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#1

Materials moving layers

Archive: 64 posts


one thing I notice from the trailer is @1:40 the big circle move up a layer, this will help alot with puzzles XD everyone love a box puzzle!

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not seen anyone talking about it and for LBP it one thing i wanted for a long time
2010-05-12 08:03:00

Author:
jump_button
Posts: 1014


its been noticed and mentioned in the original thread, as well as the fact that the sponge delethalises itself when it comes down 2010-05-12 08:17:00

Author:
Kern
Posts: 5078


Now I finally see it!

When everyone was talking about it I couldn't see what moved layers, now it's kinda obvious. :blush:
2010-05-12 16:14:00

Author:
Doopz
Posts: 5592


I really hope that you can make traps with this.

Like, you should be able to have them pushing forward and backwards, and if Sackboy is in front of a block when it moves forward, he dies
2010-05-12 18:17:00

Author:
alexbull_uk
Posts: 1287


Translayerial objects I call them.

So many times I've wanted to make something change layers in LBP, this is going to be really useful.
2010-05-12 19:57:00

Author:
Killian
Posts: 2575


Good news, I think it's been something quite important since... forever, but we had to tamper with emitters in LBP1, now it's gonna be really handier.2010-05-12 20:34:00

Author:
Oddmania
Posts: 1305


Love the news, It will help creators make puzzles. For once we won't need dissolve & emmiter tricks to pull off a wall moving back in layers to reveal a passage!

If only I kept that LBP1 level instead of deleting it, I could have made moving layer tricks for the part I was stuck on!


But, I wonder if it will push sackboy into a diffrent layer, or crush him.
2010-05-12 20:47:00

Author:
Schwem00
Posts: 255


I don't post much..

But ****, this game looks sick.
2010-05-12 20:58:00

Author:
qnt3n
Posts: 9


Probably push him, because crushing him isn't very nice, is it?2010-05-12 21:01:00

Author:
Richasackboy
Posts: 619


I really wonder how the new creation mode will be. And this is reinforce my questions.

Picture this: We can do "top view" and "side view" levels. This makes me think that the creation cannot work only with the "press L2" (or was it R2??) to change layer and only have 7 planes. The micro machine-like level , if it was on its side, you wouldn't be able to go reach objects that because far away in the distance. This leads me to think that:

-Either we have to chose if it's a top view or side view level that you create or either the creation mode is.... 3D!!

Of course it doesn't necessarily means we could do 3D platformers but we will maybe be able to rotate around stuff and bank/turn/flip the cam around the level you're creating. This would also solve working in the back layer, you could simply turn the cam around and work from the back.
Other indications of this possible theory are this wheel changing layers in that video and also in the trailer can see cans in the micro machine race that are the same objects but rotated!!

So yeah, I don't we can simply make something change layer for fun only. I doubt rotating on the Z axis is also wierd to do only with LBP1 side view and the old "layer system" we were confined in while in creation mode doesn't really suit top view levels or else it means we could only pile up a couple of things (one using each of the seven old LBP1 layers.

To make a long story short:

While you still have the good old layers when you play, in creation mode they wouldn't be there anymore. They would only be there as a reference like the grid but in fact you will be able to pan around your level while you create it.

thoughts?

.
2010-05-13 00:18:00

Author:
RangerZero
Posts: 3901


I really think it's going to be the same as what we have now, but with the combination of direct control and gravity, we can "fake" a top-down view by making the controllable sackbots zero-G with full directional control, and "drawing" a ground as a background, essentially faking a top-down view when really you're still looking in the same direction as always.

It's still going to be only 3 playable layers, but we'll be able to play with gravity much more than before, including freeing sackbots and direct-control vehicles from gravity and allowing you to control them in a variety of ways.
2010-05-13 02:22:00

Author:
Teebonesy
Posts: 1937


Nice!! So little things you can add to the game to change the gameplay drastically.2010-05-13 02:45:00

Author:
AbstractSam
Posts: 332


As incredible as RangerZero's idea would be, I think I'll side with Teebonesy and say its a faked 'aerial' view. I'm still not sure how the layer switching will work though.2010-05-13 03:10:00

Author:
RottenAvocado
Posts: 319


Lets... wait and see!2010-05-13 06:50:00

Author:
CreateNPlay
Posts: 1266


I really hope that you can make traps with this.

