Home    LittleBigPlanet General    News and Media
#1

LittleBigPlanet Move Pack DLC Contents - The Full List

Archive: 350 posts


LittleBigPlanet
Move Pack
DLC Contents


You'll all be glad to hear that the NDA has finally been lifted from the Community GameJam Move Edition!
So I can now tell you all about the new contents to be found within the upcoming Move Pack! :smileyhappy:

To begin with, here's a rundown of the highlights of the pack!

New Power-Up - Brain Crane

The Brain Crane is a new hat that Sackboy can wear that whilst active will allow him to pick up and move any grabbable object using the PlayStation Move, provided that the object is not too heavy and that Sackboy himself is not standing on the object.


New Tool - The Movinator

Essentially the PlayStation Move equivilant of The Controlinator.

Contains a fully customisable layout of the PlayStation Move that can be used to map your own controls and functions to it, in exactly the same way as you would with the DualShock and The Controlinator.


New Tool - Move Cursor

This new tool allows a creator to create their own custom in-game cursors whilst using the PlayStation Move.

You can use any in-game, DLC or custom Sticker during your cursor creation and you can also toggle whether the cursor can pick things up, can move in and out, whether grabbable objects will be highlighted upon hovering over them and whether the cursor requires a tag to be active.


New Tool - Move Paint

This is a big one!
Move Paint will allow you to create your own custom stickers using the PlayStation Move!
There's an assortment of brush types and a wide colour palette available whilst painting.

These Stickers will also have transparent backgrounds, so you're no longer restricted to the same old rectangular custom stickers! Additionally you can paste in other Stickers during your creation and edit them accordingly.

This Tool can infact be used during Create Mode and Single Player Play Mode.

New Tool - Material Slicer

Using this tool, you can cut through any object. It works much like "connect the dots", where you are in control over where the dots appear, and then the game slices the object accordingly.
Sliced pieces continue to be glued together after the slice, but their complexity can hereby easily reduced. This is very useful for those objects who have become "too complex" or are nearing that state.


New Tool - Move Recorder

Much like the previous Sackbot Recording tools, this tool will allow you to record any motion caused by using the PlayStation Move and then can be set to playback for your movie-making, level creation purposes.
Similarly these recordings can be set to loop and and have their speeds adjusted.


New Sensor - Speed Sensor

Can sense speed and you can toggle whether to sense the speed of only one direction or to allow all directions.


New Sensor - Rotation Sensor

Can sense rotations and again you can toggle whether to sense rotation in only one direction or in both directions.


New Sensor - Angle Sensor

Can be set to sense something within a specified angle.


New Material Type - Sticker Panel Material

This is another huge addition to the PlayStation Move Create DLC Pack!
You can set the colour and transparency of this Material.

So ssentially you can use this is an opaque version of the Hologram Material.
Meaning that no longer will your in-game sprites and other Hologram-based creations will have that semi-transparent look about them.

On top of that though, you can set the Mateiral to be completely transparent too.
Which makes it perfect for some aspects of Sticker placement.


New Score Giver Tweak - Score Multiplier

In the Score Giver, you can now tweak to enable or disable multipliers for your creation.


New Player Sensor Tweak - Detect Unspawned Players

Player Sensors can now be set to "Detect Unspawned Players". This can be very useful for triggering opening cinematics, only when every player in a session has successfully entered the level.


New Grab Sensor Tweaks

You can now choose to tweak whether the sensor activates when grabbed by a Sackperson/Sackbot, by the Move Wand or both.
You can also cause objects carrying the Sensor to glow slightly when you hover the Move Cursor over said object.


New Material Tweaker Tweak

The Material Tweaker can now select whether an object is grabable by a Sackperson/Sackbot, by the Move Wand or by both.


Other Notable Highlights From The Community GameJame

In-Game Store Overhaul



The in-game Store has had a major overhaul and DLC is now arranged in the order of Level Packs, Downloaded Packs and Outfits. In turn, each of these tabs are now listed alphabetically.

Selecting a Level Pack will open that Pack's level selection.

Selecting a Downloaded Pack will display a list of all the costume pieces, stickers and objects contained within the pack.
Each costume piece can be individually selected from this list and placed on your Sackboy.

Outfits is the recognisable list of complete Outfits for your Sackboy to wear.

Finally you can also Text Search the in-game Store.


Move Pack Level Rundown

This is just a quick count of the levels contained within the Move Pack, although please be aware that since I was playing an earlier version of the pack, this could still be subject to some change before release.

1 x Introduction Level
4 x Main Story Levels
1 x Boss Level
7 x Side Levels
1 x Tutorial Level for one of the above mention Side Levels
2 x Versus Levels
2 x Cutscene Levels

Total New Levels = 18


New Music Sequencer Instruments

At the Community GameJam, there were an additional 17 new Music Sequencer Instruments.
However again, these were very much in a developmental stage still and may be subject to some change before release.
2011-06-08 05:26:00

Author:
StevenI
Community Manager
Posts: 420


Wow that was fast! O_o2011-06-08 05:28:00

Author:
CyberSora
Posts: 5551


Will this only be in the Move pack?

Some of these things seem to not involve the move. I don't suppose they will be in a separate, free pack?
2011-06-08 05:32:00

Author:
tomodon246
Posts: 624


Move Paint: ~Insert girlish squeal here~2011-06-08 05:34:00

Author:
Bremnen
Posts: 1800


Now I'm going to have to find someone with Move to play the DLC levels! :hero:2011-06-08 05:37:00

Author:
warlord_evil
Posts: 4193


Do we have an idea of when this will come out and how much it will cost!? As a sequencer specialist the 17 extra instruments will help me so much!2011-06-08 05:40:00

Author:
Unknown User


*sssqqquuuuuuuuuueeeeeeeeeee* *Faint* WHEN AND HOW MUCH 2011-06-08 05:42:00

Author:
Littlebigdude805
Posts: 1924


Those Move tools sound great. And the non-Move related tools sound awesome too. And there's going to be 17 new instruments for the music sequencer?! This is going to be an awesome pack. I can already tell.2011-06-08 05:46:00

Author:
maddoggnick96
Posts: 272


Squeeeeeee!

2011-06-08 05:46:00

Author:
comphermc
Posts: 5338


Those who want to make better frame animation will love this pack. =)2011-06-08 05:59:00

Author:
gevurah22
Posts: 1476


So.. we need to buy this pack in order to access simple materials like that "Sticker Panel Material" ?
:/
That stuff should come in a separate creator pack imo.

Are there videos of the move stuff in action yet?
2011-06-08 06:18:00

Author:
midnight_heist
Posts: 2513


I was already planning on buying this pack, but...

17 SEQUENCER INSTRUMENTS=MUST BUY
2011-06-08 06:29:00

Author:
Frinklebumper
Posts: 941


Wow, there are some great things in this pack. Move Paint will be so awesome. I am now happy I bought the Move controller lol.2011-06-08 07:03:00

Author:
Spider-Jew
Posts: 1090


OMG YEEEAAAHHH! XD This is so much better than it could have been. Truly the biggest pack ever! The move recorder, new sensors, new sticker tools....oh man. I need a cigarette!

I'm still not clear about the sticker maker though. Will I be able to make stickers out of materials? Say I wanted to make a wooden arrow sticker. Can I make the arrow out of wood and then capture it without the background being in the photo? I would also like to know if we can create with the Move. Can I use it to point and click items on the menu?
2011-06-08 07:04:00

Author:
Reef1978
Posts: 527


You can take a picture of the arrow then bring the picture into the editor and take out the background.2011-06-08 07:05:00

Author:
Morgana25
Posts: 5983


This has definitely got me sold! Any idea when it might be out?

2011-06-08 07:06:00

Author:
FlipMeister
Posts: 631


Much thanks, StevenI!

Could we hear more about the Manipulator? Is the idea that you're using a Move in one hand and a controller in the other for moving your sackperson? And then you have a cursor on the screen where the move is pointing with which to grab things? Is there a proximity limit? Do layers come into play? Can other sackpeople be standing, or grabbing, on the object you're moving? Can only one sackperson control an object this way?

Also, I don't really get the movinator concept yet, and would love to hear more there as well. With the controlinator we only had to map individual digital and analog switches, which are fairly independent and one dimensional. But it seems like using the Move normally implies much more complex gestures that involve tracking changes in the control's position and attitude across time and 3D space. And so I'm wondering how powerful the tool is at keeping this simple for creators. For example, in a fishing game, I might want the player to make an over head arc toward the screen, and how fast and strong he does this drives how far he casts. Is that sort of motion gesture recognition readily possible? What about coordinated two-handed gestures involving a Move in each hand?

Thanks again for whetting our appetites.
2011-06-08 07:18:00

Author:
LittleBigDave
Posts: 324


P... P... P... Paint?!

Wow this pack sounds awesome!
2011-06-08 07:24:00

Author:
Plasmavore
Posts: 1913


Hmm some interesting stuff there~

Move Recorder?
So like can I make a Bot sit down using this?
Be very useful if so.

Speed Sensor?
About time we got this… gees.

Sticker Panel Material?
SooOo… Does it work like holo? Like can it pass through other objects?
I hope so or it won’t be as useful as it could have been.

And can’t wait to see what this mini story mode is about…
Like I wonder if there will be a new character or not?
*mew
2011-06-08 09:30:00

Author:
Lord-Dreamerz
Posts: 4261


Move Recorder?
So like can I make a Bot sit down using this?
But very useful if so.

I think the Move recorder is more like:
Move these platforms in this way, aaaand repeat.
2011-06-08 09:49:00

Author:
Jedi_1993
Posts: 1518


Lmao i just got a Playstion Move... LBP prestoric move didnt have any prizes to be won. So I was gonna get rid of it. I guess ill keep it for this.2011-06-08 10:12:00

Author:
venat
Posts: 715


Wowzer - thats a good pack rgiht there. I'm especially pleased regarding the extras (instruments, sticker material etc) but also the move cursor - it's an obvious addition, but one thats tempted me to hold off on Printz Diaries and make a Move-Enabled Point and Click out of it 2011-06-08 10:22:00

Author:
rialrees
Posts: 1015


Thanks for this Steven. So this Manipulator can't push around heavy pink matierials like the cursor could in SPM? Possibly the same weight as the grabinators can hold? Sounds a bit too light for some of the stuff I wanted to move about but could always use a Move Cursor for that. Also, can a player control two Movinators at once, or one Movinator and one controlinator, so you can move stuff around at the same time as platforming? ... Can't wait to see what people come up with in Paint though.2011-06-08 10:25:00

Author:
Holguin86
Posts: 875


So i'm going to have to buy a crappy move (that i'll never use for anything else) to receive these helpful tools? You better still be able to receive them without a move.2011-06-08 10:29:00

Author:
PPp_Killer
Posts: 449


I imagine you can still use all the other tools ppp, like the music and sensors and materials, as they're not at all dependant on a move controller.2011-06-08 10:41:00

Author:
rialrees
Posts: 1015


Much thanks, StevenI!

Could we hear more about the Manipulator? Is the idea that you're using a Move in one hand and a controller in the other for moving your sackperson? And then you have a cursor on the screen where the move is pointing with which to grab things? Is there a proximity limit? Do layers come into play? Can other sackpeople be standing, or grabbing, on the object you're moving? Can only one sackperson control an object this way?

Here's a few Move Pack DLC answers to get the ball rolling.
Although I'm sure that myself and the other Community GameJam attendees will pop in and more questions over time.

The Manipulator works very similar to the interface used in Sackboy's Prehistoric Moves.
Although you can move any Material that's been set to Grabbable and don't have to rely on moving pink blocks all the time...
Well, unless a Creator is personally inclined to create a level containing such pink blocks...

In terms of weight restrictions, consider it to be like the Grabbinators.
Moving smaller objects is easy but as the size of the object increases, so does the difficulty of moving the object until it simply becomes too heavy to move at all.

I'd say the proximity is around about 3/4 the size of the screen.
So you'll need to move closer to distant objects but generally speaking you can grab stuff over a relatively small distance.
For example, a puzzle may require you to move an object that's behind a wall that cannot be reached without the Manipulator.
The Manipulator certainly has enough range to complete such a task easily.

Layers work just as they would with the Grabinators.

You can pick up other Sackpeople and Sackbots using The Manipulator...
They're Grabbable after all, aren't they?
2011-06-08 10:44:00

Author:
StevenI
Community Manager
Posts: 420


Oh god I'm so excited about this now...

Want.... must have....

Actually really am going to suspend any further personal creations until this pack is released. It's all group creating for me until then lol
2011-06-08 10:48:00

Author:
rialrees
Posts: 1015


Move Recorder?
So like can I make a Bot sit down using this?


No, it's more for the recording of object movement of objects that can be manipulated with the PlayStation Move.



Sticker Panel Material?
SooOo? Does it work like holo? Like can it pass through other objects?
I hope so or it won?t be as useful as it could have been.


It works exactly the same as the Hologram Material.
Other than the fact that it's been drastically improved by its new functionality.


