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New Tools, Features, and Updates in LittleBigPlanet 2

Archive: 841 posts


What about the voice recording thing?2010-06-16 20:48:00

Author:
SPONGMONKEY56
Posts: 209


Didn't really read taht section too carefully last time. reading it on an iphone in the car must have made it harder

But what exactly is the difference between movers and bolts/ pistons and ect? Doesn't seem to be too different to my untrained eye.

One mover does the job of a mashed-together piston+motor bolt+wobble bolt+anything else you can think of.
2010-06-16 20:50:00

Author:
roux-
Posts: 379


But what exactly is the difference between movers and bolts/ pistons and ect? Doesn't seem to be too different to my untrained eye.

Well, all the stuff that was tricky to do with pistons / bolts etc., is easy to do with movers That's the main differnece.

You can basically lift an object out of the pull of gravity and move it however you may want and add automatic motion etc. Trust me, the movers are purpose-built for that and it's mind-blowing how simple they make it. Have you seen all the top-down stuff? That's all movers making that so slick and easy to control.
2010-06-16 20:51:00

Author:
rtm223
Posts: 6497


Put it this way, without movers, the vehicle that johnee made (my avatar) would not work.2010-06-16 21:04:00

Author:
croissantbuncake
Posts: 572


Can Sackbots be adjusted so they match your costume during game-play?
Great question and the answer is yes. So you can enter a level and not even realise your controlling a sackbot. So you can do whatever you like then to manipulate the player. give him laser beam eyes with the triangle button perhaps?

WHOA! So that means, if I had let's say, I changed my hair piece to the Ghostbusters' Hair during gameplay, the Sackbot would change to reflect this? THAT'S AWESOME! Think of the possibilities! We could have boss battles where you fight an evil clone of yourself!
2010-06-16 21:55:00

Author:
Beed28
Posts: 200


How about those electric guitar sounds? Anything?2010-06-16 22:02:00

Author:
BasketSnake
Posts: 2391


WHOA! So that means, if I had let's say, I changed my hair piece to the Ghostbusters' Hair during gameplay, the Sackbot would change to reflect this? THAT'S AWESOME! Think of the possibilities! We could have boss battles where you fight an evil clone of yourself!

Not sure where you made the jump in logic, but no. That is not possible. Sackbots have a predetermined costume.

His point was that you can force a player to spawn inside of a sackbot. That was all.
2010-06-16 22:08:00

Author:
comphermc
Posts: 5338


Not sure where you made the jump in logic, but no.

Check the question wex was answering

This is actually something I fed back to the guys at MM as a significant thing that would enhance cutscenes. Not to say it'll happen, but the seed is planted
2010-06-16 22:11:00

Author:
rtm223
Posts: 6497


Check the question wex was answering

Ah, yes... so it's all Wex's fault!
2010-06-16 22:19:00

Author:
comphermc
Posts: 5338


Could I make a direct control seat in a tank (lol) where the left analogue stick drives forwards and backwards, the right analogue stick aims the cannon up and down, and R1 fires?

How do you get out of direct control seats in play mode? (assuming that's possible.) Can you program a certain button to let you out?
2010-06-16 22:45:00

Author:
Incinerator22
Posts: 3251


Could I make a direct control seat in a tank (lol) where the left analogue stick drives forwards and backwards, the right analogue stick aims the cannon up and down, and R1 fires?

How do you get out of direct control seats in play mode? (assuming that's possible.) Can you program a certain button to let you out?

You could make that in about 2 minutes

R3 is assigned for getting out...but you can make it so it isn't possible to get out if you want to
2010-06-16 22:47:00

Author:
jackofcourse
Posts: 1494


You could make that in about 2 minutes

R3 is assigned for getting out...but you can make it so it isn't possible to get out if you want to

Ah, I was wondering why R3 wasn't linkable. Pretty cool that it is optional.
If you start a level in a sackbot and die, is there a way of spawning at a checkpoint already in a sackbot? or something similar?
2010-06-16 22:51:00

Author:
Jedi_1993
Posts: 1518


Whoop, this thread is going to give LBPC a huge boost in google page rank I'd presume :-D I'll make the sandwich first and read then. Thanks a lot for putting it all together.2010-06-16 22:56:00

Author:
Xario
Posts: 238


**** i'm jealous of you guys! ;p . This looks stunning. I'm preording my copy asap tommorow. I now wish I was four years older and had spent those 4 years creating to the best of my ability! Still, my second project will be finished tommorow, so i'm catching up with some of you .2010-06-16 22:58:00

Author:
Cpt_Sainsburys
Posts: 187


Ready for this? When everyone puts this in levels, please mention me.... Creatinator, emit........................bounce pad.. I have invented flying.2010-06-16 22:59:00

Author:
Unknown User


For Sackbots, are user-recorded routine stored in microchips? I want to know how easy or hard it will be for Sackbots to switch between user-recorded routines and not merely logic-based ones.2010-06-16 23:03:00

Author:
Astrosimi
Posts: 2046


@CommanderKH: I think birds (probably insects actually) have bet you in that sense!

Great idea though!
2010-06-16 23:07:00

Author:
croissantbuncake
Posts: 572


For Sackbots, are user-recorded routine stored in microchips? I want to know how easy or hard it will be for Sackbots to switch between user-recorded routines and not merely logic-based ones.

Super easy! You have a sackboy behaviour device that you can record something on and then stick it on the sackbot's microchip. Then you use a switch to switch it on. Put in two and you can select between them, and it's completely scalable from what I've seen, so as long as you can sort out the logic and triggers to switch between your behavious, the control you have on sackbots is almost unlimited.

I'm pretty sure someone on the design team has a solid AI background because a lot of the logic lends itself well to a couple of really solid AI paradigms

Oh, and BTW, you can put movers etc on sackbots too - you know the sackbots sucked up into the tubes in the announcement vid - that's movers right there
2010-06-16 23:13:00

Author:
rtm223
Posts: 6497


So, about the water material, can you swim in it? And i still don't get how you don't see sack boys head when your playing top down, and from one of the levels i saw at E3, you know the one with the big explosion, can you easily make a hover craft? can you go into more explanation about the fire or provide a pic that is it or either looks like, and are those all the power ups? D: O and is the plasma danger look like the glitched plasma danger glitch in LBP1? Thanks and sorry for all the questions, I just can't wait to get my hands on a copy LBP2, but doesn't eeveryone?2010-06-16 23:17:00

Author:
Crazed Creator
Posts: 177


HAHAHAHAHA.

Seriously, you're joking right?

No, I'm not. People have been very vague, especially the weeks before E3.


You can still do that. Just not with sackbots.

And make cardboard cutouts that look really hideous? Never mind. No thanks. I'll just stick to vehicle games in the top-down perspective.
2010-06-16 23:21:00

Author:
jjmusicman
Posts: 234


Oh, wow, 11 rows of thanks already!

But will you be able to beat the 12 rows of "What We Know So Far" or the 13 rows of "LBPCentral Logic Pack"?
2010-06-16 23:51:00

Author:
Incinerator22
Posts: 3251


Is it possible to have a DC with a set, held down, button to alter the sackbot's speed, like a sprint button?2010-06-16 23:53:00

Author:
Jedi_1993
Posts: 1518


Yes I'm curious about that. I remember rumors during its unveiling that you could edit a Sackbot's speed. Is this true?

Is it possible to assign "moves" to a Sackbot for limbs to make a fighting game?

And is it possible to record your own level music, not just voices?
2010-06-16 23:55:00

Author:
jjmusicman
Posts: 234


Are basic things like wobble bolts eaiser to work with?
Can a grab switch be attached to the yellow sponge handle on a 2/3 way switch?

I'm more curious to the upgrades on what we have now.
2010-06-17 00:09:00

Author:
midnight_heist
Posts: 2513


Yes I'm curious about that. I remember rumors during its unveiling that you could edit a Sackbot's speed. Is this true?

Aye


Is it possible to assign "moves" to a Sackbot for limbs to make a fighting game?

Moves, yes. Fighting, no.


And is it possible to record your own level music, not just voices?

Not sure yet.
2010-06-17 00:14:00

Author:
comphermc
Posts: 5338


Okay guys, time to break out the big "is this possible" question. I'm guessing that all of it is, but I just want to make sure before I start planning the level.

I want to make a massive open world level set in a, ahem, big magical castle. As soon as you spawn, you take control of a sackbot dressed as a certain wizard, and you'll be followed around the level by two sackbot friends. If you're playing with up to 2 other people then they will take control of the other sackbots. I want these sackbots to be holding some sort of wand and you'll be able to learn spells as you progress throughout the level - make objects levitate, set things on fire, blow stuff up, make things dissapear and appear, etc.

So, how easy would that be to make?
2010-06-17 00:25:00

Author:
Nuclearfish
Posts: 927


I want to make a massive open world level set in a, ahem, big magical castle. As soon as you spawn, you take control of a sackbot dressed as a certain wizard, and you'll be followed around the level by two sackbot friends. If you're playing with up to 2 other people then they will take control of the other sackbots. I want these sackbots to be holding some sort of wand and you'll be able to learn spells as you progress throughout the level - make objects levitate, set things on fire, blow stuff up, make things dissapear and appear, etc.
Made me laugh.

I don't know if this was asked in this specific thread, but how was the thermo after ye completed your levels?
2010-06-17 00:30:00

Author:
MegaBlob
Posts: 291


From my reading it would be dead simple. Though you'd have to get the players to spawn, then get into (be transformed by a magic spell!) the Sackbots. On the sackbots themselves, just have a sensor switch or something to choose between 'automatic follow' behaviour and 'controlled by DCS.' The wand thing is logic you could easily build in LBP, and thus would be even simpler in LBP2.


Made me laugh.

I don't know if this was asked in this specific thread, but how was the thermo after ye completed your levels?

rtm said the thermo code wasn't finished yet.
2010-06-17 00:32:00

Author:
roux-
Posts: 379


stjsnfkjsngdkfjsht.

I can't begin to describe my want for this now.
o____o
2010-06-17 00:45:00

Author:
Tmjtk
Posts: 258


Excellent write-up of the new features.

Can sackbots be programmed to slap players? I can see a lot of sackbot abuse when the game comes out and it'd be unfair if they couldn't do anything back.
2010-06-17 00:57:00

Author:
Ayneh
Posts: 2454


If it's possible to edit an individual Sackbot's speed, can you tweak their personal jump? This is integral for making a specific type of platformer...but low/anti-gravity wouldn't necessarily get it done because it effects the environment globally.2010-06-17 00:57:00

Author:
jjmusicman
Posts: 234


So can the sackbots use powerups? And can you attach switches or connectors to them?2010-06-17 01:18:00

Author:
Darth
Posts: 186


Yes and yes.2010-06-17 01:21:00

Author:
Jaeyden
Posts: 564


K, so... /implodes

Cause imploding is cooler then exploding.

...

I want now. D:
2010-06-17 01:37:00

Author:
RockSauron
Posts: 10882


Yes and yes.

Perfect. With the Creatinator, I'm going to make a superhero :>
2010-06-17 01:44:00

Author:
jjmusicman
Posts: 234


YEAH! YEAH! YEAAAAHHH!!!!!
*goes to the planet Venus and asplodes there, destroying 999999999999999/1000000000000000 of the planet*
2010-06-17 02:01:00

Author:
JspOt
Posts: 3607


Oh, will there be anything new from Daniel Pemberton? 2010-06-17 02:11:00

Author:
warlord_evil
Posts: 4193


One thing I'm curious about - what is the quality of the voice recording - does it "sound" like it's within the game - or sound like something recorded on a cassette tape and added in? I'm thinking, this may stick out like a sore thumb.

Any experience with this guys?

Thanks again for all the info. So happy.
2010-06-17 03:18:00

Author:
CYMBOL
Posts: 1230


GameJam guys said the voice recording feature wasn't available on their build of the game so... you'd have to question Jack (who is an incredible resource to have uncorked... but at times throws things out so non-chalantly they hurt... Oh my jealousy!)

@Nuculear- Not that you need it, but if you'd like some Hogwarts help PM me... I'd just as soon design something for you than work against you... kinda would like to be associated with a Potter-Project and I'm pretty fair with a corner editor...
2010-06-17 03:30:00

Author:
Gravel
Posts: 1308


How does this magic rocket switch work exactly? Does it give the same effect of the rocket, propelling an object/sackbot in 1 direction and does it give off "smoke"? Or does it just make the object go flying in one direction? Also can you tweak the direction? And if you were to put it on a sackbot, i'm guessing you could give it a super jump by mapping it to the sixaxis with the DCS? If so, i totally call that idea

Edit: also i just thought of something. Since there will be a sort of "playlist" deal going on with the new server thingy, it would be possible for the Community spotlight to be accessible directly on LBP2 in a way? Thats the best thing that could ever happen to the community!

