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#2

Our lips are now officially unsealed on the beta!

Archive: 775 posts


Can you put switches on sackbots? Grab, mag, etc.2010-09-21 20:18:00

Author:
Foofles
Posts: 2278


Can you put switches on sackbots? Grab, mag, etc.

You can put them on Sackbots' microchips, so yes.
2010-09-21 20:20:00

Author:
Doopz
Posts: 5592


Can you put switches on sackbots? Grab, mag, etc.

On the circuitboard, yes (which basically works as if they would be on the sackbot, just not visible)
2010-09-21 20:21:00

Author:
napero7
Posts: 1653


I demand moar pictures of crazy hax logicz and vehiclez! Moar videos too!

You must satisfy my thirst for Moar!


(Has gone crazy.)
2010-09-21 20:33:00

Author:
Fishrock123
Posts: 1578


I would like pictures of some of the new materials! (maybe all in one picture) 2010-09-21 20:36:00

Author:
gdn001
Posts: 5891


I demand moar pictures of crazy hax logicz and vehiclez! Moar videos too!

You must satisfy my thirst for Moar!


(Has gone crazy.)

Here is my lockbox mechanism, pretty simple.

http://i611.photobucket.com/albums/tt197/napero7/Kuva157.jpg?t=1284482053
2010-09-21 20:37:00

Author:
napero7
Posts: 1653


Here is my lockbox mechanism, pretty simple.

http://i611.photobucket.com/albums/tt197/napero7/Kuva157.jpg?t=1284482053

Ooooh. I liekz.

Some one should make an easy to custom-code one.
2010-09-21 20:42:00

Author:
Fishrock123
Posts: 1578


On the circuitboard, yes (which basically works as if they would be on the sackbot, just not visible)

Hmm well, say I want a magnetic key on a sackbot's hand, and a magnetic key switch on something else. Does that work?
2010-09-21 20:50:00

Author:
Foofles
Posts: 2278


i anyone working on logic chips they can share with the community?2010-09-21 20:52:00

Author:
GribbleGrunger
Posts: 3910


Can notes be tweaked at all? Can they be activated by switches?


What happens If you glue something to the top of a bounce pad?
2010-09-21 20:53:00

Author:
Fishrock123
Posts: 1578


i anyone working on logic chips they can share with the community?

I have one or two somewhat unique devices knocking around my moon, that I'm sure will find their way out into the community
2010-09-21 20:57:00

Author:
rtm223
Posts: 6497


I have one or two somewhat unique devices knocking around my moon, that I'm sure will find their way out into the community

So you made a LBP2 virus already?
2010-09-21 21:04:00

Author:
nagrom_17
Posts: 120


I made a car with level links for wheels.

This is me doing a wheelie.

http://i1015.photobucket.com/albums/af273/Doopz479/APhoto_5.jpg

I've also been training my super strong Sackbots to be gymnasts for the past week.

The result?

http://i1015.photobucket.com/albums/af273/Doopz479/APhoto_6.jpg

I thought that was pretty impressive, but how can I push them further?


http://i1015.photobucket.com/albums/af273/Doopz479/APhoto_7.jpg

By adding a massive metal block to the tower of course! All that hard training is working! Let's see how much more they can handle...


http://i1015.photobucket.com/albums/af273/Doopz479/APhoto_8.jpg

Not that much apparently.

Note: Sackbots/Sackboys are not usually able to hold that much weight, the huge metal block was given an anti gravity tweaker to make it light and a material tweaker to make it grabbable. I just forgot to do that to the smaller block.
2010-09-21 21:09:00

Author:
Doopz
Posts: 5592


Ooooh. I liekz.

Some one should make an easy to custom-code one.

I actually edited the one in the pic to be easy to edit but then I screwed up and it didn't work anymore... which basically means that the logic seen in that pic doesn't exist anymore. But don't worry, it only took me an hour or so to create, I bet I could do it 15 minutes now that I know exactly how it's done.


Hmm well, say I want a magnetic key on a sackbot's hand, and a magnetic key switch on something else. Does that work?

At least not in the beta but sticking a DCS to a sackbot doesn't work either and that has been seen in a trailer so it might be possible in the full game.
2010-09-21 21:16:00

Author:
napero7
Posts: 1653


At least not in the beta but sticking a DCS to a sackbot doesn't work either and that has been seen in a trailer so it might be possible in the full game.

couldn't you slap one on the circitboard? (it would be invisible then too?)
2010-09-21 21:18:00

Author:
Fishrock123
Posts: 1578


couldn't you slap one on the circitboard? (it would be invisible then too?)

Yes, placing stuff on the circuitboard is possible, that is however not what Foofles was asking for
Although, you can't directly enter a DCS on the cricuit board, you have to use remote control
2010-09-21 21:25:00

Author:
napero7
Posts: 1653


Also you can't enter DCS's on the circuitboards... Unless that has changed...2010-09-21 21:25:00

Author:
rtm223
Posts: 6497


Hmm, was it Gilgamesh I promised to make a gatling gun with movers? I can tell you it works, but it requires a lot of tweaking to get it to look smooth, and even then I still get some visual glitches.

@rtm: How do you drive a controlinator using logic? I thought controlinators only had outputs.
2010-09-21 21:48:00

Author:
Rogar
Posts: 2284


How do you drive a controlinator using logic? I thought controlinators only had outputs.

Controllinators set to be receivers also have inputs.

...right?
2010-09-21 21:49:00

Author:
ARD
Posts: 4291


Controllinators set to be receivers placed on sackbots' microchips also have inputs.

...right?

Fixed for you.
2010-09-21 21:55:00

Author:
rtm223
Posts: 6497


Fixed for you.

Only on sackbots microchips?
2010-09-21 21:58:00

Author:
Fishrock123
Posts: 1578


Only on sackbots microchips?

Doesn't mean the outputs have to go to the sackbot
2010-09-21 22:01:00

Author:
ARD
Posts: 4291


Doesn't mean the outputs have to go to the sackbot

Have some random sackbot with like 10 controllinators on it and none of them control the sackbot
2010-09-21 22:04:00

Author:
nagrom_17
Posts: 120


Doesn't mean the outputs have to go to the sackbot

Lol... Are you suggesting having a random NPC sackbot in my level have a DCS on him that has nothing to do with him? Lol...!
2010-09-21 22:05:00

Author:
Fishrock123
Posts: 1578


There is no other time when you'd NEED to input to a DCS though...

Well actually there is - to wirelessly send analogue signals, but other than that I can't think of any aplication.
2010-09-21 22:05:00

Author:
rtm223
Posts: 6497


There is no other time when you'd NEED to input to a DCS though...

Well actually there is - to wirelessly send analogue signals, but other than that I can't think of any aplication.

With the amount of thermo that logic takes up in LBP2, couldn't you make a 5speed encoder and decoder for wireless signals easily? Or even 10 speed, most things don't need more than that.


EDIT: oh, does anyone have pics of some logic using the battery thingy?
2010-09-21 22:09:00

Author:
Fishrock123
Posts: 1578


First off, thanks to all the Betites for taking the time to answer what you know we in the dark are dying to find out. One thing that has really intrigued me is the music sequencer. I love good music creation software. I was wondering how much control over effects do you have. i.e. sliders for pitch, bpm. Also what about the octive range for samples? just any info in general would be very appreciated.2010-09-21 22:09:00

Author:
EinRobot
Posts: 739


Any idea if the level hour bug still lurks?2010-09-21 22:38:00

Author:
warlord_evil
Posts: 4193


I have yet to find any info,

Sackbots + Movers = nope? as in, you cant use movers on them/their circuits? and have them work, ON the sacbot
2010-09-21 23:26:00

Author:
mattbru77
Posts: 143


I have yet to find any info,

Sackbots + Movers = nope? as in, you cant use movers on them/their circuits? and have them work, ON the sacbot

gevurah22 has some vids with some sackbots with mover/rotators on them.
2010-09-21 23:46:00

Author:
Fishrock123
Posts: 1578


Any idea if the level hour bug still lurks?

It does apparently.
2010-09-22 00:11:00

Author:
gevurah22
Posts: 1476


With the amount of thermo that logic takes up in LBP2, couldn't you make a 5speed encoder and decoder for wireless signals easily? Or even 10 speed, most things don't need more than that

I have one that maps the entire -100% to +100% scale (with granularity of 1%) in either signed magnitude or 2's compliment. Even that is pretty efficient, so yes, yes you could.
2010-09-22 00:28:00

Author:
rtm223
Posts: 6497


I have one that maps the entire -100% to +100% scale (with granularity of 1%) in either signed magnitude or 2's compliment. Even that is pretty efficient, so yes, yes you could.

In English if you please (just kidding). But seriously, most of us have no idea what you are even talking about.
2010-09-22 00:46:00

Author:
Rustbukkit
Posts: 1737


He was asking if 5 - 10 speed is thermo efficient.

I'm saying 201 speed is pretty thermo efficent, so 5-10 would be nothing.

Better??
2010-09-22 00:48:00

Author:
rtm223
Posts: 6497


what? lol.............2010-09-22 00:50:00

Author:
GribbleGrunger
Posts: 3910





With the amount of thermo that logic takes up in LBP2, couldn't you make a 5speed encoder and decoder for wireless signals easily? Or even 10 speed, most things don't need more than that.

yes you could.

Now?
2010-09-22 00:53:00

Author:
rtm223
Posts: 6497


=) Yay! I can now reveal all! Questions anyone?
It's dead awesome! At first I found it a little tricky to create with and navigate with - but after a few hours it's like second nature! It's like LBP1 in that way, but you get the hang of it quickly! My favourite add on has to be sackbots and direct control - although the microchips make building logic SOOO much easier!

2010-09-22 00:58:00

Author:
standby250
Posts: 1113


sackbots walk like they've just been...................riding a horse o.o2010-09-22 01:06:00

Author:
Nattura
Posts: 86


Well, it depends on what setting you have them on - e.g. sackboy, robot, zombie etc.2010-09-22 01:11:00

Author:
standby250
Posts: 1113


Can anyone post some screenshots of the popit in the tools section and label them please ^_^

Also some info on the music creator would be epic
2010-09-22 01:12:00

Author:
fodawim
Posts: 363


Any idea if the level hour bug still lurks?

Unfortunately, yes. Aya published a level showing it.
2010-09-22 01:13:00

Author:
standby250
Posts: 1113


All...this....info......head.......recreating itself..........AAARRRGGHHHH!!!!!!

http://hq3gp.com/wp-content/uploads/2009/02/noyphh.jpg

OH THANKS MM!
see what you made me do?!
2010-09-22 01:16:00

Author:
Joshofsouls
Posts: 1569


Unfortunately, yes. Aya published a level showing it.

mind putting that into text for the few of us with too much of a crappy connection to bother streaming videos? lol
2010-09-22 01:18:00

Author:
Shadowcrazy
Posts: 3365


Unfortunately, yes. Aya published a level showing it.

So thats what Aya has been up to Leaving himself in create mode for hours on end! :colossus:


I have one that maps the entire -100% to +100% scale (with granularity of 1%) in either signed magnitude or 2's compliment. Even that is pretty efficient, so yes, yes you could.

No! I can't take it! It is far to awesome! *implodes*


Er, how much thermo exactly?
2010-09-22 01:30:00

Author:
Fishrock123
Posts: 1578


Er, how much thermo exactly?

Not entirely sure TBH. Not enough for me to be able to give you an idea of it simply by looking. For an 8 speed (you said 5-10, I'm going with 8 for binary reasons) transmitter /receiver pair, it's thermo will be so low as to not even be worth considering in your mind, I assure you.
2010-09-22 01:48:00

Author:
rtm223
Posts: 6497


Hmm, was it Gilgamesh I promised to make a gatling gun with movers? I can tell you it works, but it requires a lot of tweaking to get it to look smooth, and even then I still get some visual glitches.[...]
That does sound like something I would ask. Cool.


