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New Tools, Features, and Updates in LittleBigPlanet 2

Archive: 841 posts


sounds more like a job for the select switch than the sequencers. Or just an OR gate and an emitter....

The sequencer is for timing events... So if you wanted several things to happen in a timed sequence when you trigger the prox, then the sequencer would be useful, but probably not the music part of the sequencer...
2010-08-19 16:53:00

Author:
rtm223
Posts: 6497


Fair enough!
I haven't had any hands-on experience with any of the tools, so I wouldn't know what new tools would be better for the job, of course.

Sure, you've got a neat little list in the first post, but reading about it won't give me a feel of the tools.
2010-08-19 17:00:00

Author:
Melfice
Posts: 269


For those Level-Linking gizmos, do you HAVE to go to the next level or is there an option to go back to the Pod?

:SH:
2010-08-19 19:00:00

Author:
ThePineapplizer
Posts: 769


They've confirmed custom music! It's in this video:
http://www.youtube.com/watch?v=B0MPqHXv1sQ
oh wait everbody already knew about this lol i just learned today so I was freaked
2010-08-19 19:16:00

Author:
Unknown User


^ We were already aware of that. Since yesterday, actually.


For those Level-Linking gizmos, do you HAVE to go to the next level or is there an option to go back to the Pod?

:SH:

I think that depends on the author, from what I've seen. It could very well be that there's several toggles.
- Mandatory link
- Choose to be linked (no option to go to scoreboard/pod)
- Choose to be linked (option to finish level)

At least, that's what I got from this video I just watched, though I may have misinterpreted.
2010-08-19 20:37:00

Author:
Melfice
Posts: 269


Yeah, maybe you should add stuff about the music editor now...2010-08-19 23:23:00

Author:
Captnmatt
Posts: 96


Got a question for community jam people

how does recording your movements for sackbots like work.

do you have to put something on to the micro chip ?
2010-08-22 20:09:00

Author:
Ash_uk1
Posts: 255


In the tweak menu for sackbots there is an option to record if I remember correctly. There is a behviour tool you can add to microchips to, although i never played with it i guess that you can also use that to record different patterns. Someone will need to confirm this though because i'm not 100% sure (it was a long time ago and i'm not known for my great memory )2010-08-23 10:48:00

Author:
GruntosUK
Posts: 1754


Thank you grantos2010-08-23 18:45:00

Author:
Ash_uk1
Posts: 255


Really cool, but LBP1 Users are allow to capture LBP2 objects and tools?2010-08-24 14:56:00

Author:
Unknown User


No, because that would defeat the object of releasing a new game that people have to pay for....

Nothing from LBP2 is going to work in LBP1.
2010-08-24 15:00:00

Author:
rtm223
Posts: 6497


Nothing from LBP2 is going to work in LBP1.

However, they may still release new DLC which is compatible with both versions, but they're likely to just be simple things like costumes and stickers - I doubt they'll make any major changes the LBP1 core code any more.
2010-08-24 15:14:00

Author:
Aya042
Posts: 2870


MUSIC MUSIC MUSIC MUSIC MUSIC MUSIC MUSIC MUSIC MUSIC MUSIC MUSIC MUSIC MUSIC MUSIC I didn't need to hear more to know that this game is a must buy
...maybe a stupid post on a forum about little big planet but I had to say sth :-)
2010-08-25 22:29:00

Author:
Unknown User


soooo much info!!! thank you2010-08-25 22:37:00

Author:
HollieCat
Posts: 197


Logic Tools
These are all non-physical and can be placed inside microchips.

Toggle - inverts output each time and input is given.
Selector - cycles through its outputs each time activated. Can also take overrides to jump to specific outputs.
Counter switch - increments each time it it activated up to a max value. Can be reset as well.



Okay few questions,
Does the toggle have overrides or do I have to do this to store a bit?
http://img835.imageshack.us/img835/534/toggleswitchbinarystora.png

The counter what does that output, is it the same as speed?

Selector I assume can be overwritten by the value the counter outputs, is there anyway to create this value? Can the battery output a set value?