Edit2: Lol, another thought. Do you guys know if it's at all possible to tweak the amount of lives a checkpoint has? Instead of having the preset 4, 8, and infinite?
2010-06-17 03:50:00

Author:
SupaSack34
Posts: 180


*squeals in excitement*2010-06-17 04:10:00

Author:
Deviantgeek
Posts: 386


Holy crap! This amount of information is mind-numbing
All the ideas - with this game they can be reality!!!
2010-06-17 05:34:00

Author:
Fancy_Zombie
Posts: 226


Thanks much to all the GameJam participants for their openness and comments. It's the only thing stopping me from murdering you all out of sheer jealousy.

Read the OP, read the follow-on questions...so I don't think I am double-asking...

Vacuum material may pass through people while still detecting collision (with a switch). Lightsaber effect TOTALLY not lost on me.

Sackbots may have move animations pre-configured.

This tells me I can make sword attack animations (Lone Ninja, I shall return)...

SO. The Question. Do I glue a sword to a Sackbot hand, animate him swinging it, record, and it works (the Too Good to Be True Option)? Or...do I animate Sackbot "swing" action, then "animate" the sword separately with movers, and somehow "sync" the two movements independently?

Also: though I was disappointed to see the grapple has a set length, the sheer volume of what's available on the logic end makes issues like that seem trivial to work around. I reckon now, more than ever, there's no point crying about "missing features"...as workarounds seem to abound.

I would post another pic of a head exploding, but Calvin's head-asplode pic cannot be topped.
2010-06-17 05:35:00

Author:
coyote_blue
Posts: 422


What instruments are included in the music composition feature?2010-06-17 05:37:00

Author:
maddoggnick96
Posts: 272


*gasps* ...
*jaw shakes* ...
*lip quivers" ...
*hyperventilates* ...
*changes pants*


Holy crap! This amount of information is mind-numbing
All the ideas - with this game they can be reality!!!

I read your sig. I am so like you.
2010-06-17 06:08:00

Author:
CheesyDemon
Posts: 170


More questions...


Advanced glue - allows you to select two objects to directly glue, rather than just objects that are adjacent.

So this means you can sync the motion of two non-adjacent objects with this advanced glue? Like I could "glue" my airborne clouds to the ground, and thus keep them in place without any invisible connectors or DM? If I understand correctly, this sounds more thermo efficient and easier to work with than current options (not to mention "sturdier"), and could be especially nice for things like emitted set pieces.

Did I understand correctly that you can make any object invisible during game play, but still have a physical presence?

Can the Creatinator be tweaked to emit different objects at different times, perhaps controlled by a switch or something? Or maybe I'd have to emit some kind of multiple choice emitter that emits a selection and then immediately self destructs...
2010-06-17 06:52:00

Author:
LittleBigDave
Posts: 324


While there, did any of you happen toy around with the custom music thingy?2010-06-17 07:50:00

Author:
agrx
Posts: 192


One thing I'm curious about - what is the quality of the voice recording - does it "sound" like it's within the game - or sound like something recorded on a cassette tape and added in? I'm thinking, this may stick out like a sore thumb.

Any experience with this guys?

Thanks again for all the info. So happy.

There is a video with a voice over and apparently it isn't a professional actor yet, but a random molecule. It sounds nice.
2010-06-17 09:19:00

Author:
moleynator
Posts: 2914


So, about the water material, can you swim in it No, it's completely solid and is just an animated texture.


from one of the levels i saw at E3, you know the one with the big explosion, can you easily make a hover craft? Yes.

are those all the power ups? Probably, nothing is set in stone and there is always DLC.

is the plasma danger look like the glitched plasma danger glitch in LBP1? Yes, except you have more colours than just white.



Okay guys, time to break out the big "is this possible" question. Yes.

how easy would that be to make? Basic version I think is not too hard. Making it really quite good would provide a rather nice challenge on your system design skills. AI co-op (done in a non-crap way) and progressive custom power-ups (spells) are something that you could do to a basic level quickly, but to do well would take some time.


So can the sackbots use powerups? And can you attach switches or connectors to them? I have a suspicion they can use some of the powerups, not all - I think they have issues with the grapple (and swinging on stuff in general, i.e. during follow).


So this means you can sync the motion of two non-adjacent objects with this advanced glue? No. it means if you have a lot of objects in one place, you can glue two of them together, without gluing the entire lot together.


Did I understand correctly that you can make any object invisible during game play, but still have a physical presence? No, that's just vacuum that can be invisible, and that has no physical presence.


Can the Creatinator be tweaked to emit different objects at different times, Nope, it's just a single emitter.

Or maybe I'd have to emit some kind of multiple choice emitter that emits a selection and then immediately self destructs... That could work.


While there, did any of you happen toy around with the custom music thingy?
We have no information about the music.
2010-06-17 10:03:00

Author:
rtm223
Posts: 6497


Sackbots definetly couldn't use grapple hooks in that build we had. The first thing i tried in create was making a huge sponge wheel attached to a motorbolt. My intention was to see as many Sackbots as possible being spun round really quickly.

Why?, I don't know! Thats just the first thing that crossed my mind when we finally got let loose
2010-06-17 13:25:00

Author:
GruntosUK
Posts: 1754


Why?, I don't know! Thats just the first thing that crossed my mind when we finally got let loose

Second idea*

Grant's first idea was 'hmmm I wonder if I move the fridge with the beers in next to my ps3 so I literally don't have to move for the next 27 hours'.
2010-06-17 13:31:00

Author:
jackofcourse
Posts: 1494


rtm223 just broke the thanks-in-a-post record, and it's still getting bigger with 13.5 rows and growing!

You also broke the record for getting more than about 8 rows without being CC

On Topic: Will you add or link gevurah's videos?
2010-06-17 14:43:00

Author:
Incinerator22
Posts: 3251


First off, thanks for putting up the list, i am now planing on how to make my new levels for lbp2 using these tools and i must say, these tools sound PERFECT for what i want to make.

Now, my question is, Layer glitch Layer glitch LAYER GLITCH!!!
Did they axe the 50+ layer glitch?
Did you hear anything indicating that they're making them official with background makings tools to aid in nice background design (the lbp1 to make a 3d background way was so tedious!).

I'm really a type of person who likes making their own backgrounds so it goes well with the level. Ill be a sad puppy if they took it away or didn't support/make it (MUCH) easier to do.
2010-06-17 15:08:00

Author:
PPp_Killer
Posts: 449


Oh! Idk if this was in the OP, but can you make movers invisible?2010-06-17 16:14:00

Author:
TheBlackKnight22
Posts: 695


First off, thanks for putting up the list, i am now planing on how to make my new levels for lbp2 using these tools and i must say, these tools sound PERFECT for what i want to make.

Now, my question is, Layer glitch Layer glitch LAYER GLITCH!!!
Did they axe the 50+ layer glitch?
Did you hear anything indicating that they're making them official with background makings tools to aid in nice background design (the lbp1 to make a 3d background way was so tedious!).

I'm really a type of person who likes making their own backgrounds so it goes well with the level. Ill be a sad puppy if they took it away or didn't support/make it (MUCH) easier to do.

Their trying their best to keep it in so peoples levels wont break but their not supporting it with the likes of a background editor or anything.


Oh! Idk if this was in the OP, but can you make movers invisible?
Movers are just switches you put on an object and you can make all switches invisible.
2010-06-17 16:24:00

Author:
wexfordian
Posts: 1904


Their trying their best to keep it in so peoples levels wont break but their not supporting it with the likes of a background editor or anything.


Why is that? Surely it can't be difficult to add into the game since it's already possible? They're actually supporting a glitch instead of making it an actual feature? That deserves one giant WTF?!
2010-06-17 16:37:00

Author:
Reef1978
Posts: 527


For fear of sounding like a broken record..

Any word on the 160 hour bug?
2010-06-17 16:40:00

Author:
Kiminski
Posts: 545


With DCS's, do you have to map the button to get out of it, or is there a standard one?

You can record movements for sackbots. Could you say, record a laughing animation and then attach a DCS to a sackbot and map the controller so when you press up on the d-pad, it does that motion? This would be good to make taunts for characters.

Could you make a level where objects only move when you move (ala Braid)?
2010-06-17 16:42:00

Author:
maddoggnick96
Posts: 272


Why is that? Surely it can't be difficult to add into the game since it's already possible? They're actually supporting a glitch instead of making it an actual feature? That deserves one giant WTF?!

They're not 'supporting a glitch' they're just trying not to break it

Not sure on why they're not interested in making a background editor. I guess that's just a road they don't wish to go down at this time. With so many possible tools/features/powerup etc that could be made, there's obviously going to be somethings that they don't get time to explore.
2010-06-17 16:44:00

Author:
jackofcourse
Posts: 1494


They're not 'supporting a glitch' they're just trying not to break it

Not sure on why they're not interested in making a background editor. I guess that's just a road they don't wish to go down at this time. With so many possible tools/features/powerup etc that could be made, there's obviously going to be somethings that they don't get time to explore.

Yes, they are actually tip toeing around a glitch to preserve it. If that's not supporting it then I don't know what is. Oh well, this is the one and only thing I've read about LBP2 that was disappointing which is pretty amazing when I think about it. It's pretty shocking to me though. They seemed to love it so I guess I thought it just went without saying that it would officially be in the game as a new feature.
2010-06-17 16:54:00

Author:
Reef1978
Posts: 527


*EVEN MORE NEW PANTS REQUIRED...*
if i programed all the exitement im feeling into a sack bot it would explode!:eek:
2010-06-17 16:57:00

Author:
snail_po01
Posts: 85


For fear of sounding like a broken record..

Any word on the 160 hour bug?

All I know for sure is that they know about it. I heard Spaff mention it to Alex in passing about something. So, if their aware of it you can only presume that they would look into fixing it.
2010-06-17 17:01:00

Author:
wexfordian
Posts: 1904


rtm223 just broke the thanks-in-a-post record, and it's still getting bigger with 13.5 rows and growing!

You also broke the record for getting more than about 8 rows without being CC

It'd be much fairer to count how many individual thanks, rather than rows, counting rows has a lot to do with how long people's names are. Although, I think it probably still is the most thanked post in the history of history of LBPC all forums!!!

Back on topic: So how do the movers and layer changing things work? Do you put the movers on the object and draw a line/path that the object follows? I don't understand it...
2010-06-17 17:11:00

Author:
Doopz
Posts: 5592


Yes, they are actually tip toeing around a glitch to preserve it. If that's not supporting it then I don't know what is. Oh well, this is the one and only thing I've read about LBP2 that was disappointing which is pretty amazing when I think about it. It's pretty shocking to me though. They seemed to love it so I guess I thought it just went without saying that it would officially be in the game as a new feature.

By 'trying not to break it' I'm referring to the thousands of levels that have been published that are using it. The last thing Mm would want to do is ruin all those levels by removing the glitch altogether.
2010-06-17 17:16:00

Author:
jackofcourse
Posts: 1494


Looking at all this info, I bet the tutorials for create mode will take a LONG time to go through. It'll definitely be helpful though. 2010-06-17 17:18:00

Author:
maddoggnick96
Posts: 272


All I know for sure is that they know about it. I heard Spaff mention it to Alex in passing about something. So, if their aware of it you can only presume that they would look into fixing it.

I wouldn't bank on it getting fixed though.... Alex does know exactly what causes it (he got called away before I could have a geeky discussion with him about it, so I'm not sure). But it might well be that it's not exactly "fixable" In fairness, there is little excuse for anyone to keep on running into it, once they are aware of it - it's not hard to avoid.
2010-06-17 17:21:00

Author:
rtm223
Posts: 6497


Sorry if this has already been asked, but I haven't seen it asked anywhere..

Did you guys get any look at the "music creation tools" they've mentioned?
I heard Alex mention in an interview that it's one of his favourite parts of LBP2, so I imagine it's quite a bit more than what was possible to put together in LBP1 using walls of sound effects and stuff.
2010-06-17 17:23:00

Author:
hilightnotes
Posts: 1230


Did you guys get any look at the "music creation tools" they've mentioned?

