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Little Big Planet Vita Game Jam!

Archive: 162 posts


A tweet from @LittleBigPlanet confirms the LBP Vita Game Jam today, at Tarsier studios!

http://i.imgur.com/DWMx8.png

Follow the hashtag #LBPgamejam for live tweets from the event. What are everyone's speculations on this? What new things will we see?


P.s. If you're here to complain about who was or wasn't invited to the event, you can get out now. They chose who they chose for their own reasons. It's impossible to keep everyone happy. So NO "elitist" talk, mmkay?!

ANYWAY. I think we're going to see a first person shooter of sorts, made by one of the participants. It was mentioned in an interview, so SOMEONE will be thinking of doing it!

EDIT 1:
http://i.imgur.com/lzlct.png
2012-02-10 10:50:00

Author:
Weretigr
Posts: 2105


According to friends on Twitter it seems that there is a Sony sponcered Community meet in Sweden at Tasier Studio.

Now why wasn't I invited or even knew that this was even going to happen? I haven't seen it publicised anywhere. If it's a so called Community meet isn't he community suppose to know about it? Maybe only select people were told? UPDATE: Tweeted from Spaff, the people attending were hand picked.

From a few friends it looks like there are a few new features:


Merge glitch is now part of the LBP Vita, called de-physicalise so you can now merge items.
A save data logic tool, a 'Memorizer'.
Text tool, no more fiddling with font objects.


Interesting, I'll be keeping an eye out for more info.


EDIT: This was posted at the same time as the above post. LL
2012-02-10 11:08:00

Author:
LittleBigDes
Posts: 920


Merging is in the game... as a tool! Awesome! Looking forward to see what people make.2012-02-10 12:45:00

Author:
Jedi_1993
Posts: 1518


The game jam has begun!

Someone wanted to know who was here, this is the guest list:

Stellakris
Rialrees
Holguin86
Leclack
SalieriAAX
StevenI
LadyLyn1
Mnniska
Coxy244
Keldur
Ungreth
Tobsn08
Hallm3
Amazing flying poo
jeffcu28
Taffey

In addition to them are numerous people who are working on the game in an official capacity.
it's a full house!
2012-02-10 14:29:00

Author:
Spaff_Molecule
Posts: 421


That's quite a broad range of creators you have picked there. Can't wait to see the mini game they all come up with, that Rialrees mentioned.2012-02-10 14:44:00

Author:
LittleBigDes
Posts: 920


Cool, good group of folks, I look forward to hearing more. I'm already ecstatic to find out the merge glitch is now a feature!2012-02-10 14:45:00

Author:
fullofwin
Posts: 1214


Congratulations to everyone selected, and I can't wait to see what you all produce!! 2012-02-10 15:21:00

Author:
Weretigr
Posts: 2105


According to friends on Twitter it seems that there is a Sony sponcered Community meet in Sweden at Tasier Studio.

Now why wasn't I invited or even knew that this was even going to happen? I haven't seen it publicised anywhere. If it's a so called Community meet isn't he community suppose to know about it? Maybe only select people were told? UPDATE: Tweeted from Spaff, the people attending were hand picked.

From a few friends it looks like there are a few new features:


Merge glitch is now part of the LBP Vita, called de-physicalise so you can now merge items.
A save data logic tool, a 'Memorizer'.
Text tool, no more fiddling with font objects.


Interesting, I'll be keeping an eye out for more info.


EDIT: This was posted at the same time as the above post. LL

hopefully those nifty features will be coming to LBP2 in the near future
2012-02-10 15:41:00

Author:
GribbleGrunger
Posts: 3910


The game jam has begun!

Someone wanted to know who was here, this is the guest list:

Stellakris
Rialrees
Holguin86
Leclack
SalieriAAX
StevenI
LadyLyn1
Mnniska
Coxy244
Keldur
Ungreth
Tobsn08
Hallm3
Amazing flying poo
jeffcu28
Taffey

In addition to them are numerous people who are working on the game in an official capacity.
it's a full house!


Awesome group of creators there!! I know you all will have a fantassssstic time Have fun and make lots of coolio things!
2012-02-10 15:49:00

Author:
Jaeyden
Posts: 564


Can someone explain merging?

Looks AMAZING though and if I get a VITA this will be my first game, hands down.
2012-02-10 15:49:00

Author:
craigmond
Posts: 2426


Any questions for people? We can go into any detail of create mode, but not of the story mode, and i can direct your questions to people 2012-02-10 16:32:00

Author:
Spaff_Molecule
Posts: 421


How long is the learning curve in comparison to LBP PSP, and LBP2, respectively? (I.e. how different is it, and how long does it take to pick up) 2012-02-10 16:38:00

Author:
Weretigr
Posts: 2105


Any questions for people? We can go into any detail of create mode, but not of the story mode, and i can direct your questions to people

1/ are those extra features (such as legit merging) going to eventually come to the LBP2?
2/ will we be able to use the Vita to take snapshots, manipulate them in the Vita and then import them into the PS3 version?
3/ can we use the Vita as a controller on the PS3 and play the Vita levels in LBP2?
4/ who is making LBPCarting?
2012-02-10 16:48:00

Author:
GribbleGrunger
Posts: 3910


"A save data logic tool, a 'Memorizer'"

OMG OMG OMG... OMG!
I don't know what to say OMG...

I love this, are there any plans to add the same set of features to LBP2?
2012-02-10 17:06:00

Author:
Darkcloudrepeat
Posts: 606


Any questions for people? We can go into any detail of create mode, but not of the story mode, and i can direct your questions to people

Will we be able to port LBP-Vita Story-mode only costumes over to LBP2?

and can we port over our custom made costumes from LBP2 to LBP-Vita? *mew

How good will the graphics look? will they look as good as LBP2? or closer to LBP-PSP?

Sense Vita is a lot smaller of a system then a PS3... can it run LBP-Vita just as good & strong as the PS3 can?
2012-02-10 17:07:00

Author:
Lord-Dreamerz
Posts: 4261


Hey! Can you tell us about any cool modifications to the logic? Like, are there any neat changes to the OR gates and connectors in general? How about the corner editing tool, anything super cool going on there? 2012-02-10 17:09:00

Author:
Jaeyden
Posts: 564


Can you give an estimate on the release date?
May-ish?
2012-02-10 17:17:00

Author:
Darkcloudrepeat
Posts: 606


Corner edit tool now selects multiple points for manipulation using a lasso function - very nifty.

Logic in general is very much like that in lbp2, with the inclusion of the logic from the move pack (speed sensors etc)

Hard to type up on iPod, we're taking notes to tell you as much as possible after the weekend!!
2012-02-10 17:27:00

Author:
rialrees
Posts: 1015


Question:
How effective is creating with the touch screen in comparison to the dualshock controller of LBP2?
(I'm assuming you can create with touch, I may be wrong and a little disappointed.)

Question:
Any cool new materials? Not necessarily ones with new properties but just ones that seem useful.

Question:
Any new powerups?
2012-02-10 17:41:00

Author:
Jedi_1993
Posts: 1518


Adding on from my last post as i got more questions.

Will we be able to port LBP-Vita Story-mode only costumes over to LBP2?

and can we port over our custom made costumes from LBP2 to LBP-Vita? *mew

How good will the graphics look? will they look as good as LBP2? or closer to LBP-PSP?

Sense Vita is a lot smaller of a system then a PS3... can it run LBP-Vita just as good & strong as the PS3 can?

Can SackBots Swim in water/use Grapple-Hook PowerUp now?
*mew
2012-02-10 17:41:00

Author:
Lord-Dreamerz
Posts: 4261


Corner edit tool now selects multiple points for manipulation using a lasso function - very nifty.

IIRC, you could already do that in LBP PSP.
2012-02-10 17:50:00

Author:
Aya042
Posts: 2870


Mndoo, I can't wait to see the wonderful things we've been anticipating about VITA be revealed . I'm sure it'll start out great, what with all of those incredible creators joining in. Although, I've always had this burning question about it...
Why are some of the Sackpeoples' heads SO BIG in comparison to their bodies in the trailer? Or is that just a Sackbot? Yes, it's a very important question.
2012-02-10 18:16:00

Author:
Sackpapoi
Posts: 1195


I just want to know if I can create ramp with a single sweep on the screen. That's all that matters. Ramp Vita / "The Vamp". Have fun.2012-02-10 18:28:00

Author:
BasketSnake
Posts: 2391


It is possible to create with touch, including smearing materials, and it's quite intuitive too 2012-02-10 19:29:00

Author:
rialrees
Posts: 1015


Is it possible to smear a material into another material and not have it destroy the material it's smeared into?2012-02-10 22:12:00

Author:
warlord_evil
Posts: 4193


Is it possible to smear a material into another material and not have it destroy the material it's smeared into?

Sure, dephysicalized materials never cut into each other. You can smear and corner edit into other materials.
2012-02-10 22:49:00

Author:
Lockstitch
Posts: 415


It is possible to create with touch, including smearing materials, and it's quite intuitive too

Wonder what stoped them to do the same with move :>
2012-02-10 23:00:00

Author:
Shadowriver
Posts: 3991


Wish I had a bloody passport would love to had gone looks like alot of new faces too, Don't forget game reviewer will be using them levels to give a idea what LBP users can do, so show them your best for everyone2012-02-10 23:17:00

Author:
jump_button
Posts: 1014


Kinda slow for jam thread anyway if it didnt reach via tweet, say hallo to BobTox for me 2012-02-11 02:38:00

Author:
Shadowriver
Posts: 3991


Extra layers, it supported or is it still possible to recreate? ( I could see that being a major blow to the lbpvita if not included).

Frame-rate, it seems like LBP2 + more is being squeezed onto a system that is less powerful than the PS3. My question is, is the systems framerate stable or can it even take much on screen compared to LBP2?

Is the annoying rendering issue with the decos still there? The one which renders decorations with materials, etc out of order which can wreck some costumes and even some scenes?

Is there a online create?

Can you play locally with wireless?

Do sackbot costume pieces take up a godly amount of thermo, I haven't seen any sackbots displayed in vita so my question is do they cause slow downs?

Has the selection of natural decos like leafs and flower increased?

theck and thack, is it in the game if yes is it supported or not?
2012-02-11 03:07:00

Author:
PPp_Killer
Posts: 449


With all these cool sounding features I'm really starting to get the impression that LBP Vita is going to replace LBP2 for me... Which is good because I'll actually be able to play it whenever I want, but I have quite a few friends who probably won't be getting Vitas.

...Unless LBP2 gets these features and tools too, but then what would their selling point for LBP Vita be, besides it being portable and having a new story?

Also, 3 quick questions...

1. Is the music sequencer in the game? If it is, has it changed at all?
2. Can you draw your own stickers like you can on LBP2 with the Move?
3. Does the thermometer feel significantly lower? I mean like... Assuming there's working level links, will we need them more often?

I'm so excited for this! I literally have an LBP Vita picture hanging over my computer desk, and I'm keeping my First Edition Vita Pre-Order receipt in my Skyrim case.
2012-02-11 03:09:00

Author:
KlawwTheClown
Posts: 1106


Extra layers, it supported or is it still possible to recreate? ( I could see that being a major blow to the lbpvita if not included).

Frame-rate, it seems like LBP2 + more is being squeezed onto a system that is less powerful than the PS3. My question is, is the systems framerate stable or can it even take much on screen compared to LBP2?

Is the annoying rendering issue with the decos still there? The one which renders decorations with materials, etc out of order which can wreck some costumes and even some scenes?

Is there a online create?