Is there anyway to stop a speed value? for binary I would just AND with false but I don't think you can hook speed into a or switch.
2010-08-26 01:41:00

Author:
Zmathue
Posts: 62


Does anyone know if the limit to how many sitckers and decorations we can place on sackboys has increased?2010-08-26 02:02:00

Author:
TheBlackKnight22
Posts: 695


is there a limit???2010-08-26 03:17:00

Author:
McRedFox
Posts: 56


I guess you forgot the power gloves but whatever... THIS IS AWESOME2010-08-26 14:43:00

Author:
Unknown User


Great Amount of information but since I played the latest version of LBP2 (beta-version presented by spaff and christophe at Gamescom in Germany - lotsa bugs in it) I can add some things:

Emitter-Effects: It's also able to make emitted objects disappear by making them splatter like they turn in some kind of liquid (which looks pretty cool - There are Story-levels which appear rather organic by using this effect). This effect is also usable for the destroy-tool (which can make things vanish)

Music Maker: Great Gadget - You have timeline where you an add sound-objects like drums or guitar sounds. The timeline is looped. Unfortunatelly I didn't find a possibility to add own music (mp3 or sth like this)

I don't know if these things are explained somewhere in the thread (if so, I'm sorry) since I didn't want to go through the whole thread...

Anyway, since I got singned in for the Beta, I'm so excited^^ <3
2010-08-26 17:11:00

Author:
Spikeball
Posts: 74


Question to rtm223: Are sackbots able to use power ups? If they aren't, we could always hook up an emmiter to a direct control seat and somehow make it shoot paintballs, but it would be much easier to just put down a paintball enhancement. Thanks, Trev.2010-08-26 17:46:00

Author:
Trev0115
Posts: 14


Question to rtm223: Are sackbots able to use power ups? If they aren't, we could always hook up an emmiter to a direct control seat and somehow make it shoot paintballs, but it would be much easier to just put down a paintball enhancement. Thanks, Trev.

Well, I'm not asked here but YES, they are able to use creatinators, powergloves and so on. The even can use the controllinator
2010-08-26 18:53:00

Author:
Spikeball
Posts: 74


I might be a little late to the party but I just found a GREAT video on the music creation tool (as well as some other videos). Are there anymore videos like this lurking around on the internet?
http://gamescom.gamespot.com/video/6274015/?tag=videos;title;2
2010-08-26 21:17:00

Author:
big_hawk97
Posts: 8


Question to rtm223: Are sackbots able to use power ups? If they aren't, we could always hook up an emmiter to a direct control seat and somehow make it shoot paintballs, but it would be much easier to just put down a paintball enhancement. Thanks, Trev.

The only power up they couldn't use was the grappling hook.
2010-08-27 15:00:00

Author:
GruntosUK
Posts: 1754


The only power up they couldn't use was the grappling hook.

Hope they fix that in the done model of the game,
would be odd for them not to be able to use just one of the power ups *mew
2010-08-27 15:34:00

Author:
Lord-Dreamerz
Posts: 4261


Hope they fix that in the done model of the game,
would be odd for them not to be able to use just one of the power ups *mew

Remember that power gloves could not initially pick up sack people, and now they can. this will proably be fixed.



Question to the Jam guys: Any notes on the 'magic joystick' that no one ever really talked about? It sounds particularly cool.
2010-08-27 17:59:00

Author:
Fishrock123
Posts: 1578


I forgot to say ssomething:

In LBP2 you can not only change gravity of materials but also their friction and stickiness! Materials with a low friction act like glass and materials with a high/maximum stickiness (0% is default) stick to other materials when touching them. You know about the clip with the creatinator? The white things it shot were sticky!
2010-08-28 14:58:00

Author:
Spikeball
Posts: 74


Wait a minute... I thought I saw/heard something about voice acting. Was that in the info? If it was, then can't people swear then? I'm scared...2010-08-28 19:43:00

Author:
Trev0115
Posts: 14


Wait a minute... I thought I saw/heard something about voice acting. Was that in the info? If it was, then can't people swear then? I'm scared...

