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

Archive: 778 posts


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....


While they have been mentioned quite a few times already, I still think the Dephysicalise Tool and the Invisible Material are the best examples of this in the game.

<-- Kratos' best attempt at smiling...
2012-03-26 17:10:00

Author:
Slaeden-Bob
Posts: 605


^ can you answer my question on this page? 2012-03-26 17:16:00

Author:
Lord-Dreamerz
Posts: 4261


While they have been mentioned quite a few times already, I still think the Dephysicalise Tool and the Invisible Material are the best examples of this in the game.

<-- Kratos' best attempt at smiling...

just what the doctor ordered! cheers
2012-03-26 17:44:00

Author:
GribbleGrunger
Posts: 3910


^ can you answer my question on this page?

No; not fully I can't - with the reason being that the Sackbot functionality isn't finalised yet... Sorry


I can tell you about Acting though! Acting works almost the same as in LBP2, with a few differences stemming from the adapted Vita Control Scheme.

1) Seeing as the Vita only has two shoulder buttons, L and R, the movement of both Sackthing's arms have been bound to L + LStick (Left arm) or L+ RStick (Right arm).

2) With the lack of an L3 button, Sackthing is no longer able to swap between tilt sensitive Head movements and Pelvic movements.
In stead, he/she will simply default to Head movements only; a change I don't think many in the community will oppose
2012-03-26 18:05:00

Author:
Slaeden-Bob
Posts: 605


2) With the lack of an L3 button, Sackthing is no longer able to swap between tilt sensitive Head movements and Pelvic movements.
In stead, he/she will simply default to Head movements only; a change I don't think many in the community will oppose

So sackpeople have somewhat less movement options on vita, alright then... >.>
2012-03-26 18:17:00

Author:
Lord-Dreamerz
Posts: 4261


So sackpeople have somewhat less movement options on vita, alright then... >.>I played around with acting for a little while when working on my cutscene, and it worked exactly as expected. Tilt and arm controls were smooth and responsive, just as you'd expect them to be. I didn't even notice about the head/waist toggling since I never use waist anyway.2012-03-26 18:20:00

Author:
Taffey
Posts: 3187


I played around with acting for a little while when working on my cutscene, and it worked exactly as expected. Tilt and arm controls were smooth and responsive, just as you'd expect them to be. I didn't even notice about the head/waist toggling since I never use waist anyway.

well you could only get waist movement to work on LBP2 by using record on the bot. sure people don't really use the waist option much. but it still means there are less options altogether as nothing new has been said to be added so far for sackbot acting and whatnot. *mew
2012-03-26 18:24:00

Author:
Lord-Dreamerz
Posts: 4261


i would also imagine that acting will be more precise on the vita because of touch? if only we could move sackbots and animate them the Ardman way!2012-03-26 18:24:00

Author:
GribbleGrunger
Posts: 3910


For what it's worth (and this might not even be finalized) I did notice there was a lot less "wiggling" when I set my sackbots to maximum happiness. The dancing around is much more pronounced in LBP2.2012-03-26 18:37:00

Author:
Taffey
Posts: 3187


For what it's worth (and this might not even be finalized) I did notice there was a lot less "wiggling" when I set my sackbots to maximum happiness. The dancing around is much more pronounced in LBP2.

did the wiggling headthing bug some people? i never had a problem with it myself. not that i have a problem with them making it do that less. *mew
2012-03-26 18:41:00

Author:
Lord-Dreamerz
Posts: 4261


did the wiggling headthing bug some people? i never had a problem with it myself. not that i have a problem with them making it do that less. *mewYep, it bugs the heck out of me - especially when I'm trying to make a convincingly sleeping sackbot with its mouth wide open. 2012-03-26 19:00:00

Author:
Taffey
Posts: 3187


Yep, it bugs the heck out of me - especially when I'm trying to make a convincingly sleeping sackbot with its mouth wide open.

except how do you make a sackperson look like it is sleeping besides standing up? or did you just put it in a invisible DCS? *mew
2012-03-26 19:02:00

Author:
Lord-Dreamerz
Posts: 4261


My level was a top-down zero gravity racer, so the sleeping sackbots were just floating around pointing at different angles - it looked like they were all laying on their backs. 2012-03-26 20:06:00

Author:
Taffey
Posts: 3187


i just wondered if there's a possibility of a stylus coming with the game? i would imagine that drawing and creating stickers with the sticker panel (it will be there i'm assuming) will be far more intuitive and accurate and a stylus would be PERFECT for that professional touch.

pass it along
2012-03-26 21:36:00

Author:
GribbleGrunger
Posts: 3910


i would also imagine that acting will be more precise on the vita because of touch? if only we could move sackbots and animate them the Ardman way!There isn't much touch-related that has to do with sackbot acting, but there is touch recording like what you can do with the Move pack. You can make objects move around in a very specific way, such as incoming enemy fighters in Galaga (http://www.youtube.com/watch?v=J3oowZ-Uxww). I'm not sure if it can be used on sackbots though, but there's probably a way to do it anyway (e.g., by attaching invisible material objects to sackbots and moving the materials around).