Can you play locally with wireless?

Do sackbot costume pieces take up a godly amount of thermo, I haven't seen any sackbots displayed in vita so my question is do they cause slow downs?

Has the selection of natural decos like leafs and flower increased?

theck and thack, is it in the game if yes is it supported or not?

remember the Vita has twice as much memory as the PS3 and that it doesn't have to render as much of the screen either because of the smaller screen.
2012-02-11 03:17:00

Author:
GribbleGrunger
Posts: 3910


O_O

...TEXT TOOL!? S--SAVE FILE SYSTEM!?

...

IF ONLY I COULD TRANSFER MY MUSIC...!

http://www.court-records.net/animation/karma-break(b).gif

Someone please tell me if LBP2 will get these...!

EDIT: Screw it... if the Vita has better instruments/more instruments then I'm auto sold.
2012-02-11 04:49:00

Author:
Fang
Posts: 578


If this has the music sequencer in it, which it almost certainly will, I'm sold. Even though we don't know all the new tools, I like where they're going with it! Noclip! Save systems! And it's portable! This is where LBP should be going!2012-02-11 07:29:00

Author:
FlipMeister
Posts: 631


http://i0.kym-cdn.com/photos/images/newsfeed/000/181/813/1726009-shut_up_and_take_my_money_super.jpg?13177088062012-02-11 07:40:00

Author:
tomodon246
Posts: 624


...Righto.

Any new instruments that we will like? As this is LBP2 on the road, one can only assume it will have Music Sequencers.

Speaking of music, what are the licensed songs that made it into the game, or, more accurately, are in the current build? Pemberton's stuff, etc.?

Any new hazard types?
...That should be it.

Oh, also, say hi to Keldur for me. He's on my buddy list and is a cool guy.
2012-02-11 07:55:00

Author:
SLS10
Posts: 1129


the only thing that would have me auto-sold is if all decos/ stickers from the ps3 integrations/ dlc make it over

if they do... http://i0.kym-cdn.com/photos/images/newsfeed/000/181/813/1726009-shut_up_and_take_my_money_super.jpg?1317708806
2012-02-11 09:16:00

Author:
a_mailbox
Posts: 416


Are current LBP2 bugs present in vita version?
(deco render, randomisers, etc)

How is the sackboy customisation?
Better? Worse? Any new features there?

Can you layer/group stickers (like in Modnation)?

Can you give us a run down of the font tool?
(how many fonts, ease of use, etc)

Can you select your own colour/s for the poppit?

Any improvements to the UI?

Is there a max amount of objects you can merge?

All I can think of atm..
2012-02-11 10:08:00

Author:
midnight_heist
Posts: 2513


For everyone asking about the UI, tools, functionality, etc... It's basically the LBP2 editor that has been updated to allow for Touch interaction. Ninety-nine percent of what the editor included after the Move Pack updates will be on the Vita game. That doesn't include the dozens of updates and improvements that have been added. I personally think that both the PSP and PS3 crowds will be very happy with what has been done.

I won't answer questions specifically, as I'd rather the attendees have time to explain it in their terms, but remember: they've only been given clearance to talk about CREATE aspects of the game. All else is off limits for now.



P.S. I work for Tarsier Studios, in case there is any confusion.
2012-02-11 10:25:00

Author:
comphermc
Posts: 5338


Comph what is the adress to Tarsier Studios? 2012-02-11 14:28:00

Author:
Jauw
Posts: 484


A save data logic tool, a 'Memorizer'.
Text tool, no more fiddling with font objects.

Wooo, if there really is a saving system, I can do some really cool things. Text tool will defiantly help out ALOT too; you guys didnt think about bringing these too the console LBP2?

I guess my main question is just how much exactly can the memorizer save? I know I held out on a bunch of cool gameplay elements in Chrono Chrysalis because of the lack of a save system. This is...any RPG makers dream in LBP2 if its as good as it sounds.
2012-02-11 14:37:00

Author:
Rpg Maker
Posts: 877


How does the thermomiter change in LBPVita? Like, It did in LBP1-2, but How about now? Is it more conservant?2012-02-11 15:09:00

Author:
grayspence
Posts: 1990


How does the thermomiter change in LBPVita? Like, It did in LBP1-2, but How about now? Is it more conservant?

I guess it got more thermo consideringing it got more memory thru CPU/GPU may not handle bigger amount of data

Some of the levels are being posted on twitter:

Amazingflyingpoo Remember This - memorise the pattern of squares on screen, redraw it with the back touch controls using a grid of blocks!
Here is 'Remember This' by AmazingFlyingPoo - it's tough, you only get 2 seconds to memorise the pattern!

https://p.twimg.com/AlYfZ5ZCEAAAHUA.jpg

Rhythm maker by Stellakris - it's a drum machine! Use touch controls to manipulate buttons and dials to make patterns of beats
Rhythm Maker - its got a retro 40s look!
https://p.twimg.com/AlYgkizCMAEpdCz.jpg

^^^^ me likes this UI decos/objects

There other levels being tweeted at #LBPgamejam, but only those 2 photos so far

Next photo:

Miss Potatohead 2012 by Mnniska - it's a beauty contest for potatoes! You need to win but your'e not the prettiest of potatoes, so you have to take out the competition by boiling them, and then mashing them with the touch screen. A true potato adventure.

https://p.twimg.com/AlYkh-ZCAAAdasA.jpg

Finger Fights by Tobn08 - 2 player on 1 Vita -pop your coloured blocks whilst hurling bombs at p2's blocks using using touch! A pic of Finger Fights in edit mode, the play arena can be seen at the bottom.

https://p.twimg.com/AlYoq3gCMAEYFAV.jpg

Hooked by Coxy244 - Tilt controlled fishing, hit your screen to drop your hook, then feed your catch to a t-rex with a snorkel.
Hooked - the deeper fish are worth more, the bombs need to be avoided!

https://p.twimg.com/AlYqTrQCQAI_tLn.jpg

Im my mind: Bomb and Shark survival having a baby

In space no one can hear you snore by Taffey, A deleted scene from hit movie Avatar. Jake must clean up the horrible results of 5 years of cryo sleep? sleep drool. Use touch to control a rocket powered wheelchair and clean up the mess! Here's jake clearing up space drool

https://p.twimg.com/AlYrpZeCAAIz_A8.jpg
2012-02-11 16:00:00

Author:
Shadowriver
Posts: 3991


Stroming Steamboat by SalieriAAX:

https://p.twimg.com/AlYuVhdCAAIGdGK.jpg

I assume this was created with the text tool?

Also, water. Yay!
2012-02-11 16:43:00

Author:
Nuclearfish
Posts: 927


https://p.twimg.com/AlYwcrwCAAEiGm6.jpg:large

And here group photo ;p look like biggest jam yet any one point BobTox for me ? XD Ofcorse would be cool if somebody put names on
2012-02-11 17:19:00

Author:
Shadowriver
Posts: 3991


Since noones trying to get info of new stuff out, im going to assume that save data, dephysicalized material, and text tool are the biggest changes or everyone agreed to not mention the really cool stuff until a long forum post is written up detailing everything. Which is either disappointing because there's no bigger change, or disappointing that everyone would keep info to themselves in hope of creating some petty excitement.. and I doubt the latter is true, meaning its probably going to be 99% the same as lbp2.

Sooo, how 'bout that LBPKarting?
2012-02-11 18:40:00

Author:
Bremnen
Posts: 1800


Well don't forget about touch on both sides and Move-class motion detection by default :> I more dissapointed that stuff you meantion is not in LBP2 yet 2012-02-11 18:48:00

Author:
Shadowriver
Posts: 3991


Or...it's because like all the other game jams, people are working feverishly on trying to finish the levels they are working on instead of staring at this thread. There are plenty more cool changes that LBP Vita has to offer that hasn't been discussed yet. I'm sure someone will be here soon enough to tell everyone about them.2012-02-11 18:53:00

Author:
Jaeyden
Posts: 564


Like it as already been said. I just Hope at least half of these new tools make their way in to LBP2... or for LBP3 to be out no later then next year. *mew2012-02-11 18:56:00

Author:
Lord-Dreamerz
Posts: 4261


Thats why i think LBP would be a lot better on PC, new stuff would be core more constant and fixes faster, but we all can't help it it's on PS3, i guess MM either 2012-02-11 19:18:00

Author:
Shadowriver
Posts: 3991


Or...it's because like all the other game jams, people are working feverishly on trying to finish the levels they are working on instead of staring at this thread. There are plenty more cool changes that LBP Vita has to offer that hasn't been discussed yet. I'm sure someone will be here soon enough to tell everyone about them.

No reading required to make one post listing changes. It would have taken maybe 5 minutes max.
2012-02-11 19:24:00

Author:
Bremnen
Posts: 1800


No reading required to make one post listing changes. It would have taken maybe 5 minutes max.

As a LBPwiki editor i must say no, specially if all they have is mobile phones I also bet they didnt said them everything and stuff being discovered in the way
2012-02-11 19:50:00

Author:
Shadowriver
Posts: 3991


Directed LBPodcast to this thread for question since suppose to have a chance to ask them (or tasier?)

https://twitter.com/#!/LBPodcast/status/168438549891399681
2012-02-11 21:02:00

Author:
Shadowriver
Posts: 3991


https://p.twimg.com/AlYwcrwCAAEiGm6.jpg:large

any one point BobTox for me ?

Gray sweater, on the left, near the plant. At some point, someone will need to make a list of all the people on here. Maybe tomorrow. But tonight.... I sleep.
2012-02-11 23:08:00

Author:
comphermc
Posts: 5338


Hey! Can you tell us about any cool modifications to the logic? Like, are there any neat changes to the OR gates and connectors in general? How about the corner editing tool, anything super cool going on there?

Corner editing can now be done by dragselecting A whole group of them. As with most features in create, corner tool also supports the touch controls.

AND and OR gates have an added feature to be able to add or multiply input values. A negative value will be subtracted instead of added, a floating point value (i.e. 0.5) will divide instead of multiplied.


Question:
How effective is creating with the touch screen in comparison to the dualshock controller of LBP2?

I am terrible when it comes to getting used to new controls but seeing the Tarsiers work their ways they were flipping fast using touch for nearly every act of selection or browsing. Virtually every tool in create mode has or will have touch support as well of faster ways to access these tools: touch icons in the corners, via material/object's properties...


Extra layers, it supported or is it still possible to recreate?

I didn't find a tool for that in the game. It would surprise me if nobody would find a glitch to achieve it, though. Let's say that everything I have seen does not uses glitches methods and still looks gorgeous and full of depth.



...Unless LBP2 gets these features and tools too, but then what would their selling point for LBP Vita be, besides it being portable and having a new story?

LBPV is not a replacement of LBP2, nor makes it LBP2 obsolete. It has feats from LBP2 but from there on it becomes a unique game in its own respect, with obvious drawbacks (the ps3 is not the vita) but also its unique features (mobility, touch, valuable logic, efficient creating...).


1. Is the music sequencer in the game? If it is, has it changed at all?*

Haven't checked it out much but can tell it is there, contains all instruments from LBP2, has some tiny extra feats, but may have limits on reverb and echo fx.


3. Does the thermometer feel significantly lower? I mean like... Assuming there's working level links, will we need them more often?

Yes and yes. The game helps you a lot in optimizing, but you'll have to be efficient. Don't expect ps3 size. But you shouldn't be making the exact levels as on ps3 anyway. There is lots of room for innovative creators, though. Also the Memorizer tool will enable cross level data transfer and even data storage for later play, which makes multiple levels not a bad thing anymore.



