Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Everything Else LittleBigPlanet 2
#1

Things you might not have known you can do

Archive: 106 posts


I thought it would be good to have a thread to share features some might have missed.

Like how you can take pictures of fire or sort inventory by color or customize the creatinators look.
2011-01-22 14:49:00

Author:
EinRobot
Posts: 739


I do not know if there is a thread like this, or if it is even needed, but I thought it would be good to have a thread to share features some might have missed.

Like how you can put stickers on objects now or take pictures of fire or sort inventory by color or customize the creatinators look.

Can I get some details on this?

One that blew my mind was learning you can multi select gadgets holding the R2 button. So if a plan goes awry, and you need to delete some chips, just hold R2 and click away. Then you can move or even EDIT them all at the same time.
2011-01-22 14:55:00

Author:
KoingWolf
Posts: 386


Well in LBP if you took a pic of fire, the actual fire would not show up in the pic. just the material that was set on fire. Now effects show up in pics. So you can make fire stickers now and say sticker the waterfall material with it and have a waterfall of fire.2011-01-22 15:00:00

Author:
EinRobot
Posts: 739


Ha, awesome. Thanks for that one! 2011-01-22 15:03:00

Author:
KoingWolf
Posts: 386


Ability to trigger level links, all level links got input and once they revive signal it activates the link ,not many people notice that even on beta (at least i had that felling) 2011-01-22 15:07:00

Author:
Shadowriver
Posts: 3991


Ability to trigger level links, all level links got input and once they revive signal it activates the link ,not many people notice that even on beta (at least i had that felling)

So THAT'S how they did it in the story mode! Thanks, shadow!
2011-01-22 15:10:00

Author:
Weretigr
Posts: 2105


So THAT'S how they did it in the story mode! Thanks, shadow!

Yeah Clive level. Too bad it only looks that smooth on sub-levels on other levels it's ask for replay or continue >.< they could add a tweak to disable that
2011-01-22 21:42:00

Author:
Shadowriver
Posts: 3991


-You can sticker Music Sequencers with your own design.

-You can sticker magic mouths and creature eyes.

-You can organize all your objects by creating separate categories with custom category names. (Click square on your object and you can find the option to do so.)

-You can give items descriptions.

-Anything you use while building your level will show of in your favorites area while only editing that level, this creates a nice summary of everything you've used. You can still see your normal hearted list by clicking R1 to go to the next page.

-Cinematic mode in the level tweaks will cause the player to not spawn from any checkpoints.

-You can skip all tutorials and receive their prizes by clicking the unlock all button at the bottom of the tutorials list.

-Sackbots set to hostile with creatinators will try to shoot you with them.

-Sackbots set to use controlinators can get in them and drive around in vehicles that move left or right.

-Costume pieces on sackbots will take a large chunk of thermometer amount in your level if not watched carefully.

-The volume of individual notes in the music sequencer editor can be changed with the right analog stick. (See in-game music sequencer tutorial.)
2011-01-22 21:51:00

Author:
warlord_evil
Posts: 4193


Well.. I just blew my own mind. Don't know if you can do this in LBP1 or not, but I never knew about it.
Tired, trying to take a photo.. Learned if you tap the L1 and R1 buttons, you can make your sackperson turn in 90 degree angles. Works while you're zoomed in on him for decorations/ stickers. Only seems to work in Create mode. He'll stand perfectly still too, like when you are normally going to put something on him or changing costumes.

EDIT: Blowing minds twice in one thread, unheard of!
2011-01-24 07:13:00

Author:
KoingWolf
Posts: 386


Yea you can do that in LBP1. Not originally though it was added in a patch. When I first saw it it blew my mind as well. Before that i would have to have a friend help me stick decorations if they were on my back or something.2011-01-24 07:19:00

Author:
Kitkasumass
Posts: 494


Attaching Batteries to the inputs of the Left/right sticks will cause the sackbot to use it.

-100 hooked into the left/right input of the left stick = run left 100% = run right 70% = walk, 40%= walk slowly
Hooking batteries into L2/R2 and the Left/Right stick inputs also allows sackbots to move their arms based on the % of the battery. Which makes animations easy.
2011-01-24 09:45:00

Author:
Bremnen
Posts: 1800


In create mode you can make objects invisible with L2 (or L1) to see whats behind them and edit everything whats behind. Make them visible with L1 (or L2) again.
This is very helpful if you have lots of layer stuff going on.