Hmm. never actually thought about that. Maybe Mm has some kind of system to.. no idk.... I'm scred 2
2010-08-28 23:04:00

Author:
TheBlackKnight22
Posts: 695


Ahh, and did you know of the new material tool which I would call "Sticker Scissor"?
Place a material-block - put a sticker on it (i.e. a fish?) - use that tool on the sticker --> sticker will be "cut-out"
So you don't have to use the eraser-tool and edit every little corner only to have a material that matches the sticker^^
2010-08-29 03:09:00

Author:
Spikeball
Posts: 74


hey does anyone know how the grappling hook works?
can you choose where to shoot or will it shoot at the next thing it can find or will it be like the paintinator?
please message me if anyone knows or believes how it could be
2010-08-30 23:04:00

Author:
Unknown User


It just graps the nearest thing to grap. If there is no grapable material in the hooks range it aims for other sockboys^^2010-08-30 23:16:00

Author:
Spikeball
Posts: 74


ummmmm yeah.... was there any point in doing all those smileys?
anyways, i love those new microchips and logic tools, cuz im not too good with logic soo, these things will really help make things easier for no just me, but everyone else in lbp, and maybe it will promote people to make better levels, i think these tools might actually rid us of a lot of noobish levels, what do you guys think?
2010-09-03 03:20:00

Author:
Merc
Posts: 2135


Logic is one of my issues with lbp, i cant quite solve but visuals are my art! The fluffy feathers making creatures vehicles. I could make a Anti-Color-Abstract-Lvl-2.2010-09-03 05:08:00

Author:
jiamind
Posts: 19


Fishrock: Regarding the magic joystick question on the previous page, it's a tool to aid with directly mapping the analogue sticks to objects. For example, if you built a simple tank with a movable gun, you could attatch a controlinator, wire the left stick to the bolts on the wheels, and the right stick to the magic joystick mounted on the gun, moving the left stick left or right will move the tank, and moving the right stick will aim the gun.
A really simple example is the Bubble Bobble style minigame you see in one of the videos.
2010-09-03 15:17:00

Author:
croissantbuncake
Posts: 572


one thing confuses me... with the direct controll seat you can... eeerrr... direct controll everything with (allmost) every single button on the ps3 controller, so witch button are you suppose to press to get out? xD2010-09-04 02:24:00

Author:
>er.
Posts: 785


one thing confuses me... with the direct controll seat you can... eeerrr... direct controll everything with (allmost) every single button on the ps3 controller, so witch button are you suppose to press to get out? xD

You dont.
:kz:

I think you like, can tweak what button you use to get in, and out.

:SH:
2010-09-04 02:27:00

Author:
ThePineapplizer
Posts: 769


Ahh, and did you know of the new material tool which I would call "Sticker Scissor"?
Place a material-block - put a sticker on it (i.e. a fish?) - use that tool on the sticker --> sticker will be "cut-out"
So you don't have to use the eraser-tool and edit every little corner only to have a material that matches the sticker^^

The Sticker cutout tool is now here? about bloody time *mew
2010-09-04 05:59:00

Author:
Lord-Dreamerz
Posts: 4261


You use the R3 button to jump out.

If you look closely at the vids, I think Sackinima's "building a ufo".. If you look at the controllinator's circuit board's remote, you'll notice the right analogue stick doesn't have a button 'on' it like the left does.

Here- http://www.youtube.com/watch?v=CG5W-KFC8vQ

Although that was an early build..
2010-09-04 06:50:00

Author:
Cheezy WEAPON
Posts: 283


You use the R3 button to jump out.

If you look closely at the vids, I think Sackinima's "building a ufo".. If you look at the controllinator's circuit board's remote, you'll notice the right analogue stick doesn't have a button 'on' it like the left does.

Here- http://www.youtube.com/watch?v=CG5W-KFC8vQ

Although that was an early build..

