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G4 Interview - Costumes?

Archive: 13 posts


This interview has much of the same, but it's enjoyable nonetheless:


http://www.youtube.com/watch?v=JpAqFSG6Zy8

Note that at 3:52, Alex mentions that there is a way to promote levels and costumes. It wasn't revealed to us, nor has been mentioned specifically, but it would make sense that you'd be able to share costumes that people have made. I don't know if this is in the game or not... in fact, I don't even care all that much, but I though it was a worth a mention.

2010-06-16 22:05:00

Author:
comphermc
Posts: 5338


Already amde a thread about this... but you have a video, so... uh... /runs2010-06-16 22:07:00

Author:
RockSauron
Posts: 10882


That 'crashy-dashy' press demo looks like it controls really poorly...(it appears) while looking cool to be stiff and really unforgiveing (one bump) and you explode on the outside ring...

Grant's level struck me the same way, is just because I'm not used to seeing the top down view? Top-down controls good right? Confirmation?
2010-06-16 23:15:00

Author:
Gravel
Posts: 1308


I heard that. I'm hoping this means there will be a costume database like Modnation Racers lets you download player Mod creations.2010-06-16 23:42:00

Author:
jjmusicman
Posts: 234


The controls can be tweaked precisely, so it's entirely up to the creator. I believe both were using the magic joystick, which orients the object in the direction of the stick... while a nice concept, it is a bit more difficult to control. You can use alternative control schemes for rotation and whatnot, and we found that our top down level seemed to control quite fluidly. Dang, I hope you guys get to see it one day.

2010-06-16 23:48:00

Author:
comphermc
Posts: 5338


Has anyone noticed that at the "Rocket Funland" Part, where they shoot rockets at each other, that ALL the checkpoints on the screen are "on"? So that the sack people spawn from a random point? Thats really cool !2010-06-16 23:54:00

Author:
EvasiveSpoon
Posts: 119


I can't get used to the pod-less interface, the sackboy and the controller flying in the nowhere are awkward.
Anyway, thanks for spotting the vid.
How many new costumes have you guys seen?
2010-06-17 08:08:00

Author:
OmegaSlayer
Posts: 5112


I can't get used to the pod-less interface, the sackboy and the controller flying in the nowhere are awkward.
Anyway, thanks for spotting the vid.
How many new costumes have you guys seen?

Dude there IS still a pod, i've seen it on other videos, (unless one of the people who played it say otherwise of course, which would null the video's i've seen )
Mabe that's just how it looks for the femo or something?
Full screen view perhaps or just another mode you can choose, who knows!
2010-06-17 09:33:00

Author:
Silverleon
Posts: 6707


The pod is still there, you just can't see it when looking at the Earth/Moon menu screen.2010-06-17 11:36:00

Author:
comphermc
Posts: 5338


It does disappear out of view when you start scrolling around looking at levels and reviews though...2010-06-17 12:05:00

Author:
wexfordian
Posts: 1904


In the death match level, there are tiles in the background that light up when sackboy enters the radius, is there a easy way to do this in LBP2 without having to link each tile/light to it's own sensor switch?2010-06-17 13:51:00

Author:
midnight_heist
Posts: 2513


In the death match level, there are tiles in the background that light up when sackboy enters the radius, is there a easy way to do this in LBP2 without having to link each tile/light to it's own sensor switch?

From what I understand, I'm pretty sure you can because, the color depends on the player who is in front of it, which is impossible in LBP1.
But let's wait to see what the guys will say
2010-06-17 14:29:00

Author:
Chump
Posts: 1712


In the death match level, there are tiles in the background that light up when sackboy enters the radius, is there a easy way to do this in LBP2 without having to link each tile/light to it's own sensor switch?


From what I understand, I'm pretty sure you can because, the color depends on the player who is in front of it, which is impossible in LBP1.
But let's wait to see what the guys will say

No not really, there's no easier way to do this than there is in LBP1. But in LBP1 it's wouldn't be that difficult/time consuming anyway. Instead of putting all the tiles down and then linking up all the switches...you just make one complete tile with the proximity sensor on it and wired up...and then copy that around the level. Once you get a good amount of tiles down you can then multiple select them and copy that block around the level...so it can be done in a matter of minutes really

The reason the tiles change colour for each player is because there is an option in the tweak menu to make them light up the same colour as your popit.
2010-06-17 14:43:00

Author:
jackofcourse
Posts: 1494


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