Also there are some secret pins to get:

Amy's Birthday Pressie: Play the game on Amy's Birthday (July 29th).
Festive Spirit: Wear a Christmas costume on December 25th.
Group Hug of 20,000: Play online at the same time as 20,000 other players.
Halloween Hauntings: Wear the Pumpkin Head costume on October 31st.
Mm Picked!: Have one of your levels featured in Mm Picks.
Mm's Birthday: Play the game on Media Molecule's Birthday (January 4th).
Royalty: Get awarded a Crown in LBP1 or LBP2.
Thanksgiving Turkey: Wear the Turkey Head costume on Thanksgiving.
Who's Who: Watch the credits until the end.
2011-01-24 10:56:00

Author:
sposim94
Posts: 86


Wow thanks guys, i know i'm not really on topic but, MM if you are reading this, you need to have tutorials or something to teach people about these new features, otherwise unfortunate sack-people will not know about them unless them come to this thread (I know, its hard to believe, but there are some LBP players out there who don't search through LBPC forums!).2011-01-24 11:11:00

Author:
Captnmatt
Posts: 96


If you sticker up a Paintenator/Creatinator - then the stickers will be replicated on the Sackboy that picks up that Paintenator/Creatinator2011-01-24 15:08:00

Author:
Macnme
Posts: 1970


Decorative Lights (bee anthenas, block LEDs and other objects that acts like decorations) can be tweaked to be invisible in play mode, which allows to create invisible light source2011-01-24 15:10:00

Author:
Shadowriver
Posts: 3991


Well.. I just blew my own mind. Don't know if you can do this in LBP1 or not, but I never knew about it.
Tired, trying to take a photo.. Learned if you tap the L1 and R1 buttons, you can make your sackperson turn in 90 degree angles. Works while you're zoomed in on him for decorations/ stickers. Only seems to work in Create mode. He'll stand perfectly still too, like when you are normally going to put something on him or changing costumes.

It works in play mode aswell, but I don't think other players can see you doing it.

This is new to LBP2: When placing a sticker in the same way, pressing L2 or R2 tilts the camera up and down.
2011-01-24 15:25:00

Author:
Rhys125
Posts: 841


MM if you are reading this, you need to have tutorials or something to teach people about these new features

A lot of this stuff is in the tutorials or shown as hints at the bottom of the load screens, actually. Here's what I learned from them:

When you have a chain of movie cameras and you are tweaking one of them, L1 and R1 let you move to the tweak menu of the previous or next camera.
Holding X when placing something takes you straight into the tweak menu. Might have been in LBP1 already, but I never knew (or forgot).
2011-01-24 16:06:00

Author:
Rogar
Posts: 2284


Holding X when placing something takes you straight into the tweak menu. Might have been in LBP1 already, but I never knew (or forgot).


You can aslo tweak find by selecting gadget from popit and press triangle

Also one more thing, when you place gadget on top of other gadget, it will be replaced by new one and automatically rewired. Good for updating larger number of same microchips
2011-01-24 17:33:00

Author:
Shadowriver
Posts: 3991


Also one more thing, when you place gadget on top of other gadget, it will be replaced by new one and automatically rewired. Good for updating larger number of same microchips

This works for music sequencer objects as well, as I found out after being told about it in another thread. Handy if you change your mind and think a triangle wave would work better than a pulse wave, for instance.
2011-01-24 18:27:00

Author:
ChazFox
Posts: 132


If you sticker up a Paintenator/Creatinator - then the stickers will be replicated on the Sackboy that picks up that Paintenator/Creatinator

Only with Creatinators, dude, not Paintinators.
2011-01-25 00:43:00

Author:
Silverleon
Posts: 6707


Fire can spread i saw it it In Eve's Asylum i put out a square that was on fire with the creatinator emitting water,there was a square connected to it that was still on fire i waited and the one next to it caught on fire again.


Only with Creatinators, dude, not Paintinators.

Solution, take paintinator in create pause and shoot save paintball as an object and you could have the creatinator emit it and decorate it as you wish
2011-01-25 00:53:00

Author:
supremeoverlord1
Posts: 117


Fire can spread i saw it it In Eve's Asylum i put out a square that was on fire with the creatinator emitting water,there was a square connected to it that was still on fire i waited and the one next to it caught on fire again.



Solution, take paintinator in create pause and shoot save paintball as an object and you could have the creatinator emit it and decorate it as you wish

Nay, its all trickery and logic dude, you can make fire spread with logic, but not on its own.
2011-01-25 00:58:00

Author:
Silverleon
Posts: 6707


If you sticker up a Paintenator/Creatinator - then the stickers will be replicated on the Sackboy that picks up that Paintenator/Creatinator

gotta try this!
2011-01-25 01:02:00

Author:
adalond
Posts: 84


gotta try this!

https://lbpcentral.lbp-hub.com/index.php?t=44339-Creatinator-Costumization.
2011-01-25 01:09:00

Author:
Silverleon
Posts: 6707


I love this thread
I already learned 4-5 things!!
2011-01-25 01:38:00

Author:
RangerZero
Posts: 3901


In create mode you can make objects invisible with L2 (or L1) to see whats behind them and edit everything whats behind. Make them visible with L1 (or L2) again.
This is very helpful if you have lots of layer stuff going on.


