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#1

A Rant on LBP PSP create mode

Archive: 47 posts


Ok, so.... most members here know me and know that I'm generally a fairly level-headed person, and also technically adept - so you know this therad isn't coming from inexperience or lack of skill.... I'm also a professional software engineer, and used to dealing with bugs. I will generally work around just about everything.

I've been working with create mode for LBP PSP for close to a week now, and it pretty much got the best of me.

I was building a PSP version of a lunar lander game. I built the lunar lander module in a separate level with the plans of capturing it as an object and emitting it. It worked perfectly.

I have logic switches which are single pieces of static material attached to dynamic via pistons, with mag switches and keys. I realized that at this point the dynamic material keeps moving and is floating separate from the pistons and are floating in mid air, the mag switches are where they used to be.... floating on nothing.... and when I try to select my lunar lander as an object, I get the error sound.

I spent roughly 20 hours perfecting the vehicle for use in the level, and the create mode is so buggy I can't use it, and every time I save it the material deteriorates and moves.

I just can't imagine building a level in this create mode at this point.... I don't trust it at all with anything other than basic static platforming.

So, I suppose I'll wait for a few months and see if it gets better.....

Anyhoo, just wanted to throw out this experience in case anyone who is about to put tons of hours into a level wants to be careful.... I personally don't think this game was in ANY way ready for release. It isn't fully cooked yet.
2009-11-24 23:03:00

Author:
CCubbage
Posts: 4430


Well, this is quite unfortunate. Thank you for your candor, CCubb. Looks like I will be waiting after all.2009-11-24 23:04:00

Author:
comphermc
Posts: 5338


Wow... sorry to hear that. After checking out PSP's earlier this week I was honestly a bit tempted to "Go" for it, but now I am not so sure.

Appreciate the info!
2009-11-24 23:27:00

Author:
jwwphotos
Posts: 11383


Yeah I've just finished story mode and went for a mess about in create and I just find it really difficult to even do anything.

I don't know if it's me but these are just some problems I'm finding so far:

Can't size anything as you place it ( I have to place it then pick it up afterwards to resize it which is slow and awkward ).
Can't cut material away.
Can't embed materials.
Moving objects between layers it's almost impossible to tell which layer it's on.
And worst of all can't copy objects even though it says in the manual you can. It even tells you how. It says select the object with your cursor,press square to enter tweak mode and then select 'copy'. That would be great except they neglected to put the 'copy' option in there !

Also in the 'my news' section in game it says go to playstation store now for free extra content ( Well I did but I can't see any )

BTW does anyone know why it is that playstation store on PSP does not include a 'game add-ons' section same as on PS3 ?
2009-11-25 00:18:00

Author:
mistervista
Posts: 2210


Yeah I've just finished story mode and went for a mess about in create and I just find it really difficult to even do anything.

I don't know if it's me but these are just some problems I'm finding so far:

Can't size anything as you place it ( I have to place it then pick it up afterwards to resize it which is slow and awkward ).
Can't cut material away.
Can't embed materials.
Moving objects between layers it's almost impossible to tell which layer it's on.
And worst of all can't copy objects even though it says in the manual you can. It even tells you how. It says select the object with your cursor,press square to enter tweak mode and then select 'copy'. That would be great except they neglected to put the 'copy' option in there !

Also in the 'my news' section in game it says go to playstation store now for free extra content ( Well I did but I can't see any )

BTW does anyone know why it is that playstation store on PSP does not include a 'game add-ons' section same as on PS3 ?
Yup, noticed all of that. Funny thing is, I'm not really faulting it for whats missing OR the added difficulty of using create mode - I understood going in that it would be that way... or, in some cases, NEEDS to be that way to have it function on a PSP.

However, even forgiving the limitations - the bugs that are occurring with shifting materials, twisting pistons, and the inability to capture my vehicle object have actually stopped me in my tracks. It's physically impossible for me to continue. I've tried just about everything I can do.

Here's a picture of the moving material:

http://i694.photobucket.com/albums/vv309/CubbageC/P1010020.jpg

You can see the switches floating on nothing, and the blocks of material they are SUPPOSED to be on. This moving seems to happen whenever I save, so it keeps getting progressively worse as I edit my level.
2009-11-25 00:38:00

Author:
CCubbage
Posts: 4430


Having worked a sufficient amount of time in Create mode now, I have to side with CCubbage 100%.