I guess my main question is just how much exactly can the memorizer save? I know I held out on a bunch of cool gameplay elements in Chrono Chrysalis because of the lack of a save system. This is...any RPG makers dream in LBP2 if its as good as it sounds.

I haven't used it during my create section but it is pretty far into development and Rtm gave me a great rundown of how it works: the Memorizer has a custom number of inputs, corresponding number of outputs, a trigger input and a reset input. Triggering it will store a sample of the current (ana or digi) feed input and trigger an output as well. Would it stop receiving input then a trigger action will output its already stored sample.*

Blank memorizers are nice for keeping stuff stored inside the level section but do not provide data transfer or storage. That all changes once you label the component. Any labeled saved sample from a creator in any of his levels can be picked up by a Memorizer of the same label in any other of this creator's levels, whether that level happens in the same session or in the scenario of a returning player.*

A creator will own a 50-ish number of labels for his entire account that he can use in his creations. There was talk about saved data management and sharing by players as well but I can't say anything solid about that.*

So yes. This is exactly what every RPG creator has been waiting for.*


Since noones trying to get info of new stuff out, im going to assume that save data, dephysicalized material, and text tool are the biggest changes or everyone agreed to not mention the really cool stuff until a long forum post is written up detailing everything. Which is either disappointing because there's no bigger change, or disappointing that everyone would keep info to themselves in hope of creating some petty excitement.. and I doubt the latter is true, meaning its probably going to be 99% the same as lbp2.

The touch feat is the biggest thing. That and the fact that the vita is a gaming device for on the move and in company. Check put what we have been making during the jam and you'll see most is aimed at exactly these characteristics. Don't make LBP2 levels; make Vita levels. Or do what you want and become more cynical for having the wrong expectations of a game.*


Sooo, how 'bout that LBPKarting?
*
Confirmed it is legit.*


Or...it's because like all the other game jams, people are working feverishly on trying to finish the levels they are working on instead of staring at this thread. There are plenty more cool changes that LBP Vita has to offer that hasn't been discussed yet

Yes. Jam > bar > Tweet > LBPC > sleep. In that order. Very sleepy at the moment...

Here is a little thing that wasn't mentioned yet: decorations rotator object. Compare it to the Incredibles DLC "drill" object that allows to stick deco to it that rotates on the depth axis. It does this beautifully without distortions, is in itself nonphysical, is tweakable and even has an input gate. Applications? Helicopters, fans, anything that rotates... Check SlaedenBob's fluff level.*
*
@CompherMC Lol where do you find the time and energy left to reply on LBPC after all the running around and helping us jammers?

I am in the exact bottom right corner of that photo. Smiling sheepishly through sleep caked eyes.
2012-02-11 23:30:00

Author:
Antikris
Posts: 1340


a floating point value (i.e. 0.5) will divide instead of multiplied
So you saying signal can be higher then 1? and Finally! they implemented resistor!... plz bring it to LBP2 nao!!
2012-02-11 23:41:00

Author:
Shadowriver
Posts: 3991


So you saying signal can be higher then 1? and Finally! they implemented resistor!... plz bring it to LBP2 nao!!

Oh good point. I guess I haven't thought this through. I am sure Matt can comment on this. All I have been doing is multiply a variable signal by 5 and 10% in this manner and that went okay. The addition was 3 sigs to a sound object, obviously doing not much above 100%/1.


Speaking of music, what are the licensed songs that made it into the game, or, more accurately, are in the current build? Pemberton's stuff, etc.?

We cannot comment on licensed music at all.*


SOh, also, say hi to Keldur for me. He's on my buddy list and is a cool guy.
*
He is. Very!!


Are current LBP2 bugs present in vita version?

I am not familiar with all LBP2 bugs but yeah, it is software in progress and we invitees here fulfill the noble side task of uncovering as many bugs as we can find.*


Can you give us a run down of the font tool?

It is the familiar text note object on steroids. It allows you to tweak font, size, color of text and bubble, bubble translucency and whether the note icon itself is visible or not. It takes an input signal, toggling it on and off, or when set to signal strength it displays an analog signal probe.*

You can create your own textual dialog with it and Mnniska has done exactly that.*


Any improvements to the UI?

Everything can be reached more easily and via multiple ways, like through touch icons in the screen corners, via popit or via any material's properties. The front touch allows interaction with most tools and menus, while the back touch helps to quickly navigate through create space.*


Is there a max amount of objects you can merge?
*
I am not familiar with a limit. I assume it works the same as glueing objects together since de/rephysicalization is a native property of everything already.*
2012-02-11 23:55:00

Author:
Antikris
Posts: 1340


I hope someone answers my and PPps questions.
... well his 3D-layer question was answered i suppose.

Edit: though i understand why you may not be-able to test some things like online play or how and if things can be ported over from one game to the other. *mew
2012-02-12 00:00:00

Author:
Lord-Dreamerz
Posts: 4261


I hope someone answers my and PPps questions.
... well his 3D-layer question was answered i suppose.

Hi just thought Id say that the 3D glitch is very much in there. Not to it's full extent however, but in the build we played it was easy to put an object in the for/background layers simply by putting it where you wanted it to go back or forwards; dephysicalising it and then activating an in/out mover on it multiple times to force it into the added layers. I don't know however if this will carry over to the final game. I'll post any more interesting titbits I can remember tomorrow after all my flights haha

oh and static and dynamic are back from the psp so there is no White/dark matter in the popit. Just thought I'd add that : P
2012-02-12 00:14:00

Author:
Hallm3
Posts: 252


Hmm... is there anything new for costume creators?
and again. can Sackbots swim or use power-ups they are not able to in LBP2? *mew
plus are you guys able to plug the vita in to a TV like they said we be able to? and if so, how does the game look on the TV?
2012-02-12 00:42:00

Author:
Lord-Dreamerz
Posts: 4261


Hmm... is there anything new for costume creators?
and again. can Sackbots swim or use power-ups they are not able to in LBP2? *mew
plus are you guys able to plug the vita in to a TV like they said we be able to? and if so, how does the game look on the TV?

You had to use a special cable (the cable depended on the TV, composite or component) for using your PSP on your TV.

But there were quite a lot of problems with that, 1000's couldn't do it at all, 2000's you could only look at menu's, pics and videos, (and not play games) and 3000's gave it a terrible small screen (I tried doing LBP PSP recordings with this because a capture card works the same way but it just became too frustrating struggling with the small screen size and illegible text in LBP so i gave up)

This sound more like a question to people who live in Japan or imported or maybe even a Sony rep for answers on that one.

One of the main reasons i'm hesitant on getting a Vita, I don't want to purchase model after model only being disappointed at being unable to record again




Ok I got a question for you Game Jammers. Were you guys trying it on 1 (or a few) Vitas or a whole bunch? Cause I'm curious as to the multiplayer (creating wise of course since you can't reveal story). Like were you able to online create together in the same room (Ad-hoc in this case) with 4 people with no problems? I could never get an online session going on for long any PSP game in my room, cause it considered the signal just near the "Too weak" detection range (though i could get other devices like DS, Laptop, PS3, etc working flawlessy)
2012-02-12 01:05:00

Author:
JKthree
Posts: 1125


Woo, I'm here! That was the longest create marathon by far I've ever done, and I am ridiculously tired. I did want to stop by the thread and say hi though, and offer up help for answering questions.



Ok I got a question for you Game Jammers. Were you guys trying it on 1 (or a few) Vitas or a whole bunch? Cause I'm curious as to the multiplayer (creating wise of course since you can't reveal story). Like were you able to online create together in the same room (Ad-hoc in this case) with 4 people with no problems? I could never get an online session going on for long any PSP game in my room, cause it considered the signal just near the "Too weak" detection range (though i could get other devices like DS, Laptop, PS3, etc working flawlessy)Hey JK! We worked individually on separate Vitas, but there was a private Community Moon we could publish to and see each others' levels.
2012-02-12 01:15:00

Author:
Taffey
Posts: 3187


Okay one more titbit before bed

Random information #1: new Basic Materials
there is now 'Basic Clay' and also a new 'Invisible Material' which acts like wood (for some reason) but is completely invisible in play mode a good replacement for those pesky pieces of unselectable dark matter

There is now no dark/light matter or dissolve but sticker panel is included! The majority of basic materials also have new visuals.
2012-02-12 01:29:00

Author:
Hallm3
Posts: 252


there is now 'Basic Clay' and also a new 'Invisible Material' which acts like wood (for some reason) but is completely invisible in play mode a good replacement for those pesky pieces of unselectable dark matter
.
i'm sure that'll make a few people happy

thanx to everyone for the new info, sounds like i'm really gonna enjoy it (get ready for more tech demos with lousy visuals )
while i am getting vita and lbpv it would still be good if some of these additions would make it back to lbp2.
2012-02-12 01:38:00

Author:
evret
Posts: 612


What exactly does the Basic Clay do?
Oh, and are there any new or upgraded hazards and/or power-ups?
2012-02-12 02:12:00

Author:
Super_Clone
Posts: 849


What exactly does the Basic Clay do?
Oh, and are there any new or upgraded hazards and/or power-ups?

Basic materials are root material for each of the kind of materials, glass, metal etc. so easy guess it's basic clay material theu LBP2 should have one too,i guess it's little reorganizing thing
2012-02-12 03:01:00

Author:
Shadowriver
Posts: 3991


'Invisible Material' which acts like wood (for some reason) but is completely invisible in play mode
Let's just hope creators don't use that as a lazy shortcut for building physical walls. :eek:

(I'm talking about those levels where you're just walking and then INVISIBLE BARRIER.)
2012-02-12 03:57:00

Author:
warlord_evil
Posts: 4193


Now can we have our vita forum section? 2012-02-12 04:13:00

Author:
ConverseFox
Posts: 2333


Aww man, i'll never get to one of these create jams :/ They don't notice good voice actors.2012-02-12 04:24:00

Author:
acdramon
Posts: 332


I must deny the rumored existence of clay. It does not exist in any shape, form or colour
and neither does cheese material which would hypothetically be
purchased from GrantosUK for the price of 6 beers and an ewok's eyelid if it did exist. Which it doesn't...
2012-02-12 04:31:00

Author:
Ungreth
Posts: 2130


thanks guys... would it be too much to ask for a youtube vid or two? i'm sure promoting the Vita and LBPV won't upset Sony too much2012-02-12 04:56:00

Author:
GribbleGrunger
Posts: 3910


So...how bout those emitters and connectors gotta be some cool changes there too eh?2012-02-12 05:09:00

Author:
Jaeyden
Posts: 564


while we're waiting, here is a video of someone playing LBP PSP on the Vita!


http://www.youtube.com/watch?v=Rrs05vpnn_A

oh yeah... in the Vita version we see sackboy in a bubble! how is that accomplished?
2012-02-12 05:23:00

Author:
GribbleGrunger
Posts: 3910


Hmm... is there anything new for costume creators?

There is, yes, but I am unsure about whether I am allowed to disclose that. Maybe Matt has some words for you.


and again. can Sackbots swim or use power-ups they are not able to in LBP2?*

Can't speak for powerups but I did notice a bot kill itself touching water. The devs noticed that too and are aware that creators like to see this change.*


plus are you guys able to plug the vita in to a TV like they said we be able to? and if so, how does the game look on the TV?
*
Speaking on Sony's behalf our hosts impressed on us that we cannot discuss the hardware, nor take pictures of it. Sorry.*


So...how bout those emitters and connectors gotta be some cool changes there too eh?
*
Dynamic emitting works.