Like, you should be able to have them pushing forward and backwards, and if Sackboy is in front of a block when it moves forward, he dies

That'd be cool!(and a bit grim). If they did do that sackboy should propel forward and hit the screen in a lighthearted manner.
2010-05-13 07:26:00

Author:
Matimoo
Posts: 1027


God, I love LBPC. No where on the net can you find smart & fun conversations on the net like this

On topic:
I think I have to agree with Teebonesy. It will probably stay the same and we will just be able to "fake" the camera view.
2010-05-13 09:31:00

Author:
blizzard_cool
Posts: 752


I really think it's going to be the same as what we have now, but with the combination of direct control and gravity, we can "fake" a top-down view by making the controllable sackbots zero-G with full directional control, and "drawing" a ground as a background, essentially faking a top-down view when really you're still looking in the same direction as always.

It's still going to be only 3 playable layers, but we'll be able to play with gravity much more than before, including freeing sackbots and direct-control vehicles from gravity and allowing you to control them in a variety of ways.

I'm not so sure that it's just a matter of turning gravity off. I'm thinking (hoping) that we can change the direction of gravity for top down levels. I'm further hoping that we have more than two options: I'd like a normal, perpendicular (straight up top-down) and something in between like 45 degrees or so, which would be great for pinball levels.

Evidence of top-down gravity: the car racing bit. The cars appear to have traction and there are oil slicks where they lose traction. I suppose it would be possible to simulate that kind of thing with logic, but if Mm was planning on letting us do top-down, wouldn't it be simpler to change the direction of gravity than to rig logic to fake traction. Another thing about the cars is the screenshot on the official website that shows ramps in the racing level. It would appear that the cars can move up and down from layer to layer. Again, it could be simulated with logic, but my gut says that's not the case.

Another thing is that they mentioned the possibility of making rpg's. True, you could make a side-scrolling platformer type game that could be considered an rpg, but in general rpg's are top-down (more of an isometric view, actually) or, since the PS1 days, fully 3d. This alone wouldn't be enough to convince me of the configurable gravity direction, but coupled with the things we see in the racing bit, it seems very plausible.

I would LOVE to do levels with an isometric view. It's the next best thing to a full 3d platformer (better in some ways: you don't have to worry about the camera problems that plague so many 3d games). Shooters would be awesome with sackbots able to approach on foot from any direction: I figure sackboy's aiming controls would be identical and would translate perfectly to a top-down game. I may even see about building a mech for isometric levels (though I suppose I can do that even if my theory isn't correct: I can just make it the same way as the racing vehicles).
2010-05-13 11:34:00

Author:
Sehven
Posts: 2188


I'm not so sure that it's just a matter of turning gravity off. I'm thinking (hoping) that we can change the direction of gravity for top down levels. I'm further hoping that we have more than two options: I'd like a normal, perpendicular (straight up top-down) and something in between like 45 degrees or so, which would be great for pinball levels.

Evidence of top-down gravity: the car racing bit. The cars appear to have traction and there are oil slicks where they lose traction. I suppose it would be possible to simulate that kind of thing with logic, but if Mm was planning on letting us do top-down, wouldn't it be simpler to change the direction of gravity than to rig logic to fake traction. Another thing about the cars is the screenshot on the official website that shows ramps in the racing level. It would appear that the cars can move up and down from layer to layer. Again, it could be simulated with logic, but my gut says that's not the case.

Another thing is that they mentioned the possibility of making rpg's. True, you could make a side-scrolling platformer type game that could be considered an rpg, but in general rpg's are top-down (more of an isometric view, actually) or, since the PS1 days, fully 3d. This alone wouldn't be enough to convince me of the configurable gravity direction, but coupled with the things we see in the racing bit, it seems very plausible.

I would LOVE to do levels with an isometric view. It's the next best thing to a full 3d platformer (better in some ways: you don't have to worry about the camera problems that plague so many 3d games). Shooters would be awesome with sackbots able to approach on foot from any direction: I figure sackboy's aiming controls would be identical and would translate perfectly to a top-down game. I may even see about building a mech for isometric levels (though I suppose I can do that even if my theory isn't correct: I can just make it the same way as the racing vehicles).


About the top-down gravity-

If you look closely, you can see a little bit of rocket smoke coming out of the car, so it might be 0 gravity all together and just using rockets to drive on a course made on a vertical angle.
2010-05-13 12:46:00

Author:
Schwem00
Posts: 255


About the top-down gravity-

If you look closely, you can see a little bit of rocket smoke coming out of the car, so it might be 0 gravity all together and just using rockets to drive on a course made on a vertical angle.