Still no one seems to have answered the question about movers on a sponge changing layers + grappling hook though. There might be a game-breaking bug hiding there!
https://lbpcentral.lbp-hub.com/index.php?t=36260-Our-lips-are-now-officially-unsealed-on-the-beta!&p=628594&viewfull=1#post628594


In the meantime I'll try to come up with an even more complex interaction.
2010-09-22 02:22:00

Author:
Gilgamesh
Posts: 2536


That does sound like something I would ask. Cool.


Still no one seems to have answered the question about movers on a sponge changing layers + grappling hook though. There might be a game-breaking bug hiding there!
https://lbpcentral.lbp-hub.com/index.php?t=36260-Our-lips-are-now-officially-unsealed-on-the-beta!&p=628594&viewfull=1#post628594


In the meantime I'll try to come up with an even more complex interaction.

See - the problem is that the in out movers aren't working in the beta. But I can recreate the effect - I'll get back to you on that!
2010-09-22 03:57:00

Author:
standby250
Posts: 1113


See - the problem is that the in out movers aren't working in the beta. But I can recreate the effect - I'll get back to you on that! Are they a part of the beta test and not working or are they excluded from the beta at this point?

also has any one played around with the music sequencer? any details?
2010-09-22 04:05:00

Author:
EinRobot
Posts: 739


Are they a part of the beta test and not working or are they excluded from the beta at this point?

They are included in the beta but are non-functioning.


The effect can be replicated (albeit a bit more complexly) with followers.
2010-09-22 04:21:00

Author:
Fishrock123
Posts: 1578


They are included in the beta but are non-functioning.


The effect can be replicated (albeit a bit more complexly) with followers.
Well I hope they get that fixed before the NA beta starts. That's a pretty glaring problem.
(Plus it means I need to stop asking about them lol )


Fortunately I have a new twisted question. Say you have a player A with a grappling hook, hooked up to a sponge. There is also a player B with a jetpack, grabbing onto player A. If player A is retracting the grappling hook (thus getting closer to the sponge) and player B is pulling player A away from the sponge, will they move closer to or away from the sponge? I.E. is the pulling force of the grappling hook stronger than the pulling force of the jetpack?
2010-09-22 05:18:00

Author:
Gilgamesh
Posts: 2536


Well I hope they get that fixed before the NA beta starts. That's a pretty glaring problem.
(Plus it means I need to stop asking about them lol )


Fortunately I have a new twisted question. Say you have a player A with a grappling hook, hooked up to a sponge. There is also a player B with a jetpack, grabbing onto player A. If player A is retracting the grappling hook (thus getting closer to the sponge) and player B is pulling player A away from the sponge, will they move closer to or away from the sponge? I.E. is the pulling force of the grappling hook stronger than the pulling force of the jetpack?

ok i just found my bug testing partner for NA beta lol
2010-09-22 05:31:00

Author:
Shadowcrazy
Posts: 3365


So if the DCS can send and receive signals you can (with some logic) emit ''wired'' objects?

Or can you already do that if you emit a wired object that already stands somewhere in your level.
2010-09-22 06:52:00

Author:
TjoxYorro
Posts: 220


sacbots awsome
great new logic
can decorate you moon and earth with decor and materials
2010-09-22 07:37:00

Author:
LittleBigDragon
Posts: 83


sacbots awsome
great new logic
can decorate you moon and earth with decor and materials

Yeah I saw a video on it, you can customize 4 different parts of the earth (water, green land, higher land, white land like antarctica) with four materials of your choice and then you can put stickers/decorations wherever you want.
2010-09-22 08:05:00

Author:
Matimoo
Posts: 1027


Screenshot of my 2 player versus, top down space shooter. Each ship features full 360 flight control, primary plasma cannon, secondary charge-up weapon, protective forcefield and turbo booster. Uses a combination of gravity tweakers, controlinators, movers, rotators, followers, timers, tag sensors, projectile sensors and destroyers...

http://img826.imageshack.us/img826/6117/aphoto12.jpg
2010-09-22 09:18:00

Author:
Ungreth
Posts: 2130


sacbots awsome
great new logic
can decorate you moon and earth with decor and materials

And then you can change your moon's surface and craters material. Not sure about stickering it but I don't see why it wouldn't be an option.

Cool level. What's in the middle?
2010-09-22 09:22:00

Author:
Snappyguy
Posts: 710


How do the new emitters work? When emitting something from the level, can the emitter be on that object and you can emit recursively? Can the objects that get emitted be changed dynamically? (e.g. the same emitter keeps emitting zombies, but over time it starts to emit zombies with limbs missing?) What are the new options?2010-09-22 11:54:00

Author:
thor
Posts: 388


hmmmmmm...

1. what settings can be changed for the grapple hook? can any of them?
2. how many instruments does the music maker have?
3. is there a special start point that makes you start in a direct control seat? if so whats it called?
4. has anyone made a replica of this?
http://www.youtube.com/watch?v=jT4gzLAryCs
or this?
http://www.youtube.com/watch?v=nOsvsyIElRI&feature=more_related if so can you record some high quality footage of the levels?
5. how do record animations for a sack bot? do you press a button to start recording or anything like that?
6. how many story levels are in the beta? can i have gameplay of all of them?

well thats all the questions i could think of for now.
2010-09-22 12:13:00

Author:
supersonic56
Posts: 287


Graphics question: Is that ambient occlusion kind of effect always on? (I like it)

What are some of the new camera options? Includes Depth of Field?
2010-09-22 13:41:00

Author:
Foofles
Posts: 2278


Depth of field and flatness can be set on movie cameras. So you can have proper 2D levels or more depth than usual.2010-09-22 13:45:00

Author:
Syroc
Posts: 3193


Okay, more dumb questions time. I have an idea for a boomerang but I would need some things to make it work.

1. On the creatinator, can you set the ammo (like the paintinator or an emitter)
2. Can the creatinator emit an object that has a creatinator station attached to it?
3. Can you change the visibility on the upgrade stations?
4. Is there a way to make and object you emitted from the creatinator fly a certain distance and then fly straight back?

I think savvy creators will see what I'm trying to do here.
2010-09-22 14:39:00

Author:
Biv
Posts: 734


Answers in bold.


Okay, more dumb questions time. I have an idea for a boomerang but I would need some things to make it work.

1. On the creatinator, can you set the ammo (like the paintinator or an emitter)

Yes.

2. Can the creatinator emit an object that has a creatinator station attached to it?

No such thing.. Exists? Or I'm not sure what your talking about. Oh, are you talking about the hologram thing you get the creatinator from? If so, yes.

3. Can you change the visibility on the upgrade stations?

Er, not that I know of.

4. Is there a way to make and object you emitted from the creatinator fly a certain distance and then fly straight back?

Yes. With some movers.

I think savvy creators will see what I'm trying to do here.
2010-09-22 14:51:00

Author:
Fishrock123
Posts: 1578


Originally Posted by Biv
Okay, more dumb questions time. I have an idea for a boomerang but I would need some things to make it work.

1. On the creatinator, can you set the ammo (like the paintinator or an emitter)

Yes.

2. Can the creatinator emit an object that has a creatinator station attached to it?

No such thing.. Exists? Or I'm not sure what your talking about. Oh, are you talking about the hologram thing you get the creatinator from? If so, yes.

3. Can you change the visibility on the upgrade stations?

Er, not that I know of.

4. Is there a way to make and object you emitted from the creatinator fly a certain distance and then fly straight back?

Yes. With some movers.

I think savvy creators will see what I'm trying to do here.

The idea is to emit a boomerang that if you catch it, you can throw it again. If you miss it you have to pick up a new one from a station (for a lack of a better term for the hologram thing)

So it looks like it cound be done...but might look funny.
2010-09-22 15:22:00

Author:
Biv
Posts: 734


The idea is to emit a boomerang that if you catch it, you can throw it again. If you miss it you have to pick up a new one from a station (for a lack of a better term for the hologram thing)

So it looks like it cound be done...but might look funny.

Could be done without a creatinator.


Simple, have a boomerang spawn point, you grab the boomerang and take it with you.

When you let go if it, it goes a distance, and comes back, and if you miss grab bin it is disappears.


/right general idea?
2010-09-22 15:25:00

Author:
Fishrock123
Posts: 1578


The idea is to emit a boomerang that if you catch it, you can throw it again. If you miss it you have to pick up a new one from a station (for a lack of a better term for the hologram thing)

So it looks like it cound be done...but might look funny.

To solve it looking funny with a creatinator station attached to the boomerang use a tag on the boomerang and a key on the sackbot's microchip to spawn a creatinator station under the sackbot for 0.1ms. That can also be used to have a button(like X, square, etc) that changes between grabinator, graphling hook, any power up really by spawning it at the sackbots feet for a very short time
2010-09-22 15:29:00

Author:
nagrom_17
Posts: 120


I wanna hug you guys. I get not one, but 2 possible solutions. Thanks.

Iwant iwant iwantiwant *stomps feet*
2010-09-22 15:38:00

Author:
Biv
Posts: 734


Here is a gif I made, using snapshot cameras (aka photo booth cameras) on a sequencer (can't be activated by switch) on a sackbot that jumps on a jump pad, and then some editing to edit out the ground.

http://i51.tinypic.com/e5hfrm.gif

It's kinda fast not anymore
The snapshot camera photos are still LBP1 size... I have some bigger ones taken with the normal pop-it camera, I'll upload them in a minute...

Okay so here are big pictures
http://i611.photobucket.com/albums/tt197/napero7/APhoto_18-1.jpg?t=1285171314
http://i611.photobucket.com/albums/tt197/napero7/APhoto_19-1.jpg?t=1285171314
http://i611.photobucket.com/albums/tt197/napero7/APhoto_20-1.jpg?t=1285171420
http://i611.photobucket.com/albums/tt197/napero7/APhoto_31.jpg?t=1285171315
http://i611.photobucket.com/albums/tt197/napero7/APhoto_33.jpg?t=1285171317
http://i611.photobucket.com/albums/tt197/napero7/APhoto_35.jpg?t=1285171318
http://i611.photobucket.com/albums/tt197/napero7/APhoto_6-3.jpg?t=1285171321
http://i611.photobucket.com/albums/tt197/napero7/APhoto_12-1.jpg?t=1285171301
http://i611.photobucket.com/albums/tt197/napero7/APhoto_15-1.jpg?t=1285171301
http://i611.photobucket.com/albums/tt197/napero7/APhoto_16-1.jpg?t=1285171302
http://i611.photobucket.com/albums/tt197/napero7/APhoto_17-1.jpg?t=1285171303
2010-09-22 16:54:00

Author:
napero7
Posts: 1653


Here is a gif I made, using snapshot cameras (aka photo booth cameras) on a sequencer (can't be activated by switch) on a sackbot that jumps on a jump pad, and then some editing to edit out the ground.

My goodness that's actually genius
Gotta try it...
2010-09-22 17:02:00

Author:
ARD
Posts: 4291


To solve it looking funny with a creatinator station attached to the boomerang use a tag on the boomerang and a key on the sackbot's microchip to spawn a creatinator station under the sackbot for 0.1ms.

You could always have a solution whereby you control a sackbot with a creatinator on and rather than remove the creatinator each time you fire, you filter R1 signals once the boomerang has flown out. If you fail to catch by pressing R1 when it returns, force the sackbot to drop the creatinator by forcing circle - saves emitting creatinator stations and whatnot all the time.
2010-09-22 17:47:00

Author:
rtm223
Posts: 6497


Couldn't you just emit the boomerang from an emitter on the sackbot circuit?
So you wouldn't need a creatinator?
2010-09-22 17:51:00

Author:
ARD
Posts: 4291


[A few days ago....]
Oh hey, the NDA is lifted and they're answering questions in this thread.