Emitters have an extra option to 'clean up' everything they have emitted when the emitter itself is destroyed. They now also have a reset input to erase all of their spawn at once.*

What is a connector?

If you have a question that doesn't get answered here, that may mean we just cannot discuss it.*



oh yeah... in the Vita version we see sackboy in a bubble! how is that accomplished?
*
That 'd be Story mode which we can't really comment on. Except that like with many concepts in LBP, the most simple solution is usually the most effective one. Think how you would create a bubble.
2012-02-12 07:49:00

Author:
Antikris
Posts: 1340


do selectors have any new options?2012-02-12 08:15:00

Author:
evret
Posts: 612


Hey JK! We worked individually on separate Vitas, but there was a private Community Moon we could publish to and see each others' levels.

So I'm guessing we can download and keep levels again

Any chance you happen to spy how many levels we can keep this time? The other reason i haven't played LBP PSP as much....saving 250 levels wasn't enough
2012-02-12 08:16:00

Author:
JKthree
Posts: 1125


do selectors have any new options?

Yes. You can now set it to a certain setting, I believe, feed it a player signal and it will skip to port 1 to 4. This implicates automatic specific actions for specific players, something we cannot reliably do in LBP2.
2012-02-12 08:41:00

Author:
Antikris
Posts: 1340


Okay one more titbit before bed

Random information #1: new Basic Materials
there is now 'Basic Clay'



I assume that Clay is that blue and yellow stars material that can be moved with the touchscreen? Yes?
2012-02-12 08:45:00

Author:
tomodon246
Posts: 624


Yes. You can now set it to a certain setting, I believe, feed it a player signal and it will skip to port 1 to 4. This implicates automatic specific actions for specific players, something we cannot reliably do in LBP2.

is there any way to seperate player scores in multiplayer? to know what score each player has at any given time? i mean logic-wise, not just the standard display. for example a setting or input on score sensors that allows it to only detect a cetain players score
2012-02-12 08:52:00

Author:
evret
Posts: 612


I am sure Matt can comment on this. All I have been doing is multiply a variable signal by 5 and 10% in this manner and that went okay.

Results are still capped at 1. There were all sorts of issues when it wasn't capped. The bonus is that having supported multiplication is that it is possible to get accurate, small values. You intelligent folk can then use the small values as you see fit.

But yeah... 10% battery and 1% battery fed into an AND gate set to multiply will output .1%, as expected.


do selectors have any new options?

As mentioned, they have two settings now: Increment and Player ID

Increment is normal behaviour, and Player ID is the new functionality Antikris describes. They can also be set to not cycle if you want, so once it increments to the bottom, it won't increment back to the top.


is there any way to seperate player scores in multiplayer?

We have done some player specific stuff, but it's not all in place yet. We would like to do this, though.

Hint to Attendees: Nobody has mentioned...

Positional settings on timers, pistons, winches
Tweakable Point Bubble values (at 1 point increments)
Score givers and sensors aren't capped at 10,000
Controlinators can recieve from specific players, not just closest.
Impact sensors can be set to detect sackboy
Many sensors have a count setting, so it outputs a signal based on how many it senses out of the desired.
Infinite radii is possible on various sensors.
Touch recorder
Invisible Material
Plastic Materials
How color-tweakable materials work
On screen keyboard
Tweaks on the touch sensor
Touchability tweaker
and so on...

Some people might want some elaboration on those things.
2012-02-12 09:09:00

Author:
comphermc
Posts: 5338


I did a post on LBL last night trying to give you the general idea of how the game feels. Soooo, copy + paste!

First we met up and randomly created to get used to the interface. About 2PM we got the task of creating something that was only possible on the vita in 24 hours, and then the madness started. It was a really fun mix of creations after those 24 hours. Everything from mad music editors to levels where you play as a giant octopus eating sackpeople was created and it was really fun. After that crazy 24 hours thing the event was pretty much over. Derp.

Anyways! I'm going to ramble a bit about the create interface now and..new features...and stuff. Read at own risk.

MAGICAL TOUCH INTERFACE.


This is a big one. What they have done is that every single tool now have a touch variant. You can still use buttons for most things if you're not up to touching stuff, but it's there and it is feeling rather good if you ask me. The touch dosen't feel fantastic in every create element and it's not as precise as buttons. However we are looking at a much faster method of creating things here. I think you will be able to raise your create speed quite a bit with touch.

As I said, all of the touch create thingymajigs dosen't feel great and others can be done just as well or even faster with buttons, I think what you need to to is to feel what touch elements you feel like using and then just..use them. I found myself using the backtouch to adjust the camera quite often. The touch was also really good for quickly navigating the menus for me, layer-changing objects, tweaking things more quickly (Get to that 5000 maximum limit in 0.5 seconds! No more popit-saved mag keys! :'D ), and..stuff.

So OVERALL I felt like the touch DID add to the creating experience in about 55% of the cases and in the rest I felt using buttons was nicer. Overall I really liked it, though. I never thought I would say this but in some cases touch is actually faster and feels better then buttons in the create interface. It feels great to me.

NEW FEATURES.

I'm really tired, so i will probably forget something (I'm pretty sure the rest of the gang is out having a drink. I stayed at the hotel due to youngness paha. ), but here is a short list of some of the new features those crazy devloper doodly doods have put in:

* (Magical) information-across-levels-device , AKA the memorizer.
So this basically allows you to transmit information over levels, or have levels remember you and your actions since the last time you played. I didn't play around with it, but if I understood it right you can activate something a level, wire that up to the memorizer and then have the level remember you did that. I was busy making potatolevels so I'm not entirely sure how you use it practically, but the feature is in there.
You can have level links transmit information, have the level remember you and use a save system if you have an epic RPG, and..well. It's pretty cool IMO.

* Updated notes.
To most people this may seem like a small update, but it's actually a really nice feature. Do you remember those clumsy notes from LBP2 that got in the way everywhere? Forget them. You can now scale your notes freely and colour them however you want, select a font (although there won't be a huge number of them. We're talking about six fonts?). You can also kill the background bubble and only have the note TEXT appear.

This allows you to say goodbye to awkward cardboard letter fonts if you'd like to, replacing them with notes. There was everything from game information using notes [ROUND 1, fight!] to writing strange speechbubbles where each note was a word, and there would be a sequencer so you'd have this weird note-based speechbubble wheere you could actually time every word of the character? it's hard to explain, but it works really well and I instantly fell in love with the notes.

* Multi corner-edit!

It's like in LBP PSP really. I played around with it for a bit and it feels really great, especially with the touch interface. Drawing a circle shape around the corners ou want to edit and then just dragging them out feels really great. I for one loved this feature.

* Static & Moveable tweak!

Another PSP-like feature coming over to the vita is the ability to change the gravity of a object without using gravity tweakers. I was skeptical at first, but after a while it felt great to be able to place stuff and have it float without me spending those extra three seconds and putting a gravity tweaker on.

* Invisible material.

it's like any other material, except it's invisible. I didn't play around with it but that is what it says on the box :B

* Lots of touch-stuff.

This one was obvious, but I figured it was worth saying anyway. You hav the tools to have touch-gameplay of any sort. To be hoenst I didn't experiment with this too much, even if the main task was to do exactly so.. Hopefully some other dood that is alive enough to go through all of the sensors will come along later on! ^^

That's all I can remember for now. There is also more small tweaks to make creating faster, like the ability to insta-tweak any object by squaring it. Then you can select material, change gravity, edit the UV (Which you can now zoom in & out too! ) and fiddle with the colour options of the material, if ther eis any. (Some materials can turn any colour. Its really pretty :3 )



I'm sure you already knew most of that stuff, but in case you didn't

TL;DR: LittleBigPlanet vita isn't LBP2 handheld, it's LBP 2.5. They have customized the game to the handheld device and added a bunch of features. It feels great to use.
2012-02-12 09:26:00

Author:
Mnniska
Posts: 531


Results are still capped at 1. There were all sorts of issues when it wasn't capped. The bonus is that having supported multiplication is that it is possible to get accurate, small values. You intelligent folk can then use the small values as you see fit.
But yeah... 10% battery and 1% battery fed into an AND gate set to multiply will output .1%, as expected.

Positional settings on timers, pistons, winches

Many sensors have a count setting, so it outputs a signal based on how many it senses out of the desired.


these are very welcome additions, will be using those quite a bit i'd imagine.
i don't suppose a release window has been mentioned? (and allowed to be shared)
2012-02-12 09:40:00

Author:
evret
Posts: 612


there's a pen being made for the Vita by the way! that should be useful for drawing shapes. i'm trying to find the makers at the mo but can't

oh, and i know you can't tell us anything about story mode but how does it compare to LBP2? is it comprehensive?
2012-02-12 09:40:00

Author:
GribbleGrunger
Posts: 3910


these are very welcome additions, will be using those quite a bit i'd imagine.

Multiplication can be done by wiring the signal to multiple inputs of an addition OR. 3 x 4 = 4 + 4 + 4


i don't suppose a release window has been mentioned? (and allowed to be shared)

Nope. Unlikely we'd be allowed to share if we'd be told a date.
2012-02-12 10:51:00

Author:
Antikris
Posts: 1340


Multiplication can be done by wiring the signal to multiple inputs of an addition OR. 3 x 4 = 4 + 4 + 4

oh... looks like i'll be recreating my dual input multiplication chip, although the OR addition will make it easier and a lot lighter on thermo
2012-02-12 11:12:00

Author:
evret
Posts: 612


No reading required to make one post listing changes. It would have taken maybe 5 minutes max.

You called the game jam "***" on Twitter. So why the sudden interest, and wanting something from the attendees now? If I were them, I'd keep you and your petty, jealous little comments at arms length.

The Jam was great, lots of awesome people doing great things with the tools. The line up was fresh and new, and very talented from I saw.

Its fantastic that most people are pleased for the lucky ones that did attend, I've not seen much *****ing at all, which for this game, and from past experience, is a shock.

(Direct all questions to Matt and Kris, they know a lot more about the cooler things you want to know about than me)
2012-02-12 11:39:00

Author:
GruntosUK
Posts: 1754


there's a pen being made for the Vita by the way! that should be useful for drawing shapes. i'm trying to find the makers at the mo

The Vita works fine with a normal conductive stylus for touch screens, i've got a couple at the office and they work just fine with vita's touch screen and even the rear touch pad (though why you want to prod the rear with a pen I have no idea)
2012-02-12 12:11:00

Author:
rtm223
Posts: 6497


Infinite radii, improved controllinators? BEAUTIFUL!2012-02-12 12:18:00

Author:
Sackpapoi
Posts: 1195


I used my mad MS paint-skills to add letters so you can all get an idea of who is who

http://www.lbpcentral.com/forums/attachment.php?attachmentid=38801&d=1329060400

A - Wexfordian
B - Syroc
C - GruntosUK
D - Lockstitch
E - CompherMC
F - JackOfCourse
G - rtm223
H - StevenI
I - Slaeden-Bob
J - Bobtox
K - Tobsn08
L - Jeffcu28
M - Coxy224
N - Leklack
O - SallieriAAX
P - AmazingFlyingPoo
Q - Taffey
R - Ladylyn1
S - Holguin86
T - Rialrees
U - Keldur
V - Mnniska
W - Stellakris

Sadly Ungreth and Hallm3 didn't make it onto this shot... But they were here having a blast with the rest of us

Edit: Sorry for the tiny image, but using an attachment as reference seems to cause the resulting resolution to be reduced...