Also there are some secret pins to get:

Amy's Birthday Pressie: Play the game on Amy's Birthday (July 29th).
Festive Spirit: Wear a Christmas costume on December 25th.
Group Hug of 20,000: Play online at the same time as 20,000 other players.
Halloween Hauntings: Wear the Pumpkin Head costume on October 31st.
Mm Picked!: Have one of your levels featured in Mm Picks.
Mm's Birthday: Play the game on Media Molecule's Birthday (January 4th).
Royalty: Get awarded a Crown in LBP1 or LBP2.
Thanksgiving Turkey: Wear the Turkey Head costume on Thanksgiving.
Who's Who: Watch the credits until the end.
It's great that MM wants to celebrate my birthday, but it's not on July 29th! weird! XD

I dont know if you could in LBP1 but you can name objects you create o:
2011-01-27 07:15:00

Author:
Bernkastel
Posts: 127


I just found out that you can "stack" logic on microchips. I honestly can't think of any way this could be useful (if anything it would just make everything more cluttered xD), but maybe somebody here can think of something useful to do with it.

29757
2011-01-27 09:23:00

Author:
Unknown User


I just found out that you can "stack" logic on microchips. I honestly can't think of any way this could be useful (if anything it would just make everything more cluttered xD), but maybe somebody here can come with something creative to do with it.

29757
My guess would be, for getting into extremely large chains of events, that could make it a bit easier to keep compact, assuming you're not like me and can sort that kind of mess out. I'd get to the point of "Ohhhhh... this is ALOT of wires...."

Personally I like to keep my stuff spread out, especially if it can be hidden. But um, maybe some people love clutter? XD
2011-01-27 09:37:00

Author:
oNinjaFisho
Posts: 67


I just learned this morning that you can publish a locked level set to can be copied. No one can copy the level unless they have the key. So you can then use the object share feature and just send the keys to your friends and only they can copy the level.2011-01-27 17:55:00

Author:
blastroid
Posts: 262


I just found out that you can "stack" logic on microchips. I honestly can't think of any way this could be useful (if anything it would just make everything more cluttered xD), but maybe somebody here can think of something useful to do with it.

29757

For the lolz?
2011-01-27 19:14:00

Author:
RagTagPwner
Posts: 344


I just noticed something kind of neat. When you have the grab gloves on, if you pick up a block, and slowly hold a direction to move on your left analog stick, you can moonwalk. 2011-01-28 00:47:00

Author:
oNinjaFisho
Posts: 67


Just noticed that whilst editing connected cameras...pushing R1 or L1 jumps from camera to camera and shows the things like how it will pan and stuff, to an extent.

It does say that in the controls that appear at the bottom of the screen...but you know, who reads that?
2011-02-06 04:02:00

Author:
warlord_evil
Posts: 4193


Just noticed that whilst editing connected cameras...pushing R1 or L1 jumps from camera to camera and shows the things like how it will pan and stuff, to an extent.

It does say that in the controls that appear at the bottom of the screen...but you know, who reads that?

Also tells you that in advanced camera tutorial (it previews the effect)

Another thig with movie cams, if you set it to fade you can change the color/brightness of fade with the color picker at the bottom.
2011-02-06 04:38:00

Author:
fodawim
Posts: 363


Also tells you that in advanced camera tutorial (it previews the effect)
Who plays the tutorials?

Nah, good note, I should really catch up on those tutorials...
2011-02-06 05:10:00

Author:
warlord_evil
Posts: 4193


Checking the 'Equips Creatinator' option on Sackbots also enable them to use Paintinators.

Tags have an input.

Can't remember anything else at the moment, I'll update this post if I ever come across new info
2011-02-06 05:33:00

Author:
AwesomePossum
Posts: 446


I got one I noticed, you can edit creatinators with decos like sackboys even when playing levels, I did this in Victoria's labratory, but it might work better when there's just one creatinator in a survival level or something, show off your style!2011-02-06 05:48:00

Author:
Merc
Posts: 2135


Here's one if you don't already know it.
Like in LBP1 you could attach objects to your sackperson in create mode by bolting it to their neck, you can also do the same thing for sakbots in LBP2. I like to use this when I want an object to always stay on top of the sackbot, rather than using a follower.
2011-02-06 06:10:00

Author:
Limesta-
Posts: 559


It works in play mode aswell, but I don't think other players can see you doing it.

This is new to LBP2: When placing a sticker in the same way, pressing L2 or R2 tilts the camera up and down.

none of those are working for me but thanks

How do you do put the button labels at the bottom of the screen? Those that tell you what button does what.
2011-02-07 00:36:00

Author:
rustycool
Posts: 5


How do you do put the button labels at the bottom of the screen? Those that tell you what button does what.