R3 is what we call the default option~
it can be made in to anything you want or taken away all together~
Zhahahaaa! H4H traps have made a new friend. :3
2010-09-04 07:59:00

Author:
Lord-Dreamerz
Posts: 4261


one thing confuses me... with the direct controll seat you can... eeerrr... direct controll everything with (allmost) every single button on the ps3 controller, so witch button are you suppose to press to get out? xD

You normaly use O to get out, but you can also disable the player to get out at all^^ and even force him, to jump into the controlinator as soon as he's within the range (which is modifiable, too)
2010-09-04 13:24:00

Author:
Spikeball
Posts: 74


Do we know if there is MIDI import/export allowed in the music creation tools?2010-09-04 14:02:00

Author:
synchronizer
Posts: 287


Do we know if there is MIDI import/export allowed in the music creation tools?

It hasn't been confirmed (or even rumored, as far as I know.) In fact, I'm not sure the sequencer is compatible with the MIDI format at all. You should be able to "import" and "export" songs as objects within the game, though.
2010-09-04 14:29:00

Author:
schm0
Posts: 1239


Awe! No midi option!!! crap. I wonder How many sackbots are we able to put in a lvl. Is there a limit How much bigger has the thermomater gotten?2010-09-04 20:58:00

Author:
CheesyDemon
Posts: 170


Awe! No midi option!!! crap. I wonder How many sackbots are we able to put in a lvl. Is there a limit How much bigger has the thermomater gotten?

As far as I now the thermometer has gotten bigger and the logic doesn't take that much space^^
MM also uses another way to detect collisions which also saves space
2010-09-04 23:52:00

Author:
Spikeball
Posts: 74


Aww, because I've made plenty of MIDI samples in the hopes that I could import them to LBP2.2010-09-05 00:11:00

Author:
Arkei
Posts: 1432


Aww, because I've made plenty of MIDI samples in the hopes that I could import them to LBP2.

We all had gotten the idea it was never gonna happen because of copy right problams,
best not to get your hopes up on anything because thats when everything in life loves to show us wrong *mew
2010-09-05 00:33:00

Author:
Lord-Dreamerz
Posts: 4261


Aww, because I've made plenty of MIDI samples in the hopes that I could import them to LBP2.

Doesn't that take the whole "create" part out?
2010-09-05 02:28:00

Author:
schm0
Posts: 1239


Just think back to the good ol' xm/s3m days when you had a blank slate, a few samples and a music sheet next to you, on paper.
Once you got the beat down, it should be that much to copy it's chunks and add to it.

I know I could probably get a simple house beat going..
untz untz untz untz
2010-09-05 02:56:00

Author:
Cheezy WEAPON
Posts: 283


Just think back to the good ol' xm/s3m days when you had a blank slate, a few samples and a music sheet next to you, on paper.
Once you got the beat down, it should be that much to copy it's chunks and add to it.

I know I could probably get a simple house beat going..
untz untz untz untz

I'm not sure everyone here remembers ScreamTracker/FastTrackerII.
2010-09-05 03:12:00

Author:
schm0
Posts: 1239


From the looks of the sequencer it's at least based on the same principles as midi, and I dunno, I think it would be easier to utilize an existing interface than to create a whole brand new shebang as a one off (but powerful) feature. Of course, having a midi sequencer, and having midi in/out aren't necessarily the same thing...I'm not entirely certain how hard it would be for them to set it up so you just store a single midi track on a USB drive and import it into a midi sequencer.2010-09-05 03:48:00

Author:
MobiusDT
Posts: 89


I don't know what midi is, at all >.<"2010-09-05 13:03:00

Author:
Spikeball
Posts: 74


it will be awesome

i preordered the collectors edition so
2010-09-05 19:55:00

Author:
Unknown User


Regarding sackbots, can someone confirm if we are able to record a series of actions (as in moving arms head emotion etc) for the sackbots? For example, say if I were to build an imposing obstacle for the sackbot to climb. Can I set it up so that when he is released to attempt the climb, he will look scared and point towards the peak at the base, but when he makes it to the top he will smile and wave both arms in the air.

