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LittleBigPlanet Vita - The New Tools, Features, Tweaks and Even More Goodies List!

Archive: 778 posts


500 posts! Oh my 2012-05-11 21:29:00

Author:
Brapp347
Posts: 82


But will there be any picks at all in LBP Vita? If i rememeber right, LBP on PSP didnt have it.2012-05-11 22:00:00

Author:
Nazar_Ops
Posts: 175


But will there be any picks at all in LBP Vita? If i rememeber right, LBP on PSP didnt have it.

I dont see why not, not after what weve seen in LBP2 and along with the fact that theres no reason not too. Remember, when the PSP version was around, picks were not a very big deal in the console game. Im pretty sure they werent even mentioned as being picks in game, just online.
2012-05-12 01:36:00

Author:
ATMLVE
Posts: 1177


If i rememeber right, LBP on PSP didnt have it.

Im pretty sure they werent even mentioned as being picks in game, just online.There were in-game picks in LBP PSP - there's a "Featured Level" section. Of course it hasn't been updated since 2009...
2012-05-12 02:30:00

Author:
Taffey
Posts: 3187


Speaking of picks...will there be any section in the community area for fansite picks?

Reason I ask is when we at the Spotlight were in talks recently with mm about featuring the Spotlights (and other fansite picks) ingame, the idea of putting the links in the community UI was discussed, but changing the LBP2 UI would have proved difficult to implement at the time so they are now in the News section.
2012-05-12 02:54:00

Author:
Chazprime
Posts: 587


Oh oh, i have another question. Will we be able to play with PS3 people? I heard somewhere you cant but also i heard that u can. Can anybody confirm this?2012-05-12 21:16:00

Author:
Nazar_Ops
Posts: 175


Oh oh, i have another question. Will we be able to play with PS3 people? I heard somewhere you cant but also i heard that u can. Can anybody confirm this?

this has never been verified or denied ANYWHERE (neither has the release date) so it's basically just a wait and see situation. i personally think it's unlikely that we'll be able to play PS3 owners.
2012-05-12 21:27:00

Author:
GribbleGrunger
Posts: 3910


The PS3 doesn't have a touch screen, so I can't imagine how a PS3 player would be able to play Vita levels. Based on that alone, I assume the will be no console-to-handheld online play.2012-05-13 00:13:00

Author:
Taffey
Posts: 3187


The PS3 doesn't have a touch screen, so I can't imagine how a PS3 player would be able to play Vita levels. Based on that alone, I assume the will be no console-to-handheld online play.

If you think about it, the touch screen and Move operate similar ways when it comes to gameplay. Although the rear touch pad controls could be tricky.
2012-05-13 00:47:00

Author:
The5rozos
Posts: 952


Although the rear touch pad controls could be tricky.Exactly. 2012-05-13 01:04:00

Author:
Taffey
Posts: 3187


Well what about that demo from tgs where they ARE doing crossplay? http://www.dailymotion.com/video/xlb0ci_tgs-littlebigplanet-vita-demo_videogames--- This shows that they've atleast thought about it, and made it work somehow. There's a possibility that the ps3 is processing the graphics for the vita, but even then... it should work just fine. But It's kinda weird that we didn't hear about it when the gamejam info was released.2012-05-13 01:07:00

Author:
Brapp347
Posts: 82


there is ONE workaround that i've been considering. when you play MOVE games on LBP2 you must have the MOVE to play them; meaning they aren't available to everyone. what if Sony take the same approach with the Vita? if you have a Vita and LBP2, you could then play the Vita games on your HDTV using the Vita as the controller?2012-05-13 01:13:00

Author:
GribbleGrunger
Posts: 3910


there is ONE workaround that i've been considering. when you play MOVE games on LBP2 you must have the MOVE to play them; meaning they aren't available to everyone. what if Sony take the same approach with the Vita? if you have a Vita and LBP2, you could then play the Vita games on your HDTV using the Vita as the controller?

I totally agree with this. It would work exactly like the move, where you could recommend having a vita to play it properly, and there would be a little icon on the level patches shaped like a vita. That's perfect!
2012-05-13 01:29:00

Author:
Brapp347
Posts: 82


I totally agree with this. It would work exactly like the move, where you could recommend having a vita to play it properly, and there would be a little icon on the level patches shaped like a vita. That's perfect!

what they would have to do is offer a Vita level pack that could only be fully unlocked via the tutorials and the levels provided in exactly the same way as the MOVE pack. it's clear that Sony want to sell Vitas so this idea would not cut into those sales, in fact it would probably increase them
2012-05-13 02:35:00

Author:
GribbleGrunger
Posts: 3910


Yeah. I got mail from Sony asking me to answer some questions about my experience with the Vita (perhaps you got one too, it's automated), and I told them how I hated Vita. Luckily LBP comes out soon, THE reason why I bought the console, which is very lame apart from that.2012-05-21 22:20:00

Author:
Unknown User


there is ONE workaround that i've been considering. when you play MOVE games on LBP2 you must have the MOVE to play them; meaning they aren't available to everyone. what if Sony take the same approach with the Vita? if you have a Vita and LBP2, you could then play the Vita games on your HDTV using the Vita as the controller?

I would say that possible if you look on LBP Remote Play demo on TGS, but not so possible that we see that on LBP2.


http://www.youtube.com/watch?v=swLfqSDPav0
2012-05-22 14:11:00

Author:
Shadowriver
Posts: 3991


New video interview with lots of new footage, including a look at some of the new Story Mode characters:

http://youtu.be/4BxvQBZMz4E
2012-05-24 16:42:00

Author:
Behonkiss
Posts: 229


beat me to it!

I WANT THIS NOW!!!!!!!!

4 player online confirmed and it looked smooth too
2012-05-24 17:54:00

Author:
GribbleGrunger
Posts: 3910


This is how LBPV box art will look like
http://oyster.ignimgs.com/wordpress/stg.ign.com/2012/05/7258909220_1ae72bff3f_b-610x774.jpg
2012-05-24 20:46:00

Author:
himoks
Posts: 734


Wow it looks even better than I thought it would. The textures and lighting look fantastic. The popit looks kinda weird though, but I guess it's due to the small screen.2012-05-24 22:30:00

Author:
Brapp347
Posts: 82


HOLY......................I won't say that word.

THAT PROVED TO ME HOW AWESOME LBPVITA WILL BE!!!!!!!!!!!!!!!!!!!
2012-05-25 00:45:00

Author:
L1N3R1D3R
Posts: 13447


Note when they start talking about the 2 community creators they show create mode. Looks like all the same tools WITH the addition of the "Ghost" tool which will make it so you can pass straight through a material!

Why were stickers in the same place as the materials though?! Please tell me the stickers aren't in the same place as materials now.

Edit: It's the Used Tools/Objects page. Nevermind.
2012-05-25 02:28:00

Author:
Nick930930
Posts: 878


Anyone know what the two extra icons are on the popit? There is a joy stick and an Earth icon.2012-05-25 02:49:00

Author:
Tynamite
Posts: 150


Anyone know what the two extra icons are on the popit? There is a joy stick and an Earth icon.

The joystick is gameplay options, like recommended amount of players, and the earth icon is global settings like lighting.

They have their own icons now to make the tools bag less cluttered.
2012-05-25 04:44:00

Author:
Brapp347
Posts: 82


New video interview with lots of new footage, including a look at some of the new Story Mode characters:

http://youtu.be/4BxvQBZMz4E

For those who dont know
2:10 - rtm223
2:36 - BobTox
2:43 - Lockstitch
Guy in middle - Slaeden-Bob
2012-05-25 05:49:00

Author:
Shadowriver
Posts: 3991


Wow THAT's lockstitch. Now I know. Always wondered who the mysterious man was behind the veil .... wait...what?2012-05-25 06:22:00

Author:
Nick930930
Posts: 878


For those who dont know
2:10 - rtm223
2:36 - BobTox
2:43 - Lockstitch
Other one i don't know

That will be the gorgeous Slaeden-Bob...
2012-05-25 08:05:00

Author:
GruntosUK
Posts: 1754


Ok added 2012-05-25 15:15:00

Author:
Shadowriver
Posts: 3991


That will be the gorgeous Slaeden-Bob...

So good... I wear him on the move packs picture frame costume... =p
you regret leaving that picture in Tj's pod now... don't you? XD
I say Bob costumes for everyone

but in all seriousness, I may not be getting a vita... but you guys did a great job with it and I hope your work will influence future lbp ps3/4 games.
2012-05-25 18:24:00

Author:
ForgottenEnigma
Posts: 1414


This is getting to the point where everytime I check my email I get all anxious and my heart drops to my stomach.2012-05-25 22:32:00

Author:
Brapp347
Posts: 82


Brapp stop checking your email. They already confirmed that this week we won't be getting beta keys.2012-05-25 23:10:00

Author:
Nick930930
Posts: 878


Lol I remember telling everyone LBP is guaranteed to come out in June, July the latest. Now we know that's not the case. I'm just afraid I'll have an anxiety attack if it's released the same time as LBPK. Think about it, that's 3 brand spankin' new LBP games if Karting comes to Vita!

Idk which I would start on first.
2012-05-26 00:47:00

Author:
The5rozos
Posts: 952


Lol I remember telling everyone LBP is guaranteed to come out in June, July the latest. Now we know that's not the case. I'm just afraid I'll have an anxiety attack if it's released the same time as LBPK. Think about it, that's 3 brand spankin' new LBP games if Karting comes to Vita!

Idk which I would start on first.

It has been confirmed by United Front Games that LittleBigPlanet: Karting will not be coming to the Vita (http://www.gamezone.com/products/littlebigplanet-karting/news/littlebigplanet-karting-for-vita-not-in-the-works) anytime soon, if at all.

But if LBP: Vita and Karting are released around the same time, we sure would be overwhelmed with creativity! However, I suspect for Vita to be coming around Fall 2012 and Karting to be delayed...but that's just my take on it.
2012-05-26 01:09:00

Author:
Night Angel
Posts: 1214


But if LBP: Vita and Karting are released around the same time, we sure would be overwhelmed with creativity! However, I suspect for Vita to be coming around Fall 2012 and Karting to be delayed...but that's just my take on it.

I feel the same as you. I kind of want Karting delayed, we need a relax period in between games, it will be too hectic.
2012-05-26 02:08:00

Author:
Tynamite
Posts: 150


Meh I don't want them pushed back. They're two virtuall different games. LBP Vita is just LBP on the go which is exactly what i need since I have a busy work schedule.

Karting is great for well.. kart racing. I've wanted a replacement for Crash Team Racing for YEARS. And now finally it is coming (Modnation doesnt count..sorry but I was not happy with how that game turned out... load times were TRASH)
2012-05-26 06:25:00

Author:
Nick930930
Posts: 878


ok, so i'm assuming those that got on the beta CAN discuss 'some' things as long as it's to do with the tools and tweaks (like in the jam)... so, it appears that sackboy looks at where you are touching the back of the Vita. with that in mind, can you activate the back touch automatically without needing to touch it? i was thinking it would be good for cutscenes when you want sackboy/sackbot to look around and act.

please ask me to delete if this is inappropriate
2012-05-30 20:31:00

Author:
GribbleGrunger
Posts: 3910


Does this game include the sticker panel material as I know it was LBP 2 DLC?2012-05-30 21:36:00

Author:
SkaterOllie795
Posts: 145


Does this game include the sticker panel material as I know it was LBP 2 DLC?

it has been said many times already that it does.
2012-05-30 23:24:00

Author:
Lord-Dreamerz
Posts: 4261


I know I asked a while back, but has there been any news on the situation of DLC powerups and materials such as Attract-O-Gel?2012-05-31 00:49:00

Author:
Super_Clone
Posts: 849


come on people! i'm sure you're allowed to give us some information on the logic and features

i know there's rain effects and i know there's snow effects too, but what are the others?
2012-05-31 13:56:00

Author:
GribbleGrunger
Posts: 3910


come on people! i'm sure you're allowed to give us some information on the logic and features


It's smaller.
2012-05-31 13:58:00

Author:
Chazprime
Posts: 587


come on people! i'm sure you're allowed to give us some information on the logic and features

i know there's rain effects and i know there's snow effects too, but what are the others?

Hello!

I alredy contacted with Syroc about sharing some new LBP Vita instruments overview, that were published on closed LBP Vita beta forums and he answered me, that such information can not be freely shared before NDA will be lifted.

From Russia with love,
Domick12
2012-05-31 14:17:00

Author:
Domik12
Posts: 838


It's smaller.

:O:O:O:O

Don't Soil such secret information like that. It could get you kicked out! D:

Jk, I myself am still waiting for a key, hopefully in the next bunch of US keys.
2012-05-31 14:21:00

Author:
DominationMags
Posts: 1840


Hello!

I alredy contacted with Syroc about sharing some new LBP Vita instruments overview, that were published on closed LBP Vita beta forums and he answered me, that such information can not be freely shared before NDA will be lifted.

From Russia with love,
Domick12

fair enough. thanks!
2012-05-31 14:22:00

Author:
GribbleGrunger
Posts: 3910


i know there's rain effects and i know there's snow effects too, but what are the others?

By default there is a dry weather effect.
2012-05-31 14:31:00

Author:
Slaeden-Bob
Posts: 605


By default there is a dry weather effect.

can you have varying degrees of dryness?
2012-05-31 14:36:00

Author:
GribbleGrunger
Posts: 3910


Hi!

I'm developing a remake of Alex Kidd in Miracle World in LBP2 (http://lbp.me/v/x6p7dk).
It has gameplay walking and swiming, so I can't use controlled sackbots.
I also need some way to make sackboy climb ladders. If I could use sackbots, I could simulate it.

Will they consider implement the Sackbot Immunities (https://getsatisfaction.com/littlebigplanet/topics/sackbot_immunities), Suggestions for Breathing Underwater (https://getsatisfaction.com/littlebigplanet/topics/suggestions_for_breathing_underwater) or Ladders (https://getsatisfaction.com/littlebigplanet/topics/ladders) that is claimed a lot by the people in GetSatisfaction?

This would solve all the issues I'm having in my level.

Other question: Will I be able to import levels from my LBP2 moon into LBP Vita Moon? I really dont want to start it again from scratch!
2012-05-31 23:56:00

Author:
DizaumBR
Posts: 78


Other question: Will I be able to import levels from my LBP2 moon into LBP Vita Moon? I really dont want to start it again from scratch!

No. you will be able to port nothing you have made before in other LBP games to LBPvita. *mew
2012-06-01 00:15:00

Author:
Lord-Dreamerz
Posts: 4261


I also need some way to make sackboy climb ladders. If I could use sackbots, I could simulate it.

