wont need dm in LBP2-gravity tweaker on max dampening does the job.

Also, you could make it so you can force a sackbot to leave a DCS, yeah, I don't see why not.
2010-09-30 02:12:00

Author:
Fishrock123
Posts: 1578


Also, how accurate are followers?

What point of the object that they are on attempts to get the closest to the followed thing?

Very accurate no gravity single objects, it follows to 1:1 position of the target, it so accurate that people use it for grid movement (you can see them in action in my Tetris level), up-down movement on/off allows to operate only in one axis and rail the object
2010-09-30 02:49:00

Author:
Shadowriver
Posts: 3991


I just found out you don't need to be sitting in a DCS to control things. Meaning it's 'wireless' and you can control your sack and the environment at the same time.

I joyed a little in my pants.
2010-09-30 05:14:00

Author:
Cheezy WEAPON
Posts: 283


Yes, Sackboy is actually more useful now and thats great ^^2010-09-30 11:12:00

Author:
Shadowriver
Posts: 3991


I just found out you don't need to be sitting in a DCS to control things. Meaning it's 'wireless' and you can control your sack and the environment at the same time.

I joyed a little in my pants.

I felt the same when Shadowriver told me. ha.
SO much potential.
Heck, you could make sackboy shoot a laser beam when the player presses a previously unused button!
2010-09-30 12:01:00

Author:
midnight_heist
Posts: 2513


I have another question:
can you tweak a bouncepad so that it becomes grabbable?
2010-09-30 16:10:00

Author:
Supernador
Posts: 6


Sackbots and Controllinators are possibly the most significant new features in my opinion.

I recently went back to LittleBigPlanet 1 just out of impulse and while playing a level by Fenderjt ( i don't remember the level's name) which i found in page 3 or 4 of the Cool pages, it felt weird seeing cut-out NPC's again after getting so used to seeing Sackbots in the beta levels.
2010-09-30 16:36:00

Author:
D-E-S_87
Posts: 148


How does the 'wireless' controllinator work?

Is it a setting?
2010-10-01 07:03:00

Author:
tomodon246
Posts: 624


I have another question:
can you tweak a bouncepad so that it becomes grabbable?

Idk but you could always build some material around it and make that grabbable and just glue em together
2010-10-01 07:40:00

Author:
Shadowcrazy
Posts: 3365


How does the 'wireless' controllinator work?

Is it a setting?

Yes, it's a option when you set controllinator in receive mode,it receives all inputs from nearest player without having him mounted,here you got video by mish9volt:


http://www.youtube.com/watch?v=vKBzaxnMa4k
2010-10-01 11:32:00

Author:
Shadowriver
Posts: 3991


That's a great informative vid. Thanks.2010-10-01 14:27:00

Author:
Biv
Posts: 734


Was the wireless controllinator recently added in an update or something? it seems people have only noticed about this option recently.2010-10-01 15:40:00

Author:
Serpent541
Posts: 83


Was the wireless controllinator recently added in an update or something? it seems people have only noticed about this option recently.

People simply didn't notice ^^ I'm my self promoting wireless logic didn't know that, note that this video is made before patch (debug info on right bottom corner,that wa removed in latest patch)
2010-10-01 15:55:00

Author:
Shadowriver
Posts: 3991


I can see why it hasn't been hyped up a whole lot just yet: I would think it would have limited applications since the sackboy will still be running around (so it wouldn't be any good for remote controlling a robot or something).

On second thought, it could actually have all kinds of applications. Slap it on a follower with a rotator mapped to the right stick and an emitter mapped to a shoulder button (besides R1) and you could have a projectile weapon without having to use a controllinator or a sackbot with an emitter. Sackboy could have telekinesis: map R2 and the right stick to a mover on an object and sackboy can pick it up, move it around, and throw it (his hand would even move 'cuz it's the R2 button).

Pick 5 different moods of music and map them to the d-pad and you can have the music change depending on sackboy's mood: happy music when he's smiling, somber music when he's sad, etc (you'd have to have a selector and some logic to return it to neutral so that if it's happy and sackboy presses down it'll go to neutral instead of sad, but if it's happy and sackboy presses left, it'll go to scary music). You could rig it so npc's react to sackboy's mood: if he's sad, they'll try to console him, and if he's angry, they'll try to pacify him, etc. If you have sackbots who go with the player to help, his moods could be a kind of squad command system. When he's angry, the squad will go on the offensive; when he's scared, they'll stay in close and protect him; when he's happy they'll... um.... be happy too? Obviously you'd need to have logic to reset things back to neutral when sackboy dies, since dying/respawning resets his mood. I could imagine having a lot of fun integrating sackboy's mood into gameplay.

Yeah, I take back what I said about it having limited applications: you could do all kinds of fun stuff with a wireless dcs. Can it be configured to respond to a specific player rather than the closest one (so only player one controls it or only player two)?
2010-10-01 20:35:00

Author:
Sehven
Posts: 2188


Yeah, I take back what I said about it having limited applications: you could do all kinds of fun stuff with a wireless dcs. Can it be configured to respond to a specific player rather than the closest one (so only player one controls it or only player two)?

invisible hologram with follower (that follows player) and dcs, but then you need to watch out for player not come to each other too close or follower may change target player
2010-10-01 21:21:00

Author:
Shadowriver
Posts: 3991


you need to watch out for player not come to each other too close or follower may change target player

Yeah, that's what I meant. There's no way to 100% ensure that player two won't "steal" the tracker from player one. I thought I'd heard there were ways to assign followers to specific players. Is that true? Can you also assign a remote controlled dcs to a specific player? I suppose you could work around the whole thing by using controllinated sackbots instead, but it'd be nice to have the option to let players just use their own sackboy (and still be able to swim in water).
2010-10-01 21:51:00

Author:
Sehven
Posts: 2188


*gasp* I am so making a Jedi Duel level with Sehven's idea! Muh Ha Ha! And the worst fact is that I already know what to do, and have a perfect Darth Vader costume.... Would anyone wanna help *coughJedicough* lolz If anyone is intrested, please PM me, I would rather not share my idea with everyone....2010-10-01 22:03:00

Author:
Super_Clone
Posts: 849


Yeah, that's what I meant. There's no way to 100% ensure that player two won't "steal" the tracker from player one. I thought I'd heard there were ways to assign followers to specific players. Is that true? Can you also assign a remote controlled dcs to a specific player? I suppose you could work around the whole thing by using controllinated sackbots instead, but it'd be nice to have the option to let players just use their own sackboy (and still be able to swim in water).