*Reads th1st and only page back then*

Aww seems only questions atm, oh well, I guess I'll give it a few days so people start giving more answers than Q's, I should be able to catch up in no time...

[Today...]

*returns to catch up to thread*

Ok, let's see now, what did I miss?
I hope it doesn't have more than 10 pages or its gonna be a pain having to catch up complet-

http://i56.tinypic.com/215s1v.png

http://cdn-www.i-am-bored.com/media/thumbnails/RageGuy%20(1).jpg

Its gonna be a long reading day, isn't it...?
2010-09-22 17:59:00

Author:
Silverleon
Posts: 6707


You could always have a solution whereby you control a sackbot with a creatinator on and rather than remove the creatinator each time you fire, you filter R1 signals once the boomerang has flown out. If you fail to catch by pressing R1 when it returns, force the sackbot to drop the creatinator by forcing circle - saves emitting creatinator stations and whatnot all the time.

That would be the more logic / less crude way of doing things. For any one problem there are atleast 5 different solutions! It's really cool
2010-09-22 18:08:00

Author:
nagrom_17
Posts: 120


Couldn't you just emit the boomerang from an emitter on the sackbot circuit?
So you wouldn't need a creatinator?

Yes. the "Torch man" beta vid proves this.
2010-09-22 18:16:00

Author:
Cheezy WEAPON
Posts: 283


Couldn't you just emit the boomerang from an emitter on the sackbot circuit?
So you wouldn't need a creatinator?

Well yes that's a given, but then you have to deal with the "do I have the boomerang or not" visual feedback issue (which is obviously solvable). Unless you wanna be sloppy about it

Anyways, if anyone is wondering why my user title says smugFace on it.... Yesterday I published proof of concept that that LBP2 can transfer logic data between levels. Didn't see that one coming did ya?
2010-09-22 18:21:00

Author:
rtm223
Posts: 6497


Anyways, if anyone is wondering why my user title says smugFace on it.... Yesterday I published proof of concept that that LBP2 can transfer logic data between levels. Didn't see that one coming did ya?

I was reading your thread about that and it's a lot of technocrap
So am I right in saying it uses different point values to transfer the data? I.e. create data as points in level A, use score sensor to receive data in sublevel B?
2010-09-22 18:28:00

Author:
ARD
Posts: 4291


Anyways, if anyone is wondering why my user title says smugFace on it.... Yesterday I published proof of concept that that LBP2 can transfer logic data between levels. Didn't see that one coming did ya?




I was reading your thread about that and it's a lot of technocrap
So am I right in saying it uses different point values to transfer the data? I.e. create data as points in level A, use score sensor to receive data in sublevel B?

Yes, it works like that.
2010-09-22 18:40:00

Author:
Fishrock123
Posts: 1578


Another graphics question... dynamic lights cast shadows now? Or at least some of them?2010-09-22 18:47:00

Author:
Foofles
Posts: 2278


Another graphics question... dynamic lights cast shadows now? Or at least some of them?

It seems that all of them cast shadows which means that LBP1 levels with lights hidden behind material will look way too dark... They should have an option on the shadows.
2010-09-22 18:55:00

Author:
napero7
Posts: 1653


It seems that all of them cast shadows which means that LBP1 levels with lights hidden behind material will look way too dark... They should have an option on the shadows.

Ouch.

Are gassed lights still gassed?


Tbh... Do cowglitched materials act like in LBP1?

To merged objects break?
2010-09-22 19:14:00

Author:
Fishrock123
Posts: 1578


Is tehere an actual way to de-emit stuff now?2010-09-22 19:33:00

Author:
Silverleon
Posts: 6707


Is tehere an actual way to de-emit stuff now?

Aka that destruction switch thingy?

It has like 4 types of destruction effects I think.
2010-09-22 19:38:00

Author:
Fishrock123
Posts: 1578


Aka that destruction switch thingy?

It has like 4 types of destruction effects I think.
I think there's more... let's think...

Dissolve (as in LBP1)
Disappear (without any effect or sound)
Fade (Fades away nicely)
Fall apart (I haven't tried but I guess it looks the same as brains being destroyed in LBP1)
Splat (Gooey dissolve)
Explosion (you know what that is, it doesn't have any effect, just looks nice)

I think that's all...

EDIT: also shrink
2010-09-22 19:44:00

Author:
napero7
Posts: 1653


Oooh. Awesome.


Btw, did you see my Q's on the previous page?
2010-09-22 19:47:00

Author:
Fishrock123
Posts: 1578


Well yes that's a given, but then you have to deal with the "do I have the boomerang or not" visual feedback issue (which is obviously solvable). Unless you wanna be sloppy about it

Anyways, if anyone is wondering why my user title says smugFace on it.... Yesterday I published proof of concept that that LBP2 can transfer logic data between levels. Didn't see that one coming did ya?

Care to explain for those of us not in the beta? I am guessing you posted about it in the beta only forums or something
2010-09-22 19:50:00

Author:
nagrom_17
Posts: 120


Aka that destruction switch thingy?

It has like 4 types of destruction effects I think.


I think there's more... let's think...

Dissolve (as in LBP1)
Disappear (without any effect or sound)
Fade (Fades away nicely)
Fall apart (I haven't tried but I guess it looks the same as brains being destroyed in LBP1)
Splat (Gooey dissolve)
Explosion (you know what that is, it doesn't have any effect, just looks nice)

I think that's all...

Excellent!

Thanks for that, my idea for a system is still possible then!
2010-09-22 19:50:00

Author:
Silverleon
Posts: 6707


Oooh. Awesome.


Btw, did you see my Q's on the previous page?

Yup, I saw it... I have no answer as I haven't tried
ButI'm guessing that most of the stuff still works.
2010-09-22 19:52:00

Author:
napero7
Posts: 1653


Well yes that's a given, but then you have to deal with the "do I have the boomerang or not" visual feedback issue (which is obviously solvable). Unless you wanna be sloppy about it

Anyways, if anyone is wondering why my user title says smugFace on it.... Yesterday I published proof of concept that that LBP2 can transfer logic data between levels. Didn't see that one coming did ya?

Saw it! Now I'm wondering how you did it.... you wanna reveal all to us?
2010-09-22 20:05:00

Author:
standby250
Posts: 1113


One question i just thought of. Regarding the new music, how many instruments are there and can you be as kind as to list them? Im not sure if you guys even have access to all of them.2010-09-22 21:02:00

Author:
Jrange378
Posts: 573


Read the html of the lbp2 page. theres some funny comments in there MM would do that.

http://www.littlebigplanet.com/en-us/2/
2010-09-22 22:09:00

Author:
nagrom_17
Posts: 120


Read the html of the lbp2 page. theres some funny comments in there MM would do that.

http://www.littlebigplanet.com/en-us/2/

How do I do that?


(Safari)
2010-09-22 22:32:00

Author:
Fishrock123
Posts: 1578


How do I do that?


(Safari)
First get Google Chrome,
then right click and inspect element.

but if you insist on using an inferior browser ( )

either right click or look for some menu item like "view page source"
2010-09-22 22:48:00

Author:
nagrom_17
Posts: 120


Dissolve (as in LBP1)
Disappear (without any effect or sound)
Fade (Fades away nicely)
Fall apart (I haven't tried but I guess it looks the same as brains being destroyed in LBP1)
Splat (Gooey dissolve)
Explosion (you know what that is, it doesn't have any effect, just looks nice)

You forgot Shrink, the counterpart to the Grow option for emitting.
2010-09-22 23:32:00

Author:
Rogar
Posts: 2284


You forgot Shrink, the counterpart to the Grow option for emitting.

Now that you mention it, what are the new Emmititng options?
(Like new ways to make things emit, such as the "Grow" one you jus said.)
2010-09-22 23:53:00

Author:
Silverleon
Posts: 6707


Now that you mention it, what are the new Emmititng options?
(Like new ways to make things emit, such as the "Grow" one you jus said.)

Almost the same as the destroy ones.
2010-09-23 00:07:00

Author:
Fishrock123
Posts: 1578


How much thermo do Sackbots take up?

doubleRAINBOW
2010-09-23 00:21:00

Author:
Emogotsaone
Posts: 1030


Almost the same as the destroy ones.

Originally Posted by napero7
Dissolve
Disappear
Fade
Fall apart
Splat
Explosion

O_o
How can most of those make anything appear...
Maybe fade(in), but I don't see how can you "splat" or "fall appart" something into creation...

Do you really know or are you just guessing? :/

Well anywho, is there anywone who actually knows what are the emitting effects and list them?
2010-09-23 00:22:00

Author:
Silverleon
Posts: 6707


You could always have a solution whereby you control a sackbot with a creatinator on and rather than remove the creatinator each time you fire, you filter R1 signals once the boomerang has flown out. If you fail to catch by pressing R1 when it returns, force the sackbot to drop the creatinator by forcing circle - saves emitting creatinator stations and whatnot all the time.


Couldn't you just emit the boomerang from an emitter on the sackbot circuit?
So you wouldn't need a creatinator?

Need to wrap my head into the new ways of thinking. Of course it would be better to use a sackbot, stick all the logic in the bot and avoid the creatinator altogether.

I so need to get my hands on this to really get a grasp of what can be done.

And seeing what you folks have done even before getting all the tools...just amazing.
2010-09-23 00:38:00

Author:
Biv
Posts: 734


Maybe fade(in), but I don't see how can you "splat" or "fall appart" something into creation...

Well anywho, is there anywone who actually knows what are the emitting effects and list them?

Yeah, take out splat, explode and fall apart and I think that's it. So off the top of my head:

Appear
Fade in
Grow
Uhm... not sure, maybe smokey like dissolve, maybe there wasn't one?
2010-09-23 00:47:00

Author:
Rogar
Posts: 2284


******. I didn't want this game, now I do. So... tell me....

can you color magic mouths?
2010-09-23 00:49:00

Author:
Foofles
Posts: 2278


Do you really know or are you just guessing? :/

I'm not guessing. I don't know them exactly, as NA is not yet in the beta, and Vids show limited create footage, that is why I said almost.

There were multiple pre-beta referances to destroy effects of *specificaly* emitted objects. I should note one of gevurah22's E3 vids showed destroy effects tweakable from the creatinator.


Er, I'm going to shutup for now. Some one from the beta can list the exact effects. :o


EDIT: Thanks Rogar.
2010-09-23 00:50:00

Author:
Fishrock123
Posts: 1578


can you color magic mouths?

I'm pretty sure I didn't see a colour option. You can link them together to get longer dialogue, next one popping up as you close the current one. Or was that in LBP1 already? I never used the things much...
2010-09-23 01:01:00

Author:
Rogar
Posts: 2284


I'm pretty sure I didn't see a colour option. You can link them together to get longer dialogue, next one popping up as you close the current one. Or was that in LBP1 already? I never used the things much...

I mean with stickers, we couldn't put stickers on the mouths I belief in the first one
2010-09-23 01:06:00

Author:
Foofles
Posts: 2278


MM takes all their web design so super serial.

http://beta.lbp.me/denied

Only one little html comment in that one though.
2010-09-23 01:13:00

Author:
nagrom_17
Posts: 120


Read the html of the lbp2 page. theres some funny comments in there MM would do that.

http://www.littlebigplanet.com/en-us/2/

MM really are crazy, heres a couple of my favourites
"<!-- Javascripts. They javascriptorize. -->"
"<!-- We use Shadowbox because it's flexible, plus it smells of freshly minted buttery potatoes -->"
"<!-- Tractor beams! -->"
2010-09-23 04:13:00

Author:
Unknown User


i just remembered i have some questions
#1: do movers have a one shot input, so for example if you want a jumping vehicle that doesnt just fly away when you hold X, but instead just hops? i know this is easily doable with logic and i have already figured out a way but just wanted to know.
#2: what is the official name for vacuum/holograph/hologram material (in the beta, atleast)? if they even are the same thing, that is.
#3: and for final clarification, there is no difference between light and dark matter besides aesthetics, correct?
2010-09-23 04:20:00

Author:
Unknown User


#2: what is the official name for vacuum/holograph/hologram material (in the beta, atleast)? if they even are the same thing, that is.