This doesn't change a thing about what he says. The rocket is there as the motor of the kart. If the gravity would not be changed, the car would "turn right" if the gravity was still vertical. And this is impossible, it wouldn't make a lick of sense.

.
2010-05-13 15:12:00

Author:
RangerZero
Posts: 3901


If the gravity would not be changed, the car would "turn right" if the gravity was still vertical. And this is impossible, it wouldn't make a lick of sense.

Not necessarily. If the prevailing theory is correct and the top down levels are indeed accomplished by turning gravity off, then the car wouldn't turn right and fall out of the sky.

The principle evidence in support of my gravity direction theory is the cars' traction, including the oil slicks, and the ramps.
2010-05-13 19:14:00

Author:
Sehven
Posts: 2188


I don't think to-down view is achieved by turning gravity off - if so, what force is pushing the cars onto the ground to cause the friction in the first place? I think the gravity's source has just been moved from the bottom of the screen to the back of the screen, so things fall away from the camera.2010-05-13 19:27:00

Author:
Holguin86
Posts: 875


or maybe the gravity isn't changed?2010-05-13 19:36:00

Author:
Kern
Posts: 5078


or maybe the gravity isn't changed?

Um.... or maybe it is? Not sure what position you're arguing here. Or are you taking up a new one? Like neither the direction nor the strength of the gravity has been changed to accomplish top down levels? That's a possibility too (we really don't know much yet), but we have seen a gravity option in the global settings.
2010-05-13 19:48:00

Author:
Sehven
Posts: 2188


I don't understandd this !!!! I just wanna race mice till i'm old enough to know better !!!!!!!!!!!!!2010-05-13 20:26:00

Author:
G-Hustla
Posts: 81


Um.... or maybe it is? Not sure what position you're arguing here. Or are you taking up a new one? Like neither the direction nor the strength of the gravity has been changed to accomplish top down levels? That's a possibility too (we really don't know much yet), but we have seen a gravity option in the global settings.

taking up a new one, i think said gravity option would determine the strength IE how high sackboy could jump
2010-05-13 20:35:00

Author:
Kern
Posts: 5078


I think that the gravity does in fact work somewhat in the top down racers, cause if it didn't the ramp wouldn?t make much sense.2010-05-13 21:31:00

Author:
blizzard_cool
Posts: 752


I think that the gravity does in fact work somewhat in the top down racers, cause if it didn't the ramp wouldn?t make much sense.

Ramp? i see no ramp
2010-05-13 21:36:00

Author:
Kern
Posts: 5078


That'd be cool!(and a bit grim). If they did do that sackboy should propel forward and hit the screen in a lighthearted manner.

Exactly what I was thinking!!
2010-05-13 23:56:00

Author:
alexbull_uk
Posts: 1287


I really hope that you can make traps with this.

Like, you should be able to have them pushing forward and backwards, and if Sackboy is in front of a block when it moves forward, he dies

Yes. I needed this for my level (in sig). The best I could do is try to fake it.

http://farm5.static.flickr.com/4058/4492379975_16c07479bf_o.jpg

LBP2 upgrades are gonna be very useful.
2010-05-14 14:15:00

Author:
midnight_heist
Posts: 2513


Not to be nit-picky, but is this really "news"? Or is it just something being pointed out in the video that has already been posted... Just saying this might be more apt in one of the other two subforums.

*nervously backs away*
2010-05-14 16:43:00

Author:
schm0
Posts: 1239


Not to be nit-picky, but is this really "news"? Or is it just something being pointed out in the video that has already been posted... Just saying this might be more apt in one of the other two subforums.

*nervously backs away*


I think its news. I doubt many of us suspected it, so its news that this will be in LBP2.


Our usernames are pretty simialar.....
schm0
schwem00
2010-05-14 16:49:00

Author:
Schwem00
Posts: 255


I think its news. I doubt many of us suspected it, so its news that this will be in LBP2.

I read the sub-forum "News and Media" to mean information regarding LBP2 released from news and media sources, i.e. newspapers, magazines, e-zines, etc. This topic seems to be an observation from a two-second segment of the announement video, not necessarily "news and media". Since the announcement (https://lbpcentral.lbp-hub.com/index.php?t=26602-LittleBigPlanet-2-Officially-Announced) itself has its own thread, I thought it might be more appropriate to put it somewhere (https://lbpcentral.lbp-hub.com/index.php?t=26555-What-We-Know-So-Far) else (https://lbpcentral.lbp-hub.com/index.php?t=26654-LittleBigPlanet-2-Announcement-Video-Breakdown).