The material shifting is definitely the worst contender, as it seems to be impossible to counteract. As well, captured objects simply do not work right as I unfortunately learned the hard way.

I would add that upon attempting to create a bipedal mech, I learned that the "more forgiving" collision detection of the PSP version is unfortunately "too" forgiving. The mech's legs phase right out of their sockets whether I use bolts or make a hinge joint.

Any material-on-material interaction behaves dubiously, sometimes jumping all over the place. I'm not even sure simple cogs would work without the teeth phasing through eachother or something.

I'm not entirely sure where to go from here. Until there's a solution to counteract the loose collision detection and material shifting, it's better to just make some small-scale, non-logic intensive projects...
2009-11-25 01:28:00

Author:
Gilgamesh
Posts: 2536


So far the level I have made is pretty simple, particularly logic wise. However I have definitely seen this twisting pistons effect. It's such an annoyance. Additionally, i have a simple proximity switch to make a piston extend when sackboy is in the area and that only works half the time. There are many many bugs but I have learnt that in the end I need to make the most creative and simple thing I can come up with to have a good level, because very logic based levels will just not work.

In terms of anybody trying to port ideas over from PS3, I would suggest start afresh and come up with new simple ideas for the PSP. Otherwise much stress will come from trying to create what should be fairly simple logic.

A shame, but at the same time kind of expected. The PSP version has still surpassed my expectations.
2009-11-25 01:44:00

Author:
ryryryan
Posts: 3767


Yeah, it surpassed my expectations also... in terms of features and how smoothly it works - and if I could continue I would, dispite frustration. However, the issues have literally made it impossible to continue... even while working within the limitations. So, for now, I'll wait.2009-11-25 02:11:00

Author:
CCubbage
Posts: 4430


I've noticed alot of this as well, and I havent even been in create mode hardly at all yet.


Considering that everything I make tends to be logic-heavy, I dont really wanna attempt making anything on here right now. It'd just not work. And Im not good at making simpler level types.

And there's various bugs that pop up even just going through the story mode, too. More than once I've had Sackboy hit a vertical or near vertical wall, and then.... his feet get wedged in it, so there he is, standing upright with his foot in the wall. That at least just requires using the "pop yourself" option, but I've also come across other bugs that forced a level restart.

And I've only had the game for a day....
2009-11-25 07:50:00

Author:
Bridget
Posts: 334


My save did not carry over from the UMD version, so I have to start over on my level. I think I will wait until they patch it before starting again.2009-11-25 11:15:00

Author:
Darth J464
Posts: 343


I've noticed alot of this as well, and I havent even been in create mode hardly at all yet.


Considering that everything I make tends to be logic-heavy, I dont really wanna attempt making anything on here right now. It'd just not work. And Im not good at making simpler level types.

And there's various bugs that pop up even just going through the story mode, too. More than once I've had Sackboy hit a vertical or near vertical wall, and then.... his feet get wedged in it, so there he is, standing upright with his foot in the wall. That at least just requires using the "pop yourself" option, but I've also come across other bugs that forced a level restart.

And I've only had the game for a day....

Yes I've had that one several times too Bridget. It's very weird seeing sackboy completely stuck in mid air when he's not even touching anything. I tried to jump to a ledge with bubbles on in one of the levels but didn't quite make it and he just got stuck near the edge. I couldn't even drop down to the floor even though there was nothing underneath him at all.

I'm amazed that SCEE Cambridge have released the game with such bad bugs. They've had a year to learn from Mm and still got it wrong. I don't think Sony even have Quality assurance people. If they do they need sacking because I only had to play it for a couple of hours to spot loads of problems. Get rid of them and give me the job. They can't even proofread properly either. If you look at the sounds in the magic mouth they've spelt mechanic as machanic. Very amateur.
2009-11-25 17:49:00

Author:
mistervista
Posts: 2210


... So, what you're saying is don't get this game yet because the bugs are horrible and the game is unfinished? Thanks, I'll take that into account when buying christmas presents.2009-11-25 17:57:00

Author:
FlipMeister
Posts: 631


... So, what you're saying is don't get this game yet because the bugs are horrible and the game is unfinished? Thanks, I'll take that into account when buying christmas presents.
I think what I'm personally saying is there are some serious bugs in create mode that haven't been solved yet, and has actually prevented me from continuing a level I worked on for 20 hours - so be wary. Do I think its a great game? Absolutely! Do I think eventually the issues will be fixed? I would hope so.
2009-11-25 18:17:00

Author:
CCubbage
Posts: 4430


... So, what you're saying is don't get this game yet because the bugs are horrible and the game is unfinished? Thanks, I'll take that into account when buying christmas presents.Well, the game is astoundingly good and seems to far surpass everyone's expectations across the board. It may be just a hair short of being the next killer app for the PSP, but it's darned close.

