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#1

How do cross-level-checkpoints work?

Archive: 4 posts


If you haven't seen the new trailer
http://blog.us.playstation.com/2010/08/17/littlebigplanet-2-new-trailer-and-fan-meetup-at-gamescom/

1:30 into the trailer you see a thing called 'link levels'. Yes linking levels isn't a new feature, but I didn't know it was actually a cross-level-checkpoints that you can place in your levels that let you move you to different levels.

Would be cool if it could transfer a microchips over to the next level, probably would help people interested in making really LONG RPGs. I'll probably make something like littleBIGworld where you can grow to big mode and then shrink to tiny mode, to beat tasks.

Anywho does anybody know how this works???
2010-08-18 04:57:00

Author:
PPp_Killer
Posts: 449


This has been said, and so far, we have no idea (prolly not) if you can send variables across levels.2010-08-18 05:12:00

Author:
Moony
Posts: 368


I personaly think, after watching the trailer, once... I think that it may be like level keys, what happens, you put down a cross level check point one in each bit of the levels and tweek it to go to a cross level check point in a published level? idk... just an idea.2010-08-18 11:12:00

Author:
huntedstorm
Posts: 488


As of right now, we know their only function to be a teleporter from one level to another for sackboy. The levels would be two separate published ones so I don't think that they would be able to teleport anything besides sackboy and possibly sackbots.2010-08-18 13:03:00

Author:
tanrockstan34
Posts: 1076


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