To each their own, I suppose.

*nervously backs away... again*
2010-05-14 17:24:00

Author:
schm0
Posts: 1239


Ramp? i see no ramp

http://www.littlebigplanet.com/images/assets/shared/announce/feature-control.jpg

In the top right corner of that pic, you can see the now-familiar racing cars. There are two paths, one with ramps leading up and back down. It's possible that this is actually flat and that the ramp is just a visual trick, but I doubt it. I'm pretty sure this is evidence that the vehicles can be pulled toward the background (either by changing the gravity, or by a special as-yet-unidentified object/tweak that changes gravity for a particular item)

A couple other notes: you can see what looks like those same orange soda cans we've seen from other screenshots, but now they're on their sides. So we might be able to rotate objects in the X axis (or.... maybe there's just two versions of the can object). Also take a look at the sweet looking rock wall at the top of the race pic. Again, it might be a visual trick, but it looks more 3d than normal build-everything-from-flat-materials objects we normally deal with. Or it might just be a 3d mesh object like all the others.
2010-05-14 19:38:00

Author:
Sehven
Posts: 2188


http://www.littlebigplanet.com/images/assets/shared/announce/feature-control.jpg

Maybe the rocks are stickers?
2010-05-15 02:12:00

Author:
Silver39
Posts: 1703


Maybe the rocks are stickers?

Why does everybody keep trying to rain on my parade?!
2010-05-15 04:31:00

Author:
Sehven
Posts: 2188


I don't think they're stickers...if they are, they're really well done. I actually also wonder how they got such vivid 3D detail on those rocks. :/ Really makes me think.2010-05-15 04:51:00

Author:
AeroForce22
Posts: 392


lol the rocks aren't stickers wtf

lol
2010-05-15 19:10:00

Author:
RangerZero
Posts: 3901


It isn't actually a top down view. You can just make it look like it is. Basically you can 'fake' a top down view, it's just a matter of perception and building it so it looks like it is.2010-05-15 19:18:00

Author:
jackofcourse
Posts: 1494


It isn't actually a top down view. You can just make it look like it is. Basically you can 'fake' a top down view, it's just a matter of perception and building it so it looks like it is.

I think the point they were making is how they got such objects to project in three dimensions into the foreground (i.e. z-axis). The ramps in particular appear to be curving towards the viewer. The video clip of this racetrack (@1:08) even shows a ramp near the end of the segment. That simply can't be done with the current engine.
2010-05-15 20:41:00

Author:
schm0
Posts: 1239


its just a level made to look top down like this

http://img69.imageshack.us/img69/511/aphoto1.jpg

Mm had more time then me XD
2010-05-15 21:12:00

Author:
jump_button
Posts: 1014


Just to say, the ramps are 3D objects. I think the car's maybe stuck onto a block(probably hidden) with a motorbolt(which is controlled by a direct control seat) and the rocket on the car moves it around. Dunno how the ramp functions, but I definately think the track was made top-down, it's not just the camera.2010-05-15 21:21:00

Author:
Unknown User


What if there is 3 different create modes? Normal/RPG/Racing? Whichever one you pick has there own default creating room, so if you select the Racing, the view will automatically be top-down. HMM?? HM!?!?!?!?!?!? xD2010-05-15 21:35:00

Author:
AbstractSam
Posts: 332


Well I can promise that the race level seen and the 'top down view' in general is just a matter of making the level 'look' that way. No fancy cameras or special engine are used 2010-05-15 21:36:00

Author:
jackofcourse
Posts: 1494


Well I can promise that the race level seen and the 'top down view' in general is just a matter of making the level 'look' that way. No fancy cameras or special engine are used

Actually, I think I've cracked it. Y'know how you can make objects change layer? I think each time the car goes near a ramp etc. they make it change layer. I also think they've changed the gravity(there's a gravity setting )
2010-05-15 22:34:00

Author:
Unknown User


It is for sure that it is NOT a top-down view, but just clever camera tricks combined with some unknown factor (this unknown factor is what most speculation revolves around). Here's my thoughts however: the ramp is some new object (and I bet there will be others just like it to allow for scenic change) that causes plane shifting on the fly as opposed an x-axis piston pushing something forward, then continuing. Nothing can technically explain it, since it just happens as it is a new object.