No, we didn't.
2010-06-17 17:33:00

Author:
Syroc
Posts: 3193


Thanks for putting together such an awesome list! It might even be that I've already posted a thank-you-comment, if so, nevermind.
Anyways, I'm moderator of a german LBP community. Sadly, there's still quite an amount of people who don't understand english. Thus, might I translate and repost this list on our site? With source linking, credit and everything, of course. Just so that they get to read what LBP2 has to offer, because it's something I want the whole world to know


Oh, and a question: Watching the E3 demo of the "rocket arena" level (the one using the creatinator to spawn rockets), I saw that each player, after dieing, always respawned at an individual checkpoint (and all checkpoints were lit during the whole time). Does this mean that we can activate multiple control points and assign them to player numbers?
2010-06-17 19:53:00

Author:
Treas
Posts: 223


rtm223 just broke the thanks-in-a-post record, and it's still getting bigger with 13.5 rows and growing!

FWIW, the current top 5 are...



+--------+--------+-----------------------------------------------------------------+
| PostID | Thanks | Title |
+--------+--------+-----------------------------------------------------------------+
| 497957 | 176 | New Tools, Features, and Updates in LittleBigPlanet 2 |
| 330956 | 154 | LBPCentral Logic Pack! |
| 462532 | 129 | What We Know So Far |
| 497557 | 90 | Community Game Jam 2010 |
| 240387 | 85 | LBPcentral LOGO (now with Invisible Sticker) |
+--------+--------+-----------------------------------------------------------------+




You also broke the record for getting more than about 8 rows without being CC

Nah. I'm claiming that for "What We Know So Far". May have been posted by CC, but he just copied one of my posts, and stole all my thanks.

Nah. Really couldn't care less.

On topic: w.r.t. "Loads more sounds available than in the original game", were any of the new ones tuned musical sounds like the piano?
2010-06-17 20:03:00

Author:
Aya042
Posts: 2870


All of this sounds amazing.

MM has really out done themselves in my opinion just based on what I read.

I already have tons of ideas for levels
2010-06-17 20:07:00

Author:
King_Tubb
Posts: 435


FWIW, the current top 5 are...



+--------+--------+-----------------------------------------------------------------+
| PostID | Thanks | Title |
+--------+--------+-----------------------------------------------------------------+
| 497957 | 176 | New Tools, Features, and Updates in LittleBigPlanet 2 |
| 330956 | 154 | LBPCentral Logic Pack! |
| 462532 | 129 | What We Know So Far |
| 497557 | 90 | Community Game Jam 2010 |
| 240387 | 85 | LBPcentral LOGO (now with Invisible Sticker) |
+--------+--------+-----------------------------------------------------------------+





Nah. I'm claiming that for "What We Know So Far". May have been posted by CC, but he just copied one of my posts, and stole all my thanks.

Nah. Really couldn't care less.

On topic: w.r.t. "Loads more sounds available than in the original game", were any of the new ones tuned musical sounds like the piano?

Ok, this is kinda stupid... but what does FWIW mean? From what I... want? O-o

... Yeah.

... Gah, can't wait.

... did you see any new music pieces that you can recall?

Hm, and any possible chance of more music from other games... though most of my favorite music is from either RPGs or Nintendo, bu STILL :kz:
2010-06-17 20:14:00

Author:
RockSauron
Posts: 10882


Ok, this is kinda stupid... but what does FWIW mean? From what I... want? O-o



FWIW = For what it's worth.. and google is also your friend.
2010-06-17 20:17:00

Author:
jwwphotos
Posts: 11383


I have no friends

At any rate, uh... k, now much I can do to make this post non spammy now. D:
2010-06-17 20:19:00

Author:
RockSauron
Posts: 10882


After listening to the videos from Gevurah, I think I heard a classical song that was once used in a Killzone 2 trailer?
Is there a large span of different songs?
2010-06-17 20:25:00

Author:
warlord_evil
Posts: 4193


rtm223 just broke the thanks-in-a-post record, and it's still getting bigger with 13.5 rows and growing!

You also broke the record for getting more than about 8 rows without being CC

On Topic: Will you add or link gevurah's videos?

I'll start your journey to break teh record
BTW
Heres the link to his channel (http://www.youtube.com/user/gevurah22)

Can grappling hooks activate grab switches?
2010-06-17 20:46:00

Author:
agrx
Posts: 192


Back on topic: So how do the movers and layer changing things work? Do you put the movers on the object and draw a line/path that the object follows? I don't understand it...

Think of them more as 'pushers.' They just move in the direction they are told.


On topic: w.r.t. "Loads more sounds available than in the original game", were any of the new ones tuned musical sounds like the piano?

I didn't look, but I'd imagine there is more. There were just a ton of sounds. They are also working on a better organization scheme.


Can grappling hooks activate grab switches?

Yes.
2010-06-17 21:04:00

Author:
comphermc
Posts: 5338


I've been meaning to ask this for a while: But is fluid friction applied in LBP2?

I know it will be in the water of levels, but I'm talking more in the air. The same principle that allows planes to fly. I know it's highly unlikely and far above LBP standards (1st or 2nd), but it would be interesting to see. It would be neat to make a plane that would fly because of the shape of its wings rather than the position of the sackboy.

Lol, I'm just dreaming all this up... lol :blush:
2010-06-17 21:09:00

Author:
piggabling
Posts: 2979


Good hear they're going to try and keep the extra layer glitch. Don't suppose they mentioned they'll try and do the same with other glitches, cause I use quite a lot of thick/thin in my levels.


EDIT: And another question - most of you at the game jam made top down shooty levels. Would you say it's any harder in create mode to make these (I mean, I imagine it might be more obvious in create mode that you're still building everything side on. Does it get confusing at all?)
2010-06-17 21:28:00

Author:
Nuclearfish
Posts: 927


I think that the various thin/thick materials should be official. They open up that much more creative options.2010-06-17 21:30:00

Author:
SLS10
Posts: 1129


I want to hear more of the music composing tool!2010-06-17 22:28:00

Author:
TheJollyRajah
Posts: 466


I want to hear more of the music composing tool!

Apparently they don't know much about that...
2010-06-17 22:40:00

Author:
Astrosimi
Posts: 2046


Good hear they're going to try and keep the extra layer glitch. Don't suppose they mentioned they'll try and do the same with other glitches, cause I use quite a lot of thick/thin in my levels

Thin/thick still exists and can still be made by hitting R2 and x at the same time. I used them in our Jam level.


EDIT: And another question - most of you at the game jam made top down shooty levels. Would you say it's any harder in create mode to make these (I mean, I imagine it might be more obvious in create mode that you're still building everything side on. Does it get confusing at all?)

It was a bit weird trying to visualize a level from all angles, so yeah, it does get confusing. But really, it was very manageable - it just took some getting used to.
2010-06-17 23:11:00

Author:
comphermc
Posts: 5338


Thin/thick still exists and can still be made by hitting R2 and x at the same time. I used them in our Jam level.

That's how you do it! I thought it was some massively complicated series of events. Wow I feel stupid!

I, for one, cannot wait to see these new costume pieces! (Prays for a dragon costume)
2010-06-17 23:16:00

Author:
Jedi_1993
Posts: 1518


Are basic things like wobble bolts eaiser to work with?
Can a grab switch be attached to the yellow sponge handle on a 2/3 way switch?

I'm more curious to the upgrades on what we have now.

Guess my question got missed in all the excitement..
Anyone care to answer?
2010-06-18 04:32:00

Author:
midnight_heist
Posts: 2513


Might I quickly repost my questions? The addition of thin/thack materials is awesome by the way! A new question arises speaking of thin/thack: Will thin objects made of sponge be grabbable? There was that one level of some japanese guy back in LBP1, with kind of a futuristic look, whith yellow-black striped thin handholds that you could grab. I'd really like to do something like that.


Thanks for putting together such an awesome list! It might even be that I've already posted a thank-you-comment, if so, nevermind.
Anyways, I'm moderator of a german LBP community. Sadly, there's still quite an amount of people who don't understand english. Thus, might I translate and repost this list on our site? With source linking, credit and everything, of course. Just so that they get to read what LBP2 has to offer, because it's something I want the whole world to know


Oh, and a question: Watching the E3 demo of the "rocket arena" level (the one using the creatinator to spawn rockets), I saw that each player, after dieing, always respawned at an individual checkpoint (and all checkpoints were lit during the whole time). Does this mean that we can activate multiple control points and assign them to player numbers?
2010-06-18 06:15:00

Author:
Treas
Posts: 223


Every thing i wanted to know!!
i Pasted everything in http://lbct.webs.com/ to let my team members see it too
i gave Lbpcentral credit!
THANK YOU!
2010-06-18 06:27:00

Author:
Onii55
Posts: 153


!!!!!2010-06-18 07:19:00

Author:
Oreo
Posts: 16


Might I quickly repost my questions? The addition of thin/thack materials is awesome by the way!

*sigh* Sublayer thickness materials are not a supported feature, they just happen to still exist in the new game as they did before, ASAIK no glitches have become supported features and there is no intention to do so. They are just going to do what they can to prevent existing glitched objects from breaking.


A new question arises speaking of thin/thack: Will thin objects made of sponge be grabbable? There was that one level of some japanese guy back in LBP1, with kind of a futuristic look, whith yellow-black striped thin handholds that you could grab. I'd really like to do something like that. These are theck / checkpoint thickness peices. I don't expect the thin layers to become grabbable tbh.

I don't have a problem with german translation. Send us the link here as well and I'll add it to the OP
2010-06-18 10:01:00

Author:
rtm223
Posts: 6497


Guess my question got missed in all the excitement..
Anyone care to answer?

Nope, you can't put a grab switch straight onto the handle of a 2 way switch.
and I'm not really sure on wobble bolts. I haven't noticed any real problems with them, but saying that I haven't tried to do anything that precise with them so I'm not really in a position to answer.

I think people were too excited about trying out the new tools to test things like you asked Saying that there were a few wobble bolt based things made (Jump's sumos, and Rambo's stab action) so maybe someone can answer that


Oh, and a question: Watching the E3 demo of the "rocket arena" level (the one using the creatinator to spawn rockets), I saw that each player, after dieing, always respawned at an individual checkpoint (and all checkpoints were lit during the whole time). Does this mean that we can activate multiple control points and assign them to player numbers?

How it works in that level is the game mode 'versus', this then activates all checkpoints, so people will spawn out of them randomly. It's just so people can't stand next to one checkpoint...wait for someone to spawn and then blow them up straight away
2010-06-18 10:01:00

Author:
jackofcourse
Posts: 1494


I need someone to smash me with a lead pipe. I think i'm dreaming!!!2010-06-18 10:12:00

Author:
The Gentleman
Posts: 360


Added to the OP:


Music Editor / Custom Music Creation
Despite this being rumoured along with the announcement video, we have no information to give you on on the music creation facilities in LBP2 Thought I'd add this in as it's been asked a lot. Sorry guys.
2010-06-18 10:49:00

Author:
rtm223
Posts: 6497


Oh my! ^o^

Epic is just not a worthy enough a word to describe this.

That's it, no words.

Can't wait to make an RPG finally. And expert/extreme platforming will be interesting to see what the expert players do with the new platforming features. ^o^

But oh the possibilities blow my mind.
2010-06-18 11:04:00

Author:
Hana_Kami
Posts: 393


Jeeze, I'm sure everyone is getting tired of answering the masses of questions.......
But... 1 more at least for me?
Could anyone care to explain a little bit more about how sharing has changed and/or improved?
2010-06-18 15:48:00

Author:
TheBlackKnight22
Posts: 695


Added to the OP:

Darn, no info.
2010-06-18 17:08:00

Author:
Emogotsaone
Posts: 1030


For some reason, I'm always unnoticed in forums, so I'll try again.


With DCS's, do you have to map the button to get out of it, or is there a standard one?

You can record movements for sackbots. Could you say, record a laughing animation and then attach a DCS to a sackbot and map the controller so when you press up on the d-pad, it does that motion? This would be good to make taunts for characters.

Could you make a level where objects only move when you move (ala Braid)?
2010-06-18 17:23:00

Author:
maddoggnick96
Posts: 272


Mate, there are a lot of questions to get through here and not many people to answer them. Don't take it personally

There is a standard button to get out of the DCS, but creator can disable it. You should be able to record taunts like that. I have no idea what braid is, but I can think of a couple of ways to make levels where things only move when the player is moving
2010-06-18 17:32:00

Author:
rtm223
Posts: 6497


Jeeze, I'm sure everyone is getting tired of answering the masses of questions.......
But... 1 more at least for me?
Could anyone care to explain a little bit more about how sharing has changed and/or improved?