Sadly it's not true but they just added option for sackbot to copy costume from specific player, so there hope that all elements will get specific player options
2010-10-01 22:04:00

Author:
Shadowriver
Posts: 3991


So, the wireless controllinator, I think I understand it...

When set to receive mode it will work on the button pushes of the nearest player, unless you set a transmitter controllinator to the same colour and put a sackboy in that.

Correct?
2010-10-01 23:54:00

Author:
tomodon246
Posts: 624


*gasp* I am so making a Jedi Duel level with Sehven's idea! Muh Ha Ha! And the worst fact is that I already know what to do, and have a perfect Darth Vader costume.... Would anyone wanna help *coughJedicough* lolz If anyone is intrested, please PM me, I would rather not share my idea with everyone....

You already did...
2010-10-02 00:08:00

Author:
Rustbukkit
Posts: 1737


I kinda meant the specifics Sorry 'bout the confusion2010-10-02 00:11:00

Author:
Super_Clone
Posts: 849


I am so making a Jedi Duel level with Sehven's idea!....I would rather not share my idea with everyone....

Well that hardly seems fair.
2010-10-02 00:58:00

Author:
Sehven
Posts: 2188


Oh. Right. Maybe not then Sorry
Anyway, I would still have to work on how 'The Force' (A.K.A. Telekenesis) would work.... I have 4 months to think! Awesome.. I guess, lolz
2010-10-02 01:00:00

Author:
Super_Clone
Posts: 849


Yeah, that's what I meant. There's no way to 100% ensure that player two won't "steal" the tracker from player one. I thought I'd heard there were ways to assign followers to specific players. Is that true? Can you also assign a remote controlled dcs to a specific player? I suppose you could work around the whole thing by using controllinated sackbots instead, but it'd be nice to have the option to let players just use their own sackboy (and still be able to swim in water).

couldn't you just somehow make a DCS respond to certain color switches and attach certain color keys to sackbots? or something similar
2010-10-02 02:31:00

Author:
Shadowcrazy
Posts: 3365


couldn't you just somehow make a DCS respond to certain color switches and attach certain color keys to sackbots? or something similar

Well then whole nearest player option is pointless, you could simply use DCS that makes sackbot move instead point of it this function is to not mount player to DCS but receive inputs from that player and without any use of sackbots
2010-10-02 04:15:00

Author:
Shadowriver
Posts: 3991


Well then whole nearest player option is pointless, you could simply use DCS that makes sackbot move instead point of it this function is to not mount player to DCS but receive inputs from that player and without any use of sackbots

ummmm....ask rtm?
2010-10-02 04:19:00

Author:
Shadowcrazy
Posts: 3365


Oh. Right. Maybe not then Sorry

Don't worry about it: I just thought the dichotomy there was funny. I don't claim to have any kind of copyright or anything on ideas, and it's not like it was an especially tough thing to come up with (I'm sure plenty of people have thought of using dcs+mover=telekinesis. Anyway, if I ever did have an idea that I didn't want people to use, I would keep it to myself. I don't think I've ever done that though: I just figure I can pull things off better than most people and if not, then somebody else will make a level with it and I'll get to play it without having to put in the work to build it. Ultimately, that's why I share ideas and tech (and I'm pretty sure that's why the logic geniuses behind the logic pack and stuff do what they do): I want the overall quality of community levels to improve. Also, 'cuz most of what I know I learned from other people, so I kinda' owe it to them to pass on anything I figure out.

Since followers and wireless dcs's can't be tied to a specific player, I suppose it's probably still better to use a remote controlled sackbot instead. I read some things somewhere that I think said you can't control dcs's sackbots' expressions, though. Is that true?
2010-10-02 04:39:00

Author:
Sehven
Posts: 2188


I'm not sure, but if not, I think you can solve it by using various AI chips and mapping buttons to those.2010-10-02 08:42:00

Author:
tomodon246
Posts: 624


I don't know how the hell this could have happened, but I spent 3 hours messing around on the beta this morning and felt a strange sensation creeping up on me.

Then I realised what it was. Boredom. Yes, I'm actually somehow, against all logic and reasoning, bored of LBP2 already.

I think there is one major reason for this, and that's the fact that anything I make or do right now cannot be transfered to the main game once it's released. Mm have confirmed this. In January, any published beta levels will become obselete and all the hard work that people are putting in right now will be wasted. I cannot bring myself to put any personal effort or dedication into projects that must ultimately be consigned to the trash can in 3 months time. I appreciate that I've had the chance to practice with the new tools so far, but now I'm done with practicing. I've got to grips with the new tools, reported all the bugs I can find, and now I have a head buzzing with ideas which I want to bring to life...but it would be pointless to waste them on the beta. Very frustrating.

I think I might take this opportunity to take a break from LBP and play some of the other cool looking titles that are out now or due for release before christmas. Dead Rising 2, Enslaved, Fallout New Vegas, etc. Hopefully the creation vibe will be quickly revived for me when LBP2 finally arrives and I can produce something that doesn't feel temporary or disposable.

I'll still keep active here on the forums of course. LBPCentral will always be a home away from home.
2010-10-03 14:25:00

Author:
Ungreth
Posts: 2130


I don't know how the hell this could have happened, but I spent 3 hours messing around on the beta this morning and felt a strange sensation creeping up on me.

Then I realised what it was. Boredom. Yes, I'm actually somehow, against all logic and reasoning, bored of LBP2 already.

I think that's called burning out. It sucks to burn out on a game before it's even released, the same thing happened to me with LBP1. Just take a little break from it and the thrill will be back in no time.
2010-10-03 14:27:00

Author:
Foofles
Posts: 2278


I am sorry if this question has been covered, but I was wondering. Do the movers make pistons obsolete?2010-10-03 15:19:00

Author:
EinRobot
Posts: 739


Can you change a sending (or receiving) Controlinator's label in Play Mode?
OR, is there somewhere a magic thingie that makes the player automatically exit a Controlinator?

(yes... I'm thinking party levels where the controlled targets shuffle mid-play... making for lotsa-lolz in good company... and the counterpart in dysfunctionalz )
2010-10-03 15:31:00

Author:
Unknown User


About wireless controlinator's:

Woo! My spIECL isn't a LBP1 waste after all.
2010-10-03 16:09:00

Author:
Fishrock123
Posts: 1578


If Sackboy is hanging on to a sponge with the Grappling Hook, and the sponge has a mover which makes it switch layers, does Sackboy switch layers also? And if so, is it instantaneous?

What if we have the above scenario, but there is another block of material that keeps Sackboy from changing layers. Will the mover still move the sponge?