38801
2012-02-12 13:24:00

Author:
Slaeden-Bob
Posts: 605


I haven't used it during my create section but it is pretty far into development and Rtm gave me a great rundown of how it works: the Memorizer has a custom number of inputs, corresponding number of outputs, a trigger input and a reset input. Triggering it will store a sample of the current (ana or digi) feed input and trigger an output as well. Would it stop receiving input then a trigger action will output its already stored sample.*

Blank memorizers are nice for keeping stuff stored inside the level section but do not provide data transfer or storage. That all changes once you label the component. Any labeled saved sample from a creator in any of his levels can be picked up by a Memorizer of the same label in any other of this creator's levels, whether that level happens in the same session or in the scenario of a returning player.*

A creator will own a 50-ish number of labels for his entire account that he can use in his creations. There was talk about saved data management and sharing by players as well but I can't say anything solid about that.*

So yes. This is exactly what every RPG creator has been waiting for.*

O.O I am one happy man right--except...as with many others, I think some of these improvements could be added to the ps3 release? Or some grand update. I would pay for the logic tools mentioned in the vita. And I suspect it will take some time for the Vita to get big anyway.

But yea, Im glad it can store data cross levels. I will definantly have to look into that a bit more. I am sorta making something like this already, but its definantly not as efficient as this sounds.
2012-02-12 14:16:00

Author:
Rpg Maker
Posts: 877


Again I really... REALLY hope a lot of this stuff will make their way to LBP2 also. I really don't wanna pay over 300$ (Vita + Game) for a little upgraded version of LBP. I want to play LBP on my TV, i'm not a handheld fan. but all the LBPVita new logic, updates and other stuff is a LBP creator's dream come true... and unlike some people, i'm almost always at home, so i don't need LBP on the Go sense i rarely go anywhere. *mew ....At this point i feel I am have to wait until LBP3 before I can enjoy all these new lovely Tools ...Ohwell... whatever will happen is what will end up happening.2012-02-12 14:27:00

Author:
Lord-Dreamerz
Posts: 4261


I used my mad MS paint-skills to add letters so you can all get an idea of who is who

http://www.lbpcentral.com/forums/attachment.php?attachmentid=38800&d=1329052783

A - Wexfordian
B - Syroc
C - GruntosUK
D - Lockstitch
E - CompherMC
F - JackOfCourse
G - rtm223
H - StevenI
I - Slaeden-Bob
J - Bobtox
K - Tobsn08
L - Jeffcu28
M - Coxy224
N - Leklack
O - SallieriAAX
P - AmazingFlyingPoo
Q - Taffey
R - Ladylyn1
S - Holguin86
T - Rialrees
U - Keldur
V - Mnniska
W - Stellakris

Sadly Ungreth and Hallm3 didn't make it onto this shot... But they were here having a blast with the rest of us

Edit: Sorry for the tiny image, but using an attachment as reference seems to cause the resulting resolution to be reduced...

Attachment isn't showing up at all. I can see the image URL in quoting your post, but LBPC says it's invalid.
2012-02-12 14:46:00

Author:
RJA00000
Posts: 387


So, jammers, the big question...

Assuming price of Vita etc wasn't an issue, if you had to pick one: LBP2 or LBP Vita?
2012-02-12 15:06:00

Author:
Nuclearfish
Posts: 927


So, jammers, the big question...

Assuming price of Vita etc wasn't an issue, if you had to pick one: LBP2 or LBP Vita?

Well, I've been getting a lot of hands on time with the game (ha) and honestly I'd say both. Vita is exciting to me as a community creator due to the (almost) completely new asset set that the game has. After creating for an extended time, I really get tired of the same selection of stuff to work with.

All the upgrades are really great, but after work I can still boot up LBP2 without feeling like I'm using an obsolete editor.

For most it will likely just come down to the question of whether the portable system fits your play style. I don't play on the go much so for big create projects I'd stay on the PS3. If I was more mobile with my gaming then I'd build on the Vita
2012-02-12 15:26:00

Author:
Lockstitch
Posts: 415


Yes. You can now set it to a certain setting, I believe, feed it a player signal and it will skip to port 1 to 4. This implicates automatic specific actions for specific players, something we cannot reliably do in LBP2.

Thank god!
2012-02-12 15:28:00

Author:
Shadowriver
Posts: 3991


Positional settings on timers, pistons, winches
Tweakable Point Bubble values (at 1 point increments)
Score givers and sensors aren't capped at 10,000
Controlinators can recieve from specific players, not just closest.
Impact sensors can be set to detect sackboy
Many sensors have a count setting, so it outputs a signal based on how many it senses out of the desired.
Infinite radii is possible on various sensors.
Touch recorder
Invisible Material
Plastic Materials
How color-tweakable materials work
On screen keyboard
Tweaks on the touch sensor
Touchability tweaker
and so on...

Some people might want some elaboration on those things.

Did they also include the One-touch-level-creation tool? I'm sorry, but all of these convenience things seem to oversimplify the game just a little too much.
2012-02-12 15:44:00

Author:
WoodburyRaider
Posts: 1651


Did they also include the One-touch-level-creation tool? I'm sorry, but all of these convenience things seem to oversimplify the game just a little too much.

^ I can't tell if your being sarcastic or not
But i'm pretty sure having better tools and more options is a good thing. xD ...LBP is a game creator afterall, there is no reason for it to be hard and or a pain to use.
*mew
2012-02-12 15:58:00

Author:
Lord-Dreamerz
Posts: 4261


Did they also include the One-touch-level-creation tool? I'm sorry, but all of these convenience things seem to oversimplify the game just a little too much.

Having a bunch of long time LBP players as a part of the development team has meant that we have tried our best to get as much "missing" functionality into the new game as possible. Invisible material, Positional pistons/timers, advanced Controlinator trickery have been used by high level creators for a long time. We are simply tyring to get it properly implemented into the game and available to any level of creator from the getgo

I'm pretty sure creation has not become any less creative in this iteration of the game... It has (hopefully) become simpler to achieve your creative vision, as that's always the goal of any "tool developer", but I don't think that equates to being oversimplified?
2012-02-12 16:07:00

Author:
Slaeden-Bob
Posts: 605


Did they also include the One-touch-level-creation tool? I'm sorry, but all of these convenience things seem to oversimplify the game just a little too much.

I seem to remember that being said about LBP2.

Yes, things that are difficult now may become easy, but things that are impossible now are about to become possible.
2012-02-12 16:10:00

Author:
Nuclearfish
Posts: 927


http://www.lbpcentral.com/forums/attachment.php?attachmentid=38801&d=1329060400

A - Wexfordian
B - Syroc
C - GruntosUK
D - Lockstitch
E - CompherMC
F - JackOfCourse
G - rtm223
H - StevenI
I - Slaeden-Bob
J - Bobtox
K - Tobsn08
L - Jeffcu28
M - Coxy224
N - Leklack
O - SallieriAAX
P - AmazingFlyingPoo
Q - Taffey
R - Ladylyn1
S - Holguin86
T - Rialrees
U - Keldur
V - Mnniska
W - Stellakris



38801

I found Coxy!!! She/He looks like a guy to me...
2012-02-12 16:13:00

Author:
ConverseFox
Posts: 2333


Did they also include the One-touch-level-creation tool? I'm sorry, but all of these convenience things seem to oversimplify the game just a little too much.

Sorry guys, the gaminator and the funinator got cut due to time restrictions
2012-02-12 16:15:00

Author:
rtm223
Posts: 6497


Again I really... REALLY hope a lot of this stuff will make their way to LBP2 also. I really don't wanna pay over 300$ (Vita + Game) for a little upgraded version of LBP.

As I explained elsewhere, this isn't lbp2 slapped onto a PSP clone. Some of the tolls are there to bridge the limitations of the Vita. Like many others, including the Tarsiers, I'd love to see these tools make the crossover to LBP2. I cannot tell if and when that will happen because I know nothing, except that it is worth hoping for. It really is.


Did they also include the One-touch-level-creation tool? I'm sorry, but all of these convenience things seem to oversimplify the game just a little too much.

I'll see if I can write up something about my creation process during the jam, like Mnniska did on LBL (and in this thread!). Then you can reconsider that statement.
2012-02-12 16:28:00

Author:
Antikris
Posts: 1340


Did they also include the One-touch-level-creation tool? I'm sorry, but all of these convenience things seem to oversimplify the game just a little too much.

so if an artist doesn't go trekking for miles to find stone, crush it down with a pestle and mortar and then mix it with a pallet knife, he can't paint a masterpiece?!

think about it
2012-02-12 17:34:00

Author:
GribbleGrunger
Posts: 3910


Did they also include the One-touch-level-creation tool? I'm sorry, but all of these convenience things seem to oversimplify the game just a little too much.

If instead of crying that everyone can make fire with a zippo and not having to bash two stones together, what if you thought about what you can do with that fire?
2012-02-12 17:57:00

Author:
Unknown User


Did they also include the One-touch-level-creation tool? I'm sorry, but all of these convenience things seem to oversimplify the game just a little too much.

To be fair, these conveniences are a hell of a lot better than having to follow a long list of instructions just to prevent your level from corrupting for no adequately explained reason. These new features, the way I see it, open up a whole new world of possibilities instead of making what we can already do easier. Who knows what could be in the game we still haven't heard about?
2012-02-12 19:28:00

Author:
FlipMeister
Posts: 631


So, jammers, the big question...

Assuming price of Vita etc wasn't an issue, if you had to pick one: LBP2 or LBP Vita? Being a staunch supporter of LBP PSP, you can probably guess which I'm going to say.

All things being equal (which they are not, because LBPV > LBP2), I would get the Vita version without hesitation. More tools, more interface options, awesome backend tweaks, sleep mode (think about it - no waiting for the PS3 to boot up), portability.... The list just goes on and on. I would happily pay twice as much for LBP Vita.




Sorry guys, the gaminator and the funinator got cut due to time restrictions
Yes, I can confirm this - it's too bad really. You did mention that perhaps a toiletify tool would be included, along with maybe the "instant platinum trophy" world tweaker.

Oops... I've probably said too much.
2012-02-12 19:48:00

Author:
Taffey
Posts: 3187


I'll be back sometime tomorrow to let you guys knows about the tools I played with. Mostly, at the moment, let me explain my situation, so that anyone thinking that I'm withholding information or keeping secrets JUST to cause some "petty excitement" knows where we're actually coming from.

I woke up at 6am on Friday morning after getting four hours sleep (arrived late at Malmo) I then got dressed, had breakfast and headed to tarsier. Throughout friday I tried to tweet some of the stuff i was finding out to you folks. Then my ipod battery died. I came back on here saturday (I think.....) but frankly, I was busy having fun, and actually looking for stuff to tell everyone about. if i'd spent the whole time on central, my little notepad wouldn't be quite so full as it is now.

Also, I got to sleep at 6am this morning, after only catching a 30 minute kip during the game jam.

I woke at noon (thanks to a very thoughtful reminder call from kris xxx) and ran to the train station, got on my flight, and have been travelling since.

I'm knackered, and I'm gonna go bed now. When I'm capable of speaking english, I'll come back on and tell you all about the cool stuff I used. We all did such different things, and yet between us, I still don't think we've experienced everything vita's create mode will have to offer. I'm considering my pre order for the vita already.

Sorry if I seem grumpy, truth be told i'm incredibly tired, and reading through the thread has been hard enough lol.

I'll be back. x
2012-02-12 20:42:00

Author:
rialrees
Posts: 1015


Well, gosh, that was all very exciting, and very tiring.