It is not the "real deal", but a co-worker of mine has made an excellent tutorial (http://www.youtube.com/watch?feature=player_embedded&v=485PTLu8ZrU) on how to emulate ladder climbing



Will I be able to import levels from my LBP2 moon into LBP Vita Moon? I really dont want to start it again from scratch!
In the same way as LBP PSP didn't support LBP1 levels, LBP PSVita won't be able to support levels from LBP1 or LBP2.
2012-06-01 12:49:00

Author:
Slaeden-Bob
Posts: 605


In the same way as LBP PSP didn't support LBP1 levels, LBP PSVita won't be able to support levels from LBP1 or LBP2.

it does make sense and i'm quite pleased about that. a nice fresh start would be welcome IMO... although i'm still wondering about importing costumes and materials and the such?
2012-06-01 12:56:00

Author:
GribbleGrunger
Posts: 3910


We will hopefully have some news about costume compatibility soon. 2012-06-01 18:43:00

Author:
Syroc
Posts: 3193


We will hopefully have some news about costume compatibility soon.

it think i might have accidentally found the answer already
2012-06-01 20:00:00

Author:
GribbleGrunger
Posts: 3910


It is not the "real deal", but a co-worker of mine has made an excellent tutorial (http://www.youtube.com/watch?feature=player_embedded&v=485PTLu8ZrU) on how to emulate ladder climbing

Thanks for the tip. I already saw this tutorial, its very good indeed. The big problem is: Sackbot can't swim. And I need to do one level with ladders AND water. I really wish they allow at least controlled sackbots go underwater.



In the same way as LBP PSP didn't support LBP1 levels, LBP PSVita won't be able to support levels from LBP1 or LBP2.

A fresh restart could sounds good, but... how about the huge amount of hours I spend in my level? I really dont want to make that all again.
This probably will make me give up from buying a VIta and LBP Vita
2012-06-01 21:08:00

Author:
DizaumBR
Posts: 78


A fresh restart could sounds good, but... how about the huge amount of hours I spend in my level? I really dont want to make that all again.
This probably will make me give up from buying a VIta and LBP Vita

that's a strange way of thinking

why not finish it on the LBP2? presumably you'd still buy a Vita if you could transfer it over anyway... so why let one creation stop you?
2012-06-01 22:13:00

Author:
GribbleGrunger
Posts: 3910


In the same way as LBP PSP didn't support LBP1 levels, LBP PSVita won't be able to support levels from LBP1 or LBP2.

But this complitly diffrent situation, LBP PSP not only run on diffrent servers but also have diffrent engine build from zero, LBP Vita is based on original LBP engine (LBP2 engine is evolution of LBP2), i bet it could technicly run LBP2 levels, but there complitly diffrent issue here, which is prefermence ;p maybe Vita got more memory then PS3 but much weaker CPU and GPU makeing those levels unplayable. Also level DLC dont transfer (my guess it's game size problem) so no resources = no level runtime = level wont run at all
2012-06-01 22:51:00

Author:
Shadowriver
Posts: 3991


But this complitly diffrent situation, LBP PSP not only run on diffrent servers but also have diffrent engine build from zero, LBP Vita is based on original LBP engine (LBP2 engine is evolution of LBP2), i bet it could technicly run LBP2 levels, but there complitly diffrent issue here, which is prefermence ;p maybe Vita got more memory then PS3 but much weaker CPU and GPU makeing those levels unplayable. Also level DLC dont transfer (my guess it's game size problem) so no resources = no level runtime = level wont run at allThat sounds like a perfectly reasonable explanation, but I'm pretty sure that's not it. You see, LBP2 uses magic elves to power community levels, whereas LBPV uses squirrels. The elves won't eat the acorns that the squirrels like, and so that's why the levels won't transfer.

Simple really.


2012-06-01 23:10:00

Author:
Taffey
Posts: 3187


That sounds like a perfectly reasonable explanation, but I'm pretty sure that's not it. You see, LBP2 uses magic elves to power community levels, whereas LBPV uses squirrels. The elves won't eat the acorns that the squirrels like, and so that's why the levels won't transfer.

Simple really.




where are you getting this information from. i've read everything about LBPVita and i've never come across this explanation anywhere. i'm sorry, but i think this is complete speculation.
2012-06-01 23:17:00

Author:
GribbleGrunger
Posts: 3910


We will hopefully have some news about costume compatibility soon.

:o what Are you talking about costumes being transferred from vita to lbp 2 or costumes from lbp 1 and 2 going to vita ??
2012-06-02 06:01:00

Author:
Lbphart3
Posts: 813


I think he's talking about purchased LBP1/2 DLC content being compatible on the Vita version. It was advertised as a feature. 2012-06-02 07:44:00

Author:
The5rozos
Posts: 952


I think he's talking about purchased LBP1/2 DLC content being compatible on the Vita version. It was advertised as a feature.

except we already know all about that so that would not be news.
2012-06-02 08:31:00

Author:
Lord-Dreamerz
Posts: 4261


Oh i see i thought so lol mabe he was trying to change the topic lol...So i guess thats all we will be able to transfer none of our music we have made in lbp 2 will be shared with lbp vita.2012-06-02 12:23:00

Author:
Lbphart3
Posts: 813


So I saw a LBP Vita game @ the store today, did they re-release LBP1/2 for vita?
*unsure*

I only had a quick look, but one of the images on the back was of that piano type thing that I thought was on the Vita trailer..


EDIT:
Yeah, thanks, pre sale is more likely.
I don't have a vita so I didn't bother asking.
2012-06-05 05:31:00

Author:
midnight_heist
Posts: 2513


So I saw a LBP Vita game @ the store today, did they re-release LBP1/2 for vita?
*unsure*

I only had a quick look, but one of the images on the back was of that piano type thing that I thought was on the Vita trailer..

Are you sure it was for sale, or was it a 'preorder now!' kind of thing? In shops they often print out the boxart etc and put it in a game case to let people see what games are coming up to encourage people to preorder etc.
2012-06-05 10:47:00

Author:
Plasmavore
Posts: 1913


it's like lbp2,move,psp,with combined! + new tools!

This seems to obviously will be better than lbp2. Incerdible! vita. you will never disipoint me! sorry ps3...see you in karting though

Basically i'll probably be leaving lbp2 for this. as much as that i would miss the times of lbp2. im more of a handheld guy so... im sure i'll be back a lbp2 just not as much as vita. i'll still hang with my ps3 friends for sure
2012-06-07 01:00:00

Author:
Sunbunny23
Posts: 995


I hope they give us some new news to morrow Ign has that they will i guess showing it to morrow at (4:00pmLittleBigPlanet Vita)2012-06-07 01:47:00

Author:
Lbphart3
Posts: 813


Great. I want to hear MOAR ABOUT LBP VITAH.2012-06-07 03:51:00

Author:
Sunbunny23
Posts: 995


i've just noticed that there seems to be a differently designed sackbot at 1.06:


http://www.youtube.com/watch?v=CNTi3MTXThg
2012-06-07 17:51:00

Author:
GribbleGrunger
Posts: 3910


i've just noticed that there seems to be a differently designed sackbot at 1.06:


http://www.youtube.com/watch?v=CNTi3MTXThg
I think it's a special costume, or maybe it WILL replace the sackbot design, either that or come paired with it. Since the story is based around puppets, it looks like a poser puppet to me.
2012-06-07 19:42:00

Author:
Sackpapoi
Posts: 1195


I think its just a puppet costume..I think at 0:49 is a sack bot tho not really sure.2012-06-07 20:51:00

Author:
Lbphart3
Posts: 813


it's like lbp2,move,psp,with combined! + new tools!

This seems to obviously will be better than lbp2. Incerdible! vita. you will never disipoint me! sorry ps3...see you in karting though

Basically i'll probably be leaving lbp2 for this. as much as that i would miss the times of lbp2. im more of a handheld guy so... im sure i'll be back a lbp2 just not as much as vita. i'll still hang with my ps3 friends for sure

And a few month's back you were totaly against LBPV, how people can change.
2012-06-07 21:30:00

Author:
nysudyrgh
Posts: 5482


i've just noticed that there seems to be a differently designed sackbot at 1.06:
Silent Hill came up into my mind instantly! lol

EDIT: Here, I found this:


http://www.gametrailers.com/video/e3-2012-gameplay-teaser/731316

I don't know if it was already posted here on the forums. If it was, then ignore this post...
2012-06-07 21:54:00

Author:
Schark94
Posts: 3378


no, it is new. what's the stretchy purple material?2012-06-07 22:58:00

Author:
GribbleGrunger
Posts: 3910


no, it is new. what's the stretchy purple material?

I want to know that too!

The stretchy material looks awesome. Too bad it isn't in the beta.
2012-06-08 01:26:00

Author:
alexbull_uk
Posts: 1287


Oh, but it is... 2012-06-08 09:22:00

Author:
Syroc
Posts: 3193


Oh, but it is...

i'm assuming you can change the colour of it? can you alter the elasticity too?
2012-06-08 13:30:00

Author:
GribbleGrunger
Posts: 3910


It involves elastic and the dephyicalize tool, according to tarsier's twitter. Now if only I had the beta to try it out....2012-06-08 14:00:00

Author:
Wertpol
Posts: 264


Oh, but it is...

It is?! Where? How?

/faints

Edit: Ok, I've tried everything my limited brain can think of and I can't find it
2012-06-08 14:01:00

Author:
alexbull_uk
Posts: 1287


It involves elastic and the dephyicalize tool, according to tarsier's twitter. Now if only I had the beta to try it out....
Bah, I knew I shouldn't said that on Twitter.

It's one of the many cool things you can do with the dephys tool and some creative thinking. It's just a clever a trick, not a special material.
2012-06-08 14:15:00

Author:
Syroc
Posts: 3193


Wait, there's an elastic material?! We've been asking for that for ages! Yeeesssssss!!!2012-06-08 14:16:00

Author:
Super_Clone
Posts: 849


Bah, I knew I shouldn't said that on Twitter.

It's one of the many cool things you can do with the dephys tool and some creative thinking. It's just a clever a trick, not a special material.

But it looked liked the material actually stretched out in the trailer - was that just a bit of clever trickery then?
2012-06-08 14:22:00

Author:
alexbull_uk
Posts: 1287


No, I mean the connector called elastic. But you can fake elastic material as you can see. 2012-06-08 14:24:00

Author:
Syroc
Posts: 3193


moved to media thread2012-06-08 14:35:00

Author:
GribbleGrunger
Posts: 3910


When I saw it, knowing you guys thought it was elastic material, to me it kinda looked like it was a just a bunch of littler pieces connected, like a chain. Except one of the sponge-like materials that has its texture going farther from the object than its physical boundaries.2012-06-08 15:14:00

Author:
ATMLVE
Posts: 1177


now that we know that all the costumes from LBP1 and LBP2 are compatible with LBPVita, it's more or less a given that the materials and stickers will be too. this essentially means that one purchase will get you the content for LBP2 and LBPVita (but maybe not specific themed packs for Vita, unless the new DLC coming to LBP2 add ALL the same functionality)2012-06-09 12:43:00

Author:
GribbleGrunger
Posts: 3910


They are compatible?
Sweet then I can keep wearing the same costume. :3
2012-06-09 13:00:00

Author:
nysudyrgh
Posts: 5482


now that we know that all the costumes from LBP1 and LBP2 are compatible with LBPVita, it's more or less a given that the materials and stickers will be too. this essentially means that one purchase will get you the content for LBP2 and LBPVita (but maybe not specific themed packs for Vita, unless the new DLC coming to LBP2 add ALL the same functionality)

you know this how? they only so far said LBP1 and LBP2 DLC costumes are useable on LBPvita by redownloading them from the store on to the vita. meaning we may not get any other content from the past games on to the vita besides DLC costumes. *mew
2012-06-09 13:41:00

Author:
Lord-Dreamerz
Posts: 4261


you know this how? they only so far said LBP1 and LBP2 DLC costumes are useable on LBPvita by redownloading them from the store on to the vita. meaning we may not get any other content from the past games on to the vita besides DLC costumes. *mew

well that part was speculation of course
2012-06-09 13:55:00

Author:
GribbleGrunger
Posts: 3910


I don't think materials will be compatible cross-platform, because the basic materials from the PS3 that appear on the Vita have had to be optimised for the new console, and most of the other materials are new. Not 100% sure on stickers but don't get your hopes up.

I know people are angling for backwards compatibility as much as possible but making LBP2 completely backwards compatible with LBP1 was an enormous challenge and they were both on the same console. The fact that costumes are compatible is enough for me - I can still dress up as my evil bubblehead guy
2012-06-09 14:49:00

Author:
Holguin86
Posts: 875


I can still dress up as my evil bubblehead guy

interesting. that costume is not a DLC. it's from LBP2 storymode. if you are still able to dress up as your LBP2 story mode costume. does that mean we will be able to port LBP1 and LBP2 storymode costumes over? and how about the other way around? you know, can we port over LBPvita costumes to LBP2? *mew
2012-06-09 15:00:00

Author:
Lord-Dreamerz
Posts: 4261


what i can't understand is when they had the jam the NDAs only applied to the storymode. in the very first post of this thread we have a list of the features and new logic of LBPVita... so why aren't we getting any news on these features now? surely it would be ok to post pics of the logic at work or perhaps a deeper explanations of how to implement them?2012-06-10 13:27:00

Author:
GribbleGrunger
Posts: 3910


what i can't understand is when they had the jam the NDAs only applied to the storymode. in the very first post of this thread we have a list of the features and new logic of LBPVita... so why aren't we getting any news on these features now?That's a good point. Part of the reason no new features have been posted about lately (speaking for myself anyway) is that I'd rather play it safe and not violate the beta NDA.




surely it would be ok to post pics of the logic at work or perhaps a deeper explanations of how to implement them?Posting pics of anything at all would be a very bad idea indeed, but explaining some of the finer points of the logic would be a good direction to take the discussion.
2012-06-12 22:27:00

Author:
Taffey
Posts: 3187


over to you then, Taffey! 2012-06-12 22:28:00

Author:
GribbleGrunger
Posts: 3910


And a few month's back you were totaly against LBPV, how people can change.
? when was that?

i've just noticed that there seems to be a differently designed sackbot at 1.06:


http://www.youtube.com/watch?v=CNTi3MTXThg

the video is now removed DX
2012-06-12 22:45:00

Author:
Sunbunny23
Posts: 995


at 1:04 http://www.youtube.com/watch?v=jyoclHWqk8I&+hd2012-06-12 22:49:00

Author:
GribbleGrunger
Posts: 3910


over to you then, Taffey!
LOL Ummmm, yeah.