Also, has there been any development on how we can change the proportions of the sackbot or are we still limited to scaling only the head in respect to the rest of the sackbot? (e.g. could I make an apelike sackbot with say small head and legs and big arms?).
2010-09-05 23:33:00

Author:
croissantbuncake
Posts: 572


I'm wondering some of the same stuff, I'm hoping we have a lot of freedom with changing Sackboy limb sizes because I'd like to make one look like it's missing a limb.2010-09-06 02:05:00

Author:
Rottinghouse
Posts: 143


Regarding sackbots, can someone confirm if we are able to record a series of actions (as in moving arms head emotion etc) for the sackbots? For example, say if I were to build an imposing obstacle for the sackbot to climb. Can I set it up so that when he is released to attempt the climb, he will look scared and point towards the peak at the base, but when he makes it to the top he will smile and wave both arms in the air.

Also, has there been any development on how we can change the proportions of the sackbot or are we still limited to scaling only the head in respect to the rest of the sackbot? (e.g. could I make an apelike sackbot with say small head and legs and big arms?).

1. Yes, you can^^
You can record actions like (jumping, emotions, arm waving,...) and you can give sackbots multiple brains (behaviors, not something like a creature has) and activate one of them at a time with logic. so attach a magnet sensor to this wall and let the "fear-the-wall-behavior" activate when sackbot is in the radius of the sensor. Plain and simple^^

2. Er, I know you can change the size of a sackbot's head but I'm not sure about the arms, legs and the body....
2010-09-06 14:53:00

Author:
Spikeball
Posts: 74


What threw me was that sackbot behaviour is set by tweaking the bot itself, not a tool on the microchip or something. I have yet to see if there are a number of user definable "slots" that can hold behaviour patterns that can be toggled...2010-09-06 17:40:00

Author:
croissantbuncake
Posts: 572


What threw me was that sackbot behaviour is set by tweaking the bot itself, not a tool on the microchip or something. I have yet to see if there are a number of user definable "slots" that can hold behaviour patterns that can be toggled...

IIRC there is a tool that can be placed on the sackbots microchip to hold a secondary, tertiary or (ummmm, not sure of the word now... let's try "etc.") and it is scalable to the limits of the thermo. Could be wrong but that's what I remember
2010-09-06 17:58:00

Author:
rtm223
Posts: 6497


This was so awesome, that I printed it out in full, except I made some changes to the music maker because it is a go-go instead of a no-go now. XD
I saw so many videos of this "so-called" music creator! I can't wait for LBP2!
2010-09-08 04:19:00

Author:
theonlybub
Posts: 690


IIRC there is a tool that can be placed on the sackbots microchip to hold a secondary, tertiary or (ummmm, not sure of the word now... let's try "etc.") and it is scalable to the limits of the thermo. Could be wrong but that's what I remember

Let's say "quadrirary", I don't care if spell check put a red squiggly under it, spell check doesn't even know what a Sackboy is
2010-09-08 04:40:00

Author:
Rottinghouse
Posts: 143


Let's say "quadrirary", I don't care if spell check put a red squiggly under it, spell check doesn't even know what a Sackboy is

My iPad's spell checker thinks Sackbots are better named 'jack boots'..... fail, right?
2010-09-08 04:57:00

Author:
Fishrock123
Posts: 1578


No, you see it't trying to suggest that you drees sackbots up in jack boots...

and to prevent that from looking like spam, I think there's a chef outfit in game. That last sackbot zombie video showed a chef hat and spatula!!
2010-09-08 09:51:00

Author:
croissantbuncake
Posts: 572


No, you see it't trying to suggest that you drees sackbots up in jack boots...

and to prevent that from looking like spam, I think there's a chef outfit in game. That last sackbot zombie video showed a chef hat and spatula!!

Probably for the Cakinator stage.
2010-09-08 14:23:00

Author:
Rottinghouse
Posts: 143


That is awesome can't wait for this game.. and that i can create levels 2010-09-12 20:18:00

Author:
Unknown User


Saw this in the grappeling hook thread and could not find any results for this in a search. :

http://i826.photobucket.com/albums/zz190/thebiv2/MB%20pics/LBPDT.jpg

Any word on what a "Danger Trigger" is? I am intrigued.