I suppose there's not really very much I can add to what has already said. I didn't really know where I was most of the time, but I can say that LBP Vita is absolutely superb! The touch controls are genuinely really exciting and it's impossible to quantify how much they could add to the gameplay.

You'll probably realise that I haven't exactly been active in the LBP community for a while and I was genuinely staggered by how friendly, cool, and generally awesome everyone was. I didn't really know what to expect, but the Mm and Tarsier staff were all super-welcoming, and the community participants were just the nicest bunch of people you could hope to meet.

In summary: The game is great. The people were great. Sweden is great. SLEEP IS GREAT!
2012-02-12 20:51:00

Author:
SalieriAAX
Posts: 421


I woke at noon (thanks to a very thoughtful reminder call from kris xxx) and ran to the train station, got on my flight, and have been travelling since.I did the same thing - it's a good thing I don't leave until tomorrow otherwise I would have been screwed.

It's a shame I wasn't able to see you off, but I'm glad you made it home safely! *hugs*




In summary: The game is great. The people were great. Sweden is great. SLEEP IS GREAT!You made it! Good to know the weather didn't interfere with your journey. I'm pretty sure your scarf has the ability to melt snow though. It is truly magical.

Yes yes, you get a hug too. *hugs*
2012-02-12 21:09:00

Author:
Taffey
Posts: 3187


My favourite part of the event was when Ria got in front of the whole group and did her presentation, with Ungreth as her glamorous assistant. It went something like this:


Ungreth, get on your knees!

Right, put you finger on the rear. Left a bit - gently! Now up a bit, up a bit, gentler. GENTLER.

Oh, forget it! Just hold your finger still and I'll move it into the right place....

srsly, that happened!!


On a side note, Ungreth is disappointingly human
2012-02-12 21:19:00

Author:
rtm223
Posts: 6497


Well, I've finally got home after the greatest weekend of my life. Although I'm extremely tired, hung over and jet lagged, I'll try to post a few random thoughts about LBP Vita. The touch screen interface is the most notable new feature and adds a whole new dimension to gameplay, allowing for creators to easily develop the kind of thing that you are probably used to playing as aps on your smart phones. But you probably all know about the awesome brand new features by now so I'll let you in on a few subtle enhancements to existing LBP2 features which I personally found useful during my create session...

Emitters now have a second input, called "destroy all" which is like a full reset, erasing everything previously emitted from that emitter.

UV scaling allows you to zoom material textures in and out.

Tag sensors can be set to detect tags placed on the same microchip

Material based objects (like a basic cube) can be sized at a combination of one thick layer plus 1-2 thin layers.

There is a sticker wash tool which lets you erase every sticker on an object simultaneously.

New animated materials include rain material and a swirling psychedelic colours material.

Controlinator chipboards now feature a range of easy-to-use six-axis tools located in the centre of the joypad icon.

There's also loads of other new options in all the tool menus which help to streamline the creation process but I can't remember tham all right now. It was a long night without sleep for 45 hours, so forgive me if I can only recall a few details which probably sound minor or trivial. The important thing you all need to know is this...the game is being made by people who started out as humble creators and community members themselves. People whose formidable skill and creative talent quickly gained them the respect and admiration of the community and helped them to get where they are today. They love and care about LBP as much as you, so rest assured that the game is in good hands. It will be awesome and you will want to buy a Vita to play it.

2012-02-12 21:25:00

Author:
Ungreth
Posts: 2130


The "Critical Acclaiminator" that Stephen Fry literally just mentioned on the BAFTAs was not in the build we played.

He needs to get some original material...
2012-02-12 21:32:00

Author:
SalieriAAX
Posts: 421


I'll just leave this here:

http://i900.photobucket.com/albums/ac207/tross13/LBP%20Vita%20Game%20Jam%202012/38768ab3.jpg

From left to right: Salieri, jeffcu28, Taffey, amazingflyingpoo, and OMG AN AXE MURDE... oh that's just GruntosUK.
2012-02-12 21:34:00

Author:
Taffey
Posts: 3187


Ooh, great new aspect I forgot about: the game now includes three Stephen Fry gibberish voices. And they are awesome.2012-02-12 21:35:00

Author:
Lockstitch
Posts: 415


There's no co-op creating is there?2012-02-12 21:36:00

Author:
BasketSnake
Posts: 2391


Taffey, you said you would fix my eyes...2012-02-12 21:38:00

Author:
SalieriAAX
Posts: 421


Taffey, you said you would fix my eyes...Ah. Well, yes, I tried but did not achieve particularly admirable results. You came out looking like the illegitimate love child of Satan and Invader Zim.

I decided the original picture was best.
2012-02-12 21:46:00

Author:
Taffey
Posts: 3187


About my previous post, yes, it was some midnight sarcasm. Love the responses though. 2012-02-12 21:51:00

Author:
WoodburyRaider
Posts: 1651


Ooh, great new aspect I forgot about: the game now includes three Stephen Fry gibberish voices. And they are awesome.THIS.

It's totally worth buying the game just for that, and of course for the invisible material. And the dephysicalize tool. And the 'destroy all' emitter options. Ok I'll stop there.
2012-02-12 21:58:00

Author:
Taffey
Posts: 3187


Just wanted to come and say wow I love this game! All the new features make it a pleasure to create and easy to optimise your level to the smaller console. Everyone was so friendly and awesome and I really enjoyed meeting you all. Big thanks to Tarsier for being so welcoming and providing squashy bean bags and lots of food so we could create in comfort .

PS: Glad you got home Ria

PPS: Where did you guys find Kevin?
2012-02-12 22:00:00

Author:
Holguin86
Posts: 875


Is it really true what I hear that he actually improvised the gibberish voice? I kind of imagined that it would have been done with some samples and a computer.2012-02-12 22:04:00

Author:
SalieriAAX
Posts: 421


Is it really true what I hear that he actually improvised the gibberish voice? I kind of imagined that it would have been done with some samples and a computer.No, that's true - after a brief moment to prepare, he basically invented a language on the spot. Stephen Fry = awesome2012-02-12 22:06:00

Author:
Taffey
Posts: 3187


No, that's true - after a brief moment to prepare, he basically invented a language on the spot. Stephen Fry = awesome

Well then lot other actors do that, keep in mind that all main character gibberish voices are different for each language to fit there localized voice actors ;p
2012-02-12 22:10:00

Author:
Shadowriver
Posts: 3991


So Taffey, when I say "what I hear" I mean what I hear from you. I was seeking confirmation from a higher authority, but now it's going to be publicly embarassing for both of us if I don't just swallow your highly questionable yarn... 2012-02-12 22:12:00

Author:
SalieriAAX
Posts: 421


Where did you guys find Kevin?

Kevin was the good kind of lost.

He found his way back to office around 4:00 PM.
2012-02-12 22:20:00

Author:
comphermc
Posts: 5338


Voice of authority: Taffey is right.

Stephen Fry's gibberish is just amazing!
2012-02-12 22:21:00

Author:
Syroc
Posts: 3193


So Taffey, when I say "what I hear" I mean what I hear from you. I was seeking confirmation from a higher authority, but now it's going to be publicly embarassing for both of us if I don't just swallow your highly questionable yarn...

Well he heard it from me and I heard it from my mate Dave, and if that's not a story you can believe, then I don't know what is.
2012-02-12 22:23:00

Author:
rtm223
Posts: 6497


Listening to the gibberish voices now...

Stephen Fry's are amazing nonsensical words. He manages to get his characteristic word pacing and inflection while making no sense what-so-ever. It's great.

I've also just listened to the other gibberish voices we've done for other things and they are equally fantastic. I can't wait until they are properly integrated into the levels to give that final bit of polish!

Overall, the audio in the game is fantastic. They are doing great!
2012-02-12 22:35:00

Author:
comphermc
Posts: 5338


Great to have so many cool news about LBP Vita.

Thanks to all for sharing them with community.

I already read so much posts that I begin to forget some noticed features.


Maybe someone will publish some kind of result article with all mentioned LBP Vita features?

I think it will be very usefull for many LBP funs.

It is already too many pages in this thread to read them all and find pieces of usefull information...

Please (I haven't such great look as Shrek's cat, but maybe someone will stick with me with such request )

And btw here are very cool Mnniska anwers on some interesting Mirrorsun's questions from littlebigland forum (http://www.littlebigland.com/forum/showthread.php/16677-Ask-a-question-about-LBPVita!?p=250006#post250006):



Originally Posted by Mirrorsun
-On a scale of 1-10 is create mode similar to the PS3 version? Like can you pick up the PS Vita first time and feel like your creating on the PS3? (Apart from all the new stuff).
mnniska: Hmmm, i'd say that's a 7/10. It IS different. I found myself accidentally doing some really weird camerawork with the backtouch at first because I wasn't used to holding the vita (I somehow learned to hold it over the night and suddenly the touch felt much better then :B ), and with the new touch interface you have got a lot of new ways to do things. Also, a vita dosen't feel the same as a PS3 controller so there's no way you will be able to pick it up and be as effective as in LBP2 at first.
Other then that it's pretty much the same. You have got the same tools (aaand some new ones) at the same pages, so it's pretty simple to pick up and have fun if you're from LBP2. The only thing is the touch interface that you need to get used to.

Originally Posted by Mirrorsun
-Are there some imported stickers from LBP1 and 2? I saw them in display levels and was just wondering.
mnniska: I think they have a couple, but we're definitely not talking about the full section.

Originally Posted by Mirrorsun
-Is the static/moveable option, an option? Because in LBP PSP when choosing a material and insantly being asked wether I wanted it to move or not was really annoying. So yeah, can you choose the material, place it in the world, then tweak that setting?
mnniska: You will have the gravity setting on the shape of the object page. So it'll be
1. Select object. 2. Select shape + select if static or movable on same page 3. Place object.
You don't have to select if it's static or not on the middle page as the game remembers your last placed material, but you can.

Originally Posted by Mirrorsun
-Is there water?
mnniska: Eeeyup! There's plenty of real waterz in the game.

Originally Posted by Mirrorsun
-What are some of the on screen buttons? (Layer changing, gluing, etc).
mnniska: Oh dear, there was quite a lot of them. let me walk you through a few I remember..

When you don't have anything open you have a button in the corner allowing you quick access to popit. So you can press the button, choose side category and instantly be taken there.

When you are selecting a material you have a copy button in the left down corner and the flip touch buttons are positioned in the right down corner. It feels rather good to use and I quite liked that stuff.
If you hold L1 while holding a material a menu will pop up with three lines, each representing a layer. Either you can use the left and right stick to adjust layer & thickness, or you can use the touch to drag the..er..shape in the menu to make it thicker or thinner or just change layer. It's hard to explain xD

Originally Posted by Mirrorsun
-Whats back touch used for in Create?
mnniska: The camera! You can zoom in using two fingers on the backtouch and zoom the camera anywhere using one finger. It takes a while getting used to, but once used to it I liked it.

Originally Posted by Mirrorsun
-Does Sackboy have a Pod?
mnniska: Yup! Sackgirl does too!

Originally Posted by Mirrorsun
-LBP Vita seems to be a mix of already existing materials and new ones. Right?
mnniska: Not at all. They have (most of) the basic materials, but apart form that it's all new stuff. The materials they did keep have been optimized for the vita so no materials really look the same

Originally Posted by Mirrorsun
-Is everything included in create mode thats in the PS3 version in the Vita one? (Not including Move stuff).
mnniska: Yup! All tools are there + a few new ones. You have a few more limitations, because the vita can get some framerate issues when there's too much going on, so you will have to be careful when playing with sackbots(<-- Really expensive!) or lights(<-- Only three lights per object.) All the tools are there though, and there's some new ones too! (See first post)

Originally Posted by Mirrorsun
-How does LBP Vita look? Like the graphic quality.
mnniska: It looks rather nice IMO, although I'm not exactly a graphics expert.