i just wondered if there's a possibility of a stylus coming with the game? i would imagine that drawing and creating stickers with the sticker panel (it will be there i'm assuming) will be far more intuitive and accurate and a stylus would be PERFECT for that professional touch.Good suggestion! I have a Boxwave stylus for my iPad (ok, I have a few of them) and they are excellent for drawing. They work great on the Vita as well. Check them out. (http://www.boxwave.com/ipad-stylus/capacitive-ipad-stylus/bwpdd/tgz-tmmw/)
2012-03-26 21:49:00

Author:
Taffey
Posts: 3187


There isn't much touch-related that has to do with sackbot acting, but there is touch recording like what you can do with the Move pack. You can make objects move around in a very specific way, such as incoming enemy fighters in Galaga (http://www.youtube.com/watch?v=J3oowZ-Uxww). I'm not sure if it can be used on sackbots though, but there's probably a way to do it anyway (e.g., by attaching invisible material objects to sackbots and moving the materials around).



Good suggestion! I have a Boxwave stylus for my iPad (ok, I have a few of them) and they are excellent for drawing. They work great on the Vita as well. Check them out. (http://www.boxwave.com/ipad-stylus/capacitive-ipad-stylus/bwpdd/tgz-tmmw/)

CHEERS for that Taffey, i might just be picking one of those beauts up come release day (unless it comes in the game of course)

:darn it, i don't know how to do a wink:

edit: and i can't stop thinking of enemy formations and similar animations put to music

edit2: I want this game now!!!
2012-03-26 22:30:00

Author:
GribbleGrunger
Posts: 3910


RE: No waist/head movement toggle... I get it, but just wanted to throw in that I for one use that toggle all the time in LBP2 to avoid having my sackfolk point their heads off in strange directions when I'm holding my controller at unexpected angles. I'm wondering if this will get annoying with the Vita if I'm holding the whole unit in different orientations, like flat in my lap in a seat, or sideways on my couch, etc. A settings menu option to disable head control altogether might be really welcomed for avoiding this issue. just a thought.2012-03-26 23:32:00

Author:
LittleBigDave
Posts: 324


RE: No waist/head movement toggle... I get it, but just wanted to throw in that I for one use that toggle all the time in LBP2 to avoid having my sackfolk point their heads off in strange directions when I'm holding my controller at unexpected angles. I'm wondering if this will get annoying with the Vita if I'm holding the whole unit in different orientations, like flat in my lap in a seat, or sideways on my couch, etc. A settings menu option to disable head control altogether might be really welcomed for avoiding this issue. just a thought.

agreed. i second that. it would be a simple workaround to the problem
2012-03-26 23:37:00

Author:
GribbleGrunger
Posts: 3910


I actually recorded a waist motion for a character in Wooly Bully, I needed something different from the random arm flailing I usually wind up with. Trying to record specific actions is very frustrating for me. I'd love to just be able to trigger pre-defined gestures from a sequencer/timer...I might be able to create a decent/simple cut-scene then.

Are there any changes to destroyers? It would be great if you could also choose bolted pieces and not just rigid connections (like creature brain). If not then the emitter clean up option seems like it could be used by emitting the entire object initially, that's a handy little tweak.
2012-03-27 04:05:00

Author:
fullofwin
Posts: 1214


Are there any changes to destroyers? It would be great if you could also choose bolted pieces and not just rigid connections (like creature brain.I actually can't remember... I'm going to need help from one of the Tarsier folks I think. I *believe* there was an option to "include all connections" instead of just none or rigid, but I don't recall for sure.




If not then the emitter clean up option seems like it could be used by emitting the entire object initially, that's a handy little tweak.The emitter clean up option is slowly becoming one of my favorite new features. There are just so many possibilities for level optimization... I'm loving the fact that I won't have to "demit" any more.
2012-03-27 20:38:00

Author:
Taffey
Posts: 3187


I know most don't care about the scores but I've always used as a completion gauge when I played a level. Any word on how they are going to handle hacked scores? I always hate seeing scoreboard littered with billion+ scores.2012-03-27 21:00:00

Author:
Xenon
Posts: 306


Are there any changes to destroyers? It would be great if you could also choose bolted pieces and not just rigid connections (like creature brain).

I don't believe there currently exists such feature, but the idea is really great!


I think what Taffey is talking about is Capturing objects? (I can't remember if this has been mentioned before?)

When you select the Capture Object tool, you will have three different "Settings".
1) Selected.
2) Selected and Rigid Connections.
3) Selected, Rigid Connections and Connectors.

This means that you can pick Setting 3, select one single part of a giant, multi-part, multi-connector object, and the game will capture every single part of it, no matter the type of connection



I know most don't care about the scores but I've always used as a completion gauge when I played a level. Any word on how they are going to handle hacked scores? I always hate seeing scoreboard littered with billion+ scores.

No news here sorry... Online functionality such as this is not quite finalised yet.
2012-03-27 22:52:00

Author:
Slaeden-Bob
Posts: 605


Will voice recording still be supported? I have no idea if the Vita has any sort of mic input.2012-03-27 23:49:00

Author:
Behonkiss
Posts: 229


Oh well...too bad about the destroyer, my current approach is to add a microchip with an inverted tag sensor connected to a destroyer to each piece, with the tag on the main part. It's fine usually but for stuff like my dracolich wouldn't have been feesible due to the shear number of parts. Fortunately it was easy to hide a creature brain (it's actually inside the skull). I hope they add this feature someday...I run into this quite a lot, probably due to my fondness for wobble bolts.

