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Bringing LBP Levels to LBP2

Archive: 45 posts


How do you think it will work?

It sounds like they are going to bring over EVERY LBP level over at the very beginning. If so, all the bad (Cool pages spam levels) and H4H levels will also come over. This sounds like a lot of levels to bring over, and if this happens, will every other level made after LBP2 come over aswell? Also, will the levels hearts, plays, and rating be saved? Or will it be the same as a new level?

What happens if they aren't automatically brought over? Will we have to take over all the levels we want?

If a level was brought over wouldn't it take a while? And couldn't it glitch? What happens if you use the 3D layer glitch? What happens if LBP2 misinterprets a part of your level, and breaks it?
2010-05-10 03:37:00

Author:
Kog
Posts: 2358


They've probably already tested out the part that you say may break, otherwise they wouldn't do it?2010-05-10 03:40:00

Author:
warlord_evil
Posts: 4193


@warload_evil Something that turns a thing from one game into a thing in another game MUST have SOME glitches. I can't see them making it flawless.2010-05-10 03:41:00

Author:
Kog
Posts: 2358


From the sound of it, LBP2 is simply LBP with a ton of improvements. It's been drastically upgraded in a ton of different ways, but at its core it's still the same engine, which is why it can understand and load up levels made in LBP.

Think about it like this: new versions of Microsoft Word are perfectly adept at opening files saved in older versions of that software. It is different software with new features and abilities, but it still knows what to do with a file that was saved in a program that lacks all of those changes. It still "speaks the language" of the older software, even though it is also capable of doing things the older software simply cannot.

And that example is extreme, because any version of Microsoft Word is able to open files saved not just in the version that preceded it, but nearly any version of Microsoft Word ever released in the past. With LBP2, we're talking about a one-version shift. It's not like they started from the ground up with LBP2 - instead, they used LBP as a foundation and built on top of it.
2010-05-10 03:49:00

Author:
ConfusedCartman
Posts: 3729


I think it's pretty likely that the 3D glitched levels will be messed up in the transfer process...
Especially if LBP2 will have a background editor with it.
2010-05-10 03:51:00

Author:
Fancy_Zombie
Posts: 226


I like the idea of integrating and transferring the old, original LBP stuff into LBP2. But with all of these upgrades, add-ons and complexities... perhaps it's a bit overkill on the creation aspect?2010-05-10 03:52:00

Author:
Outlaw-Jack
Posts: 5757


@ConfusedCartman But if they have taken away some of LBPs glitches, the levels may be broken.2010-05-10 03:57:00

Author:
Kog
Posts: 2358


@ConfusedCartman But if they have taken away some of LBPs glitches, the levels may be broken.

The guys at MM do this for a living... I'm sure they have all their bases covered.
2010-05-10 04:29:00

Author:
comphermc
Posts: 5338


Yeah. Im sure with the popularity of most glitches they would make sure they worked in the levels.... well, at least I hope! 2010-05-10 04:39:00

Author:
Shhabbazz
Posts: 746


Mm will consider it.2010-05-10 04:44:00

Author:
JspOt
Posts: 3607


I wonder if you'll get to keep your creator hearts, or start from scratch. Or maybe a little of both...2010-05-10 11:26:00

Author:
TripleTremelo
Posts: 490


I don't think that the old levels will be transfered exactly. What you are more likely to find is that the servers for LBP2 are exactly the same as for LBP1, but if you are using the old client (LBP1 client) the LBP2 levels will be masked out. It seems the natural way to carry out the update when backwards compatibility is required. You would simply have levels that were LBP1 levels and levels that are LBP2 levels. LBP2 levels would be uneditable and unplayable in LBP1. This is how I speculate the "transfer" would be implimented. This would imply that level stats would also be ported across to the new game. Player stats: maybe so as well.


@ConfusedCartman But if they have taken away some of LBPs glitches, the levels may be broken.

The guys at MM do this for a living... I'm sure they have all their bases covered.

As CC says, this is just a massive patch on the original game. The base engine is the same and we just have extensions upon that. Of course, it is possible for certain things to break, but MM have demonstrated a fantastic ability to avoid such things in their patching of issues to date and they are well aware of how important it is to not add level-breaking mechanics. The majority of the fixes they have implemented have been to cut off the initial creation of the glitch in create mode, rather than correct the code that allows it to exist in the first place.

