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LBPCentral Q&A With Media Molecule (Submit Your Questions!)

Archive: 323 posts


What new switches/logic can we expect in LBP2?
Can we change the size of sackbots in-game?
How exactly do Sackbots work?
Can you explain the process of making your cart-racing example in the announcement video? For example, how the carts were made, how the oil slick was made, how the actual track was made in regards to ramps/hills etc., how the top-down camera works etc.
Has the 20 published level limit been increased/removed?
How will music composition work in LBP2?
How will water be affected in 0 Gravity?
Can sackboy be sucked into the new tube objects or only sackbots?
Will there be an easier way to make custom backgrounds than using the extra layer glitch?
How do animated materials/stickers work and can you give a few examples of said materials/stickers?
To what extent can a HUD be customized?


These are pretty much all the questions I have
The ones I asked that have been asked before are there because I second them.
2010-05-16 01:17:00

Author:
Fancy_Zombie
Posts: 226


1. WIll you still be able to win the Prize Crown? If so, will it be compatable with LBP 1?

2. Will you still be able to recieve the Beta costumes?

3. Will any new costume DLC released after LBP 2 launches be compatable with LBP 1?

4. On the trailer, it showed a sort of Top-Down camera option (I know it isn't a real top-down mode). Every time it showed this, sackboy was in a control seat/vehicle. Will it be possible to enter top-down mode with sackboy outside a vehicle?

5. Will all the Creator Curators have voices?

6. Will Stephen Fry appear as a in-level character or will he just narrate again?

7. Will there be pre-order costumes?

8. Will all of my hearted levels transfer over?

9. Will Move support come out before or after LBP 2 launches?

10. I have a ton of stickers in the first game, and it is a pain to scroll through all of them to get to the one I want. Is there an option to have the one sticker page split up into multiple pages?

11. Will there be an option to change the screen so it could show HP in RPGs or crosshairs in shooters?

12. I was thinking about pre-ordering the game the second it was announced, but before I do that, I would like to know if there will be a special edition version of the game like the PSP version over in Europe, or if there is only a standard edition.

13. I remember reading somewhere that there was going to be a system for giving more level spaces to popular creators in the first LPB. Will you bring that feature to LBP 2?

14. Will the corner editor be changed to be more like the corner editor in LBP PSP (specifically, the ability to choose more than one corner at a time)?

15. Could you tell us just how many new power-ups will appear in LBP 2?

16. Any plans for LBP PSP connectivity/content?

17. How much longer is LBP 2's story mode than LPB 1's?

18. Why does the planet change themes? Is there a way that we can choose how our planet looks like?

19. With the new level linking, what will become of level keys?

20. Will there be any more support for the original game after this game launches (like DLC, patches, ect.)?

21. Will the LPB 1-style enemies get any smarter, or do we have to use Sackbots to get intelligent enemies?

22. Will we be able to adjust the sizes of individual parts on a Sackbot's body (like would I be able to give him extra long arms)?

23. Are all sackbots huminiod?

24. I saw that Hearts were replaced by stars. Why was that changed?

25. There were some spamming problems in the first game caused by Trophies (H4H, Trophy levels, ect.). How will you impliment trophies in this game without causing problem like those?

26. Will the creator of a level be able to choose what pictures show up in the creator's level menu?

27. Will there be a way to heart levels that you played online while you were not the game leader?

28. Any chance that there will be an increase in the number of people we can play with at one time while online?

29. Will there be any way to control how many people are allowed to play a level at one time? Like how on the first game there were levels that were created for just one player but there was no way to control how many people could enter the level.

30. Is there a way that we could put a costume on a sackbot without giving him a skin? If I were to put a hat on a sackbot, would he still be able to have the wooden robot head?

31. Will there be a limited edition launch shirt for this game too?
2010-05-16 01:26:00

Author:
Darth J464
Posts: 343


9. Will Move support come out before or after LBP 2 launches?

11. Will there be an option to change the screen so it could show HP in RPGs or crosshairs in shooters?



9. Yes, some support, but not too much...they're hoping to add more later on after launch

11. Yes, you can change the hud for those (1 thing specifically mentioned in an article is adding in hearts like in legend of zelda)
2010-05-16 01:50:00

Author:
Theap Pleman
Posts: 670


how easy would it be to rig a zelda style top down adventure? hearts and all?2010-05-16 01:59:00

Author:
poorjack
Posts: 1806


Okay, but now I have a related question:

Will there be an option to add menus to our levels?

This would be a very important feature for RPGs.
2010-05-16 02:15:00

Author:
Darth J464
Posts: 343


This is awesome, I have a couple questions. (Sorry if they're repeated but 11 pages is kind of a lot to go through...)