You just click square on the button your want to put the message on. (I.E. if you want to change R1 to "jump" than click square on the R1 output on the DCS and you can rename it from there)
2011-02-07 05:03:00

Author:
QuAcKeRz12
Posts: 176


You just click square on the button your want to put the message on. (I.E. if you want to change R1 to "jump" than click square on the R1 output on the DCS and you can rename it from there)

Zomg Quackerz taught me something... so Quackerz how about them steelers? :]
2011-02-07 06:53:00

Author:
Ghost
Posts: 114


You just click square on the button your want to put the message on. (I.E. if you want to change R1 to "jump" than click square on the R1 output on the DCS and you can rename it from there)

Big thanks!!
2011-02-11 22:15:00

Author:
rustycool
Posts: 5


You can sticker/unsticker microchips, but not any other logic.2011-02-12 05:32:00

Author:
Unknown User


Here's one if you don't already know it.
Like in LBP1 you could attach objects to your sackperson in create mode by bolting it to their neck, you can also do the same thing for sakbots in LBP2. I like to use this when I want an object to always stay on top of the sackbot, rather than using a follower.

Also, you can do it with invis holo and a controllinator to make individual sackbots that each have their own camera. BEWARE about that tho. I haven't figured out how to kill the player upon the sackbot destruction yet. I ended up unable to get out of the controllinator and going down below the level and dying.
2011-02-12 17:52:00

Author:
Super_Dork_42
Posts: 1874


I haven't figured out how to kill the player upon the sackbot destruction yet. I ended up unable to get out of the controllinator and going down below the level and dying.

Couldn't you just set a Inverted Tag sensor (Tag on Bot) on the DCS, connecting to a destroyer?
2011-02-12 18:15:00

Author:
Nurolight
Posts: 918


I guess this is already known, but the "Corrugated plastic" material is tweakable (Color - brightness), and therefore has an input.2011-02-12 20:32:00

Author:
ColmiYveul
Posts: 58


You can place up to 50 decorations on your sackperson, I am aware it was like this in the beta, but I recall and thought they removed the feature and set it back to 10 in a beta update. I suppose this is in the retail version. 2011-02-13 01:01:00

Author:
warlord_evil
Posts: 4193


The advanced glue can also detach glued objects/pieces by hitting Triangle on them.

It's fun being in paused mode, detaching everything in a complex object and watching it fall to pieces when you un-pause
2011-02-13 21:51:00

Author:
PPp_Killer
Posts: 449


When putting loads of big decorations on your sackboy it makes him heavier and cant jump or move as fast.

Sackboy can control a controlinator without being in it. just set the controlinator to receiver and controlled by nearest player. i got some cool stuff in the making showing this off
2011-02-13 22:14:00

Author:
artise
Posts: 353


When putting loads of big decorations on your sackboy it makes him heavier and cant jump or move as fast.
If that's referencing from what that Sony guy said, Mm already posted that he was incorrect.
2011-02-13 22:42:00

Author:
warlord_evil
Posts: 4193


@Warlord dont know what your on about sorry. My brother was sticking loads of decorations on me and it made my sackboy heavier and slower.2011-02-13 23:24:00

Author:
artise
Posts: 353


Sackbots have 2 secret (and violent) death animations http://yfrog.us/i3qimz2011-02-13 23:32:00

Author:
fodawim
Posts: 363


Its possible to make your Sackboy see through in create mode (As seen in my avatar)! By standing on a object and very quickly clicking the button to make it invisible on you and the object (Use your Pop-it or your sticker edit tool)2011-02-13 23:35:00

Author:
chinook3
Posts: 453


sackbots have 2 secret (and violent) death animations http://yfrog.us/i3qimz

HOLY FUUU-

That's friggin creepy.
2011-02-13 23:36:00

Author:
Frinklebumper
Posts: 941


Sackbots have 2 secret (and violent) death animations http://yfrog.us/i3qimz
AHA! So it's true! I have heard once before someone mentioning that in extreme lag in online play, someone fell into gas and choked to death! Didn't quite believe them before...

Funny how I could say that with a cheerful mood...
2011-02-13 23:47:00

Author:
warlord_evil
Posts: 4193


When placing a sticker or decoration on your planet you can zoom in and out with r2 and l2 2011-02-14 00:17:00

Author:
Mangarocks14
Posts: 262


If you want sackbots to shoot other sackbots, give them a paintinator or creatinator, and set them to "look at tag". Tweak the tag type, and then place a similar tag somewhere. The sackbots will then shoot at it.2011-02-14 00:53:00

Author:
standby250
Posts: 1113


If you want sackbots to shoot other sackbots, give them a paintinator or creatinator, and set them to "look at tag". Tweak the tag type, and then place a similar tag somewhere. The sackbots will then shoot at it.
Another way to do this is to set one to hostile and one to non-hostile and they will fight each other.
2011-02-14 01:01:00

Author:
warlord_evil
Posts: 4193


really? Hmm... that makes sense!
But my way, you could have 4 player Sackbot wars... if you were so inclined...