Good info about the capture tool. I can see that being useful in a couple situations. An "all" option would be cool too, I always build in a scratch level and transplant large chunks into the actual level. I'm starting to get the create itch. I was hoping my next level would be for the Vita...but I figure that's at least 3 months out and I probably can't hold out that long.
2012-03-28 01:29:00

Author:
fullofwin
Posts: 1214


2nd time posting, yay.
Anyway,
1: Ya know how you can press L1, and it'll show you the player names? How do you do that on the vita? (I don't use the feature... just curious)

2: Can the memoriser be used like a ram chip, just for saving data? I mean, without it transferring to different levels. This would make it really easy to make a calculator.

3: Is there a way to create inputs and outputs on microchips without having to bring a node into or out of one? In lbp2 I wish I could just press square on the edge of a circuit to make one.

4: I'm sure this isn't in the current build, but I think it would be really useful to give colors to inputs on microchips that get really big for easier readability, also maybe an option to bring an input to the bottom, like the sequencer has. So rather than looking for a certain input name, you could find it instantly by the color of it.
2012-03-28 07:29:00

Author:
Brapp347
Posts: 82


2: Can the memoriser be used like a ram chip, just for saving data? I mean, without it transferring to different levels. This would make it really easy to make a calculator.

There's a bit more info in a spoiler tag at the bottom of the first post of this thread...


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.

...which would seem to suggest the answer to your question is "yes".
2012-03-28 08:27:00

Author:
Aya042
Posts: 2870


There's a bit more info in a spoiler tag at the bottom of the first post of this thread...



...which would seem to suggest the answer to your question is "yes".

so the memoriser CAN be used to store data for use in the SAME level? can the memoriser work independently of a player then? and will you be able to store that data elsewhere?
2012-03-28 13:36:00

Author:
GribbleGrunger
Posts: 3910


Here's a question, will the randomizers actually be random this time?2012-03-28 15:03:00

Author:
lemurboy12
Posts: 842


so the memoriser CAN be used to store data for use in the SAME level? can the memoriser work independently of a player then? and will you be able to store that data elsewhere?

It's just a way to store a signal, in a new logic component. The creator controls where the signal comes from and when it is stored. By default, it is set up to work only in the current level; by adding a label, the data is stored on players' profiles for use beyond the level.

I don't know what you mean by using the data elsewhere.
2012-03-28 15:13:00

Author:
comphermc
Posts: 5338


so the memoriser CAN be used to store data for use in the SAME level?

Yes.



can the memoriser work independently of a player then?

Not sure what you mean. If you mean "does a memorizer have to be directly triggered by a player action?", then, no.



and will you be able to store that data elsewhere?

Not sure what you mean. AIUI, for unlabelled memorizers, the data is stored only in RAM, and can't be shared between multiple memorizers. For labelled memorizers the data is additionally stored on whatever the Vita uses for a persistent file system (memory card, or whatever) and is shared between all instances of a memorizer with the same label, regardless of the level they're in.



Here's a question, will the randomizers actually be random this time?

I doubt it.

You kinda already asked a month ago, and Slaeden-Bob's reply (https://lbpcentral.lbp-hub.com/index.php?t=68273-Patch-1.11!&p=983611&viewfull=1#post983611) strongly implied that it would not get 'fixed' for any LBP game which includes online play - which I believe applies to LBP Vita.
2012-03-28 15:24:00

Author:
Aya042
Posts: 2870


You kinda already asked a month ago, and Slaeden-Bob's reply (https://lbpcentral.lbp-hub.com/index.php?t=68273-Patch-1.11!&p=983611&viewfull=1#post983611) strongly implied that it would not get 'fixed' for any LBP game which includes online play - which I believe applies to LBP Vita.
I know. I've made a bunch of levels that heavily rely on randomness (WarioWare). You know, why not just call it the patternizer since it's not even random?
2012-03-28 17:52:00

Author:
lemurboy12
Posts: 842


So... you could essentially have 2 different labeled 32 bit memorisors, and call those labels in a different level for a total of 64 bits? Or are we limited to 32 bits per level?2012-03-28 23:31:00

Author:
Brapp347
Posts: 82


it has been mentioned that the tags and sensors can now work on the same microchip (something that a few people have been asking for) but what if you want to make a checkpoint for sackbots and want to use ComphermC's method which takes advantage of the fact that they don't work together on the same microchip? is there an option to allow or disallow it? an 'include chip' setting perhaps?2012-03-28 23:51:00

Author:
GribbleGrunger
Posts: 3910


it has been mentioned that the tags and sensors can now work on the same microchip (something that a few people have been asking for) but what if you want to make a checkpoint for sackbots and want to use ComphermC's method which takes advantage of the fact that they don't work together on the same microchip? is there an option to allow or disallow it? an 'include chip' setting perhaps?

This brings up a larger question...