And can?t wait to see what this mini story mode is about?
Like I wonder if there will be a new character or not?
*mew

You may be pleased to hear that it's a brand new and unique LittleBigPlanet-based story that doesn't contain any externally licensed characters or materials.
2011-06-08 11:06:00

Author:
StevenI
Community Manager
Posts: 420


Here is a bit of a weird question..

Do people WITHOUT a playstation move get any value out of this pack? I mean, with stuff like sticker creation tools, are they limited to the Playstation Move or can you use the PS3 controllers as well? Are the levels playable (and the prizes collectible) without a PS move?
2011-06-08 11:16:00

Author:
robbit10
Posts: 450


Actually really am going to suspend any further personal creations until this pack is released. It's all group creating for me until then lol

I might hold off publishing, but definitely not creating; I'd like to add Move features where I have a chance but not make my levels fully dependant on them, in order to serve the broadest audience.
2011-06-08 11:50:00

Author:
Antikris
Posts: 1340


A good approach Kris, but I'm probably aiming for a complete move game. Its a kind of monkey-island type point and click so not much I can do yet, apart from visuals, which I'm working on anyway lol.

On topic, Has a release date for Move been officially announced yet?
2011-06-08 11:57:00

Author:
rialrees
Posts: 1015


Here is a bit of a weird question..

Do people WITHOUT a playstation move get any value out of this pack?

In the level I created, I found the new Sensors (I used Rotation and Speed) to be incredibly useful.


Also a few additional tweaks I found:

New Tool - Slice Material (Name is by memory, so don't kill me if it's a bit off)

Using this tool, you can cut through any object. It works much like "connect the dots", where you are in control over where the dots appear, and then the game slices the object accordingly.
Sliced pieces continue to be glued together after the slice, but their complexity can hereby easily reduced. This is very useful for those objects who have become "too complex" or are nearing that state.


New Player Sensor Tweak

Player Sensors can now be set to "Detect Unspawned Players". This can be very useful for triggering opening cinematics, only when every player in a session has successfully entered the level.


New Grab Sensor Tweak

You can now choose to tweak whether the sensor activates when grabbed by a Sackperson/Sackbot, by the Move Wand or both.
You can also cause objects carrying the Sensor to glow slightly when you hover the Move Cursor over said object.


New Material Tweaker Tweak (Hehe)

The Material Tweaker can now select whether an object is grabable by Sackperson/Sackbot, by the Move Wand or both.
2011-06-08 12:10:00

Author:
Slaeden-Bob
Posts: 605


Epic - it's these little tweaks to the existing tools that are going to help improve level creation in general so much - can't wait!2011-06-08 12:15:00

Author:
rialrees
Posts: 1015


lol.... best of all they been talking about this stuff on MM Podcast, bout speed sensor and Store UI (yea i had that feeling that it's not fitting LBP2 UI style)

Good stuff lot of new logic, something will be as patch for sure .... but thats not much info for me, i want deeper info on behaviors :>

Plz... more detail info, for example Angle Senor "Can be set to sense something within a specified angle", this sounds odd.... you can "sense something within a specified angle" that with any other sensor, is this sensor detect angle of current postion or like impact sensor just with range so it "sense something" that dont need a tag?
2011-06-08 12:25:00

Author:
Shadowriver
Posts: 3991


Also a few additional tweaks I found:

Thanks for those.
All those notes that I took and I still missed a few things off the list...
2011-06-08 12:34:00

Author:
StevenI
Community Manager
Posts: 420


Slice tool..... freaking finally! epic win! Too bad it was missing when i needed to slice something to over 100 pieces and had corner tool horror :o2011-06-08 12:41:00

Author:
Shadowriver
Posts: 3991


Wow, all those sounds awesome!
I'm excited about the paint tool, the sticker panel material and the slice tool too... can't wait!
2011-06-08 12:51:00

Author:
dajdaj03
Posts: 1486


A good approach Kris, but I'm probably aiming for a complete move game. Its a kind of monkey-island type point and click so not much I can do yet, apart from visuals, which I'm working on anyway lol.

On topic, Has a release date for Move been officially announced yet?

Great application! Although it sounds like support for basic controller stick movement could be a nice fallback and not impossible to implement either. It would also enable you to continue building and testing and just having to add the Move features the very second the pack is released.
2011-06-08 12:55:00

Author:
Antikris
Posts: 1340


yeah it would be nice if we could play the Move levels & stuff without a Move...
I'm thinking they'd be able to do it somehow with the normal controller also if we wanted... I'm not sure tho...

Ghhg~ Bloody everygame system is relying more and more on
real life gimmicky movement for gameplay nowadays...
I miss just having a simple controller and playing games without having to dance and stuff... (;>__>)
*meeew
2011-06-08 13:02:00

Author:
Lord-Dreamerz
Posts: 4261


Yay, thanks for the list, it looks awesome 2011-06-08 13:06:00

Author:
moonwire
Posts: 1627


Here is a bit of a weird question..

Do people WITHOUT a playstation move get any value out of this pack? I mean, with stuff like sticker creation tools, are they limited to the Playstation Move or can you use the PS3 controllers as well? Are the levels playable (and the prizes collectible) without a PS move?

You can probably unlock the stuff by running through with a friend who does have move. However, move paint is still a Move-only feature, which is actually a pretty arbitrary and highly limiting choice if you ask me. Most other things can be used without having a Move, so you can still use the sticker panel, for instance, but creating custom stickers is off. Methinks that there is still time to put some community pressure on MM to incorporate analogue stick paint though
2011-06-08 13:09:00

Author:
rtm223
Posts: 6497


Question: what are the 17 new music sequencer instruments? Or is that still confidential information? D:2011-06-08 13:20:00

Author:
moonwire
Posts: 1627


Question: what are the 17 new music sequencer instruments? Or is that still confidential information? D:

There will be around 17 music sequencer instruments - lots to keep you busy. Maybe Steven can remember which ones they are.
They'll also be a small handful of music tracks too
2011-06-08 13:25:00

Author:
Unknown User


This looks incredible! *drools*

Any hopes of an analog signal multiplier tool (or a tweak option on the AND gate)?

Also, any word if the Prehistoric Moves content will be included (costumes, materials, etc.)?

Again... incredible...!
2011-06-08 13:43:00

Author:
fitchn
Posts: 10


Maybe Steven can remember which ones they are.

Not in the slightest...
Never actually wrote down the names of the new Music Sequencer Instruments.

After all, we were told during the Community GameJam that they still needed some work and that they were prone to crashing.
So generally, I tended to avoid them.

I just made a quick note of how many new instruments were listed, since I thought people might be interested in knowing just how many new instruments may be added.
2011-06-08 13:53:00

Author:
StevenI
Community Manager
Posts: 420


Also, any word if the Prehistoric Moves content will be included (costumes, materials, etc.)?


I actually asked Tom about this as I really like the costumes, materials and decorations of that pack. Sadly due to the fact that SPM was developed by another studio, he said the chances were pretty slim - Even though I begged quite a bit and promised to buy the pack twice if they did
2011-06-08 13:55:00

Author:
Slaeden-Bob
Posts: 605


Ugh... Yet another reason to get the PS Move. Must... find... $100 + cost of DLC.

How much can I get for a well-used kidney these days?


I actually asked Tom about this as I really like the costumes, materials and decorations of that pack. Sadly due to the fact that SPM was developed by another studio, he said the chances were pretty slim - Even though I begged quite a bit and promised to buy the pack twice if they did

Someone needs to contact that studio. Any idea who that may have been?

I'd be willing to write a letter to the CEO or director of development there.

Spaff/Tom, if you're reading... this would be some pretty popular DLC and maybe you can get together with SCEE (I assume the developer is there in Europe somewheres?) and the developer to "make a deal?"
2011-06-08 13:55:00

Author:
schm0
Posts: 1239


Details that i squeshed from Bob

-Angle Sensor, is not to "sence something within the angle", it's to sence orientetion of object as i guessed
-All speed, rotation, angle sensors toggles on tweak value (so i guess thay also send analog signal with more precice data... hopefully)
-Cursor use same model of use as Behavior Chips of Sackbot, so you can dynamically change settings of it
-Cursor is also yet another microchip gadget! You can place logic on it, for example place Tag and make object follow the cursor or setect if object is highlighted by cursor.
-Sticker material is like Holo just solid, so it's revolution for pixel platformers and games
-By "Sackboy/sackbot" they mean sack characters in general, no inviduals
-One Move controller per Player, so you need two players on for dual Move control, as PS3 supports only 7 input device in same time you can have 4 players and 3 move controllers on localy, but you can get 1 move ocntroller plus if one player is online ( i guess), so yeah you can do 7/8 player level in theory
-Online does not incless possible number of Move controller as you may initilly think, one Move controler per one player online and that Move contoller is assigned to that player
-Navigator is supported one per every move controller in Movenator
2011-06-08 14:06:00

Author:
Shadowriver
Posts: 3991


Any idea who that may have been?

Sackboy's Prehistoric Moves was developed by Supermassive Games.
http://www.supermassivegames.com/
2011-06-08 14:31:00

Author:
StevenI
Community Manager
Posts: 420


Sucks that I won't be getting a move :/
Do we get a game jam video like the last time?
2011-06-08 14:41:00

Author:
KQuinn94Z
Posts: 1758


Oh, we can talk about this now? Awesome! Here's some info from the stuff I tried out.

Move Controllers

You can use one Move per Sixaxis. Even if you don't need a Sixaxis for your level, it'll still need to be connected. (I assume you can instead use a Nav controller, but we didn't get them at the jam). It's possible to have a single player level using two Moves, which Wex and myself did, but you will need to play the level as 2 players.

Because you can only have 7 controllers connected to a single PS3, this means you can have a max of 4 Sixaxis and 3 Moves locally. Go online and you should be able to have up to 8 controllers (e.g. in a 4p game each player can have one Sixaxis and one Move).

This means in theory you can have levels with up to 8 players. At the jam we got 7 players working, 4 of us with Sixaxis and 3 with Moves. We had to do this using Sackbots - 3 of the players would hope in Movinators, and they would get a Move Cursor for the Move controlling player AND and remote controlled Sackbot using the nav controller side outputs. Unfortunately this was near the end of the jam and we didn't get to make a proper level using it, because as we found out, creating a level that requires 4 sackbots and 3 cursors is kinda difficult.

Movinator

On the left side of the circuiut board, you have outputs from a nav controller. From what I remember this was basically the left side of a normal controller, so you mostly have the left stick and d-pad to play with.

On the right side are the Move control outputs. I can't remember what all of them were, maybe someone who can will be able to list them. From what I do remember, there's outputs for speed, twisitng motion, in/out movement, and where the Move is pointing.

Move Cursor

This is my personal favourite feature. Here's some details:

- You place it on the circuit board of the Movinator.
- You can make the cursor invisible and stick a tag on the cursor's circuit board. This allows you to make any object follow the cursor.
- You can also turn cursors on and off and tweak the settings the same way as Sackbot behaviors.
- It can never go off the screen.
- It remains local to the orientation of the camera. In the level I made, I had a camera which was rotating (yes, local space cameras were fixed in the build we played). Even if the camera was upside down, the Move cursors still moved correctly, i.e. left was left, right was right.




Reading through this thread so far, seems a few of you are asking about using these new features without a Move. When I first arrived at the jam and saw these features demonstrated, I felt like asking that too. However, after trying it out for myself, this pack has convinced me to get a Move (and I wasn't even a fan of motion gaming). If you don't have one, just go and buy one, because all of these features create hundreds of possibilites for levels that just couldn't be done before. You won't want to miss out.
2011-06-08 14:53:00

Author:
Nuclearfish
Posts: 927


Sackboy's Prehistoric Moves was developed by Supermassive Games.
http://www.supermassivegames.com/

Hmmm, indeed they're right there in Guildford! Glad to see that MM/SCEE are supporting the local economy!

I'll see about drafting up something later today/this week. I may just send out a quick email to see who may be the best contact over there to discuss a collaboration regarding the high-quality content they've worked on. (They're also responsible for developing content for the Marvel pack, Pirates of the Carribean, and apparently the upcoming Move pack as well (?). )

I assume the rest of the community is on board with getting the contents of Prehistoric Moves as future DLC?

Back on topic, I'm really excited about [s]selling a spare kidney the upcoming Move pack and have officially moved the Move/Eye combo to the top of my list for "must-haves", solely in anticipation of this innovative DLC.


Move Cursor
...
- It can never go off the screen.


Can you "toss" selected objects off screen by dropping after swinging the controller? If so, by "it" I assume you mean the cursor?
2011-06-08 14:55:00

Author:
schm0
Posts: 1239


Nice to hear about the nav controller outputs, I forgot to ask about that! Thanks Nuclearfish!2011-06-08 14:56:00

Author:
rialrees
Posts: 1015


Does anyone know what kind of price range we're looking at here for the DLC? In my opinion, the tool tweaks for the tools already in the game should have been put in a free update to the game or at least a free DLC pack.2011-06-08 15:09:00

Author:
WoodburyRaider
Posts: 1651


Can you "toss" selected objects off screen by dropping after swinging the controller? If so, by "it" I assume you mean the cursor?