In case you missed it
2010-06-18 17:39:00

Author:
TheBlackKnight22
Posts: 695


We didn't do a whole lot of sharing. I didn't notice anything particularly different, but I'm sure they have made some changes. Maybe someone else can tell you more.2010-06-18 17:45:00

Author:
Syroc
Posts: 3193


Can you stick creature brains on sackbots?2010-06-18 18:12:00

Author:
Darth
Posts: 186


Why would you want to do that? 2010-06-18 18:51:00

Author:
Syroc
Posts: 3193


hmmm...can you make it so the direct control doesn't pop the player back out, lets say you want to make a vehicle and not have a sack person sitting on the side of it? Also can you put a sackbot in a direct control and capture that object with it in it?2010-06-18 19:08:00

Author:
Littlebigdude805
Posts: 1924


Is there an easy way to add instructions to what buttons are what in a DCS? I imagine with so many people playing so many different contraptions over so many different levels, it'll be hard to keep track of the unique control schemes.2010-06-18 19:45:00

Author:
jjmusicman
Posts: 234


What ways can you kill sackbots, and how can they kill you?
Can they use powerups?
2010-06-18 20:17:00

Author:
TheBlackKnight22
Posts: 695


Is there an easy way to add instructions to what buttons are what in a DCS? I imagine with so many people playing so many different contraptions over so many different levels, it'll be hard to keep track of the unique control schemes.

I think I can answer that one. I believe that the best approach would be to deliver that kind of information using the vacuum material, you know, writing sentences with it. I also believe that I heard somewhere that you'll have the ability to make "notes", but I dont know if that is create mode exclusive or note.
And if everything else fails, use the magic mouth!
2010-06-18 20:44:00

Author:
Keldur
Posts: 628


Notes are for organization only.

Telling the player the control scheme is entirely up to your imagination.
2010-06-18 20:57:00

Author:
comphermc
Posts: 5338


How was the vacuum material in the star fox like level, stretching out past the three layers?2010-06-18 20:58:00

Author:
TheBlackKnight22
Posts: 695


Is there an easy way to add instructions to what buttons are what in a DCS? I imagine with so many people playing so many different contraptions over so many different levels, it'll be hard to keep track of the unique control schemes.

There is no built in way, however, if there were, it'd be a case of "these are your controls", which in fairness is pretty clumsy. I'd go for:
Keep things as intuitive as possible.
Utilize familiarity (when mapping R1 and X to jump and fire, which way round you gonna do it?)
Discuss the control scheme with friends / on the forums, before you commit.
Have a learning curve - multiple weapons / enemy types? Introduce them gradually.
General visual cues using holograph material, as keldur says. Tank needs a certain weapon to kill it, flash the button up on the screen as you reach the first tank.
Cutscene cam text and / voice overs for tutorials (here's a tank, attempt to use your air-surface twirly bombs.


Basically you wanna push as much of the emphasis to the top of the list. That is good design. The less you have to tell the user, the better.
2010-06-18 21:48:00

Author:
rtm223
Posts: 6497


How was the vacuum material in the star fox like level, stretching out past the three layers?
It wasn't. It was a complete illusion and only in one thin layer. I saw it in the Gamespot interview with Alex.
2010-06-18 21:51:00

Author:
Gamerman50
Posts: 72


TO further that - it's moving downwards and expanding out of an emitter - it's just tuned so that the angle of the material, the speed of the material and the speed of the expansion all sychronise to give an effective illusion.2010-06-18 21:52:00

Author:
rtm223
Posts: 6497


Okay, thanks, I knew it was an illusion, I just didn't know exactly it was done...
Edit: it should say "exactly how it was done"
2010-06-19 01:18:00

Author:
TheBlackKnight22
Posts: 695


Alright! A lot of great tools and objects in LBP2 is going to make this game a lot more exciting than the original. Thanks for sharing all those details with us.2010-06-19 01:58:00

Author:
JustinArt
Posts: 1314


Yes, and b4 I had seen this game, I would have wondered, how on earth could they make it any better?2010-06-19 02:02:00

Author:
TheBlackKnight22
Posts: 695


Let me try and take a crack at two of your questions, ontom...just based on what I've read here myself.

Sharing changes: If you mean object-sharing, I'm not sure anyone has revealed any changes. For level sharing, the most important changes include


Creator can now pick his own tags first. His picks outweigh player picks, at least at first.
People who review levels can get thumbs up or down from other players. People with good thumb ratings have stronger votes when rating levels.
The Stream will replace (or at least push aside) Cool Pages. Your Stream will (in theory) remember what you have already played and hearted. It also will add levels your hearted players have hearted - which means players may get hearted for good taste, and not just what they've built. (CAVEAT: Mm is trying to hire a web guy right now. Alex Evans sounded tentative about exactly when or how this would work, so don't expect iTunes-Genius-Results right away.)


Sackbot kills: I haven't seen anything on this yet. But there's a Destruction switch now. Vacuum material has collision detection. Sackbots can be lethalized. Scoring has gotten a major upgrade. Based on all this, there are a zillion ways I can think of that I could wire up a Sackbot that could kill the player, then die himself and yield up points. It's not that there's no answer to the question...there's potentially a thousand answers, and none of them may be the one you're looking for.

My suspicion is that Sackbots will be able to pick up gun power-ups. My further suspicion is that melee will have to be "faked": that is, a Sackbot will not be able to swing a sword using the "slap" and kill a player with it. Any sword a player makes would be unable to move in TRUE 3D...If you glued it to a Sackbot, I doubt the game engine would allow an object to move on the x, y, and z-axis at the same time (visualize a guy swinging a sword diagonally down from up-left to down right). Even with the layer mover, that would probably not work.

Of course, I was just asking myself this same question, so what do I know? But everything I've seen or read indicates that melee weapons and Sackbots will have to involve some kind of illusion. If I figure it out, I'll send you a copy of the object.
2010-06-19 02:32:00

Author:
coyote_blue
Posts: 422


Can you conrol sackbots EXACTLY like sackpeople? Cuz dat wud bee kool. :]2010-06-19 03:13:00

Author:
Emogotsaone
Posts: 1030


You know what i'm thinking...............



i think people are having ideas already...


TOO MUCH IDEAS i'd say. since the possiblities are endless!
2010-06-19 09:36:00

Author:
Yarbone
Posts: 3036


Of course, I was just asking myself this same question, so what do I know? But everything I've seen or read indicates that melee weapons and Sackbots will have to involve some kind of illusion. If I figure it out, I'll send you a copy of the object.

Create a sword plus "slashing" shape out of vacuum material. Think of the "slash" from Castlevania: Symphony of the Night. Super quick and slicey and very satisfying. you won't even need a mag key on that with the new collision options, if I'm not mistaken.

Creatinate that **** and bind it to, I don't know, the circle button.
Bananaphone. Super sweet melee attack. I think I might have seen emitters on circuit boards as well, so I'm sure you could do this without a creatinator powerup either (which I'm not sure if sackbots can use). But, with the emitter on a sackbot's circuit board bound to a button on its controlinator, you've got yourself 8 shades of magic.
Want to switch to the whip? Bind Triangle to switch weapons. a little logic activates your second emitter, the whip (segmented vacuum material). The possibilities, they are grand, and you know what, this might prove to be ridiculously easy to implement.
2010-06-19 12:19:00

Author:
Teebonesy
Posts: 1937


It would be ridiculously easy. I think that there will be no one-off levels anymore. Or complete series in one level. Constant Evolsion..? Whatever that is. Hopefully the new tag system will mean that my two better than my other two levels will gain a tad of recogntion. I will have to completely update it all.. Sackbots Will be a huge part of LBP2 in my opinion, after Vacuum. I think that will feature everywhere like signs. 2010-06-19 12:47:00

Author:
Unknown User


ok heres a question
can we make underwater places ?
like really underwater but the water not getting into the place ?
2010-06-19 13:13:00

Author:
Onii55
Posts: 153


Use the animated material to make it look like water.2010-06-19 13:19:00

Author:
TheBlackKnight22
Posts: 695


Create a sword plus "slashing" shape out of vacuum material. Think of the "slash" from Castlevania: Symphony of the Night. Super quick and slicey and very satisfying. you won't even need a mag key on that with the new collision options, if I'm not mistaken.

Creatinate that **** and bind it to, I don't know, the circle button.
Bananaphone. Super sweet melee attack. I think I might have seen emitters on circuit boards as well, so I'm sure you could do this without a creatinator powerup either (which I'm not sure if sackbots can use). But, with the emitter on a sackbot's circuit board bound to a button on its controlinator, you've got yourself 8 shades of magic.
Want to switch to the whip? Bind Triangle to switch weapons. a little logic activates your second emitter, the whip (segmented vacuum material). The possibilities, they are grand, and you know what, this might prove to be ridiculously easy to implement.

Hmmm, that seems like it could be another clumsy work around to me. The problem is that the object you emit isn't actually attached to your character so if you were to "slash" or "whip" while in motion, it would likely appear slightly above your head if you were jumping down or you would walk through it or even prevent it from emitting if you are walking forward. The more elaborate you want the attack to be, the more time you would need to execute it which just makes the problem even worse. The Creatinator also allows you to aim in any direction which is also a problem. There should be a dedicated melee system we can customize. No more clumsy work arounds.
2010-06-19 13:20:00

Author:
Reef1978
Posts: 527


Can you slap a sackbot? And can sackbots slap you or other sackbots?2010-06-19 13:23:00

Author:
ZramuliZ
Posts: 55


oh here's a REAL question i have. Lets say you create a RC helicopter, you connect it up to a direct control seat to move it around blah blah blah. Does sackboy still need to be in the frame or can i fly the RC helicopter freely with the camera following it, with sackboy out of frame (with no death countdown). If i couldn't, this just wrecked a wicked idea i had for a level.2010-06-19 13:33:00

Author:
PPp_Killer
Posts: 449


Sackbots can pickup powerups, I saw a video (by gevurah) in which there were options as to whether you were allowing it to pick up certain powerups. Magic bag was on there, but its image was a paintinator, so I've no idea what was going on there 8 |2010-06-19 13:33:00

Author:
chimpskylark
Posts: 335


Is there an easy way to add instructions to what buttons are what in a DCS? I imagine with so many people playing so many different contraptions over so many different levels, it'll be hard to keep track of the unique control schemes.
+ responses..

Huh. I thought it would be a no brainer for MM to implement a premade controller map diagram that you could fill out. (like the button control diagram from Modnation)
Surely I'm not the only one who thinks this?
2010-06-19 13:33:00

Author:
midnight_heist
Posts: 2513


Can you make Direct Control seats so that sackboy cannot be seen whilst using them?
e.g.
Put a DC on a sackbot.
Sackboy gets in DC.
Sackboy is not visible on the outside of the sackbot.
2010-06-19 14:44:00

Author:
Jedi_1993
Posts: 1518


That's the plan as far as I can remember.2010-06-19 14:56:00

Author:
Syroc
Posts: 3193


That's the plan as far as I can remember.

Great! I cannot wait, shame I'm going to have to
2010-06-19 14:57:00

Author:
Jedi_1993
Posts: 1518


I have a question...
With the direct control seat, you can map any button to any object in the world, right? What about the L2 and R2 buttons which have different 'degrees'? (eg for racing games pressing lightly will make you go slowly, pressing hard will make you go quickly) I've got a level idea which would greatly benefit from having acute control over particular objects, while needing the analog sticks for other things.
So is it possible to use the L2 and R2 buttons like this?
2010-06-19 16:23:00

Author:
Avatar_of_Chaos
Posts: 48


So is it possible to use the L2 and R2 buttons like this?

I imagine there's a speed setting for those buttons, and all the other ones just have on/off, directional and one-shot. Probably got a speed setting for the sticks too.
2010-06-19 16:32:00

Author:
Nuclearfish
Posts: 927


I imagine there's a speed setting for those buttons, and all the other ones just have on/off, directional and one-shot. Probably got a speed setting for the sticks too.

The signal types are determined at destination and I'm pretty sure all of the buttons on the direct control seat are capable of outputting analogue signals. I didn't fully test it but I don't see why they wouldn't be.
2010-06-19 17:22:00

Author:
rtm223
Posts: 6497


Create a sword plus "slashing" shape out of vacuum material. Think of the "slash" from Castlevania: Symphony of the Night. Super quick and slicey and very satisfying. you won't even need a mag key on that with the new collision options, if I'm not mistaken.

