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LittleBigPlanet Vita - The New Tools, Features, Tweaks and Even More Goodies List!

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http://img204.imageshack.us/img204/1692/gamejam2.png


New Tools, Features, Tweaks and Even More Goodies!

Over the last few days you've been keeping close to the forums to hear from our talented GameJam attendees as they got a chance to play the game first-hand and have had the chance to post about their experiences with the amazing new tools and features coming with LittleBigPlanet Vita.

Now that the weekend is over and that I'm back at home after having a lovely trip to Sweden, I thought that I would take the time to provide everyone with details of the more important features and aspects of LittleBigPlanet Vita and will open up the forum for any questions that you may still have about the game.

LittleBigPlanet 2 and Beyond!

As you may already be aware by now, LittleBigPlanet Vita isn't just a stripped down version of LittleBigPlanet 2 that's been shifted over to the PlayStation Vita just for the sake of it.

LittleBigPlanet Vita itself is a definite evolution from LittleBigPlanet and you will discover that practically anything you can do in LittleBigPlanet 2 is possible in LittleBigPlanet Vita.
Infact the only things truly absent from the game are a few additions from the recent LittleBigPlanet 2 DLC packs.

Although in the place of the PlayStation Move controls, you will find that the PlayStation Vita Touch Controls are more than enough to keep you satisfied when creating unique and fun gameplay that simply isn't possible on a home console.

Similarly a few other small items have been removed, simply because they have become redundant as the series has progressed, Dark Matter being the most obvious example thanks to the inclusion of Anti-Gravity Tweaker in LittleBigPlanet 2 and the Static Properties previously seen in LittleBigPlanet PSP!

Your New Popit Goodies!

Now that you've skimmed straight past my introduction to this thread and jumped to the most fun looking heading on the page, its time to tell you all about the wonderful new goodies that you've all been looking forward to hearing all about!

New Touch Controls!

The Controlinator is once again your starting point for any control customisation that you may wish to add to your game, which has been lovingly adapted from the DualShock layout that you're used to, to fully utilise the PlayStation Vita and the unique control aspects now available to any PlayStation Vita owner.

The new Touch Sensor and Touch Tweaker tools will enable a creator to specifically allow objects to react to the Touchscreen and Rear Touch Pad controls of the PlayStation Vita.

With the Motion Recorder, you can record your object's movements in the same way that you could with the Move Recorder in the Move Pack, except that this time you will be using the PlayStation Vita's touch controls to move and record your object.

Meanwhile the Touch Cursor tool will allow you to set your own custom cursors to use whilst a player is playing your brand new handheld creation.

Layers can now be adjusted using the Touchscreen controls and you can easily select exactly how many thick and thin layers you want your object to have, whilst the handy new layer user interface will show you which layers are currently being occupied by your object.

New Tools!

Our first new tool detail in the Popit is the Unphysicalise tool.
This tool will allow you to set an object to have no physical properties meaning that Sackboy or any other objects can pass straight through the object.
This allows you to create brand new hazards, one primary example on show at the GameJam is that it can be applied to particularly nasty looking opaque materials which can be placed at the bottom of a pit with some gas behind it to cause Sackboy to perish.
Imagine poor Sackboy falling down a pit into some rather toxic-looking jelly and disappearing into the jelly, before respawning at the previous Checkpoint at the cost of one of his lives.
It's also perfect for creating those secret passages that retro platforming fans will be all too familiar with, as they used to pass through a wall to find some nice goodies and treats for their efforts!

The other new tool to keep an eye out for is the Sticker Scrubber.
Now at the press of a button, you can use the Sticker Scrubber to remove all Stickers and Decorations from an object, without the need to remove them all individually!
So now Sackboy can clean his objects, just as quickly as he can clean himself!

Finally the UV Tool will allow a creator to zoom and rotate the pattern of any material to suit their creations as they see fit!

New Materials!

The game will come with a whole host of new Materials, Stickers, Decorations and other assets that will help any creator with their level designs, however there's two Materials that I feel deserve special mention.

Have you ever wanted a simple way to be able to add weather effects to your level with no fuss at all?
Well, the new Rain Material will allow you to do just that!
This new material is transparent and has a dynamic animation of constantly falling rain, which can be adjusted with the UV Tool to set your rain drops size and decoration however you see fit.
You will also be able to adjust the rain animation speed, much like you can with other dynamic animation materials and your rain drops will certainly react to the general colouring of your level to ensure consistancy throughout your level designs.

Next up! We have the Invisible Material!
This material does pretty much what it says on the tin, it's invisible that's for certain but it also prevents Sackboy from passing through it, which is perfect for anyone who wishes to set invisible boundaries on their level or wishes to prevent Sackboy from changing layers.
Oh and of course, it's quite visible in Create Mode.
So you won't have to remember where you left the darn thing when you're busy creating!

New Logic!

The Memoriser! So awesome that I felt that it deserves its own exclamation mark!
With the Memoriser, a creator will be able to allow a player to save their progress in their level, so that they can come back to where they left off!
Possibilities include allowing a player to keep their collected inventory in the level or perhaps a currency of the creator's own design or maybe they just want to pop out of a certain Checkpoint that the player has previously passed! All of this and so much more is now possible with the Memoriser!

The Note object has also been expanded more than you can possibly imagine!
You remember the Note object, right?
That small bit of scrap paper that you could stick into your level with a few hastily written words on it...
It's about to become so much more popular now though!
With the Note object a creator now has a Fully Established Text Tool that can be used to finally put proper text into their levels without the need to use speech bubbles or stickers!
Using a range of fonts, colours and backgrounds, this text tool will enable a creator to write anything they want in a range of styles to suit their level!
It's also logic enabled, to really allow a creator to use the Note's functionality to its fullest!

New Tweaks!

There's a bunch of brand new Tweaks available in the game and here's a summary of the most jaw-droppingly amazing changes to the game!

LittleBigPlanet Vita isn't the first portable LittleBigPlanet game.
Before it, we had LittleBigPlanet PSP and in that game there was the option to set Materials to be either Static or Dynamic, which meant that respectively your selected Material would either stay exactly where it is, as though it had Dark Matter attached to it or it could obey the physics laws within LittleBigPlanet and can move freely in the game if given the appropriate amount of force. An invaluable tool to all creators that any player of LittleBigPlanet PSP will be glad to see making a return!

Another returning feature from LittleBigPlanet PSP is Multiple Corner Selecting!
Now a creator can select multiple corners at a time and adjust them together, rather than having to select them all individually!

Moving onto Emitters!
We now have a brand new Clean Up When Destroyed tweak!
When this is enabled, if an Emitter is destroyed, it will also remove everything that the emitter emitted during gameplay! Which can be handy for the swift removal of anything that a creator doesn't wish to exist in their game upon the emitter being destroyed!
This will also work on any emitters that emit a new emitter which emits further objects!
A simple tweak is now all it takes to clean up everything object that is emitted by an emitter, provided that Sackboy can find a way to destroy it, of course!

Colours and Shading! With LittleBigPlanet Vita, a great selection of the game's Materials and Decorations can be tweaked to change their colour and shading using LittleBigPlanet's recognisable colour palette that should be familiar to all creators.

Bounce Pads can now be tweaked to remove the bounce sound from them when activated.
They also have an output now to allow you to do new things such as adding a custom sound to the bounce or activating something else altogether. Bouncepads now accept analogue signals with 100% providing the maximum bounce height, whilst 0% will turn off the Bouncepad completely.

You can also Jump Between Tweak Pages on objects by simply touching a new object, whilst the tweak menu of another object is currently open!

New Gameplay Kit Item!

In the Gameplay Kits category of your Popit, there is a new Decoration Spinner item!
It's simple enough, just stick your decoration on the spinner and watch it spin!
Perfect for rotors, cogs or any other decoration that you feel needs to spin again and again!

Download Community Levels!

Just as you could do in LittleBigPlanet PSP...
You can Download All Those Wonderful Community Levels that you love so much and will be able to play them whilst you and your PlayStation Vita are on the go without needing to connect to the LittleBigPlanet server!

Level Achievements!

There will be a brand new selection of Pins and Trophies to earn but each level now has specific Level Achievements to earn too!
During the main Story Mode, somes levels have a specific set of three Level Achievements to earn during the level.
This can range anywhere between completing the level in a certain time, to collecting a full set of hidden items during a playthrough or even finishing the level above a certain score.
Best of all though! This feature is available on Community Levels too!
Creators will be able to set up to three Level Achievements on their own levels for players to complete!
So if you're a fan of side-quests or giving players additional tasks to complete, then you will love coming up with a selection of unique Level Achievements for players to complete in your level!

Popit Changes

Just a quick note on a couple of noticeable Popit changes for everybody!
You may open your Popit to discover that there's two brand new icons on the very first page of your Popit...
These are the Global Settings and Player Settings categories from within your Popit, which have now been moved to the front and given their own sections for ease-of-access.

Back Home Again!

That pretty much wraps up everything that I wanted to get across to the community!
There's still plenty more to discover in LittleBigPlanet Vita though and we've got a whole bunch of awesome creators who attended the LittleBigPlanet Vita GameJam, who will be able to tell you their experiences with the game and can answer any questions that you may have about the game!

You're free to ask almost anything you want!
The only things that myself and the other GameJam attendees cannot answer are questions relating to Story Mode, Music and the Vita Hardware itself beyond the Touch Controls utilised by LittleBigPlanet Vita during gameplay!

Otherwise though, I'm sure you'll agree that LittleBigPlanet Vita is a massive evolution for LittleBigPlanet is most certainly not just a simple port of LittleBigPlanet 2 onto the PlayStation Vita!

We've had 15 awesome creators check out the game now and show us just what can be done with the game and I certainly cannot wait to see the rest of the community get their hands onto LittleBigPlanet Vita to begin creating and sharing a whole range of new and exciting games that simply cannot be achieved on LittleBigPlanet 2!



http://img13.imageshack.us/img13/7177/steveni.png


Copy-pasted/paraphrased from the Game Jam thread (https://lbpcentral.lbp-hub.com/index.php?t=67723-Little-Big-Planet-Vita-Game-Jam!).


Basic Logic Gates

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, and a fractional value (i.e. 0.5) will divide instead of being multiplied.


Memorizer

The Memorizer has a custom number of inputs (up to 32), the corresponding number of outputs, a trigger input and a reset input. Triggering it will store a sample of the current (analog or digital) inputs and then continue to output that data until next triggered.

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 labelled 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 a later one.

A creator will be able to have up to 50 different labels for their entire account that they can use in their creations. There will also be features to enable saved data management, and sharing data between players.


Selectors

Selectors now have two modes: "Increment" and "Player ID" which determines the behavior of what is called the "Cycle" input in LBP2.

Increment mode behaves much like Selectors do in LBP2, although they can also be set to not cycle if you want, i.e. once it increments to the bottom, it won't increment back to the top.

The Player ID mode allows you to feed it a player signal and it will select one of four different ports, depending on which player activated it. This allows you to implement different logic for specific players, something which could not be done reliably in LBP2.


Miscellaneous


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.
On screen keyboard
Tweaks on the touch sensor
Touchability tweaker
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.
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.
The game includes three Stephen Fry gibberish voices
2012-02-13 10:50:00

Author:
StevenI
Community Manager
Posts: 420


StevenI, you are as always did great work!

Thanks for this article!

Will translate it in to Russian and publish on Russian LBP community site and playstation russian official forum.

We have many question about new LBP Vita from Russian community and with your article they will find many answers.

From Russia with love,
Domick12
2012-02-13 11:06:00

Author:
Domik12
Posts: 838


brilliant! THANK YOU2012-02-13 11:13:00

Author:
GribbleGrunger
Posts: 3910


Are you able to give any details on new power-ups?
great to see how much more can be achieved in this game, I'm particularly looking forwards to the new memorizer tool.
2012-02-13 12:08:00

Author:
Smudge228
Posts: 533


Thank you for the write up, Steven!2012-02-13 12:12:00

Author:
Keldur
Posts: 628


... each level now has specific Level Achievements to earn too!
During the main Story Mode, each level has a specific set of three Level Achievements to earn during the level.

Each level is capable of doing this, but we're not yet sure how it will work in the Story and Minigames.

It's a built in feature of the scoreboard, where score and time limits can be set within it, or you can make custom achievements by wiring to inputs on the left of the scoreboard. I think the community will love this feature-set, but I don't want everyone to be expecting that ALL of our levels will include these.
2012-02-13 12:15:00

Author:
comphermc
Posts: 5338


Each level is capable of doing this, but we're not yet sure how it will work in the Story and Minigames.

It's a built in feature of the scoreboard, where score and time limits can be set within it, or you can make custom achievements by wiring to inputs on the left of the scoreboard. I think the community will love this feature-set, but I don't want everyone to be expecting that ALL of our levels will include these.

Haha, I double-checked that whilst I was there...
But fortunately I forget who specifically I asked...

Edited the original post to re-clarify that point though.
Thanks Comph.
2012-02-13 12:17:00

Author:
StevenI
Community Manager
Posts: 420


Sounds brilliant, some amazing new features. That said, while I'm extremely tempted by this game, it's not enough to justify purchasing a Vita for me. In that case, do you think there would be a DLC Vita pack in the future with these inclusions in LBP2?2012-02-13 13:42:00

Author:
Xaif
Posts: 365


Here's a couple of official LittleBigPlanet Vita GameJam logos for anyone that wants to use them.

http://img204.imageshack.us/img204/1692/gamejam2.png

http://img252.imageshack.us/img252/3930/gamejam.png
2012-02-13 14:12:00

Author:
StevenI
Community Manager
Posts: 420


How easy is it to delete "memorizer" data from levels you play? I don't trust the community to not do something irritating with this (same reason I don't collect community objects automatically).2012-02-13 15:40:00

Author:
fullofwin
Posts: 1214


How easy is it to delete "memorizer" data from levels you play? I don't trust the community to not do something irritating with this (same reason I don't collect community objects automatically).

Rich mentioned Memorizer data management, probably similar to managing community objects and keys, but I don't know what shape it will have. They're working on it. Maybe @rtm would like to comment on it.
2012-02-13 15:54:00

Author:
Antikris
Posts: 1340


Well well well level achivements look like all those suggestion section discussions didn't gone to waste in early life of LBP2 when rtm was here, same goes with signal ownership control and memorizer2012-02-13 16:43:00

Author:
Shadowriver
Posts: 3991


Another new feature that I don't think anyone stumbled upon is the "improved" Bounce Pads.

- You can turn off the sound of the bounce.
- Bounce Pads now have an output. You can for example wire this to Lights or Sound Objects to change the visual and audible feedback when you bounce.
- Bounce Pads will also accept an Analogue signal. 100% gives maximum bounce height as set in the tweak settings and 0% turns off the Bounce Pad.
2012-02-13 17:04:00

Author:
Slaeden-Bob
Posts: 605


Another new feature that I don't think anyone stumbled upon is the "improved" Bounce Pads.

Great. Combined with dephysicalize, I can now easily make Elvenbane-ish bounceshrooms.


...when rtm was here...