So, you can like make stuff using the new tools. Cool stuff.

Any..... questions?
2012-06-12 22:49:00

Author:
Taffey
Posts: 3187


LOL Ummmm, yeah.

So, you can like make stuff using the new tools. Cool stuff.

Any..... questions?

if i don't know the finer details of the tools, how can i ask questions? here's one: how do you make the springy purple goo with the Dephysicalizer?
2012-06-12 23:02:00

Author:
GribbleGrunger
Posts: 3910


at 1:04 http://www.youtube.com/watch?v=jyoclHWqk8I&+hd

Oh that video. i bet you saw my user "UltimateX sniper" in the comments
2012-06-12 23:19:00

Author:
Sunbunny23
Posts: 995


if i don't know the finer details of the tools, how can i ask questions? here's one: how do you make the springy purple goo with the Dephysicalizer?They showed us how they did that at the jam - really cool technique. I probably shouldn't give it away, but with some imagination it's not too hard to figure out. As you already know the dephysicalizer is the key to it all... So here's a hint - the "goo" itself isn't one piece of material.2012-06-12 23:47:00

Author:
Taffey
Posts: 3187


They showed us how they did that at the jam - really cool technique. I probably shouldn't give it away, but with some imagination it's not too hard to figure out. As you already know the dephysicalizer is the key to it all... So here's a hint - the "goo" itself isn't one piece of material.

I guessed it was more than one piece of material. so... take three pieces of the same material and dephysicalize them. put them inside each other and set a boundary on the very edges of the material (perhaps impact sensor set to almost minimum radius)? when one piece of material is about to leave the other it is physicalized for a moment making it bounce back inside and dephysicalized once again? anywhere near?
2012-06-12 23:54:00

Author:
GribbleGrunger
Posts: 3910


They showed us how they did that at the jam - really cool technique.

if they showed you guys how it was done at the jam. then you should tell us. because last i known talking about create mode and it's tricks from the jam is ok to do. *mew
2012-06-13 00:02:00

Author:
Lord-Dreamerz
Posts: 4261


I guessed it was more than one piece of material. so... take three pieces of the same material and dephysicalize them. put them inside each other and set a boundary on the very edges of the material (perhaps impact sensor set to almost minimum radius)? when one piece of material is about to leave the other it is physicalized for a moment making it bounce back inside and dephysicalized once again? anywhere near?Well... not really. There's no logic at all.

The dephysicalize tool works just like the lethalize tool - either a material is or it isn't. I should also clarify that there isn't (currently?) a dephysicalize tweaker... although it would be nice if one was eventually added.

Dephysicalized materials are useful for covering and/or hiding the inner workings of things without colliding with anything or otherwise getting in the way. I know there are quite a few mech builders in the community, and they will be very happy indeed with this feature. They can make a functional (but ugly) joint and then encase it in dephycialized material.




EDIT:



if they showed you guys how it was done at the jam. then you should tell us. because last i known talking about create mode and it's tricks from the jam is ok to do. *mewTrue. Then again, it is also technically related to story mode.
2012-06-13 00:08:00

Author:
Taffey
Posts: 3187


Well... not really. There's no logic at all.

The dephysicalize tool works just like the lethalize tool - either a material is or it isn't. I should also clarify that there isn't (currently?) a dephysicalize tweaker... although it would be nice if one was eventually added.

Dephysicalized materials are useful for covering and/or hiding the inner workings of things without colliding with anything or otherwise getting in the way. I know there are quite a few mech builders in the community, and they will be very happy indeed with this feature. They can make a functional (but ugly) joint and then encase it in dephycialized material.

mmmmmm... and there i was thinking i was clever. so is the inner workings the same material joined together by elastic?! and then covered by the same material but dephysicalized? THAT'S GOT TO BE IT!
2012-06-13 00:31:00

Author:
GribbleGrunger
Posts: 3910


No, I mean the connector called elastic. But you can fake elastic material as you can see.

i think Syroc already basically said what it is. I think it's just chunks of dephysicalize material hooked together with elastic. *mew
2012-06-13 00:36:00

Author:
Lord-Dreamerz
Posts: 4261


i think Syroc already basically said what it is. I think it's just chunks of dephysicalize material hooked together with elastic. *mew

i don't think dephysicalized material would allow anything to be fixed to it so i think the idea i mentioned above is more likely
2012-06-13 00:40:00

Author:
GribbleGrunger
Posts: 3910


mmmmmm... and there i was thinking i was clever. so is the inner workings the same material joined together by elastic?! and then covered by the same material but dephysicalized? THAT'S GOT TO BE IT!You win a cookie.



http://i900.photobucket.com/albums/ac207/tross13/335b6d39.jpg
2012-06-13 00:42:00

Author:
Taffey
Posts: 3187


i don't think dephysicalized material would allow anything to be fixed to it so i think the idea i mentioned above is more likely

did i not just repeat what you said more or less? sure i skipped over some details. but whateverz. *mew
2012-06-13 00:45:00

Author:
Lord-Dreamerz
Posts: 4261


mmmmmm... Cookies......

http://upload.wikimedia.org/wikipedia/en/thumb/0/02/Homer_Simpson_2006.png/212px-Homer_Simpson_2006.png

another question: how many materials have the 'colours and shading' option? and how does the shading work? does it just shade the whole material or can you set it to shade potions of the material? for instance, if the light source is on the left, can we shade the right hand side of the material?
2012-06-13 00:45:00

Author:
GribbleGrunger
Posts: 3910


I'm still not sure about the stretchy material. I've been trying to figure it out in the beta for ages.

Is it something like this:

40319

Where the black squares are some material (any), the red lines are elastic, and the green box is the dephysicalised (and most likely glued) material that "stretches"?
2012-06-13 00:56:00

Author:
alexbull_uk
Posts: 1287


I'm still not sure about the stretchy material. I've been trying to figure it out in the beta for ages.

Is it something like this:

40319

Where the black squares are some material (any), the red lines are elastic, and the green box is the dephysicalised (and most likely glued) material that "stretches"?


so is the inner working's the same material joined together by elastic. and then covered by the same material but dephysicalized

that's how it's done. confirmed with a cookie from Taffey
2012-06-13 00:59:00

Author:
GribbleGrunger
Posts: 3910


I'm still not sure about the stretchy material. I've been trying to figure it out in the beta for ages.

Is it something like this:

40319

Where the black squares are some material (any), the red lines are elastic, and the green box is the dephysicalised (and most likely glued) material that "stretches"?More or less, yes, except that you would need multiple overlapping green squares. Also, you don't need as many black squares as you have, unless you were making a snake. But if you were making a snake, it would look fantastic.



EDIT:

Oop! I missed this:


how many materials have the 'colours and shading' option? and how does the shading work? does it just shade the whole material or can you set it to shade potions of the material? for instance, if the light source is on the left, can we shade the right hand side of the material?Honestly I haven't messed with those tweaks all that much. I don't think there is a shading tweak per se (although I could be wrong since I haven't used it) but the color tweak works just as it does for hologram or sticker panel material. As for shading, you can just use stickers as always. Speaking of stickers... There are quite a few new/additional shading stickers available that are EXCELLENT.
2012-06-13 01:03:00

Author:
Taffey
Posts: 3187


Ah! Yes, I booted up the beta, had a fiddle around and managed to get it to look pretty good! 2012-06-13 01:10:00

Author:
alexbull_uk
Posts: 1287


could you check it out for us at some point please, Taffey. this is from the first post:


Colours and Shading! With LittleBigPlanet Vita, a great selection of the game's Materials and Decorations can be tweaked to change their colour and shading using LittleBigPlanet's recognisable colour palette that should be familiar to all creators.

and of course, anything random you can throw at us would be more than welcome (as long as it's not food based)
2012-06-13 01:11:00

Author:
GribbleGrunger
Posts: 3910


could you check it out for us at some point please, Taffey. this is from the first post:



and of course, anything random you can throw at us would be more than welcome (as long as it's not food based)

I think what it means by "Shading" is that you can set the material as, say, green, and then choose the exact shade, from 0 to 100, where 0 is actually black, and 100 is bright lime green.

This is a new feature because in LBP2, you could only choose the base colour. If the exact shade of that colour wasn't available... too bad.
2012-06-13 01:19:00

Author:
alexbull_uk
Posts: 1287


I think what it means by "Shading" is that you can set the material as, say, green, and then choose the exact shade, from 0 to 100, where 0 is actually black, and 100 is bright lime green.

This is a new feature because in LBP2, you could only choose the base colour. If the exact shade of that colour wasn't available... too bad.

oh I see! that makes sense and is far better. thanks

could you expand on these, please?

Tweaks on the touch sensor
Touchability tweaker
2012-06-13 01:21:00

Author:
GribbleGrunger
Posts: 3910


This is a new feature because in LBP2, you could only choose the base colour. If the exact shade of that colour wasn't available... too bad.

huh? pretty sure the the fur and felt material in LBP2 from the muppets pack have that same setting, sticker panel too. you can set it to lets say light pink, then you can also set it to 100% to 0%. 0% is black. 50% is in the middle. 100% is as light as you gonna get for that color. so no. that setting is not new. *mew
2012-06-13 01:27:00

Author:
Lord-Dreamerz
Posts: 4261


oh I see! that makes sense and is far better. thanks

could you expand on these, please?

Tweaks on the touch sensor
Touchability tweaker

Sure!

I haven't experimented too much with the touch sensor, but I have used it - now, the main things you tweak are what kind of touch you want (so that's either touch, tap, swipe, direct touch, pick up) and those are fairly self-explanatory. Except perhaps for direct touch - basically, for anything with direct touch enabled, you can't say, swipe your finger across the screen and activate it. You have to press directly on it. Very useful for buttons. Another tweak is "limit to object" this is probably what you'll use a lot of the time as it does exactly that - limits the sensor to only detecting touches on that object. Oh, and you can choose what touch sensor to use; front, rear or both. Other than that, it's all standard stuff - range (for if you're not using limit to object), inverted output, require tag, etc.

The touch tweaker is actually fairly simple. When you add it to an object/bit of material it allows it to be picked up using touch (front/rear/both) and you can choose how fast you can move it around. Pretty much all else you can change is whether it needs direct touch (see above), whether it requires a tag, and whether it looks touchable in play mode (by that I mean whether it glows and has fingerprints on it, or if it looks normal - useful for secret entrances!).

Hope that helps! If you want to know more about logic I'm happy to help. Should be OK as most of the logic stuff has already been discussed by the folks in the Jam


huh? pretty sure the the fur and felt material in LBP2 from the muppets pack have that same setting, sticker panel too. you can set it to lets say light pink, then you can also set it to 100% to 0%. 0% is black. 50% is in the middle. 100% is as light as you gonna get for that color. so no. that setting is not new. *mew

Yeah in the newer materials it has been added and is referred to as "Brightness".
I'm pretty sure it's not available for all colourable items in LBP2, though.

I wish I was allowed to show screenshots because I think that would make it clearer
2012-06-13 01:38:00

Author:
alexbull_uk
Posts: 1287


excellent stuff!!!! THANK YOU!

this one confuses me:

Impact sensors can be set to detect sackboy

i thought that's what they did anyway?
2012-06-13 01:49:00

Author:
GribbleGrunger
Posts: 3910


excellent stuff!!!! THANK YOU!

this one confuses me:

Impact sensors can be set to detect sackboy

i thought that's what they did anyway?

Well, you're right! They did do that.

But now you can make them only do that. Before if you wanted to detect the player hitting something then it was a real hassle, because anything else would trigger it too (for example, a score bubble hitting the floor, an enemy jumping, etc.) So you probably had to use a tagged Sackbot as a workaround, which meant more work than was really necessary.

Now, though - you just choose "detect player" and you don't need to worry about anything else triggering your logic
2012-06-13 01:58:00

Author:
alexbull_uk
Posts: 1287


Jees, they seem to have thought of everything. anything you feel you can add that we might not know or might be interested in?

i'd love a full breakdown of the momorizer
2012-06-13 02:05:00

Author:
GribbleGrunger
Posts: 3910


Jees, they seem to have thought of everything. anything you feel you can add that we might not know or might be interested in?

Not sure if this has been mentioned elsewhere, but Scoreboards have seen a pretty significant revamp.

Now, you can choose up to 3 goals for the player that can be awarded when they finish. By default, these can be based on score, lives lost or time taken (so you could give an award for finishing in under a minute, losing less than 2 lives, or getting a million points, for example).

That's pretty cool, right? Well, it gets better! Each scoreboard also has 3 inputs, so you can set your own goals that trigger rewards at the scoreboard. So lets say you have collectible stars throughout your level - you can hook up your star detecting logic to the scoreboard and show players a message when they finish, and reward them with some prizes if they collect all the stars.

It's really, really awesome. Something that is actually kinda simple, but adds a whole extra level of polish to your levels. One of my favourite new features for sure, and if you combine it with the Memoriser, you can do some cool things, like give rewards to players who play more than once
2012-06-13 02:17:00

Author:
alexbull_uk
Posts: 1287


this whole thing is looking more and more professional! that's a great new feature. this and the memorizer mean that people can now add extra stuff to existing levels such as more sets of mini games! instead of having to make an entirely new level and call it part two.

you may have missed this in the edit:

i'd love a full breakdown of the momorizer

make that the last though, i wouldn't want to be greedy
2012-06-13 02:22:00

Author:
GribbleGrunger
Posts: 3910


this whole thing is looking more and more professional! that's a great new feature. this and the memorizer mean that people can now add extra stuff to existing levels such as more sets of mini games! instead of having to make an entirely new level and call it part two.

you may have missed this in the edit:

i'd love a full breakdown of the momorizer

make that the last though, i wouldn't want to be greedy

What I didn't realise at first is that you don't generally use one Memoriser for your level - rather, you use one for each thing you want to be remembered. This is where Labels are used - so in my level I might have one called "Collectibles", one called "Inventory" and one called "Armour" (and each label represents a Memoriser).

I was also confused on exactly what it is a Memoriser does. Basically, you wire something into an input, trigger the Memoriser (this makes it remember the inputs exactly as they are at that particular time) and then from that point, the Memoriser's corresponding output will be active. So if you had 4 inputs, and no. 3 was active at the time of triggering, then output no. 3 would be be active until the Memoriser is reset - and of course that doesn't need to be during that play session, or even level.

Oh, and the Memoriser has a surprising lack of tweakable options, actually. I thought it would be super complex, but literally all that's in its tweak menu are "Label", "Invert Output" and "No. of Ports".