And I have seen some vids with the anti-grav thing. But have we recieved and specifics?

Thanks.
2010-09-13 16:07:00

Author:
Biv
Posts: 734


IIRC there is a tool that can be placed on the sackbots microchip to hold a secondary, tertiary or (ummmm, not sure of the word now... let's try "etc.") and it is scalable to the limits of the thermo. Could be wrong but that's what I remember

The word is "quaternary."



What threw me was that sackbot behaviour is set by tweaking the bot itself, not a tool on the microchip or something. I have yet to see if there are a number of user definable "slots" that can hold behaviour patterns that can be toggled...

There are some default behaviours that mean the sackbot will act like a robot, a zombie etc.

But then there is a device you can place on the circuit board of the sackbot that you can record actions into, and then activate with logic. You perform the actions with the sixaxis. So for instance, I place one of these items, press record, then jump up and down looking happy, waving my arms in the air with L2 and R2. Then when the player succeeds in a task, I can set this sackbot to perform this action and he'll jump up and down congratulating me. When I fail, he can look sad.


Saw this in the grappeling hook thread and could not find any results for this in a search. :

Any word on what a "Danger Trigger" is? I am intrigued.

And I have seen some vids with the anti-grav thing. But have we recieved and specifics?

Thanks.

I can only speculate about "danger triggers" - it may refer to the fact that you can now toggle hazards on/off BUT I think it more likely refers to the ability for an object to now detect whether or not it is touching a hazard. Look at the "segway" gameplay on the spaceship (there are a few vids going around, it's been shown off at the various shows and it's in one of the beta levels). In some vids you can see the player falling into some electricity and dying, except it's the segway that explodes. That's why I think it may be the ability to detect fire, electricity etc. I know for a fact that there are projectile sensors.

Regarding how gravity works -

There are global gravity objects and anti-gravity tweakers. Global gravity obviosly affects everything, an anti-gravity tweaker can adjust gravity for one particular object. Both can be controlled by switches and logic. Making everything anti-gravity is a good way to make a top-down level (I saw a demonstration of a pool table). I am not certain whether or not you can change the direction of gravity, but it could definitely be faked by rotating the whole level at the same speed as the camera (this is easy, just allow every camera to rotate and attach them to the moving level).
2010-09-13 17:24:00

Author:
thor
Posts: 388


All I can say is AWESOME! Gosh why does November have to be so far away????

Has anyone confirmed/denied if sackboy can run on the back wall? (for top down game not in a vehicle) Can sackbots?
2010-09-14 13:00:00

Author:
nagrom_17
Posts: 120


All I can say is AWESOME! Gosh why does November have to be so far away????

Has anyone confirmed/denied if sackboy can run on the back wall? (for top down game not in a vehicle) Can sackbots?

that was pretty well covered a while back and the answer is no I'm afraid.
2010-09-14 13:25:00

Author:
rtm223
Posts: 6497


that was pretty well covered a while back and the answer is no I'm afraid.

Darn :/ As long as you don't zoom in to far you could probalby make a vehicle that looks decently like a sackboy. There will be a way!

Sorry, I came a little late into all this LBP2 news
2010-09-14 13:34:00

Author:
nagrom_17
Posts: 120


What threw me was that sackbot behaviour is set by tweaking the bot itself, not a tool on the microchip or something. I have yet to see if there are a number of user definable "slots" that can hold behaviour patterns that can be toggled...

A sackbot has one brain on his microchip that is always there, when you tweak the sackbot direct that is what you're actually looking at. You can then add as many 'behaviour brains' as you want onto the microchip and can trigger them however you see fit.



I can only speculate about "danger triggers" - it may refer to the fact that you can now toggle hazards on/off BUT I think it more likely refers to the ability for an object to now detect whether or not it is touching a hazard. Look at the "segway" gameplay on the spaceship (there are a few vids going around, it's been shown off at the various shows and it's in one of the beta levels). In some vids you can see the player falling into some electricity and dying, except it's the segway that explodes. That's why I think it may be the ability to detect fire, electricity etc. I know for a fact that there are projectile sensors.