As for the logic behind the whole car racer, I have thought many things, but so far I think this could possibly be my best hypothesis:
http://thesilentchief.com/wp-content/uploads/2010/05/lbp2_gi_2.jpg

The new logic items seen in the photo above are what make me think this: The rocket shape hints toward some spacey idea, right? Well I think it's "make this object anti-gravity, or adjust its gravity" because so far we only know about the global setting for gravity. Adjusting certain objects' gravity could be what this logic piece does. As for the other piece (the middle one), I believe it is some sort of control device, mainly to be used in conjunction with a Direct Control Seat. Allowing for fluid up/down/left/right motion, minus a large piston rig. This could be how the karts move so smoothly, and how they stay up against the wall. Chances are, the rockets on the back of them DO cause them to move, but I'm certainly hoping that they do not (because I really want the ability to change the direction of gravity. xD).
2010-05-15 23:13:00

Author:
AeroForce22
Posts: 392


its just a level made to look top down like this

http://img69.imageshack.us/img69/511/aphoto1.jpg

Mm had more time then me XD


I am sorry jump but it's a "real" top view because the lighting corresponds. You wouldn't have such shadows as in the pics if it wasn't real "3D" ramp.
There is still the possibility that ALL the track pieces and envirronement pieces would be object (so premade to fake the angle) but I really wouldn't believe it because of the point of having such view is for people to be able to really create something with it. And something as cool as the "story mode". Imagine if we mostly had to use objects to make levels instead of creating them like now... It wouldn't make sense or LBP2 simply wouldn't as much a good game as LBP is.
2010-05-15 23:18:00

Author:
RangerZero
Posts: 3901


Well I can promise that the race level seen and the 'top down view' in general is just a matter of making the level 'look' that way. No fancy cameras or special engine are used

We know there's no special engine (well, most of us know that: some of the speculation gets pretty wild sometimes). It's the same 3 layers but with a level built from the side rather than vertically (if that made any sense at all).

The thing we're fuzzy on is how the cars work: whether they're pulled toward the background by gravity, or whether it's just made to look like that's what's happening.
2010-05-16 01:25:00

Author:
Sehven
Posts: 2188


The thing we're fuzzy on is how the cars work: whether they're pulled toward the background by gravity, or whether it's just made to look like that's what's happening.

Don't forget the game as a vast array of new tools
2010-05-16 03:34:00

Author:
jackofcourse
Posts: 1494


Wow. That's a nice nda-style answer if ever I heard one. 2010-05-16 05:37:00

Author:
Sehven
Posts: 2188


jump_button is exactly right IMHO.

If I had time (like MM xD) I could recreate how that ramp looks (I AM NOT SAYING I CAN MAKE THAT RACING GAME).
That picture looks, to me, like jump_button's image but with no shadows and with more love put into it. Look at the image (http://www.littlebigplanet.com/images/assets/shared/announce/feature-control.jpg) again with this in mind. See the top "ramp"? It's made of wood. Does the texture of the wood bend as you'd expect it to? No. Because it's flat. The rocks under the "ramp" can be explained as well. Just imagine two layers of rock material on top of each other right under the "ramp".

It can be difficult to see past the illusion, but that's just how good MM is

Smoke and mirrors, I say. Like that one part in the Incredibles pack showcase level (if anyone has it) with the "allyway" into the background that's really just some clever camera work. It's smoke and mirrors. Admittedly effective smoke and shiny mirrors, but smoke and mirrors nonetheless.

/opinion
2010-05-16 06:36:00

Author:
KablooieKablam
Posts: 364


I am now leaning towards a mix of gravity settings (set which axis gravity pulls towards, whether x, y or z) and a clever use of new ramp-type objects. My evidence is the ramps themselves. In all screenshots I can find, it's the same "ramp" used to switch layers (z-level.)

17063
17064

Set the gravity to z-axis (i.e. top-down) and put a nice little car on the track and voila! Racing level.
2010-05-16 06:42:00

Author:
schm0
Posts: 1239


I am now leaning towards a mix of gravity settings (set which axis gravity pulls towards, whether x, y or z) and a clever use of new ramp-type objects. My evidence is the ramps themselves. In all screenshots I can find, it's the same "ramp" used to switch layers (z-level.)

17061
17062

Set the gravity to z-axis (i.e. top-down) and put a nice little car on the track and voila! Racing level.

