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LBP2 E3 2010 In-Depth Vids with Spaff, Tom, & gevurah22 (me) - 15 vids up now!!!

Archive: 514 posts


I don't think you can place an emitter on a Sackbot's hand. You should be able to place an emitter on its circuit board though.2010-06-22 00:26:00

Author:
gevurah22
Posts: 1476


I got another question
FOR THE PEOPLE AT THE GAME JAM - Is it possible to make a level a competitive mode with no timer?
2010-06-22 01:50:00

Author:
SackBoy98
Posts: 588


I got another question
FOR THE PEOPLE AT THE GAME JAM - Is it possible to make a level a competitive mode with no timer?

Yep. Jump_button made a sumo mini-game that had no timer.

2010-06-22 01:56:00

Author:
comphermc
Posts: 5338


Yep. Jump_button made a sumo mini-game that had no timer.

have any video of it??? cuz the bumper karts has a timer in the e3 2010 demo
2010-06-22 02:04:00

Author:
SackBoy98
Posts: 588


This AND sackinima of course are both my number one spots for LBP2 info ! thanks for the vids donkey 2010-06-22 04:35:00

Author:
Strodigy
Posts: 124


@Strodigy I just had to laugh at that because gevurah let Sackinima upload the videos he uploaded. So they're pretty much uploading the same stuff 2010-06-22 04:56:00

Author:
Kog
Posts: 2358


All this might be, but they are implementing "pins" into THEIR game source-code. That means that they can update the pins whenever they want, such as when things go wrong with H4H.2010-06-22 06:51:00

Author:
robbit10
Posts: 450


You are truely awesome for uploading all these videos. Originally I was confused by the new logic stuffs But after seeing your vid I am able to understand it a bit more and now I'm wanting this to come out sooner so I can make all my game ideas for the community to enjoy. I am trying to make a thing right now in LBP1 and it is being frustating at times. It looks like it would be sooooo much simpler to do in LBP2. I cannot wait.2010-06-22 11:22:00

Author:
RobotCrash
Posts: 121


I Know what I'm going to make when LBP2 comes out ITS GOING TO BE SO AWESOME! Here's to hoping
So when is the next vid going to be up donkey? Don't mean to rush you or anything just a guess
2010-06-22 15:22:00

Author:
Amigps
Posts: 564


Could you use the DCS to control water droplets? I know it sounds stupid but I have an idea for a really great puzzle level and it would be cool to control the water (like lemmings or like a character)2010-06-22 17:22:00

Author:
CYBERSNAKE
Posts: 280


Could you use the DCS to control water droplets? I know it sounds stupid but I have an idea for a really great puzzle level and it would be cool to control the water (like lemmings or like a character)

If there is a water material/ object you could, just hook up some movers to your water and have it controlled via the seat, right?
2010-06-22 17:29:00

Author:
Fishrock123
Posts: 1578


No there is actually a water droplet object, which is what they are discussing.

And yes, you should be able to move it around with movers
2010-06-22 19:12:00

Author:
rtm223
Posts: 6497


This has been discussed in another thread, I'll say the answer quick and shortanswer from killzonequinn)
WATER IS HARD TO MAKE!
Until some technological breakthrough comes out, know that water is an animation, not a physic. If it was a physic, it would blow up a computer's mind.

hey Hey! Hold your horses! I said * IF * there is, and note rtm's reply.
2010-06-22 19:16:00

Author:
Fishrock123
Posts: 1578


PHEW!!! Now I don't need glass for my waterfalls anymore.


hey Hey! Hold your horses! I said * IF * there is, and note rtm's reply.

You didn't say anything about horses!
2010-06-22 19:16:00

Author:
JspOt
Posts: 3607


Hmmmm....that droplet thing gave me an idea. Maybe make a replica of that iphone game? I forgot what it's called, but it's a cool game, but it seems like it would also be very complicated to make(with my skills), but then again with the new tools it might be easier? idk. Does anyone know what I'm talking about???2010-06-22 20:14:00

Author:
Amigps
Posts: 564


I Know what I'm going to make when LBP2 comes out ITS GOING TO BE SO AWESOME! Here's to hoping
So when is the next vid going to be up donkey? Don't mean to rush you or anything just a guess

Part 1 of Building a UFO: Creatinator and Simple Logic should be out sometime tonight around... 10 PM PST, give or take.
2010-06-22 21:02:00

Author:
gevurah22
Posts: 1476


Sweetness.......2010-06-22 21:28:00

Author:
Amigps
Posts: 564


Ty gevurah22 your so lucky for getting to play this ! Have they said anything about dynamic water i really would like a good looking water fall! 2010-06-23 01:11:00

Author:
mattman111
Posts: 188


Yes, read the previous posts.2010-06-23 01:18:00

Author:
JspOt
Posts: 3607


How much more videos will you be uploading still?2010-06-23 02:07:00

Author:
Kobe24Life
Posts: 150


@Strodigy I just had to laugh at that because gevurah let Sackinima upload the videos he uploaded. So they're pretty much uploading the same stuff

oh crap, my bad
2010-06-23 02:19:00

Author:
Strodigy
Posts: 124


It's 10:00, is it going to be up soon? I'm eating watermelon, and would love to eat and watch the videos at the same time 2010-06-23 03:14:00

Author:
Kobe24Life
Posts: 150


Ya are the vids still going up tonight? its 10:20 now..

edit: its 10:40 still nothing?
2010-06-23 03:20:00

Author:
mattman111
Posts: 188


He said 10 p.m. PST guys. It's not even 8 here yet.2010-06-23 03:52:00

Author:
Teebonesy
Posts: 1937


He said 10 p.m. PST guys. It's not even 8 here yet.

When will that be ET?
2010-06-23 03:53:00

Author:
Kobe24Life
Posts: 150


I'm guessing a little less then 2 hours since its 11:26 here. Ya thats about right a little less then 2 hours oh well I'm going to bed, gotta go to work tommorow :/2010-06-23 04:27:00

Author:
mattman111
Posts: 188


Can't waiiiiiiiiit.2010-06-23 05:16:00

Author:
Kobe24Life
Posts: 150


Lol relax, it's not like they're going to self destruct after the first 5 mins they're up
(OMGAWD, EPIC-INFO OVERLOAD! MUST. . . IM. . .-PLODE)


*poof*
2010-06-23 05:38:00

Author:
SupaSack34
Posts: 180


My thankies for all these awesome videos. They helped destroying all my doubts on the LBP2 create mode! 2010-06-23 05:45:00

Author:
Mnniska
Posts: 531


Sorry about the delay. I'm expecting probably around 12AM now since I just got back from dinner with the wife and my parents. I'm just jotting down all the pertinent info in the vid right now to make the voice over sound okay, lol.2010-06-23 06:15:00

Author:
gevurah22
Posts: 1476


Sorry about the delay. I'm expecting probably around 12AM now since I just got back from dinner with the wife and my parents. I'm just jotting down all the pertinent info in the vid right now to make the voice over sound okay, lol.

You spoil us. We're not worthy.
2010-06-23 06:22:00

Author:
Reef1978
Posts: 527


You spoil us. We're not worthy.

Haha, I try. =P

Here's what my desk looks like right now trying to edit all this stuffage.

http://www.daviddino.com/dslbpdesk.JPG

LOL.
2010-06-23 06:52:00

Author:
gevurah22
Posts: 1476


Look at all that LBP swag!2010-06-23 06:55:00

Author:
Tyler
Posts: 663


Wow, nice desk! And I also noticed you have the same type of PSP Go as me! And where do yuo get all that merchandise!? All I heard of was the plush sackboy. Me wants skeleton sack 2010-06-23 07:18:00

Author:
Crazed Creator
Posts: 177


Haha, I try. =P

Here's what my desk looks like right now trying to edit all this stuffage.

http://www.daviddino.com/dslbpdesk.JPG





LOL.

O_O

The upper left side looks like the Sackbot scene from the trailer! LOL!
2010-06-23 07:55:00

Author:
Reef1978
Posts: 527


Is that iMovie? You need to upgrade to Final Cut man2010-06-23 08:05:00

Author:
shebhnt
Posts: 414


Is that iMovie? You need to upgrade to Final Cut man

I've only been getting into movie making recently, so yes... that's the obvious upgrade that will be made very soon, lol. I'm probably going to get a 17" Macbook Pro to replace this 13" sometime in a couple months, so I'll make the move then.

Anyway, almost done with Part 1. I'd say it'll be up by 1 AM PST, which is like less than 45 minute from now.
2010-06-23 08:18:00

Author:
gevurah22
Posts: 1476


i just actually got a refurbished iMac 24 inch and an iPad for graduation. It was that or a new MacBook Pro but seeing as this was a cheaper option I went with that. I must say, it was weird being with out a laptop at first but this iMac/iPad combo really works well. It's also nice to finally edit on a screen that isn't 15 inches, especially when working with some very high resolution video and images.2010-06-23 08:28:00

Author:
shebhnt
Posts: 414


i just actually got a refurbished iMac 24 inch and an iPad for graduation. It was that or a new MacBook Pro but seeing as this was a cheaper option I went with that. I must say, it was weird being with out a laptop at first but this iMac/iPad combo really works well. It's also nice to finally edit on a screen that isn't 15 inches, especially when working with some very high resolution video and images.