And that's basically it! It sounds really simple, right? That's because in principle it is - but with some clever logic - you can produce some really great stuff using it.
2012-06-13 02:37:00

Author:
alexbull_uk
Posts: 1287


Thanks again! that concludes my interrogation for tonight, but i'll be back tomorrow with the Iron Maiden and the barbed wire!2012-06-13 02:59:00

Author:
GribbleGrunger
Posts: 3910


Thanks again! that concludes my interrogation for tonight, but i'll be back tomorrow with the Iron Maiden and the barbed wire!

I'll be happy to help
2012-06-13 03:02:00

Author:
alexbull_uk
Posts: 1287


another round of questions!!!

I'd be interested in the new text tool and any setting/features that it has? i 'accidentally' saw a vid and it looked like there were about 6 fonts. i would imagine that this number will increase over time.

what i would like someone to do (if possible) is place every material available into a level using all layers multiple times. make the shapes complicated. when the thermo is half way, dephysicalize it ALL. i would like to know how much thermo you save when you dephysicalize it and whether it would be worth simply making a ledge of material and then making the rest below it dephysicalized?

i would also like to know about layer shifting with it... i'll give you an example so that you know what i mean: lets say that you have a ledge and below that (in the same layer) you have a cavity. ordinarily, if you dropped off the ledge sackboy would automatically adjust back to the same layer and enter the cavity. what would happen if you placed a thin layer of dephysicalized material over the cavity? would sackboy ignore it and enter the cavity or would the game still consider it there when layer changing and make sackboy fall past it?!
2012-06-13 16:13:00

Author:
GribbleGrunger
Posts: 3910


another round of questions!!!

I'd be interested in the new text tool and any setting/features that it has? i 'accidentally' saw a vid and it looked like there were about 6 fonts. i would imagine that this number will increase over time.That would be notes, which can now be set to visible in play mode. You can adjust font type, size, color, whether or not you see a background around the text, and all sorts of other things. They are mind-numbingly useful for plugging an input and setting it to display a value, such as a percentage. For example, hook a timer up to a note and set the note to output percentage. Start the timer and you will see the note count from 0% all the way to 100%. You can do quite literally anything with these little beauties.




what i would like someone to do (if possible) is place every material available into a level using all layers multiple times. make the shapes complicated. when the thermo is half way, dephysicalize it ALL. i would like to know how much thermo you save when you dephysicalize it and whether it would be worth simply making a ledge of material and then making the rest below it dephysicalized?I'm not too sure exactly how useful that will be as this is still a beta, but regardless that probably falls under the NDA. I could tell you what sort of impact it had at the build we played at the jam, but things have changed a lot since then and we're not supposed to be talking about those changes. So, I'm going to play it safe and not say anything.




i would also like to know about layer shifting with it... i'll give you an example so that you know what i mean: lets say that you have a ledge and below that (in the same layer) you have a cavity. ordinarily, if you dropped off the ledge sackboy would automatically adjust back to the same layer and enter the cavity. what would happen if you placed a thin layer of dephysicalized material over the cavity? would sackboy ignore it and enter the cavity or would the game still consider it there when layer changing and make sackboy fall past it?!Dephysicalized material has no effect on Sackboy's layer shifting whatsoever. It only has visual properties (although you can still connect stuff to it and add logic) so it doesn't affect what Sackboy does at all. It behaves like hologram material.

To achieve the gameplay mechanic you describe, you'd probably want to use invisible material. That would prevent Sackboy from landing on the ledge but wouldn't alter the visuals at all.
2012-06-13 17:11:00

Author:
Taffey
Posts: 3187


Thanks, Taffey. the new Note features sound fabulous and very useful. Pity about the NDAs, i'd really like to know how much thermo it actually saves. someone DID mention somewhere that it does save thermo but there has been no mention of how much. So sackboy would just enter the cavity as normal... I was just inquisitive in regards to that; just interested in how the game would cope. you say that you can add logic to dephysicalized material? does that mean that you can also add pistons or rope and the such? or would that just not work?2012-06-13 17:32:00

Author:
GribbleGrunger
Posts: 3910


you say that you can add logic to dephysicalized material? does that mean that you can also add pistons or rope and the such? or would that just not work?Yes you can, although sometimes you need to rephysicalize to attach stuff. It's the same with how you can attach pistons and things to horrible gas - sometimes you need to hook everything up before you gas-ify it. Works great though. 2012-06-13 18:05:00

Author:
Taffey
Posts: 3187


Yes you can, although sometimes you need to rephysicalize to attach stuff. It's the same with how you can attach pistons and things to horrible gas - sometimes you need to hook everything up before you gas-ify it. Works great though.

that's very interesting. I'm sure all these combinations with dephysicalized material are going to create quite a few new effects in LBPVita! now that we have a 'static' setting for materials, does that make the 'antigrav' tweak redundant or are there things you can still do with that that you can't do with the 'static' setting. talking of settings, have you any examples of how the new 'positional' settings on pistons and winches have enabled different effects? perhaps you can think of one of the top of your head because i'm not that logic savvy.
2012-06-13 18:25:00

Author:
GribbleGrunger
Posts: 3910


now that we have a 'static' setting for materials, does that make the 'antigrav' tweak redundant or are there things you can still do with that that you can't do with the 'static' setting.

The gravity tweaker is still valuable because you can turn it on and off with logic. It also can be used without setting 100% damping.
2012-06-13 18:35:00

Author:
fullofwin
Posts: 1214


The gravity tweaker is still valuable because you can turn it on and off with logic. It also can be used without setting 100% damping.

of course! doh, what was i thinking of...?
2012-06-13 18:59:00

Author:
GribbleGrunger
Posts: 3910


I'm assuming this is going to be under the NDA, but I figure I'll ask anyway. Is there anything new involving sackbots?2012-06-13 19:22:00

Author:
Super_Clone
Posts: 849


good question!!! i'm sure that CAN be answered.2012-06-13 19:35:00

Author:
GribbleGrunger
Posts: 3910


Is there anything new involving sackbots?

They've become self-aware.
2012-06-13 19:39:00

Author:
fullofwin
Posts: 1214


I'm really easily confused, so if it wouldn't be a hassle, could you please elaborate?2012-06-13 20:51:00

Author:
Super_Clone
Posts: 849


there was talk that the lighting wasn't as good as LBP2 but from what i've seen it looks more or less identical. now i can ask other questions!!!

1/ what special effect materials are there in LBPVita. I've seen rain and i've seen snow, but what others are there?

2/ you can finally answer that thermo question now Taffey! how much thermo does dephysicalize save?

3/ and as above asked: is there any new settings sackbots?

4/ you mentioned before about placing dephysicalized material on a mech to give it a sort of skin. can you do that to sackbots? is that how the sackbot in the reflection seemed to have the wrong dimensions?
2012-06-13 23:18:00

Author:
GribbleGrunger
Posts: 3910


there was talk that the lighting wasn't as good as LBP2 but from what i've seen it looks more or less identical. now i can ask other questions!!!

1/ what special effect materials are there in LBPVita. I've seen rain and i've seen snow, but what others are there?

2/ you can finally answer that thermo question now Taffey! how much thermo does dephysicalize save?

3/ and as above asked: is there any new settings sackbots?

4/ you mentioned before about placing dephysicalized material on a mech to give it a sort of skin. can you do that to sackbots? is that how the sackbot in the reflection seemed to have the wrong dimensions?

Me again!

1) Not sure if I'm allowed to list the materials because of the NDA. If I can get clarification I'll tell you them, though
2) From what I've seen, Dephysicalise doesn't save that much thermo - BUT - I haven't tested it in a big level, so perhaps with greater scale comes greater improvements? I'll try and check.
3) I'm not sure. Now, in the animation styles there are "new" ones - but to me they just look like renamed versions of LBP2 animations - so I'm assuming they're just the same as the ones used for LBP2's story characters. I can't be sure because I can't remember when I last used animation styles in LBP2
4) Just checked, and dephysicalised material can't be glued to sackbots or anything like that - but it does pass through them. So with some trickery and a follower - I imagine you can do some cool things with Sackbots. As for the reflection, I imagine that's just a different skin that you unlock during the story.
2012-06-13 23:30:00

Author:
alexbull_uk
Posts: 1287


cheers! you seem to have missed number 1 2012-06-13 23:34:00

Author:
GribbleGrunger
Posts: 3910


is that how the sackbot in the reflection seemed to have the wrong dimensions?

if you mean the one from the storymode trailer that's just a sackbot with it's head set to small and set to one of the story character animations and set to copy movements of the player that walks pass the window. the same easily can be done on LBP2.
2012-06-13 23:39:00

Author:
Lord-Dreamerz
Posts: 4261


cheers! you seem to have missed number 1

Answered now

Also, just checked the dephysicalise tool for ya, and here are my results...

I put down a whole load of blocks, different shapes, sizes and materials and filled the thermo half way- I then dephysicalised EVERY block and it took the thermo down to just over a quarter.

So the difference is actually pretty good. Gave me half my used thermo back. Better than I thought!
2012-06-13 23:42:00

Author:
alexbull_uk
Posts: 1287


Excellent! i'll be working with that in mind from the moment i get my grubby little paws on it! this means that all you need is a thin layer of the same material on any side and the rest can be dephysicalized. EVERYTHING that can't be interacted with can be dephysicalized too.

can decorations be dephysicalized? logs and stuff like that?

the NDA on videos has been lifted and i'm sure many people will use the material in the next few day, so it follows that listing the material is absolutely OK
2012-06-14 00:20:00

Author:
GribbleGrunger
Posts: 3910


Well, seeing as decorations already have no collision... I'm going to guess not. However, it would be nice if we could physicalize decorations for our levels. Yeah, there's always faking it with the invisible material, but that can be difficult at times.2012-06-14 00:38:00

Author:
Super_Clone
Posts: 849


can decorations be dephysicalized? logs and stuff like that?I think you mean pre-made objects... And yes, I'm pretty sure they can be dephysicalized. 2012-06-14 00:43:00

Author:
Taffey
Posts: 3187


I think you mean pre-made objects... And yes, I'm pretty sure they can be dephysicalized.

yeah, that's what i meant!! silly me. i noted in one of the videos that there were at least 10 effects... perhaps you could enlighten us
2012-06-14 01:07:00

Author:
GribbleGrunger
Posts: 3910


Oh, and are there any variations with or additions to hazards? I haven't seen anyone ask yet, and I also noticed in a few of the BETA videos that the flames looked a little more realistic, so I was just wondering if there was anything similar going on with the other dangers. Are there any more tweaks or hazards either?2012-06-14 01:34:00

Author:
Super_Clone
Posts: 849


Oh, and are there any variations with or additions to hazards? I haven't seen anyone ask yet, and I also noticed in a few of the BETA videos that the flames looked a little more realistic, so I was just wondering if there was anything similar going on with the other dangers. Are there any more tweaks or hazards either?

there are thorns now, that's all i know from the videos. it's a good question though and hopefully a friendly beta tester might answer
2012-06-14 01:36:00

Author:
GribbleGrunger
Posts: 3910


Me again!

To clarify, yes, you can dephysicalise the premade objects in the game. Very useful!

No new hazards unfortunately (there's a variant of spikes called quadruple spikes, but I can't remember if these are new or not), but the ones that are there look fantastic! The gas especially looks even better than in LBP1/LBP2 (to me at least). Also, you can use the UV tool on fire to rotate its texture. Could be useful. Don't think this is new, but you can colour plasma. For some reason I can't remember if that was doable in LBP2.

The effects are the following (these are all tweakable, too!):
- Dotted Outline,
- Dust,
- Dust Cloud,
- Flowing Water,
- Neon,
- Neon Light (it's called Neon Light, but it's actually a neon outline),
- Rain,
- Snowflakes,
- Starfield (this is the one from LBP2),
- Waterfall (also from LBP2).
2012-06-14 02:17:00

Author:
alexbull_uk
Posts: 1287


isn't the starfield and waterfall from LBP2 material though. i thought the 'special effects' were different. or are they making a new catagory for the Vita version? oh, and what exactly are the tweaks for these 'special effects'?2012-06-14 03:46:00

Author:
GribbleGrunger
Posts: 3910


what exactly are the tweaks for these 'special effects'?Within the material tweak menu, just color and animation speed. Keep in mind though that you can use the UV tool to change texture size and orientation/direction, and you can also apply stickers, which remain in place while the animation moves through them. For example: Add some varying shades of blue stickers to the rain material and just like that you have convincing looking sheets of rain that seem to dynamically change. Very cool.

And on top of all of that, you can use the dephysicalize tool to overlap effects materials with other materials (or additional copies of themselves) to create some really incredible effects. Another example: Make a few copies of the stickered rain material above, dephysicalize all copies, and alter their animation speeds slightly. Overlap these materials with one another and you have multi-dimensional rain that seems to stretch into the background, while in reality it takes up no space at all. Really nifty.

2012-06-14 19:39:00

Author:
Taffey
Posts: 3187


Within the material tweak menu, just color and animation speed. Keep in mind though that you can use the UV tool to change texture size and orientation/direction, and you can also apply stickers, which remain in place while the animation moves through them. For example: Add some varying shades of blue stickers to the rain material and just like that you have convincing looking sheets of rain that seem to dynamically change. Very cool.

And on top of all of that, you can use the dephysicalize tool to overlap effects materials with other materials (or additional copies of themselves) to create some really incredible effects. Another example: Make a few copies of the stickered rain material above, dephysicalize all copies, and alter their animation speeds slightly. Overlap these materials with one another and you have multi-dimensional rain that seems to stretch into the background, while in reality it takes up no space at all. Really nifty.



it's really weird because i've been obsessing over what is possible with the special effects and what you just described is more or less exactly what i'd imagined was possible; although the idea of creating layers of rain with different speeds is something i considered but didn't think of using it to create the illusion of depth!! that's a neat idea. one idea i had was to take the rain material, shrink the animations down to tiny, duplicate this lots of times and then place them on top of each other. put this on a cavern wall and you have water running down the walls!! you could also use the UV tool to turn the rain sideways and have running water on the floor too.

great stuff there, Taffey, any titbits you can think of would be very well received, particularly from this old codger

edit: I just saw a video (can't post it here) and it was a tetherless jetpack... thing thing is, the jetpack was invisible. any ideas how that was done?