To my knowledge vacuum seems to have been renamed holographic material. see below.


#3: and for final clarification, there is no difference between light and dark matter besides aesthetics, correct?

Light matter has slightly crisper edges visually.
2010-09-23 04:31:00

Author:
Fishrock123
Posts: 1578


#1: Movers add force vector to object when its on, to existing ones made by game engine. You know what force vector is dont you?
#2: Hologram Material
2010-09-23 04:31:00

Author:
Shadowriver
Posts: 3991


What's the new limit for the total number of stickers and total of decorations you can have on sackboy and on clothes each at once?
And has annyone checked if the costume limit total has increased at all?
2010-09-23 06:34:00

Author:
Silverleon
Posts: 6707


MM takes all their web design so super serial.

http://beta.lbp.me/denied

Only one little html comment in that one though.

BAM! Acces Denied...

(Can anyone tell what this is btw?)
2010-09-23 07:26:00

Author:
TjoxYorro
Posts: 220


MM really are crazy, heres a couple of my favourites
"<!-- Javascripts. They javascriptorize. -->"
"<!-- We use Shadowbox because it's flexible, plus it smells of freshly minted buttery potatoes -->"
"<!-- Tractor beams! -->"
Hehe i love MM

<!--

Hello inquisitive HTML voyeur, peeking underneath my veil. Welcome to my abode...

__ ____ ____
/ / / __ )/ __ ____ ___ ___
/ / / __ / /_/ / / __ `__ / _
/ /___/ /_/ / ____/_ / / / / / / __/
/_____/_____/_/ (_)_/ /_/ /_/___/

-->
2010-09-23 09:38:00

Author:
Gui_Rike
Posts: 184


What's the new limit for the total number of stickers and total of decorations you can have on sackboy and on clothes each at once?
And has annyone checked if the costume limit total has increased at all?

https://lbpcentral.lbp-hub.com/index.php?t=36283-The-new-costumes-from-the-beta&p=628401&viewfull=1#post628401

The limit HAS increased, not sure on the exact number though, I'll do some testing tonight.
EDIT:
Max of up to 50 stickers AND 50 decorations for a single costume.!:o
2010-09-23 10:22:00

Author:
midnight_heist
Posts: 2513


Do sackbot recordings have to apply to the bot's whole body, or can you record upper body (head/arms) separately? Like, push a button that makes the head bob and the arms go in circles (recorded movement) but still lets you run around? Of course, the goal here would be something more like a punch or sword swing.

Has anybody figured out a way to make emitters stuck onto a sackbot's microchip aimable? Somebody on the official beta forum said he'd stuck an emitter on the bot but it could only fire one direction. Can you still bolt a bit of material to sackboy's neck in create mode? (see where I'm going with this?) How about to a sackbot? If so, I assume then that a joystick rotator and emitter could be added to it to make an aimable emitter.

The new deathless teleporter concept works by using a dcs with super long range, auto-enter, and an automatic eject: how will this work in multiplayer? Is there a way for it to summon a specific player (regardless of who is closer to the dcs) who enters a teleporter device? (Of course, since I'll probably use sackbots for everything, it may be a moot point for me at least).

What happens if you record a sackbot who has a powerup (a paintinator for example) using the powerup, then take the powerup away and play the recording? Does he do a finger point gun motion or does the recording just refuse to play? If such a recording can play, can you control the direction he points his finger gun or are you stuck with whatever direction he pointed it when you recorded?

If you're recording a sackbot who gets pushed by an outside force (another sackboy/bot slapping him or some object pushing him) does that movement get recorded too or is only the controller inputs?
2010-09-23 11:13:00

Author:
Sehven
Posts: 2188


What instruments for music do you guys have? Wasnt there suppose to be a lot?2010-09-23 11:16:00

Author:
Jrange378
Posts: 573


Do sackbot recordings have to apply to the bot's whole body, or can you record upper body (head/arms) separately? Like, push a button that makes the head bob and the arms go in circles (recorded movement) but still lets you run around? Of course, the goal here would be something more like a punch or sword swing.

No, but you can achieve this effect by using logic to directly stimulating a DCS controlling the sackbot. i.e I press triangle and the logic sends a sequence of signals to swing the arm around.


Has anybody figured out a way to make emitters stuck onto a sackbot's microchip aimable? Somebody on the official beta forum said he'd stuck an emitter on the bot but it could only fire one direction. Can you still bolt a bit of material to sackboy's neck in create mode? (see where I'm going with this?) How about to a sackbot? If so, I assume then that a joystick rotator and emitter could be added to it to make an aimable emitter.
Hologram, following the sackbot, joystick mover to aim it. You can't attach things directly to the sackbot though


The new deathless teleporter concept works by using a dcs with super long range, auto-enter, and an automatic eject: how will this work in multiplayer? Is there a way for it to summon a specific player (regardless of who is closer to the dcs) who enters a teleporter device?
Nope, but you could have the DCS on a piece of hologram, next to the teleport start location. The player activates teleporter, the teleporter grabs him (because he is inherently closest) and then moves ridiculously fast to the destination, before spitting him out. You'd probably need to mask the sackboy on teleport with a front piece of hologram that lights up, so it looks more like an energy ball being transfered, than a sackboy on a chair
2010-09-23 11:33:00

Author:
rtm223
Posts: 6497


No, but you can achieve this effect by using logic to directly stimulating a DCS controlling the sackbot. i.e I press triangle and the logic sends a sequence of signals to swing the arm around.

To add to what rtm said, you want to use the DCS to do all sorts of simple tasks that don't last for very long. If you want to do complex maneuvers (for example travel thruogh a level in a certain way), then you might want to use the recording system. They serve different purposes, and DCS is always much more precise.
2010-09-23 11:41:00

Author:
Linque
Posts: 607


Anyone know the maximum recording time on sackbots?
Possible to record a ghost replay throughout a whole level?
2010-09-23 11:43:00

Author:
midnight_heist
Posts: 2513


Do sackbot recordings have to apply to the bot's whole body, or can you record upper body (head/arms) separately? Like, push a button that makes the head bob and the arms go in circles (recorded movement) but still lets you run around? Of course, the goal here would be something more like a punch or sword swing.


No, but you can achieve this effect by using logic to directly stimulating a DCS controlling the sackbot. i.e I press triangle and the logic sends a sequence of signals to swing the arm around.

I don't think that's right. I haven't done much testing with this yet, but I think they sort of add up if you connect the behaviour chip to one of your controller buttons. When I triggered a recording while controlling the sackbot myself, it would sort of mix them together. I think my own input overrides the recorded input.


What happens if you record a sackbot who has a powerup (a paintinator for example) using the powerup, then take the powerup away and play the recording? Does he do a finger point gun motion or does the recording just refuse to play? If such a recording can play, can you control the direction he points his finger gun or are you stuck with whatever direction he pointed it when you recorded?

I think he would do the finger point gun motion if you pressed R2 first to enable arm movement. It's all just a recording of button presses, it seems.


If you're recording a sackbot who gets pushed by an outside force (another sackboy/bot slapping him or some object pushing him) does that movement get recorded too or is only the controller inputs?

I tried this with a jump pad myself, and that didn't work. I've heard of people who did get this to work, but I think it's just rumours. Anyone, correct me, please.


What instruments for music do you guys have? Wasnt there suppose to be a lot?

What would you call a lot? In my unquantified opinion, there's a large selection, with some weird options like 8-bit videogame sounds, but it's lacking in other areas, like strings, brass.
2010-09-23 11:47:00

Author:
Rogar
Posts: 2284


I don't think that's right. I haven't done much testing with this yet, but I think they sort of add up if you connect the behaviour chip to one of your controller buttons. When I triggered a recording while controlling the sackbot myself, it would sort of mix them together. I think my own input overrides the recorded input.

Yes, it does, which is why it would allow you to control different body parts individually. If a sackbot is set to follow and you wire a player sensor switch to some logic that stimulates the six-axis controls, he will still follow, whilst doing the required motions with his head if he gets too close.

Hence independent control of body parts. Except the right arm, because you can't hold L2 and walk at the same time.
2010-09-23 12:03:00

Author:
rtm223
Posts: 6497


Ah, I think I misread your "no". 2010-09-23 12:21:00

Author:
Rogar
Posts: 2284


Are there any features to deal with opening nested microchips quickly? Like click one button and it would open all microchips that are placed on the current microchip
Are there any options like operating systems have(cascade, tile, stuff like that) but for the microchip boards?
Any way to quickly open or find all microchips on an object? With a big enough object worked on over a period of weeks I think you might forget where some microchips are and end up spending an hour trying to fix a bug that is in a microchip you forgot about.

Is there any way to organize wires? or Group them? or even name them?
Can you combine multiple wires (have one fat wire represent a lot of normal ones all going along the same path)? Would be nice for when you are wiring a lot of wires between two microchips.
Does every wire color itself a different shade? I think I have see this on videos.
Can you change the wire's color yourself? or set it to be a certain color range for a group of wires?

That's all I can think of for now. I know a lot of these are probably unneeded and not in there but I will ask anyway.
Any other info on microchips you can give would be appreciated.
2010-09-23 12:26:00

Author:
nagrom_17
Posts: 120


Let's Try this again... HOW MUCH THERMO DO SACKBOTS TAKE UP?2010-09-23 13:21:00

Author:
Emogotsaone
Posts: 1030


Let's Try this again... HOW MUCH THERMO DO SACKBOTS TAKE UP?

16 BLANK SACKBOTS FILL UP ONE NOTCH ON THE THERMO.

It depends on the complexity.
12 sackbots with the same costume took up one notch.
Haven't tested circuitry.
2010-09-23 13:35:00

Author:
midnight_heist
Posts: 2513


Let's Try this again... HOW MUCH THERMO DO SACKBOTS TAKE UP?
EDIT: midnight_heist got it.


This much. 2 sackbots, and other logic things in the level and the thermo isn't even at the first line.
http://www.youtube.com/watch?v=kAszm0bCjmk

This is the only video I could find that even showed the thermo. Does the thermo in lbp2 not show up until it is being used a certain amount? If so then sackbots take up less then the amount required for the thermo to show up.

Something I noticed in the above video, as the guy is recording sackbot movements the thermo goes up, when he is done it goes back down. That answers the question of how long you can record a sackbot for right? There is a seperate thermo for sackbot recordings.
2010-09-23 13:35:00

Author:
nagrom_17
Posts: 120


This is the only video I could find that even showed the thermo. Does the thermo in lbp2 not show up until it is being used a certain amount? If so then sackbots take up less then the amount required for the thermo to show up.

Something I noticed in the above video, as the guy is recording sackbot movements the thermo goes up, when he is done it goes back down. That answers the question of how long you can record a sackbot for right? There is a seperate thermo for sackbot recordings.
There is an option to turn off the create HUD (thermo display).
Tried recording sackbots just now, I didn't see the thermo raise any. Wish we could see those individual thermos.

Also a fun bit of info:
When you slap a (blank) sackbot, his head spins around and around! So cute.
2010-09-23 13:43:00

Author:
midnight_heist
Posts: 2513


There is an option to turn off the create HUD (thermo display).
Tried recording sackbots just now, I didn't see the thermo raise any. Wish we could see those individual thermos.