I figured I could upgrade to a 17" since I have an iPad now as well, but still have mobile capabilities for some power computing when necessary since I'm always on the move. I'm sure the wife wouldn't mind my 13" unibody at all, lol.

I had to do a little more editing so expect the vid to show up in about another 45 minutes from now.
2010-06-23 08:50:00

Author:
gevurah22
Posts: 1476


hmmm... its IAM PST....2010-06-23 09:15:00

Author:
Crazed Creator
Posts: 177


LittleBigPlanet 2 E3 2010 - Building a UFO Part 1 - A deeper look at the Controlinator and Simple Logic


http://www.youtube.com/watch?v=8P5S5vZjybw

It's still processing, so give it time to go into HD mode.
2010-06-23 09:37:00

Author:
gevurah22
Posts: 1476


thankyou! looking forward to part 22010-06-23 09:38:00

Author:
Crazed Creator
Posts: 177


Awesome create mode. I liked where you did the thing with the popit.

....Youtube don't work for me. Still, I loved the presentation ones with Alex. I didn't know how the microchip was gonna work. Can't wait till the site is back up for me =P
2010-06-23 09:58:00

Author:
Snappyguy
Posts: 710


So awesome. I love how the wires are now. Everything looks nice and neat. The movers look really easy to use too. This game can't come soon enough. 2010-06-23 10:23:00

Author:
Reef1978
Posts: 527


Awesome, thanks for keeping these coming. I have to admit, this has become so much more than what I expected when you first mentioned that you'd be posting some vids! Full-scale tours of the new features and how they work. Can't wait for the next ones. Many appreciations are pouring forth from me.2010-06-23 10:29:00

Author:
Teebonesy
Posts: 1937


I think how quickly Donkey could make a flying ufo is an example of just how powerful yet easy to use these tools are. Thats not to suggest that the people who want even more chances to flex their logic muscles will be left in the dark either. In fact Id say theres even more of an oppotunity to get really indepth with logic setups. For example, what donkey made there was a perfectly working ufo, but then as johnee has shown with his dragonfly, you can go into major depth with how you tweak it. He set up a load of logic just so the dragon fly will stutter a little when you first jump on, and when you fly around with it, the dragonfly has its unique fluuter adding to its realism. So it will really benefit all levels of creators.2010-06-23 10:48:00

Author:
wexfordian
Posts: 1904


In fact Id say theres even more of an oppotunity to get really indepth with logic setups. For example, what donkey made there was a perfectly working ufo, but then as johnee has shown with his dragonfly, you can go into major depth with how you tweak it. He set up a load of logic just so the dragon fly will stutter a little when you first jump on, and when you fly around with it, the dragonfly has its unique fluuter adding to its realism. So it will really benefit all levels of creators.

Absolutely. I'm a big fan of using logic to enhance the players experience in subtle ways, be that gameplay, visuals, camerawork, lighting, whatever. The new tools really give you the scope to go into some really fine details, the kind of stuff that people might not notice unless they are looking for it, but will still affect their experience even if they don't know why. The new tools are perfect for that. Most importantly, fine-tuning is a lot easier with the new tools. Often, when creating complex logics and mechanics in LBP1, actually getting the contraption working is the major part. Tuning is often awkward, limited or impossible. In LBP2, getting things working will be the basic part of creation and tuning is far simpler.

But they clearly lower the bar for entry into the creation of mechanics. Donkey-Show's mechs and the control systems they use are cool in LBP1, but LBP2 will open the mechanical side of something like that to most creators. Everyone wins.

(does it show I'm still excited?)
2010-06-23 10:59:00

Author:
rtm223
Posts: 6497


Awesome vid again!

Question - when you resize a circuitboard, in that vid the controller stayed the same size even though the circuit board was growing. Is this true for all logic items you place on it? So if we run out of room, resizing it will just add extra room, not make everything bigger?
2010-06-23 12:03:00

Author:
Nuclearfish
Posts: 927


Yep, that's the case, Fish.2010-06-23 12:05:00

Author:
Syroc
Posts: 3193


Really nice stuff there! I love the idea of being able to place a single switch for each logic component (as opposed to place dark matter, place piston etc). I also love the visuals of the logic itself, it looks just like a nicely soldered up circuit board.

Regarding the gyroscope, can that be tweaked? It's absolutely brilliant as is but I like my flyers to pitch relative to their directional input, can the stability be reduced and say some form of rotator linked to the left stick to make this happen?
2010-06-23 13:36:00

Author:
croissantbuncake
Posts: 572


You should be able to tune something up so that the rotational mover does your pitch, with probably an analogue strength control and have the gyro resisting that. So the more you push the analogue stick, the more you pitch. Then link the same analogue stick to the actual movement of the vehicle, or even a more complex system where the movement is decoupled from the analogue stick and you control pitch, but then pitch controls movement speed - giving a far more fluid control - i.e. if you were to go full right then full left, the pitch would correct before you start moving left. Also add in some soft motion dampening so you don't instantly stop as you move the control back to 0. Weapons hitting you could knock you off from being dead upright as well, which would add to the lateral movement as well - because when you tilt you drift a bit....

See what I mean about pushing the subtlety of these things?
2010-06-23 13:44:00

Author:
rtm223
Posts: 6497


You should be able to tune something up so that the rotational mover does your pitch, with probably an analogue strength control and have the gyro resisting that. So the more you push the analogue stick, the more you pitch. Then link the same analogue stick to the actual movement of the vehicle, or even a more complex system where the movement is decoupled from the analogue stick and you control pitch, but then pitch controls movement speed - giving a far more fluid control - i.e. if you were to go full right then full left, the pitch would correct before you start moving left. Also add in some soft motion dampening so you don't instantly stop as you move the control back to 0. Weapons hitting you could knock you off from being dead upright as well, which would add to the lateral movement as well - because when you tilt you drift a bit....

See what I mean about pushing the subtlety of these things?


ooorrrrrr..... you could just use a simple setting on the gyroscope switch to adjust how much it pitches as you move.

See what I mean about the simplicity of it all
2010-06-23 14:21:00

Author:
wexfordian
Posts: 1904


But wex, if he were to do it like that he might be able to publish a level in less than 6 month.2010-06-23 14:26:00

Author:
Syroc
Posts: 3193


lol, can anyone explain how emitting stuff from the microchip works its confusing me 2010-06-23 14:40:00

Author:
mattman111
Posts: 188


lol, can anyone explain how emitting stuff from the microchip works its confusing me
Just imagine the microchip is like a square piece of wood. You pop the emitter where you want on your square piece of wood, choose where it will be emitted from, and then shrink the piece of wood and place it on your object.


But they clearly lower the bar for entry into the creation of mechanics. Donkey-Show's mechs and the control systems they use are cool in LBP1, but LBP2 will open the mechanical side of something like that to most creators. Everyone wins.

Pretty much. It really puts a lot of hard work in LBP1 to rest, so now I can truly focus on the details that will make my stuff shine. A majority of that logic mess I showed in the vid in LBP2... mostly gone, and thank god for that.
2010-06-23 17:26:00

Author:
gevurah22
Posts: 1476


Just imagine the microchip is like a square piece of wood. You pop the emitter where you want on your square piece of wood, choose where it will be emitted from, and then shrink the piece of wood and place it on your object.

Actually, I think the positions of emitters/mag switches/etc. count as being from the centre of the microchip, and their relative position on the 'circuit board' is irrelevant when the board isn't visible.

I was actually somewhat surprised that you need to set the emitter's emit location relative to the emitter rather than relative to the chip - I can imagine this being slightly awkward if you want a precise emit location relative to the chip, which would make more sense, since that's actually where it's going to be relative to in play mode.
2010-06-23 18:10:00

Author:
Aya042
Posts: 2870


ooorrrrrr..... you could just use a simple setting on the gyroscope switch to adjust how much it pitches as you move.

See what I mean about the simplicity of it all

Yeah, it's simple, but I don't think that would work. Rotational movers act on the centre of mass of the object, and I believe the linear ones do to. Therefore you'd move your object but there would be no pitch for the gyro to naturally account for, so you'd stay upright. I could be wrong and I could have misunderstood your post, but I don't think you'd get any pitch using just a gyro and a linear mover.


Actually, I think the positions of emitters/mag switches/etc. count as being from the centre of the microchip, and their relative position on the 'circuit board' is irrelevant when the board isn't visible. Yep that's the case.