Yes, you can throw stuff off screen. It's the cursor that can never go off screen (and if you then make an object follow the cursor, that won't either).

Also, if you have your Movinator and camera on a moving object and don't move the cursor, the cursor will still move along with the camera. It won't get left behind.
2011-06-08 15:19:00

Author:
Nuclearfish
Posts: 927


Mm is really going all the way with this Move pack. Good thing is I already have a Move (even though a barely ever use it lol) and I'll finally have a use for it. Oh great, I'm impatient for it and it isn't out yet.

Now if the pack costs (which, after reading the stuff included, I have no doupt it will) then that stinks, especially if you have to pay the super expansive price for a Move (it was not fun paying that).
2011-06-08 15:38:00

Author:
Goober1823
Posts: 76


Now if the pack costs (which, after reading the stuff included, I have no doupt it will) then that stinks, especially if you have to pay the super expansive price for a Move (it was not fun paying that).

Yeah, because why should Mm deserve any of our money for the biggest DLC pack yet that they've been working on for months?


To clarify - we didn't find out anything about release date, pricing or even if it's going to be a single pack. It does seem a bit weird to put things like speed sensors in with the Move pack, so maybe they'll be released for free in an update or a Creator Pack 2. But even if it is all one pack, I wouldn't expect it to cost much more than MGS or POTC, and it'll definately be worth it.
2011-06-08 15:48:00

Author:
Nuclearfish
Posts: 927


Will this, like with regular DLC, limit creators in what to give away as prizes? How about custom stickers made with the new sticker tool?2011-06-08 16:08:00

Author:
Antikris
Posts: 1340


Very cool stuff.2011-06-08 16:13:00

Author:
BasketSnake
Posts: 2391


To clarify - we didn't find out anything about release date, pricing or even if it's going to be a single pack.

I heard at E3 that the release is sometime September.
2011-06-08 16:15:00

Author:
Chazprime
Posts: 587


Can the sticker panel material be stickered black? That was my biggest pet peeve with the Hologram material. (Along with the transparency and ugly animation).2011-06-08 16:36:00

Author:
Frinklebumper
Posts: 941


My avatar is my reaction.2011-06-08 16:48:00

Author:
lemurboy12
Posts: 842


Can the sticker panel material be stickered black? That was my biggest pet peeve with the Hologram material. (Along with the transparency and ugly animation).

Yes, it can be set to be black and additionally can be stickered with any sticker that you may have.
2011-06-08 16:52:00

Author:
StevenI
Community Manager
Posts: 420


Can the sticker panel material be stickered black? That was my biggest pet peeve with the Hologram material. (Along with the transparency and ugly animation).

And turned on and off. Perhaps even faded by an analog signal. I have high hopes with people claiming it works the same as holo.
2011-06-08 16:52:00

Author:
Antikris
Posts: 1340


I have high hopes with people claiming it works the same as holo.

I'm fairly certain that we said that it works much better than the Hologram Material.
2011-06-08 16:55:00

Author:
StevenI
Community Manager
Posts: 420


I am definitely picking up a Move soon-thank you, family, for getting me gift cards to feed my gaming interests This pack sounds absolutely amazing. I can already imagine the possibilities with all of this new stuff. And 17 new instruments for the music sequencer...sweet. Day one buy for me.2011-06-08 17:01:00

Author:
SongfireVarda
Posts: 24


I'm fairly certain that we said that it works much better than the Hologram Material.

Yea it's solid and yet it acts like holo, so it works same way as Neon material ;] It means you can archive this kind of quality of 2D graphics...


http://www.youtube.com/watch?v=NlYhlKfQeoY&feature=channel_video_title

...in any pixel platformer/game! Since it wont colide as Neon material, i could replace those holo elements on menu so everything would look solid like Neon material

Not only that! if i hear right you can tweak opacity of material base but sticker stays (right?), so same as black holo trick, you can render stickers on other material and make them disspaer and appear with logic! So no more holo blood is needed if you want to do blood splash on something

Yea, thats one of coolest things in that pack ;]
2011-06-08 17:09:00

Author:
Shadowriver
Posts: 3991


I believe this pic from the jam shows the new sticker material in action? http://twitpic.com/4trgdt

http://twitpic.com/show/full/4trgdt.jpg (http://twitpic.com/4trgdt)
2011-06-08 18:32:00

Author:
LittleBigDave
Posts: 324


I do know one thing: I MUST HAVE THAT PACK!!! O_o

Hopefully there will be an indication on levels that happen to need the Move in order to complete, like a small Move controller next to the name or something. That would definitely reduce frustration with those who don't have move.
2011-06-08 18:33:00

Author:
Goober1823
Posts: 76


I do know one thing: I MUST HAVE THAT PACK!!! O_o

Hopefully there will be an indication on levels that happen to need the Move in order to complete, like a small Move controller next to the name or something. That would definitely reduce frustration with those who don't have move.

Maybe similar to the way it shows LBP1 levels with the pink tree on the badge, but with a move controller.
2011-06-08 18:36:00

Author:
Doopz
Posts: 5592


Do you have to calibrate your Move every time you start up LBP2, like you have to with Sports Champions?2011-06-08 18:43:00

Author:
robbit10
Posts: 450


I believe this pic from the jam shows the new sticker material in action? http://twitpic.com/4trgdt

That is certainly the new Sticker Panel Material in action.
Infact that level was an animation created by our very own Wexfordian at the Community GameJam.
2011-06-08 18:44:00

Author:
StevenI
Community Manager
Posts: 420


So I assume Sticker Panel Material, being repeatedly likened to hologram, has a color and an analog transparency setting for both on and off states. Do stickers placed on the material remain 100% opaque and unaffected at all times or do they disappear in the "off" mode? Gotta be the latter me thinks, and that must be how we'd then be able to make stickers semi transparent, using an analog input to the material in dimmer mode.

Please might a jammer weigh in with the full list of sensor outputs on the Movinator for the wand?
2011-06-08 19:06:00

Author:
LittleBigDave
Posts: 324


Maybe similar to the way it shows LBP1 levels with the pink tree on the badge, but with a move controller.

Exactly. The game will need at least some sort of automatic indication that a level requires a Move controller, otherwise Mm will end up with plenty angry non-Move owners asking/demanding for it.


Now I think some of the stuff in the Move pack should be seperate from the actual Move pack (unless it does happen to be free) and put into a Creator Pack 2. Here is what I would take from the Move pack and move into the Creator Pack 2:

- Material Slicer
- Speed Sensor
- Rotation Sensor
- Angle Sensor
- Score Giver Tweak
- Player Sensor Tweak

The pack would be free (or very cheap) because it would simply include tweaks and a few tools having almost nothing to do with Move (I think). As for the new music instruments, it might be better to go into it's own pack as well.

However Mm decides to distribute this stuff, I was just making my suggestions toward distribution that would work for everyone, Move or no Move.
2011-06-08 19:07:00

Author:
Goober1823
Posts: 76


PS MOVE is good thing, it is much more comfortable for killzone 3 than dualshosk


In the level I created, I found the new Sensors (I used Rotation and Speed) to be incredibly useful.


Also a few additional tweaks I found:

New Tool - Slice Material (Name is by memory, so don't kill me if it's a bit off)

Using this tool, you can cut through any object. It works much like "connect the dots", where you are in control over where the dots appear, and then the game slices the object accordingly.
Sliced pieces continue to be glued together after the slice, but their complexity can hereby easily reduced. This is very useful for those objects who have become "too complex" or are nearing that state.


New Player Sensor Tweak

Player Sensors can now be set to "Detect Unspawned Players". This can be very useful for triggering opening cinematics, only when every player in a session has successfully entered the level.


New Grab Sensor Tweak

You can now choose to tweak whether the sensor activates when grabbed by a Sackperson/Sackbot, by the Move Wand or both.
You can also cause objects carrying the Sensor to glow slightly when you hover the Move Cursor over said object.


New Material Tweaker Tweak (Hehe)

The Material Tweaker can now select whether an object is grabable by Sackperson/Sackbot, by the Move Wand or both.
you have beta?
2011-06-08 19:12:00

Author:
Unknown User


you have beta?

No he was one of us that went to Guilford for the Move Game Jam at Media Molecule.
2011-06-08 19:25:00

Author:
Morgana25
Posts: 5983


Do you have to calibrate your Move every time you start up LBP2, like you have to with Sports Champions?

Yes. I'm not sure how calibrating works in Sports Champions and other Move games, but in LBP2 you just have to point the controller at the PSEye and hold a button for a few seconds. It did also have a habit of needing recalibrating every so often. For me to begin with it needed it doing every 15 minutes which got a bit annoying, but I managed to go about 5 hours creating throughout the night with two Moves without needing to recalibrate at all. Hopefully it's something that will be improved when its released.
2011-06-08 19:27:00

Author:
Nuclearfish
Posts: 927


Really wishing we could have the paint feature without the move requirement as well. I've been wanting to remove backgrounds from custom stickers since LBP1 but I'm not buying a new controller that I'll only ever use for one game.2011-06-08 19:28:00

Author:
Unknown User


No he was one of us that went to Guilford for the Move Game Jam at Media Molecule.

how many people went there?
Oh, i know, 15
2011-06-08 19:31:00

Author:
Unknown User


Yes. I'm not sure how calibrating works in Sports Champions and other Move games, but in LBP2 you just have to point the controller at the PSEye and hold a button for a few seconds. It did also have a habit of needing recalibrating every so often. For me to begin with it needed it doing every 15 minutes which got a bit annoying, but I managed to go about 5 hours creating throughout the night with two Moves without needing to recalibrate at all. Hopefully it's something that will be improved when its released.

The fact that there were over a dozen PlayStation 3 consoles set up and a whole bunch of PlayStation Moves active in the same room, probably didn't help much during the calibration processes either.

Obviously that shouldn't be an issue in most common households, unless you just happen to have one very plush setup and are the proud owner of a room filled to the brim with televisions and gaming consoles.
2011-06-08 19:35:00

Author:
StevenI
Community Manager
Posts: 420


So I assume Sticker Panel Material, being repeatedly likened to hologram, has a color and an analog transparency setting for both on and off states. Do stickers placed on the material remain 100% opaque and unaffected at all times or do they disappear in the "off" mode? Gotta be the latter me thinks, and that must be how we'd then be able to make stickers semi transparent, using an analog input to the material in dimmer mode.

Please might a jammer weigh in with the full list of sensor outputs on the Movinator for the wand?

Yes sticker material works like that, it also has the colour option which changes the colour of the sticker to a degree. Its basically holo that stickers work on

From my memory, on the Movinator were controls for the nun-chuck, all the of move buttons, as well as motion controls for up/down left/right, in/out, rotation, and I'm sure theres a fourth one (unless up/down left/right were separate), combined with the speed/rotation/angle sensors and move cursor you can create some awesome stuff.
2011-06-08 19:43:00

Author:
GruntosUK
Posts: 1754


Just got word that the "Brain Crane" is indeed the new official name for "The Manipulator".
So get used to the new name everybody.
2011-06-08 19:48:00

Author:
StevenI
Community Manager
Posts: 420


Not sure if this has been asked already, but doesn't the sticker panel material 'replace' the hologram material for most applications? If we can simply change the colour by using a sticker, and it can pass through other objects.....then I really have no use for holo due to the annoying light streaks.

EDIT: Wow, 2 posts above and I missed it.
2011-06-08 19:49:00

Author:
SSTAGG1
Posts: 1136


SOLD! to the boy wearing no pants...
Wat?

Umm... yeah, this will be one BIG update... I AM EXCITED! Finally something really cool for the move, it's been pretty much just laying around after christmas... (well okay, I did test sport champions)
I didn't read through the thread yet but I hope we can also use the move controller in create mode, I want to feel like a wizard when creating

disclaimer: I am wearing pants
2011-06-08 20:02:00

Author:
napero7
Posts: 1653


List of things I plan on buying in 2011 now:

Psp Vita
Psp games
La Noire
Ps Move
lbp ps move pack
Portal 2
Iphone
Assassins Creed Rev
Modern Warfare 3
Battlefield 3



Donations appreciated
2011-06-08 22:13:00

Author:
KQuinn94Z
Posts: 1758


Just got word that the "Brain Crane" is indeed the new official name for "The Manipulator".
So get used to the new name everybody.

I'm just glad there's not gonna be another "ator" gadget in the mix, I was starting to get overwhelmed. :eek:
2011-06-08 22:20:00

Author:
booXely
Posts: 654


Been a bit busy, so it out then but still not E3 Trailer? Move paint going to really let us make more unique styles first thing im going to do is go nuts with some art style levels2011-06-08 22:26:00

Author:
jump_button
Posts: 1014


So, on the end of the Move controller is a light which can change colour. In LBP2 is there one set colour, or can the creator of the level decide what colour it is? And if so, can you change the colour while in play using logic?2011-06-08 22:34:00

Author:
Doopz
Posts: 5592


I'm pretty sure it's the player color. I don't recall a way to change the light color on the controller.