2011-02-14 01:08:00

Author:
standby250
Posts: 1113


I don't believe you could wire a switch to the Close Level Gate in LBP1, could you? I don't recall being able to. But you can in LBP2.2011-02-14 01:19:00

Author:
Ostler5000
Posts: 1017


@Warlord dont know what your on about sorry. My brother was sticking loads of decorations on me and it made my sackboy heavier and slower.

Not true.
Most, if not all of the extreme platformer players, including myself, have tested this multiple times, as those levels require a high amount of precision, and after multiple tests by many, even tho it may appear its slower and won't jump as high, its been proven that decos do not affect Sackboy/ Sackbots in anything else but apperance.
Unless there's some specific decoration that causes this, tho no one else has heard of such.

What decoration(s) was "your brother" using?
2011-02-14 01:44:00

Author:
Silverleon
Posts: 6707


well it defo made me much slower and heavier, he put a bunch of those cogs from da vinci's levels, they were put to there max size and stuck all over me and it affected my sackboy. Maybe it was a glitch i dont know, we wernt testing anything to see how or if it did anything, he just thought it would be funny to start stickering me and as i was jumping trying to dogde hes popit cursor my jump hight started to decrease. i just thought it was a new feature 2011-02-14 03:05:00

Author:
artise
Posts: 353


Can someone tell me how to do these two secrets death animations? My internet is too slow to I watch the video 2011-02-14 19:30:00

Author:
Unknown User


The topic post is not entirely correct.

Fire has always shown in photos. Only gas and certain other things would not.

Objects could always be stickered. That isn't new either.

Just thought I'd point that out.
2011-02-15 04:50:00

Author:
Hana_Kami
Posts: 393


The topic post is not entirely correct.

Fire has always shown in photos. Only gas and certain other things would not.

Objects could always be stickered. That isn't new either.

Just thought I'd point that out.You are also not entirely correct (Hey we match)

I tried to take photos of fire back in lbp, it does not show. Just tried now, still a NO. The material shows as changed to embers but the actual fire does not. Ya got me on the objects though, I remember not being able to sticker them, upon going back and testing it, you can.
2011-02-15 05:36:00

Author:
EinRobot
Posts: 739


One thing I found out: If you make a motor or wobble bolt set to not visible in play mode, it won't make any sounds at all.

Not entirely sure if it was this way in LBP1...if it was I never used it. Those things can be noisy if they're right next to each other.
2011-02-15 21:10:00

Author:
VnGamer234
Posts: 111


One thing I found out: If you make a motor or wobble bolt set to not visible in play mode, it won't make any sounds at all.

Not entirely sure if it was this way in LBP1...if it was I never used it. Those things can be noisy if they're right next to each other.

Yup, that was in LBP1
This might have been said already and it might be obvious to some but hazard sounds can now be turned off. No more gas sound, yay!
2011-02-15 21:26:00

Author:
napero7
Posts: 1653


The topic post is not entirely correct.

Fire has always shown in photos. Only gas and certain other things would not.


Fire never showed up in LBP1 photos but now does in LBP2

Here are two photos from one of my levels:

LBP1 - no fire
http://i0.lbp.me/img/ft/c70191086c3b9cef5dc04103a061208897af9282.jpg

LBP2 - fire!
http://i6.lbp.me/img/ft/87605299fbfb029c93c5c778e0c5f7799660607d.jpg
2011-02-15 21:57:00

Author:
Osprey71
Posts: 93


don't know if this is known, but after you bounce from the bounce pad if you hold down R2 or L2 sackboy does a cool slow mo backflip, whereas if you dont hold it his jumps are random.2011-02-15 22:32:00

Author:
juscallmeJ
Posts: 77


not sure if this has been mentioned:

When dressing a Sackbot, any LBP1 costume pieces that change to match popit colour (such as tracksuit top) will be white.
2011-02-15 22:58:00

Author:
Matimoo
Posts: 1027


This thread has helped me out so much, I read every post and now I know so much more!

Also I found something out this morning that COMPLETELY blew my mind.
If you touch horrible gas, you die and respawn at your last reached checkpoint.
2011-02-15 23:57:00

Author:
ATMLVE
Posts: 1177


Some things you might not have known about the Music Sequencer..

1) Highlight the beginning of a note instead of clicking it directly to move/shrink/etc JUST the beginning dot (clicking on the beginning of a note will cause anything you do to change the whole note)

2) You can pause within a looping block. In other words, if you press square on a block of music to go in and add/change/whatever notes such, and the block is looping over and over and over and over and over and over and over and it's starting to annoy you, press the same button you use to pause a level in create, and it will pause the loop.