EDIT: If you have a tower of Sackbots (Whoop!) using grabbinators to pick each other up and you slap the bottom Sackbot, does the whole tower collapse, or does the slapped Sackbot just let go?
2010-10-03 16:52:00

Author:
Super_Clone
Posts: 849


Can you change a sending (or receiving) Controlinator's label in Play Mode?
OR, is there somewhere a magic thingie that makes the player automatically exit a Controlinator?

(yes... I'm thinking party levels where the controlled targets shuffle mid-play... making for lotsa-lolz in good company... and the counterpart in dysfunctionalz )

IT has only 8 color frequences not lables, but you can use tags and tag sensors to extend that

I am sorry if this question has been covered, but I was wondering. Do the movers make pistons obsolete?

Follows are main piston concurrent, not movers. Movers is vector movement, Followers allow as to set object in right position same as pistons. Piston pro is sinusoid movement i thing that you may noit achieve easily with followers. Imo it's debatable,both followers and pistons got different control
2010-10-03 18:03:00

Author:
Shadowriver
Posts: 3991


I think there is one major reason for this, and that's the fact that anything I make or do right now cannot be transfered to the main game once it's released. Mm have confirmed this. In January, any published beta levels will become obselete and all the hard work that people are putting in right now will be wasted. I cannot bring myself to put any personal effort or dedication into projects that must ultimately be consigned to the trash can in 3 months time. I appreciate that I've had the chance to practice with the new tools so far, but now I'm done with practicing. I've got to grips with the new tools, reported all the bugs I can find, and now I have a head buzzing with ideas which I want to bring to life...but it would be pointless to waste them on the beta. Very frustrating.

I think I might take this opportunity to take a break from LBP and play some of the other cool looking titles that are out now or due for release before christmas. Dead Rising 2, Enslaved, Fallout New Vegas, etc. Hopefully the creation vibe will be quickly revived for me when LBP2 finally arrives and I can produce something that doesn't feel temporary or disposable.

Well that sucks! I can understand your frustration. Why they arent allowing beta levels to transfer is beyond me... unless it has something to do with not being able to remove the free DLC people have gotten, or if they are worried that bugs and materials found in the beta will transfer over too. Then I could understand their concerns to a degree. But I'd be happy to know that the DLC I paid for was unfairly given out to a horde of people ONLY if I knew I could in turn get rare materials and glitches found in the beta in return to make our levels better.

It's also disappointing because there are some user levels out there I'd really like to play. I wonder if we'll see a major drop in creation now that Mm have confirmed this? On the upside... maybe this means they will make an open beta available after all, so that everyone can at least have the chance to enjoy the user made beta levels that are currently out there.
2010-10-03 18:51:00

Author:
Rustbukkit
Posts: 1737


Ok... so in/out movers are now working.

- How do they work?
- I heard they can push things, how does this work?
- Can they push sackboy (e.g. into a pit of doom in the front layer?)
2010-10-03 18:53:00

Author:
thor
Posts: 388


Why they arent allowing beta levels to transfer is beyond me...

they said it was TOO TIME CONSUMING to get all those levels and such to the main game

but now that the delay has happened....maybe you should ask them again and see what happens
2010-10-03 18:56:00

Author:
Shadowcrazy
Posts: 3365


Ok... so in/out movers are now working.

- How do they work?
- I heard they can push things, how does this work?
- Can they push sackboy (e.g. into a pit of doom in the front layer?)

Mish80 did video on them:


http://www.youtube.com/watch?v=mAUv6HWUUwI&feature=player_embedded

And yes they push sackboy, didn't check what happens then they push outside last layer
2010-10-03 19:29:00

Author:
Shadowriver
Posts: 3991


In/Out movers are working now?
That means I can ask more annoying questions again!

Say you have two objets, with a mover on each. One object is in the backmost layer, moving forward, while the other object is in the frontmost layer, moving back. Assuming both objects are trying to occupy the same space in the mid layer, what happens if both movers are activated at the same time?

Will one object remain in place while the other moves to the mid layer? Will both objects move and merge together? Will both objects move, but be violently pushed apart? Or will the game freeze, corrupting the save data?
2010-10-03 20:58:00

Author:
Gilgamesh
Posts: 2536


In/Out movers are working now?
That means I can ask more annoying questions again!

Say you have two objets, with a mover on each. One object is in the backmost layer, moving forward, while the other object is in the frontmost layer, moving back. Assuming both objects are trying to occupy the same space in the mid layer, what happens if both movers are activated at the same time?

Will one object remain in place while the other moves to the mid layer? Will both objects move and merge together? Will both objects move, but be violently pushed apart? Or will the game freeze, corrupting the save data?

The first object placed will move while the other stays still.

BTW, in case anyone's wondering, in/out movers work with theck, and will also bring an object forward from the non-playable background layers.
2010-10-04 00:08:00

Author:
Ungreth
Posts: 2130


I think that's called burning out. It sucks to burn out on a game before it's even released, the same thing happened to me with LBP1. Just take a little break from it and the thrill will be back in no time.

Yea I've been burnt out b4. you kinda don't feel like making anything, and you are just bored with playing levels. You just have to wait a while and take a break. Thx lol b4 this post I didn't know what to call it XD.
2010-10-04 00:30:00

Author:
TheBlackKnight22
Posts: 695


in/out movers ... will also bring an object forward from the non-playable background layers.

Nice. Will they also move it back into the non-playable background layers? Even if they won't (and I doubt they will) it's still a nice addition. I didn't get a good look at all the mover tweaks: can the timing be adjusted so they move more slowly between layers or is it fixed? In the jumping arrow example in the video, if the player were to stay on top of the barrier for a couple seconds and then drive off, would it go ahead and move back or would it be stuck "in the air?" Can an object (a kart for example) be rigged to always be pulled back a layer so that as soon as the player drives off an edge, it goes back, or would it be necessary to give it logic to detect the lack of ground behind it to make it fall?

And now for a question that has nothing to do with movers: if you use one of the costume accessories that's in sackboy's right hand, stick it on a sackbot, and then click L3 to flip the sackbot, will it now be in his left hand? Or, more basically, can sackbots be flipped with L3, does it apply to their costumes, and does it mess up their controls so that right=left etc.
2010-10-04 01:33:00

Author:
Sehven
Posts: 2188


Ah, it seems my last question wasn't twisted enough; it was answered right off.