The cursor you can make any color or any sticker though.
2011-06-08 22:39:00

Author:
Morgana25
Posts: 5983


I was under the impression that the ball on the end of the Move controller changed color depending on the lighting and color of the room you are playing in, for best possible contrast?2011-06-08 22:52:00

Author:
JakePutz
Posts: 92


I can't believe my eyes. This just can't be more awesome. A must have for all creators.2011-06-08 23:01:00

Author:
Willman4
Posts: 170


I was under the impression that the ball on the end of the Move controller changed color depending on the lighting and color of the room you are playing in, for best possible contrast?

I remember thinking I hated the green color so I changed my player color. Come to think of it there were a ton of different colors all around the room during the jam so I'm fairly sure it's tied to player color. I'll have to review some of my video.
2011-06-08 23:09:00

Author:
Morgana25
Posts: 5983


Wow, might have to get the move after all...2011-06-08 23:57:00

Author:
croissantbuncake
Posts: 572


I was excited today when I walked into a store to see that the Move was 30$, but then I discovered that was just a accessory item for it and that the the real thing was 100$...

With the size of this DLC I hope it doesn't go beyond 10$.
2011-06-09 00:07:00

Author:
warlord_evil
Posts: 4193


I was excited today when I walked into a store to see that the Move was 30$, but then I discovered that was just a accessory item for it and that the the real thing was 100$...


I've seen a ton of remorseful owners listing their Moves on Craigs List in the $50-70 range, many of which advertising them as basically unused. I know some local big box retail stores were trying to refuse returns on them if customers had opened the game that comes with them, further helping the supply (and thus driving down the price) on Craigs List. So if it were me, I would certainly check there before dropping $100+tax on one.
2011-06-09 00:25:00

Author:
LittleBigDave
Posts: 324


Here is a bit of a weird question..

Do people WITHOUT a playstation move get any value out of this pack? I mean, with stuff like sticker creation tools, are they limited to the Playstation Move or can you use the PS3 controllers as well? Are the levels playable (and the prizes collectible) without a PS move?

If you decide to buy the pack, I could help you with collecting, testing and so on if you want.
2011-06-09 01:14:00

Author:
Unknown User


Based on everything I read about the move from the move.me beta I am in is that the move has around 16 colors that the camera can track. The dev's can select which one of these colors to use (ex. based on player color) so long as there is only one move with that color and the camera can distinguish the color from the background (no pink color on the move if you have pink wallpaper behind you). If the ball isn't being tracked there can be many more colors to select for the ball.2011-06-09 02:02:00

Author:
Zmathue
Posts: 62


Yes. I'm not sure how calibrating works in Sports Champions and other Move games, but in LBP2 you just have to point the controller at the PSEye and hold a button for a few seconds. It did also have a habit of needing recalibrating every so often. For me to begin with it needed it doing every 15 minutes which got a bit annoying, but I managed to go about 5 hours creating throughout the night with two Moves without needing to recalibrate at all. Hopefully it's something that will be improved when its released.

wait, what? I have to have the PSeye also. For crying out loud! Also, didn't I read somewhere that the release date is September?
2011-06-09 02:39:00

Author:
biorogue
Posts: 8424


Awesome! First the announcement of two new game systems, Playstation Vita and Wii U, then LBP for Vita, then an selection of 3DS games, and now this brand new DLC. I may not have Move yet, but I hope I can just use it for additional tools, objects, stickers, decorations, materials, musics, and background.2011-06-09 03:56:00

Author:
JustinArt
Posts: 1314


...

Just like the first Creator Pack, except now I've got to buy Sony's little Wii gimmick (although it is improved, to be fair).

Well played. Well played. I'll see if I have 100 dollars to part with.
2011-06-09 03:57:00

Author:
Astrosimi
Posts: 2046


Well, I have to agree that many of these new features could have been added for regular players without the Move, and it certainly seems like a money grab (in the sense of pushing folks to invest in the Move) more than anything. The new music sequencer instruments, custom sticker material tool, and a few other features have absolutely nothing to do with the Move and should have been treated as completely separate new features in my opinion. So that's pretty disappointing to see, and it seems really unfair to those who can't afford the Move. I mean come on, these are things the community has been asking for all along and should all have equal access to, regardless of financial situation.

That being said, this new Move package really does sound amazing and it seems that Mm have once again raised the bar for themselves and come through for us with even more amazing Create opportunities... so Kudos to them for that!

I recently aquired my brothers PSMove as he doesn't use it, so this is a rare treat and a fantastic opportunity for me. Had I not been given his Move, regardless of how useful these new tools will be for creating... there's just no way I would have been willing to shell out $100.00 just to have access to these new features. It's simply way too expensive to get a little more creativity out of a video game.

I see this new move (no pun intended) as being a bit of a double edged sword to be honest. It will benefit many creators and players alike, and will alienate and upset just as many... if not more, unless I'm misunderstanding who will have access to the new features and in what capacity.

I just consider myself extremely fortunate to have been given my Move, considering the price of the thing. The Move is a great system in the PS family... it's just not affordable for everyone and not everyone enjoys playing with it.

All in all though, I'm excited. Thanks to Mm for another great job on being innovative with technology and this game.
2011-06-09 04:12:00

Author:
Rustbukkit
Posts: 1737


I'm just less-than-pleased with how it played out. That's pretty much my only grievance - we've been asking for a lot of these things for a while, and I'm not very happy that they're linked to a rather expensive side-accessory which all this time I'd seen as marginal in the global aspect of this game. But I won't cast stones, since these people have to put the bread on the table, and I'm not keen on ending up as the party-pooper.

Oh well, don't look a gift horse in the mouth. Then again, not much of a gift with that hefty price tag.
2011-06-09 04:19:00

Author:
Astrosimi
Posts: 2046


New... levels? Wait, so to get the prizes, we have to play the levels, which requires the... oh. Wow, Media Molecule. In LittleBigPlanet 1, they gave us Creator Pack 1 for free. They've come a long way sense then. Now, we have to buy this $10 pack in addition to a periphery that is more expensive than the game itself, just to get these new functions. They are forcing us to essentially buy the game twice to get full functionality.

I can see how being bought by Sony has affected Media Molecule's business model. Forcing people to buy a periphery they don't want by giving out content they do that can't be obtained any other way is a pretty standard business strategy in the video game industry.

You totally missed out MGS and Carrabian packs, dont you? This is exactly same format as they used before... and it was even before Sony got MM


If you do have the move, be prepared to be bombarded by endless requests to assist those who have the pack, but not the move, in getting everything. Won't that be fun? Also be prepared to deal with sad people who have realized they have wasted their money on a pack they cannot use when you decline to help them.

Now you really sound like you didn't ever deal with any form of LBP DLC, if Co-Create require you to have hosts DLC, it would died on arrival Same as you can play levels with any DLC used, same you can join someone with specific DLC to Co-Create, bah you can operate it and even tweak stuff without owning DLC if host has it. But wait, it's get even more deeper, you can play DLC levels with your friend that owns DLC.... and unlock items from them, ofcorse you wont be able to use them by yourself but if host owns the DLC you will be able to place those items In other words nobody will be cut from community via DLC. Didnt you really notice yet that there ton of LBP1 DLC that you don't own around you when you on co-create mode... yet you are still there?

+ as i know MM can't lock tweaks to DLC (or they changed somethingin in LBP2), so tweaks to existing gadgets that they will add will be free! Player sensor tweak on non-spawn player was actually annouced on one of LBP2 betas change log of 1.02 update... but for some odd reason it was missing in actual update It seems that they finally got it right
+no body said everything they showed there will be in Move Pack, they had latest version of LBP2 there no way to sence if specific function is part of Move Pack... or free update!
+You don't need Move to get Move pac as rtm223 said, you just need friend with Move online to help you play across levels and you get all Move pack goddies, and only thing you wont be able to use is sticker paint, other Move stuff you can use blindly or get help from friend to test it. Also we still need deatials of what is part of Move pack and what is part of update that will come along

It seems you never dealed with DLC in LBP world... so now you should know ;] Don't let motion controls phobia (that is very wide spread infraction in hardcore gaming world XD) ruin your LBP expirence
2011-06-09 05:01:00

Author:
Shadowriver
Posts: 3991


With the blessing of Spaff, I'll have a bunch of vids about the Move DLC in create mode that we messed with from this year's E3... so stay tuned. ^^

And btw, you artistic types are going to love the new tools. =)
2011-06-09 05:35:00

Author:
gevurah22
Posts: 1476


New... levels? Wait, so to get the prizes, we have to play the levels, which requires the... oh. Wow, Media Molecule. In LittleBigPlanet 1, they gave us Creator Pack 1 for free. They've come a long way sense then. Now, we have to buy this $10 pack in addition to a periphery that is more expensive than the game itself, just to get these new functions. They are forcing us to essentially buy the game twice to get full functionality.

I can see how being bought by Sony has affected Media Molecule's business model. Forcing people to buy a periphery they don't want by giving out content they do that can't be obtained any other way is a pretty standard business strategy in the video game industry.
You totally missed out MGS and Carrabian packs, dont you? This is exactly same format as they used before... and it was even before Sony got MM
Neither of those packs required a peripheral that costs an extra $100. Your point about Mm not locking new tweaks for existing tools to dlc is worth considering though.
2011-06-09 06:05:00

Author:
Unknown User


Can anyone tell me if this could be made with the new cursor?



http://www.youtube.com/watch?v=53GwCg_yP8s
2011-06-09 07:49:00

Author:
tomodon246
Posts: 624


Can anyone tell me if this could be made with the new cursor?

I wasn't at the Jam but I imagine so, a follower on a tentacle object (possibly multijointed to get the right movement) which follows the cursor when the action button is pressed, the rest is fancy work with stickers and holo/stickerboard. Just a bit of fiddling with logic most likely

As I mentioned earlier, I think Point and Clicks are going to be one of the most popular uses of the move tool - and I have no qualms about being one of the 'guilty' parties
2011-06-09 09:02:00

Author:
rialrees
Posts: 1015


Most of the following has been described in some respect around this thread, but I thought I'd just sum all of it up in one place.


Sticker Panel In-Depth:

- The new Sticker Panel material has exactly the same physical properties as Hologram - it is weightless and non-solid.

- Initially when you place a piece of Sticker Panel material it just glows white uniformly like a piece of Neon. You can make it any shape, just like any other material.

- When you place any sticker on the Sticker Panel, every part of the material but the sticker becomes entirely invisible. If you highlight it with your popit-cursor, the material will still have the outline showing its original shape.

- You can place several stickers on one piece of Sticker Panel like any other material. Any non stickered parts will still be invisible, and the stickers will simply overlap like placing of stickers have always done.

- You can tweak the Brightness of the Sticker Panel. If you set it to 100%, any placed Stickers will look exactly like presented in the popit - no distortion of texture or color. If you set it to 0% (and I might be remembering this wrong), you get a completely black silhouette corresponding to the sticker you placed.
The brightness setting also makes the Material "glow" in the dark, potentially making it odd looking with 100% brightness in dimly lit areas for instance. You can remedy this by using a lower brightness setting, but when a piece of stickered Sticker Panel is moving through areas with changing lighting levels, it will most likely look strange, when there is no dynamic shadows cast onto the stickers.

- You can tweak the opacity of the Sticker Panel. 100% mean a perfectly solid sprite showing off any placed stickers, and 0% means complete transparency, with the stickers effectively being invisible.

- You can customize the base color of the Sticker Panel. This wil affect un-stickered Sticker Panel or any stickers placed onto it. The color chosen will replace any white color displayed in a sticker, like it is the case with Hologram. The default setting is plain white, leading to an accurate representation of the original sticker. As with everything else using the color-hexagon in LBP2, you can also set the color to be the Player Color.

- Sticker Panel has two selectable states, just like light sources, Neon and Hologram.

- You can set the Input Action to be either On/Off and Fade.

- This new material is truly amazing


Also bear in mind; The Sticker Panel isn't here to replace the poor old Hologram. Hologram is animated, and Sticker Panel is not. They both have their strengths and weaknesses
2011-06-09 09:51:00

Author:
Slaeden-Bob
Posts: 605


@sladen-bob:

Do you know if we can have alpha transparent colors for stickers placed on the Sticker panel? I mean, we could use a "green screen" or "bluebox" behind our objects, shoot it that way, and have alpha tranparency for that color?

@anyone:
Do you guys know if turned off sticker panels still consume from the sticker limit? I have had to make several optimizations for my boulder dash levels, now it is at a playable state, but further optimizations are needed: Turning of holos with stickers on them do not make way for new stickers, and there are white blocks for undisplayed stickers. I can make a test case for you to see. So turned off holos still tax the sticker limit, you have to remove the object completely for new stickers to be visible (shaking the camera can force LBP to re-assess the screen space optimization for stickers, and cause some of them to be visible, but it is not a solution!) This should be changed with the sticker panel. Someone close to MM should definitely ask them to make this optimization, please!
2011-06-09 12:01:00

Author:
hesido
Posts: 166


@sladen-bob:

Do you know if we can have alpha transparent colors for stickers placed on the Sticker panel? I mean, we could use a "green screen" or "bluebox" behind our objects, shoot it that way, and have alpha tranparency for that color?