You were right the first time Danger trigger does indeed refer to being able to turn hazards on and off. What you are seeing with the segway is an impact sensor that placed on the danger that then activates a destroy trigger that's placed on the segway.
2010-09-16 17:57:00

Author:
jackofcourse
Posts: 1494


A sackbot has one brain on his microchip that is always there, when you tweak the sackbot direct that is what you're actually looking at. You can then add as many 'behaviour brains' as you want onto the microchip and can trigger them however you see fit.

Cool, this is what I suspected based on what I have seen - now all we need is some way to set actions that cannot be controlled by the sixaxis - so for instance, sackboy spins round 360 degrees, or climbs up a ladder, or falls over. Unfortunately I suspect that in its original iteration, the behaviour controls will only allow us to switch between predefined behaviours or recorded ones - without being able to tweak individual limbs frame-by-frame.


You were right the first time Danger trigger does indeed refer to being able to turn hazards on and off. What you are seeing with the segway is an impact sensor that placed on the danger that then activates a destroy trigger that's placed on the segway.

Oh I see It's a cool feature but one we've known about for a long time then
2010-09-16 22:12:00

Author:
thor
Posts: 388


*GASPS* If we can record our own actions for sackbots......... Sackbot slap army? I want to make one!

Anyone know if sackbots can slap? I know you can slap them, even if its not a pre defined action for them to slap you, with the recording functionality they should be able to do anything a player can, right *hopes*
2010-09-17 01:04:00

Author:
nagrom_17
Posts: 120


*GASPS* If we can record our own actions for sackbots......... Sackbot slap army? I want to make one!

Anyone know if sackbots can slap? I know you can slap them, even if its not a pre defined action for them to slap you, with the recording functionality they should be able to do anything a player can, right *hopes*It is most likely that sackbots can slap.
2010-09-17 18:52:00

Author:
SackBoy98
Posts: 588


*GASPS* If we can record our own actions for sackbots......... Sackbot slap army? I want to make one!

Anyone know if sackbots can slap? I know you can slap them, even if its not a pre defined action for them to slap you, with the recording functionality they should be able to do anything a player can, right *hopes*

Yes, anything the player does the sack bot can also do as long as you animate it yourself.
2010-09-17 19:09:00

Author:
Serpent541
Posts: 83


Yes, anything the player does the sack bot can also do as long as you animate it yourself.

This is not true with all things, such as the grappling hook.
2010-09-17 19:12:00

Author:
Fishrock123
Posts: 1578


Its only the A.I of the Sackbot that wont be able to use the grappling hook. Players controlling the Sackbot will be able to use it so it is possible.2010-09-17 19:26:00

Author:
Serpent541
Posts: 83


Players controlling the Sackbot will be able to use [the grappling hook] so it is possible.

Not based upon what was seen at PAX.
2010-09-17 19:29:00

Author:
rtm223
Posts: 6497


/SNIPED

;0


Its only the A.I of the Sackbot that wont be able to use the grappling hook. Players controlling the Sackbot will be able to use it so it is possible.

You are incorrect. Sackbots cannot *currently* use the grappling hook under any circumstances. Please check comphermc's post in the pax thread.
2010-09-17 19:30:00

Author:
Fishrock123
Posts: 1578


I really hope Mm fixes that. No reason to not allow sackbots from using the Grappling Hook. It's the exact same animations isn't it?2010-09-17 19:40:00

Author:
VnGamer234
Posts: 111


I really hope Mm fixes that. No reason to not allow sackbots from using the Grappling Hook. It's the exact same animations isn't it?

The problem isn't so much the animations as the way the game plays with it, and the huge amount of variability that it can be used for in gameplay.
2010-09-17 19:44:00

Author:
Fishrock123
Posts: 1578


Well that sucks, I was planning to do a Bionic Commando game with Sackbots. I don't see why they would make Sackbots use every other power up but not the Grappling hook.