Creatinate that **** and bind it to, I don't know, the circle button.
Bananaphone. Super sweet melee attack. I think I might have seen emitters on circuit boards as well, so I'm sure you could do this without a creatinator powerup either (which I'm not sure if sackbots can use). But, with the emitter on a sackbot's circuit board bound to a button on its controlinator, you've got yourself 8 shades of magic.
Want to switch to the whip? Bind Triangle to switch weapons. a little logic activates your second emitter, the whip (segmented vacuum material). The possibilities, they are grand, and you know what, this might prove to be ridiculously easy to implement.

Yeah, that was the core thought I was having when I first joined this thread. I also think you could probably solve Reef's stated issue by making the "slash" appear after a triggered "puppetry" animation - e.g., putting a costume sword in a Sackbot's hand and recording a slap.


Hmmm, that seems like it could be another clumsy work around to me. The problem is that the object you emit isn't actually attached to your character so if you were to "slash" or "whip" while in motion, it would likely appear slightly above your head if you were jumping down or you would walk through it or even prevent it from emitting if you are walking forward. The more elaborate you want the attack to be, the more time you would need to execute it which just makes the problem even worse. The Creatinator also allows you to aim in any direction which is also a problem. There should be a dedicated melee system we can customize. No more clumsy work arounds.

I would agree, if this was just our house, and getting what we wanted didn't hurt the rest of the game. But I imagine that putting ANY user-created object in a Sackboy's hand would require true 3D animation to make it work "natively". Getting that to work right--much like getting water to pour properly, or to get the layer glitch as a "supported feature"--would be so much work that it might break the game or draw energy away from the larger effort. Given that I will be spending several hours less on building Boss AI switchboards, I'm more than willing to struggle for a few hours on a melee attack. Mind if I pick your brain again in about five months, Teebonesy?


oh here's a REAL question i have. Lets say you create a RC helicopter, you connect it up to a direct control seat to move it around blah blah blah. Does sackboy still need to be in the frame or can i fly the RC helicopter freely with the camera following it, with sackboy out of frame (with no death countdown). If i couldn't, this just wrecked a wicked idea i had for a level.

Just set the DCS to "Sackboy disappears inside". Or even more epic, make a cockpit that he can be seen in - he's actually holding a controller and mashing buttons in that seat, if you look.


Can you conrol sackbots EXACTLY like sackpeople? Cuz dat wud bee kool. :]

Dunno if anyone has seen an automatic flip switch for "Map this 'bot to standard player controls" on the DCS, but Alex Evans made a point that someone will eventually make the "Sackboy Handles Just Like Mario Brother" microchip and give it away. Fear not.
2010-06-19 20:14:00

Author:
coyote_blue
Posts: 422


Lbp 2 is going to be awesome!!!!:star:2010-06-19 21:18:00

Author:
Unknown User


I wonder... Can a DCS be set up to multiple sackbots? So like you can control an army of sackbots at once? Or can it only be wired to one? D:2010-06-19 21:20:00

Author:
RockSauron
Posts: 10882


I wonder... Can a DCS be set up to multiple sackbots? So like you can control an army of sackbots at once? Or can it only be wired to one? D:
Yes. It's in a video somewhere...
2010-06-19 21:23:00

Author:
Tyler
Posts: 663


I wonder... Can a DCS be set up to multiple sackbots? So like you can control an army of sackbots at once? Or can it only be wired to one? D:

In one of Gev's videos, it showed a sackboy controlling multiple sackbots with one DCS.
2010-06-19 22:31:00

Author:
Ricano
Posts: 434


Can the vacuum material go through things, because in the CJ levels there was a vacum material indicating there life, and it went through objects...
Also On one of gevs vids you COULD program a sackbot to use a powerup like the paintanator!
Finally, also on one of gevs vids you could that there was 2 global switches (the other may be the global sound switch) and 2 water switches! Also can you go more in depth about whats under the Sackbot in the popit menu, because i saw a whole bunch of switches under 'Sackbot' in gevs vids.
2010-06-19 23:06:00

Author:
Crazed Creator
Posts: 177


Vacuum acts the same way as gas, so yes it can go through things.

Uh I think one of the water switches was the global sound switch and the global switch may be gravity? I don't think they have a symbol yet.. A bunch of the logic gates were just white squares with text on them As with other times we've seen images of popit symbols in early builds they tend not to mean much.

In the sackbot options there are behaviour, jump, grab, run etc. I can't remember offhand what else is there. Basically if you place a jump on his microchip you can wire a signal to that and every time you trigger the signal he will jump.



oh here's a REAL question i have. Lets say you create a RC helicopter, you connect it up to a direct control seat to move it around blah blah blah. Does sackboy still need to be in the frame or can i fly the RC helicopter freely with the camera following it, with sackboy out of frame (with no death countdown). If i couldn't, this just wrecked a wicked idea i had for a level.

Just set the DCS to "Sackboy disappears inside". Or even more epic, make a cockpit that he can be seen in - he's actually holding a controller and mashing buttons in that seat, if you look.

If it's an RC helicopter you probably want him to stay in the same place, especially if it's an expendable drone. I think you can achieve this with cutscene cams at the very least.
2010-06-19 23:18:00

Author:
rtm223
Posts: 6497


I'm trying to keep up with everything, so apologies if this was covered. Can you glue/attach material to sackbots? I haven't seen any examples of this in screenshots or videos. For example, creating a boss with a sackbot "core", multiple arms and gadgets and pieces and parts glued to the sackperson in some fashion. You could also give a sackbot custom weapons with this.

I'm going to assume this isn't allowed, because I feel like it would have been a pretty major part of the overall sackbot feature-set.
2010-06-20 04:21:00

Author:
Teebonesy
Posts: 1937


OK... I've been re-reading the info and it's all very hard to take everything in... (If this isn't one of the greatest games of all time I'll eat my metaphorical hat) I'm just wondering about a couple of things:
- Is it now possible to tweak checkpoints? For example... to determine exactly how many lives a person would have, rather than just the single/double/infinite checkpoints from LBP1?
- We've seen top-down and sidescrolling sections, where the gravity works to keep sackboy from falling on a top-down section etc. Would it be possible to change the gravity in this way, to switch between a top-down and sidescrolling viewpoint at the press of a button, and have sackboy fall to the ground/stick to the wall depending? For example, I'd like to make a level where you have to manipulate gravity, but take it beyond simple 'decrease gravity, flip gravity'. I'd like for you to come across an obstacle that you can't jump over, so you change the gravity with the direct control seat, it goes top down and you walk UP THE WALLS to get over the object, and then change back to sidescrolling, and your sackboy falls safely on the other side of the obstacle. If this is possible, I'm honestly going to start drawing up some level plans now...
- How robust is the 'points' system? For example, could you set certain events to happen once you've accumulated a certain number of points, like an increase in a vehicle's attributes? (speed, firepower, health)
2010-06-20 11:38:00

Author:
Avatar_of_Chaos
Posts: 48


Hi,

I'm not sure if I'm on the right thread, but it's the one that is the most close to a kind of Breaking News ! thread

I've just read a small preview of the game written by the French website Gamekult , and they're talking about a new feature I never heard of :

? We can reveal a small comment about an affinity we have with the other players by pushing one of the triggers down, so we can know the one we help out most of the time or the one we usually let down. ?

(En appuyant sur une des g?chettes, on pouvait ?galement faire appara?tre un petit commentaire sur les affinit's avec les autres participants, pour savoir celui qu'on aidait le plus souvent ou celui que l'on laissait au contraire tout le temps dans la panade.)

Maybe someone has already posted this, but I never heard of it. I think it's a good idea
2010-06-20 11:41:00

Author:
Oddmania
Posts: 1305


I'm trying to keep up with everything, so apologies if this was covered. Can you glue/attach material to sackbots? I haven't seen any examples of this in screenshots or videos. For example, creating a boss with a sackbot "core", multiple arms and gadgets and pieces and parts glued to the sackperson in some fashion. You could also give a sackbot custom weapons with this.

I'm going to assume this isn't allowed, because I feel like it would have been a pretty major part of the overall sackbot feature-set.

From what I've seen in Gevurah's newest video, I'm assuming that Sackbots can have connectors/materials attached to them, but not to their moving limbs. If you look closely at the video, when he selects the sackbot, you can see that the sackbot -physically speaking- it's just a square, a square which happens to be positioned exactly at the core of the sackbot, the body (which, if you think of it its also the only part when sackboys do take damage).
So, since they have a basic physical form and looks like they are counted like a physical object, i'd assume that yup, they can be glued.
2010-06-20 11:51:00

Author:
Keldur
Posts: 628


can someone please answer my question?
can we make underwater places? without the water going inside the walls n stuff?
2010-06-21 03:38:00

Author:
Onii55
Posts: 153


I'd like to know if checkpoints are tweakable now as well.2010-06-21 03:41:00

Author:
Tyler
Posts: 663


can someone please answer my question?
can we make underwater places? without the water going inside the walls n stuff?

No.........
2010-06-21 09:39:00

Author:
rtm223
Posts: 6497


No.........

Was it a rough night, Rich?

Okay, one thing that hasn't been mentioned (there's quite a few things tbh, I'll get around to making a list at some point). Dark Matter has a tweakable animation now. It's texture kind of ripples and you an speed it up or slow it down. (How that's useful is beyond me as I personally wouldn't ever have it on show, but still )
2010-06-21 10:03:00

Author:
jackofcourse
Posts: 1494


I think not enough attention is payed to the fact that connectors are stiff by default.2010-06-21 10:05:00

Author:
Syroc
Posts: 3193


I think not enough attention is payed to the fact that connectors are stiff by default.

The simplest and greatest thing Media Molecule have ever done.
2010-06-21 10:08:00

Author:
jackofcourse
Posts: 1494


Wow, nice one rtm…
You pretty much answered any question that could be asked about the new tools and features.
Some of the stuff there I wasn’t even expecting, seems they have raised the bar and them some with this. Seems a lot less restrictive.

If I could thank you twice I would, that was a great read!

Oh wait, I can… thank you
2010-06-21 11:58:00

Author:
oLMCo
Posts: 96


I've got a real question: you know magnetic keys' signal is now determined at source, which allows for several different outputs per switch, but do you tweak at the end of the wire or at the switch? 2010-06-21 13:42:00

Author:
Screeno
Posts: 153


I've got a real question: you know magnetic keys' signal is now determined at source, which allows for several different outputs per switch, but do you tweak at the end of the wire or at the switch?

You tweak it actually at the source (if I've understood you right there)
2010-06-21 13:49:00

Author:
jackofcourse
Posts: 1494


what i ment by 'source' is destination. got it wrog sorry. so do you tweak at the wires destination?2010-06-21 13:54:00

Author:
Screeno
Posts: 153


what i ment by 'source' is destination. got it wrog sorry. so do you tweak at the wires destination?

You actually tweak the thing the wire is going to. So if it was going to a wobble bolt, then in the tweak menu for the bolt that's where you find the input action settings i.e on/off - direction -speed etc.
2010-06-21 13:58:00

Author:
jackofcourse
Posts: 1494


will sackbots be able to turn evil because what i heard was that they follow you around????? thanks2010-06-21 14:47:00

Author:
geddez12
Posts: 338


will sackbots be able to turn evil because what i heard was that they follow you around????? thanks

yes, a simple switch can trigger their behaviour from being friendly to lethal.
2010-06-21 14:50:00

Author:
wexfordian
Posts: 1904


thanks wex 2010-06-21 14:53:00

Author:
geddez12
Posts: 338


OK... I've been re-reading the info and it's all very hard to take everything in... (If this isn't one of the greatest games of all time I'll eat my metaphorical hat) I'm just wondering about a couple of things:
- Is it now possible to tweak checkpoints? For example... to determine exactly how many lives a person would have, rather than just the single/double/infinite checkpoints from LBP1?
- We've seen top-down and sidescrolling sections, where the gravity works to keep sackboy from falling on a top-down section etc. Would it be possible to change the gravity in this way, to switch between a top-down and sidescrolling viewpoint at the press of a button, and have sackboy fall to the ground/stick to the wall depending? For example, I'd like to make a level where you have to manipulate gravity, but take it beyond simple 'decrease gravity, flip gravity'. I'd like for you to come across an obstacle that you can't jump over, so you change the gravity with the direct control seat, it goes top down and you walk UP THE WALLS to get over the object, and then change back to sidescrolling, and your sackboy falls safely on the other side of the obstacle. If this is possible, I'm honestly going to start drawing up some level plans now...
- How robust is the 'points' system? For example, could you set certain events to happen once you've accumulated a certain number of points, like an increase in a vehicle's attributes? (speed, firepower, health)

Gravity doesn't seem to work that way, but I can think of a way to cheat that using movers attached to a sackbot. Once you commit to forcing people into a Sackbot at the beginning of a level, a lot of things become possible. I have no idea about the points. I'm going off third-hand info here.