Links are broken, son.
2010-05-16 06:46:00

Author:
KablooieKablam
Posts: 364


It's the level on the side moving up a layer is like moving between layers now, you make the back layer look like the floor and maybe gravity set to act that way but, in the end its the level on the side they is no top down.

ps we really gone off topic in here
2010-05-16 08:40:00

Author:
jump_button
Posts: 1014


Wonder how the mechanics for making
objects move layers will be.
A piston attached to the back sounds kinda unrealistic.
Lol.
2010-05-21 06:19:00

Author:
Mastadom
Posts: 195


Wonder how the mechanics for making
objects move layers will be.
A piston attached to the back sounds kinda unrealistic.
Lol.


There is a special type of emmiter called a mover that you pull out of poppit and it just selects the object you chose and you then select the layers you want it to change and when . Is what I've been told.
2010-07-25 15:13:00

Author:
G-Hustla
Posts: 81


no need to bump...2010-07-25 15:40:00

Author:
Jonaolst
Posts: 935


I'm pretty sure I've figured everything out. And it's not that hard. Here goes......So basically all you would need to do is make a little car. Place movers on to it. Place a DCS on the car and connect the DCS to the movers. Place a magic joy stick so that the car points wherever you point the joystick to, so that it looks like your making turns. Tweak global settings and lower the gravity down to zero. Place a smoke machine on the car near the rear (so it looks likes smoke is coming out of the tail pipe) place an OR gate connect the Left Right and Up Down options (of the DCS left joystick) to the OR gate and connect the OR to the smoke machine. So that smoke comes out whenever you move. Then make the scenery, using the thin and thick layers. The thick layers would be the height of the object for example the highest an object would go would be three floors since there only are 3 layers. The thin....well maybe adding for a small increase in height (only for the front most thick layer visible) The oil slick effect would be pretty easy to make. All you would have to do is place a randomizer connect it to a whole bunch of different movers (or you could throw down some OR gates so that you use the same ones that make the car move) connect a mag key switch to a toggle, place a mag key where you want the oil slick to be.The mag key would activate the toggle and a time switch. After a few seconds (depending on how long you want the effect to last) the timer would activate the toggle again. And returning the controls back to normal. The car switching layers when going up a ramp is a bit trickier. It could be some sort of object that forces the car up one layer. But you could also place a mover (a layer mover) on the car place a mag key switch on the car and the key for it at the start of the ramp so that it looks like it's going up the ramp. This could all be done in normal create mode with just camera angles making it look as if it was top down.WITHOUT changing the direction of gravity.

This would be a very rough and basic system to make the car move and for all the effects. And it's all based on assumptions of how the switches will work, since I haven't played the game yet. You could make loads of improvements to the system...trust me I know. The only thing that I couldn't seem to figure out is how to remove the shadows.......: And keep in mind that I'm not some sort of magic logic wiz ok? (If anybody would ever think that
I apologize in advance if anything doesn't make sense. Just send me a message if you REALLY want to know how I think it would work. (which might probably be the wrong way btw)

Anyway back on topic. Yeah the objects moving layers has me really excited!!!!! I actually just thought of a way to use the movers to make a puzzle
2010-07-25 16:37:00

Author:
Amigps
Posts: 564


Does lbp2 have twice as many tools as the first? The same amount of NEW tools...? Anyone know for sure?2010-07-25 19:09:00

Author:
BasketSnake
Posts: 2391


wait..I just though of something since we can make top down view stuff now.........will there also be top down view race star/ending gates? or will we have to hide the normal one behind a thin layer.2010-07-25 19:22:00

Author:
Amigps
Posts: 564


It's almost definitely the green pads you can see on the ramps that give the layer switching effect. It looks as though they are two-layered objects and then there's a mover that triggers when you go near it, so you move closer to the screen. Of course, this can also be done in reverse.

I'm terrible at explaining. But it seems completely right in my mind
2010-07-26 02:25:00

Author:
alexbull_uk
Posts: 1287


wait..I just though of something since we can make top down view stuff now.........will there also be top down view race star/ending gates? or will we have to hide the normal one behind a thin layer.

You can easily make your own starting/ending gate with some logic and an invisible thick layer.
2010-07-26 15:37:00

Author:
schm0
Posts: 1239


Yeah, cause you can trigger races using a switch now...2010-07-26 23:47:00

Author:
Moony
Posts: 368


Too many ideas, my brain. I cant wait for this game seriously. Ive had dreams about LBP2 create mode 5 times now. Now when LBP 2 comes out it literally will be a dream come true.2010-07-31 05:09:00

Author:
Unknown User


That'd be cool!(and a bit grim). If they did do that sackboy should propel forward and hit the screen in a lighthearted manner.

now that would be cool
2010-08-01 01:18:00

Author:
littlebigjupiter
Posts: 3


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