What happens if an object has an In/Out mover and an emitter on it, and the emitter fires while the object is moving between layers? Will the emitted object find itself between two layers, on the layer the object is moving to, or on the layer the object is moving from?
2010-10-04 02:25:00

Author:
Gilgamesh
Posts: 2536


Nice. Will they also move it back into the non-playable background layers? Even if they won't (and I doubt they will) it's still a nice addition. I didn't get a good look at all the mover tweaks: can the timing be adjusted so they move more slowly between layers or is it fixed? In the jumping arrow example in the video, if the player were to stay on top of the barrier for a couple seconds and then drive off, would it go ahead and move back or would it be stuck "in the air?" .

You thinking what i thinking? Space ship armada heading your way on the background and you in the center watching that in big window inside your ship (or ship you in for no reason), epicness in pure form.
2010-10-04 02:37:00

Author:
Shadowriver
Posts: 3991


You thinking what i thinking? Space ship armada heading your way on the background and you in the center watching that in big window inside your ship (or ship you in for no reason), epicness in pure form.

Well that's EXACTLY what I was thinking actually! lol

The level I'm currently working on has a profile shot of a medium sized cluster of ships moving past large windows that the player is on, and I was thinking as I read that, that I could cut away to a head on shot of the ships moving towards the camera to cut in with the profile view. Uncanny. I actually have a ton of ideas for this now that I know this is possible! I am soooo stoked for this game and all these amazing new features!


Question: Does anyone have info on these shrink/grow features? I haven't seen mention of this yet or anyone go into any detail on them. I was thinking of combining them with the in/out movers to really sell the effect I want to achieve with this shot.
2010-10-04 03:40:00

Author:
Rustbukkit
Posts: 1737


I think shrink/grow is just for destroyers/emitters. So you can rig it so when an object is destroyed, instead of going smokey or just popping out of existence, it shrinks away. And then reverse for emitting: starts out small but expands--if you've seen the vid with the creatinator firing little icing globs, you'll notice they fire out small but expand.2010-10-04 03:51:00

Author:
Sehven
Posts: 2188


Bummer. Any idea if the time it takes to emit (grow) can be tweaked? If I could slow the "grow" time down, I could possibly cheat it instead. I already have another use in mind for the grow/shrink feature that will work regardless of speed and whether you can tweak it or not, but this might help achieve this effect for the ships' slower movement.2010-10-04 04:06:00

Author:
Rustbukkit
Posts: 1737


Bummer. Any idea if the time it takes to emit (grow) can be tweaked? If I could slow the "grow" time down, I could possibly cheat it instead. I already have another use in mind for the grow/shrink feature that will work regardless of speed and whether you can tweak it or not, but this might help achieve this effect for the ships' slower movement.

im guessing if you find a way to make it work you're making a ship fly towards/away form us and the growing and shrinking is supposed to simulate that correct?
2010-10-04 04:14:00

Author:
Shadowcrazy
Posts: 3365


im guessing if you find a way to make it work you're making a ship fly towards/away form us and the growing and shrinking is supposed to simulate that correct?

Precisely.

Part of my series' storyline has to do with hyperspace (though I'm not sure how heavily it will factor into the final levels compared to the story I wrote that I'm trying to adapt into playable game levels). If the grow/shrink can't be tweaked, I can still use it to replicate the effect of the ships entering and exiting hyperspace.
2010-10-04 04:27:00

Author:
Rustbukkit
Posts: 1737


hmmmm doesn't one of the story levels have this going on with their sackboy ship? (prolly not but im seeing it in my head)

well it sounds like it could be emitter (with that frosting demo in a story level video) so all we can do is hope...or a beta tester has a way to try it out like RIGHT NOW
2010-10-04 04:35:00

Author:
Shadowcrazy
Posts: 3365


hmmmm doesn't one of the story levels have this going on with their sackboy ship? (prolly not but im seeing it in my head)

well it sounds like it could be emitter (with that frosting demo in a story level video) so all we can do is hope...or a beta tester has a way to try it out like RIGHT NOW

Not that I can think of, but I haven't played the levels as I'm not in the beta (yet), and haven't been paying all that much attention to most of the video's posted to be honest because I was viewing them on my iphone for the longest time and they were too darn small. I think I recall one of the Mm trailers showing something coming towards the players through a window (not sure if it was ships or planets maybe?)... but I assumed it was an effect achieved with the hologram material at the time. Looks like I'll have to go do some digging and see what you are referring to. Though I'm pretty sure it's different than what I'm thinking of doing. The effect I'm going for would be more consistent of the ships going in and out of light speed jumps in Star Wars (specifically ROTJ when they are attacking the second Deathstar).

As for beta testers messing about with it... I'd be happy if they'd oblige me, but I can wait to try it myself too.
2010-10-04 04:47:00

Author:
Rustbukkit
Posts: 1737


hmmmm doesn't one of the story levels have this going on with their sackboy ship?

If you're talking about the starfox style level, I think that's just emitting different sizes of the same object to simulate it getting bigger (holo can overlap itself so the emitter doesn't block it).
2010-10-04 05:11:00

Author:
Sehven
Posts: 2188


If you're talking about the starfox style level, I think that's just emitting different sizes of the same object to simulate it getting bigger (holo can overlap itself so the emitter doesn't block it).

So, can I assume this is not a very smooth transition in size then? Do the objects "pop" as they get closer... as if animated at a very low frame rate? I was thinking of the animation discussion we both took part in, and was wondering if I might just be able to animate the effect instead if this method doesn't work. It'd be dead simple "animation-wise" because they are static objects, and I am assuming that emmiting the layers over top of each other should be relatively easy. Thoughts?
2010-10-04 05:19:00

Author:
Rustbukkit
Posts: 1737


I'd have to watch again, but I'm pretty sure it does pop a bit. I suppose, in theory, you could squeeze out 30 fps (assuming the .033s time is still the same in lbp2), but it would be a huge pain to do (setting up the timing would be a chore and then you'd have to actually animate it).2010-10-04 05:40:00

Author:
Sehven
Posts: 2188


So, can I assume this is not a very smooth transition in size then? Do the objects "pop" as they get closer... as if animated at a very low frame rate? I was thinking of the animation discussion we both took part in, and was wondering if I might just be able to animate the effect instead if this method doesn't work. It'd be dead simple "animation-wise" because they are static objects, and I am assuming that emmiting the layers over top of each other should be relatively easy. Thoughts?