Did they get rid of the static at the tip of the screen when you pause? or can you turn that off seperately from the thermo? My sister keeps thinking I broke the tv when I am in pause mode

In the video I posted before, at 0:16 he starts recording and by the time he is done the thermo is up to the first bar. Then when he goes out of record mode the thermo is down at like -1 bar. So they are seperate thermos right? But you cant really see them on command.
2010-09-23 13:48:00

Author:
nagrom_17
Posts: 120


Did they get rid of the static at the tip of the screen when you pause? or can you turn that off seperately from the thermo? My sister keeps thinking I broke the tv when I am in pause mode

In the video I posted before, at 0:16 he starts recording and by the time he is done the thermo is up to the first bar. Then when he goes out of record mode the thermo is down at like -1 bar. So they are seperate thermos right? But you cant really see them on command.

No, they still have that small static up the top even if you turn off HUD.
Yes, most likely separate thermo for that, but you can't see it.
I'll try recording a sackbot in my full thermo level.

BTW, recordings do not recogize paint gun aiming unless you hold R2 while performing it.
If you record him aiming the gun, then take it away and play it, sackbot just stands there. Just confirming.
2010-09-23 13:55:00

Author:
midnight_heist
Posts: 2513


stuff and things about microchips Nah, I dont' think any of that exists


TTried recording sackbots just now, I didn't see the thermo raise any. Wish we could see those individual thermos. That's not how the thermo works any more. The single display is far more appropriate for LBP2, apparently.


Also a fun bit of info:
When you slap a (blank) sackbot, his head spins around and around! So cute. This is part of the animation style - I haven't actually checked but if you try it on the other animation styles then you'll probably find them all different.
2010-09-23 13:57:00

Author:
rtm223
Posts: 6497


Oh, didn't know new thermo is all in one. Hmm. Interesting desision on MMs part.

I tried recording a sackbot on my full thermo level. He didn't get very far.
I deleted a section from the level, tried again, then saw the thermo rising.



This is part of the animation style - I haven't actually checked but if you try it on the other animation styles then you'll probably find them all different.
Just tried em all out.
It's only the standard sackboy slap, or the new sackbot slap.
Sackbot slap is very fitting for the zombie setting I think, hehe.
2010-09-23 14:03:00

Author:
midnight_heist
Posts: 2513


So, which one of you mad scientist types pulled out a merge tool (i.e.TINTED's compressor) and made siamese sackbots? Anyone play around with merging; does it still work; would you speculate as to the behavior of objects overlapped this way imported into LBP2. Thanks for all the answers so far. 2010-09-23 15:10:00

Author:
Unknown User


Is it possible to have multiple movers on one object?2010-09-23 16:00:00

Author:
Foofles
Posts: 2278


Does LBP2 have a video recorder of some sort on it? So I can record my levels and put them on youtube?2010-09-23 16:10:00

Author:
Art_of_Tyler
Posts: 32


Does LBP2 have a video recorder of some sort on it? So I can record my levels and put them on youtube?

No it hasn't =(
2010-09-23 16:28:00

Author:
TjoxYorro
Posts: 220


Does LBP2 have a video recorder of some sort on it? So I can record my levels and put them on youtube?

not at the moment from what the testers have said...but that could all change come release
2010-09-23 16:29:00

Author:
Shadowcrazy
Posts: 3365


Is it possible to have multiple movers on one object?

Yes. But it gets a bit more complex for there from what I have heard.


But, object wise, you can put as many movers on as will fit on the circitboards.
2010-09-23 17:10:00

Author:
Fishrock123
Posts: 1578


******. I didn't want this game, now I do. So... tell me....

can you color magic mouths?

Yes, you can.

I accidentally stuck a sticker on one and was like :O
2010-09-23 18:16:00

Author:
Doopz
Posts: 5592


Is there any guitar/base options? Or is it all piano and drums?2010-09-23 20:57:00

Author:
Jrange378
Posts: 573


I accidentally stuck a sticker on one and was like :O

YES, finally. I've wanted to do this since I got LBP http://i301.photobucket.com/albums/nn65/warlord_evil/happypandaface.png
2010-09-23 21:07:00

Author:
Alec
Posts: 3871


I can't find the post now but somebody was asking about putting a mover on a submarine and having it only go up as far as the surface (since the mover would essentially make the sub fly, it would need to stop flying at the surface of the water). This could be done easily enough by running the up/down thumbstick control through a directional splitter, running the up output through an AND gate with a water switch on the sub and then re-combining the directional controls and feeding them into the mover. Up will only work if the water switch senses that the top of the sub is in the water.2010-09-23 21:20:00

Author:
Sehven
Posts: 2188


So, which one of you mad scientist types pulled out a merge tool (i.e.TINTED's compressor) and made siamese sackbots? Anyone play around with merging; does it still work; would you speculate as to the behavior of objects overlapped this way imported into LBP2. Thanks for all the answers so far.

Well...sackbots seems to act like sackboys more than objects here, so just like regular sackboys, having multyple sackbots in a single spot seems to present no problem.
(Otherwise running through sackpeople would be a painin multiplayer!

And someone did mention you cannot glue things to sackbots.
So I don't think "merging them would be possible, or at least of any use..

Yet again, I'm not in the Beta and am talking merely on information relied to me by videos and other Beta user's comments, so would any of you Beta people care to confirm or deny what I've jjust said?
2010-09-23 22:19:00

Author:
Silverleon
Posts: 6707


I have the stupidest question ever:

Can you have a monkey swing of multiple sackbots?

Like have 10 or so sackbots hanging from the ceiling.
2010-09-23 22:27:00

Author:
Cheezy WEAPON
Posts: 283


Is it possible to have multiple movers on one object?

Multiple movers on one object is entirely possible, but, as someone above me rightly said, they can cause complications. What I'd recommend is setting the dampening on ALL the movers to 0%, as dampening is applied whenever a mover is off, and they dampen the movements of other movers. Instead, use a single anti-gravity switch with 0% effect (or whatever's appropriate) and set the dampening uniformly with that.
2010-09-23 22:59:00

Author:
Holguin86
Posts: 875


This may have already been answered but my page didn't load properly as the thread is so long

PLEASE Tell me that placing stickers on sack people is easier now?
2010-09-23 23:21:00

Author:
MrRoflWaffles
Posts: 12


PLEASE Tell me that placing stickers on sack people is easier now?

From this thread (https://lbpcentral.lbp-hub.com/index.php?t=36283-The-new-costumes-from-the-beta):


Here's some additional info about costume creation.
- You can have a maximum of up to 50 stickers AND 50 decorations on one costume (includes skin and costume pieces).
- You can export an even larger photo of your costume. Simply: (make costume, put costume on sackbot, rotate sackbot sideways, take photo, export, copy, rotate image with MS paint, upload)
- While placing a sticker/decoration, you can use R2/L2 to tilt the camera up and down. While it's only a near birds eye view, it is enough to see the top of your sackboy's head clearly, perfect for centering decorations. It doesn't tilt up very far, but makes it easier placing stuff under sackboys arm, chin, etc.
- Copy decorations/stickers! How often have you resized a decoration perfectly, only to find the other side isn't quite right?
Now you can hover over an already placed decoration, hit L3, and it spawns an exact copy, leaving the original is place.

Also costumes can be captured from sackbots and then used as sackboy costumes. You can make sackbots quite a bit bigger, so you can make a big bot with your costume and get the nice fine control for placing the sticker and then shrink it down.

On that note, does decoration distortion still happen in lbp2 (where its Z axis depth stays the same as when it was placed despite resizing the object it's attached to)? If so, does that work on sackbots too or does it give you wierd results? I've been kinda' hoping I could make some of the gekko armor plate decos thinner/thicker on costumes.
2010-09-24 00:07:00

Author:
Sehven
Posts: 2188


Is there any guitar/base options? Or is it all piano and drums?

There's 35 instruments: a few guitars, pianos, percussion kits, wave forms (pulse, square, saw, sine, etc), a harp, a strings, and a bunch of weird synthetic sounds named after animals, sci-fi props and mime artists.


Can you have a monkey swing of multiple sackbots?

Theoretically, I'd say yes (sackbots are basically logic-controlled sackpeople). But I'm not going to try.


Edit: @Sehven: just tried, the distortion works, but it doesn't seem to work on sackbots.
2010-09-24 00:21:00

Author:
Rogar
Posts: 2284


Edit: @Sehven: just tried, the distortion works, but it doesn't seem to work on sackbots.

Oh well. It was a minor "would be nice" kind of thing.

Another question: can you do cool slow motion things in movies? Like if you want a sackbot to take a long five second step and blink all slowly or something like that, is there a way to do it?
2010-09-24 01:01:00

Author:
Sehven
Posts: 2188


Theoretically, I'd say yes (sackbots are basically logic-controlled sackpeople). But I'm not going to try.
I tried!
Confirmed. You could probably use the same animation for all 4 sackbots too. (I used the same one and got a 3 chain going)
Geez. You could probably have a monkey chain of 10+ if you wanted. Plus the player on the end of it. o_O



Another question: can you do cool slow motion things in movies? Like if you want a sackbot to take a long five second step and blink all slowly or something like that, is there a way to do it?
I cannot see any "slow motion" option in the cameras. There are key frames you can add between cameras, so you could fake it if you moved a sackbot slowly. (Couldn't get the slow blinking though)
There is a "camera shake" option though which is nice. (with variable 0-100%)
2010-09-24 01:40:00

Author:
midnight_heist
Posts: 2513


I cannot see any "slow motion" option in the cameras.

Then I guess I'll just have to get creative.

Got another one. If you turn the brightness all the way down on holo mat, it's invisible right? What about if you put a sticker on it? Is the sticker visible or is it invisible just like on thin gas in lbp1?
2010-09-24 01:47:00

Author:
Sehven
Posts: 2188


can you adjust the volume of sound objects?2010-09-24 02:12:00

Author:
Foofles
Posts: 2278


Heres an awesome example of how funny you can make a level with the use of only 1 tool:
http://www.youtube.com/watch?v=6vGJfi-iICs&NR=1

EDIT: HD Video of sackbots. Pretty cool if you ask me:
http://www.youtube.com/watch?v=kAszm0bCjmk&feature=related

Its mirrors edge, but, still, Its another fantastic movie. Great look and overall result:
http://www.youtube.com/watch?v=0gx-vEn9H-k&feature=related
2010-09-24 02:18:00

Author:
grayspence
Posts: 1990


Then I guess I'll just have to get creative.

Got another one. If you turn the brightness all the way down on holo mat, it's invisible right? What about if you put a sticker on it? Is the sticker visible or is it invisible just like on thin gas in lbp1?
No, not invisible. Ffuuuu.....right?
Stickering it is weird. It only slighty changes it. I managed to make a decent net from my net sticker over a hologram though.
I feel hologram material could be improved greatly.



can you adjust the volume of sound objects?
Yes.
2010-09-24 02:28:00

Author:
midnight_heist
Posts: 2513


I tried!
Confirmed. You could probably use the same animation for all 4 sackbots too. (I used the same one and got a 3 chain going)
Geez. You could probably have a monkey chain of 10+ if you wanted. Plus the player on the end of it. o_O


Ahaha! Thanks! It'd be cute to use them as a swing, although the top one would have to put some momentum. I don't think any sackbots/boys on the bottom can force the chain into a swing.

I really can't tell unless I had the beta myself. I'd do weird experimental crap like that. I'd want to see how good the rubber is and make a small automaton with sackbots only (sackbots smacking each other off ledges into an endless loop, etc)
2010-09-24 02:34:00

Author:
Cheezy WEAPON
Posts: 283


No, not invisible..