I think he never left.
2012-02-13 17:11:00

Author:
Antikris
Posts: 1340


Another new feature that I don't think anyone stumbled upon is the "improved" Bounce Pads.

- You can turn off the sound of the bounce.
- Bounce Pads now have an output. You can for example wire this to Lights or Sound Objects to change the visual and audible feedback when you bounce.
- Bounce Pads will also accept an Analogue signal. 100% gives maximum bounce height as set in the tweak settings and 0% turns off the Bounce Pad.

I've added the new Bouncepad information to the original post of this thread.
2012-02-13 17:27:00

Author:
StevenI
Community Manager
Posts: 420


Trying to think of stuff that hasn't been covered much elsewhere.... sorry if I'm repeating things. But these are some of the features I mostly played with whilst making my levels:

Un/De-physicalizer:

This has been talked about a bit but I wanted to mention it again as I played with it quite a bit. I found that having this tool took away so many limitations for me. It meant I could grab a bit of jelly/water material (which formed the boiling hot liquid in my cooking pots), shape it to the size needed, dephysicalise it, and leave it stuck to the top of the pan. It sat there perfectly happily and gave a visual reference of danger, which the sackbots still feel through to the deadly gas beneath.

I BELIEVE the tool has some relevance to level optimisation too.... but in all honesty I can't remember... something about it being off screen.... erm.... halp.

Material Colours

Some materials (expecially animations like water/fireworks etc) have a colour wheel in their tweak menu, which allows you to change the colour of the texture, as hologram, sticker panel etc do in LBP2. This is available on some, but not all, of the materials. I noticed it on some like a gingham material, and also on the animations (I used 'flowing water' a lot )

Recolouring Decorations

A really nice tweak brought in is the ability to recolour some decorations to suit your level aesthetics. Want to use a ribbon, but don't want it red? No worries, there's a recolourable one in there (Not all decorations are recolourable, but some will be, and I believe the guys mentioned adding more in the near future) which can be tweaked like so:

On normal materials, clicking the tweak button on the material itself brings up a tweak setting for static/dynamic etc, and an option "decoration colour" with a colour wheel to select your desired hue.

Or, on coloured materials such as sticker panel, the decoration will take the colour of what it's attached to. This provides you with a great opportunity:


Take a block of sticker panel. Set it's on value to red, and full transparency (essentially invisible)
Set it's off value to whatever colour you want, and also transparent.
Set whatever input you want to change the colour (sequencer, player sensor with dimmer, whatever you want)
Stick on a colourable decoration.
Hey presto, that decoration will now change colour with the material it's on!


Lots of lovely effects will come out of this feature, I'm sure!

Touch Sensor/Tweaker

I didn't really make the most taxing of levels, so I can't say that I know all the details, but here's a few bits I notice3d about the sensor/tweaker (both had some similar features)


Option to have the object be touchable from front screen / rear touch / both
Option for touch interactions to be set on the sensor - for example, touch, tap, swipe.
Option for a radius of interaction, or a direct touch required. So, for example, I could set a radius and if I touched the screen within that radius, I would manipulate the item in question. Or if I needed people to be right on the money, I could set the tweaker accordingly.


Gah, I'm afraid I can't remember much more about these logic pieces. I didn't use them too extensively, not going too far beyond the basics. I will say that they were incredibly intuitive to set up!

My notepad is currently in Amsterdam so I'm waiting for that to get back to me, so I have my list to hand.... lack of sleep is not a good memory aid...
2012-02-13 17:34:00

Author:
rialrees
Posts: 1015


You can totally put pink text in your magic mouths. Oh yeah.2012-02-13 17:55:00

Author:
rtm223
Posts: 6497


you know, i've seen dozens and dozens of articles lately about the Vita being in direct competition with the iphone and ipad and one of the biggest arguments they use is the app stores and the fact that games on there are so cheap.

WELL, can someone get in touch with Sony and tell them to advertise LBPVita thus: In LBPVita, Apps are free.
2012-02-13 18:33:00

Author:
GribbleGrunger
Posts: 3910


Just added a load of extra info to the first post, harvested from the Game Jam thread.

Steven wanted to keep his summary relatively short, so it's been added in a SPOILER tag right at the bottom of the post.
2012-02-13 18:43:00

Author:
Aya042
Posts: 2870


I think he never left.

Yea but he talks rarely unlike back then ;]


You can totally put pink text in your magic mouths. Oh yeah.

I hope you guys didn't forget about icons :> or atleast remove space from unicodes
2012-02-13 18:53:00

Author:
Shadowriver
Posts: 3991


I had a suggestion similar to the notes thing, but with mouths with optional text choices and corresponding outputs. That way you wouldn't need a controlinator to browse a menu or speech bubble.. It sounds like you still need a controlinator for even this new notes tool.. which is a bit unfourtunate but text tools and improved notes are still definitely a great new addition.

What I'm a bit more curious, and I guess this is more for the Tarsier guys if they can disclose, but how is the community aspect different/the same? Do we have our same planet with the same hearts, comments, #of levels displayed etc. or a completely clean slate? Are there any improved filtering searches? We really need a way to organize different genres of levels since both LBP2 and LBPV can support so many different types and genres of levels instead of being crammed into one giant "levels" category..

All that aside, the new tools will definitely give us all a ton of options for games. There is so much anticipation with this next big LBP game and it seems as though several of the things many of us wanted are being implemented

..Since the Vita comes out in about a week and LBPV won't be coming out for awhile and since there are a few people here working at Tarsier maybe we could perhaps have a slight chance of petitioning for a beta?..
2012-02-13 19:20:00

Author:
Dortr
Posts: 548


We really need a way to organize different genres of levels since both LBP2 and LBPV can support so many different types and genres of levels instead of being crammed into one giant "levels" category..

This has always been a concern for me. Since LBP2 is so flexible, it bothers me that it's difficult to "target" an audience.... everything is in one huge pot of levels. In order to filter, you have to start with the full list and ADD filters, so its out of the way and something the younger players don't use. People who wouldn't enjoy my levels end up in them.

My suggestion would be direct access to the tags with the list below, so step 1 is selecting filter tags and you are shown the result. Yes, it would mean less attention for certain levels, but it would encourage diversity and get more balanced plays out of more genres of levels.

I can dream..... XD
2012-02-13 19:41:00

Author:
CCubbage
Posts: 4430


http://i2.lbp.me/img/ft/292141fdd89bc59f89f1e00e066afe4f603d95bb.jpg

Here is what the Memorizer could look and work like, according to what I was told and what I have seen. Note that this is a mockup in LBP2 and of course not real LBPV footage.

On the left you have a level gate in level A, on the right an entrance gate in level B. Player has been collecting coins or something and with each coin collected the tag sensor lights up and adds one to the counter. The moment the player approaches the level gate, it activates the labeled Memorizer's trigger input which will cause it to sample and save the current (analog) input. The player gets thrown to level B by activation of the gate.

Once popping out of the entrance in level B, this activates the player sensor which resets a 1-shot counter; but not until through an AND gate another Memorizer with the same label as in level A is triggered; this triggering will cause it to pick up the saved data from level A and this is what it will from then on spit out on its outputs. Until of course the other bottom input (the reset) is triggered.

EDIT: should have wired the output of the AND gate to the 1-shot counter's reset, but meh...
2012-02-13 21:15:00

Author:
Antikris
Posts: 1340


Finally! We can just use the memorizer instead of those pesky community stickers to unlock certain things in levels that have replay functionality! (like those levels that give you a sticker and if you play the level again you can activate a race gate or something with the sticker)

:]
2012-02-13 21:18:00

Author:
ConverseFox
Posts: 2333


Once popping out of the entrance in level B, this activates the player sensor which resets a 1-shot counter; but not until through an AND gate another Memorizer with the same label as in level A is triggered; this triggering will cause it to pick up the saved data from level A and this is what it will from then on spit out on its outputs. Until of course the other bottom input (the reset) is triggered.

On entry to the level, all memorisers will automatically be outputting the data retrieved from the player's profile - there is no need to force an update.
2012-02-13 21:22:00

Author:
rtm223
Posts: 6497


On entry to the level, all memorisers will automatically be outputting the data retrieved from the player's profile - there is no need to force an update.

Ah. The previous explanation of how they worked (i.e. that they only output their stored value when triggered) sounded a bit brain-damaged to me - means you'd have to physically disconnect the inputs in order to read from them without rewriting.

So, do they operate like a D-type latch (i.e. they always output their stored value, and continually resample as long as the input is high), or more like a D-type flipflop (i.e. they always output their stored value, but only resample on a rising edge)?
2012-02-13 21:35:00

Author:
Aya042
Posts: 2870


Resample on a rising edge of the "trigger" on the bottom. They update
On rising edge on trigger
On rising edge on reset
On instantiation (entering level and when emitted)
When another data sampler in the level which has the same label is triggered


Also, when triggered, it will only update those inputs that are connected, so you can neatly update individual ports for a given Memoriser label. They are pretty awesome
2012-02-13 21:39:00

Author:
rtm223
Posts: 6497


On entry to the level, all memorisers will automatically be outputting the data retrieved from the player's profile - there is no need to force an update.

Hey RTM, are you able to speak to how this will work in multiplayer? Is there some kind of memorizer tweak to say whether to load the host's data or for each player to get their personal data loaded? I'd ideally like to use them for individual player preferences, perks, or character development in a multiplayer game. If it's still in the oven no worries.

Also, if you're allowed to say, do the save files only exist locally on my Vita, or is there some kind of cloud thing happening?

Thanks for all this appetite whetting. :-)
2012-02-13 21:44:00

Author:
LittleBigDave
Posts: 324


How easy is it to delete "memorizer" data from levels you play? I don't trust the community to not do something irritating with this (same reason I don't collect community objects automatically).

Start Menu > Profile > Data Label Management (or something like that)

It's in the same location as importing/backing up profiles right now. Admittedly, I haven't done any work with them nor looked into how the data is managed. I would imagine that Rich, being the clever guy he is, knows what he's doing.
2012-02-13 21:45:00

Author:
comphermc
Posts: 5338


The main tool I will benefit from at this point in time is the memoriser. Been wanting to work on a large open world RPG since LBP2 launched but I just felt like I didn't have all the tools I need to make it awesome. Can't wait for this game. Thanks for the post!2012-02-13 22:00:00

Author:
malrotheo
Posts: 44


Resample on a rising edge of the "trigger" on the bottom. They update
On rising edge on trigger
On rising edge on reset
On instantiation (entering level and when emitted)
When another data sampler in the level which has the same label is triggered


Also, when triggered, it will only update those inputs that are connected, so you can neatly update individual ports for a given Memoriser label. They are pretty awesome

Okay, so they do always output their most recently sampled value, which makes much more sense. I can also see the labelled variant as possibly being a cheaper way (thermo-wise) to wirelessly transmit lots of information between parts of the same level, instead of using multiple tag/sensor pairs in signal strength mode.

But, previous reports indicated that as soon as you label them, they become persistent across sessions, and you can only use 50 of them in all your levels put together. Is it possible to use them in labelled mode like this without those additional restrictions?
2012-02-13 22:03:00

Author:
Aya042
Posts: 2870


Dangit Rtm and comph came in here without answering (or saying if they could or not) about the community aspects questions I had. You guys are them there Tarsier folk I was talkin' bout! 2012-02-13 22:08:00

Author:
Dortr
Posts: 548


Start Menu > Profile > Data Label Management (or something like that)
It's in the same location as importing/backing up profiles right now.

Excellent. I assumed you guys had thought about this already but it's nice to get confirmation.


I would imagine that Rich, being the clever guy he is, knows what he's doing.

I don't know...are you sure his brain hasn't turned to mush...he's just babbling about pink text?!?

I have to say, I'm pretty excited about LBP Vita now. It was a given that I was buying it...but now I really want to create a level!

* My Vita memory card was delivered today...probably won't be much fun to play with though.
2012-02-13 22:09:00

Author:
fullofwin
Posts: 1214


On entry to the level, all memorisers will automatically be outputting the data retrieved from the player's profile - there is no need to force an update.

So in other words is the same as current memory cell methods in LBP2 just with reset and data is saved, cool

Thru this might be quite complex for average creator, since normally they don't care much about signals, i bet will will have longest tutorial ever
2012-02-13 23:26:00

Author:
Shadowriver
Posts: 3991


Finally! We can just use the memorizer instead of those pesky community stickers to unlock certain things in levels that have replay functionality! (like those levels that give you a sticker and if you play the level again you can activate a race gate or something with the sticker)

:]

I still might do the sticker thing for nostalgia's sake. :B

But yeah, the Vita looks to be the place to be for my new efforts. Now that I'm in better spirits I've been buzzing with ideas, and this'll be the perfect medium! Especially now that things can be drawn right on that screen. Oohohohooo.
2012-02-14 00:36:00

Author:
SLS10
Posts: 1129


All sounds great, that function set might even persuade me to get a Vita.

The memoriser, tweakable decs and Level Achievements need to get into LBP2, they sound particularly juicy.
2012-02-14 00:48:00

Author:
julesyjules
Posts: 1156


Hmmm... I would kill everyone in this thread to have these functions in LBP2.

I'm still on the fence about vita, I have a PSP... umm... somewhere, not something that I really use.

The feature set of LBPV makes me think of getting one but... yeah, I already know the only time I'd use it is sitting on the couch infront of a 50" TV. Maybe I would use it on the bus to work and during lunch but I don't do that with my PSP as it is.
2012-02-14 01:35:00

Author:
Mr_Fusion
Posts: 1799


I bet those features come to home consoles sooner or later2012-02-14 03:48:00

Author:
Shadowriver
Posts: 3991


Thank you for the information!

Now, as a music creator... were there any quality differences to the sequencer instruments or any new ones? I'm not sure if anyone payed around with it but this is the only thing keeping me at the gray area of LBP2/V
2012-02-14 03:59:00

Author:
Fang
Posts: 578


Woah woah woah.
Pink text in magic mouths?
You can change the colour of (some) decorations?
Level Achievements?

Sounding better and better.



Can you go into detail about the Level Achievements?
Could you have a bronze/silver/gold time trial under one acheivement? (like in Crash 3)
Oh and can they player scroll though the acheivements at the end of the level?
How does that work?
Does the creator use the font tool to provide win/fail feedback?
How customisable is it?
2012-02-14 05:11:00

Author:
midnight_heist
Posts: 2513


I bet those features come to home consoles sooner or later

right, that's the second suspicious comment you've made. the other day when we were talking about whether people would accept the additions of Vita + LBP2 as LBP3, someone commented on it coming as DLC and you chirped in with 'or a patch'. now i could take that to indicate that you think the addition on the Vita are not substantial enough to warrant DLC, but i don't. the fact that you put that instead of just agreeing tells me you know something......

patch incoming!
2012-02-14 08:01:00

Author:
GribbleGrunger
Posts: 3910


WOW! Did I understand that right? UV Tool will let as zoom in or out now? That's awesome! I always wanted that! 2012-02-14 12:36:00

Author:
AntonyHelen
Posts: 127


Yes It looks really good too - there's a limit to how far in / out it will go, obviously, but it does allow for quite a large zoom range.