The poor integration of player controlled sackbots. DCS on invisible holo w/a follower, blah, blah, yuck. I want the players just to be sackbots that you can designate for your level. You'd need some spawn options, ex. spawn always, spawn only if players, etc. so the bots could act as npcs if not controlled by a player, etc. Checkpoints would automatically detect the player bots. You'd then be able to do all the cool stuff that you can only do with a bot circuit board without having to sign up for the tedious nonsense like custom checkpoints and such. Bots are cool but they are treated as second class citizens in LBP2...this is definitely an area that I'd like to see revisited...any improvements on this front?
2012-03-29 01:33:00

Author:
fullofwin
Posts: 1214


it has been mentioned that the tags and sensors can now work on the same microchip (something that a few people have been asking for) but what if you want to make a checkpoint for sackbots and want to use ComphermC's method which takes advantage of the fact that they don't work together on the same microchip? is there an option to allow or disallow it? an 'include chip' setting perhaps?

it's a option on the chip. you can set it to one or the other. they have said this before. *mew
2012-03-29 01:59:00

Author:
Lord-Dreamerz
Posts: 4261


it has been mentioned that the tags and sensors can now work on the same microchip (something that a few people have been asking for) but what if you want to make a checkpoint for sackbots and want to use ComphermC's method which takes advantage of the fact that they don't work together on the same microchip? is there an option to allow or disallow it? an 'include chip' setting perhaps?

It's a tweak setting on the sensor.


This brings up a larger question...

The poor integration of player controlled sackbots. DCS on invisible holo w/a follower, blah, blah, yuck. I want the players just to be sackbots that you can designate for your level. You'd need some spawn options, ex. spawn always, spawn only if players, etc. so the bots could act as npcs if not controlled by a player, etc. Checkpoints would automatically detect the player bots. You'd then be able to do all the cool stuff that you can only do with a bot circuit board without having to sign up for the tedious nonsense like custom checkpoints and such. Bots are cool but they are treated as second class citizens in LBP2...this is definitely an area that I'd like to see revisited...any improvements on this front?

I'm with you, but it wasn't feasible to do this for our project. My idea was for Player Microchips (similar to cursors) that could be placed anywhere, and would affect the player as if it was attached to them. Movers? Sure. Danger Tweakers? You bet. Destroyers? Definitely.

I think that would be the logical progression from Sackbots, but it is a significant addition to the game that would dramatically change the nature of LBP. I hope that future iterations of LBP, assuming they come to exist, have something similar to this feature. For now, that's all I can do though: Hope.

Edit: I missed this one from before:



Ya know how you can press L1, and it'll show you the player names? How do you do that on the vita? (I don't use the feature... just curious)

As far as I know, there isn't a way to show user names. Pressing the L button on the Playstation Vita will give control to both of Sackboy's arms (which are of course controlled by the left and right stick, respectively).
2012-03-29 02:02:00

Author:
comphermc
Posts: 5338


As far as I know, there isn't a way to show user names. Pressing the L button on the Playstation Vita will give control to both of Sackboy's arms (which are of course controlled by the left and right stick, respectively).

:> thats bad ;p it could be solved MGSW style pressing something by holding other button
2012-03-29 02:25:00

Author:
Shadowriver
Posts: 3991


So is the Vita screen sensitive enough for you guys to assemble your logic using the touchscreen, or is it easier to move the popit cursor with the thumbsticks as we do now? Are there any enhancements in the UI for using the screen (like dragging and dropping from palettes, etc)?2012-03-29 03:55:00

Author:
Chazprime
Posts: 587


I feel like I'm asking too many questions, sorry, but I have one more. Can we name inputs or outputs of a memorisor like we can with microchips?2012-03-29 04:23:00

Author:
Brapp347
Posts: 82


Since some of the chat has been revisiting Memorizers, and since our awesome Tarsarian friends have been so kindly sorting us out, I thought I'd re-ask an unanswered question that's been with me since the jam write up:

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

But what about saved settings that are really player specific? Like say you've made some great head-to-head game where player's successes over many games earned them upgraded capabilities that they want to use no matter which player is host. Or maybe you just have some complex personal configuration you'd like to retain between bouts (like how to configure your extensive load out for some battle robot fight game). Or you've got an RPG and everyone wants to bring their own character. It would be great if there was some way for multiple players starting a level to each have their own player-specific data loaded, as a Memorizer-specific option. Is this possible? Some sort of 'load personal data?' Memorizer tweak, perhaps?

It seems like the Vita will be great for multiplayer games, since portable game systems open up a lot of chances for social game playing. And I'd think player-specific data retrieval might really matter to reach the true potential of versus and co-op there. But I'm sure I'm not saying anything that our clever friends making LBP Vita haven't already thought of.
2012-03-29 07:28:00

Author:
LittleBigDave
Posts: 324


So... you could essentially have 2 different labeled 32 bit memorisors, and call those labels in a different level for a total of 64 bits? Or are we limited to 32 bits per level?

AIUI, the only memorizer limit is 50 labels per creator - if you want to use them all in a single level, that's your choice.

As far as the total amount of data is concerned, it's a bit more than 32 bits (232 possible combinations) per memorizer.