But can't it be turned invisible by connecting a negative value of a switch to it? (aka Off from an on/oof).
2010-09-24 04:06:00

Author:
Fishrock123
Posts: 1578


No, not invisible.

Well that sucks. I thought they had said that turning the brightness down made it invisible. I guess we have to hope they manage to fix thin gas then.


Ffuuuu.....right?

You know, I've seen that scribbled angry looking face with the "Ffuuuuu" but I've never gotten the joke. Is he supposed to be saying a word that he just doesn't finish in that pic? One that rhymes with truck perhaps?


Stickering it is weird. It only slighty changes it. I managed to make a decent net from my net sticker over a hologram though.

Not sure what you mean, but I'm guessing it's kinda' like putting a sticker on glass? Where it's only semi-visible or something?
2010-09-24 04:51:00

Author:
Sehven
Posts: 2188


But can't it be turned invisible by connecting a negative value of a switch to it? (aka Off from an on/oof).
Just tried it out.
Off just sets the holo to the lowest setting (still visible), and on turn up the brightness to what ever setting you chose.
I'm no expert, but I think everyone just emits it when needed.
Oops. My bad. I told you I was no expert. Sorry guys.

You're right on all accounts there Sehven.
btw, it is the word that rhymes with truck.

I hope very much that MM gives us the option to make it invisible. Apart from the partly physical microchips that rotate etc, it's my biggest beef so far.
2010-09-24 05:22:00

Author:
midnight_heist
Posts: 2513


(still visible)

Well ffuuuu..... I thought I'd heard somewhere that it was supposed to be invisible when it was turned off, but I guess I must've misunderstood. Is there any way to make materials invisible? What about the lbp1 invisibility glitch (the resize thing that's the opposite of the mirror glitch)? Haven't I heard of people making invisible followers?

It may be too early to tell, but does holo mat have any mass? I realize the immediate answer is going to be "no" but that's what we thought about gas and I've recently discovered that gas does indeed have some mass or some kind of resistance/inertia at least. I needed an array of mag keys out in front of a spaceship I was working on, so I made a large pie slice shaped thin gas piece and stuck the keys on it, but it turned out that it severely impacted the ship's mobility (it created a lot of drag), so I had to cut it down to a few narrow lines rather than a solid pie slice. I'm not sure how one could test for that in lbp2 since I'm not sure exactly how switching from motor bolts to rotational movers and from carrying a ship around with a jetpack to moving it via advanced movers will alter the way it moves and if drag would be as much of a problem in that situation.
2010-09-24 05:57:00

Author:
Sehven
Posts: 2188


[hologram] No, not invisible. Ffuuuu.....right?
Stickering it is weird. It only slighty changes it. I managed to make a decent net from my net sticker over a hologram though.
I feel hologram material could be improved greatly.

Or possibly you should try viewing it in preview or play mode. At which point it does become invisible. It's only visible in create to stop you from losing the darn stuff!!

To summarsise:

Hologram CAN be made invisible, via it's tweak settings, switch control and stickering


It does have some mass I think, I had to utilise that fact to offset the spin on the bombs in our create jam level.
2010-09-24 10:22:00

Author:
rtm223
Posts: 6497


I'm woking on crazy level with use of holograms, you will see it today if everything will go good2010-09-24 10:30:00

Author:
Shadowriver
Posts: 3991


Hologram CAN be made invisible + big red words and stuff.
Sorry for the misinformation then guys.
Even so, I feel that is a stupid way to show holo in create mode.
It should show some form of transparency checkerboard imo.

This also proves how easily it is it test in create mode. Provided you use preview mode once and a while.. :blush:
2010-09-24 10:42:00

Author:
midnight_heist
Posts: 2513


So now especially since LBP2 is delayed until January. Does anyone want to take on the task of a post like rtm223 made after the community jam, but updated with the new things and maybe add more pictures? (especially of the tools so we can match in game images of logic to real names)
Maybe a LBP2 create mode wiki could be made? Is there already one? I think an up to date resource on LBP2's new tools would be immensely helpful not only for this beta testing period but even after the game is released.
2010-09-24 12:50:00

Author:
nagrom_17
Posts: 120


Now that we can make anything float using some piece of logic (I dont think its one of the movers, i just cant remember the dang name) is there really any need to ever use dark matter any more?2010-09-24 13:10:00

Author:
dr_murk
Posts: 239


Now that we can make anything float using some piece of logic (I dont think its one of the movers, i just cant remember the dang name) is there really any need to ever use dark matter any more?

There was a discussion on that some pages back. I think it came down to either an anti-grav with dampening at 100% or dark/light matter. I don't think it was ever conclusive what was more thermo efficient or if anti-grav can emulate glued to dark matter completely or not.
2010-09-24 13:21:00

Author:
nagrom_17
Posts: 120


So now especially since LBP2 is delayed until January. Does anyone want to take on the task of a post like rtm223 made after the community jam, but updated with the new things and maybe add more pictures? (especially of the tools so we can match in game images of logic to real names)
Maybe a LBP2 create mode wiki could be made? Is there already one? I think an up to date resource on LBP2's new tools would be immensely helpful not only for this beta testing period but even after the game is released.

I very much second this
2010-09-24 13:34:00

Author:
Unknown User


So now especially since LBP2 is delayed until January. Does anyone want to take on the task of a post like rtm223 made after the community jam, but updated with the new things and maybe add more pictures? (especially of the tools so we can match in game images of logic to real names).

Bagsy not!
2010-09-24 13:35:00

Author:
rtm223
Posts: 6497


Can sackbots step on and kill sackboy?2010-09-24 14:06:00

Author:
Foofles
Posts: 2278


Has the emitter bug (emitters firing in paused mode, or firing once in play mode even though the switch is off) been fixed?

It used to happen in LBP1 whenever a connector was removed from an emitter, or when an emitter was selected and then copied.
2010-09-24 14:51:00

Author:
Gilgamesh
Posts: 2536


It may be too early to tell, but does holo mat have any mass?

I don't know about mass, but it does have friction (even sound) against the bottom of the level, which messes up followers.


Can sackbots step on and kill sackboy?

No, just tried it. Biggest size sackbot stepping on smallest size sackbot also causes no harm.


Has the emitter bug (emitters firing in paused mode, or firing once in play mode even though the switch is off) been fixed?

It used to happen in LBP1 whenever a connector was removed from an emitter, or when an emitter was selected and then copied.

Yes, it seems so. I can't replicate it using your instructions.
2010-09-24 15:04:00

Author:
Rogar
Posts: 2284


If you activate emitters that have diferent frequencies with ONE switch, will they emit at the right time?2010-09-24 15:13:00

Author:
lifeiscrapislife
Posts: 396


If you activate emitters that have diferent frequencies with ONE switch, will they emit at the right time?

Hasn't that always been the case
2010-09-24 15:17:00

Author:
rtm223
Posts: 6497


Hasn't that always been the case
I activated some with a on/off switch and they emitted at the wrong time :/ Maybe it was because I copied the emiters.....
2010-09-24 15:21:00

Author:
lifeiscrapislife
Posts: 396


Possibly related to this (https://lbpcentral.lbp-hub.com/index.php?t=22936-Losing-my-mind!-What-is-wrong-with-quot-on-off-quot-switch-amp-sync&highlight=connector+emitter+sync)?2010-09-24 15:29:00

Author:
rtm223
Posts: 6497


I activated some with a on/off switch and they emitted at the wrong time :/ Maybe it was because I copied the emiters.....
Happened to me -just- before.
I re-did the emitters + re-wired the connections and that fixed it.
2010-09-24 15:35:00

Author:
midnight_heist
Posts: 2513


so now especially since lbp2 is delayed until january. Does anyone want to take on the task of a post like rtm223 made after the community jam, but updated with the new things and maybe add more pictures? (especially of the tools so we can match in game images of logic to real names)
maybe a lbp2 create mode wiki could be made? Is there already one? I think an up to date resource on lbp2's new tools would be immensely helpful not only for this beta testing period but even after the game is released.

i third this!
2010-09-24 15:42:00

Author:
theonlybub
Posts: 690


Please tell me Sehven that once we can share costumes using sackbats you are goig to spread the sackformer love. Those are incredible.2010-09-24 15:47:00

Author:
Biv
Posts: 734


It may be too early to tell, but does holo mat have any mass? I realize the immediate answer is going to be "no" but that's what we thought about gas and I've recently discovered that gas does indeed have some mass or some kind of resistance/inertia at least. I needed an array of mag keys out in front of a spaceship I was working on, so I made a large pie slice shaped thin gas piece and stuck the keys on it, but it turned out that it severely impacted the ship's mobility (it created a lot of drag), so I had to cut it down to a few narrow lines rather than a solid pie slice. I'm not sure how one could test for that in lbp2 since I'm not sure exactly how switching from motor bolts to rotational movers and from carrying a ship around with a jetpack to moving it via advanced movers will alter the way it moves and if drag would be as much of a problem in that situation.



Actually, thin gas has significant inertia. But it has no mass weight, so it floats.


The "fact" that gas rotational sensors always work 100% Is a lie. I can show you how to mess one up if you'd like.
2010-09-24 16:03:00

Author:
Fishrock123
Posts: 1578


Actually, thin gas has significant inertia. But it has no mass, so it floats.

I think technically it has mass but no weight. Hologram is similar.
2010-09-24 16:11:00

Author:
rtm223
Posts: 6497


I think technically it has mass but no weight. Hologram is similar.

Whoops, my bad.


Dang. But on LBP2 if you put a gravity controller and set the resistance to 0%, that should act like it then has no mass/inertia, correct?
2010-09-24 17:30:00

Author:
Fishrock123
Posts: 1578


Hologram CAN be made invisible, via it's tweak settings, switch control and stickering


o/


[holo matter] does have friction (even sound) against the bottom of the level, which messes up followers.

Thats annoying, but it's minor. I don't use the bottom of the level very often.


Please tell me Sehven that once we can share costumes using sackbats you are goig to spread the sackformer love. Those are incredible.

Probably not. I'm all for freely sharing ideas and techniques but my actual costumes are kinda' my signature. If someone else wants to dress up like Optimus Prime, then whatevs, but I wouldn't want to help them look exactly like mine: then it'd pretty much be a Sehven costume. What I do plan on doing, though, is making a Sackformers level using the bots. I've already started building the vehicles that you'll be able to "transform" into.


The "fact" that gas rotational sensors always work 100% Is a lie. I can show you how to mess one up if you'd like.

Yeah, I've had to recalibrate tilt sensors after driving/flying around a level a lot. They're reliable enough, though, that they've worked perfectly for everything I've used 'em for: they don't get so messed up as to break the level before the player is done.


On LBP2 if you put a gravity controller and set the resistance to 0%, that should act like it then has no mass/inertia, correct?

I'd like to know this too. If we can completely get rid of an object's inertia that would be nice.
2010-09-24 20:32:00

Author:
Sehven
Posts: 2188


The dampening @ 0 is the same as normal motion I think. Dampening is just an additional force applied to the object that resists it's motion - that has nothing to do with inertia. The object will still take some force to get it moving, will still have mass, momentum and inertia.2010-09-24 20:46:00

Author:
rtm223
Posts: 6497


The dampening @ 0 is the same as normal motion I think. Dampening is just an additional force applied to the object that resists it's motion - that has nothing to do with inertia. The object will still take some force to get it moving, will still have mass, momentum and inertia.

Aw man, I was hoping it would over-ride it.

Well, maybe I need to wright up another idea thread...
2010-09-24 21:54:00

Author:
Fishrock123
Posts: 1578


Has anyone in the Beta tried sackbots using grapple hooks. OR people countrolled sackbots?2010-09-24 22:02:00

Author:
TheBlackKnight22
Posts: 695


Has anyone in the Beta tried sackbots using grapple hooks. OR people countrolled sackbots?