I'm really pleased with the feature, it's a tiny tweak that I always wanted with the UV tool.
2012-02-14 12:38:00

Author:
rialrees
Posts: 1015


one question that doesn't seem to have been answer is whether you have the equivalent of the duel shock creatinator. i would assume that if it does the back touch pad would be used as L2 and R2?

and i'm assuming there will be a snow material too?
2012-02-14 17:30:00

Author:
GribbleGrunger
Posts: 3910


one question that doesn't seem to have been answer is whether you have the equivalent of the duel shock creatinator. i would assume that if it does the back touch pad would be used as L2 and R2?
We have on-screen buttons for that actually. I got so used to them that I actually missed them when I played LBP over the Christmas break.
2012-02-14 18:26:00

Author:
Syroc
Posts: 3193


Can you go into detail about the Level Achievements?


Bronze,Silver,Gold awards will show up at the scoreboard much like acing, collecting all gifts does now. Scoreboards have input for each achievement condition. The creator then simply wires in any condition you can possibly think of with the logic tools.

There are also prize slots allocated to each bronze, silver, gold within the scoreboard.
2012-02-14 18:38:00

Author:
Lockstitch
Posts: 415


Scoreboards have input for each achievement condition.

This make sound like there very very limited number of those achivments.

Also i assume i can toggle any medal with logic too? :> I hope so
2012-02-14 20:24:00

Author:
Shadowriver
Posts: 3991


I have a real quick question that's been nagging me for quite a while- do materials, decorations, stickers and/or objects transfer to the Vita? For example, the Muppets pack. I understand the costume transfer aspect, but will I, say, be able to use Attract-O-Gel in LBP Vita? Although the LBP and LBP2 stuff would be nice, my predominant concern lies with the numerous DLC packs I've purchased. Also, as a side question, do custom made costumes transfer? I have a few I'm pretty proud of and I'd be kinda disappointed if they weren't compatible with the Vita. Thanks in advance!2012-02-15 03:48:00

Author:
Super_Clone
Posts: 849


I have a real quick question that's been nagging me for quite a while- do materials, decorations, stickers and/or objects transfer to the Vita? For example, the Muppets pack. I understand the costume transfer aspect, but will I, say, be able to use Attract-O-Gel in LBP Vita?

I cannot possibly be complete (someone else may), but I know that some aspects from LBP/LBP2 DLC packs are natively in LBPV: sticker panel (Move pack) and the decoration rotator (drill object from Incredibles pack).
2012-02-15 11:56:00

Author:
Antikris
Posts: 1340


So decoration rotator is really a object like drill? I yes how big it is and what shape2012-02-15 16:55:00

Author:
Shadowriver
Posts: 3991


So decoration rotator is really a object like drill? I yes how big it is and what shape

As far as I can remember it is a disc like object with no physical properties (cannot collide with anything). Stickers and decorations can be stuck to its surface. I recall you can tweak a few settings (rotation speed at least) and wire a signal to it to either turn it on/off or affect its rotation speed. Asger (SlaedenBob) created something with it during the jam, so maybe he can elaborate.
2012-02-15 17:16:00

Author:
Antikris
Posts: 1340


As far as I can remember it is a disc like object with no physical properties (cannot collide with anything). Stickers and decorations can be stuck to its surface. I recall you can tweak a few settings (rotation speed at least) and wire a signal to it to either turn it on/off or affect its rotation speed. Asger (SlaedenBob) created something with it during the jam, so maybe he can elaborate.

yep, that is pretty much all of it!
2012-02-15 17:51:00

Author:
Lockstitch
Posts: 415


Stephen Fry gibberish voices?! :eek:2012-02-16 17:55:00

Author:
lemurboy12
Posts: 842


in regards to the vita controlinator:
can i make it so that when player 1 touches his screen, or press an in game button by touching the screen, only the character he's controling is affected, even if other people can touch the same part of the level and have it effect them?
2012-02-16 20:48:00

Author:
Smudge228
Posts: 533


in regards to the vita controlinator:
can i make it so that when player 1 touches his screen, or press an in game button by touching the screen, only the character he's controling is affected, even if other people can touch the same part of the level and have it effect them?

Of course you can
2012-02-16 21:01:00

Author:
rtm223
Posts: 6497


Not sure if this has been asked already.... so....



WHAT'S THE POD LIKE?
2012-02-18 05:57:00

Author:
tomodon246
Posts: 624


Again. anyone know if we will be able to port Non-DLC costumes (AKA Vita story-mode costumes) from Vita over on to LBP2 at all? that's something that's been bugging me. content that may be stuck on only the 1 game when it does not have to be, like costumes and deco. LBP-PSP was one thing... it had completely different graphics engine then LBP1 or 2. but Vita shares the same engine or whatever and that's why DLC costumes will work on both games, LBP2 and LBPVita. and then there's that LBPKarting game supposedly coming out. and i wonder the same about it. of course there's noway of knowing how karting will work at all at this point. anyways story mode costumes are normally some of the best costumes because they are the most general themed, unlike DLC costumes that you are lucky to find useful parts from here and there. I know you guys who gone to the jam may not know. not like the Vita is done I guess... and you did not have your LBP2s with you to test things like that. but still... I wonder about it. *mew2012-02-18 06:11:00

Author:
Lord-Dreamerz
Posts: 4261


So I doubt any of these really great features will make it into LBP2...I've always wanted the dephysicalize (or dephysicalise) tweak and invisible materil. Those would be EXTREMELY useful, as would be the static/non static option. I won't ever have a Vita, so it's sad to see so many of the items on my LBP wish list go to a version of the game I can't ever play. Ah well. Here's to a theoretical LBP 3. or huge LBP 2 patch!

EDIT: Can you dynamically change between static/non-static, and physical/non physical via switch input?
2012-02-18 23:23:00

Author:
synchronizer
Posts: 287


Not sure if this has been asked already.... so....



WHAT'S THE POD LIKE?Looks just like a pod! If you're coming from LBP PSP that is very good news indeed.

I didn't test whether or not it would swing if you jumped into the walls though.




Again. anyone know if we will be able to port Non-DLC costumes (AKA Vita story-mode costumes) from Vita over on to LBP2 at all?I have no clue, and I'm sure none of the other jam invitees would either. I'll have to defer this question to one of the devs. Even still, I'm not sure to what degree they can and/or are willing to answer this question.





Can you dynamically change between static/non-static, and physical/non physical via switch input?There were not any specific tweakers for these, and I do not recall seeing either of those as options in the material tweaker... but that doesn't mean they don't exist. They would definitely be useful!
2012-02-19 01:18:00

Author:
Taffey
Posts: 3187


Can you dynamically change between static/non-static...

Assuming it has everything from LBP2, then static/non-static could be done by enabling/disabling an Anti-Grav Tweaker with Dampening set to 100%.
2012-02-19 13:39:00

Author:
Aya042
Posts: 2870


Do you know what I would really like?
A feature of the Score Sensor that detects if only a CERTAIN PLAYER has a certain score.
Remember those zombie/MW3 levels where if one sack had a huge amount of points, the other sack could buy all the stuff he wanted even though he had no points? The Score Sensor should be able to sense the score of certain players and not just all the players as a whole. Like say, the Score sensor only detects the score of player 1 or 2 and so on. Or it can only detect the score of a sack who only activates a piece of logic. Ex., detect the score of the sack who buys the gun in the zombie level, so he can't mooch of another sack's points. It would have to have an extra input for the logic that the sack activates, though...


I miss the good old pre-war LBP days when we didn't have to dodge all these stupid bombs.
2012-02-19 14:19:00

Author:
Kalawishis
Posts: 928


Now all we need is the release date 2012-02-19 14:38:00

Author:
DominationMags
Posts: 1840


Assuming it has everything from LBP2, then static/non-static could be done by enabling/disabling an Anti-Grav Tweaker with Dampening set to 100%.Yes, exactly. The static/dynamic tweaking is nothing new, it's just much more convenient. Plus, unlike a tweaker which must be added later, it can be set before putting down multiple pieces of material.2012-02-19 16:42:00

Author:
Taffey
Posts: 3187


The game includes three Stephen Fry gibberish voices

How did I not notice this before?

Sold!!
2012-02-19 17:13:00

Author:
ARD
Posts: 4291


How did I not notice this before?

Sold!!They are epic. I'm considering using only those in all future levels I make.
2012-02-19 17:27:00

Author:
Taffey
Posts: 3187


Do you know what I would really like?
A feature of the Score Sensor that detects if only a CERTAIN PLAYER has a certain score.

Not all of it is implemented just yet, but it has long been our goal to get player specific settings on as many different logic components as possible
2012-02-19 19:59:00

Author:
Slaeden-Bob
Posts: 605


Why couldn't LBP2 have these tools? I'm not a fan of hand-held consoles...2012-02-19 21:25:00

Author:
Nitranon77
Posts: 127


Why couldn't LBP2 have these tools? I'm not a fan of hand-held consoles...

these features could come to LBP2 in the future but right now the Vita needs to sell and exclusive content on franchises we all love is the obvious way to go
2012-02-19 21:30:00

Author:
GribbleGrunger
Posts: 3910


Why couldn't LBP2 have these tools? I'm not a fan of hand-held consoles...

^Why couldn't LBP1 get LBP2's tools instead of them having to make a whole new game for it? Because> Sony... pretty much like me, we are just gonna have to wait for LBP3... whenever that is. >.> ...And if i were you... I would not get my hopes up for a future patch for LBP2 to get vita tools. *mew
2012-02-19 21:34:00

Author:
Lord-Dreamerz
Posts: 4261


I want to see some footage of the Gane Jam levels.
:3
2012-02-19 22:19:00

Author:
pilsburydoughboy55
Posts: 236


Why couldn't LBP2 have these tools? I'm not a fan of hand-held consoles...
these features could come to LBP2 in the future but right now the Vita needs to sell and exclusive content on franchises we all love is the obvious way to go
^Why couldn't LBP1 get LBP2's tools instead of them having to make a whole new game for it? Because> Sony... pretty much like me, we are just gonna have to wait for LBP3... whenever that is. >.> ...And if i were you... I would not get my hopes up for a future patch for LBP2 to get vita tools. *mewNew device with new interface options = new game. New game = opportunity to improve things over the previous version of the game. Simple as that.

Will these new features make it into LBP2 at some point? I don't see why not, but as of right now nothing has been communicated to the community to indicate if and/or when. So, it's anybody's guess.

I can understand the frustration that LBP Vita is getting all these neat new things and poor old LBP2 is being left out in the cold. Really though, that's how the LBP PSP community has felt for over two years now. As a Vita owner, it's nice to feel like it's my turn for a change.

Everything will work out in the end, don't worry. In the mean time, Vitas don't cost that much... I'm just sayin.




I want to see some footage of the Gane Jam levels.
:3Me too!
2012-02-20 02:56:00

Author:
Taffey
Posts: 3187





PlayStation Vita going for ?196 as Asda kicks off supermarket price war

http://www.gamerzines.com/psp/news/asda-playstation-vita-price.html
2012-02-20 03:02:00

Author:
GribbleGrunger
Posts: 3910


https://www.youtube.com/watch?v=sfLgtI5P9wQ&feature=youtube_gdata_player


At about 2:17, The guy says LBP Vita us coming in June. But I dont have the Vita so I couldnt tell if its what the little card said or if he was Guessing.

Hmmm?
2012-02-20 21:38:00

Author:
pilsburydoughboy55
Posts: 236


Not legit. At this particular point in time, any dates you see are either guesses or purely made up.

Also, for reference: clicky (https://lbpcentral.lbp-hub.com/index.php?t=66803-What-s-Your-Excitement-Level-for-LBP-for-Vita&p=980556&viewfull=1#post980556)
2012-02-20 22:03:00

Author:
Taffey
Posts: 3187


^Why couldn't LBP1 get LBP2's tools instead of them having to make a whole new game for it? Because> Sony... pretty much like me, we are just gonna have to wait for LBP3... whenever that is. >.> ...And if i were you... I would not get my hopes up for a future patch for LBP2 to get vita tools. *mew

Wasn't getting my hopes up, just was asking a question. I now understand with the whole exclusive content jig.
2012-02-22 04:04:00

Author:
Nitranon77
Posts: 127


I have not seen this asked or answered because it is likely an obvious answer, but I'm gonna ask anyways.

Does this version of LBP have any materials/objects/decos from the LBP2 story?

If not, I assume there will be a great plethora of new materials and amazing things to use anyways.
2012-02-22 04:08:00

Author:
warlord_evil
Posts: 4193


Does this version of LBP have any materials/objects/decos from the LBP2 story?

If not, I assume there will be a great plethora of new materials and amazing things to use anyways. My understanding is that there are quite a few materials from LBP2 being carried over, but they have been optimized for the Vita and look different in some cases. Of course there are quite a few new materials as well being introduced.

I'm not terribly sure about the decorations so I'll have to defer that one.
2012-02-22 07:05:00

Author:
Taffey
Posts: 3187


I didn't test whether or not it would swing if you jumped into the walls though.


Now if that's not a Fail, then I have no I idea what Fail would be.
2012-02-22 08:25:00

Author:
Mr_Fusion
Posts: 1799


My understanding is that there are quite a few materials from LBP2 being carried over, but they have been optimized for the Vita and look different in some cases. Of course there are quite a few new materials as well being introduced.

I'm not terribly sure about the decorations so I'll have to defer that one.

I think the build we showed to the jammers contained about 20 materials brought back from LBP1 or 2 (this include Basic Materials such as Cardboard and Sponge, but also specific but useful materials such as Neon). The rest of them are brand, sparkling new!

It's almost the same story with decorations, just fewer revisits and even more new stuff

On that note; If a material, object or decoration is either Colour Tweakable or Animated, small icons will show this on the thumbnail in the Popit for easy identification
2012-02-22 08:46:00

Author:
Slaeden-Bob
Posts: 605


On that note; If a material, object or decoration is either Colour Tweakable or Animated, small icons will show this on the thumbnail in the Popit for easy identification Oh yeah! How could I have forgotten THAT? Very nice new feature. Loved that.2012-02-22 17:14:00

Author:
Taffey
Posts: 3187


On that note; If a material, object or decoration is either Colour Tweakable or Animated, small icons will show this on the thumbnail in the Popit for easy identification

nice... any news on how the build is at the moment? stable?
2012-02-22 21:46:00

Author:
GribbleGrunger
Posts: 3910


nice... any news on how the build is at the moment? stable?