I was actually somewhat surprised that you need to set the emitter's emit location relative to the emitter rather than relative to the chip - I can imagine this being slightly awkward if you want a precise emit location relative to the chip, which would make more sense, since that's actually where it's going to be relative to in play mode. Do what now? I was tweaking mine relative to the position in the microchip... and the black arrow that indicates direction of motion was from the microchip as well. Where did you see this relative from the emitter on the circuit?
2010-06-23 18:42:00

Author:
rtm223
Posts: 6497


Where did you see this relative from the emitter on the circuit?

On gevurah's latest video about 5m30s in, but I must've interpreted it incorrectly. It looked as if he'd set the emit position relative to the emitter, although the arrow indicated otherwise.

It's just that after the next cut, the flame appears to be coming from a different position to the one he originally set, so I'm wondering if there was some extra tweaking which went on in some of the footage which was cut out.
2010-06-23 18:55:00

Author:
Aya042
Posts: 2870


Pretty sure it was relative to the microchip, like all other switches.2010-06-23 19:01:00

Author:
Syroc
Posts: 3193


Yeah, I think there might be some sleight of hand there while tom fixes up his error

Also take note that after the cut, the emitter is emitting at velocity > 0 as well
2010-06-23 19:09:00

Author:
rtm223
Posts: 6497


I have the most noobed question evah, may have been answered already but:
Does this game have a permanent logic switch? After seeing the OR, I wondered if they had a permanent.
2010-06-23 19:30:00

Author:
JspOt
Posts: 3607


You can use the OR switch to make a permanent switch (by connecting it to itself), but I don't think there was proper permanent switch.2010-06-23 19:35:00

Author:
Syroc
Posts: 3193


Yeah, I think there might be some sleight of hand there while tom fixes up his error

Also take note that after the cut, the emitter is emitting at velocity > 0 as well

Yeah, I cut some stuff out for the sake of time.

And yes, in the next vid, I show some timer and sequencer logic where in order to create a timer loop, you can just plug the timer into itself (which would apply to most... if not all logic switches.
2010-06-23 20:08:00

Author:
gevurah22
Posts: 1476


What i love the most is the fact that there is more of every tool in LBP, especially music. Wow with all these musics we will actually make the levels difference more from eachother , instead of making them feel kinda old, because everyone has already heard that music before. Also there is the music composer tool i really wanna know how it works (even though im bad at making music i dont actually play any instrument)

I love the fire ball too, we can finally make realistic fire ill definitly use that alot.
2010-06-23 20:28:00

Author:
thi766
Posts: 135


You can use the OR switch to make a permanent switch (by connecting it to itself), but I don't think there was proper permanent switch.

Well, you can still make a p-switch the old-fashioned way, although it won't be able to go in a microchip.

I'm hoping that logic gates will be so cheap on the thermo anyway, that people might start switching to using RS-latches rather than p-switches.
2010-06-23 20:34:00

Author:
Aya042
Posts: 2870


I'm hoping that logic gates will be so cheap on the thermo anyway, that people might start switching to using RS-latches rather than p-switches.

I'm probably just going to use a counter with only one necessary input. In the tweak menu, you can actually set the current count, so resetting is super-easy.
2010-06-23 20:41:00

Author:
comphermc
Posts: 5338


What i love the most is the fact that there is more of every tool in LBP
More, just... more... of everything.... :blush:



, especially music.
Uh yeah, it's been said elsewhere but should probably be re-enforced, the music in the current build is unlicensed. The final soundtrack is not sorted out yet, so what you may have seen in the popits is not necessarily the amount of music we will get.


I'm probably just going to use a counter with only one necessary input. In the tweak menu, you can actually set the current count, so resetting is super-easy.

To clarify for everyone - I think comphy means a counter that only counts to one. This is an alternative to the loop-back OR that syroc described. With the counter you can indeed reset it more easily. Also the counter takes a reset input as well so you can create an SR-latch out of it as well with no hassle.
2010-06-23 21:03:00

Author:
rtm223
Posts: 6497


I'm probably just going to use a counter with only one necessary input. In the tweak menu, you can actually set the current count, so resetting is super-easy.

Depends if that's cheaper on the thermo than a couple of two-input NOR gates.



More, just... more... of everything.... :blush:

To be fair, they had tortured you with sleep-deprivation prior to that, so I think you're excused for your words of *cough* 'wisdom'.
2010-06-23 21:03:00

Author:
Aya042
Posts: 2870


Depends if that's cheaper on the thermo than a couple of two-input NOR gates.


I'm hoping that logic gates will be so cheap on the thermo anyway, that people might start switching to using RS-latches rather than p-switches.

Are you confused here, which way do you wanna go on this one?
2010-06-23 21:06:00

Author:
rtm223
Posts: 6497


You can use the OR switch to make a permanent switch (by connecting it to itself), but I don't think there was proper permanent switch.

How does that work?
2010-06-23 21:15:00

Author:
JspOt
Posts: 3607


How does that work?

I'm guessing, because the OR switch has two (or more, not sure) inputs and one output, you connect your regular output (from button, switch, mag switch, whatever) to one of the OR inputs. If you loop the OR output to the other OR input (as well as outputting to whatever you want the OR switch to do), it'll contiously loop a signal round, making it permanent.
2010-06-23 21:19:00

Author:
Nuclearfish
Posts: 927


Thanks for the new vid donkey

I understand the movers a lot more now

Can't wait for the next vid on the logic
2010-06-23 21:20:00

Author:
dorien
Posts: 2767


How does that work?

By plugging the OR output switch into the OR input switch. It should just go into an infinite loop once the OR switch gets activated. My next video will make more sense of it.
2010-06-23 21:24:00

Author:
gevurah22
Posts: 1476


Are you confused here, which way do you wanna go on this one?

Well, sometimes you need to worry about the thermo, and sometimes you don't.

Point is, there's a difference between the p-switch and the RS-latch in terms of functionality, so you might be prepared to sacrifice a little extra thermo for the convenience of having a resettable p-switch.

OTOH, there's no difference in functionality between the NOR-based and counter-based RS-latches, so in that instance, you'd clearly pick whichever was cheaper on the thermo.

I'm actually a little surprised a set-reset wasn't included in the set of available logic components, especially considering how commonly they're used, and that they did include a toggle.

I'm now wondering if the only reason they added a toggle was that, if the logic signals propagate with zero latency, there's no way to build a toggle from combinational gates, IIRC, BICBW.
2010-06-23 21:33:00

Author:
Aya042
Posts: 2870


I'm guessing, because the OR switch has two (or more, not sure) inputs and one output, you connect your regular output (from button, switch, mag switch, whatever) to one of the OR inputs. If you loop the OR output to the other OR input (as well as outputting to whatever you want the OR switch to do), it'll contiously loop a signal round, making it permanent.

Huh? Still don't get it...
2010-06-23 21:34:00

Author:
JspOt
Posts: 3607


Flame orbs...omg.

Do they have lightning orbs?

Do the water orbs act like real water spray?

Can you tweak the color of the flames and stuff?
2010-06-23 21:34:00

Author:
jjmusicman
Posts: 234


Whens the next vid gonna be up? I just can't get enough of these 2010-06-23 21:43:00

Author:
fodawim
Posts: 363


Huh? Still don't get it...

Get yourself a normal OR, such as the one from the logic pack, that uses two pistons and wire it up like nuclearfish says. I assure you if you see it in the mechanical version, then you will understand why


Do they have lightning orbs? You can always delethalise a plasma ball and electrify it.
2010-06-23 21:43:00

Author:
rtm223
Posts: 6497


Flame orbs...omg.

Do they have lightning orbs?


All the bullets so far were mentioned in the Power-up vid. Water, Plasma (floats), Plasma-slime? (is affected by gravity), fire. Dunno about tweaking the colors of the flame.


Whens the next vid gonna be up? I just can't get enough of these

Probably later on tonight around 12AM PST.
2010-06-23 21:45:00

Author:
gevurah22
Posts: 1476


Huh? Still don't get it...

ok imagine a OR switch we use now, one piston is retracted by stepping on a button, the other is retracted by the mag switch in the center, once you step on that button the piston will retract and activate the switch in the center, telling the other piston to step in which will now also be activating the same switch that is causing it to retract, thus making an loop where that switch is constantly putting out a directional signal.

Now with this its the same concept, a button is connected to one input to the new OR switch while output is connected to the second input, once you press the button the OR switch will put out a power signal telling anything its connected to, to activate including itself, making a permanent signal or perm switch
2010-06-23 21:45:00

Author:
Littlebigdude805
Posts: 1924


Hm... speaking of bullets, do they have switches they react with, i.e. hitting a fire switch with fire?2010-06-23 21:45:00

Author:
RockSauron
Posts: 10882


Nope, but you can put a mag key on it and label it "fire" and then put a collision switch on something else that detects keys with the label "fire". Then pump that into a lethalise switch to set the whole object on fire when it's shot with a fire bullet :hero:2010-06-23 21:51:00

Author:
rtm223
Posts: 6497


Can the "look at player" function be applied to bolts? Also, to sackbots wielding paintinator or creatinator? I know you can make sackbots look at mag keys but looking at players would be much better for intelligent attacks.