Supposedly it at least stores analog and digital information - it's unclear if it also attempts to serialize player data. Assuming the signal types are the same as in LBP2, there's three possible digital signals (-1, 0, +1) giving 332 possible combinations per memorizer, which makes...

log2(332) = ~50 digital bits per memorizer

...and an analog signal is just a IEEE754 single-precision floating point variable, each of which (in theory) gives you 32 bits to play with, making an additional...

32 x 32 = 1024 analog bits per memorizer

So, given the 50 memorizer limit, that's...

(~50 + 1024) x 50 = ~53,700 bits of data = ~6.5kB

...although actually leveraging all of that would be tricky.

However, one simple thing you could do would be to address the analog and digital components of a single port independently, assuming something like Balorn's A/D combiner (https://lbpcentral.lbp-hub.com/index.php?t=44113-Logic-Probe-and-Signal-Combiner) works in LBP Vita. Most of the time you only need one or the other, so you could easily store two different 'things' in the same port, as long as one is analog, and the other is digital.
2012-03-29 11:51:00

Author:
Aya042
Posts: 2870


So is the Vita screen sensitive enough for you guys to assemble your logic using the touchscreen, or is it easier to move the popit cursor with the thumbsticks as we do now? Are there any enhancements in the UI for using the screen (like dragging and dropping from palettes, etc)?

I personally mostly use the touch for menu navigation (at which It's amazing!), and for camera control when the sticks don't allow it.
A lot of this is probably just due to my old stick-habbits not changing that easily :blush:



I feel like I'm asking too many questions, sorry, but I have one more. Can we name inputs or outputs of a memorisor like we can with microchips?

No worries

Currently you can't... In this respect, the Memoriser bears a closer resemblance to a Selector than a Microchip.
2012-03-29 12:08:00

Author:
Slaeden-Bob
Posts: 605


AIUI, the only memorizer limit is 50 labels per creator - if you want to use them all in a single level, that's your choice.

As far as the total amount of data is concerned, it's a bit more than 32 bits (232 possible combinations) per memorizer.

Supposedly it at least stores analog and digital information - it's unclear if it also attempts to serialize player data. Assuming the signal types are the same as in LBP2, there's three possible digital signals (-1, 0, +1) giving 332 possible combinations per memorizer, which makes...

log2(332) = ~50 digital bits per memorizer

...and an analog signal is just a IEEE754 single-precision floating point variable, each of which (in theory) gives you 32 bits to play with, making an additional...

32 x 32 = 1024 analog bits per memorizer

So, given the 50 memorizer limit, that's...

(~50 + 1024) x 50 = ~53,700 bits of data = ~6.5kB

...although actually leveraging all of that would be tricky.

However, one simple thing you could do would be to address the analog and digital components of a single port independently, assuming something like Balorn's A/D combiner (https://lbpcentral.lbp-hub.com/index.php?t=44113-Logic-Probe-and-Signal-Combiner) works in LBP Vita. Most of the time you only need one or the other, so you could easily store two different 'things' in the same port, as long as one is analog, and the other is digital.

yea and analog signal addition allows to easyly controls analog signal bits
2012-03-29 13:59:00

Author:
Shadowriver
Posts: 3991


...and an analog signal is just a IEEE754 single-precision floating point variable, each of which (in theory) gives you 32 bits to play with, making an additional...

32 x 32 = 1024 analog bits per memorizer

Actually, that's a big fat lie, since you can't (easily) create values over 1.0f, but you ought to be able to get reasonable coverage of the 24-bit significand.
2012-03-29 14:14:00

Author:
Aya042
Posts: 2870


ok, so now i'm getting lost here... lol. You Guys!

I was just wandering if LBPVita will have the ad-hock feature that a few PSP games had?

http://en.wikipedia.org/wiki/Adhoc_Party_for_PlayStation_Portable
2012-03-29 14:53:00

Author:
GribbleGrunger
Posts: 3910


Alrighty, another mini-feature that I've just tested and confirm is in the game: Timers can now be used to detect an analogue signal.

For anyone technically inclined, you surely know that if you wanted to convert an analogue signal to digital, you'd have to use a sequencer (or a sackbot), which is "slow" (or inefficient) as for as LBP is concerned. Enter timers.

There was currently no behavior specified for when timers had a 0.0 timing setting. Our lovely technical lead made the call that a 0.0 timer set to strength scale should now solve the above problem. The timer will be completely empty for as long as there is a negative or no signal going to the input, and will completely fill when the incoming signal is positive. This is of course all done in one frame.

This is a very minor update, but it's quite useful for advanced creators, and we don't make note of it anywhere in the tutorials. I figured this was as good a place as any to let you guys know about the change, so you can start utilizing it from day one.
2012-03-29 17:34:00

Author:
comphermc
Posts: 5338


Alrighty, another mini-feature that I've just tested and confirm is in the game guranteed to incite many complaints if it's not backported into LBP2: Timers can now be used to detect an analogue signal.