1. How will the "control seat" option work exactly, I mean once someone places it in their level and switch up the control will it be up to us to guess all the controls? Or will there be a little pop-up informing the player of the new controls?

2. The "level portal" thing where you can link up levels, I really hope when we are linked up to a new level a screen pops up showing the level badge, title, description, and an option to go into this level or not. Is there something like this?

Sorry if these questions are repeated or already answered. I'll return if I think of any more questions .
2010-05-16 03:09:00

Author:
brnxblze
Posts: 1318


Just a little note for everyone, I'm going through this entire thread, reading EVERY post (yes, I'm gouging my eyes out as I type this), and I'll do my best to come up with a list of 10 questions that will yield the most valuable information. I'm also doing my best to keep the questions from being super specific, and from being yes/no answers (as we want elaboration ;D). I'll probably end up with more than 10, but that's where I want you all to come in and look through my list of questions and help select which will be the best to ask.2010-05-16 03:29:00

Author:
AeroForce22
Posts: 392


Just a little note for everyone, I'm going through this entire thread, reading EVERY post (yes, I'm gouging my eyes out as I type this), and I'll do my best to come up with a list of 10 questions that will yield the most valuable information. I'm also doing my best to keep the questions from being super specific, and from being yes/no answers (as we want elaboration ;D). I'll probably end up with more than 10, but that's where I want you all to come in and look through my list of questions and help select which will be the best to ask.

Yay someone uses my logic! Vague questions = longer answers!
2010-05-16 03:45:00

Author:
moleynator
Posts: 2914


Yay someone uses my logic! Vague questions = longer answers!

He should start with the questions right above his post, they're pretty decent...and include video recording to the hard drive, is that going to be included?
2010-05-16 03:56:00

Author:
Theap Pleman
Posts: 670


Here's what I've come up with. 2 of them ARE yes/no, but are asked multiple times (the video capture/transfer question and the 3D Layer Glitch question) and I think they should be answered for shear quantity. That's why I included them at least. xD So yeah, it's 12, but now we just have to eliminate, or add if you will to the list. Lemme know if any of the questions don't meet your standards. xD


1. What actions can a Sackbot perform that are similar to Sackboy himself (along the lines of platforming ability and powerups)?

2. The gravity options seems to be very vague as of right now, what can you tell us about gravity that relates to the direction of it (say, have things drop away from the screen, on the ceiling, ect.) or how it affects other things such as water?

3. Since the new cinematic tools have been hyped up, what are the chances of us seeing a way to mimic a capture card and directly transport HD videos as well as high-res snapshots onto the PS3 HDD and possibly over onto external hard drives? This option would be great for the new LBP.me.

4. How has the thermometer been changed to allow for more complex levels in both logic and visual aspects?

5. Voice overs can open some great possibilities within cutscenes, but how long can we record sound bits for before we have to move onto a different one and are we required to own a PSEye to record our voices?

6. How will level linking badges work exactly? Can players be streamed to specific portions of a level and back without any logic resetting or entering from the beginning of the level? (Has been stated in this thread that it transfers you to the start of a level only, dunno if it's true because no source was provided.)

7. What will the new limits on custom objects/stickers/costumes/levels be this time around?

8. How will the new sticker capturing tool be adjusted, if it's adjusted at all (for non-rectangular custom stickers)?

9. As for the story mode, how many levels can we expect to see inside each theme and how long will these levels take to complete on average? (30 total, really? From some source that is probably unreliable/lying.)

10. Many amazing levels have used the 3D Layer Glitch in the original game. Is it going to be possible for these levels, as well as other levels that utilize other glitches, to transfer safely over to LBP2?

11. So we've seen backflips, but we're unsure if it's just a flashy jump-pad motion or if the player can actually control this motion. Along with backflips, what other new Sackboy movement/expression features have been added to the game?

12. What is going to be done about some "unwanted effects" of certain objects, such as jetpack/rocket smoke and even the demitting of emitter objects?
2010-05-16 04:12:00

Author:
AeroForce22
Posts: 392


Nice list Aeroforce
So far the questions I like are:
1, 5, and 11
2010-05-16 06:14:00

Author:
suchiacatdog
Posts: 15


Will the efficiency of the game engine be improved? In the previous game, the system lagged noticeably when there was a lot going on or when there were a lot of detailed shapes on-screen.2010-05-16 14:56:00

Author:
Unknown User


I really wouldn't want it to be so easy to get HD footage. :/ It would kind of make me useless! xD

I think 10 has been answered already, kind of... I think they said that they make it difficult to port over, so I think that they will try to keep this stuff.