Hehehe

Sadly we can only talk about the version of the game shown two weeks ago...
But I'm sure more info will come in time
2012-02-22 22:33:00

Author:
Slaeden-Bob
Posts: 605


Hehehe

Sadly we can only talk about the version of the game shown two weeks ago...
But I'm sure more info will come in time

darn it! and i thought i was being pretty subtle lol
2012-02-22 23:28:00

Author:
GribbleGrunger
Posts: 3910


This sounds so cool! Hopefully they will decide to add some of the general new materials and tweaks to an LBP2 update like the rain material, invisible material, unphysicallize, sticker scrubber, remove bouncepad sound, ect. A "Creator Pack 2" if you will. PLEASE DO THIS MM!2012-02-25 00:59:00

Author:
TREMIC1
Posts: 263


This sounds so cool! Hopefully they will decide to add some of the general new materials and tweaks to an LBP2 update like the rain material, invisible material, unphysicallize, sticker scrubber, remove bouncepad sound, ect. A "Creator Pack 2" if you will. PLEASE DO THIS MM!

think of it from a business perspective. you want to sell Vitas so you harness the franchises that are most loved on the PS3 to help that along. if they added the Vita specific features to LBP2 then why would the LBP community want a Vita? Sony are in it to make money, it's just fortunate that they decided early on that the best way of doing that is to offer a diverse selection of games... but, like i said, they are a business and the Vita needs to sell.

expect these features to appear on LBP2 eventually or even LBP3, but don't hold off buying that Vita because it's going to be one hell of a long wait. and when it does happen, expect the PS3 version to be able to use the Vita as the controller.
2012-02-25 02:22:00

Author:
GribbleGrunger
Posts: 3910


This sounds so cool! Hopefully they will decide to add some of the general new materials and tweaks to an LBP2 update like the rain material, invisible material, unphysicallize, sticker scrubber, remove bouncepad sound, ect. A "Creator Pack 2" if you will. PLEASE DO THIS MM!

Well move game update was considered Creator Pack 2
2012-02-25 04:10:00

Author:
Shadowriver
Posts: 3991


i haven't seen this question answered yet: what is it like making logic with the Vita? sometimes it's pretty fiddly with the controller. for instance, let's say you have a selector and you want to put wires into every input. is it easy? fingers are fatter than the input so i would imagine it would conceal which input you want...

secondly: can you use the front and rear camera? could i make a sackboy run across my kitchen table for instance? or create a shooter that played with my livingroom as the backdrop? also, can you use the VR cards to make games?

thirdly: can you use the Vita to input text for LBP2/HOME?
2012-02-25 17:20:00

Author:
GribbleGrunger
Posts: 3910


i haven't seen this question answered yet: what is it like making logic with the Vita? sometimes it's pretty fiddly with the controller. for instance, let's say you have a selector and you want to put wires into every input. is it easy? fingers are fatter than the input so i would imagine it would conceal which input you want...I didn't use the touch controls much at all for making logic - I tended to use the standard button/stick controls and they worked like normal. I did use touch for some corner editing and material placement and it worked great, although I did find it a little tricky to do the precision stuff sometimes. The thing I always did in those cases was just to zoom in using the rear touch (which works anytime) to give me a closer view of what my fingers were blocking.




secondly: can you use the front and rear camera? could i make a sackboy run across my kitchen table for instance? or create a shooter that played with my livingroom as the backdrop? also, can you use the VR cards to make games?I did not see any augmented reality (AR) features in the toolset and none were demoed to us, so my answer to all three questions is no, you can't. It might be something that shows up as a future release though - you never know.




thirdly: can you use the Vita to input text for LBP2/HOME?Not sure... Anyone?
2012-02-25 18:17:00

Author:
Taffey
Posts: 3187


Sorry If this has been asked already, I havent read the thread, but Can you play PSVita levels on the PS3?2012-02-26 02:56:00

Author:
DominationMags
Posts: 1840


Sorry If this has been asked already, I havent read the thread, but Can you play PSVita levels on the PS3?

Think do PS3 got touch screen and back panel? Do DS3 got Magnetometer? And aspecially... do you can place your TV on portrait orientation in any moment? ^^'
2012-02-26 03:27:00

Author:
Shadowriver
Posts: 3991


Think do PS3 got touch screen and back panel? Do DS3 got Magnetometer? And aspecially... do you can place your TV on portrait orientation in any moment? ^^'

^Well to be fair they could had made it so you could use the Vita as a controller on PS3 so you could play Vita levels on your Home TV that way. but of course they did not do that. *mew
2012-02-26 03:30:00

Author:
Lord-Dreamerz
Posts: 4261


Think do PS3 got touch screen and back panel? Do DS3 got Magnetometer? And aspecially... do you can place your TV on portrait orientation in any moment? ^^'

Good point.
2012-02-26 03:44:00

Author:
DominationMags
Posts: 1840


^Well to be fair they could had made it so you could use the Vita as a controller on PS3 so you could play Vita levels on your Home TV that way. but of course they did not do that. *mew

Hmmmm, yea but this makes it a little bit pointless
2012-02-26 04:09:00

Author:
Shadowriver
Posts: 3991


Hmmmm, yea but this makes it a little bit pointless

i don't see why it would be pointless. it would be nice to be able to create whilst sat comfortably in front of you 52inch HDTV and then take those creations on the go... why not?
2012-02-26 04:47:00

Author:
GribbleGrunger
Posts: 3910


i don't see why it would be pointless. it would be nice to be able to create whilst sat comfortably in front of you 52inch HDTV and then take those creations on the go... why not?I agree. This is exactly what I always did when creating on the PSP. I'd plug my PSP Go into the A/V cradle that's attached to my TV, hook up a Sixaxis Bluetooth controller, and create on the big screen in comfort. Then, when I needed to head out (or the TV wasn't available) I could take it with me and continue my work on the road.

Although this would be a nice feature, it's not a must-have for me. Maybe someday... For now though I'll be happy with just having LBP on my Vita in the first place.
2012-02-26 07:18:00

Author:
Taffey
Posts: 3187


Not sure if this was asked - and if it was, I'm sorry.

But is there a Paint function like we had with Move Paint? My only real qualm with the paint system we had was that it required the Move and was thus really hard to precisely control.

Would be nice to take a stylus, and write some pretty words or draw a goofy dude without having the hassle of wiggly hands.
2012-02-26 08:26:00

Author:
SLS10
Posts: 1129


Not sure if this was asked - and if it was, I'm sorry.

But is there a Paint function like we had with Move Paint? My only real qualm with the paint system we had was that it required the Move and was thus really hard to precisely control.

Would be nice to take a stylus, and write some pretty words or draw a goofy dude without having the hassle of wiggly hands.

Well they already showed there would be in the videos that been out. so 98% sure yeah it's in there. so yes it's move paint without the move. *mew

Here's a question i'm pretty sure i've not seen yet. are there any new hazards?
2012-02-26 12:15:00

Author:
Lord-Dreamerz
Posts: 4261


Not sure if this was asked - and if it was, I'm sorry.

But is there a Paint function like we had with Move Paint? My only real qualm with the paint system we had was that it required the Move and was thus really hard to precisely control.

Would be nice to take a stylus, and write some pretty words or draw a goofy dude without having the hassle of wiggly hands.Hey SLS!

There was material paint/smear and also sticker paint I believe, although I did not try out the latter. Did you mean sticker paint?
2012-02-26 16:31:00

Author:
Taffey
Posts: 3187


Think do PS3 got touch screen and back panel? Do DS3 got Magnetometer? And aspecially... do you can place your TV on portrait orientation in any moment? ^^'

http://ragefac.es/faces/cc91e8741c0c596b8b15cb2fc544a488.png
2012-02-26 19:47:00

Author:
craigmond
Posts: 2426


i don't see why it would be pointless. it would be nice to be able to create whilst sat comfortably in front of you 52inch HDTV and then take those creations on the go... why not?

TV Out :> but thats something that Sony need to do, if you got Vita why play on LBP2 in sted on LBP Vita that level was made off? TV Out is less cost solution in here really, thats why it's pointless. IF you mean making LBP2 levels with Vita then thats diffrent story and its alrady experimented as you seen in TGS demo
2012-02-27 00:52:00

Author:
Shadowriver
Posts: 3991


TV Out :> but thats something that Sony need to do, if you got Vita why play on LBP2 in sted on LBP Vita that level was made off? TV Out is less cost solution in here really, thats why it's pointless. IF you mean making LBP2 levels with Vita then thats diffrent story and its alrady experimented as you seen in TGS demo

i was thinking in terms of a LBP.2 or LBP3 that had everything the Vita version has and the MOVE pack too. you could then create and play on the PS3 (you would need the Vita to play the Vita levels) and you could also create and take them on the go with the Vita. if Sony play this right, we could see a WiiU situation before the WiiU releases
2012-02-27 00:59:00

Author:
GribbleGrunger
Posts: 3910


The Memoriser! So awesome that I felt that it deserves its own exclamation mark!
With the Memoriser, a creator will be able to allow a player to save their progress in their level, so that they can come back to where they left off!

You can Download All Those Wonderful Community Levels that you love so much and will be able to play them whilst you and your PlayStation Vita are on the go without needing to connect to the LittleBigPlanet server!
http://i1.kym-cdn.com/entries/icons/original/000/001/779/hnnnnng.jpg
HNNNNNNNGGG..... must......save.......money......for......pspvita.. .....and......lbp2 vita
2012-02-27 01:11:00

Author:
wait wtf
Posts: 853


i was thinking in terms of a LBP.2 or LBP3 that had everything the Vita version has and the MOVE pack too. you could then create and play on the PS3 (you would need the Vita to play the Vita levels) and you could also create and take them on the go with the Vita. if Sony play this right, we could see a WiiU situation before the WiiU releases

I still see that pointless and too mush hassle for small part of community, TV out would be a lot of cheaper solution here.... and doin't tell me oyu think that you will be able to make LBP3 levels on Vita? PS3 and Vita are way to diffrent

I can understend extend vita remote play for LBP2/3 but i don't see point pushing vita level support to that.
2012-02-27 02:07:00

Author:
Shadowriver
Posts: 3991


Sounds great! Hoping these features come to PS3 if I don't get a Vita before then.2012-02-27 04:12:00

Author:
Ryuhza
Posts: 355


Looks like some awesome new features are coming out...can't wait. Was just thinking about the new Note tool and was wondering...has the word censor been sorted out at all?2012-02-27 04:56:00

Author:
Chazprime
Posts: 587


Hey SLS!

There was material paint/smear and also sticker paint I believe, although I did not try out the latter. Did you mean sticker paint?

Just an option where I can take, like, a circle, color it as I please, and then draw. If either or both of those modes are supported, then I'm happy.
2012-02-27 08:15:00

Author:
SLS10
Posts: 1129


Are there any updates for sackbots?
Like making them stay still easier or to sit down or anything like that?
2012-02-27 09:10:00

Author:
midnight_heist
Posts: 2513


Wow! Definitely going to be getting myself a Vita for this.
Few questions though, incase anybody knows. Sorry if they have already been posted....

Obviously, it will not be possible to play Vita levels on PS3.... but will it be possible to play PS3 levels on the Vita?

Will the Vita version have all the extra music sequencer instruments and/or decorations, objects and materials that came with the Move Pack?

Will the Attract-O-Gel material and tweaker be included?....If 'NO!', would this be available as DLC?
2012-02-27 14:20:00

Author:
bossveg
Posts: 47


Who cares about LOGIC...

Im excited about the new costumes/materials/decos!
2012-02-27 14:55:00

Author:
DominationMags
Posts: 1840


I care fyi. More so than costumes and stickers...

I really want to make some spite based goodness when this comes out.

Hold it! Does the text tool use up lots of thermo, or barely any?
2012-02-27 15:55:00

Author:
a_mailbox
Posts: 416


I have a question:
Are you going to have a own forum on this site for vita as LBP 2 and 1 and the PSP?
2012-02-27 22:01:00

Author:
Seveni_7
Posts: 109


I have a question:
Are you going to have a own forum on this site for vita as LBP 2 and 1 and the PSP?


there just waiting for something a little more substantial; although i think there's enough now to start one

and one last (not really) question: could you use the memoriser to fully randomise the randomiser? or is it fixed on the Vita?
2012-02-28 02:50:00

Author:
GribbleGrunger
Posts: 3910


there just waiting for something a little more substantial; although i think there's enough now to start one

They said that they will add it when the new mod gets up to speed. Well, that was a few weeks ago...


and one last (not really) question: could you use the memoriser to fully randomise the randomiser? or is it fixed on the Vita?

Nobody used the memorized at the game jam since they were only making mini-levels, so I don't think anyone will have an answer for that. :/
It's just one of the questions that will remain 'till the game comes out.
2012-02-28 03:14:00

Author:
ConverseFox
Posts: 2333


How memorizer would help randomizer? it won't change the seed :>2012-02-28 03:17:00

Author:
Shadowriver
Posts: 3991


heres a funny story
after wishing i had a playstaion vita and littlebigplanet vita, i decided to save all my money for both. Later that night, my mom came into my room and asked how much does the playstaion vita cost and what can you do in it. I give all the info and she said, hm i guess i'll go buy it, so here i am waiting for my mom to buy it and just waiting till march 31st for lbpvita.
http://i1.kym-cdn.com/entries/icons/original/000/001/253/everything_went_better_than_expected.jpg
2012-02-28 03:32:00

Author:
wait wtf
Posts: 853


How memorizer would help randomizer? it won't change the seed :>

A Memoriser supports 32 inputs. Your can cause the Memoriser to cycle its active Output each time you Replay the level. This way you can potentially have 32 different Randomisers, giving you 32 different seeds upon replay. This should be more than enough to remove the obviousness of the repeated patterns, as you need to memorise (with your mind, not the new logic tool) 32 patterns before you can abuse it



I give all the info and she said, hm i guess i'll go buy it, so here i am waiting for my mom to buy it and just waiting till march 31st for lbpvita.

No official release date has been announced for LBP Vita yet. Any dates along with March 31st are just speculations at this time...
2012-02-28 11:30:00

Author:
Slaeden-Bob
Posts: 605


LBP Vita sounds fabulous and exciting.

I won't be getting a Vita, so I won't be playing it. Simply put, I'm just a console gamer who doesn't have the spare cash or the spare time.

Once LBP Vita is released, it will have a knock-on effect on the LBP2 community, so I'm hoping we get some of the functionality as DLCs and patches somewhere down the line.

If we don't, then LBP2 would seem to be on the slow road to dwindling away to becoming what LBP1 is today. I don't mean to put a downer on things, but I think that would probably mark the end of LBP2's natural lifespan, and personally I might feel like my affilation with LBP should come to a natural end about then. Which is fine. Maybe I'll play LBP3, maybe I won't. (Maybe I'll buy a PS4, maybe I won't. Same situation.)

Anyway, that's a way off in the future, so I didn't mean to put a dent in the mood of optimism. If Vita features filter down into LBP2 in due course, then that will keep LBP2 invigorated. And the more connectivity between the two games, the better! Anything that helps maintain that feeling of a shared, interconnected world is good, 'cos it's the reason I fell in love with LBP in the first place.

Long live LBP! Long live LBP2! Long live LBP Vita!

Yeah, I know I didn't really ask anything. I just wanted to share my thoughts. I'm going away now.
2012-02-28 11:49:00

Author:
weirdybeardy
Posts: 123


Thank you :3
Will LBP vita be compatible with LBP.me?
I hope it does
2012-02-28 12:40:00

Author:
Seveni_7
Posts: 109


Once LBP Vita is released, it will have a knock-on effect on the LBP2 community, so I'm hoping we get some of the functionality as DLCs and patches somewhere down the line.