And PS: E3's long gone Rich
2010-06-23 21:54:00

Author:
Holguin86
Posts: 875


Yes, if you use a loose bolt (0 strength) and a mover - the tanks in our level use that technique.

I know, I keep on meaning to change it, buuuut, I'm lazy.
2010-06-23 21:57:00

Author:
rtm223
Posts: 6497


How to make a Perm using an OR gate:

http://img718.imageshack.us/img718/5263/permor.png
2010-06-23 21:57:00

Author:
comphermc
Posts: 5338


Lol, that's exactly how I pictured it in my head ^^ 2010-06-23 22:00:00

Author:
Holguin86
Posts: 875


i love that logic is now in the popit 2010-06-23 22:02:00

Author:
Jonaolst
Posts: 935


@Donkey_show: You may wanna go ahead and say "go ahead" a little less often. That would be great, m'kay?


I'm actually a little surprised a set-reset wasn't included in the set of available logic components, especially considering how commonly they're used, and that they did include a toggle.

Maybe thermo-wise the difference is so small it doesn't warrant a separate component. I can imagine modelling logic gates should work quite well on a PS3, or any computer really.
2010-06-23 22:41:00

Author:
Rogar
Posts: 2284


@Donkey_show: You may wanna go ahead and say "go ahead" a little less often. That would be great, m'kay?


I'll go ahead and say what I want on my vids. But good looking out regardless.
2010-06-23 23:26:00

Author:
gevurah22
Posts: 1476


Is there a way to hook a the d-pad on the Controllinator to different power-ups so that a Sackbot can equip them on the fly? Sort of like a weapon-toggle function.2010-06-24 00:18:00

Author:
Sack-Jake
Posts: 1153


woah woah im gunna go ahead and say he should go ahead and say go head in his videos, its not like hes gunna go ahead and censor go ahead out of every video, soryy to go ahead and butt in but i thought ide go ahead and give the go ahead to the go ahead in these videos, so go ahead LOL

anyway what will you be uploading next? also i didn't quite catch how the emitter on the hologram works, once minimized does it still emit in the same spot or does it move the emitters center to the chip?
2010-06-24 00:49:00

Author:
Littlebigdude805
Posts: 1924


anyway what will you be uploading next? also i didn't quite catch how the emitter on the hologram works, once minimized does it still emit in the same spot or does it move the emitters center to the chip?
Both when you tweak it and when it emits, it is done with regards to the chip. The same goes for magnetic switches and suchlike that are in the chip. It's a little confusing at first but you get used to it quickly and it's incredibly useful
2010-06-24 01:07:00

Author:
rtm223
Posts: 6497


woah woah im gunna go ahead and say he should go ahead and say go head in his videos, its not like hes gunna go ahead and censor go ahead out of every video, soryy to go ahead and butt in but i thought ide go ahead and give the go ahead to the go ahead in these videos, so go ahead LOL

anyway what will you be uploading next? also i didn't quite catch how the emitter on the hologram works, once minimized does it still emit in the same spot or does it move the emitters center to the chip?

Incase no one understood what rtm said. The chip object you put on your thing acts like the emiter. The position it emits from does not move once you place an emitter on the microchip and shrink it.
2010-06-24 01:50:00

Author:
Fishrock123
Posts: 1578


very proud of johnee for AGAIN amazing everyone...even the designers....crazy 3D shooter action was very amazin...especially since it was just a wall 2010-06-24 02:01:00

Author:
Shadowcrazy
Posts: 3365


every day i wonder more and more why i ever doubted that a sequel would be beneficial..2010-06-24 02:06:00

Author:
monstahr
Posts: 1361


every day i wonder more and more why i ever doubted that a sequel would be beneficial..

Ditto. Totally. >_<!
2010-06-24 02:07:00

Author:
Fishrock123
Posts: 1578


They need a power up like the magic bag but its melee and it you make it look and shoot whatever you want same as another range power up. that way RPG levels can make different type of swords,bows, or staff's etc2010-06-24 02:23:00

Author:
mattman111
Posts: 188


Ok quick question...I read somewhere (have no idea where I forgot ) that you can turn mag keys on and off. For example if a mag key is turned off and is in the radius of the corresponding mag key switch it won't activate the mag key switch. Is this true?
Oh and one more question. Can dark matter be emitted into itself like in LBP?
2010-06-24 03:31:00

Author:
Amigps
Posts: 564


Ok quick question...I read somewhere (have no idea where I forgot ) that you can turn mag keys on and off. For example if a mag key is turned off and is in the radius of the corresponding mag key switch it won't activate the mag key switch. Is this true?
Oh and one more question. Can dark matter be emitted into itself like in LBP?

Yes and yes.
2010-06-24 04:31:00

Author:
comphermc
Posts: 5338


They need a power up like the magic bag but its melee and it you make it look and shoot whatever you want same as another range power up. that way RPG levels can make different type of swords,bows, or staff's etc

Even if they don't make it as a power up, with microchips and movers you could emulate it to an extreme extent.
2010-06-24 05:29:00

Author:
Fishrock123
Posts: 1578


I guess if you say so....2010-06-24 06:48:00

Author:
mattman111
Posts: 188


The new vid will be out some time in the morning (7-8 AM PST). This one took a lot longer than I had expected, lol. Nighty night LBPC!2010-06-24 09:11:00

Author:
gevurah22
Posts: 1476


^^ Look forward to it!


Nope, but you can put a mag key on it and label it "fire" and then put a collision switch on something else that detects keys with the label "fire". Then pump that into a lethalise switch to set the whole object on fire when it's shot with a fire bullet :hero:

Got a question kind of related to this - do water bullets put objects on fire out? Seems like an obvious thing that would happen (like when a fire objects are submerged in water), but if not then I suppose you could do it in the same way you mention above.
2010-06-24 11:08:00

Author:
Nuclearfish
Posts: 927


probably mentioned earlier, but in the Sackbot video, theres the option that looks like choosing if it can use paintinator or not, but it says 'can use magic backpack yes/no'
do you know if sackbots will be able to use both of these enhancements?
2010-06-24 11:38:00

Author:
Matimoo
Posts: 1027


Great vids.
Much eaiser to understand the information visually!
2010-06-24 12:34:00

Author:
midnight_heist
Posts: 2513


The new vid will be out some time in the morning (7-8 AM PST). This one took a lot longer than I had expected, lol. Nighty night LBPC!

I think your late.

Ah, take yer time.


Btw the video showing the jam leves in create mode won't load for me....
2010-06-24 15:58:00

Author:
Fishrock123
Posts: 1578


So is this video going to go more into those different switches mentioned in the Features post? Like the one that splits a signal or combines them?2010-06-24 16:04:00

Author:
Amigps
Posts: 564


Probably not worth the time, but coming from a person who enjoys making costumes more than levels...do you think you could show a few of the costumes in the demo? I saw one costume in your sackbots video with a particularly awesome cape!2010-06-24 17:22:00

Author:
GreyMRP
Posts: 588


Long story short, iMovie is being really retarded and isn't uploading Part 2 of Building a UFO. I'll have to wait until I get back home from work to solve the problem. So until then, it's on temporary hiatus. The vid is really nice too considering it gives you a good look as to how to layer logic in microchips that can be activated by the controlinator. Sorry guys!


I think your late.

Ah, take yer time.


Btw the video showing the jam leves in create mode won't load for me....

I think that's a youtube problem right now.


So is this video going to go more into those different switches mentioned in the Features post? Like the one that splits a signal or combines them?
Just timers, a quick look at the randomizer, selectors (sequencer), some microchip stuff, and the multiple object select/edit function.


Probably not worth the time, but coming from a person who enjoys making costumes more than levels...do you think you could show a few of the costumes in the demo? I saw one costume in your sackbots video with a particularly awesome cape!

Don't have anything else besides what you saw in regards to costumes. Sorry.


probably mentioned earlier, but in the Sackbot video, theres the option that looks like choosing if it can use paintinator or not, but it says 'can use magic backpack yes/no'
do you know if sackbots will be able to use both of these enhancements?

It's actually the creatinator (magic backpack) and yes, they can use them.
2010-06-24 18:11:00

Author:
gevurah22
Posts: 1476


Ah, no probs man.

Been thinking about your new vid all day and just got in from work and its the first thing ive done is come on here to see if it was on.

Looks like the delights will be tomorrow for me now then...

Look forward to it as i love your informative vids
2010-06-24 18:55:00

Author:
dorien
Posts: 2767


Thanks man! And definitely apologies for keeping you waiting. I think I'm just going to have to encode it another way so it's not HD, but better than 480p. Hopefully the quality will still be the same because I have no idea why it isn't uploading when I've done the same process for the last 13 vids.2010-06-24 19:12:00

Author:
gevurah22
Posts: 1476


Btw does anyone know of the randomizer has imputs?2010-06-24 19:14:00

Author:
Fishrock123
Posts: 1578


yes it does.2010-06-24 19:19:00

Author:
rtm223
Posts: 6497


Hey donkey show, you should show us the backgrounds, licensed music, and material filters in one of your vids.2010-06-24 19:58:00

Author:
Unknown User


Hey donkey show, you should show us the backgrounds, licensed music, and material filters in one of your vids.