I like the rest of the questions and I would also like to ask something about adding weather to a level, but incorporate the question in a more vague way.
2010-05-16 15:02:00

Author:
moleynator
Posts: 2914


Will we still be able to sell our levels like you guys at MM promised us around LBP's launch, or did you just give up on this idea all together?

Why would you ever want this?

Technically you still could sell level, anyway. Just send keys to anyone who gives you money.
2010-05-16 15:02:00

Author:
qrtda235566
Posts: 3664


Nice list AeroForce (I'm in the Air Force - not sure if it is as elite as the AeroForce though - haha) - seriously though, I like the list - but I would lose question 9. Finding out about the story levels and how long they will take to get through (which is subjective, based on the players skills) - it doesn't give us any "new" info to help really define the difference between LBP1 and 2.

Other than that, I like the list quite a lot.
2010-05-16 15:13:00

Author:
CYMBOL
Posts: 1230


So basically, how do you make RPGs?2010-05-16 15:15:00

Author:
X-FROGBOY-X
Posts: 1800


Nice one Frog. That should solve all our problems.

-Is there a way to save progress in a web of levels(In other words a game)?

-Is there an item to be used as an inventory for RPGs?

-Are melee weapons customisable(as in you can change the appearance)?
2010-05-16 16:07:00

Author:
Silver39
Posts: 1703


As a creator I am interested in how much more stuff we can put into a level. Has the game recieved a significant upgrade in how complicated and full our levels can be? Has there been a major decrease in lag when many physics or light objects are on screen?

@Aeroforce

I think 9 and 10 can be left out.
2010-05-16 16:50:00

Author:
RagTagPwner
Posts: 344


Does the new engine allow more thermo to be used?

Is there a motor bolt or wobble bolt type thing for the plane shift device, like one that enables it to turn towards and away from your screen instead of in a 2D fashion? I hope that made sense.
2010-05-16 16:50:00

Author:
SPONGMONKEY56
Posts: 209


One that has been said several times before, Can you save your level progress half-way through a level? Would creators have an option to have this on or not during their levels or could they have an inparticular place the player must be at to save their progress?2010-05-16 16:54:00

Author:
Limesta-
Posts: 559


Can you emit sackbots?2010-05-16 17:02:00

Author:
ZramuliZ
Posts: 55


During the "Arkanoid" section of the trailer, two screens on the sides are displaying "videos". Is it possible to record a section of the game and output it through the screen or is it a pre-made stuff?2010-05-16 17:39:00

Author:
OmegaSlayer
Posts: 5112


1. What actions can a Sackbot perform that are similar to Sackboy himself (along the lines of platforming ability and powerups)?

2. The gravity options seems to be very vague as of right now, what can you tell us about gravity that relates to the direction of it (say, have things drop away from the screen, on the ceiling, ect.) or how it affects other things such as water?

3. Since the new cinematic tools have been hyped up, what are the chances of us seeing a way to mimic a capture card and directly transport HD videos as well as high-res snapshots onto the PS3 HDD and possibly over onto external hard drives? This option would be great for the new LBP.me.

4. How has the thermometer been changed to allow for more complex levels in both logic and visual aspects?

5. Voice overs can open some great possibilities within cutscenes, but how long can we record sound bits for before we have to move onto a different one and are we required to own a PSEye to record our voices?

6. How will level linking badges work exactly? Can players be streamed to specific portions of a level and back without any logic resetting or entering from the beginning of the level? (Has been stated in this thread that it transfers you to the start of a level only, dunno if it's true because no source was provided.)

7. What will the new limits on custom objects/stickers/costumes/levels be this time around?

8. How will the new sticker capturing tool be adjusted, if it's adjusted at all (for non-rectangular custom stickers)?

9. As for the story mode, how many levels can we expect to see inside each theme and how long will these levels take to complete on average? (30 total, really? From some source that is probably unreliable/lying.)

10. Many amazing levels have used the 3D Layer Glitch in the original game. Is it going to be possible for these levels, as well as other levels that utilize other glitches, to transfer safely over to LBP2?

9. So we've seen backflips, but we're unsure if it's just a flashy jump-pad motion or if the player can actually control this motion. Along with backflips, what other new Sackboy movement/expression features have been added to the game?

10. What is going to be done about some "unwanted effects" of certain objects, such as jetpack/rocket smoke and even the demitting of emitter objects?