Just fixed that for you.
2012-03-29 18:05:00

Author:
Aya042
Posts: 2870


one tick delay is not so "slow" (or inefficient) ;p but there some hardcore guys who seems to care about this stuff2012-03-29 19:30:00

Author:
Shadowriver
Posts: 3991


I'm sorry if this question has been asked (I didn't want to look through the ENTIRE thread), but:
As well as the new creation style, can you create your levels the way you would on a PS3?
2012-03-30 14:46:00

Author:
L1N3R1D3R
Posts: 13447


can you create your levels the way you would on a PS3?Sadly, no. LBP Vita uses a system of fairy dust, unicorn farts, and Swedish candy cars to create levels. It's completely different. 2012-03-30 16:32:00

Author:
Taffey
Posts: 3187


I'm sorry if this question has been asked (I didn't want to look through the ENTIRE thread), but:
As well as the new creation style, can you create your levels the way you would on a PS3?

Sadly, no. LBP Vita uses a system of fairy dust, unicorn farts, and Swedish candy cars to create levels. It's completely different.

No, no, no, Taffey. All of those things are the mechanisms by which we made the game so similar to LBP2!

In short, yes, you can create your levels very similarly to how you could on the PS3 (albeit with a Playstation Vita).
2012-03-30 17:34:00

Author:
comphermc
Posts: 5338


how is the general feel of the game? is the screen size an issue or do you find yourself forgetting about that over time? what about Sackboy? does he lose any of his charm because of the size? are facial expressions easy to see for instance? and how comparable is the lighting? could you put that into some sort of context for me please... oh, and will we be getting a stylus with the game? 2012-03-30 18:08:00

Author:
GribbleGrunger
Posts: 3910


No, no, no, Taffey. All of those things are the mechanisms by which we made the game so similar to LBP2!Yes, that's true - you're right. I was also going to mention that the game engine itself is powered by cats, but I didn't want to violate the terms of the NDA (Nyan-Disclosure Agreement).




how is the general feel of the game?Very good! It feels just like LBP2, with a touch of LBP PSP in there (in a good way, not in the bad buggy-create-mode way). It felt very natural and exactly what you'd expect.




is the screen size an issue or do you find yourself forgetting about that over time?As someone who spent several hundred hours creating levels on a PSP Go, my opinion will be slightly skewed. I found the larger size of the screen to be a wonderful bonus, and I didn't even get eyestrain after 24 hours straight. (To answer your question more directly, you will get used to seeing LBP on the smaller-than-a-TV PS Vita screen very quickly, if not immediately).




what about Sackboy? does he lose any of his charm because of the size? are facial expressions easy to see for instance?No charm lost. His/her facial expressions, costume details, etc., is clear as day. You won't be disappointed.




and how comparable is the lighting? could you put that into some sort of context for me please... Lighting is pretty much the same as the PS3, although if I recall correctly it was limited slightly with regards to the number of lighting objects you can have in one place at one time, but honestly I don't even know if that was finalized in the build we played so my information may be completely wrong here. I didn't really play with lighting effects a lot but everyone else's levels looked great if that helps at all.
2012-03-30 18:13:00

Author:
Taffey
Posts: 3187


smashing! Thanks, Taffey. nice to hear about the lighting. i've been a little worried about that. this game will devour my time and i'm going to love every minute.2012-03-30 18:29:00

Author:
GribbleGrunger
Posts: 3910


It seems like they are really focusing on helping the creator optimize the performance of the game, with the static and lighting tweaks. This has me slightly worried though, can the vita handle puzzle game's like shape shift? Or is that too many objects? Some of these kinds of levels even lagged in the ps3 version, and these are my favorite kind of levels to work on ( Bejeweled, minesweeper, tetris, bust-a-move, etc). I just get the feeling that even an 8x8 tag array would lag like crazy on the vita...2012-03-30 19:59:00

Author:
Brapp347
Posts: 82


It seems like they are really focusing on helping the creator optimize the performance of the game, with the static and lighting tweaks. This has me slightly worried though, can the vita handle puzzle game's like shape shift? Or is that too many objects? Some of these kinds of levels even lagged in the ps3 version, and these are my favorite kind of levels to work on ( Bejeweled, minesweeper, tetris, bust-a-move, etc). I just get the feeling that even an 8x8 tag array would lag like crazy on the vita...

don't forget that the Vita has more memory so 'perhaps' we'll see LESS lag
2012-03-30 20:49:00

Author:
GribbleGrunger
Posts: 3910


don't forget that the Vita has more memory so 'perhaps' we'll see LESS lag

I hope so...
2012-03-31 02:20:00

Author:
Brapp347
Posts: 82


but the question is ( maybe i havent been paying attention) : is sackboy's head still bigger than his body, like the early screenshots of the game I saw? just wondering..2012-03-31 04:51:00

Author:
StaticLinuxpro
Posts: 482


but the question is ( maybe i havent been paying attention) : is sackboy's head still bigger than his body, like the early screenshots of the game I saw? just wondering..

no, i think his body is smaller than his head
2012-03-31 13:53:00

Author:
GribbleGrunger
Posts: 3910


In short, yes, you can create your levels very similarly to how you could on the PS3 (albeit with a Playstation Vita).