You will be able to create some cool effects with a little bit of thought and engineering. Even in LBP1 I've created a realistic 3D approaching road where the lines on the road become wider as they get closer to the screen (Highway Onslaught). The best 3D visuals will be from using the existing tools to create things that look as though they are truly 3D, by moving the objects and changing their angles.
2010-10-04 12:12:00

Author:
thor
Posts: 388


I have a question: is there a simple way to square analoge signals? There are a lot of forces in nature that are dependent on formula's that have some squared value in them (like gravity, which equals G x m1 x m2 / r2), and I would like to know if there is a way to recreate this in a simple way. (if this would exist, i guess you could put a mover (force) on an object and connect it in this way: lbp2-version of magnetic key (not sure how they are called) --- square mechanism ---- mover). There are off course mechanical ways to do this, but i can't seem to find a way to do this just with logic tools.2010-10-04 16:05:00

Author:
Supernador
Posts: 6


I have a question: is there a simple way to square analoge signals? There are a lot of forces in nature that are dependent on formula's that have some squared value in them (like gravity, which equals G x m1 x m2 / r2), and I would like to know if there is a way to recreate this in a simple way. (if this would exist, i guess you could put a mover (force) on an object and connect it in this way: lbp2-version of magnetic key (not sure how they are called) --- square mechanism ---- mover). There are off course mechanical ways to do this, but i can't seem to find a way to do this just with logic tools.

Make use of calculus.

If you want to make the SPEED of an object increase quadratically, you need to make the ACCELERATION increase linearly.

I am afraid that you will probably have to use some physical logic if you want the acceleration to increase quadratically. But only one mover on a relay object. Make use of the same trick to convert the linear distance signal into speed, then use the position of the relay object (which changes quadratically) and make it change the original object's acceleration.
2010-10-04 22:40:00

Author:
thor
Posts: 388


I am afraid that you will probably have to use some physical logic if you want the acceleration to increase quadratically. But only one mover on a relay object. Make use of the same trick to convert the linear distance signal into speed, then use the position of the relay object (which changes quadratically) and make it change the original object's acceleration.

Nah you could use timer connected to another timer set to speed, 2nd timer will speed up as 1st timer rise it's speed signal making parabolic acceleration effect on 2nd timer output
2010-10-05 12:40:00

Author:
Shadowriver
Posts: 3991


If Sackboy is hanging on to a sponge with the Grappling Hook, and the sponge has a mover which makes it switch layers, does Sackboy switch layers also? And if so, is it instantaneous?

What if we have the above scenario, but there is another block of material that keeps Sackboy from changing layers. Will the mover still move the sponge?

Also, If you have a tower of Sackbots (Whoop!) using grabbinators to pick each other up and you slap the bottom Sackbot, does the whole tower collapse, or does the slapped Sackbot just let go?
2010-10-05 13:01:00

Author:
Super_Clone
Posts: 849


Nah you could use timer connected to another timer set to speed, 2nd timer will speed up as 1st timer rise it's speed signal making parabolic acceleration effect on 2nd timer output

Oh yeah! Silly me, that's basically my solution only I didn't think of using timer objects. Mind you I don't has betaz so I wasn't to know you could use timers in this way
2010-10-05 14:05:00

Author:
thor
Posts: 388


WRT parabolic values: yes you can achieve a system that increases parabolically with time, you can do that, but that is in no way the same thing as squaring a value (i.e. squaring a distance). You are achieving a parabolic function by integrating a linear signal against time, not providing a square function.

I'm currently a ways away from realtime multiplication of two analogue values in any thermo efficient manner (which IMO is liable to be a precursor to producing powers). Multiplication and division by fixed integers is possible, but only using sampled values at (currently) 10 Hz, although I think it should be possible to re-jig the sampler to run 2 in parrallel at 15Hz with a 180 phase shift, giving a true 30Hz multiplication signal (but still only by a fixed integer value - so it would basically be a scaling function) and even that is not very efficient.

That probably doesn't make much sense. Basically, the above won't give a square of a given value, and there is no simple method, I'm aware of, that will allow you to do that.


Edit: actually you can do squaring using the integral method, but it requires two stages of sampling and I think it would take at least half a second to a second, to get useful results out of it, so that's quite a long latency and quite a low throughput It may also be possible to do quantised power functions in real time, but I'll have to have a think about that.
2010-10-05 14:18:00

Author:
rtm223
Posts: 6497


I'm sure I'm about to sound like a big dummy, but what exactly would you use parabolic or squared values to achieve? Is it limited to being a function on a calculator or is there an actual gameplay reason to do it?

Also, nobody has answered by questions further up the page yet. If anybody knows the answer to these, I'd really like to know... though I suppose it wouldn't kill me to wait til NA gets the beta.

Nice. Will [movers] also move [an object brought from the glitch layer to the playable layers] back into the non-playable background layers? Even if they won't (and I doubt they will) it's still a nice addition. I didn't get a good look at all the mover tweaks: can the timing be adjusted so they move more slowly between layers or is it fixed? In the jumping arrow example in the video, if the player were to stay on top of the barrier for a couple seconds and then drive off, would it go ahead and move back or would it be stuck "in the air?" Can an object (a kart for example) be rigged to always be pulled back a layer so that as soon as the player drives off an edge, it goes back, or would it be necessary to give it logic to detect the lack of ground behind it to make it fall?

And now for a question that has nothing to do with movers: if you use one of the costume accessories that's in sackboy's right hand, stick it on a sackbot, and then click L3 to flip the sackbot, will it now be in his left hand? Or, more basically, can sackbots be flipped with L3, does it apply to their costumes, and does it mess up their controls so that right=left etc.
2010-10-05 14:44:00

Author:
Sehven
Posts: 2188


Can you read the analog pressure from the buttons on the sixaxis? Or at least the triggers?

AFAIK, PS2 and PS3 controllers have analog pressure on every button.
2010-10-05 14:45:00

Author:
Foofles
Posts: 2278


WRT parabolic values: yes you can achieve a system that increases parabolically with time, you can do that, but that is in no way the same thing as squaring a value (i.e. squaring a distance). You are achieving a parabolic function by integrating a linear signal against time, not providing a square function.

I'm currently a ways away from realtime multiplication of two analogue values in any thermo efficient manner (which IMO is liable to be a precursor to producing powers). Multiplication and division by fixed integers is possible, but only using sampled values at (currently) 10 Hz, although I think it should be possible to re-jig the sampler to run 2 in parrallel at 15Hz with a 180 phase shift, giving a true 30Hz multiplication signal (but still only by a fixed integer value - so it would basically be a scaling function) and even that is not very efficient.

That probably doesn't make much sense. Basically, the above won't give a square of a given value, and there is no simple method, I'm aware of, that will allow you to do that.