So 9 and 10 are unpopular eh? I understand. xD The original #9 was meant to stay away from just the "create" aspects of the game. I removed it (via strikeout. ;D). And the 3D layer has been answered? I had no idea as everyone keeps asking. xD Oh well, I've never used the glitch, but some levels that I play a lot use them and I'd love to see the 3D scenery left intact.

So lemme know what you all think of the new list (I'm trying to think of a way to incorporate the "saving" feature that most people are asking for, but include it in a previous questions as it's simply a "yes/no" answer. We don't know if it exists, and if it doesn't, then we just wasted a question. ).
2010-05-16 17:45:00

Author:
AeroForce22
Posts: 392


Psst, AeroForce22, add this to #6:
"and when we are linked up to a new level, does a screen pop up showing the level badge, title, description, along with an option to choose if you want to go into this level or not?"
2010-05-16 18:24:00

Author:
brnxblze
Posts: 1318


Can you emit sackbots?

You can emit anything.
2010-05-16 18:42:00

Author:
Doopz
Posts: 5592


I have just read in EDGE magazine something that may answer a lot of questions about the thermometer.

In LBP1, the thermometer is actually split up into lots of different thermometers - complex shapes, moving objects, stickers/decorations thermo etc. The thermometer level reflected the level of the highest thermo segment - say, if you overheated on moving objects you could still add dark matter etc. This limited the content you could put into levels - you could have used up one thermo with plenty of others half empty and scarcely pushing the CPU to its limits.

Now, the separate thermos will no longer exist, as far as I'm aware. This means, if you exceed what you could have placed before under the stickers/decorations thermo, all that means is that you will have to skimp elsewhere, eg having less complex objects. CPU real estate is now shared amongst all the objects, so there can be much more balance and less processor wastage in levels.

As to the overall capacity of the thermo, I don't know if that will have increased, but the new way of allocating CPU should allow for much more content to be put into a level, although maxing the themo out may become a grey area.
2010-05-16 19:37:00

Author:
Holguin86
Posts: 875


[Awesome Information]

So... what's your question?

Kidding, thanks for the info.
2010-05-16 19:49:00

Author:
comphermc
Posts: 5338


I asked a whole list of questions about a hundred pages ago lol, then I got bored and started answering other peoples'. 2010-05-16 19:55:00

Author:
Holguin86
Posts: 875


When your in a control seat are you still affected by your surroundings? (ex. Your sitting in the seat then a block on fire hits you will you fall out of the control seat? The same thing with water if the seat is under water do you have 30 seconds to do what you need to do before you POP!!!!)2010-05-16 20:17:00

Author:
Mangarocks14
Posts: 262


I kind of want to know if Mm, having been so inspired and impressed by the 3D layer glitch, will finally tell us if it will be a working, official feature in LBP2.
Designing backgrounds and foregrounds to levels is so fun, although unstable.
2010-05-16 22:17:00

Author:
jjmusicman
Posts: 234


lol, so many questions, CC you should've just made the questions yourself.
(jk)

But seriously, we got about 100 questions (i know there's +200 posts, but more than half are technically the same questions and some posts don't even have any questions in them), how are you gonna be able to pick just 10 out of all of them?
Heh, do you think another site is willing to donate their 10 Q's to us?


Wait a sec, i just realized something!
What if all or most of the sites pick similar questions?
Then a lot would be wasted.

CC, you should get in contact with other LBP site admins and compare questions before submiting them!
That way we'll have more questions answered.


Btw, when are these due anyways?
2010-05-16 22:50:00

Author:
Silverleon
Posts: 6707


Can we adjust the levels of ambient occlusion, and lighting bloom? Is there lighting bloom? Will there be particle emitters?2010-05-16 22:51:00

Author:
warlord_evil
Posts: 4193


I think one of the questions should ask for a more in depth explaination/ analysis of the top down racing.2010-05-16 23:09:00

Author:
Jrange378
Posts: 573


When will we be interviewing Spaff then?

??
2010-05-16 23:11:00

Author:
Holguin86
Posts: 875


So lemme know what you all think of the new list (I'm trying to think of a way to incorporate the "saving" feature that most people are asking for, but include it in a previous questions as it's simply a "yes/no" answer. We don't know if it exists, and if it doesn't, then we just wasted a question. ).

I think it sucks! But seriously, its seems you all but overlooked the RPG questions. I got one one for you that should give us all the info we want:

LBP2 is supposed to be a platform for games, supporting other game types like RPG's and shooters. How does LBP2 support these alternate game types?

Pretty open, huh?


Wait a sec, i just realized something!
What if all or most of the sites pick similar questions?
Then a lot would be wasted.

CC, you should get in contact with other LBP site admins and compare questions before submiting them!
That way we'll have more questions answered.