Originally Posted by Mirrorsun
-How's the thermometer?
mnniska: It was red and tall when I last played. You cannot fit as much crap into each level so you will have to make shorter levels, on the other hand you have the memorizer now so you can easily transmit whatever data you want to other levels and use a level link if you feel the need.

Originally Posted by Mirrorsun
-And last of all, when you say it's like an LBP2.5. Do you mean it's exactly like LBP but with more stuff?
mnniska: Sort of. You have all of the stuff in LBP2..and some more stuff...and a create mode feeling different.
While LBP PSP was a more *****ty verision of LBP1, this is like an evolved version of LBP2 where the handheld experience have been considered nicely.

From Russia with love,
Domick12
2012-02-12 23:05:00

Author:
Domik12
Posts: 838


Revision to the above interview with Mnniska: two lights per object. The third light is the global lighting. If you need more lights, simply split the material. This should be explained well when you actually get the game. 2012-02-12 23:10:00

Author:
comphermc
Posts: 5338


Revision to the above interview with Mnniska: two lights per object. The third light is the global lighting. If you need more lights, simply split the material. This should be explained well when you actually get the game.

Talked over breakfast about this; there is an inverted radial gradient sticker, right? From pure black on the outside to full transparency in the center. If you stick that to a piece of sticker panel, change its opacity and overlay a flat surface with it, I figure you have just created a fake point light.
2012-02-12 23:42:00

Author:
Antikris
Posts: 1340


So it finally hit me. Like a truck would hit a, uhm, another truck, when going full speed and in opposite directions.
I'm talking about sleep. Some of the jam guys decided to keep creating isntead of sleeping, so, yeah.

What I'm trying to explain here is: I'll try my better best and answer all the answers, but as for now, I need to attend to a pajama party. Both my "healthy lifestyle" and my old friend the "correctly working metabolism" will be attending, and since things have been quite tense with them lately, I feel like this is my opportunity to regain our lost relationship.

Good night,
Keldur
2012-02-12 23:49:00

Author:
Keldur
Posts: 628


So it finally hit me. Like a truck would hit a, uhm, another truck, when going full speed and in opposite directions.
I'm talking about sleep. Some of the jam guys decided to keep creating isntead of sleeping, so, yeah.

What I'm trying to explain here is: I'll try my better best and answer all the answers, but as for now, I need to attend to a pajama party. Both my "healthy lifestyle" and my old friend the "correctly working metabolism" will be attending, and since things have been quite tense with them lately, I feel like this is my opportunity to regain our lost relationship.

Good night,
Keldur

Dude, you looked like you were seriously tripping out last night after a few drinks and 40 hours without sleep!

Well, it was crazy night for sure, but it's given me inspiration for my next level...Lesbian Roller Derby Disco!
2012-02-13 00:37:00

Author:
Ungreth
Posts: 2130


Regarding the Memorizer:
What's the maximum number of ports it can have?

If multiple players play a level, I assume the host's value are loaded for everybody? This would often make sense because many saved settings would have a global meaning, like "difficulty level" or "last stage completed".

But what about saved settings that are really player specific? Is there any way for the non-host players' settings to loaded alongside? Like say you've made some great head-to-head game where your successes over many games earn you upgraded capabilities. Or maybe you just have some complex personal configuration you'd like to retain between bouts (like how to configure your extensive load out for some battle robot fight game). It would be great if there was some way for multiple players starting a match to each have their own settings made available to him.

It seems like the Vita will be better for grand games than for epic story levels like an RPG, and that a lot of the popular games will be multiplayer focused, since portable game systems open up a lot of chances for in-person social game playing. So I'd think player-specific data storage might really matter. But I'm sure I'm not saying anything that our clever friends making LBP Vita haven't already thought of.
2012-02-13 01:05:00

Author:
LittleBigDave
Posts: 324


The new features sound great.
All those little annoyances (invisible material, UV scaling, etc) seem to be solved.

No one can deny having creators on these development teams helps a ton.
The in jokes are still annoying though. *wink smiley*
2012-02-13 07:00:00

Author:
midnight_heist
Posts: 2513


Aww, I musta missed that group picture being taken! (Maybe I was crabbing in the games room... I did do a lot of that >.> )


Well he heard it from me and I heard it from my mate Dave, and if that's not a story you can believe, then I don't know what is.


No, that's true - after a brief moment to prepare, he basically invented a language on the spot. Stephen Fry = awesome

And I heard it being recorded in real time! It is all kinds' of awesome.
2012-02-13 08:53:00

Author:
Asbestos101
Posts: 1114


Loveing the sound of all the new tools and seriously thinking of getting the vita, but the one thing i'm worring about is how the console itself feel and handles. I have pretty large hands so will that be a problem with touch screen options?

Also after holding the vita for a solid 24 hours, (there or there abouts) did your hands get sore or any ennoying corners or anythin?
2012-02-13 09:28:00

Author:
tom230889
Posts: 117


I have pretty large hands so will that be a problem with touch screen options?

I think Taffey is the guy to answer this question
2012-02-13 10:11:00

Author:
rtm223
Posts: 6497


Regarding the Memorizer:
What's the maximum number of ports it can have?

If multiple players play a level, I assume the host's value are loaded for everybody? This would often make sense because many saved settings would have a global meaning, like "difficulty level" or "last stage completed".

But what about saved settings that are really player specific? Is there any way for the non-host players' settings to loaded alongside? Like say you've made some great head-to-head game where your successes over many games earn you upgraded capabilities. Or maybe you just have some complex personal configuration you'd like to retain between bouts (like how to configure your extensive load out for some battle robot fight game). It would be great if there was some way for multiple players starting a match to each have their own settings made available to him.

It seems like the Vita will be better for grand games than for epic story levels like an RPG, and that a lot of the popular games will be multiplayer focused, since portable game systems open up a lot of chances for in-person social game playing. So I'd think player-specific data storage might really matter. But I'm sure I'm not saying anything that our clever friends making LBP Vita haven't already thought of.

Nice question right there, Little Dave. About the maximum number of ports, we were told that; I believe it was something like 32, or maybe 54. Sorry for not being sure about it, there was so many information that my brain just couldn't soak it up all.
About your other questions; I'm not sure. As far as I could peek when we were both creating and fighting against the need to sleep, no one used the memorizer in their levels, mainly because we were just going to do a single level.
But I'll tell you this: the people behind the memorizer are the very same people who have been craving for it since the very start of LBP. So rest assured, it'll work great, and even if im not sure that'll do exactly what you asked, what I'm sure of is that there'll be an easy work around.
There always is


Also after holding the vita for a solid 24 hours, (there or there abouts) did your hands get sore or any ennoying corners or anythin?

YES. They got pretty sore, at least mine. On the other hand, while many of us were screaming in pain things like "I can't feel my thumb, Jhonny! I can't feel my thumb!" the PSP guys were seamlessly creating, with a smile of superiority painted in their faces.
In fact, I asked some people around, and they told me that yes, at first it feels a bit uncomfortable, but they assured me that you got used to it pretty fast. It doesnt help that we played 24 hours in a row, either.


Dude, you looked like you were seriously tripping out last night after a few drinks and 40 hours without sleep!

Well, it was crazy night for sure, but it's given me inspiration for my next level...Lesbian Roller Derby Disco!

Because I was about to trip out, whatever that means! The sightseeing I could do in that party kept me awake, though.
And please, the world needs that level; 2 sacks one cup shouldnt be the peek of your creations!
2012-02-13 10:16:00

Author:
Keldur
Posts: 628


I have pretty large hands so will that be a problem with touch screen options?

Might be. Can't tell. I noticed most people use their thumbs on the touch screen and I did notice less accuracy than with the index finger. I made sure the Tarsiers got my observation.


Also after holding the vita for a solid 24 hours, (there or there abouts) did your hands get sore or any ennoying corners or anythin?

At the end of the jam some people had sore wrists alright. You should not hold the Vita (or an ordinary controller) for 24 hours straight. Take regular breaks. Your eyes will hurt as well if you stare for 24 hours at an LCD screen in front of you. That is common sense.


Regarding the Memorizer: What's the maximum number of ports it can have?

32. You can use multiple memorizers if you see fit.


If multiple players play a level, I assume the host's value are loaded for everybody? This would often make sense because many saved settings would have a global meaning, like "difficulty level" or "last stage completed".

But what about saved settings that are really player specific? Is there any way for the non-host players' settings to loaded alongside? Like say you've made some great head-to-head game where your successes over many games earn you upgraded capabilities. Or maybe you just have some complex personal configuration you'd like to retain between bouts (like how to configure your extensive load out for some battle robot fight game). It would be great if there was some way for multiple players starting a match to each have their own settings made available to him.

I can't tell what effect multiplayer mode has on Memorizer data. Perhaps @rtm can dive into that.


It seems like the Vita will be better for grand games than for epic story levels like an RPG, and that a lot of the popular games will be multiplayer focused, since portable game systems open up a lot of chances for in-person social game playing. So I'd think player-specific data storage might really matter. But I'm sure I'm not saying anything that our clever friends making LBP Vita haven't already thought of.

I think LBP Vita will be suitable for both. There are single player RPG games for every handheld gaming device ever made and they remain insanely popular. Depending on how the Memorizer behaves in multiplayer mode I can imagine some great RPG-esque stuff, like temporarily teaming up with a friend's party at the point of progress he is currently at without affecting your own (or not).
2012-02-13 10:18:00

Author:
Antikris
Posts: 1340


32. You can use multiple memorizers if you see fit.


Don't forget you get up to 50 labels too

(Also, top work on the drum machine man, i've had a little play this morning to see how it ended up ahah. Nice one (y) )
2012-02-13 10:50:00

Author:
Asbestos101
Posts: 1114


game changers right there folks!!!! 'destroy all!!!!!' yeeeeeeeessssssssssssss. tags on the same microchip!!!!! Hell, yessssssssssssssss and UV scaling........... wwwwwwwwwwwwwoooooooooooooooooooooppppppppppy!!!!! !!!!!


Well, I've finally got home after the greatest weekend of my life. Although I'm extremely tired, hung over and jet lagged, I'll try to post a few random thoughts about LBP Vita. The touch screen interface is the most notable new feature and adds a whole new dimension to gameplay, allowing for creators to easily develop the kind of thing that you are probably used to playing as aps on your smart phones. But you probably all know about the awesome brand new features by now so I'll let you in on a few subtle enhancements to existing LBP2 features which I personally found useful during my create session...

Emitters now have a second input, called "destroy all" which is like a full reset, erasing everything previously emitted from that emitter.

UV scaling allows you to zoom material textures in and out.

Tag sensors can be set to detect tags placed on the same microchip

Material based objects (like a basic cube) can be sized at a combination of one thick layer plus 1-2 thin layers.

There is a sticker wash tool which lets you erase every sticker on an object simultaneously.

New animated materials include rain material and a swirling psychedelic colours material.

Controlinator chipboards now feature a range of easy-to-use six-axis tools located in the centre of the joypad icon.