Edit: actually you can do squaring using the integral method, but it requires two stages of sampling and I think it would take at least half a second to a second, to get useful results out of it, so that's quite a long latency and quite a low throughput It may also be possible to do quantised power functions in real time, but I'll have to have a think about that.

*head asplode*
2010-10-05 15:01:00

Author:
Biv
Posts: 734


WRT parabolic values: yes you can achieve a system that increases parabolically with time, you can do that, but that is in no way the same thing as squaring a value (i.e. squaring a distance). You are achieving a parabolic function by integrating a linear signal against time, not providing a square function.

I'm currently a ways away from realtime multiplication of two analogue values in any thermo efficient manner (which IMO is liable to be a precursor to producing powers). Multiplication and division by fixed integers is possible, but only using sampled values at (currently) 10 Hz, although I think it should be possible to re-jig the sampler to run 2 in parrallel at 15Hz with a 180 phase shift, giving a true 30Hz multiplication signal (but still only by a fixed integer value - so it would basically be a scaling function) and even that is not very efficient.

That probably doesn't make much sense. Basically, the above won't give a square of a given value, and there is no simple method, I'm aware of, that will allow you to do that.


Edit: actually you can do squaring using the integral method, but it requires two stages of sampling and I think it would take at least half a second to a second, to get useful results out of it, so that's quite a long latency and quite a low throughput It may also be possible to do quantised power functions in real time, but I'll have to have a think about that.

Squaring a signal is something that you would have to look at the particular situation to create optimal logic. For certain situations integrating wrt time is the best solution.
2010-10-05 15:16:00

Author:
thor
Posts: 388


Can you read the analog pressure from the buttons on the sixaxis? Or at least the triggers?

AFAIK, PS2 and PS3 controllers have analog pressure on every button.

Yeah, I was hoping for analogue pressure readouts on the face buttons etc, but it's not there. You only get analogue from the sticks and the R2 / L2 triggers (which is based upon position, not pressure).

@thor: unless you need to square the time it takes for something to happen, I can't think of any situation where conversion from an input, into a time value, then waiting for that time value to expire to get an answer, would be preferable to a realtime (within 1 system clock tick) calculation. And the sampling alone is a bit of an annoyance, even if you don't consider the poor response time of such a system - it bumps up the complexity about 5-10 times over the actual integrator. Although if you have no realtime requirements I guess going down this road wouldn't hurt.

@sehven, IDK the answers to your questions. As for squaring, there are times when a square is very useful, the previous example of gravity wells is one of them.
2010-10-05 15:46:00

Author:
rtm223
Posts: 6497


That answers my question well enough, what about the SIXAXIS tilt? I could've sworn I read a post discussing we could read some of that in...2010-10-05 15:52:00

Author:
Foofles
Posts: 2278


Oh yep, sorry, that is analogue as well

And just for clarity, the sticks and the sixaxis give you horizontal and vertical ouputs, in the range -100% to +100%
2010-10-05 15:55:00

Author:
rtm223
Posts: 6497


@thor: unless you need to square the time it takes for something to happen, I can't think of any situation where conversion from an input, into a time value, then waiting for that time value to expire to get an answer, would be preferable to a realtime (within 1 system clock tick) calculation. And the sampling alone is a bit of an annoyance, even if you don't consider the poor response time of such a system - it bumps up the complexity about 5-10 times over the actual integrator. Although if you have no realtime requirements I guess going down this road wouldn't hurt.

Yeah well in many situations it will be time that you are squaring... the example of a gravity well relies on time - sure you'd have to fiddle with the logic to make the equations match up but I think it's doable. As ever when integrating, it's going to be avoiding drift that will be the hard part. Any ideas for renormalisation?


Oh yep, sorry, that is analogue as well

And just for clarity, the sticks and the sixaxis give you horizontal and vertical ouputs, in the range -100% to +100%

Why don't we have six axes of the six axis? Why only 2? What do the sixaxis controls correspond to and which axes are missing? (e.g. can I shove the controller left, right, up and down, forward and back, and can I tilt it in yaw, roll and pitch?)
2010-10-05 16:44:00

Author:
thor
Posts: 388


Yeah well in many situations it will be time that you are squaring... the example of a gravity well relies on time - sure you'd have to fiddle with the logic to make the equations match up but I think it's doable. As ever when integrating, it's going to be avoiding drift that will be the hard part. Any ideas for renormalisation?
Why don't we have six axes of the six axis? Why only 2? What do the sixaxis controls correspond to and which axes are missing? (e.g. can I shove the controller left, right, up and down, forward and back, and can I tilt it in yaw, roll and pitch?)

I'm assuming he means it will read the tilt sideways and forward to back... would it read the thrusting motions too?
2010-10-05 16:58:00

Author:
Foofles
Posts: 2278


Yes it should, since gravitational acceleration detection is effected by those motions2010-10-05 18:03:00

Author:
Shadowriver
Posts: 3991


WRT parabolic values: yes you can achieve a system that increases parabolically with time, you can do that, but that is in no way the same thing as squaring a value (i.e. squaring a distance). You are achieving a parabolic function by integrating a linear signal against time, not providing a square function.

I'm currently a ways away from realtime multiplication of two analogue values in any thermo efficient manner (which IMO is liable to be a precursor to producing powers). Multiplication and division by fixed integers is possible, but only using sampled values at (currently) 10 Hz, although I think it should be possible to re-jig the sampler to run 2 in parrallel at 15Hz with a 180 phase shift, giving a true 30Hz multiplication signal (but still only by a fixed integer value - so it would basically be a scaling function) and even that is not very efficient.

That probably doesn't make much sense. Basically, the above won't give a square of a given value, and there is no simple method, I'm aware of, that will allow you to do that.


Edit: actually you can do squaring using the integral method, but it requires two stages of sampling and I think it would take at least half a second to a second, to get useful results out of it, so that's quite a long latency and quite a low throughput It may also be possible to do quantised power functions in real time, but I'll have to have a think about that.

What would this be reasonably useful for? Lol.


Also, your overrating thermo and latency for most uses. After all, this is still LBP. XD
2010-10-05 18:11:00

Author:
Fishrock123
Posts: 1578


Yeah well in many situations it will be time that you are squaring... the example of a gravity well relies on time

No it doesn't.

The gravity well changes it's inputs with regard to time and motion, but time is not one of the inputs. Therefore the faster you can update your value the better the system would be... You really wouldn't want to be using the integration-based method for that, as it's going to be too slow, or you'd have to reduce your accuracy and still deal with it being quite slow.

I can't really think of any application where a measured time period is squared to achieve a goal - I'm probably wrong, but nothing is coming to mind.