Of course, it's not possible to ensure everything works correctly, not in a development environment, unless they package up the existing engine into the new game as well, allowing LBP1 games to run on the LBP1 engine, rather than the LBP2 engine. This is possible and would be very useful from a creation POV - the ability to carry out maintenance on your LBP1 levels without having to go back to the LBP1 disc or port them over to the new engine. It's possible, but could be unlikely that it works this way.


I think it's pretty likely that the 3D glitched levels will be messed up in the transfer process...
Especially if LBP2 will have a background editor with it.

I'd put this one, of all the glitches, as being one of the least likely to break. The extra layers are pretty much ubiquitous in the LBP community now, MM are well aware of how many levels use it, especially a lot of the best levels. Admittedly, if they do supply an editor for background, then I'd expect them to implement a improved collision detection system, which would be a complete pain in the butt to get both of those working together, but certainly possible, and backwards compatibility has to be priority #1.


Of course it's not possible to cover all bases, the "game" is an editor and user content means that test cases are essentially infinite, hence why the game is buggy in the first place. But for the most part, I would expect the transfer to go pretty smoothly, just remember that MM have some very skilled engineers working on this
2010-05-10 11:28:00

Author:
rtm223
Posts: 6497


http://farm5.static.flickr.com/4027/4594229045_0e7f06ef0f_b.jpg

I think the interesting thing to note is that there is no heart there but a star instead. Whether they have just changed the icon for this function I think it is fairly important a change. Because the heart seemed to apply to everything, you had hearted levels, hearted objects etc, if you loved it, you hearted it! Oh noes, dread the S4S! But if this is changed then it wouldn't really match up with LBP1s level rating system. Maybe they will just swap the heart for a star. This star I consider more of a "favourite" thing. Instead of hearting levels we might add them to our favourites, I think this would be a great addition but still wouldn't it just be the EXACT same as hearts but with a little star instead??
2010-05-10 13:00:00

Author:
OneEyedBanshee
Posts: 1370


So turns out, LBP2 will have no 3D , i hope someone comes up with the glitch again lol , so i can already see people making stuff in 3D to maybe if possible transfer it to LBP2 because in LBP2 its not possible :/2010-05-10 13:03:00

Author:
Bloo_boy
Posts: 1019


What about the Nega-Tonnes of invisible Darkmatter. It'd be ugly if you could see them. Not to say they shouldn't fix it.2010-05-10 13:05:00

Author:
Snappyguy
Posts: 710


IF all mechanics from LBP1 will be in LBP2 it's 100% possible, but probably will require large coversion process

If in Starcraft 2 editor you can convert Starcraft 1 map (google it to see the diffrence of both games) it sounds like no problem for LBP
2010-05-10 13:14:00

Author:
Shadowriver
Posts: 3991


So turns out, LBP2 will have no 3D , i hope someone comes up with the glitch again lol , so i can already see people making stuff in 3D to maybe if possible transfer it to LBP2 because in LBP2 its not possible :/

Don't worry, we'll always have the extra layers in any other LBP game as long as you can transfer data. Like Rtm said, they can't remove a glitch completely without breaking levels that use it. So as long as you have the extra layers in your saved objects or in a level on your moon, you'll have it forever, even on LBP3456, unless they stop you from transferring data

That goes for any other glitch too.
2010-05-10 16:46:00

Author:
Doopz
Posts: 5592


All I have 2 say is I'm so happy I don't glitch in my levels xD I never even knew LBP levels (from the original game) would be transfered or copied to the new LBP think about all those new tools you'll be able to use on your levels from the first series. I do have one question, not me inparticularly but other creators use STORY objects collected in-game in their levels, will they disappear or is everything compatible? xD2010-05-10 17:37:00

Author:
XXGrEEn0Xx
Posts: 75


Heres a thought....

A creator creates a level in LBP1 featuring a large object eg. Boss , Building ...etc..

Creator transfers said level to LBP2...

Along comes player, plays level, likes it but thinks it is too hard, copies level to his moon,

goes into create mode and alters gravity settings to let his sackboy jump higher,

plays level again, scores 100%. RE-publishes level.

How to Break/Cheat levels in 1 easy step..

PLEASE MM Dont let this happen!!
2010-05-10 18:07:00

Author:
Unknown User


Heres a thought....

A creator creates a level in LBP1 featuring a large object eg. Boss , Building ...etc..

Creator transfers said level to LBP2...

Along comes player, plays level, likes it but thinks it is too hard, copies level to his moon,

goes into create mode and alters gravity settings to let his sackboy jump higher,

plays level again, scores 100%. RE-publishes level.