3) Similarly, the undo/redo buttons work within a music block, undoing or redoing the last note you placed (in contrast, if make some changes to a block of music, exit it, and hit 'undo', it will undo everything you changed in that block of music).

4) If you want to transfer a bunch of music from one sequencer to another without all the individual music blocks resetting their length, line up the sequencer's so there's no open space between the two 'sequencer boards'. However, just be careful because if you overlap them too much, when you select the music from one sequencer, you might accidentally select and end up moving stuff from the second sequencer as well.

5) If you're planning on using a lot of different instruments in your music piece, choose your instruments wisely. The music sequencer has it's own thermo bar dictating how many different instruments you can have on it, but different instruments take up different amounts of thermo. Some take up as little as half a bar, and some take up several bars. Also, I'm pretty sure that the only thing that raises the thermo is adding a new instrument, not adding more of the same, so you don't have to worry thermo-wise about the length of your piece.

6) If you're making a piece of music for someone's level, you might have begun to realize that a complicated level will cause complicated music to break-up and can even cause the whole level to lag. The more the sequencer has to work, the more 'complicated' the piece is. I think these are the two biggest things to look out for that will begin to wear on the game engine and cause break-up in a level:
a) Many notes playing at the same time. If you're experiencing break-up in specific places when you stick the piece in the level, pay attention to exactly where in the piece the break-up is happening and try thinning that spot out a bit.
b) Changing the timbre of an instrument (by selecting a note and pushing right analog stick in the left/right direction) will put a lot more strain on the engine. I'm not too sure if it gets worse the more you change it, or if it's as soon as you change it from the default, but either way, keep in mind if you're changing the timbre of notes that you won't be able to have as many notes playing at the same time as it as you would if it were unchanged.

7) Overlapping blocks of music will cause the one that comes first to be cut off where the second one begins.

8) If you've been trying to use sound effects on the sequencer and can't seem to get them to work, try unpausing Unlike the regular music blocks, sound effects won't be heard in pause mode.

9) If you press square somewhere on the sequencer to begin playback from that spot, the 'tracking line' will only move to follow the position of the music if you're in play mode. I know personally, I was always making music in pause mode and for a while had no idea that the line actually would track where the music was at if I switched to play mode!

10) I think this has probably been said, but if you want to change the instrument of a block of music without having to redo all the notes inside it, just place the instrument you want it to be changed to right over the existing block. All the notes will still be there, just the instrument will be changed. Don't forget to change the reverb/pan/etc. of the block though if you have different settings for your different instruments.
2011-02-16 01:52:00

Author:
hilightnotes
Posts: 1230


Here's a few (though these might be old news to some):

- Balloons (the white ones from LBP1) can have their color tweaked and can be activated by switches. Ditto for the electric razor object.

- Magic Eyes can be made to open and close their eyelids via switch inputs.

- All decal objects (Magic mouths, tags, switches, etc.) are now stickerable.
2011-02-16 03:28:00

Author:
Blue Helmet
Posts: 306


I have some even though these are not thing you can do these are some interesting things you may or may not have noticed

Holograms, visible or invisible have an effect on water like any other object would, yet they have no reflection in it,
somehow(dont aske me how) the body of the missles can be destroyed in a way that leaves the truster of the missle intact., it acts pretty much like the regular thrusters it just looks different.
The level of gravity actually effects thruster animations, which I just noticed
2011-02-16 05:11:00

Author:
Unknown User


BAM thread revived.
Anyways, I found out that by holding R1, you can force your Sackperson to not change layers. That way, you are able to push objects which you can't grab!
2011-03-06 21:21:00

Author:
iArekusu
Posts: 402


BAM thread revived.
Anyways, I found out that by holding R1, you can force your Sackperson to not change layers. That way, you are able to push objects which you can't grab!

Wow, really? Could you do this in LBP1?
2011-03-06 21:34:00

Author:
Doopz
Posts: 5592


Wow, really? Could you do this in LBP1?

I don't know, but I know it works in LBP2. It surprised me too
2011-03-06 21:46:00

Author:
iArekusu
Posts: 402


Wow, really? Could you do this in LBP1?

Sure. I assumed it was common knowledge.
2011-03-06 23:01:00

Author:
Aya042
Posts: 2870


If you choose the game mode as Versus, then there's no "cool-down" between Slaps. So, you can continuously slap Sackbots and other players without doing the "dusting off hand" animation.2011-03-07 00:33:00

Author:
alexbull_uk
Posts: 1287


Three way, two way, and button switches can be invisible O.o

Controllinator buttons that are inside a sackbot's circuit board have inputs

Mind Blown



Sackbots have 2 secret (and violent) death animations http://yfrog.us/i3qimz

EPIC
2011-03-07 00:48:00

Author:
m4tr1x35
Posts: 50


:kz:In one of the Sackbot Tutorials, the narrator says they are able to use Creatinators, but it shows a paintinator instead.2011-03-07 21:37:00

Author:
IronSkullKid99
Posts: 515


Wow, really? Could you do this in LBP1?