@fishrock: we're talking a second or more latency for calculating square using the integration method, with quite low accuracy. That's not a quick enough response time for something like a gravity well, IMO.
2010-10-05 18:12:00

Author:
rtm223
Posts: 6497


Incase people respond faster to this thread:

Could some one test and, preferably video this?: https://lbpcentral.lbp-hub.com/index.php?t=36258-Beta-Community-Levels-(videos)&p=644962#post644962
2010-10-05 18:35:00

Author:
Fishrock123
Posts: 1578


No it doesn't.

The gravity well changes it's inputs with regard to time and motion, but time is not one of the inputs. Therefore the faster you can update your value the better the system would be... You really wouldn't want to be using the integration-based method for that, as it's going to be too slow, or you'd have to reduce your accuracy and still deal with it being quite slow.

I can't really think of any application where a measured time period is squared to achieve a goal - I'm probably wrong, but nothing is coming to mind.


@fishrock: we're talking a second or more latency for calculating square using the integration method, with quite low accuracy. That's not a quick enough response time for something like a gravity well, IMO.

You could integrate wrt distance from the star/planet/whatever

But I was thinking of the situation where there are no other forces, in which case there is a formula for the acceleration/velocity/position that is wholly dependent on time.

The only issue is the "drift" as I said which requires recalibration.
2010-10-05 18:43:00

Author:
thor
Posts: 388


having watched the astonishing animations and Flow made with the holographic features of LBP2, i was just wondering if the glow of the holograph can be cut out entirely? this would open the door to even more impressive animations2010-10-05 18:46:00

Author:
GribbleGrunger
Posts: 3910


I'm assuming he means it will read the tilt sideways and forward to back... would it read the thrusting motions too?

Yes, i just check it out that,up-down motion sensingr react to thrusting motions ^^
2010-10-05 18:51:00

Author:
Shadowriver
Posts: 3991


Yes, i just check it out that,up-down motion sensingr react to thrusting motions ^^

There are only 2 accelerometers in the Sixaxis anyway, I'm not entirely sure how it measures all the movements
2010-10-05 19:45:00

Author:
thor
Posts: 388


There are only 2 accelerometers in the Sixaxis anyway, I'm not entirely sure how it measures all the movements

Not three? Each accelerometer can see two one liner axis of movement. (a simlpe accelerometer, that is.)
2010-10-05 19:47:00

Author:
Fishrock123
Posts: 1578


There are only 2 accelerometers in the Sixaxis anyway, I'm not entirely sure how it measures all the movements

SixAxis got 3-axis accelerometer (so 3 accelerometers) and rate gyro:

http://wiibrew.org/wiki/Sixaxis#Gyro

You can see them in action on PC, just install driver and they will be visible as extra analog axis:

http://www.motioninjoy.com/
2010-10-05 20:11:00

Author:
Shadowriver
Posts: 3991


totally off topic question and perhaps it's already been answered: is it true that all the levels that are currently being made will not be available when the game launches?2010-10-05 20:36:00

Author:
GribbleGrunger
Posts: 3910


On this talk about sixaxis, I don't suppose it's possible to override the way they slowly fade their signal? Example, in lbp1, tilt the sixaxis so that sackboy is looking up and hold it there without moving. He'll slowly move his head back down until it centers at which point having the controller pointed up will be the new center. I don't know if that's hardware related in the controller itself, of it it's just an lbp thing. So my question is, can it be rigged so that pointing the controller up gives you a steady signal of +100 that doesn't fade over time?2010-10-05 21:04:00

Author:
Sehven
Posts: 2188


On this talk about sixaxis, I don't suppose it's possible to override the way they slowly fade their signal? Example, in lbp1, tilt the sixaxis so that sackboy is looking up and hold it there without moving. He'll slowly move his head back down until it centers at which point having the controller pointed up will be the new center. I don't know if that's hardware related in the controller itself, of it it's just an lbp thing. So my question is, can it be rigged so that pointing the controller up gives you a steady signal of +100 that doesn't fade over time?

I'm assuming that's LBP itself making the sackboy's head go back to vertical. Some people play games laying on their side, and therefore the controller is also held perpendicular to the ground. I don't think they want the person to be playing with a sackboy whose head is always tilted, so it slowly goes back to vertical. When mapped to something, I'd count on the fade being eliminated.

Seems logical enough...
2010-10-05 21:18:00

Author:
piggabling
Posts: 2979


totally off topic question and perhaps it's already been answered: is it true that all the levels that are currently being made will not be available when the game launches?

What do you mean?
If you mean the BETA levels, I recall someone saying they will not let them keep them indeed.
2010-10-05 22:06:00

Author:
Silverleon
Posts: 6707


On this talk about sixaxis, I don't suppose it's possible to override the way they slowly fade their signal? Example, in lbp1, tilt the sixaxis so that sackboy is looking up and hold it there without moving. He'll slowly move his head back down until it centers at which point having the controller pointed up will be the new center. I don't know if that's hardware related in the controller itself, of it it's just an lbp thing. So my question is, can it be rigged so that pointing the controller up gives you a steady signal of +100 that doesn't fade over time?

There's no override option, but I've set it up, so we'll see if it drops in output by itself. How long should I wait?

Edit: @FishRock123: I was curious so I experimented a little, but it's not looking good. The water ball disintegrates immediately upon contact. Besides, the water projectile is a simple magnifying glass ball, there's no water motion in it. You'd have to put that in yourself with moving emitters or something.

Edit2: After half an hour with my controller stuck vertically in the couch the set up hasn't budged, so I'm going to assume the signal stays steady.
2010-10-05 22:47:00

Author:
Rogar
Posts: 2284


There's no override option, but I've set it up, so we'll see if it drops in output by itself. How long should I wait?

Edit: @FishRock123: I was curious so I experimented a little, but it's not looking good. The water ball disintegrates immediately upon contact. Besides, the water projectile is a simple magnifying glass ball, there's no water motion in it. You'd have to put that in yourself with moving emitters or something.

Just battery to the destroy switch then?


...what's liquified waternlook like anyways?
2010-10-05 22:56:00

Author:
Fishrock123
Posts: 1578


Ah, I reread your instructions and it seems I missed a step. I'll try that after my spring-mounted cardboard block finally sags (hopefully soon, I have more stuff to do ).

Edit: I tried with impact switch and battery, there's just no splat effect visible, it just vanishes. And it makes an annoying rattle sound when you emit at 0.0s. I did get some visual glitches during pause, but nothing waterlike.
2010-10-05 23:06:00

Author:
Rogar
Posts: 2284


Ah, I reread your instructions and it seems I missed a step. I'll try that after my spring-mounted cardboard block finally sags (hopefully soon, I have more stuff to do ).