Issue was raised and addressed by CC in the first few pages. No worries, mate!
2010-05-16 23:36:00

Author:
Rogar
Posts: 2284


LBP2 is supposed to be a platform for games, supporting other game types like RPG's and shooters. How does LBP2 support these alternate game types?

That is single-handedly the best question in this entire thread, man. I have another question, though! When are we interviewing Spaff?
2010-05-16 23:49:00

Author:
Holguin86
Posts: 875


LBP2 is supposed to be a platform for games, supporting other game types like RPG's and shooters. How does LBP2 support these alternate game types?

I second... errr third this question
I really would like to hear what Spaff has to say about making RPG's and Shooters
Add on all of the other game types too, ie: racing, fighting
2010-05-17 00:06:00

Author:
Fancy_Zombie
Posts: 226


well i was wondering if you could tell us if sack bots can die... or be destroyed ?

P.S. when are we getting some anwers around here? =D
2010-05-17 00:17:00

Author:
hiphopliveson
Posts: 47


I think it sucks! But seriously, its seems you all but overlooked the RPG questions. I got one one for you that should give us all the info we want:

LBP2 is supposed to be a platform for games, supporting other game types like RPG's and shooters. How does LBP2 support these alternate game types?

Pretty open, huh?



Issue was raised and addressed by CC in the first few pages. No worries, mate!

Since the thermo questions has basically been answered, this one could easily be placed in at #4 instead. ;D Very nice question.
2010-05-17 00:35:00

Author:
AeroForce22
Posts: 392


That is single-handedly the best question in this entire thread, man. I have another question, though! When are we interviewing Spaff?


I second... errr third this question
I really would like to hear what Spaff has to say about making RPG's and Shooters
Add on all of the other game types too, ie: racing, fighting

But couldn't they answer something vague and classic/ cheesy like "That's up to the player" or "We provide the tools, you're the ones that make it happen"?


I'm just saying they could answer with something like that, right?
2010-05-17 01:41:00

Author:
Silverleon
Posts: 6707


Well I unno when we're getting answers... But apparrently CC will be sending the questions to Spaff tomorrow, and he'll answer whenever he can. He told me quite willingly, so it should be ok to say that...

Buyt before this is locked... Rememebr to ask about RPGS and how they might be possible D: Do they mean 2D like old Final Fantasy? :O
2010-05-17 02:14:00

Author:
RockSauron
Posts: 10882


I agree! How will rpgs be implimented? And how complex will we realistically be able to make them?2010-05-17 02:20:00

Author:
poorjack
Posts: 1806


Ive got 2 also.


How much BIGGER is the Thermomiter than the first? and Whats up with the "Gravity" Section on the Pop It Menu? Can we finnaly make EPIC space level?
2010-05-17 02:20:00

Author:
SnotRocket
Posts: 2


Yay! I got here before the thread got locked.

1. The concept of microchips has been mentioned on several websites, typically in relation th the infamous "Little big Calculator." Will this feature simply be a special 'thermo-proof' layer with a couple of new switch types, or will we be able to get some serious 'coding' done, such as creating custom pause menus, screens, and wieldable items?

2. How quickly will going from level to level via badge be?
2010-05-17 03:15:00

Author:
Zibani
Posts: 1


yes. how fast will we transition from level to level in a badge?2010-05-17 18:40:00

Author:
poorjack
Posts: 1806


Can we transition from a top-down perspective with gravity oriented towards the background, to the typical 2.5D platforming perspective of LBP1 on the fly through switches? Or can we only set one of those for our entire level like level backgrounds, which once set into the level, cannot be changed in mid-play?2010-05-17 19:11:00

Author:
jjmusicman
Posts: 234


^^ What he said2010-05-17 19:13:00

Author:
poorjack
Posts: 1806


If we can redefine gravity on the fly...and it's not just a global setting....then the possibilities are endless.

We could make a level that is constantly switching gravity from upwards, sideways, downwards, to backwards (with gravity pulling towards the screen).

That's why I'm especially curious about that.
2010-05-17 19:29:00

Author:
jjmusicman
Posts: 234


like the global lighting or global water tools2010-05-17 19:32:00

Author:
poorjack
Posts: 1806


Another one ._.

Could a sackbot change 'personality' (programming) mid-level? example: a sackbot is rather shy towards sackboy, but if you shoot him with the paint gun, he gets mad and chases you.
2010-05-17 19:37:00

Author:
Matimoo
Posts: 1027


example: a sackbot is rather shy towards sackboy, but if you shoot him with the paint gun, he gets mad and chases you.