I'm not entirely sure I understand your question, but the grading stickers will still have their grading effect when placed onto the Sticker Panel, and they will "grade into" invisibility, if that makes any sense?

When you use Move Paint, you import any sticker and set which color is regarded as transparent. I think this might be what you are asking about?
Lets say you take an in-game photo of a sackboy in front of a green piece of neon. Then simply import this fresh sticker into Move Paint, and then set the green color to be regarded as transparent. When that is done' you can save the sticker again, and you should now have a square sticker, with sackboy being the only visible object. I think you will have to use one single color for this, and using in-game photos therefore could create some minor hick-ups due to their relatively high level of compression...
2011-06-09 12:19:00

Author:
Slaeden-Bob
Posts: 605


How does the custom stickers made with the paint tool impact the thermometer? Is there a separate thermometer for it like there is for music?2011-06-09 13:01:00

Author:
Reef1978
Posts: 527


Here's a question about the level pack itself. Will it have prizes?2011-06-09 13:56:00

Author:
lemurboy12
Posts: 842


Oh yeah one more thing I haven't seen yet... anyone from the Creator Jam or who those who may have gotten to see the new features know what types of instruments we should expect? Synths? Brass? More drum kits? Any idea?2011-06-09 14:07:00

Author:
schm0
Posts: 1239


Here's a question about the level pack itself. Will it have prizes?

I assume so, for new materials, stickers etc.



Oh, wow, talking of which, can't believe we forgot to mention them. There are a LOT, including some really useful decorations and a new water material that falcon used in his level.

Hopefully someone else will talk about them because I can't really remember what any of them were...



EDIT: @schm0 - Asbestos is the one to ask about that, he was messing about with the new instruments in the sequencer for quite a while.
2011-06-09 14:08:00

Author:
Nuclearfish
Posts: 927


@Slaeden-bob: Thanks, that's what I was asking (your second paragraph is the answer). This way, we could use certain background colors and regard them as transparent portions of the sticker. That's awesome.2011-06-09 14:09:00

Author:
hesido
Posts: 166


If I remember right the new musical instruments were orchestral based, string/brass ensemble and choirs etc.2011-06-09 14:12:00

Author:
GruntosUK
Posts: 1754


including some really useful decorations

Decos?! Decos, Decos, Decos, Decos, Decos, YES SOMEONE TELL ME WHAT KIND OF DECO THERE WILL BE!
Alsooooo... What costumes will THERE BE???? *MEEeeWw
2011-06-09 14:22:00

Author:
Lord-Dreamerz
Posts: 4261


If I remember right the new musical instruments were orchestral based, string/brass ensemble and choirs etc.

I think I just peed my pants.

Edit: Ah, no... just coffee.
2011-06-09 14:39:00

Author:
schm0
Posts: 1239


You bet Asbestos remember the what instruments was there 2011-06-09 14:46:00

Author:
Shadowriver
Posts: 3991


I assume so, for new materials, stickers etc.



Oh, wow, talking of which, can't believe we forgot to mention them. There are a LOT, including some really useful decorations and a new water material that falcon used in his level.

Hopefully someone else will talk about them because I can't really remember what any of them were...



EDIT: @schm0 - Asbestos is the one to ask about that, he was messing about with the new instruments in the sequencer for quite a while.

I'm beginning to get the impression this will cost more than the typical large create packs. This seems like it could be divided into 3 packs: one for the move stuff, one for the non-move stuff, and one for the music instruments. Not that I'm complaining because I'll happily pay more for a pack like this. I'm just curious and if it's actually the same price as the other packs then WOW! This is set to be the best value of any dlc pack ever for any game IMO.
2011-06-09 14:52:00

Author:
Reef1978
Posts: 527


cant wait for it..
if its not too costly i might get it as a late bday present

On another note, when can i see a full list of the deco's, materials etc?
2011-06-09 15:22:00

Author:
Luos_83
Posts: 2136


cant wait for it..
if its not too costly i might get it as a late bday present

On another note, when can i see a full list of the deco's, materials etc?

So.... you gonna buy Move?


With the blessing of Spaff, I'll have a bunch of vids about the Move DLC in create mode that we messed with from this year's E3... so stay tuned. ^^

And btw, you artistic types are going to love the new tools. =)

Upload them, NAAAOOOOO!!!
2011-06-09 15:32:00

Author:
Shadowriver
Posts: 3991


...it seems really unfair to those who can't afford the Move.

Well, those features which are clearly dependent on the Move, such as the Movinator, will obviously require you to have one, but I'm given to understand that most of the new content won't require the Move in order to use it. Not sure as to which prize bubbles will require the Move in order to collect them, but hopefully those people who can't or won't buy a Move should be able to find someone else online in order to unlock them.

There's at least one other thing which hasn't been mentioned so far, which won't even require you to buy the Move pack, which is that the game patch which will contain the Move DLC will (probably) also include the fix for the 'broken' Local Space option on Game Cameras, so they'll actually rotate in the right direction.

It's quite possible that some of the other features mentioned in the OP (like the tweak modifications to the existing tools) will also be incorporated directly into the patch, so you won't actually have to buy the pack to use them, much like it was possible to unlock the global water options in LBP1 without buying the PotC pack.

So regardless of your "financial situation", you'll get something at least.
2011-06-09 15:52:00

Author:
Aya042
Posts: 2870


Well, those features which are clearly dependent on the Move, such as the Movinator, will obviously require you to have one, but I'm given to understand that most of ..........

..... so you won't actually have to buy the pack to use them, much like it was possible to unlock the global water options in LBP1 without buying the PotC pack.

So regardless of your "financial situation", you'll get something at least.

Thanks for clearing that up. Reading through all the comments in here, I wasn't quite sure how it was going to play out and I don't recall seeing anyone stating it this clearly. Hopefully there will be an option for those who can't afford it to not have to find someone with a Move to unlock them... like an "Unlock All Now" feature similar to the Tutorials option. Those with Move will certainly begin to get annoyed quickly with having to replay the levels over and over again to help people out... friends or not.

Either way then, I no longer see this as being a problem for anyone really.


Great news about the Local Space settings too! Thanks for that info.
2011-06-09 16:14:00

Author:
Rustbukkit
Posts: 1737


There's at least one other thing which hasn't been mentioned so far, which won't even require you to buy the Move pack, which is that the game patch which will contain the Move DLC will (probably) also include the fix for the 'broken' Local Space option on Game Cameras, so they'll actually rotate in the right direction.

Please let it be so. This will revitalize a lot of top-down levels. I might give my own racing level another go.

Only thing I am a bit worried about at the moment is that a lot of great creators may hold off publishing new levels until this DLC (and patch) arrive. I don't intend to myself (implying that I am a great creator ); I'll probably improve my levels with the new stuff once it comes out.
2011-06-09 16:52:00

Author:
Antikris
Posts: 1340


Decos?! Decos, Decos, Decos, Decos, Decos, YES SOMEONE TELL ME WHAT KIND OF DECO THERE WILL BE!
Alsooooo... What costumes will THERE BE???? *MEEeeWw

I don't recall any costumes. (Well none that were Move specific)

Decos are epic. There are a bunch of new nature based ones I was messing with. Leaves, flowers, moss (yes it's fuzzy and realistic), logs (amazing texture on this one) and a bunch of others I can't recall. I do remember being particularly impressed with the detail and texture of the ones I was messing around with.

EDIT: Oh just rememberd there were mushrooms too. Cute ones that looked like they grew from the side of things you attached them to. Very cute.

There were a bunch of new stickers too. The only ones I can remember in any detail right now are the leaves because I was messing with them on the new sticker material. I had an oak leaf and a maple leaf and was tweaking the color of the material to make fall leaf colors. Worked really well too.
2011-06-09 17:06:00

Author:
Morgana25
Posts: 5983


Just curious whether this pack is separate from the Toy Story level pack? Haven't seen it mentioned here, but during the PS3 montage at E3, footage was shown of a Toy Story level.2011-06-09 17:21:00

Author:
TheFirstAvenger
Posts: 787


I don't recall any costumes. (Well none that were Move specific)

Decos are epic. There are a bunch of new nature based ones I was messing with. Leaves, flowers, moss (yes it's fuzzy and realistic), logs (amazing texture on this one) and a bunch of others I can't recall. I do remember being particularly impressed with the detail and texture of the ones I was messing around with.

There were a bunch of new stickers too. The only ones I can remember in any detail right now are the leaves because I was messing with them on the new sticker material. I had an oak leaf and a maple leaf and was tweaking the color of the material to make fall leaf colors. Worked really well too.

::drool::

Amazing! You can never have too much variation in the types of flora in LBP2... I've always felt limited by the current selection of plants and this will open up that for even more possibility. I don't own a Move (yet) but this pack sounds like a must buy for me!
2011-06-09 17:23:00

Author:
schm0
Posts: 1239


Just curious whether this pack is separate from the Toy Story level pack? Haven't seen it mentioned here, but during the PS3 montage at E3, footage was shown of a Toy Story level.

Do you happen to know where that video is? I have been waiting for the Toy Story pack and I would love to see a little part of it!
2011-06-09 17:43:00

Author:
kabirdsall14
Posts: 180


Do you happen to know where that video is? I have been waiting for the Toy Story pack and I would love to see a little part of it!

http://www.youtube.com/watch?v=okTP8xYawRY

Begins at 57 seconds.
2011-06-09 18:11:00

Author:
TheFirstAvenger
Posts: 787


One question I haven't seen answered so far (well okay, I could search a bit more but this is easier)
Are we able to use the move controller in create mode? You know, to create stuff
2011-06-09 19:01:00

Author:
napero7
Posts: 1653


http://www.youtube.com/watch?v=okTP8xYawRY

Begins at 57 seconds.

Surely that's just community levels. Has anyone other than you noticed that?

Hmmm, intrigued I is.
2011-06-09 19:07:00

Author:
talbot-trembler
Posts: 1114


One question I haven't seen answered so far (well okay, I could search a bit more but this is easier)
Are we able to use the move controller in create mode? You know, to create stuff

I didn't use it to move materials or anything like that. It works with the sticker creator/editor stuff in create mode I know. Pretty sure you can move Sackboy around the screen using the move in create mode too, but not sure how it works with popit stuff. Never occurred to me to use it like that.
2011-06-09 19:14:00

Author:
Morgana25
Posts: 5983


One question I haven't seen answered so far (well okay, I could search a bit more but this is easier)
Are we able to use the move controller in create mode? You know, to create stuff
As for drawing shapes with the move it does not seem like it is a feature they have implemented, but it sounds like you can always draw a sticker with the move and then use the cutout tool to get the shape you wan't.

also spaff is answering move questions @littlebigplanet (http://twitter.com/#!/littlebigplanet)
2011-06-09 19:42:00

Author:
Zmathue
Posts: 62


Wow. According to something Spaff just tweeted, you can use the Move to aim the Paintinator.2011-06-09 19:50:00

Author:
Nuclearfish
Posts: 927


So whens the likely date of release? Also the costumes could be a coloured ball for the head and then the body of the move controller for the body. I cant wait for the nature deco.2011-06-09 20:29:00

Author:
craigmond
Posts: 2426


Decos are epic. There are a bunch of new nature based ones I was messing with. Leaves, flowers, moss (yes it's fuzzy and realistic), logs (amazing texture on this one) and a bunch of others I can't recall. I do remember being particularly impressed with the detail and texture of the ones I was messing around with.

EDIT: Oh just rememberd there were mushrooms too. Cute ones that looked like they grew from the side of things you attached them to. Very cute.

Hurray for moss deco! Can't wait for these!! I'm tired of leaves that look like burlap! Perhaps we'll see a "Fat Chipmunk Returns" to give the new nature decos a spin.

* I sure hope the deco z-buffer problem is resolved with the patch...

Is the new water material "solid" or like holo? If it's not solid that would be much better...you could probably simulate a water container with an impact sensor and gravity tweaker...could be cool.

Sticker panel material is much needed as well...good stuff! I have no issue with picking up a move controller for play...but I'd prefer alternatives to using it in create. I don't care how precise it's supposed to be...trying to draw stickers with it sounds like a horrible proposition...
2011-06-09 20:34:00

Author:
fullofwin
Posts: 1214


Wow. According to something Spaff just tweeted, you can use the Move to aim the Paintinator.

Which probably means you can do it with every free aiming power-up


http://www.youtube.com/watch?v=okTP8xYawRY

Begins at 57 seconds.