Questions about memorizers: let's say that you publish a level and that level has four puzzles in it. a player then plays to level 3 and you decide you want to add 4 more puzzles into the game. how would you go about republishing the level without messing that players position up?

how would you be able to test the game on your moon and then test it when you publish it to your earth? wouldn't it retain the information it stored when you tested it on your moon? sometimes levels/games work better on your moon than when you publish them (i know it happened to me), so surely you'd need a way of resetting the memorizer for 'your' playthrough but nobody elses? That's assuming that to answer my first question you would copy the level back to your moon and make the adjustments there before republishing back to your earth.

edit: I may have my answer in my media thread. I have vid up about the memorizer
2012-06-14 21:32:00

Author:
GribbleGrunger
Posts: 3910


Sooo... Can sackbots swim yet? or use anything of them powerups they were not able to use on LBP2? i've not heard anything about this yet. *mew2012-06-15 19:10:00

Author:
Lord-Dreamerz
Posts: 4261


do we now get a top down sackboy that actually walks!!! I just 'accidentally' saw a very blurry video with a top down GTA type game and although I couldn't see sackboy properly there wasn't that sense of him sliding as normal... he appeared to tag steps that seemed slightly staggered in the same way he does when moving sideways2012-06-18 11:08:00

Author:
GribbleGrunger
Posts: 3910


Will the Vita tools such at the Memorizer and Dephysicalizer be added to LBP 2 as a normal or paid add-on? I'm especially interested in the latter of the aforementioned tools.2012-06-18 19:46:00

Author:
synchronizer
Posts: 287


Will the Vita tools such at the Memorizer and Dephysicalizer be added to LBP 2 as a normal or paid add-on? I'm especially interested in the latter of the aforementioned tools.

it's unknown. this has been asked many many times. I'm not knocking you for asking it, I'm just pointing that out so that you can just relax (as have I) and just wait patiently to find out when the DLC for the LBP2/Vita combo comes out later this year.
2012-06-18 20:41:00

Author:
GribbleGrunger
Posts: 3910


Now that lucky beta folks are busy testing, I'm wondering if anybody might be able to explain how the Memorizer works with multiplayer. My guess is that it always uses the host player's memorized values when loading. But what happens when it is triggered to save values? Do the non-host players have their personal memorized settings overwritten by the current values (that had been loaded from the host)? Or are they left untouched, such that there is no way to update memorized values for non-host players? Either way it seems like it would have unfortunate consequences depending on how the Memorizer is being used. For example, if you make a multiplayer RPG, how could each player keep their personal data between sessions?

I'm only pondering of course, having no first hand knowledge of the Memorizer, but I had been hoping there might be a way to tweak it to specify if its data should be considered global/host (like a choice of difficulty level) or player-specific (like the player's inventory load out for an RPG). My impression so far is that nothing like that is available though. I'd be obliged for any clarification.
2012-06-18 22:40:00

Author:
LittleBigDave
Posts: 324


Ah! There is was, hidden in the spoiler...
Memorisers are just like arrays!
2012-06-18 23:21:00

Author:
Unknown User


those special effects are going to be so useful! can the be 7 layers thick or do they have to be one thin layer thick?2012-06-19 06:13:00

Author:
GribbleGrunger
Posts: 3910


Slap me if this has already been asked - But will we be able to voice act for the sackbots? that would be a dream come true for me ^_^2012-06-20 07:18:00

Author:
LiamTheKiwi
Posts: 153


Slap me if this has already been asked - But will we be able to voice act for the sackbots? that would be a dream come true for me ^_^

i know that the sound recording is better in LBPvita but do you mean the lipsinc? if you do, It's not been asked yet!
2012-06-20 08:42:00

Author:
GribbleGrunger
Posts: 3910


i know that the sound recording is better in LBPvita but do you mean the lipsinc? if you do, It's not been asked yet!

The storymode characters are sackbots of course and their mouths move while they talk like normal.
2012-06-20 10:50:00

Author:
Lord-Dreamerz
Posts: 4261


The storymode characters are sackbots of course and their mouths move while they talk like normal.

Well they did in LBP2 too, both story mode and regular sackbots. Only difference was that the storymode characters lips were much more in synch and the voices were HD.
2012-06-20 15:57:00

Author:
ATMLVE
Posts: 1177


Well they did in LBP2 too, both story mode and regular sackbots. Only difference was that the storymode characters lips were much more in synch and the voices were HD.

I know that. it's most likely the same here too. with how the lip movement works anyways. storymode probably still will sound better then anything user created.
2012-06-20 18:11:00

Author:
Lord-Dreamerz
Posts: 4261


I know that. it's most likely the same here too. with how the lip movement works anyways. storymode mostly still will sound better then anything user created.

Well I know you know that, I was more going off of what you said. No clue why I made it look like I was telling you that... I had just woken up though.
2012-06-20 18:51:00

Author:
ATMLVE
Posts: 1177


is it my imagination or do the stickers now show up clearly on any surface you stick them too? I saw a video where someone put stickers in their pod and the result appeared to be as clear as if he'd stuck them on a sticker panel... I'm taking a risk here but here's that video:

http://www.youtube.com/watch?v=4BVmaakADns
2012-06-21 15:29:00

Author:
GribbleGrunger
Posts: 3910


Can anyone explain exactly how the Memorizer works? from a video I saw, It appears as if the Memorizer is placed 'before' the logic it is designed to memorize. Does this mean that not only does it send a signal to the logic to turn it on, but it also receives information back from that logic too? I can't fully understand why you would put the Memorizer before the logic. It seems natural to want it after, unless, like I said above, the Memorizer sends and receives through the same wire. It also has an odd setup and I'd like to know why that is. it has a reset on the bottom right and another input on the bottom left, as well as an input on the far left... why do you need to have both the inputs activated at the same time for it to work? surely there must be more to it than meets the eye because I can see no reason why you wouldn't just need 'one' input

edit: so the bottom left hand input is the 'trigger', yes? I'm assuming then that the memorizer will sit there simply as a conduit for the switch or whatever else you set up to turn the logic on, UNTIL, you 'trigger' it to Memorize the logic that's been turned on... probably because some game set-ups won't want you to Memorize anything immediately? I also noticed that you can have more than one output (don't know the limit). does this mean that 'one' Memorizer can store the data from many pieces of logic that follows it?

I'm almost certain that the data that gets saved by the Memorizer is stored on the users profile, which is obviously why you can use a Memorizer with a certain name in another level too. What I would like to know is if that value can be stored independent of the users profile, within the game? For instance, could that value be used to emit or re-emit a portion of a level for in game effects rather than for only allowing another player to 'continue'? Similar, I suppose to a selector with memory, which would allow for a randomised experience to be played exactly as before for a certain player up to the point he quit and then random from that point on? If he would like to replay from the beginning instead of continuing. Then you could have a 'replay' or 'continue' option that would not alter what he remembered and so allow him to improve his score (or whatever bonuses/rewards he knows how to get)

The scenario above may not be a perfect example but I hope it explains what I mean
2012-06-24 07:32:00

Author:
GribbleGrunger
Posts: 3910


When you activate the "Trigger" input, the memoriser checks at that point what inputs it's receiving on the left hand side, and "saves" them (to a label if you assigned one). It will then output those same inputs on the right hand side. If you place another memoriser somewhere else with the same label, it too will be outputting exactly the same ... until a Reset input is received, or until you trigger it again, when it remembers the new inputs.

And yes, you could use the memoriser to activate a different randomiser whenever you entered the level again, creating a much more random experience.

2012-06-24 10:25:00

Author:
Holguin86
Posts: 875


When you activate the "Trigger" input, the memoriser checks at that point what inputs it's receiving on the left hand side, and "saves" them (to a label if you assigned one). It will then output those same inputs on the right hand side. If you place another memoriser somewhere else with the same label, it too will be outputting exactly the same ... until a Reset input is received, or until you trigger it again, when it remembers the new inputs.

And yes, you could use the memoriser to activate a different randomiser whenever you entered the level again, creating a much more random experience.



so, could you store a random sequence in game so that on that players return he could either 'retry' or 'continue'? 'retry would start the game from the beginning but keep the original random sets he first played, whilst 'continue' would continue from where he finished playing and continue randomizing the levels. of course there would also be an option to 'play again' which would return the settings to normal and enable the player to start from the beginning with randomize throughout the level once again.
2012-06-24 11:41:00

Author:
GribbleGrunger
Posts: 3910


so, could you store a random sequence in game so that on that players return he could either 'retry' or 'continue'? 'retry would start the game from the beginning but keep the original random sets he first played, whilst 'continue' would continue from where he finished playing and continue randomizing the levels. of course there would also be an option to 'play again' which would return the settings to normal and enable the player to start from the beginning with randomize throughout the level once again.

... With the tools available, I'm sure you could find a way
2012-06-24 22:00:00

Author:
Holguin86
Posts: 875


... With the tools available, I'm sure you could find a way

how would that be accomplished though? I was assuming that the memorizer automatically moves any information to the users profile. does this mean that the memorizer can actually 'store' date too? if that is true then I would imagine that if you linked the memorizer to another memorizer you could then reset the initial memorizer and have logic to determine my above scenario
2012-06-24 22:30:00

Author:
GribbleGrunger
Posts: 3910


Yeah, the memoriser stores the inputs it's given on your profile, so if you wanted to you could have a rack of memorisers remember a random sequence and spit it back out the next time a player comes to the level. Don't know how label-economic that would be though 2012-06-27 07:43:00

Author:
Holguin86
Posts: 875


Yeah, the memoriser stores the inputs it's given on your profile, so if you wanted to you could have a rack of memorisers remember a random sequence and spit it back out the next time a player comes to the level. Don't know how label-economic that would be though

the memorizer is starting to look like the biggest new feature for the LBP franchise (in terms of building a 'professional' franchise of your own that is)

it wasn't in the beta (I don't think) so have level links changed? if that's under NDA then avoid detail by all means, but perhaps a 'yes' or 'no' wouldn't be breaking the rules too much

could you perhaps explain why Tarsier decided to add the new features to the emitters? I can't see it just being so that the emit/destroy technique would allow for better thermo use. is there something we're not being told? if you can't answer that then could you perhaps offer some other scenarios in which the emit/destroy would be a breakthrough? but I still get this sneaking feeling that some information is missing... the word 'modular' design for some reason pops into my head, especially in light of the memorizer (and perhaps LBP2 DLC)

LOL... this is me free thinking, that's why it sounds jumbled and nonsensical. darn it! there must be a link somewhere. I'm just going to say it: the Memorizer is coming to LBP2 and something BIG has changed with the level links!
2012-06-27 07:57:00

Author:
GribbleGrunger
Posts: 3910


Hello, Sacknation!

As soon as NDA was lifted, I think it will be useful to share additional information about new LBP Vita tool and creator's technics, that already were published on LBP Vita beta forums by Syroc:

The Basics of Creating with Touch:


In this first set of guides we will go over the basics of creating with touch. Naturally you can still create using the buttons and sticks, but the new touch features will make your life a lot easier in some cases.

Touch Create

Let?s start with the very basics of creating levels in LittleBigPlanet; placing and erasing geometry.

In the bottom left corner of the screen you will find a paint brush symbol as soon as you select a shape for the material you want to place. Touch and hold that symbol to bring up four virtual buttons, then slide your finger to the option you want and release. The two vertical buttons give you access to the Paintbrush mode and the Stamp mode. Through horizontal buttons you can select the Eraser mode and the Hole Punch mode.

http://playstationeu.i.lithium.com/t5/image/serverpage/image-id/392885i8A601491E1A2789B/image-size/original?v=mpbl-1&px=-1

Selecting the Paintbrush mode or the Eraser mode will allow you to draw or delete geometry simply by dragging your finger across the screen depending on which you choose. Just like using a pencil!

If you select a shape from your popit, lets say a star shape, and then select Stamp Mode you will place just one star shape. You will not be able to draw while Stamp Mode is selected. The same is true for Hole Punch mode, except that it creates a hole in the shape you selected.

Resizing and rotating

If you select an object with your popit cursor and then place two finger anywhere on the screen you can change the size of the object by moving your fingers closer together or further apart in a pinch gesture.

You can also rotate an object by making a rotation gesture with your fingers on the screen. And if you want to go crazy you rotate and resize objects at the same time!

The same motions also works in combination with the UV tool, which lets you rotate and resize the texture of materials.

Selecting objects with Touch

Selecting an object with touch is super easy. Just get the select the popit cursor and tap on the object you want to select and just like that you have it in your hands. If you are hovering in create, you don't even have to select the popit cursor - just tap on the screen to select the object of interest. Now you can move it around with your finger or resize and rotate it. Another tap will deselect it.

You can even make copies of the object by tapping the copy button in the bottom left corner of the screen. If you touch the button in bottom right corner you bring up the option to flip it horizontally or vertically - just slide your finger to the option you prefer

http://playstationeu.i.lithium.com/t5/image/serverpage/image-id/392889iBBC15D4B313B4B6D/image-size/original?v=mpbl-1&px=-1

Sometimes the object you want to select is hidden behind another object. That?s not a problem though since you can make the object that is stopping you from easily selecting the other object by moving the popit cursor with the left analogue stick over it and tapping the L-Button. Once you are done, holding the L-Button will unhide all objects you have previously hidden.

http://playstationeu.i.lithium.com/t5/image/serverpage/image-id/392891i206B5EAF4D5E994E/image-size/original?v=mpbl-1&px=-1

If you want to select multiple objects at once you can either draw a lasso around all the objects using touch, hold X and use the analogue stick to box select or hold the R button and select all the objects you want individually.

Corner editing with Touch

To add spikes to objects or stretch corners of objects you?ve placed with touch, all you need to do is select the Corner Edit tool from the Tools Bag in your Popit. Tap on the object you want to select it, then tap on one of its corners to select that. Then you can drag the corner into place with your finger.

Top Tip: With a corner selected, you can drag it from anywhere on the screen - no need to cover up the corner so you can?t see what you are doing!

You can also edit multiple corners at once. Again, first you need to select the object you want to edit by tapping on it with the Corner Edit tool selected. Now draw a lasso around all the corners you want to edit and just like that you have them all selected and can drag them around like a single corner.

http://playstationeu.i.lithium.com/t5/image/serverpage/image-id/392899i55A63FFD7BFB1672/image-size/original?v=mpbl-1&px=-1

Layers

You can also use touch to adjust in which layer an object is as well as make materials thinner or thicker.

To move an object into a different layer simply hold the L-Button while the object is selected. On the right side a virtual interface will show up and allow you to drag a material into the first, second or third layer by dragging the white box upwards or downwards.

To make a thick layer thin touch one edge of the white box and drag it towards the other edge. You can also make an object thicker by tapping on the dotted lines in front or behind it - useful if you want to turn a thin layer back into a thick layer. New to LittleBigPlanet on PS Vita is the ability to add thin layer behind and in front of a thick layer. Thin and thick layers are finally united!

http://playstationeu.i.lithium.com/t5/image/serverpage/image-id/392897i604A600B96517CF3/image-size/original?v=mpbl-1&px=-1

Camera control

The Rear Touch Pad gives you full control over the camera whenever you are hovering in create mode.