I'm trying to keep up with everything, so apologies if this was covered. Can you glue/attach material to sackbots? I haven't seen any examples of this in screenshots or videos. For example, creating a boss with a sackbot "core", multiple arms and gadgets and pieces and parts glued to the sackperson in some fashion. You could also give a sackbot custom weapons with this.

I'm going to assume this isn't allowed, because I feel like it would have been a pretty major part of the overall sackbot feature-set.

I'm going to assume that, too. I also think that gluing weapons to sackbots will make them look wrong. Better to actually make them hover with movers at sack-hand level, and follow the player.


can someone please answer my question?
can we make underwater places? without the water going inside the walls n stuff?


No.........

I'm going to chime in again. I can't answer the question any better than rtm223, and he's helped me understand a lot of tech stuff that would otherwise escape me.

But because I'm dumb, I'm going to explain the water thing from a non-programmer perspective, because I think younger forum members, or people who don't read the OP, may not fully grasp this. WATER IS HARD.

Whenever you see water pouring in other games, it is an animation, not physics. Can you move a waterfall in almost any other game? No. This is because moving "realistic-looking" water makes a computer's head explode. (I know the real programmers are grinding their teeth at my depiction...)

You will probably never, EVER get real water in any LBP. At least not until PS4, or some other huge computing breakthrough. LBP is making us spoiled, because it makes us believe this stuff is easy. It isn't. Otherwise, everyone on this forum would already know C++.
2010-06-21 15:24:00

Author:
coyote_blue
Posts: 422


yes, a simple switch can trigger their behaviour from being friendly to lethal.

What does that mean, exactly? Does it turn lethal to the touch, like fire or electricity? Or does it become intent on killing players using whatever means available to it, for example strangling the player or pushing him into a fire pit?
2010-06-21 15:39:00

Author:
Rogar
Posts: 2284


What does that mean, exactly? Does it turn lethal to the touch, like fire or electricity? Or does it become intent on killing players using whatever means available to it, for example strangling the player or pushing him into a fire pit?

Well whatever you want really is the answer. you can set two different behaviour patterns then just flip between them using a switch. you can also lethalise something with a switch. For example, you could have a slow sackbot thats afraid of heights that just walks about doing its own thing until you get close triggering the switch that makes him fast, activly pursue you and leathalise his arms so its now deadly to touch. Not so sure about strangling the player or pushing him into a fire pit.
2010-06-21 15:46:00

Author:
wexfordian
Posts: 1904


Gravity doesn't seem to work that way, but I can think of a way to cheat that using movers attached to a sackbot. Once you commit to forcing people into a Sackbot at the beginning of a level, a lot of things become possible. I have no idea about the points. I'm going off third-hand info here.


I thought it would probably mean committing the player to a sackbot. I know there's the section in the R-Type style shooter level MM showed off that switched between sidescrolling and top down, so I'm assuming you could trigger that effect with the direct control seat and implement my idea that way. (And assuming we've got those gravity changing mechanics my mind is going to run riot creating some devilishly mind-bending puzzles...)
2010-06-21 17:14:00

Author:
Avatar_of_Chaos
Posts: 48


power gloves = HULK SMASH!!!2010-06-21 17:19:00

Author:
CheesyDemon
Posts: 170


I was just wondering, is there a switch or a setting on the cutscene camera that allows you to initiate a slow motion effect? If this has already been asked or answered I apologise.2010-06-21 17:24:00

Author:
FlipMeister
Posts: 631


I was just wondering, is there a switch or a setting on the cutscene camera that allows you to initiate a slow motion effect? If this has already been asked or answered I apologise.
no, anything like that would have to be faked. you can get slow fades or pans but that doesn't effect the speed of what its pointed at.
2010-06-21 17:30:00

Author:
wexfordian
Posts: 1904


I was just wondering, is there a switch or a setting on the cutscene camera that allows you to initiate a slow motion effect? If this has already been asked or answered I apologise.

You could probably fake that by changing the gravity for the duration of the cut-scene, I hope!
2010-06-21 17:37:00

Author:
Rhys125
Posts: 841


I'm going to make a puzzle game where you change gravity for all objects and make em fall up, down, left, and right in order to get to a goal. would it be possible to detect if an object was moving or not with a type of switch?2010-06-21 17:37:00

Author:
CheesyDemon
Posts: 170


I'm going to make a puzzle game where you change gravity for all objects and make em fall up, down, left, and right in order to get to a goal. would it be possible to detect if an object was moving or not with a type of switch?

It's possible, but there isn't a built in device for it. If you have a speed controlled following object, you can even get a good indication of how fast the object is moving (although that would be speed and not velocity).
2010-06-21 17:47:00

Author:
rtm223
Posts: 6497


You will probably never, EVER get real water in any LBP. At least not until PS4, or some other huge computing breakthrough.

Based on Moore's Law, I'd say volumetric water simulation is at least 30 to 40 years away, at least on the kind of scale of an LBP level, so even "PS4" is highly optimistic.
2010-06-21 19:47:00

Author:
Aya042
Posts: 2870


http://www.youtube.com/watch?v=urWqOOox-Qg
Want. To. Make. It's understandable if Lbp2 doesn't have kazoos though.

http://www.youtube.com/watch?v=ZfKA4b5SFq4
Ditto- minus kazoos.

It's too bad nobody was able to try out the new music system.
Music wasn't mentioned for ages after we found out about LBP2, isn't prepared like the rest of the content... I just really hope it's not as tacked-on as it sounds. I'll not let my unhappiness about all of this post today though.

I'm sad I'll probably never get a chance to play this game, but that's life. I still wouldn't object to a sliver of information about the music though, I'd hate to see simple plan or whatever the kids are listening to these days recorded and stuck on every level.
2010-06-21 20:48:00

Author:
Shredator
Posts: 151


thanks this is really helpful, must have taken forever to write though...2010-06-21 21:10:00

Author:
s1a1m
Posts: 1


I'm going to chime in again. I can't answer the question any better than rtm223, and he's helped me understand a lot of tech stuff that would otherwise escape me.

But because I'm dumb, I'm going to explain the water thing from a non-programmer perspective, because I think younger forum members, or people who don't read the OP, may not fully grasp this. WATER IS HARD.

Whenever you see water pouring in other games, it is an animation, not physics. Can you move a waterfall in almost any other game? No. This is because moving "realistic-looking" water makes a computer's head explode. (I know the real programmers are grinding their teeth at my depiction...)

You will probably never, EVER get real water in any LBP. At least not until PS4, or some other huge computing breakthrough. LBP is making us spoiled, because it makes us believe this stuff is easy. It isn't. Otherwise, everyone on this forum would already know C++.

Thank you for this. Some Most people just don't seem to get this is not possible.
2010-06-21 21:48:00

Author:
Astrosimi
Posts: 2046


I'm going to chime in again. I can't answer the question any better than rtm223, and he's helped me understand a lot of tech stuff that would otherwise escape me.

But because I'm dumb, I'm going to explain the water thing from a non-programmer perspective, because I think younger forum members, or people who don't read the OP, may not fully grasp this. WATER IS HARD.

Whenever you see water pouring in other games, it is an animation, not physics. Can you move a waterfall in almost any other game? No. This is because moving "realistic-looking" water makes a computer's head explode. (I know the real programmers are grinding their teeth at my depiction...)

You will probably never, EVER get real water in any LBP. At least not until PS4, or some other huge computing breakthrough. LBP is making us spoiled, because it makes us believe this stuff is easy. It isn't. Otherwise, everyone on this forum would already know C++.

Ah, you guys are so cute when you talk like you know.
I wouldn't correct someone on this usually, it's a fair assumption; However, the way you jumped on Onii with a club makes me want to prove you wrong.

In my work in animation and dynamic simulation I've developed a fair amount of water particle systems, including boundary collision detection. Water is hard, it's true, but not nearly as hard as you think.

The way computers process and render information in games changes constantly, and is always growing more efficient with comparable results. Bump maps, diffuse maps, 3d texturing, and even the particles you worship are an example of this- making results look and act advanced, while taking little actual power from the system. A very large part of game development is and has always been creating impressive results using as little true processing as possible: if polygons in games were still rendered the way they were a decade ago, we wouldn't have hundred-thousand poly characters running around in games. Particles exist because creating a million tiny spheres requires huge amounts of power- particles themselves have no solid dimension, but exist outwards of a point instead.

That said, particle calculated water is already here, and in games: for example, the highest end setting for the PC version of Just Cause 2 features water made of particles. Flowing water, able to detect and flow through a hole in a box, already exist in quite a few games, and will continue to appear in more games as we learn to calculate them more efficiently. Not 30-40 years in the future, now.

A theoretical PS4 would mean MM is no longer obligated to make LBP backwards compatible with our old levels, which would therefore free them to get rid of our current water system in favor of a better one. LBP on PS4 would not only possibly but likely contain a flowing water system for us to use.
2010-06-22 00:29:00

Author:
Shredator
Posts: 151


@shradator: Yes, but other games have far more control than LBP. They can have a flowing water system which is actually highly limited, but give the illusion that it's better than it is by ensuring that it is only used in ways that the engine can handle. Creating such a system for LBP is a completely different ball game as they can't rely so much on the illusion of making things look advanced, whilst hiding the limitations. Any flowing water engine they add to LBP is going to need a lot more to be able to interact with a couple of thousand objects in a completely freeform manner.

I'm not disagreeing that it's more than possible that it will come some day, but simply saying that the design challenges of engines for LBP are not typical of other games.

There's also the fact that flowing water actually making sense in a 2.5D system is a bit of conceptual nightmare as well
2010-06-22 01:00:00

Author:
rtm223
Posts: 6497


I'm too tired to look really close, so sorry for asking again if I am...

Can sackbots be slapped? And if yes, can you tweak them to change behaviour when slapped?
Imagine a zombie level where the zombies become your friends when slapped... or your best friend the sackbot starts to hate you when you hit him.
2010-06-22 01:21:00

Author:
napero7
Posts: 1653


It's possible, but there isn't a built in device for it. If you have a speed controlled following object, you can even get a good indication of how fast the object is moving (although that would be speed and not velocity).

Oh, okay, thanks! Cause I don't want em cheating and making the blocks fall where they're not supposed to. Thank you so much for answering my question.

I see people talking about water here. what about a water material that is like cardboard? Like have it be corner edit able and when you are inside it, you swim. What about that?
2010-06-22 03:02:00

Author:
CheesyDemon
Posts: 170


Based on Moore's Law, I'd say volumetric water simulation is at least 30 to 40 years away, at least on the kind of scale of an LBP level, so even "PS4" is highly optimistic.


Thank you for this. Some Most people just don't seem to get this is not possible.


Ah, you guys are so cute when you talk like you know.
I wouldn't correct someone on this usually, it's a fair assumption; However, the way you jumped on Onii with a club makes me want to prove you wrong.

Onii, if you feel that I've jumped on you with a club, I sincerely apologize, and I hope my response didn't chase you away from the thread.


In my work in animation and dynamic simulation I've developed a fair amount of water particle systems, including boundary collision detection. Water is hard, it's true, but not nearly as hard as you think.

The way computers process and render information...

...A theoretical PS4 would mean MM is no longer obligated to make LBP backwards compatible with our old levels, which would therefore free them to get rid of our current water system in favor of a better one. LBP on PS4 would not only possibly but likely contain a flowing water system for us to use.

I hope I've been clear in saying that I do NOT know. The only thing I DO know is that players breaking levels happens naturally, and often. It is further my understanding that adding flowing water - using WHATEVER system is currently best - only works if you can limit it, or if you can explain to Average User how to include it without Breaking One's Level.

Speaking for the layman, I assure you that I have heard the word "bump map" used in the last decade, but have no idea what the **** it means. Giving me flowing water is about as safe as handing me a rocket launcher.

I only offered up what I did because I know that most LBP creators aren't programmers, and that sometimes knowing WHY we can't have what we want takes the sting out of not getting it. For me, I can't have Sackboy melee weapons for three reasons: 1) Sackboy/bot arms and legs aren't "within" the physics model; 2) Any sword I make wouldn't be able to "swing" in 3D; and 3) I'm too stupid to make my own games. My understanding is woefully imperfect, but quite functional.

Fortunately, though, I AM smart enough to bring 60 bucks to GameStop this winter.
2010-06-22 03:27:00

Author:
coyote_blue
Posts: 422


I see people talking about water here. what about a water material that is like cardboard? Like have it be corner edit able and when you are inside it, you swim. What about that?