There's also loads of other new options in all the tool menus which help to streamline the creation process but I can't remember tham all right now. It was a long night without sleep for 45 hours, so forgive me if I can only recall a few details which probably sound minor or trivial. The important thing you all need to know is this...the game is being made by people who started out as humble creators and community members themselves. People whose formidable skill and creative talent quickly gained them the respect and admiration of the community and helped them to get where they are today. They love and care about LBP as much as you, so rest assured that the game is in good hands. It will be awesome and you will want to buy a Vita to play it.

2012-02-13 11:10:00

Author:
GribbleGrunger
Posts: 3910


Don't forget you get up to 50 labels too

Exactly, but the Memorizer doesn't require a label if it is only used to store data within the level and not being saved for another play session. For instance........


(Also, top work on the drum machine man, i've had a little play this morning to see how it ended up ahah. Nice one (y) )

......I thought of allowing multiple pages of drum patterns created by a player, each stored in one or more Memorizers; these can be stored for a later sessions if I'd use labels, but I can also decide not to use labels and limit the pages memory to the current play session only. I didn't have the time to work on that, though.

Right now, temporary storage of analog signals can be done using feedback loop constructions, but they are quite a hussle. For digital signals (on or off) people are already using selectors or 1-shot counters to store them. The Memorizer both unifies these approaches into one logic object as well as make its use dead simple.

What is really going to cook a creator's noodle is having to plan out their Memorizer storage in advance so that after publishing, when they update the level, already stored data in a player's profile does not break the level after the update.

And thanks, I am glad you like my machine
2012-02-13 11:10:00

Author:
Antikris
Posts: 1340


Storming Steamboat by SalieriAAX:

https://p.twimg.com/AlYuVhdCAAIGdGK.jpg

I assume this was created with the text tool?

Also, water. Yay!

The text tool is awesome, but the titles there were done using stickers. Subject to change I'm sure, but at the moment there are some really neat sticker fonts in the game.
2012-02-13 11:21:00

Author:
SalieriAAX
Posts: 421


The text tool is awesome, but the titles there were done using stickers. Subject to change I'm sure, but at the moment there are some really neat sticker fonts in the game.

Mnniska seemed to use the new text tools the most this weekend.
Using them, he was able to re-create the same style of text as seen in LittleBigPlanet when looking at level tags in your Pod.
Which was completely his choice when he came to design, he could have gone for something entirely different if he had wanted to.
2012-02-13 11:27:00

Author:
StevenI
Community Manager
Posts: 420


No one can deny having creators on these development teams helps a ton.

Absolutely. Best of all, it means that if there are any bugs in the release version, I can legitimately blame rtm and compher.

Can't wait!
2012-02-13 12:06:00

Author:
Aya042
Posts: 2870


Mnniska seemed to use the new text tools the most this weekend.
Using them, he was able to re-create the same style of text as seen in LittleBigPlanet when looking at level tags in your Pod.
Which was completely his choice when he came to design, he could have gone for something entirely different if he had wanted to.

A close second, IMO, was flyingpoo with his braintraining level. After you complete a shape he displays your accuracy on a scale of 0 to 1, using the signal probe feature of the text tool.
2012-02-13 12:07:00

Author:
Antikris
Posts: 1340


I can legitimately blame rtm and compher.

You should just blame Rich. All he ever says to me anymore is, "No."
2012-02-13 12:21:00

Author:
comphermc
Posts: 5338


You should just blame Rich. All he ever says to me anymore is, "No."

Well, if your question involves pistons, he'll only say "yes" if your name is "jackofcourse".

Back on topic: StevenI has just created an awesome new thread (https://lbpcentral.lbp-hub.com/index.php?t=67819-LittleBigPlanet-Vita-The-New-Tools-Features-Tweaks-and-Even-More-Goodies-List!) about all the new features of LBP Vita, so posts on that subject should go there, whereas posts on this thread should be limited to the Game Jam itself.

Thanks!
2012-02-13 12:39:00

Author:
Aya042
Posts: 2870


What is really going to cook a creator's noodle is having to plan out their Memorizer storage in advance so that after publishing, when they update the level, already stored data in a player's profile does not break the level after the update.

Hehe, well, bear in mind that players can rename labels as much as they want because all the labels do is reference an index number on their profile.

If creators create new labels for their new levels, they should be absolutely fine
2012-02-13 14:05:00

Author:
Asbestos101
Posts: 1114


Sweet, thanks for the reply, and thaks to everyone, definitely getting this now 2012-02-13 14:16:00

Author:
tom230889
Posts: 117


Nice question right there, Little Dave. About the maximum number of ports, we were told that; I believe it was something like 32, or maybe 54. Sorry for not being sure about it, there was so many information that my brain just couldn't soak it up all.

Not to mention if those things transfer analog signal, in theory you can multiply this number x5 using flagging method, same as data transfer method that we use now in LBP2, ofcorse as same you pay this expansion by sacrificing score you would sacrifice ability to use that input to transfer number
2012-02-13 15:21:00

Author:
Shadowriver
Posts: 3991


A close second, IMO, was flyingpoo with his braintraining level. After you complete a shape he displays your accuracy on a scale of 0 to 1, using the signal probe feature of the text tool.

Thanks for the mention AntiKris :-)




Originally Posted by tom230889
I have pretty large hands so will that be a problem with touch screen options?
I think Taffey is the guy to answer this question

Sorry, I am on my iPhone so that Quote isn't perfect. I think that RTM made the comment about Tom. Either way, he won't be showing up for a few more hours because he is still on his way home.
2012-02-13 17:49:00

Author:
amazingflyingpoo
Posts: 1515


My favourite part of the event was when Ria got in front of the whole group and did her presentation, with Ungreth as her glamorous assistant. It went something like this:

*CRINGE*

I don't think I've ever been more frightened by the idea of talking in front of people. I train people for a living, and yet that presentation (well... both of them lol) was the most nerve wracking experience ever....


Kevin was the good kind of lost.

He found his way back to office around 4:00 PM.

I'm so glad he got back safe. Kevin's got some serious moves on the dance floor
2012-02-13 17:53:00

Author:
rialrees
Posts: 1015


Wow...I don't know what you CAN'T do with this game! All it needs is a peanut butter dispenser and you got yourself a take-over-the-universe device. And it's portable. So the next guy could have a weapon of mass destruction RIGHT THERE in his pocket. No, I'm not talking about a pickle.2012-02-13 18:07:00

Author:
Sackpapoi
Posts: 1195


Since this is more of a game jam thread form now on I won't feel too bad for posting a bit more about my personal experience of the game jam.. so here goes!

I still haven't processed everything just yet, but I'd just like to thank all of the attending creators for an amazing time. This was literally one of the most fun nights I have ever had! Creating for 24 hours straight (I did sleep one hour, though!) does weird stuff to your brain. I remember creating like four in the night (we had been creating for, what, 14 hours then? ) and just talking about complete randomness with everyone who wasn't busy making stuff. Like..I remember having a conversation about the different shades of brown between potatoes and poop.. and having a weird speech using a bunch of crappy metaphors to make Keldur release his (awesome!) LBP1 level he never published..and discussing how the simplicity of Taoball made it an amazing minigame....and making..potatoes..

Bah! In short it was crazy putting some faces to all of the creators and I had a blast.

I was also blown away with how much the game had evolved since I worked at Tarsier for two months last summer. It was basically LBP2 but with a bunch of more bugs back then, now I can literally see myself throwing my PS3 out of the window to obey my new master, LBPVita. Yeah, if I were to pick one that'd definitely be the vita.

..Am I the only one reading Keldurs posts in his voice now?

Also, I'd just like to give a shoutout to all of the awesome doods not attending the jam who is wondering why they wasn't handpicked;
It's not about your current skill level. I know how it feels. You sit there and create for several hours per day for years and suddenly there's a game jam and you..still isn't invited. Why? Don't your level look good enough? Isn't the gameplay pretty enough? Aren't your style serious enough? Is your score bubble placement somehow messed up?

I don't think it's that much about skill, and more about luck. We're talking about a number of people who named their favorite creators and invited them (I think? I have no idea. Don't quote me! :B ), not a calculated selection where all of the creators are rated and selected based upon skill.

It's just.. this post may seem somewhat.. egocentric? Or..strange? Since I was invited, I have no idea how you feel! I was sort of unnoticed for about two years before some dood went "hey, this guy made a nice level" and I somehow got hired. So I know how it feels to make stuff and not get a whole bunch of love back? Umm..just..bah.

Okay, this post went from happy, to sympathetic (<--Is that..the right word?) , to rambling. Sorry! It appears I can't explain that with my current english skills xD
I still wanted to get that out there, though.
2012-02-13 22:21:00

Author:
Mnniska
Posts: 531


That conversation at four in the morning was possibly the best conversation of the entire weekend! And I have to echo what you say Mnniska, meeting everyone was such a blast, between everyone invited to attend (for being so happy, down to earth, and friendly) and our awesome hosts (for being so accommodating and patient) - you're all awesome. much love x2012-02-13 22:47:00

Author:
rialrees
Posts: 1015


OMG I so remember that poo conversation! It's all coming back now!

You're not the only one reading people's posts in their voices now - I could hear you saying all of that in my head and it made me chuckle
2012-02-14 01:36:00

Author:
Holguin86
Posts: 875


That conversation at four in the morning was possibly the best conversation of the entire weekend! And I have to echo what you say Mnniska, meeting everyone was such a blast, between everyone invited to attend (for being so happy, down to earth, and friendly) and our awesome hosts (for being so accommodating and patient) - you're all awesome. much love x


If I was invited you would have all been like 'who invited that guy?'
2012-02-14 06:38:00

Author:
Mr_Fusion
Posts: 1799


I have pretty large hands so will that be a problem with touch screen options?

I think Taffey is the guy to answer this question I'm pretty sure my hands are bigger than most people's feet, and I had no problem at all. It's pretty well dialed in to understand what it is that you're trying to poke at even with sasquatch fingers.
2012-02-14 06:52:00

Author:
Taffey
Posts: 3187


Just for the record, I read everyone's posts with their respective voices too.

And yes, indeed. Awesome conversations were had at the very core of that swedish night. I honestly don't think I can explain things better than Mniska did, and there are certainly some points which I'd prefer not to repeat, like, the endless variety of shades of brown with do both apply to potatoes and poop, but I believe that he touched on a subject which might be a bit of a sore subject for many people: "Why wasn't I invited?"

What's curious is this: If i hadn't been invited, I would have certainly been thinking that, but once I was there, I couldn't help it but to wonder "What am I doing here? I'm a puny creator compared to most of these guys and guysettes"
The answer to all this, is something that Mniska already said: Luck. You simply have to have impressed someone at the right moment and this someone should have remmebered your name when brainstorming who would attend to the jam. Since there is no way to either know who this someone is or what would impress her/him, I believe I can safely agree with Mnsika and say;

It was pretty much luck, and we're glad we went there, but we're even more glad that next time, you people will also have that chance too.

Love,
Keldur
2012-02-14 09:56:00

Author:
Keldur
Posts: 628


Now that Taffey's posted the official jam writeup (https://lbpcentral.lbp-hub.com/index.php?t=67867-The-Official-LBP-Vita-Game-Jam-Writeup) (which is amazingly detailed and well worth a read), I'll close this thread down to avoid duplication.

Questions and comments about LBP Vita itself should go in StevenI's handy features thread (https://lbpcentral.lbp-hub.com/index.php?t=67819-LittleBigPlanet-Vita-The-New-Tools-Features-Tweaks-and-Even-More-Goodies-List!). Thanks!

Locked.
2012-02-14 16:23:00

Author:
Aya042
Posts: 2870


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