Yeah, I remember distinctly that you could.
2011-03-07 23:22:00

Author:
Number7Million
Posts: 248


Decal objects in LBP2 are capturable on their own, as opposed to LBP1 where they had to be captured on a piece of material.2011-03-08 01:14:00

Author:
Blue Helmet
Posts: 306


Found a couple breating my movie.

You can save thermometer by having less scenes active at a given time. I was reaching the top of my thermo at only halfway through the movie. I have lots of scenes throughout the level, swtiched to by different cameras. After finalising a scene, I copy it to my PopIt, create an emitter triggered at the right time set to emit in the same place, and deleted the original scene. The scene is only created for real for when the camera is looking at it, and then destroyed when the camera is looking elsewhere. This offers a fair bit of thermo savgins, especially when there are lots of sackbots. Instead of having 20+ active sackbots in a level, there are only a few actors needed for the current scene

Also, controlling actors, the L2 and R2 buttons are analogue and if you press them lightly the hands don't take the default sign. Theis means it's possible to have, for example, a happy SB not making the peace sign but just with open hands.
2011-03-08 17:54:00

Author:
Shifty Geezer
Posts: 131


Also, controlling actors, the L2 and R2 buttons are analogue and if you press them lightly the hands don't take the default sign. Theis means it's possible to have, for example, a happy SB not making the peace sign but just with open hands.

That's been there since LBP1, and is possible with your Sackboy as well...
2011-03-09 09:23:00

Author:
Retro
Posts: 104


Pressing L2 on an object in create mode makes the object invisible, which is common knowledge. However, you can also press L2 on your sackboy when he is in only his default skin, and he will become almost invisible. He will look like he has his mouth wide open2011-03-10 01:11:00

Author:
ATMLVE
Posts: 1177


For those that don't know, you can name your tag sensors and tags so you are no longer limited by colour, you can have endless tags.
For example, You could have a green Tag Sensor and a green Tag in the same microchip and they will not interact with each other as long as they have different names. let's say you call your Green Tag Sensor "bang" And your Green Tag "Flop" (Both of them being in the same microchip. Then you put another Green Tag Sensor and Green Tag somewhere else and name them to the corresponding Tags in the other microchip, they will interact.

(I think I over complicated what I've wrote lol)

Basically just name your tags for endless'ness lol
2011-03-10 13:22:00

Author:
smerf1
Posts: 108


Pressing L2 on an object in create mode makes the object invisible, which is common knowledge. However, you can also press L2 on your sackboy when he is in only his default skin, and he will become almost invisible. He will look like he has his mouth wide open

Really? I tried to do this but couldn't... I assumed it was patched.
2011-03-10 20:14:00

Author:
Blue Helmet
Posts: 306


Well, I for one dislike that blur transition that happens at the end of cutscenes, and I'm not sure if people know that there's a way around that, and it's really easy. All you do is wire the final camera in your cutscene up to another one (or put it right after on the sequencer), and set "Player Tracker" to be on.

That way, you can pick your own transition from the fades, pans, or cut.

Looks much nicer, IMO.

2011-03-11 00:53:00

Author:
KlawwTheClown
Posts: 1106


Really? I tried to do this but couldn't... I assumed it was patched.
I dunno, because my friend just did it to me. I would send you an image, but I'm kinda kicked off the PS3 for a bit...:kz:
2011-03-11 01:52:00

Author:
IronSkullKid99
Posts: 515


Im sorry, please forgive me, but you have to use the sticker popit tool thing, not the regular cursor. Its strange, actually...2011-03-11 02:30:00

Author:
ATMLVE
Posts: 1177


you can sticker microchips to personalize them an keep them organized2011-03-12 09:42:00

Author:
nerzdadestroyer
Posts: 1527


I think so, yes (:2011-03-12 10:05:00

Author:
Matimoo
Posts: 1027


Apparently, you can stick an impact sensor on a sackbot and set it to react to a certain tag. DUH?!

Impact sensors work with slaps. You just need a NOT gate.

BUT, an impact sensor WILL NOT pick up the slap from another bot if the impact sensor is set to a tag that is on the slapping bot.

(So, if a bot with a green tag, slaps a bot with a green impact sensor, it won't be picked up)

THIS IS VERY ANNOYING!!!
2011-03-12 10:38:00

Author:
Devious_Oatmeal
Posts: 1799


Visible and non visible lights2011-03-12 10:50:00

Author:
craigmond
Posts: 2426


Um...mind explaining that?!

I'd love a way to turn a light source object invisible and just have its light. You can turn large lights into gas to hide them in geometry, but I don't know of a way to make the invisible. So if that's what you're saying, please elaborate!
2011-03-12 13:59:00

Author:
Shifty Geezer
Posts: 131


^The "Light Box" "Bee Antennae" and "LED Light Bulb" (I think those are the right names) can be set to invisible in play mode, because they are placed like decorations.