You're going to have to pause my vids because I didn't get anything else beyond what I've uploaded. =P
2010-06-24 20:22:00

Author:
gevurah22
Posts: 1476


Does anyone know if fireballs can be made indestructible, so they can pass through objects without disintegrating? Also, will the "look at player" function make sackbots point an equipped creatinaror/paintinator towards sackboy?

PS: Likin' the status change rtm
2010-06-24 20:33:00

Author:
Holguin86
Posts: 875


yes it does.

How many imputs?
2010-06-24 21:32:00

Author:
Fishrock123
Posts: 1578


Thanks man! And definitely apologies for keeping you waiting. I think I'm just going to have to encode it another way so it's not HD, but better than 480p. Hopefully the quality will still be the same because I have no idea why it isn't uploading when I've done the same process for the last 13 vids.

No apologies needed, your the man for doing these vids and they come when your good and ready (or when the stupid thing decides to work )

Is this the last footage you have when this new vid is up. Or have you got anything else left???
2010-06-24 21:36:00

Author:
dorien
Posts: 2767


Errr... I might be able to find a small bit of pertinent information, but other than that, I think I've given you guys the meaty parts of what I recorded (aside from this upcoming vid). I do have some random LBP Move stuff though, but it really isn't that entertaining or informative.2010-06-24 21:45:00

Author:
gevurah22
Posts: 1476


still the more the better2010-06-24 22:12:00

Author:
mattman111
Posts: 188


Errr... I might be able to find a small bit of pertinent information, but other than that, I think I've given you guys the meaty parts of what I recorded (aside from this upcoming vid). I do have some random LBP Move stuff though, but it really isn't that entertaining or informative.

Just upload it anyways.
2010-06-24 22:42:00

Author:
Fishrock123
Posts: 1578


How many imputs?

I think it's just the one - on/off or 1-shot. Actually it might do speed as well IDK. But with all the tweak options on there the mind boggles at the possibilities that can be achieved with it. Sadly I didn't really take it in well enough to be able to explain it properly, but there is a lot of scope on that one device.
2010-06-25 00:48:00

Author:
rtm223
Posts: 6497


All the new sounds Household, robot, tools, destruction, Human vocalization, etc and the 30+ new soundtracks :32010-06-25 01:13:00

Author:
Maxi
Posts: 1176


Was there any info about the "categorization" feature, that Alex Evans mentioned during his presentation, what I missed?2010-06-25 01:16:00

Author:
DarkDedede
Posts: 672


Was there any info about the "categorization" feature, that Alex Evans mentioned during his presentation, what I missed?

Now long have you been chasing after a categorization feature? Lol.

Would be useful tho.
2010-06-25 02:02:00

Author:
Fishrock123
Posts: 1578


Yess new video up!!!!!!!2010-06-25 02:30:00

Author:
Kobe24Life
Posts: 150


UFO Building Part 2 - Advanced Logic, Microchips, and other neat additions


http://www.youtube.com/watch?v=zHO59nqTcPs

Go go go!
2010-06-25 02:44:00

Author:
gevurah22
Posts: 1476


That's win! Thanks so much gevurah!2010-06-25 03:04:00

Author:
Fishrock123
Posts: 1578


All these advanced logic switches are wonderful. Making physics-based logic in LBP1 was a bit of a hassle and it was often limited. I'm so glad all these new switches are making their way in! Can't wait to make new logic sets all within the comforting size of a microchip.2010-06-25 03:19:00

Author:
Tyler
Posts: 663


Thanks!

I still get a kick out of the material bounciness, my levels could use some bouncy.
2010-06-25 03:25:00

Author:
ThisDudeRufus
Posts: 170


That...was..Wow, I can't thank you enough, but I think the record-breaking number of Thanks to your post is just about enough! These videos were fantastic, thanks a bunch for sharing! Now it seems like there's barely anything left in the game to reveal, haha.2010-06-25 04:39:00

Author:
TheZimInvader
Posts: 3149


That...was..Wow, I can't thank you enough, but I think the record-breaking number of Thanks to your post is just about enough! These videos were fantastic, thanks a bunch for sharing! Now it seems like there's barely anything left in the game to reveal, haha.

Ah, bit there's nothing like actually using the tools for yourself.
2010-06-25 04:43:00

Author:
Fishrock123
Posts: 1578


donkey show, could you list/mention some items, music, backgrounds, or materials that have not been discussed?2010-06-25 04:47:00

Author:
Unknown User


Can microchips be invisible?2010-06-25 04:57:00

Author:
JspOt
Posts: 3607


Can microchips be invisible?

Of course! Why wouldn't they be?!
2010-06-25 04:59:00

Author:
Fishrock123
Posts: 1578


Now long have you been chasing after a categorization feature? Lol.

Would be useful tho.

Oh, since the game was released
2010-06-25 05:07:00

Author:
DarkDedede
Posts: 672


Forgive me if this has been pointed out, I would rather not dig through 45+ pages to see, but did you see those amazing wings - presumably the Flying Machine designed by Leonardo Da Vinci - and the gear shaped goggles/glasses? I just can't wait to see all of the costume items in the game!

These videos have made me even more impatient...And I had almost come to accept the fact that the game is 5 months away.
2010-06-25 05:07:00

Author:
TheZimInvader
Posts: 3149


What licensed songs are in LBP2 other than Infotain Me, A Fifth of Beethoven, Sleepy Head, and that remixed song?2010-06-25 05:14:00

Author:
Unknown User


On the topic of music...

http://www.youtube.com/watch?v=tdUhkoffkjc

is the music in this level original, or is it from somewhere else?
2010-06-25 06:06:00

Author:
Tyler
Posts: 663


On the topic of music...

http://www.youtube.com/watch?v=tdUhkoffkjc

is the music in this level original, or is it from somewhere else?

No, it's not original, it's a remix from another artist.
2010-06-25 06:18:00

Author:
Unknown User


Amazing! Of all the neat things on display, I think the thing that really made my jaw drop was when Tom selected all the music sequence logic and just moved it onto a microchip board. It's like they took every annoying little thing and fixed it up nice and shiny and easy to use. It all looks ridiculously more intuitive than before.

The tools are so robust I'm still at the point where I'm like a kid in a 500-flavor ice cream shop. Wha... Where... What should I DO??
2010-06-25 06:31:00

Author:
Teebonesy
Posts: 1937


On the topic of music...

http://www.youtube.com/watch?v=tdUhkoffkjc

is the music in this level original, or is it from somewhere else?No, it's not original, it's a remix from another artist.
Any chance I could get a name?
2010-06-25 06:34:00

Author:
Tyler
Posts: 663


omfg. all i can say. omfg.2010-06-25 07:57:00

Author:
Onii55
Posts: 153


It's a remix of Also Sprach Zarathustra.2010-06-25 07:57:00

Author:
Syroc
Posts: 3193


I think I found it. (http://www.youtube.com/watch?v=RJKsp9_L24Q)2010-06-25 08:03:00

Author:
Tyler
Posts: 663


Random vid time!


http://www.youtube.com/watch?v=DVcmbi5TMnQ
2010-06-25 08:09:00

Author:
gevurah22
Posts: 1476


AMAZING!!!!

This game is soooo much easier and more powerful to create things now. This is gonna epic

Thanks for all the vids donkey and even the random iphone 4 recording test

Now time for me to go to work .....
2010-06-25 08:28:00

Author:
dorien
Posts: 2767


What? This is the last vid you will be posting from E3! BOO! You suck...lol I'm joking thanks for the vids.2010-06-25 08:34:00

Author:
CYBERSNAKE
Posts: 280


What? This is the last vid you will be posting from E3! BOO! You suck...lol I'm joking thanks for the vids.

LOL. I'll try to find some random clips and make a mashup once I review all the footage I took from E3. I still have Move stuff to upload, now that I think about it.
2010-06-25 08:40:00

Author:
gevurah22
Posts: 1476


Thanks again for uploading all these vids, you've done an amazing job ! ^^2010-06-25 09:53:00

Author:
Oddmania
Posts: 1305


Thanks for the vids, loved the UFO part 2 one, very informative!

Just want to clear something up - when Tom connected that microchip to the O button, what was that doing exactly? Was it basically turning that microchip on when you press (and I presume hold) the O button, so all that logic becomes active?
2010-06-25 18:02:00

Author:
Nuclearfish
Posts: 927


Yep, microchips can take switch that can be used as a master override. It's actually one of their best features IMO.

I'm not 100% what exactly it does to all of the signals coming out of the chip (does it set them to 0, or keep them in the state their in?), but it's still really handy either way.
2010-06-25 18:15:00

Author:
rtm223
Posts: 6497


Thanks for the vids, loved the UFO part 2 one, very informative!