YYEEEEEEEEEEEEEEEEEEESSSSS!!!!! I just wanted to make levels like normal while making gameplay for the Vita. Now I know I can! Thanks!
2012-03-31 17:20:00

Author:
L1N3R1D3R
Posts: 13447


I looked through this whole thread and couldn't find this question... But do sackbots return? That is really my biggest concern here. Otherwise, the game sounds like the real deal.2012-04-01 07:07:00

Author:
poorjack
Posts: 1806


It's been mentioned quite a few times actually.
Yes they will return, but they cost more thermo... or so I hear.
2012-04-01 07:46:00

Author:
a_mailbox
Posts: 416


Thanks so much. I CTRL+F'ed the whole thread for sackbots. Never came up :|2012-04-01 07:59:00

Author:
poorjack
Posts: 1806


Hey all! Been following this site for quite some time but just registered.

Anyway I have a question about LittleBigPlanet Vita's release date. I bought a PS Vita just for this game because I thought it was going to come out in April, or at the latest June. However people are now saying it's coming out in December?

If that's the case then I will just sell my Vita since there are no other games I want. Can anyone confirm that it will in fact come out within the next couple months? My Vita has been collecting dust and I feel like I wasted my money since it's useless so far.
2012-04-01 18:45:00

Author:
The5rozos
Posts: 952


Hey all! Been following this site for quite some time but just registered.

Anyway I have a question about LittleBigPlanet Vita's release date. I bought a PS Vita just for this game because I thought it was going to come out in April, or at the latest June. However people are now saying it's coming out in December?

If that's the case then I will just sell my Vita since there are no other games I want. Can anyone confirm that it will in fact come out within the next couple months? My Vita has been collecting dust and I feel like I wasted my money since it's useless so far.

Check back through this thread....release date has been discussed on numerous occasions
2012-04-01 19:01:00

Author:
Chazprime
Posts: 587


I bought a PS Vita just for this game because I thought it was going to come out in April, or at the latest June. However people are now saying it's coming out in December?

They're just going by what it says on amazon.com, who now seem to have changed their estimated release date to December 31st.



Can anyone confirm that it will in fact come out within the next couple months?

I doubt there's a single person on the entire planet who can tell you for certain what the release date will be.
2012-04-01 19:08:00

Author:
Aya042
Posts: 2870


Hey all! Been following this site for quite some time but just registered.

Anyway I have a question about LittleBigPlanet Vita's release date. I bought a PS Vita just for this game because I thought it was going to come out in April, or at the latest June. However people are now saying it's coming out in December?

If that's the case then I will just sell my Vita since there are no other games I want. Can anyone confirm that it will in fact come out within the next couple months? My Vita has been collecting dust and I feel like I wasted my money since it's useless so far.

i bought my Vita for LBP too... i played UGA and it's incredible, as is Monsters V Zombies. i would hold onto your Vita. remember it's only just released. there are 25 games for the Vita and over 200 PSP games, so there's plenty of games if you need them
2012-04-01 20:44:00

Author:
GribbleGrunger
Posts: 3910


You can now save progress in your levels!?

Nuts to the other new features. Take my money now!
Or better yet, port the features to LBP2.
2012-04-01 21:32:00

Author:
Chdonga
Posts: 388


i bought my Vita for LBP too... i played UGA and it's incredible, as is Monsters V Zombies. i would hold onto your Vita. remember it's only just released. there are 25 games for the Vita and over 200 PSP games, so there's plenty of games if you need them

Isn't it 'PLANTS V Zombies'? Anyway you have a point there, the thing is I don't have much money so with the money I do have I want to get LBP...

Too bad I'm not into shooting games except RE. I bought the Uncharted 1&2 pack and was bored to death with the games. Guess every gamer has different tastes.


Check back through this thread....release date has been discussed on numerous occasions

Thanks, looked back and saw a post from Steven saying there's LBP Vita news coming soon. Depends how soon is 'soon' to him though
2012-04-01 22:05:00

Author:
The5rozos
Posts: 952


Allow me to recommend super stardust delta. Best game on the vita so far in my opinion... and a lot of people think so too.2012-04-02 01:49:00

Author:
Brapp347
Posts: 82


The touch sensor/ tweaker seem very interesting.2012-04-02 01:53:00

Author:
Unknown User


ive got my vita and am very much looking forword to this. just a quick question how do the graphics compare to the ps3 version ?2012-04-02 10:44:00

Author:
Ash_uk1
Posts: 255


ive got my vita and am very much looking forword to this. just a quick question how do the graphics compare to the ps3 version ?

they look identical when viewed on a 5" screen. and with all the new logic upgrades and graphics related additions, i think we'll see better looking levels on the Vita. i just notices that in this video, sackboy seems to be throwing up dust when he runs!! (at 35 seconds) it could be just smoke machines and player sensors, but there's a bit right at the end where the smoke trail seems to follow him when he jumps. could be just coincidence, but it could be a feature?


http://www.youtube.com/watch?v=3IOSlg1gpyw
2012-04-02 11:28:00

Author:
GribbleGrunger
Posts: 3910


I just notices that in this video, sackboy seems to be throwing up dust when he runs!! (at 35 seconds)

Those are simply the regular, coloured smoke puffs you see when collecting Score- and Prize Bubbles
2012-04-02 11:42:00

Author:
Slaeden-Bob
Posts: 605


Those are simply the regular, coloured smoke puffs you see when collecting Score- and Prize Bubbles

Doh! lol. of course, what a fool i feel
2012-04-02 11:51:00

Author:
GribbleGrunger
Posts: 3910


God... I wish they could come out with a new trailer...2012-04-03 00:07:00

Author:
Brapp347
Posts: 82


God... I wish they could come out with a new trailer...

that was so unexpected that i heard it as if you'd just come in from school and your dinner wasn't on the table lol
2012-04-03 00:21:00

Author:
GribbleGrunger
Posts: 3910


God... I wish they could come out with a new trailer...