If we don't, then LBP2 would seem to be on the slow road to dwindling away to becoming what LBP1 is today. I don't mean to put a downer on things, but I think that would probably mark the end of LBP2's natural lifespan, and personally I might feel like my affilation with LBP should come to a natural end about then. Which is fine. Maybe I'll play LBP3, maybe I won't. (Maybe I'll buy a PS4, maybe I won't. Same situation.)

It certainly wont kill LBP2, same as the PSP version, with many upgrades (most that didnt even make LBP2) didnt kill LBP1, and LBP1 is still kicking now I believe. It probably wont fragment the community either. They are very different beasts
2012-02-28 12:45:00

Author:
GruntosUK
Posts: 1754


Will LBP vita be compatible with LBP.me?

It will Indeed
2012-02-28 12:45:00

Author:
Slaeden-Bob
Posts: 605


A Memoriser supports 32 inputs. Your can cause the Memoriser to cycle its active Output each time you Replay the level. This way you can potentially have 32 different Randomisers, giving you 32 different seeds upon replay. This should be more than enough to remove the obviousness of the repeated patterns, as you need to memorise (with your mind, not the new logic tool) 32 patterns before you can abuse it

Hmmm i dont get it compliantly (i probably would need to see how it works on my own eyes ) other then fact that you can cause memorizer to randomly change there values each time of replay..... but what about gameplay time randomization? i need to make my own randomizer based on memorizer outputs for example turning on/off and on specific randomizes and optionally gating there results based on memorizer outputs?
2012-02-29 04:43:00

Author:
Shadowriver
Posts: 3991


Hmmm i dont get it compliantly

Just picture this Memorizer as a Selector that switches its own active output each time you replay the level. From each of the 32 outputs of a selector, you wire it into the Activate Input at the bottom of one of 32 Microchips each containing a wireless copy of your required randomisation logic.

Hopefully that makes more sense?
2012-02-29 08:08:00

Author:
Slaeden-Bob
Posts: 605


Wow, some really usefull stuff there. Surely some of this stuff could be moved to LBP2 as well?

I'm looking at the tools specifically.

Unphysicalise has its obvious advantages, as does the Sticker Scrubber (it would be nice if you could highlight a group of stickers to delete, as you can do with objects).

The UV tool update is great too! Unless there's something I'm not seeing, in most of the "gridded" material (such as that VR stuff from MGS), they squares on the material don't fit to grid size (ie small, med or large). I would be nice to get them to do so.
2012-02-29 09:57:00

Author:
Ali_Star
Posts: 4085


Just picture this Memorizer as a Selector that switches it's own active output each time you replay the level. From each of the 32 outputs of a selector, you wire it into the Activate Input at the bottom of one of 32 Microchips each containing a wireless copy of your required randomisation logic.

Hopefully that makes more sense?

So thats what i said good, thru it's still just workaround then feature but ok ^^
2012-02-29 14:10:00

Author:
Shadowriver
Posts: 3991


26 June!!! Sony have supposedly announced it on facebook and Amazon now have that date too

http://www.amazon.com/s/ref=nb_sb_noss_1/184-1633089-3305325?url=search-alias%3Daps&field-keywords=lbp+vita&x=0&y=0

http://translate.google.com/translate?sl=auto&tl=en&js=n&prev=_t&hl=de&ie=UTF-8&layout=2&eotf=1&u=http%3A%2F%2Fplayfront.de%2Flittlebigplanet-vita-bekommt-us-release%2F
2012-02-29 16:22:00

Author:
GribbleGrunger
Posts: 3910


26 June!!! Sony have supposedly announced it on facebook and Amazon now have that date too

The Facebook profile referenced in that article is not an official LittleBigPlanet profile:
http://www.facebook.com/sackboy.returns/info

So I wouldn't necessarily take their word on the release date that they've posted, since it's an unofficial source.
2012-02-29 16:57:00

Author:
StevenI
Community Manager
Posts: 420


Darn it! i'm 'stoked' (is that the requisite internet word?) for this game. i just might have a Vita sooooon...

edit: you could be playing double bluff with me! you're one of the team now... *thrums fingers on chin*
2012-02-29 17:00:00

Author:
GribbleGrunger
Posts: 3910


26 June!!! Sony have supposedly announced it on facebook...

The Facebook post (http://www.facebook.com/sackboy.returns/posts/307862845934338) in question was written by a user who, by their own admission (http://www.facebook.com/sackboy.returns#!/sackboy.returns?sk=info), is not affiliated with Sony in any way...


This is an unofficial LBP2 fan page, although we have been recognized by Media Molecule.

...so it's still just speculation, probably based on Amazon's estimate.

That's not to say it definately won't come out on June 26th, but no-one can say it definately will either.



...and Amazon now have that date too.

FWIW, Amazon have had that date up for nearly two months (source (https://lbpcentral.lbp-hub.com/index.php?t=66161-LBP-Vita-not-in-Vita-s-lauch-window&p=965788&viewfull=1#post965788)).
2012-02-29 17:05:00

Author:
Aya042
Posts: 2870


Stores always play prediction, thru they sometime might be right2012-02-29 18:32:00

Author:
Shadowriver
Posts: 3991


There is a lot of rampant throwing around of dates by all sorts of random persons. What this tells me is that people are REALLY looking forward to this game, as am I, and that's good news for everybody. 2012-02-29 18:43:00

Author:
Taffey
Posts: 3187


Stores always play prediction...

Yes and no. I can't honestly imagine Amazon just pulled that date out of their butt, considering they also advertise products with unspecified release dates.

Sony probably have a speculative release date they give to retailers, which is what Amazon will use. My guess is that they're particularly hesitant to give a firm release date considering what happened with LBP2, i.e. it got pushed back from Nov 16th 2010 to Jan 18th 2011.

Hence why they're so fond of the word "soon"...


...the finalists will soon be revealed...

...Chris here has a rather interesting Lab story to share with you soon...

...there should be some videos appearing sooner or later...

...thanks for listening, we?ll be back soon!

...http://blog.eu.playstation.com/2011/02/11/littlebigplanet-2-new-community-created-playable-theme-coming-soon/...

...We will have a fix for this soon...

Q.E.D.
2012-02-29 20:10:00

Author:
Aya042
Posts: 2870


I think the Mayan's predicted that it will come out sometime this year. 2012-02-29 23:20:00

Author:
jwwphotos
Posts: 11383


It certainly wont kill LBP2, same as the PSP version, with many upgrades (most that didnt even make LBP2) didnt kill LBP1, and LBP1 is still kicking now I believe. It probably wont fragment the community either. They are very different beasts

You're right, of course. Looking into it a bit more, I realised that the connectivity and crossplay possibilities with the new game and the PS3 are pretty darn cool and exciting. And yes, it's a different beast. Not so much of a separate entity as LBP PSP was... So nobody's in danger of overshadowing anybody else.

Didn't mean to be a Grumpy Graham or a Negative Nigel. Roll on June 26th.
2012-03-02 18:05:00

Author:
weirdybeardy
Posts: 123


got myself a Vita on Satarday!!! and i've got to say what an amazing piece of kit it is. it's going to take a bit of getting used to but my God, it's slick2012-03-04 15:34:00

Author:
GribbleGrunger
Posts: 3910


this looks sooo awesome i cant wait for this! thanks for the artical it was a great insight! 2012-03-06 16:36:00

Author:
Unknown User


I'm really sad with all these new tools.
For me, this means LBP2 PS3 will not have all these cool stuff, like the invisible material, The tool Unphysicalise, The New UV tool, The ''Colors and shading!''...
I'm not sad about The PSVITA version and the new tools, I'm only worried with The PS3 LBP2. The LBP2 comunity always wanted these things! Isn't fair! D':
PS.: Please do not misunderstand me, I'm not jealous of PSPVITA version. I only feel rejected as being of less-better PS3 version because of the new things ...
2012-03-08 20:17:00

Author:
cakito123
Posts: 353


The LBP2 comunity always wanted these things! Isn't fair! D':

Come to the dark side! The Vita welcomes you...
2012-03-08 20:21:00

Author:
comphermc
Posts: 5338


Well, there are quite a bit of things still possible on the system that aren't on the handheld. So I'd say that they both have their benefits. I really think that the Vita version over-simplifies things a bit, but who knows? It could make creating a lot less brain-wracking. But that was the challenge. I liked the challenge.2012-03-08 20:25:00

Author:
Sackpapoi
Posts: 1195


Come to the dark side! The Vita welcomes you...

bought one! loving it! can't wait for LBPVita but Uncharted is filling that void quite nicely...

what's with the purple by the way?
2012-03-08 22:07:00

Author:
GribbleGrunger
Posts: 3910


I may or may not be stealing all of this information to make a video. By stealing, I mean taking screenshots of this thread and linking back to it. So... borrowing. I pretty much bought my vita for uncharted and lbp so I can't wait until this comes out! 2012-03-08 23:31:00

Author:
moleynator
Posts: 2914


I'm really sad with all these new tools.
For me, this means LBP2 PS3 will not have all these cool stuff, like the invisible material, The tool Unphysicalise, The New UV tool, The ''Colors and shading!''...
I'm not sad about The PSVITA version and the new tools, I'm only worried with The PS3 LBP2. The LBP2 comunity always wanted these things! Isn't fair! D':
PS.: Please do not misunderstand me, I'm not jealous of PSPVITA version. I only feel rejected as being of less-better PS3 version because of the new things ...

That's what the PSPer's thought about LBP2 last year. It sucks doesn't it. xD
2012-03-08 23:35:00

Author:
ConverseFox
Posts: 2333


If most of the layers and tools are the same, how come they don't just put in all the lbp2 levels (or am i being stupid an they are already doing this?)2012-03-09 00:12:00

Author:
flamingemu
Posts: 1872


I have a question which I am sure has already been asked and answered, but how will the DLC work? Will the LBP PS3 DLC I have downloaded be carried over to the vita, or will I have to sign in and re-download it?2012-03-09 03:32:00

Author:
ATMLVE
Posts: 1177


I have a question which I am sure has already been asked and answered, but how will the DLC work? Will the LBP PS3 DLC I have downloaded be carried over to the vita, or will I have to sign in and re-download it?

Well keep in mind LBP DLC is Downloadable only on paper you are forced to downloading it on update because whatever you buy DLC or not you need it data to play community levels and what you download is just unlock keys with them and Vita is obviesly not exception from that.

DLC info is not carried with LBP2 profile, so even if theres import function DLC won't work until you download unlock keys on vita and you can do that via Download List in Playstation Store which same list that shows also in PS3.

So far only costumes was confirmed to be compatible. Don't know about level kits considering portable device as Vita don't have much storage, i would not be suppriced that it not carry all data from both LBPs and there level creator kits and htere no need of that since LBP Vita don't run LBP1 or LBP2 levels... but who knows what they can figure out to solve this problem
2012-03-09 05:18:00

Author:
Shadowriver
Posts: 3991


I come up with a thing again.
will you have spotlights as the community spotlights to the vita?
Holding thumbs for it :3
My question isnt much related to the vita but to this site
2012-03-09 08:49:00

Author:
Seveni_7
Posts: 109


Well keep in mind LBP DLC is Downloadable only on paper you are forced to downloading it on update because whatever you buy DLC or not you need it data to play community levels and what you download is just unlock keys with them and Vita is obviesly not exception from that.

DLC info is not carried with LBP2 profile, so even if theres import function DLC won't work until you download unlock keys on vita and you can do that via Download List in Playstation Store which same list that shows also in PS3.

So far only costumes was confirmed to be compatible. Don't know about level kits considering portable device as Vita don't have much storage, i would not be suppriced that it not carry all data from both LBPs and there level creator kits and htere no need of that since LBP Vita don't run LBP1 or LBP2 levels... but who knows what they can figure out to solve this problem
So you're saying it will have to be re-downloaded... And if only costumes have been confirmed to carry over, does that mean that the DLC decorations will already be there? Because decorations are all I care about.


I come up with a thing again.
will you have spotlights as the community spotlights to the vita?
Holding thumbs for it :3
My question isnt much related to the vita but to this site
Why wouldnt they?
2012-03-09 13:31:00

Author:
ATMLVE
Posts: 1177


what's with the purple by the way?

Indicates he works for Tarsier.
2012-03-09 15:29:00

Author:
Morgana25
Posts: 5983


Indicates he works for Tarsier.

Oooooo... so when i said he's going to Europe to work for MM, i wasn't that far off!!!

CONGRATULATIONS ComphermC!

edit: am i stupid or what? it actually states that in his sig lol
2012-03-09 16:10:00

Author:
GribbleGrunger
Posts: 3910


Indicates he works for Tarsier.

Yep. There's a key for what all the colors mean at the bottom of the main forum index page (http://www.lbpcentral.com/forums/forum.php).
2012-03-09 18:32:00

Author:
Aya042
Posts: 2870


Will the attract-o-gel be in the vita version?2012-03-10 23:54:00

Author:
ATMLVE
Posts: 1177


Will the attract-o-gel be in the vita version?

My understanding from the game jammers was that it was not in the build they saw. I think maybe the code base for LBP Vita was split off from LBP2 before this was added. I could be mistaken, and/or it could still find its way into the final release.
2012-03-11 01:06:00

Author:
LittleBigDave
Posts: 324


To be honest, I'd be pretty disappointed if DLC materials such as Attract-O-Gel weren't to be included. Yeah, there a ton of new features I'm more than excited about, but I'd almost feel... ripped off if DLC features don't transfer, and to me, something such as Attract-O-Gel is just about a powerup. On that note, how will things such as the Paintinator transfer?2012-03-11 03:13:00

Author:
Super_Clone
Posts: 849


Too be honest, Im pretty disappointed with the lack of news that tarsier has put out about this game. So far, the only footage of the game we have are two trailers, and the game was announced at E3. We have no clue when the game will be released, except that its this year, and we have so many questions, many of them pertaining to DLC. I mean, comon. Will the stickers and decorations from DLC be carried over? Or how about the LBP 1 & 2 items? Will they be there as well, or will there be some way to carry them over from the PS3? Will the objects be released in some sort of DLC(thatd be total BS)? Will we see more than two less than two minute trailers for the game? When will the freaking game be released? If this is some sort of way to ensure they have lots of surprises, I for one am not amused. This is aggravating.2012-03-11 04:44:00

Author:
ATMLVE
Posts: 1177


I'm still wondering if there'll be any new hazards or not... the same old Fire, Lighting, Gas and Plasma is getting kinda way old... Like one thing they could add easy IMO they should include the Spike Hazard Material as a real hazard type you can pick. right now it's just a Glitch material some creators like me have. it's very useful. *mew2012-03-11 04:53:00

Author:
Lord-Dreamerz
Posts: 4261


One of the first footage videos I ever saw of littlebigplanet was a video showing some of the features of the game, and one of the features was the ice hazard. If you touched it for long enough, it would eventually freeze you in an ice block or something and allow you to slide down hills. Thats the only time I ever saw it, and it wasnt until well over a year later that I read on here about how there used to be an ice hazard, and then I remembered and realized it had been taken out. I can see why it would be complicated, and I dont blame them for removing it. I do think more hazards would be nice, but honestly, what could they add? Perhaps a lava setting; you could change the water into realistic looking lava?2012-03-11 05:42:00

Author:
ATMLVE
Posts: 1177


but honestly, what could they add?