Just want to clear something up - when Tom connected that microchip to the O button, what was that doing exactly? Was it basically turning that microchip on when you press (and I presume hold) the O button, so all that logic becomes active?

That's correct. It goes through some fancy magic to become the primary input when activating the logic in the microchip. As long as you hold it down, the logic inside the microchip will become active and will deactivate and appear to reset back to its initial state = 0 from what we messed around with, but I don't know if that's applicable to more advanced logic that can be placed inside microchips. We'll see how it works out, but at least its easier to create multiple instances of the logic on top of making it easier to activate.

EDIT: And beaten by rtm, lol.
2010-06-25 18:41:00

Author:
gevurah22
Posts: 1476


That's correct. It goes through some fancy magic to become the primary input when activating the logic in the microchip. As long as you hold it down, the logic inside the microchip will become active and will deactivate and appear to reset back to its initial state = 0 from what we messed around with, but I don't know if that's applicable to more advanced logic that can be placed inside microchips. We'll see how it works out, but at least its easier to create multiple instances of the logic on top of making it easier to activate.

EDIT: And beaten by rtm, lol.

Wait, so when you let go of the O button did the music turn off?
2010-06-25 18:45:00

Author:
Fishrock123
Posts: 1578


Wait, so when you let go of the O button did the music turn off?

Yeah, were you not born with ears?

Does the DCS have an inverted option? So instead the music would start playing when you let go of circle?
2010-06-25 18:48:00

Author:
Doopz
Posts: 5592


Yeah, were you not born with ears?

Does the DCS have an inverted option? So instead the music would start playing when you let go of circle?
Since the switch type (speed, power, inverted) is set at the source, you could just hover over where you plugged it into the music microchip, press square, and set it to Inverted.
2010-06-25 19:07:00

Author:
Tyler
Posts: 663


Actually, that's not how it works. You set the signal type at the destination, but you invert it at source. Obviously you can also use NOT gates to invert the signal if you need a mixture of inverted and non inverted. but this does mean you can invert the DCS outputs so the overall answer is yes.

It's annoying you can't invert at destination, but I can think of a number of reasons why. Most obviously because the AND / OR / XOR gates (and a few others) don't take a signal type at all, and you can't tweak their inputs.
2010-06-25 19:27:00

Author:
rtm223
Posts: 6497


Is it possible that all those people who made music levels in LBP1 can now take the music made in those levels and put it in a tiny little microchip? It looks that way.:eek:2010-06-25 19:35:00

Author:
Reef1978
Posts: 527


Is it possible that all those people who made music levels in LBP1 can now take the music made in those levels and put it in a tiny little microchip? It looks that way.:eek:
Yeah, sounds can be placed inside microchips, so... yes, it's completely possible.
2010-06-25 19:49:00

Author:
Tyler
Posts: 663


Is it possible that all those people who made music levels in LBP1 can now take the music made in those levels and put it in a tiny little microchip? It looks that way.:eek:

Not only that, you could place it on the chip with about five button presses.

(minus the fact you'd have to make a new activation method.)
2010-06-25 20:04:00

Author:
Fishrock123
Posts: 1578


Remember of course that you can modify sound volume and make it so they can be heard anywhere.2010-06-25 20:28:00

Author:
rtm223
Posts: 6497


Wow.
That visual timer is the best thing ever. The sequencer thing was also very awesome.
Visual feedback is very helpful for people like me.

Yeah, so we can have an entire custom song play thoughout a level. Amazing.
Q: I assume you can connect sequencer to sequencer to sequencer?
(To just make the chip cycle though the sound objects in order (not thinking about efficiency here))
Q: So, if we make a 3 minute song and stick it in a microchip, any idea how much thermo space would that take up on average?
2010-06-26 02:18:00

Author:
midnight_heist
Posts: 2513


Wow.
That visual timer is the best thing ever. The sequencer thing was also very awesome.
Visual feedback is very helpful for people like me.

Yeah, so we can have an entire custom song play thoughout a level. Amazing.
Q: I assume you can connect sequencer to sequencer to sequencer?
(To just make the chip cycle though the sound objects in order (not thinking about efficiency here))
Q: So, if we make a 3 minute song and stick it in a microchip, any idea how much thermo space would that take up on average?


As for Q1, of course. It has the same outputs and imputes as anything else, right?
2010-06-26 02:56:00

Author:
Fishrock123
Posts: 1578


Question: Can you set a mover to follow a mag key?
And if you can, can you tweak how fast it follows and how close it comes to the mag key?
2010-06-26 03:21:00

Author:
Amigps
Posts: 564


Question: Can you set a mover to follow a mag key?
And if you can, can you tweak how fast it follows and how close it comes to the mag key?

Some of the guys have been talking about a follow option on magnetic keys so I guess so.

Not sure abut the other things.

But... You could use counteracting movers or logic to prevent it from coming too close, something like a NAND gate.
2010-06-26 04:57:00

Author:
Fishrock123
Posts: 1578


Question: Can you set a mover to follow a mag key?
And if you can, can you tweak how fast it follows and how close it comes to the mag key?

Yes, yes and yes. All inside the mover tweak settings. You can also set up the acceleration and deceleration as well as the speed.
2010-06-26 10:17:00

Author:
rtm223
Posts: 6497


Wait, so when you let go of the O button did the music turn off?
Yeah, but I think that by adding a toggle switch (which is now part of the logic set in LBP2), you can toggle the microchip on and off when you press O.
2010-06-27 12:19:00

Author:
robbit10
Posts: 450


So I'm guessing it'd be very easy to bolt down a laser cannon and add a mover to make it aim at the nearest Sackboy, am I right?2010-06-27 16:51:00

Author:
Tyler
Posts: 663


Wait....last time I heard. Toggle switches weren't included in the logic switches. Where did you get that information from?2010-06-27 19:01:00

Author:
Amigps
Posts: 564


There is definitely a toggle switch in the game.2010-06-27 19:14:00

Author:
jackofcourse
Posts: 1494


Oooooo yay awesome.



(to anyone who wants to answer) Whats a NAND gate or XOR gate? I'm familiar with the basic switches. AND, OR, Toggle, set-reset etc. BUT I get all confused when people start throwing N's and X's infront :

P.S.it's a challange to teach me...trust me :
2010-06-27 20:04:00

Author:
Amigps
Posts: 564


NAND = NOT AND, an inverted AND gate.
XOR = eXclusive OR, which means either input 1 or input 2 must be true, but not both.
2010-06-27 20:11:00

Author:
Rogar
Posts: 2284


NAND= still confused :
XOR= so your saying that if both inputs are activated at the same time it won't work?
2010-06-27 20:17:00

Author:
Amigps
Posts: 564


NAND= still confused :
XOR= so your saying that if both inputs are activated at the same time it won't work?
NAND will not work if both inputs are activated.
2010-06-27 20:20:00

Author:
Tyler
Posts: 663


Oh I see.....so if THAT'S what NAND does....then what does XOR do?2010-06-27 20:51:00

Author:
Amigps
Posts: 564


XOR works if one input is active, but if both are active, it does not work.2010-06-27 20:53:00

Author:
Tyler
Posts: 663


Oh I see.....so if THAT'S what NAND does....then what does XOR do?

NAND can have both false, XOR need 1 true
2010-06-27 21:06:00

Author:
Fishrock123
Posts: 1578


input 1 | input 2 || AND | NAND | OR | NOR | XOR | NEXOR
--------|---------||-----|------|----|-----|-----|------
0 | 0 || 0 | 1 | 0 | 1 | 0 | 1
0 | 1 || 0 | 1 | 1 | 0 | 1 | 0
1 | 0 || 0 | 1 | 1 | 0 | 1 | 0
1 | 1 || 1 | 0 | 1 | 0 | 0 | 1


The N's in front just invert everything and make the logic gate do the opposite.
2010-06-27 21:26:00

Author:
rtm223
Posts: 6497


oh i see.....so if that's what nand does....then what does xor do?

Best sentence ever! Try say it fast.
2010-06-27 21:45:00

Author:
CYBERSNAKE
Posts: 280


I feel as if Mm just threw away half of Logic Pack.2010-06-28 00:31:00

Author:
JspOt
Posts: 3607


I feel as if Mm just threw away half of Logic Pack.

Well, only the logic parts of it. The levels themselves are just as pretty as ever
2010-06-28 09:38:00

Author:
rtm223
Posts: 6497


Heh, those Logic Pack levels should be turned into museum levels to show what past creators had to deal with. We can make a Curator sackbot to guide people around the various logic mechanics. It'd put Dave Inchi's beard to good use, and some notable creators could donate some of their absurdly complex creations for the display.

My hope is that these new logic tools speeds up MM's ability to produce DLC levels.

