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Beta levels compatible with the final game?

Archive: 16 posts


I don't know where to search so I just ask. Will it be possible to use levels and objects from the beta with the final game?2010-11-13 22:03:00

Author:
Chrree
Posts: 554


nope, they gave away DLC and there were a lot of bugs (read "god glitch") that stole levels and just there was problems that would be best avoided by not transferring t over.2010-11-13 22:05:00

Author:
TheAffected
Posts: 626


Transfering over =/= Compatible with full game / use in the game

There a little light of hope that level back ups may work, even if buggy it might be fixed to work on full game and publish it there
2010-11-13 22:49:00

Author:
Shadowriver
Posts: 3991


I think they will because [correct me if im wrong] they did in the water beta.2010-11-13 23:05:00

Author:
supremeoverlord1
Posts: 117


I think they will because [correct me if im wrong] they did in the water beta.

Well LBP2 is a new game and they said it's not easy to them to do in LBP2
2010-11-13 23:10:00

Author:
Shadowriver
Posts: 3991


The answer to this on the Official Beta Forums:
NO.

It's important you understand this.
Ensuring support for creations across different builds of the game, switching creations across different game servers... is a lot of work.
So right now, at the start of the trial - we're telling you that your creations will not be*compatible*with the retail copy of LBP2.**You will lose your creations from the LBP2 Beta Trial. Don't say we didn't tell you, because we did.
They'll be gone, off to a better place. If I tell you there are unicorns in that better place, it should make it a bit easier to deal with emotionally. So: they're going to a unicorn farm.


As Shadowriver pointed out, there was a bit of hope that Mm might change their minds once they saw what has been created in the beta, but as stated.... the God Glitch and the way idiots have been using it to steal other creators work has pretty much smashed all hopes of that happening now.

Not being able to keep anything is the only reason I'm not really doing much in the beta other than trying to learn the new tools and hope to find the odd glitch. I mean, why bother putting the time and effort into something worthy of publishing if it's just going to vanish in a few months anyways?
2010-11-14 00:46:00

Author:
Rustbukkit
Posts: 1737


As Shadowriver pointed out, there was a bit of hope that Mm might change their minds once they saw what has been created in the beta

I didn't point out that they may change there mind, we just don't know how "Back Up" function will react to backed up beta levels
They not making them not compatible because they want that, it's because changes of code that they making will make them incompatible.

Again transfer over on server and compatibility are 2 different problems but pair to each other, as i understand what they say they would need to rebuild all levels on server to be ensure that they will work on final version (they wont trasfer over level that wont work or will work buggy) and thats a lot of work even for a program, there light that backup level may work, but it will be mostly likely be buggy if possible
2010-11-14 01:01:00

Author:
Shadowriver
Posts: 3991


Oops... my bad. That's what I thought you were referring to. Didn't read your post closely enough while stuffing my face with food I guess.

Either way, I know I've had that discussion with a few people about the subject. Probably won't ever happen though.
2010-11-14 01:15:00

Author:
Rustbukkit
Posts: 1737


Just because we can't transfer our stuff (I did kept my fingers crossed hoping that they'd be compatible, however the spread of the God Glitch has ruined it) doesn't mean your work goes to waste. There's no expiration date on the beta so you can go back to it or take pictures/video of your work whenever you want and use those as reference to rebuild it from scratch on the Full game. Doesn't really apply much to artwork and videos, but definetly logic.2010-11-14 05:02:00

Author:
JKthree
Posts: 1125


Just because we can't transfer our stuff (I did kept my fingers crossed hoping that they'd be compatible, however the spread of the God Glitch has ruined it) doesn't mean your work goes to waste. There's no expiration date on the beta so you can go back to it or take pictures/video of your work whenever you want and use those as reference to rebuild it from scratch on the Full game. Doesn't really apply much to artwork and videos, but definetly logic.


Good point, I'm actually doing a lot of documenting what few things I have created "object wise" for future reference in the full game. I'm just mucking around with small tests mostly and trying to avoid anything major that I may have to rebuild later.
2010-11-14 05:51:00

Author:
Rustbukkit
Posts: 1737


Too bad. I could have started working on my FFVII remake. Well then I will just try to learn everything I need to know for doing it later. One thing I'm trying to do is to make the Sackbot jump in top view. When I use the In/Out-Mover I can only make it change layers to one direction though.2010-11-14 11:23:00

Author:
Chrree
Posts: 554


You could use two in/Out movers. 2010-11-14 12:08:00

Author:
Syroc
Posts: 3193


That works? o.O I tried to do that but it didn't work for me. Maybe I have to change something. How did you do it?2010-11-19 14:02:00

Author:
Chrree
Posts: 554


As much as people'd want to, I don't think they will let this happen, especially after the God Glitch fiasco (Mm probably wouldn't be too pleased with things from their levels/the pod object.etc were in lots of levels!)2010-11-19 14:37:00

Author:
Matimoo
Posts: 1027


You could use two in/Out movers.

...or feed the output of a directional combiner into the input of the mover - then each input of the combiner will move in a different direction.
2010-11-19 16:56:00

Author:
Aya042
Posts: 2870


Nope it's not working.

Edit: Nvm I found a solution.
2010-11-21 15:36:00

Author:
Chrree
Posts: 554


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