I'm very very very sure that this was mentioned in one of the interviews (either EDGE, GameInformer, or Eurogamer I think) and they said that Sackbots can change behavior according to circumstances, and that microchips can control this.
2010-05-17 20:07:00

Author:
jjmusicman
Posts: 234


Another one ._.

Could a sackbot change 'personality' (programming) mid-level? example: a sackbot is rather shy towards sackboy, but if you shoot him with the paint gun, he gets mad and chases you.

I believe they also answered that already, you CAN place various programs on to the Sackbot via microchip, so they can switch behavior and do anything depending on how the user programs them.
2010-05-17 20:09:00

Author:
Silverleon
Posts: 6707


Right then. I think we have our questions now. I will let someone else compile them because I am revising for GCSE exam tomorrow morning. :/

These are getting sent off today right?
2010-05-17 20:23:00

Author:
moleynator
Posts: 2914


Question - What's been improved and how? 2010-05-17 20:27:00

Author:
CYMBOL
Posts: 1230


Right then. I think we have our questions now. I will let someone else compile them because I am revising for GCSE exam tomorrow morning. :/

These are getting sent off today right?

Is my list not satifactory? xD I have the updated version right here, with the included RPG question. If CC wants to just copy and paste to Spaff, he's more than welcome. ;D That is...if these questions are all right.

1. What actions can a Sackbot perform that are similar to Sackboy himself (along the lines of platforming ability and powerups)?

2. The gravity options seems to be very vague as of right now, what can you tell us about gravity that relates to the direction of it (say, have things drop away from the screen, on the ceiling, ect.) or how it affects other things such as water?

3. Since the new cinematic tools have been hyped up, what are the chances of us seeing a way to mimic a capture card and directly transport HD videos as well as high-res snapshots onto the PS3 HDD and possibly over onto external hard drives? This option would be great for the new LBP.me.

4. LBP2 is supposed to be a platform for games, supporting other game types like RPG's and shooters. How does LBP2 support these alternate game types?

5. Voice overs can open some great possibilities within cutscenes, but how long can we record sound bits for before we have to move onto a different one and are we required to own a PSEye to record our voices?

6. How will level linking badges work exactly? Can players be streamed to specific portions of a level and back without any logic resetting or entering from the beginning of the level? (Has been stated in this thread that it transfers you to the start of a level only, dunno if it's true because no source was provided.)

7. What will the new limits on custom objects/stickers/costumes/levels be this time around?

8. How will the new sticker capturing tool be adjusted, if it's adjusted at all (for non-rectangular custom stickers)?

9. So we've seen backflips, but we're unsure if it's just a flashy jump-pad motion or if the player can actually control this motion. Along with backflips, what other new Sackboy movement/expression features have been added to the game?

10. What is going to be done about some "unwanted effects" of certain objects, such as jetpack/rocket smoke and even the demitting of emitter objects?
2010-05-17 20:43:00

Author:
AeroForce22
Posts: 392


What licensed music can you confirm to be in the game besides those already confirmed?2010-05-17 21:12:00

Author:
MMLgamer
Posts: 183


Is my list not satifactory? xD

I kind of meant for you to add in everything new. I just couldn't remember your name.
2010-05-17 21:30:00

Author:
moleynator
Posts: 2914


I just thought of one last night

Will it be possible to make flexible objects, So that you dont have to make chain links if you want a conveyor belt?
2010-05-17 22:33:00

Author:
nitewalker11
Posts: 222


Is my list not satifactory? xD I have the updated version right here, with the included RPG question. If CC wants to just copy and paste to Spaff, he's more than welcome. ;D That is...if these questions are all right.

1. What actions can a Sackbot perform that are similar to Sackboy himself (along the lines of platforming ability and powerups)?

2. The gravity options seems to be very vague as of right now, what can you tell us about gravity that relates to the direction of it (say, have things drop away from the screen, on the ceiling, ect.) or how it affects other things such as water?

3. Since the new cinematic tools have been hyped up, what are the chances of us seeing a way to mimic a capture card and directly transport HD videos as well as high-res snapshots onto the PS3 HDD and possibly over onto external hard drives? This option would be great for the new LBP.me.

4. LBP2 is supposed to be a platform for games, supporting other game types like RPG's and shooters. How does LBP2 support these alternate game types?

5. Voice overs can open some great possibilities within cutscenes, but how long can we record sound bits for before we have to move onto a different one and are we required to own a PSEye to record our voices?

6. How will level linking badges work exactly? Can players be streamed to specific portions of a level and back without any logic resetting or entering from the beginning of the level? (Has been stated in this thread that it transfers you to the start of a level only, dunno if it's true because no source was provided.)