Dragging your finger across the Rear Touch Pad will pan the camera. Moving your finger up on the Rear Touch Pad will move the camera down and vice versa, while moving your finger to the left or right will pan the camera sideways.

Pinching on the rear touch pad, will allow you to zoom in and zoom out. Or you can simply double tap the Rear Touch Pad to switch between two predefined zoom levels.

In certain cases, e.g. when you have selected a sticker or when dressing up your Sackperson, dragging your finger across the Touch Pad will change the angle of the camera, instead of panning, which makes it simple to place your decorations just right.
2012-06-27 14:54:00

Author:
Domik12
Posts: 838


continue:

New Tools




In this section we will go over a small selection of all the new tools and tweaks in LittleBigPlanet PS Vita.

Touch Sensor

The Touch Sensor is very useful if you want the player to interact directly with your level or to make virtual bubblewrap.

It will react to the player touching the Touchscreen or the Rear Touch Pad. In the tweak setting you can choose between a number of activations gestures, such as tap, swipe, or just touch.

You can set the range of Touch Sensor just like any other sensor and by checking the Limit Range To Object box you make sure that the sensor only reacts to touch gestures that directly touch the object on which the sensor is placed.

Touch Tweaker

In the Basic Materials section of the Popit you will find two blue touchable materials. These can be picked up and moved by touch the Touchscreen or the Rear Touch Pad in playmode. But you may wish to make more things touch moveable. For this we have added the Touch Tweaker.

If you place the Touch Tweaker onto any object in your level you will be able to move the object around simply by touching the object. And to make sure that you only pick up the object when you want to pick it up we have added an option called Direct Touch that, when checked, will make sure that the object only reacts when you touch directly on it. This will prevent players from accidentally picking up things when the camera shifts and the object is suddenly under your finger, for example.

Touch Cursor

If you’ve bought the Move Pack for LittleBigPlanet 2 you will already be very familiar with the Touch Cursor. It works in almost the exact same way as the Movinator Cursor! Except you have to use touch of course. When a player is in control of a controlinator with a Movinator Cursor in it a cursor will appear on-screen.

To use a Touch Cursor you need to place it on the circuitboard of a controlinator. Now you can make various tweaks to the Touch Cursor such as whether it reacts to the Touchscreen or Rear Touch Panel or how the cursor itself looks.

http://playstationeu.i.lithium.com/t5/image/serverpage/image-id/392903iE23C2B1DD8D8BCB3/image-size/original?v=mpbl-1&px=-1

Once you are happy you can place a tag on the cursors circuitboard, for example. If you set the Sackbot to Follow Waypoint (in this case the green Tag), you can make the Sackbot follow your finger when you are in the controlinator.

Or you could place an emitter on the Touch Cursor’s circuitboard to emit things wherever you touch the screen.

Motion Recorder

The Motion Recorder is a quick and easy way to animate objects in your level. All you need to do is stick the Motion Recorder from the Gadget section in the Tools Bag on any object you want to move around in your level and open the tweak settings. Here you will find the Record button, hit it the object will be highlighted and you can drag it around with your finger. As soon as you let go of the object the recording will stop and be saved.

You can change the playback speed of the the recorded motion in the tweak settings as well as whether or not you want the animation to loop.

Memoriser

The memoriser allows you to store and remember logic signals. To store a signal simply wire any logic signal to one of the inputs and activate the Trigger at the bottom of the Memoriser. The output of the Memoriser will now be constant until you trigger it again or activate the Reset input on the bottom right side.

http://playstationeu.i.lithium.com/t5/image/serverpage/image-id/392905i54F26C9B48647C17/image-size/original?v=mpbl-1&px=-1

If you give a Memoriser a label, then it will store its value down to the player’s profile, allowing you to make a custom save game for your level! But, what makes Memorisers really awesome is that they not only remember the output from one play session to another, but can also be used to send data from one level to another! All you have to do for that is give memorisers in different levels the same label. Easy!

So now you can finally make enormous story levels where decisions made in one level carry over to the next levels, or make level menu that only lets players play the next levels if they reached a sufficient score in the first level.

There is of course a lot more you can do with this new tool, but I’m sure it will be more fun for you to explore all the possibilities yourself and help your fellow creators by sharing the knowledge you’ve gained!

And more, more of everything!

Always remember that you get access to a number of cool, new tweak settings when you select an object and press the Square button or tap the on-screen Tweak button. You will be pleasantly surprised by all the new tweaks we’ve added to the original tools!
2012-06-27 14:57:00

Author:
Domik12
Posts: 838


some more questions:



1/ we have heard that when selecting an object to capture you can move beyond the normal size of the screen. I think it has something to do with holding the back touch. could someone give an example of this to clarify because it wasn't entirely clear.

2/ If you use the UV tool on a block of material, is there a way of smearing with it that retains the properties you have altered or would you have to draw it all first and then alter all of it? how would you know how large you had made it? is there an indicator of size?

3/ now that we have fonts, is it possible to change the score bubble fonts too?

...and this looks incredible. anyone know how it's done?

http://www.youtube.com/watch?v=H7mBJaXWbks
2012-06-28 03:32:00

Author:
GribbleGrunger
Posts: 3910


Well, since we've been given the go ahead to blab whatever, I'll just add that my favorite new type of decorations are the light effects... there's light beams, god-rays, little glowing dots that you can mount on the floor, and best of all: sparks ( <-- looks really cool on a spinner )

New interactive materials include running water (like waterfall, only for horizontal surfaces), snow, dust (little flecks of dusty bits floating in the air...kind of like snow), dotted lines and neon, dust clouds (kind of like a layer of ground fog)
2012-06-28 14:26:00

Author:
Chazprime
Posts: 587


...and this looks incredible. anyone know how it's done?

http://www.youtube.com/watch?v=H7mBJaXWbks

I think that's simply the motion recorder. I'm not sure, though.
2012-06-28 15:06:00

Author:
L1N3R1D3R
Posts: 13447


Actually, that creator made a tutorial for the logic right here: https://lbpcentral.lbp-hub.com/index.php?t=71735-All-about-Repulsorlift-Tech-(Useful-for-hovercraft-landspeeders-and-even-UFOs!)2012-06-28 16:26:00

Author:
Super_Clone
Posts: 849


does this game lip sink when you speak into the mike?2012-07-10 02:36:00

Author:
GribbleGrunger
Posts: 3910


I couldn't get the codes :'( .BTW is the touch screen and its controls annoying ? Cause I think that's a very unecessary addition(only me) <I love this emoticon !2012-07-11 02:09:00

Author:
ILOVEMYGF52
Posts: 242


does this game lip sink when you speak into the mike?

yep...
....
2012-07-11 02:32:00

Author:
ythyth
Posts: 400


I couldn't get the codes :'( .BTW is the touch screen and its controls annoying ? Cause I think that's a very unecessary addition(only me) <I love this emoticon !
Unecessary? Are you crazy? They made lbp Vita so that one of the main features would be the touch screen!
2012-07-11 22:15:00

Author:
unc92sax
Posts: 928


Unecessary? Are you crazy? They made lbp Vita so that one of the main features would be the touch screen!
Then they made a wrong choice with Touchscreen controls.Suppose,in a level,there is a place where we need to use the rear touch pads and the level creator is a noob and forgets to tell us.Whatever,it still feels unecessary to me.
2012-07-12 13:52:00

Author:
ILOVEMYGF52
Posts: 242


That's why you don't play levels by noobs. It's that simple. And did you know that there are certain materials that are meant to be touched!?2012-07-12 20:47:00

Author:
unc92sax
Posts: 928


Then they made a wrong choice with Touchscreen controls.Suppose,in a level,there is a place where we need to use the rear touch pads and the level creator is a noob and forgets to tell us.Whatever,it still feels unecessary to me.

suppose in a level your supposed to jump a gap, but the creator is a 'noob' and forgets to put in a jump pad. suppose in a level you are supposed to open a door, but the creator is a 'noob' and forgot to put join it up to a switch.

both above, I've experienced in LBP2. sorry, but your argument is flawed and smacks of someone determined not to like LBPVita
2012-07-12 21:49:00

Author:
GribbleGrunger
Posts: 3910


suppose in a level your supposed to jump a gap, but the creator is a 'noob' and forgets to put in a jump pad. suppose in a level you are supposed to open a door, but the creator is a 'noob' and forgot to put join it up to a switch.

both above, I've experienced in LBP2. sorry, but your argument is flawed and smacks of someone determined not to like LBPVita

Ha ha.I guess we are all noobs then.
I didn't say I'm going to hate LBP Vita but I think touchscreen controls is going to be unecessary.
Noo-bish XD
2012-07-14 05:33:00

Author:
ILOVEMYGF52
Posts: 242


Ha ha.I guess we are all noobs then.
I didn't say I'm going to hate LBP Vita but I think touchscreen controls is going to be unecessary.
Noo-bish XD

That's the beauty of LBPVita though. You can make levels/games without the touch screen. It's an addition, not a necessity
2012-07-14 19:17:00

Author:
GribbleGrunger
Posts: 3910


That's the beauty of LBPVita though. You can make levels/games without the touch screen. It's an addition, not a necessity

ya...when i get the game i would probably wanna play without touch sometimes... the annoying thing is,sometimes in the beta,when i played a level that didn't use touch, the creator did not turn the touch controls off in player settings of the level,causing me to be annoyed by touching the back and see an annoying little circle...and this issue was not in noobs levels,it was in pretty good levels!(which was why i was surprised) when i'm not using any touch in the level, i wanna hold my vita normal...hope more players will see the option to disable touch/back touch only/front touch, so you only use what you gonna need to use. i have an idea to solve this issue,gonna go tell it in your thread.
2012-07-15 05:01:00

Author:
ythyth
Posts: 400


there are some games that benefit from touch though. I'm looking forward to playing Tapling for instance. Rear touch is going to be an issue with me though (i think). I'm on the fence about it at the moment.2012-07-15 14:01:00

Author:
GribbleGrunger
Posts: 3910


there are some games that benefit from touch though. I'm looking forward to playing Tapling for instance. Rear touch is going to be an issue with me though (i think). I'm on the fence about it at the moment.
ya...that's why i think my idea is kind of really gonna help,if you aren't gonna use the touch,the level wouldn't turn it on.
2012-07-15 17:35:00

Author:
ythyth
Posts: 400


ya...that's why i think my idea is kind of really gonna help,if you aren't gonna use the touch,the level wouldn't turn it on.

you have to turn it on for it to work. If you don't use touch, it won't register it.
2012-07-15 19:27:00

Author:
GribbleGrunger
Posts: 3910


you have to turn it on for it to work. If you don't use touch, it won't register it.

yes it would, if i started creating a level,and put nothing in it,switch to play,and touch my back touch it would show me a circle where i'm touching my back touch. (unless it turn it off in my player settings of my level) did you read my idea in your thread? the touch for a level is on by default.
2012-07-15 21:44:00

Author:
ythyth
Posts: 400


yes it would, if i started creating a level,and put nothing in it,switch to play,and touch my back touch it would show me a circle where i'm touching my back touch. (unless it turn it off in my player settings of my level) did you read my idea in your thread? the touch for a level is on by default.

oh, you meant in create mode. Sorry, I misunderstood. Let me put it this way: When you want to use the emit/destroy technique in LBP2, you have to get someone to 'spot' the far edge so that you know you have captured everything you want (if it's a huge piece of the level)... well, in LBPVita, all you do is set one edge where you want it and drag it to the other edge with the backtouch. It's a very nice feature actually. I would recommend buying a clip on grip for your Vita when LBPVita hits, they keep your fingers at a safer distance without feeling uncomfortable when you need the backtouch:

?11

http://thehut.pantherssl.com/productimg/0/600/600/59/10587259-1328031516-199164.jpg

http://www.zavvi.com/10587259.html?utm_source=googleprod&utm_medium=gp&utm_campaign=gp_technology&affil=thggps
2012-07-16 12:42:00

Author:
GribbleGrunger
Posts: 3910


oh, you meant in create mode. Sorry, I misunderstood. Let me put it this way: When you want to use the emit/destroy technique in LBP2, you have to get someone to 'spot' the far edge so that you know you have captured everything you want (if it's a huge piece of the level)... well, in LBPVita, all you do is set one edge where you want it and drag it to the other edge with the backtouch. It's a very nice feature actually. I would recommend buying a clip on grip for your Vita when LBPVita hits, they keep your fingers at a safer distance without feeling uncomfortable when you need the backtouch:

?11

http://thehut.pantherssl.com/productimg/0/600/600/59/10587259-1328031516-199164.jpg

http://www.zavvi.com/10587259.html?utm_source=googleprod&utm_medium=gp&utm_campaign=gp_technology&affil=thggps

thanks, i didn't mean that i dont like the touch or anything,just that if i'm playing a level without it,i wanna be holding my vita freely..i like the touch in create mode alot too,it really helps speeding things up,my favorite is selecting with touch,if i want to select multiple stuff i just circle them with the touch...i'm thinking about getting a case,not really because of the back touch,to get more of a plastic stronger feeling than the glass feeling the vita has...and to protect my vita
2012-07-16 13:30:00

Author:
ythyth
Posts: 400


thanks, i didn't mean that i dont like the touch or anything,just that if i'm playing a level without it,i wanna be holding my vita freely..i like the touch in create mode alot too,it really helps speeding things up,my favorite is selecting with touch,if i want to select multiple stuff i just circle them with the touch...i'm thinking about getting a case,not really because of the back touch,to get more of a plastic stronger feeling than the glass feeling the vita has...and to protect my vita

ok, I'm officially confused. you DO mean when playing a game. Like I've said, unless the game/level is 'programmed' to use touch, it won't register you touching it. It only registers in play mode by default. You have to use the logic in order for it to work in your level, otherwise it's simply LBP2 on the Vita
2012-07-16 15:56:00

Author:
GribbleGrunger
Posts: 3910


ok, I'm officially confused. you DO mean when playing a game. Like I've said, unless the game/level is 'programmed' to use touch, it won't register you touching it. It only registers in play mode by default. You have to use the logic in order for it to work in your level, otherwise it's simply LBP2 on the Vita
no you don't,when you enter create mode,touch for your level(in play mode!) is enabled,if you put any touch logic/material or if you don't,it doesn't matter,global touch for your level is on by default. think of this: i start creating a level,its EMPTY i switch to play mode,touch the back of the vita,and it WILL show me my finger,because it IS on by default,when i go back to level creator, turn OFF back and front touch,switch to play mode,touch my back,no finger. i'm annoyed that it's like this, i dont think that it should be on by default,it should be off,until you put some sort of touch logic/material (and it seems that you thought this is how it is,but its not.)
2012-07-16 18:16:00