How to Break/Cheat levels in 1 easy step..

PLEASE MM Dont let this happen!!

But the level would have its own scoreboard because a player can't publish over someone else's level.
2010-05-10 19:13:00

Author:
Jedi_1993
Posts: 1518


what? where does it say that all levels will now be copyable????2010-05-10 19:21:00

Author:
rtm223
Posts: 6497


i thought it said that the old levels would not be editable?2010-05-10 19:37:00

Author:
poorjack
Posts: 1806


Thats an answer I'm waiting to hear. We know they're gonna look a bit more sparkly, but as the author, can you copy it to your LBP2 moon and bung in some silly voices?2010-05-10 20:00:00

Author:
julesyjules
Posts: 1156


I just relized.... what about levels created with add on items such as water? what about them?2010-05-10 21:16:00

Author:
767
Posts: 123


I'd imagine they haven't forgotten to put water in LBP2 2010-05-10 21:22:00

Author:
rtm223
Posts: 6497


I saw it in a pic somewere...2010-05-10 21:25:00

Author:
Gui_Rike
Posts: 184


Water's definitely in there, since all the dlc from lbp1 you've downloaded transfers over, but I really want to know if I can import an lbp1 level to lbp2 and edit it!!!2010-05-10 21:32:00

Author:
Theap Pleman
Posts: 670


We know that EVERYTHING from LBP1 WILL be in the new game. NO qualms about that. LBP2 has to be 100% backwards compatible for ALL the levels made in LBP1 to work in LBP2. The ONLY difference between LBP1 levels in LBP1 or LBP2 is the visuals. Any change in physics or mechanics and it will render millions of levels unplayable. Think about it - changing the weight of cardboard might make everyone's boat sink. Changing the friction of metal would render most of the Wilderness levels dead. Nothing but the visuals can change in the transfer.

Mm knew this when they first programmed Sackboy's control scheme. They knew that, as soon as the game was published, people would make that jump just short enough for Sackboy to jump. Any changes in Sackboy's abilities would spell the end of most levels. Mm never change anything they have already made available, except in appearance.

Because of this, the 3D glitch must still exist in LBP2, because any code that prohibits the existence of 3D material will change the mechanics, and break ALL 3D levels. What you may find is that in LBP2, 3D tools become unuseable.
2010-05-10 23:37:00

Author:
Holguin86
Posts: 875


Because of this, the 3D glitch must still exist in LBP2, because any code that prohibits the existence of 3D material will change the mechanics, and break ALL 3D levels. What you may find is that in LBP2, 3D tools become unuseable.

my guess is, the 3D glitch tools won't work in LBP2. to get arround that, we could go back to LBP1; create the complete object (containing 3D glitch components) then transfer the object to LBP2.

hopefully someone works out how to make it possible. it would be a shame to lose such a brilliant creative tool, especially now LBP(2) will have the cinematics/camera tweak options that could finally allow us to take full advantage of the possibilities that glitch offers. just imagine the awesome cut-scenes we could create with that glitch + the new tools!!!!

if MM remove the 3D layer glitch, then they would be removing a means of creative expression. that for me would make the step to LBP2, a mere trade-off & not the freeing up of creativity MM promised. that statement may sound a little melodramatic lol ,but what i want to create, requires specific visuals.ie- it takes more than 3 visual layers to produce a convincing model of a docking bay in an imperial Star Destroyer. Trompe loeil just doesn't cut the mustard for some scenes.
2010-07-04 04:35:00

Author:
sellfcon
Posts: 79


Actually they even said that they 'want' to make it 100% backwards compatible, but that some of the glitches used might make that not possible (and that is giving them issues right now). Namely the 3D glitch. We all hope they can work that issue out, but it's not definite as of yet.2010-07-04 05:21:00

Author:
Unknown User


I personally believe the 3D Glitch (and most other glitches for that matter) will remain intact during the transfer, to play and to still use as long as LBP1 Levels are copyable in LBP2. If Media Molecule makes it so LBP1 levels are copyable (which I'm almost completely sure they will), I don't believe any glitches will be gone anytime soon. The engine, from what I hear, remains intact and as long as you have your glitched items from forever ago, everything should still be there. I don't really see how this won't work.2010-07-04 05:56:00

Author:
Night Angel
Posts: 1214


It may be that you'll just be able to play LBP1 levels straight from the server, glitches and all, but you are unable to use any old glitches or copy old levels with glitches intact into the LBP editor.