7. What will the new limits on custom objects/stickers/costumes/levels be this time around?

8. How will the new sticker capturing tool be adjusted, if it's adjusted at all (for non-rectangular custom stickers)?

9. So we've seen backflips, but we're unsure if it's just a flashy jump-pad motion or if the player can actually control this motion. Along with backflips, what other new Sackboy movement/expression features have been added to the game?

10. What is going to be done about some "unwanted effects" of certain objects, such as jetpack/rocket smoke and even the demitting of emitter objects?

No, they aren't. The thing I want to know most right now is if there's a way to keep logic from resetting in a level if you return to it, thus making backtracking possible and more open-ended RPG games possible?
2010-05-17 23:33:00

Author:
qrtda235566
Posts: 3664


No, they aren't. The thing I want to know most right now is if there's a way to keep logic from resetting in a level if you return to it, thus making backtracking possible and more open-ended RPG games possible?

His question 6 answers that I believe:

"6. How will level linking badges work exactly? Can players be streamed to specific portions of a level and back without any logic resetting or entering from the beginning of the level? (Has been stated in this thread that it transfers you to the start of a level only, dunno if it's true because no source was provided.)"



PS. @AeroForce22 I think all of your questions are well-thought out and will get us a hefty amount of information. Great job compiling the questions into vague format
2010-05-18 00:06:00

Author:
Fancy_Zombie
Posts: 226


No, they aren't. The thing I want to know most right now is if there's a way to keep logic from resetting in a level if you return to it, thus making backtracking possible and more open-ended RPG games possible?

As stated by Fancy Zombie above, yeah, I had that included. xD Your post from way back when actually is what had me add it.
2010-05-18 00:39:00

Author:
AeroForce22
Posts: 392


It's not up to us to compile a list and submit it to Spaff, it's up to us to ask questions and let CC and the site staff compile the list while cross-checking it with questions asked from other communities who are submitting their own lists. That's it. We ask the questions, we don't compile them for submitting.

Also, someone asked about if gravity can be changed mid-level? I remember hearing an example shown by Mm of just that happening. A sackboy runs up to a wall, gravity switches directions, and he walks up the wall. still no word if we can have sackpeople walk on the "background" though.

I wouldn't expect a very detailed answer from Spaff for a question like "how do you make an rpg". The simple answer is, "you figure it out!"
And we have theoretically, which is why we're asking crucial questions such as - can you carry over data like scores, powerups, microchip settings, etc between levels? how does the top-down view work? what are the new powerups like the bag? can you set alternate entrances to levels to be used by badges?

With the answers to these questions, an entire RPG could be crafted without too much difficulty. But if you were to explicitly ask the more vague "how would you make an RPG", I would expect, as silverleon suggested, something of a vague answer.

I understand that people want to ask vague questions because it leaves more room for Mm to give a wide range of details. But it also leaves the most room for you to be disappointed because it's just as likely we're going to get a vague answer to a vague question.


I have just read in EDGE magazine something that may answer a lot of questions about the thermometer.

In LBP1, the thermometer is actually split up into lots of different thermometers - complex shapes, moving objects, stickers/decorations thermo etc. The thermometer level reflected the level of the highest thermo segment - say, if you overheated on moving objects you could still add dark matter etc. This limited the content you could put into levels - you could have used up one thermo with plenty of others half empty and scarcely pushing the CPU to its limits.

Now, the separate thermos will no longer exist, as far as I'm aware. This means, if you exceed what you could have placed before under the stickers/decorations thermo, all that means is that you will have to skimp elsewhere, eg having less complex objects. CPU real estate is now shared amongst all the objects, so there can be much more balance and less processor wastage in levels.

As to the overall capacity of the thermo, I don't know if that will have increased, but the new way of allocating CPU should allow for much more content to be put into a level, although maxing the themo out may become a grey area.

Is this for real?? Jesus, I have to admit, this is pretty frustrating for me, how difficult it's been to figure out all the info that came in these 2 magazine articles. Just when I think I've heard everything there, something like this comes up. I never did see full-page scans to be able to read the article myself. hell maybe I'll go check that again now. Grrrrrr. magazines.
2010-05-18 00:50:00

Author:
Teebonesy
Posts: 1937


Hey Teebonesy, I think AeroForce knows that we aren't necessarily supposed to be the ones compiling a list of questions, but it's just an effort to make it easier to find which questions seem to be the most popular when the site staff is compiling their list. It's not necessarily the list that will be sent in, but it's good for reference, and some of the questions on the final list will probably come from there, though probably not all of them.