Although MM wasn't directly responsible for producing the game they still have a hand in it, so I am confident we can expect updates and patches in the near future. Heck, they've already updated it once and it's only been out a week.

With that said, yes it is disappointing that many of the create mode bugs prevent this from living up to its PS3 counterpart. Complex and amazing levels are still possible - it will just take a slightly different approach from what we're all used to in order to get there.
2009-11-25 18:18:00

Author:
Taffey
Posts: 3187


Thanks Ccubbage, for letting me know about this, I really hope they support this game like the PS3 version. I was tempted to buy a PSP for it. :O2009-11-25 18:19:00

Author:
olit123
Posts: 1341


I was just about to finish my first level that I spent about seven hours working on, and the second I placed a piston near the end of the level, literally EVERYTHING flew apart and got all disoriented. Create mode is still WAY too buggy for me to feel comfortable with. Sigh. Back to story mode T-T2009-11-25 18:26:00

Author:
Sackwise
Posts: 305


I was just about to finish my first level that I spent about seven hours working on, and the second I placed a piston near the end of the level, literally EVERYTHING flew apart and got all disoriented. Create mode is still WAY too buggy for me to feel comfortable with. Sigh. Back to story mode T-T

Whoa, 7 hours spent on making a good level, then having it all fall apart must be a real pain.


I was thinking about porting one of my levels to the PSP, then this level breaking error happened to Sackwise's level. I will try to not make my level so complex, or using a piston at all in my level, and hope nothing level breaking happens.
2009-11-25 20:51:00

Author:
Black265
Posts: 208


Whoa, 7 hours spent on making a good level, then having it all fall apart must be a real pain.


I was thinking about porting one of my levels to the PSP, then this level breaking error happened to Sackwise's level. I will try to not make my level so complex, or using a piston at all in my level, and hope nothing level breaking happens.
.... or bolts - I've had problems with the materials moving there also, and breaking the mechanics after saving and loading several times. Honestly, I haven't figured out how to build a stable level in this thing without using ALL static (unmoving) material.
2009-11-25 21:51:00

Author:
CCubbage
Posts: 4430


So is it just the logic that's screwing things up because there's so much going on, or is it broken to the point where you couldn't really make anything?2009-11-25 23:37:00

Author:
Matt 82
Posts: 1096


Makes ya wonder how they built the Story levels then... Are there many mechanics in those?2009-11-25 23:42:00

Author:
jwwphotos
Posts: 11383


So is it just the logic that's screwing things up because there's so much going on, or is it broken to the point where you couldn't really make anything?

Nope, not just logic - to put it in regular LBP terms, thing of it this way - what if you took a piece of dark matter and attached some metal to it vertically with a stiff piston... in pause mode. And every time you saved, exited, and went back in - the metal just.... moved to the right a bit. Or, the piston ended up twisting in a different direction the next time you went in - and not just some of the time. ALL the time.

Or, you attached some round cardboard to some dark matter with a wobble bolt in the dead center, and the next time you go in the cardboard is shifted about half an inch to the right, but the wobble bolt stayed where it was....

This stuff is working absolutely CRAZY.


Makes ya wonder how they built the Story levels then... Are there many mechanics in those?

I seriously doubt they used the PSP LBP create mode - most likely they used a PC editor to design the story mode levels. It's the saving, exiting, and going back into the level that makes it keep deteriorating.

Also, since some of the beta creators haven't mentioned some of this stuff, it may be things they broke just before the release or on the 3.01 patch.

I'm floored it's happening - the issues seem so blatant it's making my head spin.

Regardless, I personally can reproduce the issues ALL the time - I have yet to make it work properly without doing something strange.

Interestingly, my logic switches seem to be working even though they look really strange - check out the picture I posted above. The mag switches and keys are right where I put them originally, but the material is shifted over quite a bit. If those objects were part of on-screen platforming, however, it would be a real mess.
2009-11-25 23:47:00

Author:
CCubbage
Posts: 4430


I seriously doubt they used the PSP LBP create mode - most likely they used a PC editor to design the story mode levels. It's the saving, exiting, and going back into the level that makes it keep deteriorating.