Not much there, but it confirms its gonna be Toy Story pack
2011-06-09 20:35:00

Author:
Shadowriver
Posts: 3991


Well this is interesting I'll just go over here an... OMG! SQEEE!! LOLTUFTHG!!

http://www.youtube.com/watch?v=h-LbvFckptY
2011-06-09 21:01:00

Author:
Unknown User


Toy Story is not related to the move pack, Spaff has already revealed the general story in a tweet here (http://twitter.com/#!/LittleBigPlanet/status/78895421082185728).2011-06-09 21:04:00

Author:
Doopz
Posts: 5592


So Aya's post has brought me some consolation. I was under the impression you would need Move for all of this.

Anyone got more info on those new sequencer instruments? Heard they were orchestral, choirs and all that.
2011-06-10 00:39:00

Author:
Astrosimi
Posts: 2046


You totally missed out MGS and Carrabian packs, dont you? This is exactly same format as they used before... and it was even before Sony got MM

No, those were different because you didn't need to buy anything other than the pack. With the Move pack, you need to buy an expensive peripheral just to use it, in addition to buying the pack itself... although the rest of your post made me realize that didn't matter, as you could just get the stuff from someone else.




+You don't need Move to get Move pac as rtm223 said, you just need friend with Move online to help you play across levels and you get all Move pack goddies, and only thing you wont be able to use is sticker paint, other Move stuff you can use blindly or get help from friend to test it. Also we still need deatials of what is part of Move pack and what is part of update that will come along


What rtm223 said is what I meant in my post. The sticker paint feature is one of those things that I was upset about not being able to use.



It seems you never dealed with DLC in LBP world... so now you should know ;] Don't let motion controls phobia (that is very wide spread infraction in hardcore gaming world XD) ruin your LBP expirence

I don't have motion control phobia, I have paying-over-$100-to-use-a-$10-pack-in-a-$60-game phobia. However, it seems that I will be able to obtain the stuff without the move, so it is not so bad.

EDIT: Whoa. I think I just figured out how to get around not having a Move.

Earlier today I was working on this sackbot for the No-Floor-Platformer challenge, so I had set up some Controllinators to transmit and receive, and I noticed that on the receiving Controllinator, in addition to the normal outputs, all of the buttons had inputs as well, and you could wire anything into these to activate the buttons and even the control sticks; I don't even think you need a transmitting Controllinator. (You can even use direction splitters to turn the normal left/right into left and right being separate outputs, so you could probably do the reverse with a combiner... but you probably knew all this...)

So if the Movinator can transmit and receive like the Controllinator, like logic suggests that it would... then couldn't you just wire a Controllinator... into the inputs of a receiving Movinator to control a Movinator... with a Controllinator, and therefore... control a Playstation Move... with a normal Dualshock controller?

...Or am I just being dumb?
2011-06-10 01:02:00

Author:
Stoicrow
Posts: 276


No, those were different because you didn't need to buy anything other than the pack. With the Move pack, you need to buy an expensive peripheral just to use it, in addition to buying the pack itself... although the rest of your post made me realize that didn't matter, as you could just get the stuff from someone else.

I thouth you been complaining about levels to get items... MGS and probably every other bigger DLC had levels too But you still need pack to use it by yourself, i ment that you can use that stuff if host got Move pack


What rtm223 said is what I meant in my post. The sticker paint feature is one of those things that I was upset about not being able to use.

Other then that you can still use the rest ;]


So if the Movinator can transmit and receive like the Controllinator, like logic suggests that it would... then couldn't you just wire a Controllinator... into the inputs of a receiving Movinator to control a Movinator... with a Controllinator, and therefore... control a Playstation Move... with a normal Dualshock controller?

Yea, it's worth a try if Movenator also will have inputs in sackbot, thru it will need analog signal transcodeing to make it work, but this is something that can be figured out. But we need to see how Movenator works and behave first to jurge it if it's possible. But keep in mind that controllinator inputs shows only in sackbot
2011-06-10 02:55:00

Author:
Shadowriver
Posts: 3991


So if the Movinator can transmit and receive like the Controllinator, like logic suggests that it would... then couldn't you just wire a Controllinator... into the inputs of a receiving Movinator to control a Movinator... with a Controllinator, and therefore... control a Playstation Move... with a normal Dualshock controller?


...Or am I just being dumb?
Sound's perfectly reasonable. Keep in mind Mm usually just hands you the raw tools, with little to none set in stone, so it is completely reasonable to expect all these move pack tools to also be useful to none-move owners. Sony has really treated Move as a fun optional controller rather than a necessary gimmick. There are very few games in which Move is required to play. The best thing to do right now is to assume the best instead of the worst, because Mm usually delivers near perfection
2011-06-10 03:07:00

Author:
Littlebigdude805
Posts: 1924


I don't recall any costumes. (Well none that were Move specific)

Decos are epic. There are a bunch of new nature based ones I was messing with. Leaves, flowers, moss (yes it's fuzzy and realistic), logs (amazing texture on this one) and a bunch of others I can't recall. I do remember being particularly impressed with the detail and texture of the ones I was messing around with.

EDIT: Oh just rememberd there were mushrooms too. Cute ones that looked like they grew from the side of things you attached them to. Very cute.

There were a bunch of new stickers too. The only ones I can remember in any detail right now are the leaves because I was messing with them on the new sticker material. I had an oak leaf and a maple leaf and was tweaking the color of the material to make fall leaf colors. Worked really well too.

Well Luos will sure be happy to hear that even more them me I'm sure
man it's about time they gave us nature decos...
how many people have been begging MM for them now? a lot... this i know.
so happy to hear all of that, i needed better nature Deco for ages now~

No costumes? seems kinda odd when every DLC level pack to date came with at least one...
*mew
2011-06-10 03:09:00

Author:
Lord-Dreamerz
Posts: 4261


Spaff and I recorded a couple vids answering several questions about the Move pack today @ E3, including some create mode vids of some of the new tools. It'll be up sometime soon.2011-06-10 05:13:00

Author:
gevurah22
Posts: 1476


EDIT: Whoa. I think I just figured out how to get around not having a Move.

Earlier today I was working on this sackbot for the No-Floor-Platformer challenge, so I had set up some Controllinators to transmit and receive, and I noticed that on the receiving Controllinator, in addition to the normal outputs, all of the buttons had inputs as well, and you could wire anything into these to activate the buttons and even the control sticks; I don't even think you need a transmitting Controllinator. (You can even use direction splitters to turn the normal left/right into left and right being separate outputs, so you could probably do the reverse with a combiner... but you probably knew all this...)

So if the Movinator can transmit and receive like the Controllinator, like logic suggests that it would... then couldn't you just wire a Controllinator... into the inputs of a receiving Movinator to control a Movinator... with a Controllinator, and therefore... control a Playstation Move... with a normal Dualshock controller?

...Or am I just being dumb?

There is a flaw in that sentence. You are not allowed to use controllinators in your entry. xD

...Or am I just being dumb?
2011-06-10 07:43:00

Author:
ConverseFox
Posts: 2333


Spaff and I recorded a couple vids answering several questions about the Move pack today @ E3, including some create mode vids of some of the new tools. It'll be up sometime soon.

Thanks, will wait for these videos!
2011-06-10 08:25:00

Author:
Domik12
Posts: 838


If no one's already posted this, the story for the Move levels has been announced by Spaff:


The story involves an evil cake that tampers with one of Victoria's experiments, and goes mad with power!

Sounds epic! More Victoria themed levels? Yes please! ^__^
2011-06-10 12:19:00

Author:
Plasmavore
Posts: 1913


Just to let you guys know, as some of you have been asking...

When browsing for Move community levels, underneath the filter options where the LittleBigPlanet and LittleBigPlanet 2 logos are shown (the ones with checkboxes), there will be a new checkbox here for Move levels. This makes finding move levels super easy.

Also - if you don't have Move controllers, and you try to load a Move community level - a warning will pop up telling you that Move controllers are recommended for the level if you want to proceed. You can choose to either load the level without Move, or cancel. Move levels are flagged as being Move levels by the author (in the same way cinematic levels are).

2011-06-10 14:52:00

Author:
Unknown User


Just to let you guys know, as some of you have been asking...

When browsing for Move community levels, underneath the filter options where the LittleBigPlanet and LittleBigPlanet 2 logos are shown (the ones with checkboxes), there will be a new checkbox here for Move levels. This makes finding move levels super easy.

Also - if you don't have Move controllers, and you try to load a Move community level - a warning will pop up telling you that Move controllers are recommended for the level if you want to proceed. You can choose to either load the level without Move, or cancel. Move levels are flagged as being Move levels by the author (in the same way cinematic levels are).



Thanks for clarifying that, Tom. Good to know you guys will have warnings built in. I look forward to seeing what you guys have in store for the Move pack. Now if we could just get a price and timeframe of release...
2011-06-10 15:23:00

Author:
Goober1823
Posts: 76


Do we have an idea of when this will come out and how much it will cost!? As a sequencer specialist the 17 extra instruments will help me so much!

The instruments were fairly awesome, lots of tribal congas/bongo's etc, with a few different types of orchestral strings, brass, it was all fairly cool. I put together a few different tunes at the game jam in a few different styles (I knew i was meant to be there to do the move thing, but i devoted a cheeky 45 minutes to it ;P ) and I managed to get very Hans Zimmer Inception style low brass drone...

Very cool
2011-06-10 17:32:00

Author:
Asbestos101
Posts: 1114


The instruments were fairly awesome, lots of tribal congas/bongo's etc, with a few different types of orchestral strings, brass, it was all fairly cool. I put together a few different tunes at the game jam in a few different styles (I knew i was meant to be there to do the move thing, but i devoted a cheeky 45 minutes to it ;P ) and I managed to get very Hans Zimmer Inception style low brass drone...

Did the strings and brass have a synthetic quality to them like the existing guitars? I hope not. :/
2011-06-10 18:01:00

Author:
Rhys125
Posts: 841


Is the theme still prehistoric, or is it something different?

(I didn't feel like reading ten pages of text.)
2011-06-10 21:18:00

Author:
bonner123
Posts: 1487


Is the theme still prehistoric, or is it something different?

Nope it's different, Spaff tweeted about the story on twitter, here (http://twitter.com/#!/LittleBigPlanet/status/78895421082185728).
2011-06-10 21:25:00

Author:
Doopz
Posts: 5592


Yar, there's a ton of editing and subtitles that need to be added since the mic on my camera didn't pick up our voices that well. Until then, here are some screenies from the vids.

http://i.imgur.com/zsdhc.jpg
http://i.imgur.com/qKNfh.jpg
http://i.imgur.com/Gk8KB.jpg
2011-06-10 21:34:00

Author:
gevurah22
Posts: 1476


Oh you tease, hurry up already!!!

Third picture - is that the 'Brain Crane'?
2011-06-10 21:42:00

Author:
Doopz
Posts: 5592


Yup. That's the brain crane. ^^2011-06-10 21:54:00

Author:
gevurah22
Posts: 1476


I can see hand cursor seems liek basic grab and hold stuff.... i hope vids got more stuffl like logic 2011-06-10 23:07:00

Author:
Shadowriver
Posts: 3991


Now I'm going to have to find someone with Move to play the DLC levels! :hero:

I think I'm getting move for my b-day (tomorrow!)

Edit: Can you use the SB prehistoric moves costumes in LBP2?
2011-06-11 01:52:00

Author:
TheBlackKnight22
Posts: 695


Did the strings and brass have a synthetic quality to them like the existing guitars? I hope not. :/

I'd say they were closer in quality to the Harp or Xylophone. They'll be very good for sweeping level scores and cutscenes.

It doesn't sound perfectly realistic, but a bit of love on the individual note volume control and careful reverb you can get a very good sound out of them. I do love the brass especially.
2011-06-11 02:36:00

Author:
Asbestos101
Posts: 1114


Also - if you don't have Move controllers, and you try to load a Move community level - a warning will pop up telling you that Move controllers are recommended for the level if you want to proceed. You can choose to either load the level without Move, or cancel. Move levels are flagged as being Move levels by the author (in the same way cinematic levels are).



So it means that hybrid levels are possible, great! just i needed ^^
2011-06-11 05:21:00

Author:
Shadowriver
Posts: 3991


My god, I have so many great ideas to make with the move. I'm getting a little impatient!2011-06-11 13:34:00

Author:
lemurboy12
Posts: 842


Whats a hybrid level again?
So it means that hybrid levels are possible
2011-06-11 13:36:00

Author:
craigmond
Posts: 2426


A mixture of move and non-move level, i think.2011-06-11 13:49:00

Author:
frexy18
Posts: 62


Exactly. Basically you'd be able to create level that uses the Move if a play has one turned on, otherwise it falls back to a sixaxis control scheme.2011-06-11 14:12:00

Author:
bagheadinc
Posts: 172


In other words if you make move level that controls can be emulated on the pad, people without Move can still be able to play it and enjoy it, you will be able to enchanting your existing levels with move support without kicking out people with pads. Ofcorse it wont do by it self, creator of level will need to combine both controls2011-06-11 14:28:00

Author:
Shadowriver
Posts: 3991


In celebration of the new sticker panel material, I share with you a tutorial for making pixel perfect captures
https://lbpcentral.lbp-hub.com/index.php?t=58030-Pixel-Perfect-Sticker-Capture-and-Placement-(for-animation-and-pixel-art)

This whole tutorial would be absolutely void if the new patch allowed grid based sticker capture (does anyone knows if this is the case??). I hope MM does allow grid based sticker capture and sizing, but till then, you this is the best I can do..
2011-06-11 15:57:00

Author:
hesido
Posts: 166


Edit: Can you use the SB prehistoric moves costumes in LBP2?