That's what I've been thinking. Like, a simple water material more akin to gas than an actual material. It has surface splashes and whatnot and objects are affected by it when inside or passing through it, but like gas, the "block" of water itself isn't affected by physics, etc. So if a block of the water material is placed in the air, it will stay there and if a Sackboy jumps inside he can swim inside it until he chooses to swim/jump out and fall to the ground.

The problem with letting the blocks of water be affected by physics (as blocks), how do we decide what passes through the block and what doesn't? Surely we don't want it to pass through everything, or not be able to pass through anything.

One idea is to require all things you want to be able to pass through/enter the water material to be marked with a new kind of switch. And an option that by default allows Sackboys and Sackbots to do the same.
2010-06-22 03:35:00

Author:
estevangz
Posts: 57


I could also see a bubble material that would do what Onii wants. Throw a brick of "bubble" underwater, and it's like hollow dark matter, pushing water away.

And what if you made the theoretical "water material" one small grid tall, and smeared it over a slope? Would you slide in it like glass?
2010-06-22 03:58:00

Author:
coyote_blue
Posts: 422


Wow...to think of what I can create with this stuff! 2010-06-22 04:20:00

Author:
RJA00000
Posts: 387


And what if you made the theoretical "water material" one small grid tall, and smeared it over a slope? Would you slide in it like glass?

Ideally, yes: surfaces in contact with water would have their surface friction reduced.
2010-06-22 04:25:00

Author:
estevangz
Posts: 57


I'm voting this for thread of the year, if there is such a thing.

Thanks so much for putting this together guys!
2010-06-22 04:46:00

Author:
Fishrock123
Posts: 1578


So if a block of the water material is placed in the air, it will stay there and if a Sackboy jumps inside he can swim inside it until he chooses to swim/jump out and fall to the ground.

That is exactly my idea except for the part about the not affected by gravity thing. I want to be able to make a waterfall with that or have a square of water that moves from one spot to the other side of a gap in order to, well you know get to the other side. it's easy to make it not affected by gravity by glueing realy tiny dark matter to it.


I could also see a bubble material that would do what Onii wants. Throw a brick of "bubble" underwater, and it's like hollow dark matter, pushing water away.

And what if you made the theoretical "water material" one small grid tall, and smeared it over a slope? Would you slide in it like glass?

I would think you would swim in it for a second then fall through it.

EDIT: oh wait over a slope like on it?! ohhh probably
2010-06-22 07:13:00

Author:
CheesyDemon
Posts: 170


Sorry if this has already been asked, but can you force a sackboy to get into a DCS? and does it have to be at the beginning of the level or can you do it whenever?

EDIT: Yes, I should read the OP more closely...

How about making sackbots look like a player automatically? like, a player enters the sackbot with a dcs and then the sackbots take shape after the sackboy?
2010-06-22 11:34:00

Author:
Unknown User


Here's something I drew up demonstrating how we would allow only certain objects to pass into the water by means of a switch. The "blocks" of water are affected by physics but can only be supported/deflected by objects without the switch.

By default Sackboys and Sackbots act as if they have the switches.

http://i46.tinypic.com/rrp5zq.png
2010-06-22 11:56:00

Author:
estevangz
Posts: 57


Lol, the guys should add donate buttons to their profiles, it's a full time job answering all these question!

*Sneaks in another*

With regards to cut scenes, does the camera still dash across the screen to the next cam? Or can you make them actually 'cut' to the next scene?
2010-06-22 11:59:00

Author:
Kiminski
Posts: 545


With regards to cut scenes, does the camera still dash across the screen to the next cam? Or can you make them actually 'cut' to the next scene?

There are are a slew of options including cut. So yes.
2010-06-22 12:08:00

Author:
comphermc
Posts: 5338


No, don't think so.

It's going to be very rare to need moving part logic. Johnee and Christophe are pretty solid they can do anything with the electronics that can be done with our LBP1 traditional logic. I have a challenge I'm going to send them, but I wouldn't like to place bets on which way it'll go - I've not played with it enough to no where the boundaries lie

@rock: we don't know fosr sure. We didn't see any.

send me the challenge!
2010-06-22 13:11:00

Author:
johnee
Posts: 78


@rtm Because of the nature of LBP, water wouldn't behave like it does in other games, I wouldn't say that's a limitation though. The 2.5 would make it a funny system (assuming any PS4 lbp still uses it), but not necessarily harder than a normal fully 3d game. The truest limit to water in LBP is the way we use it- processing power is gold in LBP, nobody would use water if its existence in a level cost 1/4 of the thermo. Water would have to be as slimmed down and simple as it could possibly be.

@CheesyDemon What you've described is actually how water has always worked in games. You take a big block of something, tell it it's water, and pop it in the level whether its location would actually work or not. It's up to the developer to make it look like the water actually has something holding it in, but it's really just a big cube of floating blue.

MM could add water like that to LBP very easily, and I'm sure it was considered when they made our current water system, but I guess they decided against it.

@estevangz

Ideally, yes: surfaces in contact with water would have their surface friction reduced.
This just made me think of a water gun that acts like the paintinator, though instead of paint blotches it makes that area wet. Sackboy could slip in it and other materials would have reduced friction... very easily within LBP's limits, and since the game already has friction, slippery materials, and a gun much like what would be needed, everything to make it already exists in the game. The actual use of such a thing is what's missing .
2010-06-22 13:58:00

Author:
Shredator
Posts: 151


With regards to cut scenes, does the camera still dash across the screen to the next cam? Or can you make them actually 'cut' to the next scene?

Yep, i think the options were pan, roll, cut or fade, and whats great is you can choose the length of time it takes to do each transition. I'm not sure about cutting directly between two without the quick pan though.
2010-06-22 13:59:00

Author:
julesyjules
Posts: 1156


Sorry if this has already been asked, but can you force a sackboy to get into a DCS? and does it have to be at the beginning of the level or can you do it whenever?

EDIT: Yes, I should read the OP more closely...

How about making sackbots look like a player automatically? like, a player enters the sackbot with a dcs and then the sackbots take shape after the sackboy?

Gevurah22 posted a video showing the Sackbot tweak menu. From that, it looks like the answer is no...the creator sets appearance the same way he puts prizes into bubbles.

Seems like it would be simple-ish to set THAT to "whatever the player is wearing"...but probably won't happen if the final version stays like it was on that video.
2010-06-22 14:15:00

Author:
coyote_blue
Posts: 422


Gevurah22 posted a video showing the Sackbot tweak menu. From that, it looks like the answer is no...the creator sets appearance the same way he puts prizes into bubbles.

Seems like it would be simple-ish to set THAT to "whatever the player is wearing"...but probably won't happen if the final version stays like it was on that video.

Actually I was told that they will be able to wear "whatever the player is wearing" so theres a strong possibilty that this will make it into the final game. Its not in that build but they are working on it.
2010-06-22 14:39:00

Author:
wexfordian
Posts: 1904


Random question - do you know if costumes can be given away as prizes now?2010-06-22 15:00:00

Author:
Nuclearfish
Posts: 927


send me the challenge!

Off-Topic, but why doesn't Johnee have a pink name like the other molecules?
2010-06-22 15:07:00

Author:
Incinerator22
Posts: 3251


Random question - do you know if costumes can be given away as prizes now?

not sure, there does seem to be a lot going on with the costumes. As in, if you can save a costume and give it to a sackbot to wear, I would imagine its not too much of a leap to think you can give it to another player to wear? I'd love that option. Would be cool if you could give players various costume to suit your level...
2010-06-22 15:10:00

Author:
wexfordian
Posts: 1904


Random question - When you create a level... IS the Thermometer like in LBP1 or it admits more information in your level?2010-06-22 16:21:00

Author:
Unknown User


Random question - When you create a level... IS the Thermometer like in LBP1 or it admits more information in your level?

Completely different. The intent is to have a more fluid pool of resources, rather than 1400 moving objects 2500 objects total, 2500 connectors etc. Under the new system, you will be able to add more objects if you have less connectors, for example. It's still up in the air exactly how it's going to work, but that is the gist of it.

There's actually a whole massive conversation about the relative merits of either system in terms of how you go about optimising the thermo in your level and the way in which you use the system to get as much out of it as possible. Overall, new system == win.
2010-06-22 16:30:00

Author:
rtm223
Posts: 6497


Got a few questions.

One, can you "Store" separate ammo for the creatinator, and cycle between them? And then add separate ammo types? So like at the beginning you could have water bullets,and then find fire bullets and be able to switch between them?

Can you set a certain mount of ammo for creatinator? Assume you can, but...

Also, is it possible to make "ammo" packs for creatinator/ paintball? Like when you find it, it restores some ammo, but not all of your ammo, and it disappears after using it? D: That'd be nice.

And why is rtm already anticipating next E3? ;o
2010-06-22 16:45:00

Author:
RockSauron
Posts: 10882


One, can you "Store" separate ammo for the creatinator, and cycle between them? And then add separate ammo types? So like at the beginning you could have water bullets,and then find fire bullets and be able to switch between them?

Id say yes but with some work. Im thinking something like this....
Sackbot that has 2 emmiters on him. each emmiter emits a creatinaor with a different ammo. remap the controller so that one button switches emmiters and another button emits a creatinator.

Can you set a certain mount of ammo for creatinator? Assume you can, but...
Don't know but Id assume so also.

Also, is it possible to make "ammo" packs for creatinator/ paintball? Like when you find it, it restores some ammo, but not all of your ammo, and it disappears after using it?
Well that would probably go back to wether or not you can limit the ammo of the creatinator. ammo packs could litterally be disguised (or not) creatinators.

And why is rtm already anticipating next E3?
Because he gets excited easily bless his cotton socks.
2010-06-22 16:53:00

Author:
wexfordian
Posts: 1904


Here I go with my question:
We've been told that there is a smoke producing device -which is a fantastic addition!- so my question is: can we change the color of such smoke?

Thanks for answering!
2010-06-22 18:02:00

Author:
Keldur
Posts: 628


Here I go with my question:
We've been told that there is a smoke producing device -which is a fantastic addition!- so my question is: can we change the color of such smoke?

Thanks for answering!

you can. if you look at the level Comperhermc, rtm and I built you can see the helicopter is giving out orange smoke...ooooohhhh orange......
2010-06-22 18:18:00

Author:
wexfordian
Posts: 1904


you can. if you look at the level Comperhermc, rtm and I built you can see the helicopter is giving out orange smoke...ooooohhhh orange......

Sayy... Does that mean we can emit blue smoke.....?!
2010-06-22 18:26:00

Author:
Fishrock123
Posts: 1578


It's not emitted, but it is smoke from a smoke machine in a whole host of colours and hues. Blue, white, red, orange, pink! It's awesome. You can also vary the intensity as well 2010-06-22 18:36:00

Author:
rtm223
Posts: 6497


Awesome, but from what i've seen for your creations, no one used it to give awesome waterfall effects in combination with the water material...?2010-06-22 18:42:00

Author:
Fishrock123
Posts: 1578


rtm, wex and comphy did in a way.
Rest assured it looks way better than moving glass.

Edit: Misunderstood you there. Oh, well...
2010-06-22 18:48:00

Author:
Syroc
Posts: 3193


rtm, wex and comphy did in a way.
Rest assured it looks way better than moving glass.

Edit: Misunderstood you there. Oh, well...

I mean the way they did it with a blue smoke emitter at the bottom...
2010-06-22 18:53:00

Author:
Fishrock123
Posts: 1578


Yes, yes. I know that now. 2010-06-22 18:54:00

Author:
Syroc
Posts: 3193


Regarding the smoke machine again; can we change it's color by suing switches, like with the new light?
Not that it bothers me that much, I guess I could always overlap 2 smoke machines, but since it looks like people here have passion for answering, im just providing even more questions!
2010-06-22 19:18:00

Author:
Keldur
Posts: 628


Just wondering, are there any brand new material types that could make a difference to the gameplay? (Already heard about water and fuzzy materials but wondered about any others)2010-06-22 19:50:00

Author:
Avatar_of_Chaos
Posts: 48


Hello

Does anyone know if the strange cloud we can see at 1:45 is the smoke machine Rtm was talking about ?

http://www.jeuxvideo.com/forums/1-19332-1570-44-0-1-0-officiel-le-topic-des-news.htm

It appears several times, under platforms. I'm inquiring

Thanks again for answering all these questions and for clearing up everything we need to know, little did I know this website was gonna be that useful when I signed up one year ago !
2010-06-22 19:54:00

Author:
Oddmania
Posts: 1305


@CheesyDemon What you've described is actually how water has always worked in games. You take a big block of something, tell it it's water, and pop it in the level whether its location would actually work or not. It's up to the developer to make it look like the water actually has something holding it in, but it's really just a big cube of floating blue.