Also, since some of the beta creators haven't mentioned some of this stuff, it may be things they broke just before the release or on the 3.01 patch.

I'm floored it's happening - the issues seem so blatant it's making my head spin.

Regardless, I personally can reproduce the issues ALL the time - I have yet to make it work properly without doing something strange.

Interestingly, my logic switches seem to be working even though they look really strange - check out the picture I posted above. The mag switches and keys are right where I put them originally, but the material is shifted over quite a bit. If those objects were part of on-screen platforming, however, it would be a real mess.

Wow... it almost sounds like they have a memory leak of sorts that is shifting the coordinates of placed material when you save. I can't imagine the subroutine that keeps track of that stuff is suddenly "that wrong"! . ...wow.. I wonder if in that last NA update they forgot to retest Create or something. Whatever it is... it sounds horribly painful.

Thanks so much for keeping us posted. I almost got one today to take over to April's brothers house, but held off due to your news. I will take my laptop and play some older pc games I have.. Generals and Kings Quest III LOL!
2009-11-26 01:28:00

Author:
jwwphotos
Posts: 11383


It is definitely very buggy. I think I am stupidly patient with this game because I've seen so many people talking about how buggy it is and how they just can't create in it...and while I agree with them and have experienced it...when it does happen to me I just tend to go 'ahh bugger not that again, oh well, lets start again'...

Major problem I'm having is with pistons, they just keep slanting off to the side. This is happening on logic that I'm no where near too so it's not like I'm messing around with stuff and that's what is causing it.

I'm kind of gritting my teeth and sticking with it, but I fully understand how some people just don't want to create with it how it is.

I've actually just stopped creating on it for the night because it was driving me mad. The past 2 hours have consisted of me going back through the level and correcting all the things that bugs have messed up.
2009-11-26 03:05:00

Author:
jackofcourse
Posts: 1494


Sounds to me like we are going to have to switch to bulkier logic that is more reliable.

Instead of pistons, perhaps we can just turn the logic vertically and hang the key with a winch. I don't have the game [yet], so I can't be sure. Any shifting would be corrected by the "gravity" acting on the hanging object.

Eh?
2009-11-26 03:16:00

Author:
comphermc
Posts: 5338


Yeah that would work nicely with logic...not sure if it would like it at the faster speeds though. Could potentially pull it back up so fast that the momentum makes it hit the top and cause some glitching. (The game doesn't seem to like high speeds and collisions!)

Problem is that a lot of the level I'm making is piston type platforms and crushers etc... Means a lot remaking and remaking and, erm, remaking
2009-11-26 03:33:00

Author:
jackofcourse
Posts: 1494


Is SCEA going to correct all the bugs eventually?

Oh, BTW, I spoke with Sam over at LittleBigWorkshop, and he said that after the "hubbub over the PSN version" is over with, they'll begin requesting feedback on the bugs within the game.
2009-11-26 06:34:00

Author:
zeldarocks
Posts: 120


It seems that if an object gets moved around even while the game is paused, you can no longer move that object. I discovered something interesting though: Even though the object appears to have moved, the game still reads it in it's original location. VERY ANNOYING.

And I have been having loads of trouble with wobble bolts, the angle on them keeps changing and getting all crooked.
2009-11-26 06:55:00

Author:
Sackwise
Posts: 305


Sackrates here, I've been doing quite a bit of work with the LBP creator and after the third time completing the game (due to this bug) I've decided to not try creating at all and just enjoying the minigames and story mode. I've tried to make complex levels and those fall apart faster then usual yet those simple levels seem to crash more consistent...2009-11-26 08:22:00

Author:
Sackrates
Posts: 89


Yeah that would work nicely with logic...not sure if it would like it at the faster speeds though. Could potentially pull it back up so fast that the momentum makes it hit the top and cause some glitching. (The game doesn't seem to like high speeds and collisions!)

I figure that if you keep the distance and strength low, it should be alright. Something like 2 units at the most, with a strength of 5? I 'unno?


Problem is that a lot of the level I'm making is piston type platforms and crushers etc... Means a lot remaking and remaking and, erm, remaking

*Sad Panda*
2009-11-26 14:55:00

Author:
comphermc
Posts: 5338


I figure that if you keep the distance and strength low, it should be alright. Something like 2 units at the most, with a strength of 5? I 'unno?