Considering how precise and often complex the mechanical logic has to be in LBP1's story and later DLC levels, they probably ate up quite a bit of time that could have gone to making more levels and current levels prettier. I mean, we don't see level packs on the scale of the MGS pack nowadays. The marvel pack is just 4 (although probably long) levels.
2010-06-28 10:48:00

Author:
Vertrucio
Posts: 119


Heh, those Logic Pack levels should be turned into museum levels to show what past creators had to deal with. We can make a Curator sackbot to guide people around the various logic mechanics. It'd put Dave Inchi's beard to good use, and some notable creators could donate some of their absurdly complex creations for the display.

You have no idea how good of an idea this is.
2010-06-28 15:56:00

Author:
Fishrock123
Posts: 1578


And place the new switches next to it. 2010-06-28 17:21:00

Author:
Syroc
Posts: 3193


Can Someone Answer This !???

Can I Make SackBots follow Sackboy and a magnetic key at the same time?
2010-06-28 17:58:00

Author:
SackBoy98
Posts: 588


Can Someone Answer This !???

Can I Make SackBots follow Sackboy and a magnetic key at the same time?

Well, not if you send the sackboy and the magnetic key in opposite directions, no.
2010-06-28 18:35:00

Author:
rtm223
Posts: 6497


Well, not if you send the sackboy and the magnetic key in opposite directions, no. well,cuz i wanted sackbots as zombies and it will try to kill me(ZomBot) and when something emits which has a magnetic key,it will follow that and i will have a chance to run...like the magnetic key is on the left and i am running to the right...it will stay at the magnetic key(left)i thought u can make whatever the hell you want...lol thats what Alex said.

Can we make sackbots fly???
2010-06-28 18:47:00

Author:
SackBoy98
Posts: 588


well,cuz i wanted sackbots as zombies and it will try to kill me(ZomBot) and when something emits which has a magnetic key,it will follow that and i will have a chance to run...like the magnetic key is on the left and i am running to the right...it will stay at the magnetic key(left)i thought u can make whatever the hell you want...lol thats what Alex said.

This is possible. Just wire the logic so the mag key overrides the sensor switch. There would be multiple ways of doing this.


Can we make sackbots fly???

Yeah just put some movers on the sackbots logic board and it should work
2010-06-28 19:02:00

Author:
Fishrock123
Posts: 1578


Looks smooth and clean.I've seen a lot of dissapointing sequels and i know lbp2 is not going to be one of them.2010-06-28 19:40:00

Author:
ktmbillyjr
Posts: 177


Can I make Sackbots Kill me ???2010-06-28 20:48:00

Author:
SackBoy98
Posts: 588


Can I make Sackbots Kill me ???

Yup, you can make them hostile.
2010-06-28 20:52:00

Author:
gevurah22
Posts: 1476


When the sackbots are hostile,how will they kill sackboy??
In what way will they kill ???

Can anybody please answer this ?! ,I would really want to know!
2010-06-28 20:54:00

Author:
SackBoy98
Posts: 588


I just thought of something. Lets say you want to move the logic in an entire area, and in the area there a lot of smaller objects , but you don't want to move them. So I was thinking (if they haven't already solved this) Maybe if you hold you X you move the objects and everything on them. And if you hold O ( or whatever button) It moves just the logic? Idk something that just came into my mind.2010-06-28 21:18:00

Author:
Amigps
Posts: 564


anyone want to answer my question above???2010-06-28 21:21:00

Author:
SackBoy98
Posts: 588


I'd like to know how hostile Sackbots kill players too. Do they just kill on touch, making a death sound, or what?2010-06-28 21:44:00

Author:
Tyler
Posts: 663


I'd like to know how hostile Sackbots kill players too. Do they just kill on touch, making a death sound, or what?yeh...Do they just start grabing sackboy violently???2010-06-28 22:06:00

Author:
SackBoy98
Posts: 588


anyone want to answer my question above???

Please bear in mind that there are only a handful of people on these forums that are able to answer some of these questions. Leaving half an hour between asking the question and demanding the answers come faster isn't going to help things. Please be patient.

For the record - I know very little about sackbots and I can't answer this question
2010-06-28 22:09:00

Author:
rtm223
Posts: 6497


Please bear in mind that there are only a handful of people on these forums that are able to answer some of these questions. Leaving half an hour between asking the question and demanding the answers come faster isn't going to help things. Please be patient.

For the record - I know very little about sackbots and I can't answer this question oh ok,srry then...
2010-06-28 22:11:00

Author:
SackBoy98
Posts: 588


Looks awesome! Great videos. Much appreciated!

Any more videos to come, or is that our lot?
2010-06-28 23:46:00

Author:
alexbull_uk
Posts: 1287


Looks awesome! Great videos. Much appreciated!

Any more videos to come, or is that our lot?
I'm pretty sure that's it.
2010-06-29 00:45:00

Author:
Tyler
Posts: 663


I suspect that if you turn on Sackbot hostility, it mainly changes their behavior and animations, but doesn't add lethality. Instead, you have to lethalize something on them.

The setting is still useful because you can still setup sackbots to do things like reduce a health bar, instead of immediately hurting sackboy with fire, gas, or electricity.
2010-06-29 01:47:00

Author:
Vertrucio
Posts: 119


Dang, I might just have to get a PS3 for this game2010-06-29 21:05:00

Author:
eagerneph
Posts: 1536


Dang, I might just have to get a PS3 for this gameBuy a ps3 slim,its definatley WORTH IT ,plus lots of games are coming out in 2011 that are awesome ...2010-06-29 23:51:00

Author:
SackBoy98
Posts: 588


Looks awesome! Great videos. Much appreciated!

Any more videos to come, or is that our lot?

Maybe a small Move vid, but that's pretty much it.
2010-06-30 20:48:00

Author:
gevurah22
Posts: 1476


Maybe a small Move vid, but that's pretty much it.

MAYBE????

I've been on every night waiting for it......

Nar only joking

Would be good to see what you got though if you do end up making the vid (however small )
2010-06-30 20:52:00

Author:
dorien
Posts: 2767


MAYBE????

I've been on every night waiting for it......

Nar only joking

Would be good to see what you got though if you do end up making the vid (however small )

LOL! Want to see some awesome Sonic Free Riders kinect vids I took as well? It's much more hilarious than you think.
2010-06-30 21:27:00

Author:
gevurah22
Posts: 1476


LOL! Want to see some awesome Sonic Free Riders kinect vids I took as well? It's much more hilarious than you think.

Well I've been subscribed to you on youtube for like ever, so if you upload it, I will see it
2010-06-30 21:39:00

Author:
dorien
Posts: 2767


Oh god, Sonic Free Riders? That sounds abysmal.2010-06-30 21:41:00

Author:
Tyler
Posts: 663


Oh god, Sonic Free Riders? That sounds abysmal.

It looks even better in off screen vids.
2010-06-30 23:53:00

Author:
gevurah22
Posts: 1476


Oi Gevurah, since you're here, mind answering that question that was asked so much?
How do sackbots kill the sackboy if set to hosile?


Oh and can you make sackbots look less sackperson-ish (not like just leaving them as sackbots, but with s costume on persay) like enlarge or shorten limbs, make them thinner ot thicker, etc.( and if so can you change each limb separately or all have to be at once)?

Thx.

(Btw, did anyone else noticced how his rep jumped from like 3 bars to 8 with this thread?

That's gotta be a record or something.)
2010-07-01 00:29:00

Author:
Silverleon
Posts: 6707


watched some E3 youtube junk on sonic free riders and uh...yea ._. good luck selling that XD2010-07-01 00:49:00

Author:
Littlebigdude805
Posts: 1924


Oi Gevurah, since you're here, mind answering that question that was asked so much?
How do sackbots kill the sackboy if set to hosile?


Oh and can you make sackbots look less sackperson-ish (not like just leaving them as sackbots, but with s costume on persay) like enlarge or shorten limbs, make them thinner ot thicker, etc.( and if so can you change each limb separately or all have to be at once)?

Thx.

(Btw, did anyone else noticced how his rep jumped from like 3 bars to 8 with this thread?

That's gotta be a record or something.)
From what I remember and please correct me if I'm wrong, you can set Sackbots on fire, electric, etc. As for changing individual body parts, I don't know.

Anyway, here's some random LBP2 Move Gameplay. =)


http://www.youtube.com/watch?v=3YQYeA9CFAE
2010-07-02 07:30:00

Author:
gevurah22
Posts: 1476


If you look at the announcement trailer on the LBP2 site, you can clearly see a bunch of sackbots with vastly different proportions. Some are tall and lanky, others are squat and tiny headed, other have huge heads.

So yes, you can alter sackbot proportions. Heck, also in the trailer shows a controlinated sackbot in wooden block form that has proportions closer to a normal human.
2010-07-02 07:38:00

Author:
Vertrucio
Posts: 119


You're probably correct. When I messed around with the Sackbots at E3, I had only seen the Funny Head Size option but nothing specifically indicating how to change the individual body parts/types. I'm sure we'll find out how soon enough. =)2010-07-02 07:58:00

Author:
gevurah22
Posts: 1476


I've been watching these and I haqve to say, thank you, I finally understand Microchips now!