REALLY useful.
2011-03-12 14:31:00

Author:
KlawwTheClown
Posts: 1106


Really? I tried to do this but couldn't... I assumed it was patched.
Here you go. 1 transparent sack, coming right up. :kz:

http://i529.photobucket.com/albums/dd333/Sonic402183/722e9c0488e2b147b5b9fa3a41722759aecb23cb.jpg
2011-03-12 20:37:00

Author:
IronSkullKid99
Posts: 515


^The "Light Box" "Bee Antennae" and "LED Light Bulb" (I think those are the right names) can be set to invisible in play mode, because they are placed like decorations.

REALLY useful.

That was for you Shifty Geezer. That's exactly how we obtain invisible light sources now.
2011-03-13 04:01:00

Author:
Rustbukkit
Posts: 1737


I'm sure that most people know you can switch to full-screen popit by pressing square on a category name and selecting the option, right?

I bet you didn't know that if you pressed L3 in popit, it automatically goes fullscreen! Or was that just me?
2011-03-13 08:05:00

Author:
Yofig
Posts: 288


This isnt really something you can do, but gas from LBP 1 in create mode that you never chose the color of in LBP 1 is rainbow colored in LBP 2 because no other color is set. Once you choose a color, you cant go back to the rainbow as far as I know. Just discovered this now.2011-03-13 20:55:00

Author:
ATMLVE
Posts: 1177


two things.

1) You can use tags to test your microchips. Instead of running an output to a light or some other on/off signal tester, just place a tag on your microchip. When connected to an output on your circuit it will only be on when it has a signal. This is great for quickly testing pulses and various parts of your circuit when a full probe isn't needed.

2) If you create a microchip for each category, you can use it to store behaviors. You could have one for sackbot behaviors, and store all the different sackbot chips you have customized as well as any custom chips you have made for them. I have one for numbers, and on that i have a chip I made that converts binary numbers to something more usable for display, a binary adder, a BCD adder, and several other things that are useful for working with numbers. It keep the "My objects" section of your poppit much more tidy, and you only have to pull out one item at a time to have a full pallet of tools.
2011-03-14 01:25:00

Author:
tdarb
Posts: 689


...It keep the "My objects" section of your poppit much more tidy...

You are aware you can categorize your "My Objects"?
2011-03-14 12:08:00

Author:
Aya042
Posts: 2870


You are aware you can categorize your "My Objects"?

Yeah, but this way I can have 5-10 related chips set up so that they are contained in one, and I can house them under the chips/behaviors category. I like it better than having to browse through 15-30 chips to get to the one I want.

I like having different "toolboxes", I can grab when I need them .
2011-03-14 17:32:00

Author:
tdarb
Posts: 689


You are aware you can categorize your "My Objects"?

Aya's right, and case you don't know all of the features, this video I made during the beta might help some of you fully take advantage of all the things it's capable of. It's from the beta, but nothing has changed so it's still relevant. Okay, one thing has changed... that really nice looking Cordlass skin is still broken and not looking nearly as good as it did before the beta patch that killed it.


http://www.youtube.com/watch?v=1Nf-Ldg-ADs
CLICK HERE FOR A DIRECT LINK IF YOU CAN'T SEE THE VIDEO (http://www.youtube.com/watch?v=1Nf-Ldg-ADs)



EDIT:
Yeah, but this way I can have 5-10 related chips set up so that they are contained in one, and I can house them under the chips/behaviors category. I like it better than having to browse through 15-30 chips to get to the one I want.

I like having different "toolboxes", I can grab when I need them .

I can see how your system is a space saver possibly, and I suppose if you are creating custom stickers then you might find it quicker than setting up a "Microchips" section like I have personally done. I suppose it's just all personal preference, but I'm a big fan of creating and maintaining my own categories.
2011-03-14 17:33:00

Author:
Rustbukkit
Posts: 1737


^ Wow, that was really helpful. Thanks! :kz: ^2011-03-14 18:09:00

Author:
IronSkullKid99
Posts: 515


I can see how your system is a space saver possibly, and I suppose if you are creating custom stickers then you might find it quicker than setting up a "Microchips" section like I have personally done. I suppose it's just all personal preference, but I'm a big fan of creating and maintaining my own categories.

Yeah, everyone probably has their favorite way of doing it. I have the categories too, but this lets me group things within that category. I have a microchips category like you, but within that I have chips containing several similar microchips sort of like subcategories. I mentioned the numbers one, but I also have one for different movers and pathfinding, and am now that I am starting to play with sackbots more, I will have another in there to house custom behaviors for them that require other logic or recorded actions.
2011-03-14 18:18:00

Author:
tdarb
Posts: 689


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.