*Sad Panda*
And in my case.... I'm not really very good at creating platforming levels - I do more mechanics and gameplay - and spending 20 hours building a mechanic and THEN getting a non-descript error beep when I try to capture it as an object was really disheartening. I'm just flat-out stuck.

I could live with the piston, wobble bolt, and moving material issues... but when I FINALLY got it all to work and now it won't let me capture, I just don't know where to go from here. Not being able to continue after all that work has really taken the fun out of it for me.
2009-11-26 16:12:00

Author:
CCubbage
Posts: 4430


So it seems LBP PSP is more for the platforming type levels?

I mean I don't have it, but it sounds like making complicated things is not the way to go. Well, if you want to avoid more bugs. Hopefully the developers will fix all of these problems. I wouldn't really mind playing a lot of good platformers versus a complicated and bugged level. Maybe?....
2009-11-26 16:13:00

Author:
piggabling
Posts: 2979


So it seems LBP PSP is more for the platforming type levels?

I mean I don't have it, but it sounds like making complicated things is not the way to go. Well, if you want to avoid more bugs. Hopefully the developers will fix all of these problems. I wouldn't really mind playing a lot of good platformers versus a complicated and bugged level. Maybe?....

Yeah, maybe we should lay off creating complicated levels for a while, until Sony fixes these problems and errors. We could try making good platforming levels, and when these issues are fixed, we can continue making our good complicated levels. I published my first LBP PSP level yesterday, its a really simple level, I was trying to get the hang of the new PSP Create mode. But my first LBP PSP level is not close to how good jackofcourse's Little Platformer level is.
2009-11-26 22:51:00

Author:
Black265
Posts: 208


I'm having trouble with wobble bolts moving,there is a tutorial for googly eyes but i cant find them.As far as capturing objects you will get an error UNLESS every single object that makes up the thing you want to capture is an ORIGINAL piece eg.I couldnt capture a tree I made because all the leaves where copies but as soon as attatched all originals it allowed me.2009-11-29 05:20:00

Author:
seauji
Posts: 1


I was finally able to spend a good amount of time with create mode over the past week. I have noticed most of these bugs at some point throughout my current build, some more often than others. Although I have had plenty of issues with pistons, one odd thing I noticed is that vertically-mounted pistons seem to be much more reliable than horizontally- (or diagonally-) mounted ones.



Instead of pistons, perhaps we can just turn the logic vertically and hang the key with a winch. I don't have the game [yet], so I can't be sure. Any shifting would be corrected by the "gravity" acting on the hanging object.

Eh?I had the same thought and gave it a try, but with limited success. There were still twisting and shifting issues, and I even had a few instances when my winches would become stiff and would not allow the blocks to swing. I have had much better success dumbing down logic processes and just making things simpler.
2009-11-30 02:13:00

Author:
Taffey
Posts: 3187


Well, I tried for several more hours and totally gave up. I'm taking the level I was creating form LBP PSP and moving back to the PS3 for the time being.

Based on the moving material, twisting pistons, no way in game to promote your level really, and resetting hearts/play counts when you republish basically has me wondering whether putting tons of time into levels is worth it.

But, I'm keeping the game to play other creators' levels and hopefully in the future it will all be straightened out.
2009-11-30 04:43:00

Author:
CCubbage
Posts: 4430


I'm also having alot of these problems, and due to crashing I have also lost a level that I spent about 15 or so hours making. I simply pressed teh "undo" button by mistake, whilst doing so the game crashed, and every time I tried to access my level it just wouldnt load and crashed again.

This game has alot of potential, but has alot of bugs that need ammending if this potential is to be reached. Let's SSC CAmbridge is as good as MM at listening to the community.
2009-11-30 14:43:00

Author:
Pete1991
Posts: 225


I'm so glad I took a look at this thread. I'm addicted to LBP on PS3 and was going to buy a PSP purely to play LBP.
Think I'll give it a miss.
The problems people are reporting are almost unforgivable. Sounds like it makes the create side unplayable. Obviously released it too early.
I only hope these probs are resolved soon.
2009-12-01 22:45:00