Author:
ythyth
Posts: 400


Good discussion here, but it should probably be continued in the [LBPV] Speculation and Suggestions (http://www.lbpcentral.com/forums/forumdisplay.php?140-LBPV-Speculation-and-Suggestions) forum. 2012-07-16 18:25:00

Author:
Taffey
Posts: 3187


Moved to speculation forum! That's TerminalS2012-07-16 22:52:00

Author:
GribbleGrunger
Posts: 3910


i'm annoyed that it's like this, i dont think that it should be on by default,it should be off,until you put some sort of touch logic/material (and it seems that you thought this is how it is,but its not.)
Edit:
Moved my reponse (https://lbpcentral.lbp-hub.com/index.php?t=72442-Touch-by-default-or-not&p=1025926&viewfull=1#post1025926) to the new thread
2012-07-17 12:03:00

Author:
Slaeden-Bob
Posts: 605


I do understand your issue, but LittleBigPlanet has always been about making creation as accessible as possible for the users. Therefore Global Touch is enabled by default in a fresh level, as it is one of the new key features in LBP PSV.
We want new creators (with little or no LBP experience) to have this feature instantly "at their fingertips" (lol) without having to browse through a series of menues, and this is the reason for the current setup. Seasoned creators, such as most users here on LBPCentral.com, will most likely be capable of locating the setting in the Popit menu and disable it if they feel it is too intrusive

Are those setting easily found? That would be my only problem (although like I said, It's not a biggy)

It's funny actually because I took this news as a positive. I didn't know you could turn them off
2012-07-17 12:08:00

Author:
GribbleGrunger
Posts: 3910


Are those setting easily found? That would be my only problem (although like I said, It's not a biggy)


You find them in the new Gameplay Controls Popit-sub menu directly accessible from the "main" Popit window (the first one you see when pressing Square in Create mode).
2012-07-17 12:15:00

Author:
Slaeden-Bob
Posts: 605


If you've made a creation in LBP2, could you then republish it in LBP Vita, similar to republishing old LBP1 levels in LBP?

Also, will any of these awesome features coming to Vita ever be updated into LBP2, such as the invisible material or the memorizer? I don't know about everyone else, but if I'm at home, I'm not going to want to play on my Vita if my PS3 is available, and I'd hope that LBP2 would at least provide me with the most up-to-date features since a LBP3 is not yet in sight. I do remember hearing about some sort of cross-compatibility DLC. Is this maybe the missing link I'm looking for?
2012-07-29 07:46:00

Author:
Unknown User


If you've made a creation in LBP2, could you then republish it in LBP Vita, similar to republishing old LBP1 levels in LBP?

Also, will any of these awesome features coming to Vita ever be updated into LBP2, such as the invisible material or the memorizer? I don't know about everyone else, but if I'm at home, I'm not going to want to play on my Vita if my PS3 is available, and I'd hope that LBP2 would at least provide me with the most up-to-date features since a LBP3 is not yet in sight. I do remember hearing about some sort of cross-compatibility DLC. Is this maybe the missing link I'm looking for?

Just to clarify a few things for you because I know how difficult it is to read through the thousands of posts on this site:

1/ It has been confirmed that Some LBP2 content is transferable, such as costumes, but nothing else. As far as levels are concerned, I can guarantee that they won't be transferable. LBPVita will be a fresh start and a fresh build. The last thing they want is for any bugs from LBP2 to be inadvertently transferred to LBPVita and no one would want their LBPVita levels to be buried in the 6 million + levels currently available for the LBP2 version. Costumes, YES, levels, NO. And I like that myself.

2/ The cross DLC is coming this year and will offer Wiiu like integration with the Vita. If you look in my media section you will find a video of it in action, which explains it better than I could. Whether some of the LBPVita features will make it to LBP2 via that DLC is yet to be confirmed/denied, so I would just wait and see. My guess is some, but not all. If you require a Vita to use that DLC, then it follows that the Vita could deal with a lot of the content anyway... such as the memorizer.

LBP2 PS3/PSVita Cross play demonstration (http://www.youtube.com/watch?v=dsnt29mLdWw&feature=related)

3/ There hasn't been a release date announced yet. The best guess 'now' is around September-ish. You didn't ask that but I sensed it coming...
2012-07-29 14:04:00

Author:
GribbleGrunger
Posts: 3910


I agree that not being able to transfer level is a good thing for that, but at the same time it means we'll have to rebuild all our logic tools. I just don't want to rebuild that instant probe :S2012-08-02 20:10:00

Author:
Unknown User


You know you'd love to really, Pivott

I was thinking today (yes I do that occasionally) and I was wondering about the layer shifting in dephysicalize mode. I just wonder... will you be able to bolt two thin layers together? In the latest video there is a circular decoration with cogs and it's obvious that they've used that feature for this effect, but the cog decorations aren't rotating. Can you or can't you bolt them together? One would have thought that if you could they would have had those cog decorations turning. They could have put a rotator on them I suppose, but it would be HUGE if you could bolt thin layers together. Just think of how animations would take a huge leap not having to use a thin and two thick layers to do the job.
2012-08-02 20:40:00

Author:
GribbleGrunger
Posts: 3910


couldn't you just put invisible holo behind the cogs and bolt em together like that?
Then maybe glue the holo to the other cog if you wanted?
2012-08-02 20:48:00

Author:
ConanUltimate
Posts: 104


couldn't you just put invisible holo behind the cogs and bolt em together like that?
Then maybe glue the holo to the other cog if you wanted?

Well yes, that would be a sort of work around but it would be far more convenient to be able to bolt the thin layers together. Even if you used holo there would be a problem though. For instance, if I wanted to create a leg joint, the bolt would still have to go through two thin layers before it hit the holo. So would those thin layers be treated as one layer and be bolted 'together' as such, or would they swing independent of each other?

this will give you an idea of what I'm thinking:

http://www.youtube.com/watch?v=HOP9LKSF2rw

Because each limb part is fixed to each other, it's easier and for more consistent to create animations. It would only take up one thin layer to create a background animation too. I'm wondering if that's what they are doing with the intro of most of the vids with the puppeteer model

What I'd also like to see is a sort of mini layer shift tool too. I don't know how feasible that is which is why it hasn't made it into my 'sensible suggestions' thread. I can imagine some nice effects if you could. Those layers are already there AND numbered, so a layer shift tool within those layers 'should' be feasible... surely?
2012-08-02 20:57:00

Author:
GribbleGrunger
Posts: 3910


I was wondering: Because you can now join the layers, does that stop light from bleeding out between the layers?2012-08-05 16:59:00

Author:
GribbleGrunger
Posts: 3910


I have a few questions as well. If anyone could answer these, it would be very much appreciated.

1) Can the note (able to display analogue values) be used as a signal display in play mode, replacing the excessively bulky systems we have in LBP2?

2) Is the 50 memorizer labels limit the maximum number of labels you can have saved for your game, or the maximum number of labels you personally can make for others to save? In other words: Could I save hundreds of community labels to my Vita, and still have my 50 personal labels, or is it capped at 50 across both mine and others?

3) Is the add/subtract limited to the AND gate, while the multiply/divide limited to the OR gate?
2012-08-06 01:42:00

Author:
SSTAGG1
Posts: 1136


1) Can the note (able to display analogue values) be used as a signal display in play mode, replacing the excessively bulky systems we have in LBP2?

I know the answer to this is yes, but I'm not sure about the others
2012-08-06 11:52:00

Author:
GribbleGrunger
Posts: 3910


2) Is the 50 memorizer labels limit the maximum number of labels you can have saved for your game, or the maximum number of labels you personally can make for others to save? In other words: Could I save hundreds of community labels to my Vita, and still have my 50 personal labels, or is it capped at 50 across both mine and others?

The 50 labels are a limit for how many you yourself can put into your levels. You can have as many labels saved to your profile from other creations as your max profile size allows (something I'm not quite sure about)


3) Is the add/subtract limited to the AND gate, while the multiply/divide limited to the OR gate?

Yep
2012-08-06 12:29:00

Author:
Holguin86
Posts: 875


I wonder, has Tarsier made it possible to play a level without ever having to see sackboy? Even at the scoreboard?2012-08-12 18:11:00

Author:
GribbleGrunger
Posts: 3910


I wonder, has Tarsier made it possible to play a level without ever having to see sackboy? Even at the scoreboard?I don't think there's any way to get out of seeing Sackboy at the scoreboard. You can definitely go sans Sackboy for the rest of a level though.2012-08-12 18:33:00

Author:
Taffey
Posts: 3187


I wonder, has Tarsier made it possible to play a level without ever having to see sackboy? Even at the scoreboard?

Game ender?
2012-08-12 18:48:00

Author:
ythyth
Posts: 400


I probably missed this somewhere, but hopefully someone won't mind me asking again.

What from LBP2 (if anything) is transferable to LBP Vita? I have done a very poor job of collecting everything in LBP 1 and 2, so a fresh start would be nice.
2012-08-12 19:12:00

Author:
SSTAGG1
Posts: 1136


I don't think there's any way to get out of seeing Sackboy at the scoreboard. You can definitely go sans Sackboy for the rest of a level though.

I know that Syroc said that there is an option to turn sound off on a lot of things now so I'm assuming you can turn the sound off when sackboy enters the level and gets into the controlinator. I was just wondering if there was a way of masking sackboy at the end? I suppose you could have a false floor that's dephysicalised and then have the score board level with that false floor. Sackboy would then be below the floor and not in view. It would be nice to have an option to have an input to the scoreboard that set it off even if sackboy wasn't there. That would be easy, surely?
2012-08-12 19:15:00

Author:
GribbleGrunger
Posts: 3910


I wonder, has Tarsier made it possible to play a level without ever having to see sackboy? Even at the scoreboard?

This was possible in LBP2, so long as you didn't use a scoreboard.

If you trigger a game ender and set it to 'success' without having a scoreboard, the level will just end. I think. You have the freedom to create your own ending/scoreboard sequence prior to this. Scores will obviously not be compared against other players, though.
2012-08-13 15:33:00

Author:
comphermc
Posts: 5338


This was possible in LBP2, so long as you didn't use a scoreboard.

If you trigger a game ender and set it to 'success' without having a scoreboard, the level will just end. I think. You have the freedom to create your own ending/scoreboard sequencer prior to this. Scores will obviously not be compared against other players, though.

Ya, I used that method in this level -> http://lbp.me/v/6q9sch
Nobody seemed to be too worried about the fact that there wasn't a scoreboard at the end.
2012-08-13 15:45:00

Author:
Syroc
Posts: 3193


I know that Syroc said that there is an option to turn sound off on a lot of things now so I'm assuming you can turn the sound off when sackboy enters the level and gets into the controlinator.I don't recall offhand if there was a direct tweak or not (I think there was.. I'm sure somebody will chime in). In my beta level I used an invisible controlinator and hid the spawn point inside a chunk of dephysicalized material. There was no sackboy spawning sound or controlinator sound at all - the level just started cleanly with my cutscene.




This was possible in LBP2, so long as you didn't use a scoreboard.

If you trigger a game ender and set it to 'success' without having a scoreboard, the level will just end. I think. You have the freedom to create your own ending/scoreboard sequencer prior to this. Scores will obviously not be compared against other players, though.Well! Check out the big brain on Br... uh, Matt!

Thanks, I didn't know that - I'll have to give that a try.
2012-08-13 17:25:00

Author:
Taffey
Posts: 3187


I don't recall offhand if there was a direct tweak or not (I think there was.. I'm sure somebody will chime in). In my beta level I used an invisible controlinator and hid the spawn point inside a chunk of dephysicalized material. There was no sackboy spawning sound or controlinator sound at all - the level just started cleanly with my cutscene.

Why wasn't there a sound? does putting something inside dephysicalized material automatically turn the sound off?

I didn't know about the ending a level without a scoreboard either! Perhaps using the memorizers will allow us to make our own scoreboard systems!?
2012-08-13 17:35:00

Author:
GribbleGrunger
Posts: 3910


Perhaps using the memorizers will allow us to make our own scoreboard systems!?

This should be good, please explain how what is esstentially a cookie will help in making a scoreboard system?
2012-08-13 18:03:00

Author:
fullofwin
Posts: 1214


This should be good, please explain how what is esstentially a cookie will help in making a scoreboard system?

Are you sure you are not letting one debate colour your approach to replies in other debates? Think about that please:

I don't know how memorizers work and I didn't even know you could end a game without a scoreboard, but Taffey knows more than me so perhaps he could have answered that. If the memorizer can remember data and that data can be used within the same level, then surely that data could then be displayed in some way at the end of the level? No? Perhaps using the new functions on the 'notes'?

Yes, this should be interesting, but I'm 90% sure it's possible to use 'essentially a cookie' to do that. Come on, please don't start following me around on this site trying to one up me in any way possible...

We're all friends here
2012-08-13 18:12:00

Author:
GribbleGrunger
Posts: 3910


I don't know how memorizers work and I didn't even know you could end a game without a scoreboard.

Come on, please don't start following me around on this site trying to one up me in any way possible...

We're all friends here

Why don't you know how a memorizer works? You certainly read enough about every new feature in LBPV...you ought to have gleened a basic understanding of what it is and what is does.

You wouldn't need a memorizer unless you wanted to allow someone to quit the level and then continue playing at a later date remembering where they left off, etc. it's a way to have persistent state information for the level that is specific to the player. I also believe that being able to save this is an option that the player can disable (like collecting objects).

All things will become clear in time...when the game is released it will be time to experiment with the new features...do you really need to know before then?

You make a thousand posts every day...it's near impossible to read ANY thread on this site without encountering a post from you. I don't think it would be a bad thing it you slowed down and puzzled things over in your own head before posting everything little thing that comes to mind.
2012-08-13 18:37:00

Author:
fullofwin
Posts: 1214


Why wasn't there a sound? does putting something inside dephysicalized material automatically turn the sound off?It's a feature of the new dephysicalizer chip.

KIDDING

Of course there is no chip so nobody get excited.

I think it's a result of making the controlinator non-visible - sound is muted the same way it works for bolts and pistons.
2012-08-13 19:16:00

Author:
Taffey
Posts: 3187


Why wasn't there a sound? does putting something inside dephysicalized material automatically turn the sound off?

I didn't know about the ending a level without a scoreboard either! Perhaps using the memorizers will allow us to make our own scoreboard systems!?