I can only hope they add it in the final version of the game.
2010-09-17 21:11:00

Author:
Serpent541
Posts: 83


Well that sucks, I was planning to do a Bionic Commando game with Sackbots. I don't see why they would make Sackbots use every other power up but not the Grappling hook.

I can only hope they add it in the final version of the game.

Because the other power ups are far simpler in what can be done with them. (er, unless you emit certain things with the creatinator.)

Also sackbots will *attempt* to use DCS's but may not be able to use them if it is too complex to maneuver,

That being said. I hope they add it and just say that of the puzzles are too hard, it may not work correctly.
2010-09-17 21:16:00

Author:
Fishrock123
Posts: 1578


Because the other power ups are far simpler in what can be done with them. (er, unless you emit certain things with the creatinator.)

Also sackbots will *attempt* to use DCS's but may not be able to use them if it is too complex to maneuver,

That being said. I hope they add it and just say that of the puzzles are too hard, it may not work correctly.

I think he statement about sackbots using dcs was usually said in the context of sackbots attempting to follow the player in a vehicle. I am probably wrong but I don't feel like the statement should be used in the wrong (possibly) context
2010-09-17 21:50:00

Author:
nagrom_17
Posts: 120


I think he statement about sackbots using dcs was usually said in the context of sackbots attempting to follow the player in a vehicle. I am probably wrong but I don't feel like the statement should be used in the wrong (possibly) context

It's context is fine: here is why:

Sackbots can use the DCS.

However, they may not be able to use the vehicle/gadget/etc that the DCS controls if it is to complex to use. The game will attempt to figure it out, but it may not be able to.

Something similar *could possibly* be done with the grappling hook.
2010-09-17 21:59:00

Author:
Fishrock123
Posts: 1578


It's context is fine: here is why:

Sackbots can use the DCS.

However, they may not be able to use the vehicle/gadget/etc that the DCS controls if it is to complex to use. The game will attempt to figure it out, but it may not be able to.

Something similar *could possibly* be done with the grappling hook.

Yes you are correct. I was just trying to be cautious and avoid any "telephone game" like chain that would blow things way out of proportion.

On a side note I just read every post on this thread! REALLY awesome read
2010-09-18 01:28:00

Author:
nagrom_17
Posts: 120


Darn it! I wanted to make spiderman with a sackbot and use the grappling hook2010-09-18 01:57:00

Author:
TheBlackKnight22
Posts: 695


I was going to make a LBP-zed Spider-Man: Shattered Dimensions.... Drat.. Oh well, I have faith in both Mm and the community to find a work around Lets think positive people!2010-09-18 02:15:00

Author:
Super_Clone
Posts: 849


pshhhhhh MM betah change this!2010-09-18 22:04:00

Author:
TheBlackKnight22
Posts: 695


Some Questions:
-How many total level slots do you get in lbp2, is it 20 just like lbp1?
-Will we be able to publish a level from lbp2 to a lbp1 slot?

Thats all I guess
2010-09-24 17:34:00

Author:
damaz10
Posts: 771


Some Questions:
-How many total level slots do you get in lbp2, is it 20 just like lbp1?
-Will we be able to publish a level from lbp2 to a lbp1 slot?

Thats all I guess

20 and no.
2010-09-24 19:52:00

Author:
schm0
Posts: 1239


Thanks schm, that clears up my thinking on future level ideas 2010-09-25 02:47:00

Author:
damaz10
Posts: 771


I'm curious to know which instruments are available in the Beta right now and if there's any chance that there's more to see in the future (as in, NOT DLC, but shipped with the game). I'm mostly looking for orchestra instruments, and not so much those strange electronic sounds and gimmick sounds that I've seen/heard.

Sorry if this is the wrong thread. But it kinda makes the most sense to me to post this question here as opposed to making a new thread.

EDIT: I should clarify. I mean music sequencer sounds. Not sound objects. :3
2010-10-06 21:38:00

Author:
AeroForce22
Posts: 392


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