Author:
Frogmeister
Posts: 236


I'm so glad I took a look at this thread. I'm addicted to LBP on PS3 and was going to buy a PSP purely to play LBP.
Think I'll give it a miss.
The problems people are reporting are almost unforgivable. Sounds like it makes the create side unplayable. Obviously released it too early.
I only hope these probs are resolved soon.
Keep in mind, however, that Gilgamesh DID find solutions to some of these issues, and I've had a much more decent time creating. There are still some capture object limitations that effected me, but definately with the work arounds the create mode is working much better for me.
2009-12-01 23:26:00

Author:
CCubbage
Posts: 4430


But surely, we shouldn't need workarounds in the first place. Imagine if the PS3 version had these faults when released. Would you have been content to use workarounds until it had been patched? I imagine not.
I just think that it was released too early.
2009-12-03 21:30:00

Author:
Frogmeister
Posts: 236


[...]I just think that it was released too early.
I concur. Either the beta testers and devs were asleep at the wheel, or the publisher set an unworkable release schedule.

In either case, this is what we have now. The choices are either to not create, create and endure the bugs, or create and find workarounds for the bugs. I've chosen the latter.

Thankfully it seems like they're at least working to fix the bugs after release (not every game is so lucky).
2009-12-04 00:14:00

Author:
Gilgamesh
Posts: 2536


At least they are working on fixing the bugs before they start working on DLC.2009-12-04 00:20:00

Author:
Darth J464
Posts: 343


It just goes to show you that ONLY Media Molecule can make LBP, PS3 or PSP version. The game industry who made this just, pardon my French, ****** the game up.2009-12-04 03:07:00

Author:
CyberSora
Posts: 5551


In either case, this is what we have now. The choices are either to not create, create and endure the bugs, or create and find workarounds for the bugs. I've chosen the latter.

Fair enough. I have to admire your bravado attitude and, no doubt, you'll come up smelling of roses. But I'm not prepared to splash out for a PSP just to get frustrated. I'll wait and see what happens.
Such a shame, I was really looking forward to it.
2009-12-04 23:32:00

Author:
Frogmeister
Posts: 236


Well, I wouldn't advise to get a PSP for it just yet. Better to wait for them to fix things first.

I somewhat expected there to be bugs and limitations when I bought the game (though not to the extent it turned out to be), but for the cost of the game I was willing to risk it. I wouldn't have been so willing for a 60$+ game and generally wait around for a week or two to let the bugs surface.

It's annoying for sure, but as long as I continue creating and enjoying the levels built by other creators (and helping them to build those levels when I can), I haven't actually lost anything.

Not everyone is as patient and tolerant as I am though, but I respect that.
2009-12-04 23:54:00

Author:
Gilgamesh
Posts: 2536


To be fair, it's not THAT bad. The drifting bug is the one that is causing the majority of the problems and I am led to believe that that has pretty much been fixed by Cambridge at their end anyway.

To the few who said 'What if LBP PS3 had these problems when it was released' and 'Only Mm can make LBP'.

The ps3 version DID have many many issues when it first came out. The exact same thing was happening, it only seems so much worse now because of how unforgiving the psp version is by default. (Less buttons, smaller screen, console limitations etc.)

Looking back now from our nicely rounded version of LBP for the ps3...these are easy things to say, but it is safe to say things weren't always this good!

I have 100% confidence that the psp version will reach it's potential soon enough.
2009-12-05 00:14:00

Author:
jackofcourse
Posts: 1494


To be fair, it's not THAT bad. The drifting bug is the one that is causing the majority of the problems and I am lead to believe that that has pretty much been fixed by Cambridge at their end anyway.

To the few who said 'What if LBP PS3 had these problems when it was released' and 'Only Mm can make LBP'.

The ps3 version DID have many many issues when it first came out. The exact same thing was happening, it only seems so much worse now because of how unforgiving the psp version is by default. (Less buttons, smaller screen, console limitations etc.)

Looking back now from our nicely rounded version of LBP for the ps3...these are easy things to say, but it is safe to say things weren't always this good!

I have 100% confidence that the psp version will reach it's potential soon enough.

Ditto. I just wished that Cambridge had a blog like Mm so we know what they are working on.
2009-12-05 03:17:00

Author:
Darth J464
Posts: 343


Ditto. I just wished that Cambridge had a blog like Mm so we know what they are working on.

That would be nice. Hopefully they'll at least put info on what they're up to in the Sack it to Me from now on!
2009-12-05 09:24:00

Author:
jackofcourse
Posts: 1494


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