You can tweak off the sounds for gates and controlinators. Ending a level with the game ender has been around for a while now...nothing new there.

I did notice in the beta that you could separate the top and bottom of a scoreboard and use either to finish with...is that a glitch or will it be in the final game?
2012-08-13 19:17:00

Author:
Chazprime
Posts: 587


do you really need to know before then?

I guess any question is irrelevant? Come on fella, ease it up. I will continue to ask questions no matter how irrelevant you think they are. It's my nature and trust me, the more interesting questions I ask 'myself' have nothing to do with LBP


I did notice in the beta that you could separate the top and bottom of a scoreboard and use either to finish with...is that a glitch or will it be in the final game?

You can remove the bottom of the scoreboard already. If you change the material to dissolve and then dissolve it

edit: oh, you mean you can have just the bottom of the scoreboard too! That's interesting
2012-08-13 19:19:00

Author:
GribbleGrunger
Posts: 3910


I did notice in the beta that you could separate the top and bottom of a scoreboard and use either to finish with...is that a glitch or will it be in the final game?

Really?

We pushed for and got the ability to detach the scoreboard from its base without using hacky methods, but I don't think anyone considered what would happen if only the base was used. Hm... I will have to test that out. Seems like it'd be a funny bug!

2012-08-13 20:04:00

Author:
comphermc
Posts: 5338


Why wasn't there a sound? does putting something inside dephysicalized material automatically turn the sound off?

I didn't know about the ending a level without a scoreboard either! Perhaps using the memorizers will allow us to make our own scoreboard systems!?


Really?

We pushed for and got the ability to detach the scoreboard from its base without using hacky methods, but I don't think anyone considered what would happen if only the base was used. Hm... I will have to test that out. Seems like it'd be a funny bug!



Yep, found out by accident when I went to drop my selection and the scoreboard broke into two pieces. This was in the first beta, not sure if it made it into the second.
2012-08-13 20:24:00

Author:
Chazprime
Posts: 587


We know that you can now have multiple layers within layers. Could you attach a pistons, winches, bolts etc. to each of those thin layers? I'm into visuals and I can imagine some really neat effects if you could. Just something as simple as a door opening could become a work of art2012-08-13 21:03:00

Author:
GribbleGrunger
Posts: 3910


We know that you can now have multiple layers within layers. Could you attach a pistons, winches, bolts etc. to each of those thin layers? I'm into visuals and I can imagine some really neat effects if you could. Just something as simple as a door opening could become a work of art

If you are talking about the -20 to 20 setting on materials (I think that?s the correct range), no it's just for render display priority. Essentially it will bias the z depth of the front face of the layer towards or away from the eye by the specified number of units of resolution of the z-buffer (or something like that). It does mean that you can now do some awesome stuff with layered sticker panel without the display artifacts?this is one of the new additions I am most excited about. But the material itself physically occupies the normal layers.
2012-08-13 21:36:00

Author:
fullofwin
Posts: 1214


oh, that's a pity. Thanks. What the heck is z buffering?

Speaking of doors, it would be nice if we had a decoration 'hinge' and some generic doors to go with it.
2012-08-13 21:48:00

Author:
GribbleGrunger
Posts: 3910


Z-buffering is the process of determining where an object lies in 3D space relative to the camera via an image (ie: a depth map).

Is the multi-layer trick using the z-buffer? Or is it actually nudging the polygons forward or backwards?
2012-08-13 22:05:00

Author:
Chazprime
Posts: 587


oh, that's a pity. Thanks. What the heck is z buffering?

Well, it does keep the collision detection between layers (or with sackboy) simple. As for z-buffer, you might be better doing a google search if you?re really interested, I probably won?t explain it very well. Essentially when rendering a 3d scene each pixel you want to turn on is assigned a z value that is stored in the z-buffer. When a new pixel shares the same xy location, the z of the new pixel is compared to the old z, and it keeps the one closer to the eye. This is how a close object can obscure stuff that is behind it. This is all done on hardware these days, I assume the PS3 has a 32-bit z-buffer (I have no idea)?which would mean lots of precision for telling which of 2 close objects is actually in front. When 2 objects are coincident as with 2 pieces of sticker panel on the same layer in LBP2, the flishy-flash you get is something I like to call pixel porpoising?but I think it's more commonly called z-fighting.


Is the multi-layer trick using the z-buffer? Or is it actually nudging the polygons forward or backwards?

As for how the layer priority was actually implemented in LBPV...I'm clearly just guessing, and the specifics of the implementation aren't that important to me. I would assume since the material stores the +-20 value it's applied to the facet coordinates at draw time, otherwise you?d need to actually modify the vertex data whenever the setting is changed?and I could easily see bugs creating in when changing material thickness/layer.
2012-08-13 22:16:00

Author:
fullofwin
Posts: 1214


oh right. I'll forgo the search though lol. I'm not technically minded and it would probably go over my head anyway. I was assuming that each sub layer was independent of the actual layer... Could you perhaps use movers in some way or would that run into the same problem? Assuming you could actually place a mover and logic on each separate sub layer of course. The reason I'm asking this is that in the latest video there is a wheel and in that wheel you can clearly see that they've used the sub layers to create a complex looking cog system, but the cogs are static. I was just wondering if they could have put rotators on each of those sub layers to make the cogs turn independent of the actual layer?

on a totally unrelated note: wouldn't it be great if Sony (with the new DLC that's coming for LBP2) allowed us to use the Vita for drawing stickers instead of the MOVE...
2012-08-13 22:25:00

Author:
GribbleGrunger
Posts: 3910


Well, it does keep the collision detection between layers (or with sackboy) simple. As for z-buffer, you might be better doing a google search if you’re really interested, I probably won’t explain it very well. Essentially when rendering a 3d scene each pixel you want to turn on is assigned a z value that is stored in the z-buffer. When a new pixel shares the same xy location, the z of the new pixel is compared to the old z, and it keeps the one closer to the eye. This is how a close object can obscure stuff that is behind it. This is all done on hardware these days, I assume the PS3 has a 32-bit z-buffer (I have no idea)…which would mean lots of precision for telling which of 2 close objects is actually in front. When 2 objects are coincident as with 2 pieces of sticker panel on the same layer in LBP2, the flishy-flash you get is something I like to call pixel porpoising…but I think it’s more commonly called z-fighting.



As for how the layer priority was actually implemented in LBPV...I'm clearly just guessing, and the specifics of the implementation aren't that important to me. I would assume since the material stores the +-20 value it’s applied to the facet coordinates at draw time, otherwise you’d need to actually modify the vertex data whenever the setting is changed…and I could easily see bugs creating in when changing material thickness/layer.

That reminds me...after the beta I read somewhere (think it might have been in the beta forums) that the final Vita version each layer will have 2 thin/1 thick (versus LBP2 has only 1 thick/1 thin per layer)...is that true or BS?
2012-08-13 22:31:00

Author:
Chazprime
Posts: 587


I was just wondering if they could have put rotators on each of those sub layers to make the cogs turn independent of the actual layer?

I'm not sure what they did with the cog...and I haven't seen the video. For the layer priority setting I'm talking about, try not to think about it as actual layers...it's just a display time tweak to let you specify the draw order for coincident surfaces, I'm not certain you'd even see a visible separation even if you set one piece to +20 and another to -20 (due to the high resolution of the z-buffer)...but I didn't actually try this. I saw no evidence of actual sub-layers in the beta...


on a totally unrelated note: wouldn't it be great if Sony (with the new DLC that's coming for LBP2) allowed us to use the Vita for drawing stickers instead of the MOVE...

Absolutely, I refuse to buy a Move controller and I'd love to draw my own stickers. Of course I'd rather be able to draw stickers for LBPV because I don't plan to touch LBP2 for a while...hopefully LBPV gets this down the road.
2012-08-13 22:35:00

Author:
fullofwin
Posts: 1214


That reminds me...after the beta I read somewhere (think it might have been in the beta forums) that the final Vita version each layer will have 2 thin/1 thick (versus LBP2 has only 1 thick/1 thin per layer)...is that true or BS?

sounds like BS to me. Why would you need that when you have sub layers?
2012-08-13 22:37:00

Author:
GribbleGrunger
Posts: 3910


sounds like BS to me. Why would you need that when you have sub layers?

Because sub-layers aren't actual layers, just the illusion of extra layers. If there were two thin layers between each thick layer, you could do a ton of nice layered effects that we currently have to use the theck and thack for - without having to worry about overlap.
2012-08-13 22:40:00

Author:
Chazprime
Posts: 587


Because sub-layers aren't actual layers, just the illusion of extra layers. If there were two thin layers between each thick layer, you could do a ton of nice layered effects that we currently have to use the theck and thack for - without having to worry about overlap.

I'd be really surprised if they made such a fundamental change like this after the beta...
2012-08-13 22:42:00

Author:
fullofwin
Posts: 1214


I'd be really surprised if they made such a fundamental change like this after the beta...

That's what I figured, I guess someone else probably got messed up with the concept of sub-layers.
2012-08-13 22:43:00

Author:
Chazprime
Posts: 587


I'm not sure what they did with the cog...and I haven't seen the video. For the layer priority setting I'm talking about, try not to think about it as actual layers...it's just a display time tweak to let you specify the draw order for coincident surfaces, I'm not certain you'd even see a visible separation even if you set one piece to +20 and another to -20 (due to the high resolution of the z-buffer)...but I didn't actually try this. I saw no evidence of actual sub-layers in the beta...

here's the video. It's at 1.57. i don't hold out much hope now though after what you've said:

http://www.youtube.com/watch?v=-AicGhLfwn8
2012-08-13 22:51:00

Author:
GribbleGrunger
Posts: 3910


Correct me if I'm wrong, but I think the cogs you're referring to are just part of the material they used, similar to the dark grey metal with all the tools and scraps on it from LBP2.2012-08-13 22:57:00

Author:
Super_Clone
Posts: 849


here's the video. It's at 1.57. i don't hold out much hope now though after what you've said:

http://www.youtube.com/watch?v=-AicGhLfwn8

Man, LBPV story mode looks like it's going to be awesome!!! I haven't been watching videos since I knew I'd be buying it anyway and it just makes the wait more painful!

The gears just look like rotating sticker panel to me?
2012-08-13 23:08:00

Author:
fullofwin
Posts: 1214


Correct me if I'm wrong, but I think the cogs you're referring to are just part of the material they used, similar to the dark grey metal with all the tools and scraps on it from LBP2.

Flipping heck! I'm feeling all my inspiration slipping away today. You could be right.
2012-08-13 23:09:00

Author:
GribbleGrunger
Posts: 3910


Flipping heck! I'm feeling all my inspiration slipping away today. You could be right.

Cool, my work is done here!
2012-08-13 23:15:00

Author:
fullofwin
Posts: 1214


Sorry.. I kinda feel guilty for raining on your parade. If it's any consolation, you could use the sub-layers and dephysicalized material to achieve a similar effect!2012-08-13 23:19:00

Author:
Super_Clone
Posts: 849


Is the multi-layer trick using the z-buffer? Or is it actually nudging the polygons forward or backwards?I will of course defer the final answer to one of the more technically-savvy Tarsier folks that actually knows the answer to this question, however....

I'm pretty sure the game is actually moving the polygons forwards and backwards. I used this extensively in my astronaut food level. I made a "tray" out of some thick layer material and pushed it forward to +20. I then made the "food" out of more thick layer material that sat in the holes in the tray and pushed these back to -20. The result was a convincing look that the food was filling up the holes in the tray most of the way (but not all the way) to the top. To quantify this, the material I used for the tray had rounded corners. As you moved the "food" back into the holes you could actually see the rounded edges being revealed as the materials moved against each other.

Also, there was a... ehm "feature" where you could slide certain materials back to -20 on the back layer and they would become unselectable due to being physically located beyond the boundaries of that layer.
2012-08-13 23:20:00

Author:
Taffey
Posts: 3187


Also, there was a... ehm "feature" where you could slide certain materials back to -20 on the back layer and they would become unselectable due to being physically located beyond the boundaries of that layer.

Somewhat compelling evidence that this feature wasn't implemented the way I thought... but It's also entirely possible that the pick logic also works off the draw output (i.e. draw shape and see if any pixels get turned on within the locate aperture).

You wouldn't be able to tell how it was implemented from just the display evidence because whether the vertex z coordinate is stored as 2 or stored as 0 with a 2 offset applied at draw time, the visual effect is identical. Anyway, however it was done, I'm sure they had a good reason for doing it whatever way they did.
2012-08-13 23:40:00

Author:
fullofwin
Posts: 1214


Is there any way of telling the vita screen to accept certain shaped strokes? For instance, if I mad a noughts and crosses game, could I program it so that the screen recognised a circle and an X? Of course, Okami comes to mind too.2012-08-14 05:12:00

Author:
GribbleGrunger
Posts: 3910


Is there any way of telling the vita screen to accept certain shaped strokes? For instance, if I mad a noughts and crosses game, could I program it so that the screen recognised a circle and an X? Of course, Okami comes to mind too.
I imagine that could be managed with some combo logic. If some stroke shape is done in a certain time, in a certain pattern (so sequential touch sensors, with any incorrect input resetting them), it should be possible.

I think there'd be too much variation to the strokes to make it a general tool/feature.

I do remember seeing somewhere that the touch sensor can be set to only detect certain strokes (tap, hold, swipe). It's not quite the same, but something nonetheless. I wasn't in the beta though, so I dunno.

EDIT: Another workaround could be to use the motion recorder, and set it off when the player starts the motion. Some logic to detect touch contact with the moving piece. It could be used to make custom swipes, as long as they remain in contact with the swipe component as it moves.
2012-08-14 05:18:00

Author:
SSTAGG1
Posts: 1136


I imagine that could be managed with some combo logic. If some stroke shape is done in a certain time, in a certain pattern (so sequential touch sensors, with any incorrect input resetting them), it should be possible.

I think there'd be too much variation to the strokes to make it a general tool/feature.

I do remember seeing somewhere that the touch sensor can be set to only detect certain strokes (tap, hold, swipe). It's not quite the same, but something nonetheless. I wasn't in the beta though, so I dunno.

EDIT: Another workaround could be to use the motion recorder, and set it off when the player starts the motion. Some logic to detect touch contact with the moving piece. It could be used to make custom swipes, as long as they remain in contact with the swipe component as it moves.

mmm... the problem though would be that you would want to be able to judge if the shape was 'close enough' to the original shape because clearly the shapes are not always going to be drawn exactly the same each time.
2012-08-14 05:32:00

Author:
GribbleGrunger
Posts: 3910



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