3 things off the top of my head are...

#1 Spike Hazard like i said before.
#2 Ice Hazard but for it to just kill you as soon as you hit it, or maybe make it like fire that you can bounce off of it once and then it kills you if you hit it again.
#3 Quicksand Hazard you have to hit jump while in it fast or you'll fall in to your doom.
2012-03-11 05:56:00

Author:
Lord-Dreamerz
Posts: 4261


If only costumes have been confirmed to carry over, does that mean that the DLC decorations will already be there?

So far only DLC Costumes have been confirmed to carry over
2012-03-11 12:16:00

Author:
Slaeden-Bob
Posts: 605


3 things off the top of my head are...

#1 Spike Hazard like i said before.
#2 Ice Hazard but for it to just kill you as soon as you hit it, or maybe make it like fire that you can bounce off of it once and then it kills you if you hit it again.
#3 Quicksand Hazard you have to hit jump while in it fast or you'll fall in to your doom.

quicksand would be a great hazard!

i think we need a generic death sequence for Sackboy/sackbots. then we can create our own hazards.
2012-03-11 13:30:00

Author:
GribbleGrunger
Posts: 3910


So far only DLC Costumes have been confirmed to carry over
Yes, thank you...

I do agree quicksand would be cool. It might be more complicated with smaller blocks, ones much smaller than the player, but it could still work. Or go along with my water idea; toggling between water or lava or quicksand.
2012-03-11 14:03:00

Author:
ATMLVE
Posts: 1177


It might be more complicated with smaller blocks, ones much smaller than the player, but it could still work.

little Blocks? i'm not sure what your trying to say. Quicksand Hazard would be a Hazard tool that you could turn any object in to. you'd just slowly sink in to the object and have to keep pushing X to avoid death and to try to get out of it. *mew


So far only DLC Costumes have been confirmed to carry over

So basically Vita won't have anything that can be shared from the old games but DLC costumes... no LBP1 or LBP2 costumes. no custom costumes we have made. no deco and so on? Just yet another reason i'm just gonna wait for LBP3 or whatever. And also makes me sad as that most likely means all of Vita's story mode only costumes most likely won't be able to port to LBP2... i really wanted some of them costumes like the detective costume we see in the vita videos...



i think we need a generic death sequence for Sackboy/sackbots. then we can create our own hazards.
a generic death sequence for Sackboy/sackbot on platforming games would be Spike Hazard death. on LBP2 we have Spike Hazard as a Glitch material, you can even turn it in to holo. but you know. it be better if it was just added as a real tool in the tool bag.
2012-03-11 20:16:00

Author:
Lord-Dreamerz
Posts: 4261


little Blocks? i'm not sure what your trying to say. Quicksand Hazard would be a Hazard tool that you could turn any object in to. you'd just slowly sink in to the object and have to keep pushing X to avoid death and to try to get out of it. *mew
By little blocks, I mean little squares of material. For instance, if you get out a material, place it, and turn it to quicksand, then you grab the quicksand square you just made and shrink it to as small as possible, then touch it with sackboy, what would happen? And what about if it was the ceiling? Would sackboy stay upright, and you keep tapping X until his head comes out, and then you fall?
2012-03-11 21:05:00

Author:
ATMLVE
Posts: 1177


By little blocks, I mean little squares of material. For instance, if you get out a material, place it, and turn it to quicksand, then you grab the quicksand square you just made and shrink it to as small as possible, then touch it with sackboy, what would happen? And what about if it was the ceiling? Would sackboy stay upright, and you keep tapping X until his head comes out, and then you fall?

Hmm all i can think is the object would have to be so big for it to work/kill you at all. if it's to small it does nothing... hmm... but if that's no good. i'm not sure what to say. *mew
2012-03-11 21:26:00

Author:
Lord-Dreamerz
Posts: 4261


Quicksand is a cool idea. At the risk of futher digression, I think the mechanics could go like this: it is a tweaker gadget that can be applied to any material. It only kills sackboy if you are completely submerged in it. But it partially dampens sackboys movement (including falling) and jump height when partially covered by it. So for example you could have a layer of quicksand-tweaked sand material just above the ground, and by making it shorter than sakcboy, sackboy could still move slowly through it, with the underlying ground keeping him from completely drowning in it. Or you could have a bar of it fixed in the air above sackboy, and sackboy could jump up into it, and keep jumping to get above it, as long as it wasn't so think that he'd be completely inside of it at any point. Maybe moving chunks of quicksand-tweaked material could themselves move freely through sackboys but not through other objects. I think we could build all this now for sackbot avatars and using sticker material for quicksand, but it would be a neat new mechanic to see done right.2012-03-11 23:58:00

Author:
LittleBigDave
Posts: 324


Can someone give me a more in-depth description of the decoration spinner?2012-03-12 16:29:00

Author:
ATMLVE
Posts: 1177


Can someone give me a more in-depth description of the decoration spinner?

The Decoration spinner is more or less like a "sideways Motor Bolt" to be used as a mount for decorations to give them the ability to rotate about any vector in the X,Y plane. It can utilise the same two types of Input Actions (On/Off and Speed Scale) as a Motor Bolt, making it able to speed up/slow down gradually and even change direction of rotation.

In the build showed to the jammers it was operating on an arbitrary degrees of rotation/time scale, but the hope is to give it the same unit of degrees/second as it is the case for the other Bolts and Rotators when the full game is released
2012-03-12 17:14:00

Author:
Slaeden-Bob
Posts: 605


The Decoration spinner is more or less like a "sideways Motor Bolt" to be used as a mount for decorations to give them the ability to rotate about any vector in the X,Y plane. It can utilise the same two types of Input Actions (On/Off and Speed Scale) as a Motor Bolt, making it able to speed up/slow down gradually and even change direction of rotation.

In the build showed to the jammers it was operating on an arbitrary degrees of rotation/time scale, but the hope is to give it the same unit of degrees/second as it is the case for the other Bolts and Rotators when the full game is released

how big an object can you put on the spinner? could you have a circle out of material that covers all seven layers? oh yeah, and what were the tools for the back touch like?
2012-03-12 17:57:00

Author:
GribbleGrunger
Posts: 3910


how big an object can you put on the spinner? could you have a circle out of material that covers all seven layers? oh yeah, and what were the tools for the back touch like?

Its for decorations only, materials wont work

Back touch uses the same tools as front touch, and can do everything it can
2012-03-12 18:07:00

Author:
GruntosUK
Posts: 1754


Its for decorations only, materials wont work

Back touch uses the same tools as front touch, and can do everything it can

oh, so only decorations... can those decorations be seven layer size, or perhaps even bigger?
2012-03-12 18:17:00

Author:
GribbleGrunger
Posts: 3910


Decorations can be as big as you can make them. 2012-03-12 18:26:00

Author:
Syroc
Posts: 3193


Can you describe what the decoration spinner looks like? Im having trouble picturing it. Also, can objects be touched through other objects/materials? As in, if I have a ball completely behind a wall of material, and I set the ball to be able to be moved by touching and dragging, can I grab it when its behind the solid wall?2012-03-12 18:33:00

Author:
ATMLVE
Posts: 1177


Can you describe what the decoration spinner looks like? Im having trouble picturing it. Also, can objects be touched through other objects/materials? As in, if I have a ball completely behind a wall of material, and I set the ball to be able to be moved by touching and dragging, can I grab it when its behind the solid wall?

The decoration spinner is just a simple, flat cylinder. It is color-tweakable and can be set to invisible. By default it is white. Also, remember that things can be dephysicalized so that it can be placed into other objects or material.
You can make anything touchable behind anything else. This can be achieved by putting a Touchability Tweaker on the front object and setting it to be Invisible to Touch.
2012-03-12 18:53:00

Author:
comphermc
Posts: 5338


ok, so there's only one question i want answering now. I'm SOLD!

edit: ok, one more. bearing in mind that part of the reason people were invited to the jam, what feedback did any of you give them concerning the game? did you make any suggestions for added features for instance? or perhaps changes for features already there?
2012-03-12 18:58:00

Author:
GribbleGrunger
Posts: 3910


I've now spent a good hour reading the whole of this thread lol.
It's all very exciting.
I'm kinda disappointed we're not getting a constant feed of news, pics or videos from Tarsier.
It seemed like the build up to LBP2 was pretty enjoyable because each week would shed light on one FANTASTIC addition to the game.
The jammers have made it perfectly clear that we have a lot of new stuff to look forward to, so I wish Tarsier could follow suit :/
I have a sneaking suspicion the game will release mid-may, so that's 9-10 weeks away, so let's have some videossssss...
9 weeks to go: Feature the memoriser
8 weeks to go: Feature touch controls
7 weeks to go: Feature community level achievements system.......

you get my drift
Love,
One very excited, frustrated, and optimistic Draden.

EDIT: Of course, I must say that the LBP2 BETA did a rather good job at keeping me occupied pre-release *cough*
2012-03-12 21:38:00

Author:
Draden6436
Posts: 297


agreed. it's about time we started getting the hype. perhaps a teaser trailer with 'some' story gameplay followed by a few vids on the new features.

COME ON! i know you're listening.......... *cheesy grin*
2012-03-12 22:06:00

Author:
GribbleGrunger
Posts: 3910


agreed. it's about time we started getting the hype.

You want some hype? Here you go!

http://todaysquestion.blogg.se/images/2009/hype-mfp-energy-drink-ii_30868703.jpg

Ha! Naw, but seriously, you will get to see details and footage coming out once we are ready. We're still in go-go-go mode trying to make the game as awesome as we can. It wouldn't be fair to us to show it off before we know it's good and ready. I'd hate to steal Mm's favorite word, but...

Soon.
2012-03-12 22:11:00

Author:
comphermc
Posts: 5338


Soon.

http://www.myfacewhen.net/uploads/55-oh-you.jpg
2012-03-12 22:14:00

Author:
Draden6436
Posts: 297


Soon... That infamous word. And you cant deny that Tarsier has put out an extreme lack of information. I could have guessed all the features showcased in the only two trailers for the game; and here the people from the game jam provide far more in depth and wanted information in a single post than Tarsier has with anything since the announcement last June. Im not trying to sound like some whiny kid, Im just saying, I want to know the features of the game; I want to know all the cool stuff Ill have access to(*coughandwhencough*), and so here I am on a forum getting descriptive words from people who attended the jam. And comph, who works there of course.2012-03-12 22:55:00

Author:
ATMLVE
Posts: 1177


I could have guessed all the features showcased in the only two trailers for the game; and here the people from the game jam provide far more in depth and wanted information in a single post than Tarsier has with anything since the announcement last June.

With LBP being such a community centric game, what better way for Tarsier to provide information than to let the community do it themselves?

Excited tongues waggle far more than Sony marketing ever could
2012-03-12 23:20:00

Author:
jackofcourse
Posts: 1494


i have a Vita in one hand and a bottle of gin in the other... DON'T MAKE ME DRINK!

you have responsibilities, ComphermC... i'm needy and lonely and... i just don't want to turn to drink (again)

'SOON!?' i'm hating on that word
2012-03-12 23:22:00

Author:
GribbleGrunger
Posts: 3910


i think we need a generic death sequence for Sackboy/sackbots. then we can create our own hazards.

Indeed. I've been wanting a death tweaker ever since I first played around with sackbots. Now we have to mess around with emitted invisible spikes and such. It doesn't seem that difficult to make a tweaker that lets you activate any existing death sequence directly, as a sackbot-only alternative to the destroyer.

Anyone at Tarsier want to hack that in?
2012-03-13 12:30:00

Author:
Rogar
Posts: 2284


With LBP being such a community centric game, what better way for Tarsier to provide information than to let the community do it themselves?

Excited tongues waggle far more than Sony marketing ever could

What better way? With trailers and more descriptive guides that have pictures, that show some of the features it can do. That way I wont have to wait a few days to get someone to reply on what it does and another day to know what it looks like. I STILL dont know what the decoration spinner looks like, not until I truly see it.
2012-03-13 13:45:00

Author:
ATMLVE
Posts: 1177


Excited tongues waggle....
Excited tongues waggle....
Excited tongues waggle....

Fixed for you Jack.
2012-03-13 14:54:00

Author:
Jaeyden
Posts: 564


I STILL dont know what the decoration spinner looks like, not until I truly see it.

I imagine it being a bit like the spinning miner's drill object from the Incredibles Pack, only cylindrical instead of conical, and having tweak options and wireability.

It probably looks really boring like a plain white cylinder, perhaps slightly translucent.
2012-03-13 16:05:00

Author:
Aya042
Posts: 2870


It probably looks really boring like a plain white cylinder, perhaps slightly translucent.

Very boring. But completely opaque.
2012-03-13 16:51:00

Author:
comphermc
Posts: 5338


Why would someone want to change its color? Why would someone want it be visible at all then?2012-03-13 16:56:00

Author:
ATMLVE
Posts: 1177


Why would someone want to change its color? Why would someone want it be visible at all then?

Color tweakable decorations take their color off what they are mounted on. You cannot tweak the decoration itself.
2012-03-13 17:07:00

Author:
Lockstitch
Posts: 415


Very boring. But completely opaque.

In other words it's invisible flat incredibles drill with controls :>
2012-03-13 17:45:00

Author:
Shadowriver
Posts: 3991


we already know that you will be able to use the camera to take pictures to use in our creations but what about a tool that allows you to use the camera in-game? any news on that?2012-03-15 13:25:00

Author:
GribbleGrunger
Posts: 3910


You mean like the regular camera tool?2012-03-15 13:42:00

Author:
ATMLVE
Posts: 1177


You mean like the regular camera tool?

not exactly no. the Vita has two cameras; one at the front and one at the rear. was there a tool that allowed you to use these for games? taking a picture of your own face to put on a sackbot or being able to play a level with your own living room as the background for instance
2012-03-15 14:00:00

Author:
GribbleGrunger
Posts: 3910


Will you be able to import your objects over? I have so many things I'd want to port over.2012-03-15 15:17:00

Author:
lemurboy12
Posts: 842


not exactly no. the Vita has two cameras; one at the front and one at the rear. was there a tool that allowed you to use these for games? taking a picture of your own face to put on a sackbot or being able to play a level with your own living room as the background for instance
Well didnt you just say yourself that we already know we can use the camera tool to take pictures of stuff to put in the game?