Yes and yes.


Grapple hocks do not work on sackbots.


Sackbots can be controlled by a DCS, but a DCS cannot be physically placed on a sackbot like in the E3 vid.
2010-09-24 22:05:00

Author:
Fishrock123
Posts: 1578


Yes and yes.


Grapple hocks do not work on sackbots.


Sackbots can be controlled by a DCS, but a DCS cannot be physically placed on a sackbot like in the E3 vid.

Oh i meant to ask if grapple hooks work on sackbots when humans control them?
2010-09-24 22:21:00

Author:
TheBlackKnight22
Posts: 695


Oh i meant to ask if grapple hooks work on sackbots when humans control them?

Nope, doesn't work
I really hope they fix it though
2010-09-24 22:22:00

Author:
napero7
Posts: 1653


Sackbots can be controlled by a DCS, but a DCS cannot be physically placed on a sackbot like in the E3 vid.

You can however put it on a piece of hologram, turn the brightness down to make it invisible and put a follower on it to follow the Sackbot.

2010-09-24 22:32:00

Author:
Doopz
Posts: 5592


Well on the Beta forums everyone should say to change that thing!!2010-09-24 22:34:00

Author:
TheBlackKnight22
Posts: 695


You can however put it on a piece of hologram, turn the brightness down to make it invisible and put a follower on it to follow the Sackbot.



That was not the point, lol.


The one @E3 was very clealry ON the sackbot.
2010-09-24 22:34:00

Author:
Fishrock123
Posts: 1578


Well that sucks. I thought they had said that turning the brightness down made it invisible. I guess we have to hope they manage to fix thin gas then.



You know, I've seen that scribbled angry looking face with the "Ffuuuuu" but I've never gotten the joke. Is he supposed to be saying a word that he just doesn't finish in that pic? One that rhymes with truck perhaps?


He's known as rage guy.

For more info please visit the following link:
http://knowyourmeme.com/memes/rageguy-fffuuuu

2010-09-24 22:34:00

Author:
Silverleon
Posts: 6707


Can you limit switches to work on particular layers? (Like the searchlight from the MGS pack)2010-09-24 22:58:00

Author:
Foofles
Posts: 2278


Can you limit switches to work on particular layers? (Like the searchlight from the MGS pack)

I know the sensor switch can, but I haven't tried the other ones.
2010-09-24 22:59:00

Author:
Alec
Posts: 3871


You can also do that with magnetic key switches or tag sensors whatever they are called now2010-09-24 23:06:00

Author:
napero7
Posts: 1653


Does the gas still buzz?2010-09-25 01:09:00

Author:
Biv
Posts: 734


Does the gas still buzz?

Yeah but you can turn the sound off.
2010-09-25 01:16:00

Author:
Doopz
Posts: 5592


Yeah but you can turn the sound off.

http://img202.imageshack.us/img202/9035/yessss.png
2010-09-25 01:19:00

Author:
gdn001
Posts: 5891


Can somebody please list some instruments you have in beta? 2010-09-25 01:25:00

Author:
Jrange378
Posts: 573


What are the Basic Materials now? (I.E., in LBP1 it was Dark Matter, Sponge, Rubber, Stone, Metal, Polystyrene, Wood, Dissolve, Peach/Pink Floaty, and Glass.)2010-09-25 01:33:00

Author:
X-FROGBOY-X
Posts: 1800


Yeah but you can turn the sound off.

Nice!! Good to hear.
2010-09-25 01:37:00

Author:
Biv
Posts: 734


What are the Basic Materials now? (I.E., in LBP1 it was Dark Matter, Sponge, Rubber, Stone, Metal, Polystyrene, Wood, Dissolve, Peach/Pink Floaty, and Glass.)

I'm pretty sure it's mostly the same, but they've added light matter (dark matter but it's white and has cleaner edges), holographic material, and glowing material (which may or may not just fall under the glass category). You can tweak materials now, though, so you can make non-slippery glass, etc, but I'm not sure what all can be tweaked. I'm pretty sure about the slippery/non-slippery thing, and I've heard people specifically mention making things grabbable/destructible/indestructible, but I haven't heard anything about weights and whatnot (though you could change a material's apparent weight using a gravity switch).
2010-09-25 01:47:00

Author:
Sehven
Posts: 2188


Any beta people going to post a full video of create? Like a preview of the world options, all the music, all the sound objects...

We're dying over here!
2010-09-25 01:48:00

Author:
warlord_evil
Posts: 4193


Does rubber actually bounce now? I've seen a bouncy ball and a embossed blue rubber material thing. Can I make things ridiculously bouncy with the material changer?2010-09-25 02:07:00

Author:
Cheezy WEAPON
Posts: 283


Any beta people going to post a full video of create? Like a preview of the world options, all the music, all the sound objects...

We're dying over here!
I would, but no NA codes yet

Actually Moleynator was asking for things to record from the beta, so try asking him.
2010-09-25 02:20:00

Author:
Kog
Posts: 2358


Does rubber actually bounce now? I've seen a bouncy ball and a embossed blue rubber material thing. Can I make things ridiculously bouncy with the material changer?

With inclusion of anti-gravity tweak you can make object bounce sky high
2010-09-25 03:24:00

Author:
Shadowriver
Posts: 3991


Any beta people going to post a full video of create? Like a preview of the world options, all the music, all the sound objects...

We're dying over here!

Who ever gets the first Vid of is out gets.. ALL the COOKIEZ.

Go. NAO!
2010-09-25 03:29:00

Author:
Fishrock123
Posts: 1578


If there wont be volunteers until tomorrow i will try to do it, but quality ill be the same as my Tetris presentation (it's not that bad in HD)

But there so many stuff to show, it might be hour long if not more
2010-09-25 03:31:00

Author:
Shadowriver
Posts: 3991


If there wont be volunteers until tomorrow i will try to do it, but quality ill be the same as my Tetris presentation (it's not that bad in HD)

But there so many stuff to show, it might be hour long if not more

I hope you know some of us are at the anxiety level that we don't care how log or how junk it is, so long as some one's decently showing us create stuff!

(all the videos that do exist of people actually creating .. Are.. All.. Inexperianced people (except the guy who did mono stereo time lapse))


EDIT: Advanced glue..... Do tye objects need to be touching?
2010-09-25 03:46:00

Author:
Fishrock123
Posts: 1578


I saw a create video of LBP2 beta...the guy was trying to see what happened when he stuck stickers on a projected microchip...

You won't do that right?
2010-09-25 04:33:00

Author:
warlord_evil
Posts: 4193


@ advanced glue, yeah, think so. 99% sure.

Here's a pic of a very simple flying machine.
http://farm5.static.flickr.com/4087/5017536116_e7a2f6bd5b_z.jpg
The apple in the middle: "anti-gravity tweaker". For this instance I used it to get it to float how I wanted.
The thing below it: "gyroscope". One of the best new tools. Keeps anything upright. My bee can roll upside down if it hits a corner or something, but it has always come right.
2 arrows: "advanced mover": allows bi-directional movement
question mark: "randomiser". I have linked it to 3 sound objects. They are all the same, except the pitch is a little different on each one. Something simple we can now do with the new gadgets.

On the bee itself:
Water sensor + counter + destroyer.
When bee hits water (center? of switch submerged), it adds one to the count. X amount more, and it sets off the destroyer. Destroyer can kill anything (as far as I know), no need to pack explosives in things anymore. A variety of kill effects, such as explode, break, dissolve, shrink, fade, splat, disappear (I think thats all).

In summary, we now have simple step switches that would have taken ages to do in LBP1.

I have been adding and adding to this bee.
It looks a little complicated ont he logic side, but in reality, it's really simple.

another random fact. You can get something spinning in one layer. Just stick on a rotator. Easy peasy.
2010-09-25 04:41:00

Author:
midnight_heist
Posts: 2513


@ advanced glue, yeah, think so. 99% sure.

Here's a pic of a very simple flying machine.
http://farm5.static.flickr.com/4087/5017536116_e7a2f6bd5b_z.jpg
The apple in the middle: "anti-gravity tweaker". For this instance I used it to get it to float how I wanted.
The thing below it: "gyroscope". One of the best new tools. Keeps anything upright. My bee can roll upside down if it hits a corner or something, but it has always come right.
2 arrows: "advanced mover": allows bi-directional movement
question mark: "randomiser". I have linked it to 3 sound objects. They are all the same, except the pitch is a little different on each one. Something simple we can now do with the new gadgets.

On the bee itself:
Water sensor + counter + destroyer.
When bee hits water (center? of switch submerged), it adds one to the count. X amount more, and it sets off the destroyer. Destroyer can kill anything (as far as I know), no need to pack explosives in things anymore. A variety of kill effects, such as explode, break, dissolve, shrink, fade, splat, disappear (I think thats all).

In summary, we now have simple step switches that would have taken ages to do in LBP1.

I have been adding and adding to this bee.
It looks a little complicated ont he logic side, but in reality, it's really simple.

another random fact. You can get something spinning in one layer. Just stick on a rotator. Easy peasy.

This sounds Sweet!
2010-09-25 05:20:00

Author:
kabirdsall14
Posts: 180


So, if you put a material tweaker on a microchip it will affect the object the microchip is on, si?2010-09-25 05:28:00

Author:
tomodon246
Posts: 624


So, if you put a material tweaker on a microchip it will affect the object the microchip is on, si?
Yup. I was just lazy in the pic heh.
2010-09-25 05:29:00

Author:
midnight_heist
Posts: 2513


Where's the controllinator in that pic?

Out of shot?
2010-09-25 05:31:00

Author:
tomodon246
Posts: 624


You didn't mention the single arrow. I'm guessing that's a single direction mover (like a rocket) and you've got it set up to act as a speed boost.

[edit] The controllinator is on top of the bee. The seat back is obscured by the microchip blow-up.
2010-09-25 05:33:00

Author:
Sehven
Posts: 2188


Where's the controllinator in that pic?

Out of shot?
It's on top of the bee (that square thing), but yes, some is behind the microchip.


You didn't mention the single arrow. I'm guessing that's a single direction mover (like a rocket) and you've got it set up to act as a speed boost.
Oh right. Yup, exactly.
However I dropped it in the advanced model in favour of laser beam vision.
All 6 of my bees have different visual effects for their laser beams, heh. I'll post a pic when I'm happy with the level.
2010-09-25 05:38:00

Author:
midnight_heist
Posts: 2513


More stupid questions!:

You can user movers to make simple moving platforms? All I see it used for now is vehicles. Can I use them to move pieces of the environment themselves?
2010-09-25 05:55:00

Author:
Cheezy WEAPON
Posts: 283


I'll assume yes.2010-09-25 07:14:00

Author:
tomodon246
Posts: 624


More stupid questions!:

You can user movers to make simple moving platforms? All I see it used for now is vehicles. Can I use them to move pieces of the environment themselves?

Yeeeeees
2010-09-25 07:36:00

Author:
Alec
Posts: 3871


Here's the update.
http://farm5.static.flickr.com/4111/5022514476_d62fd2f884_z.jpg
2010-09-25 08:06:00

Author:
midnight_heist
Posts: 2513


Here's the update.
http://farm5.static.flickr.com/4111/5022514476_d62fd2f884_z.jpg

http://www.toplessrobot.com/celebrity-pictures-spongebob-patrick-meth-that.jpg
2010-09-25 08:31:00

Author:
Shadowcrazy
Posts: 3365


Could you make one with legs with object tweakers on them, so with a press of a button it would become sticky and able to pick up things?2010-09-25 08:31:00

Author:
tomodon246
Posts: 624


http://images.eurogamer.net/assets/articles//a/1/2/7/3/8/9/6/bots2_lbp2.jpg.jpg
Me likey
2010-09-25 13:59:00

Author:
nagrom_17
Posts: 120


I hope you know some of us are at the anxiety level that we don't care how log or how junk it is, so long as some one's decently showing us create stuff!