The Direct Control Seat looks especially awesome, I have to say, though in the example Sackboy was sitting on the side of the car, do you know if it's possible to put the DCS on the top?

And yes, Sonic Free Riders looks awful.
2010-07-02 08:14:00

Author:
kirbyman62
Posts: 1893


The controlinator (love the name) can be placed on the edges (top, bottom, etc) or on the front of an object. I'm guessing you can rotate it however you want like a lot of other objects.

In the settings for the controlinator there is an option to choose whether a sackboy in the seat is shown as sitting straight up perpendicular to the controlinator, or with its back to the controlinator.
2010-07-02 09:21:00

Author:
Vertrucio
Posts: 119


The controlinator (love the name) can be placed on the edges (top, bottom, etc) or on the front of an object. I'm guessing you can rotate it however you want like a lot of other objects.

In the settings for the controlinator there is an option to choose whether a sackboy in the seat is shown as sitting straight up perpendicular to the controlinator, or with its back to the controlinator.it depends where you put your dcs.
2010-07-02 15:15:00

Author:
SackBoy98
Posts: 588


I've been watching these and I haqve to say, thank you, I finally understand Microchips now!

The Direct Control Seat looks especially awesome, I have to say, though in the example Sackboy was sitting on the side of the car, do you know if it's possible to put the DCS on the top?

And yes, Sonic Free Riders looks awful.

whats so bad about it? also the move gameplay looks nice.
2010-07-02 15:32:00

Author:
supersonic56
Posts: 287


That move gameplay actually looked really cool
Any news whether or not that lvl will be on LBP2?
2010-07-04 00:09:00

Author:
Fancy_Zombie
Posts: 226


Yes, it will. The MM guys in a different interview states that the Tower level shown is pretty close to the beginning of the game as part of Larry Davinci's theme zone.2010-07-04 00:46:00

Author:
Vertrucio
Posts: 119


got a important question
u know how all our levels will be in LBP 2,how much levels will we be able to publish since i have 20 levels already in my profile.Will there be 2 sections that says " LBP1 Levels " and "LBP2 Levels"??
2010-07-06 18:30:00

Author:
SackBoy98
Posts: 588


Nice videos, very insightful

A question, Do you know if sackbots activate the motion sensor switch? Can it distinguish between sackboy and bots if it does?
2010-07-07 10:19:00

Author:
Matimoo
Posts: 1027


Even if it doesn't, you should be able to put a magnetic key or switch on its circuit board to allow it to trigger stuff that way.2010-07-07 13:56:00

Author:
Vertrucio
Posts: 119


Even if it doesn't, you should be able to put a magnetic key or switch on its circuit board to allow it to trigger stuff that way.

This is probably the way to do it.
2010-07-07 14:45:00

Author:
Fishrock123
Posts: 1578


When they said you can choose the Sackbot's weakpoints, does that mean Left Arm, Right Arm, Torso, Head? And if so, what would you hit it with? The Bullets?2010-07-07 15:13:00

Author:
ThePineapplizer
Posts: 769


I believe by weak points they mean vulnerable to fire, electricity, etc. You can of course put a paint switch on a sackbot to make it weak to bullets.2010-07-07 18:33:00

Author:
Rogar
Posts: 2284


the only question i have is that in the OFFICIAL game,the levels you published in lbp1,how much MORE levels will you be able to publish in LBP2,how will you know if its a LBP1 level or a LBP2 level....2010-07-07 20:42:00

Author:
SackBoy98
Posts: 588


Well, LBP1 levels will probably only use LBP1 tools and materials.2010-07-07 20:45:00

Author:
JspOt
Posts: 3607


A huge opaque watermark with LBP1 on it will cover the entire screen during gameplay, letting you know if it's an old level.2010-07-08 21:06:00

Author:
Tyler
Posts: 663


I got another question
Say i want to make a team death match level with creatinators...and I want Sackboys vs the Army(sackbots) i would make 4 sackbots as army ppl and that they use a creatinator,and me,and my other 3 sackboys(friends) will also use it so we can kill each other,will we get points if we kill the sackbots?if we can,will the sackbots appear in the "NEAT GRID" in the scoreboard?
2010-07-09 20:53:00

Author:
SackBoy98
Posts: 588


I got another question
Say i want to make a team death match level with creatinators...and I want Sackboys vs the Army(sackbots) i would make 4 sackbots as army ppl and that they use a creatinator,and me,and my other 3 sackboys(friends) will also use it so we can kill each other,will we get points if we kill the sackbots?if we can,will the sackbots appear in the "NEAT GRID" in the scoreboard?

Yes, you'll be able to setup sackbots to give you points.

No, sackbots have no relation to scores or the scoreboard, you'd have to make a custom scoreboard..?
2010-07-10 01:48:00

Author:
Fishrock123
Posts: 1578


Yes, you'll be able to setup sackbots to give you points.

No, sackbots have no relation to scores or the scoreboard, you'd have to make a custom scoreboard..?custom scoreboard??lol it would be awesome if i can make one,because I would want at the end of the lvl to say how many waves you survived or how many kills or headshots ,if i can do it then LBP2 is a game that willl last a lifetime !!!
2010-07-10 02:29:00

Author:
SackBoy98
Posts: 588


custom scoreboard??lol it would be awesome if i can make one,because I would want at the end of the lvl to say how many waves you survived or how many kills or headshots ,if i can do it then LBP2 is a game that willl last a lifetime !!!

And I mean TOTALLY custom.....
2010-07-10 03:31:00

Author:
Fishrock123
Posts: 1578


and i mean totally custom.....totally????2010-07-10 03:51:00

Author:
SackBoy98
Posts: 588


totally????

we don't know if they're totally custom yet. in fact, we don't really know much at all.
2010-07-10 04:03:00

Author:
Tyler
Posts: 663


we don't know if they're totally custom yet. in fact, we don't really know much at all.

You people only think new stuff ever exists!


I mean you might have to make it FROM SCRATCH. Like as in emitters etc.
2010-07-10 04:17:00

Author:
Fishrock123
Posts: 1578


I was going over some of the comments on my pages and it's hilarious how some of them ask... "OMG HOW DID YOU GET THE GAME ALREADY?!?!?" It says E3 in the vid, people...2010-07-17 21:57:00

Author:
gevurah22
Posts: 1476


I was going over some of the comments on my pages and it's hilarious how some of them ask... "OMG HOW DID YOU GET THE GAME ALREADY?!?!?" It says E3 in the vid, people...


[FAIL!]


Sheesh! People these days. kids these days. I don't get them.
2010-07-18 02:20:00

Author:
Fishrock123
Posts: 1578


These videos really offer us a lot of insight into the sort of things we can do. Thanks for uploading them. <32010-07-22 14:58:00

Author:
Ayneh
Posts: 2454


You know how in racing games like gran turismo...the camera can be behind the car...
Is it possible to make a racing game with the camera behind the vehicle in LBP2 using the camera tools? or even the cutscene camera????its like a top down racing game but is it pssible to like add a camera tool on the vehicle to make the camera go behind the vehicle?
2010-07-28 01:15:00

Author:
SackBoy98
Posts: 588


After looking at the New Tools and Features for the 60-trillionith time, I think so, but you would have to ask one of the game jam people..2010-07-28 01:19:00

Author:
Super_Clone
Posts: 849


After looking at the New Tools and Features for the 60-trillionith time, I think so, but you would have to ask one of the game jam people..
oh yeh !! forgot to ask them ...thnx !!
2010-07-28 01:25:00

Author:
SackBoy98
Posts: 588


hmm..... If you could do that then the new camera would have to tilt much further up/down I suppose, well then change directions with your car also. Hmmm, I'm guessing no that couldn't be done. Lol, but I wasn't at the jam, so this is just my speculation...2010-07-28 01:48:00

Author:
Lockstitch
Posts: 415


If the camera tools are nonrestrictive enough, this would be quite simple to do, and very satisfying. But I don't think cameras can be very parallel to the layers.2010-07-28 02:32:00

Author:
estevangz
Posts: 57


The limitation is how far down you can get the camera, which I'm unsure of. As for turning with the vehicle, that's nice and easy 2010-07-28 09:41:00

Author:
rtm223
Posts: 6497


but, what about muliplayer then?

I got 78.7 activity is it possible to get 100?
2010-07-28 09:46:00

Author:
Jonaolst
Posts: 935


WOW THATS A HUUUUGE COLLECTION! I think i fell in love2010-07-30 06:55:00

Author:
Noremac469
Posts: 143


The grappling hook looks super awesome 2010-07-30 23:24:00

Author:
Snrm
Posts: 6419


WOW! I had to stop watching these vids for a while because I was too overwhelmed. XD
I had one question though...What is happening with the water? Is there more tools to tweak the water or is the water going to be the same as LBP1?
2010-08-02 18:15:00

Author:
theonlybub
Posts: 690


important question !

Are we going to be able to use multiple power-ups at once?
2010-08-02 21:29:00

Author:
SackBoy98
Posts: 588



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