Will you be able to import your objects over? I have so many things I'd want to port over.
I dont think so, considering some of the stuff in the console version arent available or are different in the vita version.
2012-03-15 16:02:00

Author:
ATMLVE
Posts: 1177


not exactly no. the Vita has two cameras; one at the front and one at the rear. was there a tool that allowed you to use these for games? taking a picture of your own face to put on a sackbot or being able to play a level with your own living room as the background for instance

As of now there is no support for placing live camera feed into a level as the player plays it. Sorry.
2012-03-15 16:27:00

Author:
Lockstitch
Posts: 415


As of now there is no support for placing live camera feed into a level as the player plays it. Sorry.

i was thinking more in terms of what the tech in the cameras can do. for instance the Vita has a thing called Magnet tech:


http://www.youtube.com/watch?feature=player_embedded&v=_2JyILlolXA

i'm just wondering if anything along these lines is going to be included in LBPVita. having Sackboy running about on your kitchen table or even climbing over real world obstacles for instance. making a shooting game that uses the camera to give the illusion the spaceships are flying around your room... or sackboy falling down virtual holes in your livingroom carpet. Eyepet like experiences etc.
2012-03-15 17:02:00

Author:
GribbleGrunger
Posts: 3910


i was thinking more in terms of what the tech in the cameras can do. for instance the Vita has a thing called Magnet tech:


http://www.youtube.com/watch?feature=player_embedded&v=_2JyILlolXA

i'm just wondering if anything along these lines is going to be included in LBPVita. having Sackboy running about on your kitchen table or even climbing over real world obstacles for instance. making a shooting game that uses the camera to give the illusion the spaceships are flying around your room... or sackboy falling down virtual holes in your livingroom carpet. Eyepet like experiences etc.

yep, that's what I was meaning. Sorry not a feature.
2012-03-15 17:15:00

Author:
Lockstitch
Posts: 415


darn it! Thanks, Lockstitch. perhaps in an update later on... you never know2012-03-15 17:18:00

Author:
GribbleGrunger
Posts: 3910


I don't think so, considering some of the stuff in the console version aren't available or are different in the vita version.
Aw, really? I could care less about importing costumes, just let me bring all my cutout characters over!
2012-03-16 14:56:00

Author:
lemurboy12
Posts: 842


look, i'm not one for begging or praying or supplication but for the love of God, please, please, please... PRETTY Please, give us just a morsel of new information. and no lectures on tautology please!2012-03-18 14:56:00

Author:
GribbleGrunger
Posts: 3910


Exactly! This is really aggravating! All the people that work at tarsier obviously want to keep secrets. They want to surprise us with information, but the thing is, they dont fully understand what theyre doing. Because its them, they already know everything about the game, and they think itll be fun to keep us guessing and waiting. But or us, who know nothing, its not like that; we dont know anything about this game, we have two fricken trailers since june, and other than those two trailers the ONLY information Ive gotten on any aspect of the entire game has been from this thread. So everyone who can give information is all "information, soon " but what do they care how much we wait, because they already know everything!2012-03-18 17:27:00

Author:
ATMLVE
Posts: 1177


All the people that work at tarsier obviously want to keep secrets.

To be honest I think most of us would love to just reveal everything about the game if we could
We are all very proud of how the game is shaping up, but the game is still in the development stage and we don't want to disappoint people by revealing awesome content which is not finalised yet...

Even though it has become somewhat of a hated mainstay of the LBP franchise, we really DO promise to give you more information "Soon"
2012-03-18 18:39:00

Author:
Slaeden-Bob
Posts: 605


To be honest I think most of us would love to just reveal everything about the game if we could

Which youve been told not to, understandably. I wasnt referring to all of you in general, but obviously some people at tarsier want to keep secrets, and so they tell you not to tell anyone, and you have to do that. Whether or not you want to tell us isnt what I was getting at, but the head people.

But like I was getting at, youre all winky face and happy face in your post, telling us we have to wait. But its like I said. If you were in our position, you would want to know stuff too. But youre NOT in our position, youre in youre position, and youve had the game for a very long time. None of it really matters to you.
2012-03-18 18:48:00

Author:
ATMLVE
Posts: 1177


Is there any info when this is coming out? Because I need to start saving 2012-03-18 19:04:00

Author:
DominationMags
Posts: 1840


Is there any info when this is coming out? Because I need to start saving

This. Look, you dont need to reveal all of the deep and amazing things the game has to offer. Just release some videos showcasing some of the certainties in the game, like the touch stuff. Maybe a few levels, it doesnt have to be story, just spend a day working on a crappy level and tape it and put it up on youtube and give us some more things to look at while we wait to know what month the game will be released in. I really want this game, and I mustve watched the two trailers ten times just because I want to see the game being played.

Why do you think that whenever a big new game comes out, theres like 87 trailers for it? Why are there currently 3 different ads for mass effect 3 on youtube? Look up any game that has come out recently, and there will be a million trailers for it. Does every trailer have oogles of information in it? No. Do they all showcase different ideas and parts of the game the other trailers dont? Not all of them. They release a bunch of trailers because people like to see gameplay of a game they want to play, so the makers just take a bunch of random gameplay and throw it in, add some some cool stuff, and theres another trailer, some NEW stuff for people to watch instead of the same repetitiveness, to get more excited for the game.
2012-03-18 19:23:00

Author:
ATMLVE
Posts: 1177


but the game is still in the development stage and we don't want to disappoint people by revealing awesome content which is not finalised yet...



Is there any info when this is coming out? Because I need to start saving

To me, Sbob answered it. The game is still in the development stages. At what stage, we can only speculate. Testing stages? Developing the package stages? Though at this point, I don't think anyone HERE cares about the packaging. Put it in a brown paper bag, wrap it in duct tape and ship it to Walmart for all I care. I just want the game.
2012-03-18 19:57:00

Author:
biorogue
Posts: 8424


We are all very proud of how the game is shaping up, but the game is still in the development stage and we don't want to disappoint people by revealing awesome content which is not finalised yet...

This episode of Sesame Street was brought to you by the letters N, D and A.
2012-03-18 20:24:00

Author:
Aya042
Posts: 2870


Why do you think that whenever a big new game comes out, theres like 87 trailers for it? Why are there currently 3 different ads for mass effect 3 on youtube? Look up any game that has come out recently, and there will be a million trailers for it.... to get [people] more excited for the game.
Because those games are out, on the shelves and it makes sense to get peoples' excitement levels to maximum.

You see, if people were to get too excited with lots of trailers too early, then there will be less excitement when the game is released. There is only a limited amount of excitability in the world* and it simply wouldn't do to squander all of it at once, because then everyone would be sad. Now, I for one certainly don't want to be responsible for making everyone in the world sad. Do you?


However, There is a whole bunch of stuff currently in progress... Some of that might be trailers, some of it might be smaller than trailers. There's even a fair-to-middling chance of things even more exciting than trailers on the horizon... All of it takes time though and it will land when it lands - no-one here that can change that, no matter how much we'd like to.

For now, hold tight, keep yourself busy in practice with LBP2, and try be patient... It's great to see how excited everyone is and we're working really hard to get all this stuff to you ASAP. Keep watching the normal channels (and abnormal ones, if you choose) for updates


*There is no evidence or statistics for this, but there is at least an 93.2% chance of it being true.
2012-03-18 21:00:00

Author:
rtm223
Posts: 6497


Because those games are out, on the shelves and it makes sense to get peoples' excitement levels to maximum.

Although Im fine with the rest of your post, I must call you out on this; the only trailer for a game that isnt out before the game comes out is the launch trailer. Every one of the so many trailers, except the launch one, come out before the game does. No one releases a new trailer for a game that has already been released, except for updates and DLC, and I think I can wait longer for those.
2012-03-18 21:07:00

Author:
ATMLVE
Posts: 1177


just a little hype people! come on, don't you understand how this works? i know it's just as frustrating for you as it is for me but please, please give me something that i can pass on to the friends i've managed to persuade to buy a Vita based on this game!! understand that... you really have to understand that. look, just a few morsels, that's all that people want... but you have to in some way. it needs to build and it needs to start now with a LBPVita section and new information, bite the bullet and do it!!! seriously, you are missing a HUGE opportunity here

don't let the momentum slip!!!!

just enough to justify a LBPVita section. come on there must be something, anything... a screenshot, a piece of interesting information. i cannot lie, i'm getting annoyed at this. promote, promote, promote!!!! i want LBP to be the most important game ever to have been released.
2012-03-19 00:14:00

Author:
GribbleGrunger
Posts: 3910


seriously, you are missing a HUGE opportunity here

This is starting to make me a bit sad, personally.

We, too, want this game to be very important. This is why promotion needs to done properly, else it will come off as lackluster and there will be no momentum to speak of. Trust me when I say that some very intelligent and experienced people are pulling the strings. You will be happy when everything is properly revealed.

I know you are just getting yourself excited about the game, as you should be, but please try not to dictate how and when information is released. It's more complicated than what you are making it out to be, and I think people may get the wrong idea when you speak with such absolution (only the Sith deal in absolution, ha)! I don't hope to change your mind about how all of this makes you feel (my coworkers before me have made eloquent points that I would just be reiterating), but it's not fair to us or the game to make people think it's as simple as us withholding information for the lulz.
2012-03-19 01:16:00

Author:
comphermc
Posts: 5338


This is starting to make me a bit sad, personally.

We, too, want this game to be very important. This is why promotion needs to done properly, else it will come off as lackluster and there will be no momentum to speak of. Trust me when I say that some very intelligent and experienced people are pulling the strings. You will be happy when everything is properly revealed.

I know you are just getting yourself excited about the game, as you should be, but please try not to dictate how and when information is released. It's more complicated than what you are making it out to be, and I think people may get the wrong idea when you speak with such absolution (only the Sith deal in absolution, ha)! I don't hope to change your mind about how all of this makes you feel (my coworkers before me have made eloquent points that I would just be reiterating), but it's not fair to us or the game to make people think it's as simple as us withholding information for the lulz.

I know your not withholding information just for fun, because that would be rude and just not smart. Im not trying to make enemies here, or irritate any of you, or tell you how to do something I dont understand. I think you guys are great, and Im not directing my rants at anyone in particular. Its just frustrating when you really want to learn more about a game you really want, and you cant for so long. Why announce it at E3 in the first place?
2012-03-19 01:26:00

Author:
ATMLVE
Posts: 1177


Why announce it at E3 in the first place?

I really can't say, as I'm a lowly level designer, and that was before I was on the project. As an outsider to the whole scenario like you, I would guess that it's a nice way to gauge interest in the idea of a LittleBigPlanet game for the Vita. If people really like it, that's good news for us; if there are things they don't like, we can consider changing them or working them towards something more enjoyable. That's my guess, of course... it could be way off!
2012-03-19 01:35:00

Author:
comphermc
Posts: 5338


Why announce it at E3 in the first place?

They got material from Jam, 2 years ago (LBP2) it end up in E3 Sony conference with shots of attendees being interviewed, not to mentioned whole Jam material been used for LBP2 overall promotion in E3, but 1 year ago (Move Pack) just been used just for official Move Pack trailer, but they only showcased levels that they made there. What they will do with Vita Jam material... we don't know yet i think it depends on LBP Vita release date, if it's gonna be close to E3 there low chance that they will show of LBP Vita, they usually only showing games with feather release dates. Speaking of which Sony is the one who handles promotion, they are the publishers right? ;]

There still lot of time so i would not be worried so much, since Vita is new console with not much line-up to go against 3DS, LBP Vita most likely will play one of impotent rules in Vita marketing, same as Uncharted was
2012-03-19 06:01:00

Author:
Shadowriver
Posts: 3991


They got material from Jam, 2 years ago (LBP2) it end up in E3 Sony conference with shots of attendees being interviewed, not to mentioned whole Jam material been used for LBP2 overall promotion in E3, but 1 year ago (Move Pack) just been used just for official Move Pack trailer, but they only showcased levels that they made there. What they will do with Vita Jam material... we don't know yet i think it depends on LBP Vita release date, if it's gonna be close to E3 there low chance that they will show of LBP Vita, they usually only showing games with feather release dates. Speaking of which Sony is the one who handles promotion, they are the publishers right? ;]

There still lot of time so i would not be worried so much, since Vita is new console with not much line-up to go against 3DS, LBP Vita most likely will play one of impotent rules in Vita marketing, same as Uncharted was

I meant why did they announce it at the last E3 in 2011, where they showed the two trailers. Since they dont want to announce any further information, promoting themselves at last years E3 seems rather pointless.
2012-03-19 13:36:00

Author:
ATMLVE
Posts: 1177


...I'm a lowly level designer...

Yep.

Point is, folks, you're asking the wrong people. These guys probably have little involvement in the decisions regarding what information gets make public at what times.

It's highly likely they've signed an NDA which limits what they're allowed to say, so when you see an irritating amount of vagueness in their responses, that's probably the reason.

At the moment, I believe they're only allowed to discuss the Create Mode aspects of the game, so please don't harrass them to reveal information they're not allowed to.

It's also worth noting forum rule #3...


3. Any information covered by a non-disclosure agreement (NDA) with Sony, Media Molecule, or any affiliated parties is also considered to be Inappropriate Content. This includes, but is not limited to, information regarding any LittleBigPlanet Beta covered by an NDA. Note that this rule still applies even if you, yourself, have not signed the NDA.

...so if anyone were to reveal anything they weren't supposed to, it will be deleted, and the offender may get banned from the forums, which I hope happens to...

*pulls out Die o' Blame (a six-sided die with "comphermc" written on all six sides)*

*pauses for a moment then puts away Die o' Blame*

...no-one.
2012-03-19 21:17:00

Author:
Aya042
Posts: 2870


Yep.

Point is, folks, you're asking the wrong people. These guys probably have little involvement in the decisions regarding what information gets make public at what times.

It's highly likely they've signed an NDA which limits what they're allowed to say, so when you see an irritating amount of vagueness in their responses, that's probably the reason.

At the moment, I believe they're only allowed to discuss the Create Mode aspects of the game, so please don't harrass them to reveal information they're not allowed to.

It's also worth noting forum rule #3...



...so if anyone were to reveal anything they weren't supposed to, it will be deleted, and the offender may get banned from the forums, which I hope happens to...

*pulls out Die o' Blame (a six-sided die with "comphermc" written on all six sides)*

*pauses for a moment then puts away Die o' Blame*

...no-one.

well i realised that. i wasn't asking for our fellow LBPcenrtalers to spill the beans, i was asking in the hope that they would 'perhaps' mention our requests to the devs (presumably some of them work in the same building or have contact with them?)
2012-03-19 21:21:00

Author:
GribbleGrunger
Posts: 3910


well i realised that. i wasn't asking for our fellow LBPcenrtalers to spill the beans, i was asking in the hope that they would 'perhaps' mention our requests to the devs (presumably some of them work in the same building or have contact with them?)

Fair enough, but something like...

...for the love of God, please, please, please... PRETTY Please, give us just a morsel of new information.
...could easily be interpreted otherwise.