I do agree with you about the "rpg" question and vague questions in general though...being too vague gives Mm the chance to reveal less, and asking about making a specific type of game in lbp doesn't really make sense, since the game is about encouraging you to explore the different tools available and finding your own way to accomplish something.
2010-05-18 01:04:00

Author:
Theap Pleman
Posts: 670


I wouldn't expect a very detailed answer from Spaff for a question like "how do you make an rpg". The simple answer is, "you figure it out!"
And we have theoretically, which is why we're asking crucial questions such as - can you carry over data like scores, powerups, microchip settings, etc between levels? how does the top-down view work? what are the new powerups like the bag? can you set alternate entrances to levels to be used by badges?

With the answers to these questions, an entire RPG could be crafted without too much difficulty. But if you were to explicitly ask the more vague "how would you make an RPG", I would expect, as silverleon suggested, something of a vague answer.

I understand that people want to ask vague questions because it leaves more room for Mm to give a wide range of details. But it also leaves the most room for you to be disappointed because it's just as likely we're going to get a vague answer to a vague question.

Exactly.

Questions like that are bound to not be answered the way you want. Get as specific as you can.
2010-05-18 01:04:00

Author:
jjmusicman
Posts: 234


Oh, I understand it's not up to us (or I guess myself) to compile a list of questions. I just thought it would be nice to get a neat little 10 questions thing together based of what's most popular and important throughout the thread. I was merely stating that if CC didn't feel like going through the entire thread himself (because I now know how horrible it was to go through 18 pages of "Can our data be transferred from LBP1 to LBP2?"). I was just trying to be a good neighbor. ^^ No harm done if he chooses to ignore the suggested 10 questions.

You do have a point with the vague questioning. Seems like a game company's trend to answer questions as vaguely as possible. Maybe for the RPG question we could make the question something along the lines of "Can you list and explain a couple new tools that will be useful for these special gametypes?". Seems like something he'd answer, and give at least 2 new tools for us. ;D
2010-05-18 01:07:00

Author:
AeroForce22
Posts: 392


You do have a point with the vague questioning. Seems like a game company's trend to answer questions as vaguely as possible. Maybe for the RPG question we could make the question something along the lines of "Can you list and explain a couple new tools that will be useful for these special gametypes?". Seems like something he'd answer, and give at least 2 new tools for us. ;D

Or they could say something among the lines of "You'll just have to wait 'till E3 to find out. " or "Can't really tell you much about it for now" i mean they already said it is possible to make RPGs tho, why not just wait to find out how?
I mean, i'm pretty sure people will figure that out as more info progresses and stuff, don't you think?
2010-05-18 01:34:00

Author:
Silverleon
Posts: 6707


Plus, it's not like our community is going to be the only one MM is going to take questions from. If others do, they will most likely ask questions not put on our list. So try and go for the most detailed and non obvious ones 2010-05-18 01:58:00

Author:
Ricano
Posts: 434


Quick update: Submissions will close in a couple of hours, so get your last questions in pronto if you want them to be considered. Thanks to everyone who submitted their questions so far - we'll definitely have a great set of inquiries to send off to Mm!2010-05-18 03:05:00

Author:
ConfusedCartman
Posts: 3729


How many hidden materials will there be in LBP2?
Will there be legal Anti Color Material?
2010-05-18 03:10:00

Author:
GreatWhite000
Posts: 673


okay, here a few:
what "glitches" will be implemented in a more official capacity?
how much space for sounds?
Enough for Music/Beat loops?
what tools will we have to transform our sounds?
will circular objects still have that one little bit that cuts a corner?
Can you emit sackbots?
Tell me more about the music sequencer! (is it an actual sequencer, btw?)

-edit-
OH! and how could I forget?!
Will there be any kind of dedicated color/Gradient editors?
2010-05-18 03:15:00

Author:
swanbrown
Posts: 898


Id just like to know if lbp2 will eliminate the 3d layer glitch, or make it easier to edit objects in the background/foreground. Such as a 'Edit back/foreground tool'2010-05-18 03:51:00

Author:
gamerpon
Posts: 49


I Got one, i dont know if it's been asked because im too lazy to read 22 pages....

Will there be any materials with realistic physics? Like the original version of sponge in the early stages of LBP?
2010-05-18 05:41:00

Author:
Joshofsouls
Posts: 1569


Alright, that's it guys! We'll be selecting the questions soon, and as soon as we get answers back we'll get them up for everyone to see. Thanks again for your input!2010-05-18 05:56:00

Author:
ConfusedCartman
Posts: 3729


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