Edit: I tried with impact switch and battery, there's just no splat effect visible, it just vanishes. And it makes an annoying rattle sound when you emit at 0.0s. I did get some visual glitches during pause, but nothing waterlike.

Nou.


Man. Try liquifying stickerd ones?
2010-10-05 23:48:00

Author:
Fishrock123
Posts: 1578


You cannot sticker water projectiles (you can sticker the other projectiles, but it doesn't show). You can put decorations on them, but they don't show (they do show on the Fire projectile). None of the projectiles, whether stickered, decorated, or clean out of the popit, have any visible effect from the splat destroyer.

Hope I cut off your next question, bed time.
2010-10-06 00:05:00

Author:
Rogar
Posts: 2284


You cannot sticker water projectiles (you can sticker the other projectiles, but it doesn't show). You can put decorations on them, but they don't show (they do show on the Fire projectile). None of the projectiles, whether stickered, decorated, or clean out of the popit, have any visible effect from the splat destroyer.

Hope I cut off your next question, bed time.

Then would anyone be willing to get me a video of what liquified clear glass looks like?
2010-10-06 00:18:00

Author:
Fishrock123
Posts: 1578


There's no override option, but I've set it up, so we'll see if it drops in output by itself. How long should I wait?... After half an hour with my controller stuck vertically in the couch the set up hasn't budged, so I'm going to assume the signal stays steady.

Wow. Yeah, 30 seconds woulda' been enough, but thanks for going above and beyond like that. I guess that means the sixaxis might actually be useful (if you couldn't maintain a signal from it, that woulda' made it useless for vehicles).

Something I'm kinda' curious about: does the sixaxis calibrate itself at all or is straight up always straight up on it? Meaning, if you're holding it tilted to one side before you turn the controller on, does it treat that initial position as neutral or does it always behave like the top of the controller is really the top? Is there a way of tweaking a "dead zone" on the analog controls so that you can set a minimum tilt on the thumbsticks and sixaxis before it responds?
2010-10-06 00:55:00

Author:
Sehven
Posts: 2188


If Sackboy is hanging on to a sponge with the Grappling Hook, and the sponge has a mover which makes it switch layers, does Sackboy switch layers also? And if so, is it instantaneous?

What if we have the above scenario, but there is another block of material that keeps Sackboy from changing layers. Will the mover still move the sponge?

Also, If you have a tower of Sackbots (Whoop!) using grabbinators to pick each other up and you slap the bottom Sackbot, does the whole tower collapse, or does the slapped Sackbot just let go?
Can someone please answer these?
2010-10-06 02:06:00

Author:
Super_Clone
Posts: 849


Sackpeople hanging from a block with a grappling hook will follow any layer shifts, but if the sackperson isn't able to make that shift, the block also will not move.



Edit: @Fishrock123: Make a bowl of porridge and mix in some blue paint to get a colour matching the desired glass type. Then record pouring the bowl on the floor, and that's pretty much how it looks.
2010-10-06 11:37:00

Author:
Rogar
Posts: 2284


Pointless question, because everyone has given most important questions I wanted to ask:
Can Sackboy with Power Gloves pick up Sackboy with Power Gloves what carries Sackboy with Power Gloves what also carries a Sackboy?
2010-10-07 17:55:00

Author:
Coconuts
Posts: 384


Pointless question, because everyone has given most important questions I wanted to ask:
Can Sackboy with Power Gloves pick up Sackboy with Power Gloves what carries Sackboy with Power Gloves what also carries a Sackboy?

Yes! I have seen it with a huge tower of sackbots carrying a huge object on top of that, I'll try and find the thread where there were pictures of it.

Edit:

lol page 18 of this thread
https://lbpcentral.lbp-hub.com/index.php?t=36260-Our-lips-are-now-officially-unsealed-on-the-beta!/page18
2010-10-07 21:11:00

Author:
thor
Posts: 388


Yes! I have seen it with a huge tower of sackbots carrying a huge object on top of that, I'll try and find the thread where there were pictures of it.

Edit:

lol page 18 of this thread
https://lbpcentral.lbp-hub.com/index.php?t=36260-Our-lips-are-now-officially-unsealed-on-the-beta!/page18

What's your "Psts per page" option at?
I think we got different amounts so the pages are different. :S

Can you post the post numbre instead, or quote it?
2010-10-07 21:42:00

Author:
Silverleon
Posts: 6707


What's your "Psts per page" option at?
I think we got different amounts so the pages are different. :S

Can you post the post numbre instead, or quote it?

What about showing the pics?

http://i1015.photobucket.com/albums/af273/Doopz479/APhoto_6.jpg (http://i1015.photobucket.com/albums/af273/Doopz479/APhoto_6.jpg)
http://i1015.photobucket.com/albums/af273/Doopz479/APhoto_7.jpg (http://i1015.photobucket.com/albums/af273/Doopz479/APhoto_7.jpg)
http://i1015.photobucket.com/albums/af273/Doopz479/APhoto_8.jpg (http://i1015.photobucket.com/albums/af273/Doopz479/APhoto_8.jpg)


That must have taken some time to set up...
2010-10-07 21:44:00

Author:
gdn001
Posts: 5891


There's only one input on a movie camera (pretty sure this goes for the others, too, though). So, no, no direct control, but like the others suggested, you might be able to fake it by panning or fading between cams.

Whoops, I was wrong. I found out yesterday you can tweak the Input Action to Scale (or something), and use the analogue ("speed") value in the input to control how fully the camera is applied.
2010-10-08 20:11:00

Author:
Rogar
Posts: 2284


That's so cool, thanks for that info

Question: Can you hook up a randomizer to a score giver-thingy?
2010-10-08 20:24:00

Author:
Foofles
Posts: 2278


Of course. But I don't think it'll do what you want. The Score Giver does have the same Scale input setting, so with some logic you can give out random scores, which is what I assume you are looking for.2010-10-08 21:57:00

Author:
Rogar
Posts: 2284


I have a question can you create that cool neo moving screen like they have in the new LBP2 bounce pads trailer?


http://www.youtube.com/user/Arnald23?feature=mhum
2010-10-08 22:34:00

Author:
Arnald23
Posts: 1843


No. It's animated material or sticker, the one on the beginning with trees it's in story mode, they next probably made it for trailer anyway, but who knows. it also maybe led material with sticker2010-10-08 22:37:00

Author:
Shadowriver
Posts: 3991



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Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

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