(all the videos that do exist of people actually creating .. Are.. All.. Inexperianced people (except the guy who did mono stereo time lapse))


EDIT: Advanced glue..... Do tye objects need to be touching?

Oh so you want "How i created level?"/time-leaps kind of video or video that shows all stuff available in editor? or something else, like examples of what you can do with logic? or something more else?

Tell me exactly what you want to see and i will try to do it. Except full creation level, i got only 1 hour tape and you tube got 10 minute limit :o but i can create something small
2010-09-25 14:06:00

Author:
Shadowriver
Posts: 3991


Here's the update.
http://farm5.static.flickr.com/4111/5022514476_d62fd2f884_z.jpg

I hope you didn't try to hard to have that logic organized.... like its easy to organize logic right? if you actually take the time
Maybe its just because I wasn't the one to make that so I don't know what does what. But the wires seem to be going a little wacko all over the place
2010-09-25 14:26:00

Author:
nagrom_17
Posts: 120


I hope you didn't try to hard to have that logic organized.... like its easy to organize logic right? if you actually take the time
Maybe its just because I wasn't the one to make that so I don't know what does what. But the wires seem to be going a little wacko all over the place

On circuit board game makes wire nodes, if you want you can let game organize your nodes and wires automatically, but if you want you can make custom nodes and direct wires more precicly more precise and make it cleaner. In fact it's only way to manage order of inputs and outputs you make in microchip currently, or else it's complete mess
2010-09-25 14:34:00

Author:
Shadowriver
Posts: 3991


On circuit board game makes wire nodes, if you want you can let game organize your nodes and wires automatically, but if you want you can make custom nodes and direct wires more precicly more precise and make it cleaner. In fact it's only way to manage order of inputs and outputs you make in microchip currently, or else it's complete mess
Care to explain these "wire nodes" more? I didn't think you could organize wires yourself
2010-09-25 14:38:00

Author:
nagrom_17
Posts: 120


http://images.eurogamer.net/assets/articles//a/1/2/7/3/8/9/6/bots2_lbp2.jpg.jpg
Me likey

Holy crap! I thought you could only have around 30!
2010-09-25 14:39:00

Author:
grayspence
Posts: 1990


Holy crap! I thought you could only have around 30!

There's no limit I know of, except the thermometer of course!
2010-09-25 14:44:00

Author:
Weretigr
Posts: 2105


Care to explain these "wire nodes" more? I didn't think you could organize wires yourself

Circuit nodes are just a null component - they have no functionality - that forces the wire to go to a certain point in it's routing. The wire routing is decent and vastly superior to no routing, which is what we had at game jam, but sometimes it just won't put the wires in a sensible place, in which case circuit nodes are your friend.
2010-09-25 14:48:00

Author:
rtm223
Posts: 6497


No, the thermometer wont max out from sackbots, this is because you crash your console before it can. One of the first things I did was place a load of them.
I got more than 30 but it was pushing. Frame rate dropped considerably, the game wouldn't respond to my controller inputs. the floor of the level disappeared. You can do a lot with sackbots but they do push the game to its limit.
2010-09-25 14:48:00

Author:
robotiod
Posts: 2662


Circuit nodes are just a null component - they have no functionality - that forces the wire to go to a certain point in it's routing. The wire routing is decent and vastly superior to no routing, which is what we had at game jam, but sometimes it just won't put the wires in a sensible place, in which case circuit nodes are your friend.

Thank you for that explanation, seems like a useful tool for organization. I hate unorganized code, and logic is LBP's form of code
2010-09-25 14:50:00

Author:
nagrom_17
Posts: 120


Here you got nice example nodes

http://t3.gstatic.com/images?q=tbn:C34_d1Aq4XaEVM:http://cpuville.com/images/decoder_3.jpg&t=1

Dots are node, in analog electronics they got larger role, but in digital circuitry is nothing more then cosmetic thingy helping organize.
2010-09-25 14:58:00

Author:
Shadowriver
Posts: 3991


Do sackbots crouch to avoid obstacles?2010-09-25 15:06:00

Author:
Foofles
Posts: 2278


Thank you for that explanation, seems like a useful tool for organization. I hate unorganized code, and logic is LBP's form of code

The game givees you a lot of room for manoeuvre in terms of organisation, and how you modularise your microchips is a big part of that. I'm doing a lot of stuff nested to around 4 levels of microchip, largely modularising the chips into conceptual functions (as you should), with strongly defined interconnects.

Here's a moderate logic system I made this morning:

http://i600.photobucket.com/albums/tt82/rtm223/lbp2%20screens/APhoto_49.jpg

It does look like a mess because it's all open, but the top level view is:

http://i600.photobucket.com/albums/tt82/rtm223/lbp2%20screens/APhoto_44.jpg

And as you open it up:

http://i600.photobucket.com/albums/tt82/rtm223/lbp2%20screens/APhoto_45.jpg

http://i600.photobucket.com/albums/tt82/rtm223/lbp2%20screens/APhoto_46.jpg

http://i600.photobucket.com/albums/tt82/rtm223/lbp2%20screens/APhoto_47.jpg

http://i600.photobucket.com/albums/tt82/rtm223/lbp2%20screens/APhoto_48.jpg


Each module is quite neat and tidy and you can also see a fair few circuit nodes in some of them (the circles with triangles in them), forcing the wires to behave Remember as well that every microchip and sequencer can be named and every one of the inputs and outputs can also be named, plus the ability to add notes to things goes a long way (there are actually no notes on this because the functional breakdown is clear enough to be self-annotating, to me at least).
2010-09-25 15:15:00

Author:
rtm223
Posts: 6497


The game givees you a lot of room for manoeuvre in terms of organisation, and how you modularise your microchips is a big part of that. I'm doing a lot of stuff nested to around 4 levels of microchip, largely modularising the chips into conceptual functions (as you should), with strongly defined interconnects.

Each module is quite neat and tidy and you can also see a fair few circuit nodes in some of them (the circles with triangles in them), forcing the wires to behave Remember as well that every microchip and sequencer can be named and every one of the inputs and outputs can also be named, plus the ability to add notes to things goes a long way (there are actually no notes on this because the functional breakdown is clear enough to be self-annotating, to me at least).

Very nice looking organization! I am glad that circuit nodes are small, I was worried they might be the same size as the other logic components. Thank you for the pictures, I didn't know that every microchip can be named! That will help immensely in complex logic. Can you capture just the microchip as an object? Instead of putting it on a small piece of material that you would delete anytime you wanted to pull the object out of your popit
2010-09-25 15:25:00

Author:
nagrom_17
Posts: 120


Can you capture just the microchip as an object? Instead of putting it on a small piece of material that you would delete anytime you wanted to pull the object out of your popit

Yes, and you can name it, name every Inputs and outputs capture it without any material and place it in prize bubble and distribute i already made few helpful microchips (for myself right now) and i can just reuse them. So newbie users can get microchips from other users for some advance stuff

Only things i miss in this is ability to change microchip icon and ability to add things for tweaking(parameters), then it would be nearly perfect
2010-09-25 15:35:00

Author:
Shadowriver
Posts: 3991


Do sackbots crouch to avoid obstacles?

They duck a little like sackboys do. If you select a sackbot, you'll see the outline of a square at its body, rather than its head. Therefore, anything - dangerous or not - above the body will not affect the sackbot. It will just duck its head to appear as though it is avoiding the object in question.

Hey, What are the sensor components on this circuit board? I don't think I've seen or used them before;

http://i600.photobucket.com/albums/tt82/rtm223/lbp2%20screens/APhoto_45.jpg
2010-09-25 16:02:00

Author:
Weretigr
Posts: 2105


Score sensors.2010-09-25 16:06:00

Author:
rtm223
Posts: 6497


That looks complicated! O_O

But it isn't, i guess
2010-09-25 16:09:00

Author:
Jonaolst
Posts: 935


Why are some circuit board green and some red and have different icons?

@rtm: what are those switches? Also what are all those blue swirly logic components?
2010-09-25 16:10:00

Author:
Fishrock123
Posts: 1578


Why are some circuit board green and some red and have different icons?

@rtm: what are those switches? Also what are all those blue swirly logic components?

By default, microchips = green and sequencers = red, but you can change these.
Blue swirly components = score givers.
2010-09-25 16:13:00

Author:
ARD
Posts: 4291


Why are some circuit board green and some red and have different icons?

@rtm: what are those switches? Also what are all those blue swirly logic components?

You can change the colours but the defaul colours are green for normal circuitboard and red for a sequencer.
The switches are (as rtm said) score sensors that activate at a certain score.
The other things are score givers, a way to give points without bubbles
2010-09-25 16:14:00

Author:
napero7
Posts: 1653


Thanks for all of this guys. The LBP Central Logic Pack 2 should prove interesting. 2010-09-25 16:35:00

Author:
Biv
Posts: 734


Oh My Gawd.....

I just noticed I can put stickers on microcchip circuitboards. Oh hell yes!!!
2010-09-25 16:38:00

Author:
rtm223
Posts: 6497


Oh My Gawd.....

I just noticed I can put stickers on microcchip circuitboards. Oh hell yes!!!

!!!!!!


Sooo... The logic sequencer and the music sequencer are two different objects?
2010-09-25 16:40:00

Author:
Fishrock123
Posts: 1578


!!!!!!


Sooo... The logic sequencer and the music sequencer are two different objects?

Yes
2010-09-25 16:42:00

Author:
ARD
Posts: 4291


No, the thermometer wont max out from sackbots, this is because you crash your console before it can. One of the first things I did was place a load of them.
I got more than 30 but it was pushing. Frame rate dropped considerably, the game wouldn't respond to my controller inputs. the floor of the level disappeared. You can do a lot with sackbots but they do push the game to its limit.

has this been brought to Mm's attention? would be nice if they could improve on this with the time they have now to work on it til release....would be nice to have more then 30 (especially for those free roam levels and story levels in vast cities and such)
2010-09-25 16:42:00

Author:
Shadowcrazy
Posts: 3365


!!!!!!


Sooo... The logic sequencer and the music sequencer are two different objects?

The both do the same job except when you edit the logic sequencer it says seconds a square, the music sequencer says beats per minute. But you can use logic on the music sequencer and vice versa.
2010-09-25 16:42:00

Author:
robotiod
Posts: 2662


Oh My Gawd.....

I just noticed I can put stickers on microcchip circuitboards. Oh hell yes!!!

Between naming, labels, nodes and now stickers...I don't think organization is going to be an issue.
2010-09-25 16:43:00

Author:
Biv
Posts: 734


has this been brought to Mm's attention? would be nice if they could improve on this with the time they have now to work on it til release....would be nice to have more then 30 (especially for those free roam levels and story levels in vast cities and such)

I bet you could use emitters to improve that. Once you get to a certain point in the level, have all the previous bots explode and the emitters in front of you emit the second set.


Right?
2010-09-25 16:46:00

Author:
Biv
Posts: 734


I bet you could use emitters to improve that. Once you get to a certain point in the level, have all the previous bots explode and the emitters in front of you emit the second set.


Right?

if that's possible that could be good...just a bit too much work depending on how many sackbots you wanted in total to make an appearance in levels
2010-09-25 16:48:00

Author:
Shadowcrazy
Posts: 3365


Biv, a little advice, try using the edit button instead of double posting. It's frowned upon. 2010-09-25 16:48:00

Author:
siberian_ninja15
Posts: 444


Biv, a little advice, try using the edit button instead of double posting. It's frowned upon.

I hear ya. I forgot I had already posted something.
2010-09-25 16:50:00

Author:
Biv
Posts: 734



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