Either way, we don't know, and it would be best to assume that you can't use it them until we know more.

Remember that these glitches are just that, glitches, keeping them in the code can cause more problems than they're worth, especially if they want to do things like, say make LBP2 levels compatible with LBP3, or do other more advanced things to LBP2 in the future.
2010-07-04 07:50:00

Author:
Vertrucio
Posts: 119


I'd imagine they haven't forgotten to put water in LBP2
In fact, one of the pictures on the LBP2 page has water in it.

http://www.littlebigplanet.com/images/assets/shared/screenshots/lbp2-announce-screenshot16.jpg
2010-07-04 07:52:00

Author:
Tyler
Posts: 663


if that pic of a story mode level has water in it does this mean that lbp2 is shipping with water in it for no extra cost?2010-07-04 10:19:00

Author:
Smudge228
Posts: 533


if that pic of a story mode level has water in it does this mean that lbp2 is shipping with water in it for no extra cost?
No.

As you know all DLC will transfer into LBP2, as the data for it will likely just be on the disc from the start, however you still have to have purchased the DLC in order to use it.
2010-07-04 10:23:00

Author:
mnimmo1986
Posts: 552


No.

As you know all DLC will transfer into LBP2, as the data for it will likely just be on the disc from the start, however you still have to have purchased the DLC in order to use it.

I don't think Mm would use DLCs in the story levels. Everything in story mode should be usable by players.
2010-07-04 10:27:00

Author:
Oddmania
Posts: 1305


They should use as much tech as they can, and it provides incentives for people to buy content that's still quite good.

After all, the DLC levels, while great, were limited by time and budget since they were just DLC. If used with the time and budget alloted for a full game, we'll probably see even cooler uses of things like water.
2010-07-04 10:54:00

Author:
Vertrucio
Posts: 119


I don't think Mm would use DLCs in the story levels. Everything in story mode should be usable by players.

MGS levels used global settings switches before Creator Pack been released (as i'm not mistaken). But yea i think those stuff should be avable for LBP2 users
2010-07-04 12:23:00

Author:
Shadowriver
Posts: 3991


I'm pretty sure power-ups and gadgets will be included, such as the wireless Jetpack, the Paintinator, global settings switch, infinite lives checkpoint, water. Besides, we can see some of them in Gevurah's videos.2010-07-04 12:38:00

Author:
Oddmania
Posts: 1305


I'm pretty sure power-ups and gadgets will be included, such as the wireless Jetpack, the Paintinator, global settings switch, infinite lives checkpoint, water. Besides, we can see some of them in Gevurah's videos.

That confirm nothing, they running debug builds on E3 (you can see lot of debug info appearing and disbarring on lower left side), so by that title it should show all resources without checking if you have DLCs or not
2010-07-04 14:06:00

Author:
Shadowriver
Posts: 3991


That confirm nothing, they running debug builds on E3 (you can see lot of debug info appearing and disbarring on lower left side), so by that title it should show all resources without checking if you have DLCs or not

Yes, probably. I'm not too savvy on data processing and computing, but don't DLCs have to be downloaded on the console to work ? I mean, here, they were probably on the disc, weren't they ?
2010-07-04 14:22:00

Author:
Oddmania
Posts: 1305


Well you download all DLCs anyway via updates so surly most of DLC stuff from LBP2 will be on disc, when oyu buy those DLCs you only unlock there fetures. We still don't know how it's gonna work with LBP2, probably things like Paintanator and Water switches will be included but stickers, decorations, sounds and DLC levels probably not until you buy DLC2010-07-04 15:33:00

Author:
Shadowriver
Posts: 3991


snappy guy has a point there, if the improve the graphics it likely that the invisible walls will be come visible in the transfer.2010-11-26 18:16:00

Author:
Unknown User


You mean invisible black matter? it's still become invisible2010-11-26 19:08:00

Author:
Shadowriver
Posts: 3991


In the BETA I've been able to use the "Extra Layer Tools" and the Invisible Dark Matter in create mode. Actually in one of those "Stuff that MM didnt give you" levels I found 3D tools. They had different names. "Infinite Layers++". So they might work in the full game, but you never know. And just like Rtm223 said, MM always fixes the actual creation method of the glitch, and not the code that lets it exist. I have some old glitched stuff that has been patched and it still works in LBP1 and LBP2 BETA2010-11-27 02:32:00

Author:
Kitkasumass
Posts: 494


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