From past experience, this is the person who makes these sorts of decisions...
http://upload.wikimedia.org/wikipedia/en/f/fb/Pointy-Haired_Boss.jpg (http://en.wikipedia.org/wiki/Pointy-haired_Boss)
...and doesn't usually listen to the opinions of the "lowly" developers. :/
2012-03-19 22:04:00

Author:
Aya042
Posts: 2870


...for the love of God, please, please, please... PRETTY Please, give us just a morsel of new information.

lol. i think i over egged that enough to show it was said with humour
2012-03-20 00:06:00

Author:
GribbleGrunger
Posts: 3910


Considering comphs past experiences with meeting and becoming friends with people like Alex Evans, I would imagine he, and the others, have some sort of contact with the "larger" people. I was hoping theyd be able to see it, and allow a few random things to be released. Im not asking for new information, Im just asking for something to watch. Just show some gameplay. All I want to see is footage of this game, which is why I have watched the trailers at least 10 times. I dont care if you spend 10 minutes in create mode making random crap and speeding it up to make a 1 minute video, all I want to see is something of the game. And considering other developers are more than happy to release generally similar footage in multiple versions of trailers, I guess Im spoiled, but its really irritating when something so simple that you want so much just isnt being done.2012-03-20 01:13:00

Author:
ATMLVE
Posts: 1177


Whilst I can certainly understand the frustration of waiting for any news to be released about LittleBigPlanet Vita, let me assure you that your requests are not simply being ignored and that further news about LittleBigPlanet Vita will be forthcoming interfrastically.

There's lots on the horizon for LittleBigPlanet...
Don't forget that you also have LittleBigPlanet Karting and future DLC announcements to look out for too and we will definitely be keeping you updated on everything!

The only reason for the silence for the time-being is that after the Community GameJam, we really do not have anything new to show everyone just yet!

That won't be the case for much longer though and I'm just as excited to publish some more news, as you are to hear it!

It will be worth the wait though, I promise
2012-03-20 13:01:00

Author:
StevenI
Community Manager
Posts: 420


Whilst I can certainly understand the frustration of waiting for any news to be released about LittleBigPlanet Vita, let me assure you that your requests are not simply being ignored and that further news about LittleBigPlanet Vita will be forthcoming interfrastically.

There's lots on the horizon for LittleBigPlanet...
Don't forget that you also have LittleBigPlanet Karting and future DLC announcements to look out for too and we will definitely be keeping you updated on everything!

The only reason for the silence for the time-being is that after the Community GameJam, we really do not have anything new to show everyone just yet!

That won't be the case for much longer though and I'm just as excited to publish some more news, as you are to hear it!

It will be worth the wait though, I promise

Can't wait
2012-03-20 14:25:00

Author:
DominationMags
Posts: 1840


Whilst I can certainly understand the frustration of waiting for any news to be released about LittleBigPlanet Vita, let me assure you that your requests are not simply being ignored and that further news about LittleBigPlanet Vita will be forthcoming interfrastically.

There's lots on the horizon for LittleBigPlanet...
Don't forget that you also have LittleBigPlanet Karting and future DLC announcements to look out for too and we will definitely be keeping you updated on everything!

The only reason for the silence for the time-being is that after the Community GameJam, we really do not have anything new to show everyone just yet!

That won't be the case for much longer though and I'm just as excited to publish some more news, as you are to hear it!

It will be worth the wait though, I promise

Is it coming interfrasticallyer than it would have if we hadnt posted? Either way, Im excited now, and thank you for paying attention to us and taking the time to post a response. Looking forward to the news!
2012-03-20 14:46:00

Author:
ATMLVE
Posts: 1177


further news about LittleBigPlanet Vita will be forthcoming interfrastically. Thanks Steven! I await the news with great entheagerasticness. 2012-03-20 16:02:00

Author:
Taffey
Posts: 3187


I could see LittleBigPlanet Karting show up on E3 (or just before it knowing Sony) 2012-03-20 22:29:00

Author:
Shadowriver
Posts: 3991


I couldn't let some of these points in my head go, just an observation, I'm not whinging (well I am, but I whinge whilst understanding the developers point of view, there's a difference! ) but I think yesterday shows how just ONE video has whipped up more attention for LBP karting than there has been for LBP Vita since the review of the Jam. One video! XD
Within this video of LBP karting, I personally think that not an awful lot was revealed, at least not anything that was TOO significant.
So we've figured out that LBP karting will indeed have karts in it!! Heaven almighty, it also has LBP powerups in it? :O
(Admittedly the battle feature within the game WAS a pleasant surprise)

I'm not saying we even need a crucial video about LBP Vita that tells us the new stuff, it would simply be nice to get a look at the game from the horse's mouth, as it were.
So some people are annoyed that Tarsier haven't really shown the goods to anyone apart from the jammers, who have done a fantastic job of reflecting on the game.
But surely the Vita is going to be released before Karting?!

One more thing, many people don't know that Double 11 are also working on the Vita, however, when you go on the double 11 website, they've barely documented anything with regards to the Vita, why not though? I know they're only a small bunch, but they are working on the Vita's ULTIMATE game here, are they not keen to let people know about it!!?? XD
Could anyone explain if Double 11 has a particular role within development?

Just some points in my head, I know curiosity killed the sack but I'm just interested is all XD
Discuss.
2012-03-23 13:45:00

Author:
Draden6436
Posts: 297


So when do we get all these cool new features in the real game? 2012-03-23 16:03:00

Author:
Biv
Posts: 734


So when do we get all these cool new features in the real game?

What cool new features in what real game? You think LBP vita is fake?(wouldnt blame you if you did) And whats up with the random smilies?
2012-03-23 17:31:00

Author:
ATMLVE
Posts: 1177


What cool new features in what real game? You think LBP vita is fake?(wouldnt blame you if you did) And whats up with the random smilies?

some people don't look at handheld games as the main version. i know i don't~ ...So some people say silly things like handheld versions are not the real versions. xD though i wouldn't agree with that of course. it is a real version... just not what i'd would call the main version of LBP. i look at it as a spin off game just like LBPKarting... *mew
2012-03-23 17:50:00

Author:
Lord-Dreamerz
Posts: 4261


spin off!! have you seen the gameplay, graphics and feature sets? i'd say it was the 'premium' version myself2012-03-23 18:10:00

Author:
GribbleGrunger
Posts: 3910


some people don't look at handheld games as the main version. i know i don't~ ...So some people say silly things like handheld versions are not the real versions. xD though i wouldn't agree with that of course. it is a real version... just not what i'd would call the main version of LBP.Agreed.

Many people would argue that LBP PSP was not a "full" version of the game as it had limited functionality as compared to the console versions, but of course those of us who played it a lot and grew to appreciate it would disagree. The Vita version, however, is undoubtedly a "full" game. It's a bigger game than LBP2!





i look at it as a spin off game just like LBPKarting... *mew

spin off!! have you seen the gameplay, graphics and feature sets? i'd say it was the 'premium' version myselfIt is technically a spin off I suppose as it's sort of a parallel version and not a direct sequel. That aside, I'd agree that it will indeed be the "premium" version of the game.
2012-03-23 19:14:00

Author:
Taffey
Posts: 3187


Well sense we can't play it on our big home TVs. (I made sure to asked about that while ago) A game that is limited on to only a small screen when it's normel versions are not, don't seem like a main version of a game like LBP to me. there are other reasons too... but they may possibly be counted as NDA Info... (not 100% sure or not) so i won't talk about them. *mew2012-03-23 19:23:00

Author:
Lord-Dreamerz
Posts: 4261


there are other reasons too... but they may possibly be counted as NDA Info... (not 100% sure or not) so i won't talk about them. *mewThe only stuff to really worry about NDA-wise is story mode. Everything else pretty much is open for discussion. 2012-03-23 19:58:00

Author:
Taffey
Posts: 3187


The only stuff to really worry about NDA-wise is story mode. Everything else pretty much is open for discussion.

well... 1 more reason that should hopefully be ok to say is The vita can't handle as much as Ps3 can. like how the reason sackbots take much more thermo on vita, and having like 5 sackbots on screen at the same time create far more lag then on the ps3 version. and Vita overall is forced to have much more simple levels because of how vita is not as powerful as a Ps3 and can't take as much stuff. i mean of course this stuff should be easy for people to guess, while vita is a nice system and is better then PSP. there was no way it was going to be as powerful as Ps3. IMO the only thing that makes LBPVita better then LBP2 is it has better logic somewhat. and some small nice things like the deco spinner object. *mew
2012-03-23 20:16:00

Author:
Lord-Dreamerz
Posts: 4261


well... 1 more reason that should hopefully be ok to say is The vita can't handle as much as Ps3 can.Yes and no... In some ways the Vita can handle more - theoretically at least.



like how the reason sackbots take much more thermo on vita, and having like 5 sackbots on screen at the same time create far more lag then on the ps3 version.It is true that sackbots took up a lot of thermo on the build that we played, and that overall you can't have as many in a level at once as you can on the PS3. This limitation isn't true for everything in create mode though.




Vita overall is forced to have much more simple levels because of how vita is not as powerful as a Ps3 and can't take as much stuff.This actually isn't true. I don't know exactly what the final limitations of the thermo will be when the game is released, but in theory the Vita is capable of loading a larger level than what is possible on the PS3, but it can't run as much stuff on screen at the same time. So potentially (and again, in theory based on the Vita's numbers) it may be possible to build a longer level than what you could find on the PS3 as long as the creator is careful with managing lag.
2012-03-23 20:26:00

Author:
Taffey
Posts: 3187


but it can't run as much stuff on screen [I]at the same time

except that was what i was talking about when i said has to be more simple. you can't have nearly as much on screen at once as you can on the Ps3. i'm not talking about how long overall the level is.
2012-03-23 20:47:00

Author:
Lord-Dreamerz
Posts: 4261


i'm still not sure it has to have less on screen. we are talking about a system that has more memory than the PS3 and has to deal with a lower resolution. i've played a lot of levels lately with a hefty amount of lag because creators are trying to put too much on the screen. and in all honesty, who really uses the maximum number of sackbots anyway? i would also say that the emit and destroy feature will probably lead to some incredible workarounds simply because it's going to be easy to do.2012-03-23 21:32:00

Author:
GribbleGrunger
Posts: 3910


who really uses the maximum number of sackbots anyway?Me! I used them as decorations for my game jam level and maxed the thermo.




i would also say that the emit and destroy feature will probably lead to some incredible workarounds simply because it's going to be easy to do.Precisely. That feature in particular has optimization in mind, and many of the developers were very interested to hear how a lot of us PSP'ers use proximity sensors throughout our levels to shut off tech when it the player isn't in the immediate area. Careful creating goes a long ways towards reducing lag, and like you said it will be extra easy to do so with the new emitter features that will be available.
2012-03-24 00:34:00

Author:
Taffey
Posts: 3187


Could anyone explain if Double 11 has a particular role within development?


Hi Draden!

Let me give it a go

The immensely talented guys and gals at Double Eleven (http://www.double11.co.uk/) are doing an incredible job, making sure the awesome, but highly complicated LBP2 tech will make the transition to the Vita in a nice and smooth fashion. They are also helping us add all the new amazing features mentioned in StevenI's OP, plus they have even managed to fix a good bunch of the anoying bugs that are still plauging LBP2!

In short:
They are the techy folks, whereas we at Tarsier are the arty/designy folks
2012-03-24 12:35:00

Author:
Slaeden-Bob
Posts: 605


plus they have even managed to fix a good bunch of the anoying bugs that are still plauging LBP2!


Soo... will any of these fixes make their way on to LBP2? or is LBP2 going to be left to rot like LBP1 was after LBP2 came out? *mew
2012-03-24 13:37:00

Author:
Lord-Dreamerz
Posts: 4261


Soo... will any of these fixes make their way on to LBP2? or is LBP2 going to be left to rot like LBP1 was after LBP2 came out? *mewI'm pretty sure they're going to be shutting off the LBP2 servers soon.

KIDDING.

Eventually, perhaps, but probably not right now. They have a new game to sell!
2012-03-24 16:07:00

Author:
Taffey
Posts: 3187


I have a completely different question but..

Did you guys get any glimpse of story mode? Did they completely abandon the Creator Crew (Eve, Victoria, etc)? Or are we getting something different?

It's a shame they spent so much time establishing funny, nicely designed characters and just chucking them aside when finished.
2012-03-25 08:40:00

Author:
Cheezy WEAPON
Posts: 283


I have a completely different question but..

Did you guys get any glimpse of story mode? Did they completely abandon the Creator Crew (Eve, Victoria, etc)? Or are we getting something different?

It's a shame they spent so much time establishing funny, nicely designed characters and just chucking them aside when finished.

They are not allowed to talk about Story Mode stuff. Sorry. :/

If I were to guess, I'd say they are using new story characters.
2012-03-25 09:01:00

Author:
ConverseFox
Posts: 2333


Did you guys get any glimpse of story mode?We got a very good look indeed at story mode... but that is something we are not allowed to talk about at all. I will say, however, that it's very worth looking forward to. 2012-03-25 16:42:00

Author:
Taffey
Posts: 3187


are there other things in this game that NDAs don't permit and is NOT story related?

give a little..............
2012-03-25 18:43:00

Author:
GribbleGrunger
Posts: 3910


are there other things in this game that NDAs don't permit and is NOT story related?

Probably, but that's what NDAs are for.
2012-03-25 19:22:00

Author:
comphermc
Posts: 5338


are there other things in this game that NDAs don't permit and is NOT story related?

give a little..............

We're not allowed to talk about the music. Those were the big two. Story and Music : )
2012-03-25 19:22:00

Author:
Hallm3
Posts: 252


Oh Yeeeaaahh? something that slipped my mind to ask until now. How is sackbot acting on vita? Can they do anything they could not do on LBP2? Any new animation types? That also reminds me, what about the Eve/Avalon Etc animation types? Are they called something else now sense most likely them characters are not in the game's story anymore? And can we make sackbots sit-down on command now? That was one thing that was always a pain for a lot of people and me? not being able to really make them sit-down when we wanted them to without putting them in a ugly DCS. And no need to remind me about how DCS has a 3rd option now to only make the seat itself invisible, As I already know that and that's not what i'm asking about. *mew2012-03-26 00:34:00

Author:
Lord-Dreamerz
Posts: 4261


....plus they have even managed to fix a good bunch of the anoying bugs that are still plauging LBP2!


That's really good to hear.

I'm probably in the minority, but I'm actually glad that the game doesn't have a release date yet. LBP2 seemed like it could have benefited a lot from a few more months of development time when it was released and the PSP version...well, to say it had some problems is an understatement.

I hope they are giving you guys the time it takes to really make this a solid release.

I haven't heard anything about the 3D layer/theck/thack glitches. Are those in the Vita version in any form?
2012-03-26 02:30:00

Author:
Chazprime
Posts: 587


as far as i can recollect, I believe one of the guys who went to the jam did say something about the well known glitches being still there. we do know that turning the physics off is now part of the feature set so 'perhaps' other glitches, such as the 50 layer glitch, will also have a related feature. fingers crossed2012-03-26 09:39:00

Author:
GribbleGrunger
Posts: 3910


@ Chazprime and GribbleGrunger

Due to their nature we are of course not going to be supporting any glitches!


But I certainly don't think any of us would mind if the useful ones made it into our game as well...
2012-03-26 11:49:00

Author:
Slaeden-Bob
Posts: 605


@ Chazprime and GribbleGrunger

Due to their nature we are of course not going to be supporting any glitches!


But I certainly don't think any of us would mind if the useful ones made it into our game as well...


just between me and you, are there any other features that involve glitches and have been made official?

I'll give you a while to come up with a smiley for that one....
2012-03-26 15:08:00

Author:
GribbleGrunger
Posts: 3910



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