MM could add water like that to LBP very easily, and I'm sure it was considered when they made our current water system, but I guess they decided against it.


Yeay! Then my idea is possible if they decide to put it in this game! thanks dude
2010-06-22 20:42:00

Author:
CheesyDemon
Posts: 170


I read somewhere that With the DCS you can map every button on the SixAxis Controller including start and select but not the ps button. With the DCS, What if you map the start button and make it so you cant jump out of DCS? Would you be stuck in the level forever? Or at least until you quit the game via the ps button?2010-06-23 04:10:00

Author:
bob is named bob
Posts: 64


I read somewhere that With the DCS you can map every button on the SixAxis Controller including start and select but not the ps button. With the DCS, What if you map the start button and make it so you cant jump out of DCS? Would you be stuck in the level forever? Or at least until you quit the game via the ps button?
If mm is really dumb... they might but it would be.. I don't know it would be really really stupid of mm to do that...

I have something else aswell.
I wonder how many levels you'll play as sackboy - not a sackbot matched to look like him. the good old days of sackboys are to be leaving us forever? us to be taken hostage in control seats in which we are forced to control sackbots or else?
any way
can sackbots follow sackbots?
like - you control one sackbot and 3 others follow you?
can you get other players to take over the controls of the 3 Non-Player-Controlled sackbots so when you enter if you have two players one player goes into each and one sackbot follows each player? same with 3 player only the final one follows the 1st player... is it possible?
thanks if you can awnser it
2010-06-23 07:52:00

Author:
huntedstorm
Posts: 488


I heard it was all buttons except start, select and PS.

Sackbots can follow magnetic keys, so put one on a sackbot and you can make othes follow it. As to your last question, I'm not sure but I'd say yes. Sackbots can use DCS, so if there aren't any players to get in the DCS of the NPC's, you could drop a sackbot in it.
2010-06-23 09:35:00

Author:
Rogar
Posts: 2284


Just wondering, are there any brand new material types that could make a difference to the gameplay? (Already heard about water and fuzzy materials but wondered about any others)

This one wasn't in the build we had and probably won't affect gameplay but I got a sneak peak at a new animated material a designer was working on right then...... flowing melted chocolate!!!
2010-06-23 10:03:00

Author:
wexfordian
Posts: 1904


This one wasn't in the build we had and probably won't affect gameplay but I got a sneak peak at a new animated material a designer was working on right then...... flowing melted chocolate!!!

haha I just found that yesterday and was like 'woahhhh this is awesomeeee'

To answer the original question...all materials can change gameplay when used with a material tweaker, you can make them bouncy, frictiony, sticky, lotsa stuff
2010-06-23 10:14:00

Author:
jackofcourse
Posts: 1494


Did any of you try to take screenshots? Are they higher defination/size?
Did you see whether you can place more stickers/decorations on sackboy?
2010-06-23 10:14:00

Author:
chimpskylark
Posts: 335


Did any of you try to take screenshots? Are they higher defination/size?
Did you see whether you can place more stickers/decorations on sackboy?

I didn't try any screenshots but I did mess around with stickering and decorating a sackbot. Im not sure exactly how many stickers decorations you can do normally but it seemed around the same as usual.
2010-06-23 10:19:00

Author:
wexfordian
Posts: 1904


What happens if you sticker an animated material? 2010-06-23 12:01:00

Author:
moleynator
Posts: 2914


I only stickered the water material with that gungy shading sticker and it looked pretty rubbish tbh. It doesn't animate and is barely visable.2010-06-23 12:11:00

Author:
wexfordian
Posts: 1904


Who here remembers this? https://lbpcentral.lbp-hub.com/index.php?t=19555-New-switches&p=347773&viewfull=1#post347773
http://i301.photobucket.com/albums/nn65/warlord_evil/MysteriousSwitches1.png

Can they be identified now? One looks like a microchip...I'm still not sure what that thing is above the connectors...
2010-06-23 22:56:00

Author:
warlord_evil
Posts: 4193


I don't remember if I reached the limit or not in regards to zooming out on the camera when I messed with the at E3, but it didn't seem like it zoomed out any further than what was in LBP1. And playing your Jam levels made me think the same as well. Did you guys see anything that constituted wider zoom out features on the camera?2010-06-24 00:06:00

Author:
gevurah22
Posts: 1476


I am so excited! When I saw the trailer I cried a little...2010-06-24 00:23:00

Author:
Aselrahc
Posts: 185


Can't wait, love everything they have changed!2010-06-24 08:27:00

Author:
Unknown User


I don't remember if I reached the limit or not in regards to zooming out on the camera when I messed with the at E3, but it didn't seem like it zoomed out any further than what was in LBP1. And playing your Jam levels made me think the same as well. Did you guys see anything that constituted wider zoom out features on the camera?

you could zoom out alot more I all way zoom my level out and with LBP2 it like two times the zoom out
2010-06-24 08:30:00

Author:
jump_button
Posts: 1014


you could zoom out alot more I all way zoom my level out and with LBP2 it like two times the zoom out
"You could zoom out a lot more, I zoomed the camera all the way out in my level with LBP2; it was approximately double the size of a LBP1 camera."

Good to know.
(at least in current build, nothing is final, etc...)
2010-06-24 12:32:00

Author:
midnight_heist
Posts: 2513


How much are the graphics improved exactly? if you had lbp1sackboy and lbp2 sackboy next to each other could you tell the differance?2010-06-24 22:01:00

Author:
CheesyDemon
Posts: 170


How much are the graphics improved exactly? if you had lbp1sackboy and lbp2 sackboy next to each other could you tell the differance?

LBP1
http://sociallysour.org/uploads/2501904580_f2fa9c15e1.jpg

LBP2
http://farm2.static.flickr.com/1383/4595674031_1745dbd9f1.jpg
2010-06-25 03:22:00

Author:
bob is named bob
Posts: 64


How much are the graphics improved exactly? if you had lbp1sackboy and lbp2 sackboy next to each other could you tell the differance?

LBP1
http://sociallysour.org/uploads/2501904580_f2fa9c15e1.jpg

LBP2
http://farm2.static.flickr.com/1383/4595674031_1745dbd9f1.jpg

That first picture seems like a screenshot, and that second picture is part of a direct hi-definition recording...
Of course one looks better.

From gevurah22's videos, I would say there is no difference or the difference is small, but interestingly, sackboy-sackbots have more detail when you make them bigger. (Which is good and understandable.)
2010-06-25 03:43:00

Author:
Incinerator22
Posts: 3251


Does any one know if sackbots could be emitted? If so, sackbot factory level!2010-06-25 07:34:00

Author:
Screeno
Posts: 153


@screeno: Don't see why not. Since you could make a sackbot mandatory to complete a level, and they also can be killed, not being able to replace them would be bad design.

@midnight_heist: Please tell me you know that English isn't jump_button's first language. IMHO he rocks English at least as well as most Americans.

For anyone who is interested in the music creation, gevurah22 builds a drum sequencer on the video he just posted.
2010-06-25 15:06:00

Author:
coyote_blue
Posts: 422


@Incinerator22: The difference is actually really big, that HD photo was not spiced up, it was LBP2 gameplay.2010-06-25 20:26:00

Author:
Crazed Creator
Posts: 177


]so...incredibly...long...but...so...incredibly...h elpful

Thanks for the insight oh and if anyone wants to see more LBP2 news check out
http://www.youtube.com/user/gevurah22 he has some very helpful stuff on abilities and new even a tutorial to show how easy it is to make a UFO!
2010-06-25 22:51:00

Author:
Boondocks44
Posts: 13


IMHO [jump_button] rocks English at least as well as most Americans.

The irony is DELICIOUS!

edit: to clarify, jump_button's first language is in fact English, and additionally, he is actually ENGLISH (as opposed to we Americans, who speak English so durned extra-good).

Most of us around here have learned to read in "jumpish", an efficient and unique style of written language.
2010-06-26 02:34:00

Author:
Teebonesy
Posts: 1937


How did this become a conversation about languages? hahaha.2010-06-26 05:52:00

Author:
TheBlackKnight22
Posts: 695


How did this become a conversation about languages? hahaha.

33 pages will do that to pretty much any topic. You're lucky it was just language this time! We're all lucky...
2010-06-26 10:34:00

Author:
Teebonesy
Posts: 1937


33 pages will do that to pretty much any topic. You're lucky it was just language this time! We're all lucky...

Is that a threat Teebs?
2010-06-26 10:57:00

Author:
rtm223
Posts: 6497


Is that a threat Teebs?

Stay on topic you Nazi!

How's that Teebs, better?
2010-06-26 11:07:00

Author:
jackofcourse
Posts: 1494


33 pages will do that to pretty much any topic. You're lucky it was just language this time! We're all lucky...

It's astounding... time is fleeting...
2010-06-26 13:47:00

Author:
roux-
Posts: 379


can you add sounds to a grapple hook? because if so i can make a Scorpion costume & every time he uses it he shouts "Get Over Here!" that would be awesome, and yes i do love Mortal Kombat 2010-06-26 14:20:00

Author:
AfterBurner9901
Posts: 113


can you add sounds to a grapple hook? because if so i can make a Scorpion costume & every time he uses it he shouts "Get Over Here!" that would be awesome, and yes i do love Mortal Kombat

You could probably have a Direct Control Seat controlling a Sackbot, and make R1 activate a sound as well as the grappling hook.
2010-06-26 14:38:00

Author:
Doopz
Posts: 5592


You could probably have a Direct Control Seat controlling a Sackbot, and make R1 activate a sound as well as the grappling hook.

Awesome idea
2010-06-26 14:46:00

Author:
AfterBurner9901
Posts: 113


Thank you Afterburner, you stayed this thread on course.. hahaha2010-06-26 16:25:00

Author:
TheBlackKnight22
Posts: 695


Anything you can do with a direct control seat, You can do with a sackbot, I think.2010-06-26 16:39:00

Author:
Fishrock123
Posts: 1578


In online create, what do you think would happen if a guest tried to dress-up a sackbot with dlc that the host didn't own? ...or, more interestingly, things like the crown or beta vest?2010-06-26 22:52:00

Author:
Incinerator22
Posts: 3251


In online create, what do you think would happen if a guest tried to dress-up a sackbot with dlc that the host didn't own? ...or, more interestingly, things like the crown or beta vest?

How does it react now, when a guest tries to use a material that the host doesn't own?
I would assume the same thing happens when it comes to sackbots, though I don't have anything to back up my assumptions.
2010-06-26 23:09:00

Author:
Melfice
Posts: 269


What!?
No ladders?

I love the power-glove! Finally you can emulate SMB2!
2010-06-26 23:11:00

Author:
The Don
Posts: 50


Don't you think that you should be able to tweak weather you can pick up sackboy with the power gloves? and i agree with The Don a'boot the ladders part. I WANTS ME some LADDERS rather than having sackboy jump from layer to layer on platforms.2010-06-27 02:44:00

Author:
CheesyDemon
Posts: 170


I just finished reading the post and Oh my, there is quite a lot to be excited about. I'm particularly looking forward to be able to map controls and the direct control chairs, but everything, from the Vacuum to the Sackbots to EVERYTHING, is making LBP2 a mighty fine game indeed. There's a chance after this I won't need another game.2010-06-27 23:30:00

Author:
Unknown User


:blush:
The irony is DELICIOUS!

edit: to clarify, jump_button's first language is in fact English, and additionally, he is actually ENGLISH (as opposed to we Americans, who speak English so durned extra-good).

Most of us around here have learned to read in "jumpish", an efficient and unique style of written language.

/SHAME.

Holy crap. I remember listening to his interview in GOTY and swearing jump_button was Norse or something. I'm middlin' good with accents, but...just shoot me now. :blush:

Well, then, no offense, jump_button, but I'd have to jump on the bandwagon and start translating for you. Your levels are awesome! Please don't hurt me!

/slinks away
2010-06-28 03:13:00

Author:
coyote_blue
Posts: 422


so from what i've read I can make a mini os with this?2010-07-01 06:47:00

Author:
CheesyDemon
Posts: 170


Haven't read it anywhere but I have a question. Is the camera tool any better? Like can we take square pictures for level icons? And can we set square/rectangular areas on sensors?2010-07-01 08:50:00

Author:
OneEyedBanshee
Posts: 1370



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