Nope. And not in LBP1 either. I think someone was going to contact the makers to see if they would release the costumes as a pack or something, though I wouldn't get my hopes up.
2011-06-11 17:21:00

Author:
Rogar
Posts: 2284


So I'm going to take a guess here and say this pack will be $4.99-5.99 AT LEAST. IMO this seems like the biggest pack put out for LBP to date. And a very useful one at that. The speed, rotation, and angle sensors (especially speed) are going to come in handy for some people. There's going to be a tweak for the player sensor to sense unspawned players too? This almost sounds like I could make a spawn/death sensor now, like I suggested before .

I have a question about the Move Recorder. From reading the description given, it sounds like you can record a motion for the Move controller, but from some peoples feedback they make it sound you can record sackbot animations more fluidly with it. So which of these is it, if either? Another question is, is the new sprite-like material a solid, non-glowing, non-animated color material?
2011-06-11 17:43:00

Author:
maddoggnick96
Posts: 272


So reading through this thread and finding the instruments, there will be brass, strings, and various types of drums. What about a flute or piccolo or something along those lines? xD I'm really hoping for a flute as woodwinds seem to be lacking quite a bit. :x2011-06-11 17:56:00

Author:
AeroForce22
Posts: 392


I have a question about the Move Recorder. From reading the description given, it sounds like you can record a motion for the Move controller, but from some peoples feedback they make it sound you can record sackbot animations more fluidly with it. So which of these is it, if either?

It has nothing to do with sackbots as far as I'm aware (didn't really try it out very much). You basically record motion for objects by using the Move controller. Say you have a UFO and you want it to fly along a custom path for a cutscene, you simply start recording, grab the UFO and move it how you want using the Move like a cursor (I think). I think you can wire outputs for two buttons on the Move to do other things as you're recording (such as make the UFO shoot lasers). I think that's how it works anyway.


Another question is, is the new sprite-like material a solid, non-glowing, non-animated color material?

It's a non-solid, non-glowing, non-animated colour material.
2011-06-11 19:23:00

Author:
Nuclearfish
Posts: 927


can Mm release a trailer perhaps? I want visuals! I'm guessing the background might be the prehistoric moves one, maybe? Hope so, that one was cool2011-06-11 20:37:00

Author:
Alternative_sack
Posts: 409


WAIT, I'm a tad confussed (Lol, Sorry)

So the sitcher material has the same properties as holograms?
So its a hologram that doesn't glow nor has any animation right?

If this is so, DAY 1!
(I know this has been answered but I just wanna be clear)
2011-06-11 21:48:00

Author:
a_mailbox
Posts: 416


Interesting, and i dont know why i am so excited to get the music when i am no good with it lol Hopefully theres some choir/vocal sounds and trumpet sounds in there somewhere. *sigh* I guess getting a new ps3 with the move is finally showing some results...2011-06-11 23:03:00

Author:
Rpg Maker
Posts: 877


can Mm release a trailer perhaps? I want visuals! I'm guessing the background might be the prehistoric moves one, maybe? Hope so, that one was cool

They will be doing, apparently! If so, you'll get to see a glimpse of what some of us built at the jam!


WAIT, I'm a tad confussed (Lol, Sorry)

So the sitcher material has the same properties as holograms?
So its a hologram that doesn't glow nor has any animation right?

If this is so, DAY 1!
(I know this has been answered but I just wanna be clear)

Yes, pretty much! Although it isn't translucent in the slightest. Unless you want it to be- there are opacity and brightness settings, too!
2011-06-11 23:55:00

Author:
Weretigr
Posts: 2105


They will be doing, apparently! If so, you'll get to see a glimpse of what some of us built at the jam!



Yes, pretty much! Although it isn't translucent in the slightest. Unless you want it to be- there are opacity and brightness settings, too!

SICK!
Its nice that theirs opacity! That could be VERY usefull.
2011-06-12 01:00:00

Author:
a_mailbox
Posts: 416


Is the new water material "solid" or like holo? If it's not solid that would be much better...you could probably simulate a water container with an impact sensor and gravity tweaker...could be cool.
You really got my hopes up with that post =(
Oh well, this new pack makes up for all the disappoint of not having water material!
2011-06-12 08:54:00

Author:
Figfewdisgewd
Posts: 73


I'm guessing the background might be the prehistoric moves one, maybe? Hope so, that one was cool

I'm afraid to tell you that it probably won't be. Along with levels of the pack having a Victoria-theme (about a cake that goes mad with power) and the fact that a different studio made Prehistoric Moves, this is unlikely.



Speaking of which, I have a feeling they decided on the story based on which 'world' in LBP2 was most popular, so Victoria's Labatory. Everyone seems to love the Tim Burton style visuals, the steam punk, and of course, the cake! So my guess is they decided to bring it back seeing as people loved it the most.

Avalonia would have also made a lot of sense, but not a lot of people liked that world unfortunately.
2011-06-12 10:06:00

Author:
Plasmavore
Posts: 1913


My opinion is that they will keep it at 4.99 or go with 6.99 either of them would make financial sense. If they kept it at 4.99 people will feel more than happy to buy a huge pack for the same price as the others, also some may buy the move controller specifically for this and dont want to pay extra for it. However if they went with something like 6.99 people might say, its a bigger pack and will dish out more money for it, undeniably though there will be less people buying it because of the price. Would the cost match up to the amount of people not buying? Well thats my opinion on the price.2011-06-12 11:17:00

Author:
craigmond
Posts: 2426


Is this real...?
Where does it say its coming?
2011-06-12 12:09:00

Author:
venat
Posts: 715


Is this real...?
Where does it say its coming?

Of course it's real! Media Molecule have confirmed it, and people on LBPC have even made levels with it at an event called the Game Jam!
2011-06-12 12:32:00

Author:
Plasmavore
Posts: 1913


Any word when we can expect release?2011-06-12 13:57:00

Author:
Ayneh
Posts: 2454


Any word when we can expect release?

I read September... So little less then 3 months away i believe~
2011-06-12 14:26:00

Author:
Lord-Dreamerz
Posts: 4261


I read September... So little less then 3 months away i believe~

They said that on Sony conference
2011-06-12 14:51:00

Author:
Shadowriver
Posts: 3991


They said that on Sony conference

Ah so it's right then?
2011-06-12 15:02:00

Author:
Lord-Dreamerz
Posts: 4261


I'm afraid to tell you that it probably won't be. Along with levels of the pack having a Victoria-theme (about a cake that goes mad with power) and the fact that a different studio made Prehistoric Moves, this is unlikely.


The themes of the levels seem rather similar to Prehistoric Moves, so the background probably won't be too far off!
2011-06-12 17:21:00

Author:
Weretigr
Posts: 2105


This pack might actually convince me to finally get a Playstation Move...I really can't wait to see what new and great levels will be created with the ice cream cones 2011-06-12 18:45:00

Author:
Night Angel
Posts: 1214


This pack might actually convince me to finally get a Playstation Move...I really can't wait to see what new and great levels will be created with the ice cream cones

I'm kind of with you on that. :/ I was adamantly against buying the Move just for LBP previously, and the more I think about it, the more I want the Move capabilities with this game. D; It's a sickness that I must cure.
2011-06-12 19:13:00

Author:
AeroForce22
Posts: 392


I'm interested to see if Move-Compatible PS3 levels will transfer to Touch-Screen-Compatible levels on the Vita. It maybe could work...2011-06-12 20:12:00

Author:
Night Angel
Posts: 1214


I'm interested to see if Move-Compatible PS3 levels will transfer to Touch-Screen-Compatible levels on the Vita. It maybe could work...

I doubt it, as you can't have all the same movement controls on the vita that you can with the move controller. (well, they'd be much less accurate).
2011-06-12 20:31:00

Author:
Weretigr
Posts: 2105


I have one question: Do I need to purchase the move navigation controller in order to utilize any content in this pack? (Along with the main move controller) $80 is extremely expensive when you factor in the price of the pack itself.2011-06-14 00:16:00

Author:
synchronizer
Posts: 287


I have one question: Do I need to purchase the move navigation controller in order to utilize any content in this pack? (Along with the main move controller) $80 is extremely expensive when you factor in the price of the pack itself.

You can use a normal controller in one hand instead of the navigation controller, although I must admit, the nav is quite comfy and it's probably better if you're playing for awhile. Holding a controller up in one hand can get a little heavy over time.
2011-06-14 01:16:00

Author:
Sack-Jake
Posts: 1153


I bought a Playstation Move because I KNEW there would be a Move level kit in the future, and I was right.2011-06-14 18:58:00

Author:
lemurboy12
Posts: 842


I'm getting impatient for that video.2011-06-14 20:28:00

Author:
GameRoom
Posts: 200


Im a lefty, so would I have a hard time, and just not get it? Im still getting it no matter what, I think I would be able to get used to it.

The other things look so helpful, I cant wait!
2011-06-14 23:13:00

Author:
Unknown User


uhm, don't see how being left handed would change anything :/ Just place the Move controller..in to your left hand? 2011-06-14 23:21:00

Author:
Littlebigdude805
Posts: 1924


Im a lefty, so would I have a hard time, and just not get it? Im still getting it no matter what, I think I would be able to get used to it.

The other things look so helpful, I cant wait!

I'm a lefty too but I've never had any trouble with a Wii remote, so maybe you'll be alright with Move.
2011-06-15 01:38:00

Author:
Unknown User


Must... buy... Playstation Move...2011-06-15 02:33:00

Author:
xero
Posts: 2419


This new article on the Move DLC makes me feel like this will bring LBP2 to a whole new level.

http://ps3.ign.com/articles/117/1176465p1.html

Only a little info, but it helps.
2011-06-15 03:33:00

Author:
maddoggnick96
Posts: 272


So, does anyone know if there's gonna be a Move pack beta test, and if so, will previous beta testers get an automatic invite? Because if this is the case then I'll need to buy my Move controller sooner rather than later.2011-06-15 16:49:00

Author:
Ungreth
Posts: 2130


I'm getting impatient for that video.

Heh, sorry guys. It's still going through the proper channels at the moment. Very soon though (possibly tonight if I get the okay in a bit! >__<


This new article on the Move DLC makes me feel like this will bring LBP2 to a whole new level.

http://ps3.ign.com/articles/117/1176465p1.html

Only a little info, but it helps.

Trust me, it's a huge leap forward.
2011-06-15 17:16:00

Author:
gevurah22
Posts: 1476


Heh, sorry guys. It's still going through the proper channels at the moment. Very soon though (possibly tonight if I get the okay in a bit! >__<



Trust me, it's a huge leap forward.

Come on man don't pull a Sony on us! lol BTW what happened to donkey show? That was a brilliant name. XD
2011-06-16 12:39:00

Author:
Reef1978
Posts: 527


New article on Joystiq about the upcoming Move DLC.

http://www.joystiq.com/2011/06/16/littlebigplanet-2-move-dlc-preview-infinity-times-two/

My favorite quote:


Here's the astonishing part: Most of the flabbergastingly clever levels I played during my demo were created during the recent LittleBigPlanet 2 Community Day, which leased a handful of creators the new tools for a little over 24 hours. Once the best of the best gets more than one day (and one sleepless night) with the Move toolset, I can only imagine what kind of things they'll come up with.
2011-06-16 14:17:00

Author:
schm0
Posts: 1239


New article on Joystiq about the upcoming Move DLC.

http://www.joystiq.com/2011/06/16/littlebigplanet-2-move-dlc-preview-infinity-times-two/

My favorite quote:

You beat me to it!
Same here, I just read and commented on it on Joystiq. They've actually brought a bit of Photoshop to LBP sticker creation. Can't wait for this to come out.
2011-06-16 14:32:00

Author:
LittleBigDes
Posts: 920


Mm, Sony, please make a version of the tool that does the connect the dots cutting thing and move paint thing for those who can't afford a $40 controller only for it to get used like maybe 4-8 days a month. I don't have money to buy one of those things. It's cool and all but, seeing as how those tools were wanted by nearly EVERYONE BEFORE move came to be, why not help those sad people out, especially when it comes to such EXTREMELY USEFUL tools.2011-06-16 16:02:00

Author:
flamesterart
Posts: 585


I've been trying to make things with puppet-like animations for awhile.

...

I really don't know what to say about this. I really don't. This is just the perfect, and it's gonna make LBP2 even better, and it's already the best game ever made.
2011-06-16 16:27:00

Author:
lemurboy12
Posts: 842


There is also a new preview (http://ps3.ign.com/articles/117/1176465p1.html) on IGN.com.

In here they mention some sort of new Move Puppeteer feature! This is something which we did not see or try out at the Move Jam...

Exciting stuff
2011-06-16 17:43:00

Author:
Slaeden-Bob
Posts: 605


Move puppeteer sounds a lot like move recording... Which was used a fair bit for demoing the animation of marionettes...

Remember games journalist seem to get confused easily at previews
2011-06-16 22:42:00

Author:
rtm223
Posts: 6497


Sorry if this question is kinda stupid.
But do you HAVE to own move to buy this pack?
And get the tools? I Cant afford move. =[
2011-06-17 00:43:00

Author:
pilsburydoughboy55
Posts: 236


Sorry if this question is kinda stupid.
But do you HAVE to own move to buy this pack?
And get the tools? I Cant afford move. =[

You DON'T need Move for the pack. So you can still get it and use the other tools like the angle and speed sensors. Not to mention the new instruments.
2011-06-17 02:40:00

Author:
maddoggnick96
Posts: 272


I don't know if the question has been asked and answered but I'll ask just in case, does anyone know what some of the 17 music sequencer instruments are?2011-06-17 05:52:00

Author:
TheManofSteel3kO
Posts: 74


... and because I have the same question I'll just repeat Ungreth's so it does'nt get missed; Will there be a beta test soon and if so will previous beta testers be automatically included?2011-06-17 09:18:00

Author:
croissantbuncake
Posts: 572


... and because I have the same question I'll just repeat Ungreth's so it does'nt get missed; Will there be a beta test soon and if so will previous beta testers be automatically included?

Beta test is already in progress. Only 400 people from outside the US got in, I think at least.
2011-06-17 10:05:00

Author:
TNSv
Posts: 302


What about bug fixes such as the local space camera? Any word on these?2011-06-17 15:18:00

Author:
thor
Posts: 388


Most likely, yes:

In the level I made, I had a camera which was rotating (yes, local space cameras were fixed in the build we played).

By the way, there's a thread search button, you know?
2011-06-17 15:32:00

Author:
Rogar
Posts: 2284


So I have to get Move to use a sticker creator? I'm sorry Sony but I'm not made of money... I think I'll stick with material stickers and just have a Move friend cut out the background for me

I'll get it anyways for that new material, tools, and most importantly SEQUENCER INSTRUMENTS!!!!!


(Oh ****, I realized something, there's story levels involving Move right? Does this mean we have to PLAY THROUGH THE LEVELS TO GET THE PRIZES!? NUUUUUUU)

(Someone with Move BETTER play the pack with me then )
2011-06-17 16:12:00

Author:
Fang
Posts: 578


@Fang you can play with your friend that have a Move to get the items, or just join random guy with move

Oh and you won't buy "$40 controller only for it to get used like maybe 4-8 days a month" just to paint tool, since as a LBP2 user you most likely be playing Move levels..
2011-06-17 16:38:00

Author:
Shadowriver
Posts: 3991


One thing I'm worried about is that the Move levels won't get as many plays since not everyone has a Move.2011-06-17 17:16:00

Author:
GameRoom
Posts: 200


http://blog.us.playstation.com/2011/06/17/littlebigplanet-2-playstation-move-even-endless-er-possibilities/

Hurray for more info!
2011-06-17 17:19:00

Author:
maddoggnick96
Posts: 272


I'm going to end up buying the whole pack just for the opaque hologram material :l I can finally start making animations that aren't shiny now.2011-06-17 18:43:00

Author:
RottenAvocado
Posts: 319


LittleBigPlanet 2 will receive its Ps Move update this summer, Sony has confirmed. Unveiled at E3 earlier this month, the Dlc pack includes new stages pre-built by developer Media Molecule, and enables users to create levels with (as well as for) the motion controller. The add-on includes a new set of tools to help players maximise Move's potential, including the Manipulator, Moveinator, Move Cursor, Speed and Rotation Sensors, the Slicer Tool, and the Sticker Creator

Yay, now we know its during the summer we get it.
2011-06-18 12:30:00

Author:
craigmond
Posts: 2426


Technically up to the 21st or 22nd of September it's still summer.2011-06-18 18:55:00

Author:
GameRoom
Posts: 200


LittleBigPlanet 2 will receive its Ps Move update this summer, Sony has confirmed. Unveiled at E3 earlier this month, the Dlc pack includes new stages pre-built by developer Media Molecule, and enables users to create levels with (as well as for) the motion controller. The add-on includes a new set of tools to help players maximise Move's potential, including the Manipulator, Moveinator, Move Cursor, Speed and Rotation Sensors, the Slicer Tool, and the Sticker Creator

Yay, now we know its during the summer we get it.

I don't know how reliable the source is but in the latest Little Big Podcast(episode 125) they said that the Move DLC will be out late this month or the beginning of next. If that is true it will be here very soon.

http://www.youtube.com/watch?v=HIObSoy7wqA&feature=channel_video_title
2011-06-18 23:05:00

Author:
hm83
Posts: 69


No, in the annotations it says September.2011-06-18 23:34:00

Author:
GameRoom
Posts: 200


it's summer until september 21st...2011-06-19 04:39:00

Author:
a_mailbox
Posts: 416


Yep, my birthday, the 22nd, marks the first day of fall/autumn. Hopefully it arrives before then though.2011-06-19 04:40:00

Author:
AeroForce22
Posts: 392


Hmmm, I'm so totally hyped for the new paint tool. 2011-06-19 06:20:00

Author:
fireblitz95
Posts: 2018


This upsets me a little and I'm sure there's plenty of other people who'll agree with me on this.
What about the people that don't have the move or the money to fork out for it? A "Better Luck Next Time" sticker?
This is just my personal opinion, but it seems quite unfair that most of these, which should have been part of the game to begin with; won't be able to be used without the PSMOVE. Now I'm not saying that they won't put out another pack for people who don't have it, but ATM I dunno, like I said; it seems unfair. There's no way I'm forking out the 100 bucks just to be able to use some new gadgets and all that good stuff. If they don't come out with anything for us non-move owners, then we'll(we'll being me. Lol.)just have to settle for the game as is. Won't deter me away from the game, that's for sure.
2011-06-19 07:31:00

Author:
Unknown User


i agree 100% i don't have move but i would love some music/materials/objecst an sticker creator.2011-06-19 08:25:00

Author:
The_Lil_JoKeR
Posts: 745


You CAN get the items if you play through the levels with a friend who owns move. And most of the new tools and tweaks can be used without move.2011-06-19 09:52:00

Author:
TNSv
Posts: 302


Remember that a lot of the tools in the first post are actually completely unrelated to the move pack. Most likely, these tools won't require you to buy the move OR the move pack, rather just the update that comes out with it. I don't know how many of you remember, but the Danish Blue (http://wiki.lbpcentral.com/LittleBigPlanet_Game_updates#Update_1.22_Danish_Bl ue) update brought us the Pirates of the Caribbean pack, along with water. But the update actually contained a few more things, like the ability to save your pod and hide the thermometer in create mode, these things were added in the patch and didn't require the PotC pack to use them. This will probably be the same.2011-06-19 10:44:00

Author:
Doopz
Posts: 5592


Remember that a lot of the tools in the first post are actually completely unrelated to the move pack. Most likely, these tools won't require you to buy the move OR the move pack, rather just the update that comes out with it.
Or maybe Creator Pack 2?
2011-06-19 12:12:00

Author:
gdn001
Posts: 5891


Remember that a lot of the tools in the first post are actually completely unrelated to the move pack. Most likely, these tools won't require you to buy the move OR the move pack, rather just the update that comes out with it. I don't know how many of you remember, but the Danish Blue (http://wiki.lbpcentral.com/LittleBigPlanet_Game_updates#Update_1.22_Danish_Bl ue) update brought us the Pirates of the Caribbean pack, along with water. But the update actually contained a few more things, like the ability to save your pod and hide the thermometer in create mode, these things were added in the patch and didn't require the PotC pack to use them. This will probably be the same.

I'd hazard a guess that the only things that come without the pack are the new tweak settings and the material slicer. Everything else needs either move or for a new thing to be added into your inventory, and those have historically never come without a DLC pack... Maybe there will be a creator pack separately to supply angle sensors etc.


Edit,

Or maybe Creator Pack 2?
yeah what he said^
2011-06-19 12:17:00

Author:
rtm223
Posts: 6497


Okay, I have 2 Moves so I really don't care, but are there going to be games that use two at once?
If so, how is managing controllers handled? Seems odd.
2011-06-19 14:38:00

Author:
Sack-Jake
Posts: 1153


You CAN get the items if you play through the levels with a friend who owns move. And most of the new tools and tweaks can be used without move.

New tweaks will probably not even require you to have move pack
2011-06-19 15:28:00

Author:
Shadowriver
Posts: 3991


Okay, I have 2 Moves so I really don't care, but are there going to be games that use two at once?
If so, how is managing controllers handled? Seems odd.

One move per player. You could set up a system where you actually set it us as a 2 player game, but expect only 1 person to be playing.
2011-06-19 15:46:00

Author:
rtm223
Posts: 6497


Some people don't get why they''d put Speed and Angle sensors in the Move pack... Really you don't get it?
Speed is here because Stuff is Moved around With the Move so needing to count Speed ETC whole moving things
is impotent to Move levels. And pretty much the Same for Angle sensors. *mew
2011-06-19 15:56:00

Author:
Lord-Dreamerz
Posts: 4261


Some people don't get why they''d put Speed and Angle sensors in the Move pack... Really you don't get it?
Really.

Stuff moves in almost every level. It has nothing to do with motion control.
2011-06-19 16:10:00

Author:
rtm223
Posts: 6497


Really.

Stuff moves in almost every level. It has nothing to do with motion control.

I was just on the Move kit idea it just got them thinking about it.
and they made it work as a general sensor that can work even without Move.
but yes that does mean it should not have to be in the move pack for us to get it.
I agree that hopefully they'll put it in a creator pack 2 for free. as paying for
something that should have been there all along if you ask me seems kinda Errr... *mew
2011-06-19 16:15:00

Author:
Lord-Dreamerz
Posts: 4261


Ok, so I bought a move controller today. This DLC pack had better be worth the ?35!

...and if anyone tells me that I also need to spend another ?25 on the navigation controller whatever the hell that is, I'm gonna be truly narked off.
2011-06-19 16:49:00

Author:
Ungreth
Posts: 2130


You should never have to buy a navigation controller - IIRC the PS3 enforces the fallback that the dualshock can do the same function.

The navigation controller is more comfortable to use though IMO, simply because of the weight distribution.
2011-06-19 17:08:00

Author:
rtm223
Posts: 6497


Ok, so I bought a move controller today. This DLC pack had better be worth the ?35!

...and if anyone tells me that I also need to spend another ?25 on the navigation controller whatever the hell that is, I'm gonna be truly narked off.

You should be able to get a navi for around ?17.99
2011-06-19 17:34:00

Author:
Rabid-Coot
Posts: 6728


You should be able to get a navi for around ?17.99
Hey listen!
http://media.giantbomb.com/uploads/0/4253/395030-navi_large.jpg
Oh wait...

I can't wait the move dlc... kinda lame that the LBP2 Beta testers didn't get into this one..
oh well..

/starts looking for people breaking the NDA uploading videos to youtube.
2011-06-19 18:14:00

Author:
Jonaolst
Posts: 935


Ok, so I bought a move controller today. This DLC pack had better be worth the ?35!

...and if anyone tells me that I also need to spend another ?25 on the navigation controller whatever the hell that is, I'm gonna be truly narked off.

Do you have a PSeye?
2011-06-19 22:35:00

Author:
Reef1978
Posts: 527


I haven't got the Move yet, but I might check this Pack out.2011-06-19 23:56:00

Author:
Unknown User


This pack is winning.

I'm buying it, even if I don't have a Move controller by then, lol. I buy all the packs anyways. Some of the new things like paint have me curious. ^^
2011-06-29 05:12:00

Author:
Hana_Kami
Posts: 393


Gyah!

I can always find something to complain about can't I?

I was 'finally' getting close to completion of my first LBP2 level - I've been working on it since LBP2 was released, but have had to put up with yellow lights of death, a house move, holidays, changes to my working times - all meaning it's been a hard slog.
I was finally in what I would call "The Home Stretch" where my I could actually envision an end to my level and get it published.

And now they're releasing an extra 17 music sequencer objects?!
Seeing as my level is primarily a music level, I'm going to 'have' to go back and reprogram all of the music (and considering it's adapted from an orchestral score that's no small feat);

So.. .Yey Media Molecule for giving us such an awesome DLC pack!
How DARE you!!!
2011-06-29 07:57:00

Author:
Macnme
Posts: 1970


Ok, so I bought a move controller today. This DLC pack had better be worth the ?35!

...and if anyone tells me that I also need to spend another ?25 on the navigation controller whatever the hell that is, I'm gonna be truly narked off.

The sixaxxis works better than the navcon at the moment
2011-06-29 09:28:00

Author:
OmegaSlayer
Posts: 5112


I always use the nav controller, the sixaxis is too heavy/large for one hand.2011-06-30 00:28:00

Author:
Zmathue
Posts: 62



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.