I know right? Do they think every trailer needs to have deep revealing secrets? All I want to see is gameplay of the game, but apparently tarsier is highly against marketing their products.
2012-04-03 01:49:00

Author:
ATMLVE
Posts: 1177


wow, reading this thread people can be really impatient xD we don't even have a release date for the game yet! Anywho, now that I'm heading over to work on the game I'll try and press them for some more info to be released! (he says trying to be nice and hopeful but really lying) Don't worry, I'm sure they know what they're doing; they'll have a marketing plan worked out for sure. Besides most of the new features were leaked from people who went to the Game Jam anyway : ) Story trailers are always released closer to a release date anyway we'll all just have to wait a little longer is all, it'll be worth the wait though, I can tell ya 2012-04-03 02:20:00

Author:
Hallm3
Posts: 252


wow, reading this thread people can be really impatient xD
Impatient? They announced the game at E3 in june with two trailers, and then they went utterly dark and the only information since then has been from people leaking it from the game jam, tarsier didnt even tell us anything. You announce a game at the biggest video game conference in the world, I for one expect you to at LEAST provide some evidence beyond that that the game even exists. So far in the last 10 months, tarsier hasnt. Not a freaking word. In my opinion, its extremely rude to get someone excited for something and then just totally leave them hanging for a really long time, all you gotta do is record 5 minutes of gameplay and put it on youtube, is that so hard? Light switches dont like when you turn them on and leave, do you?


we don't even have a release date for the game yet!
Precisely.
2012-04-03 02:33:00

Author:
ATMLVE
Posts: 1177


Impatient? They announced the game at E3 in june with two trailers, and then they went utterly dark and the only information since then has been from people leaking it from the game jam, tarsier didnt even tell us anything. You announce a game at the biggest video game conference in the world, I for one expect you to at LEAST provide some evidence beyond that that the game even exists. So far in the last 10 months, tarsier hasnt. Not a freaking word. In my opinion, its extremely rude to get someone excited for something and then just totally leave them hanging for a really long time, all you gotta do is record 5 minutes of gameplay and put it on youtube, is that so hard? Light switches dont like when you turn them on and leave, do you?


I'm going to have to agree with this, it has been quite awhile. I just don't see the difficulty in announcing the MONTH in which the game will be released. And no, I'm not talking about the pamphlet that came with the Vita that says 'Coming April'... I wan't to actually hear it from Tarsier Studios themselves. Don't get me wrong I'm thankful they're making this game and that we can finally play a full featured LBP game on the go. It's just that when fans go out of their way and buy a $300 system just for LBP, they should at least know what's going on.

Sorry if I sound impatient guys but it sucks not having any news on lbp vita. And there are people on playstation blog, youtube, facebook, etc. saying the same exact thing.
2012-04-03 03:25:00

Author:
The5rozos
Posts: 952


Impatient? They announced the game at E3 in june with two trailers, and then they went utterly dark and the only information since then has been from people leaking it from the game jam, tarsier didnt even tell us anything. You announce a game at the biggest video game conference in the world, I for one expect you to at LEAST provide some evidence beyond that that the game even exists. So far in the last 10 months, tarsier hasnt. Not a freaking word. In my opinion, its extremely rude to get someone excited for something and then just totally leave them hanging for a really long time, all you gotta do is record 5 minutes of gameplay and put it on youtube, is that so hard? Light switches dont like when you turn them on and leave, do you?


Precisely.

Well Jam was kind of promotion more then not leak, Sony allowed them to talk for that exact reason. We already know about game, there also lot of gameplay videos.
2012-04-03 04:30:00

Author:
Shadowriver
Posts: 3991


Well Jam was kind of promotion more then not leak, Sony allowed them to talk for that exact reason. We already know about game, there also lot of gameplay videos.
We still haven't seen any new logic tools though. Out of the entire internet, we've seen a few seconds of just some and, or, and not gates being arranged with the touchscreen. I wanna see the memorisor, touch logic, and sackbots. Not to mention the shading tweaks and invisible/unphysical materials. IM DYING FOR IT!

And the thing that I'm really confused about is that they're worried about showing a trailer of an unfinished product. Well, didn't they already do that?... twice? And the game looked great then, so I'm sure a trailer released now would look even better, so what's the hold-up?
2012-04-03 05:46:00

Author:
Brapp347
Posts: 82


It's just that when fans go out of their way and buy a $300 system just for LBP, they should at least know what's going on.

lol, that's quite the fan. Next time how about waiting until the "only" game you want for the system is actually released?!? There will probably even be a Vita+LBP bundle.
2012-04-03 13:32:00

Author:
fullofwin
Posts: 1214


Well Jam was kind of promotion more then not leak, Sony allowed them to talk for that exact reason. We already know about game, there also lot of gameplay videos.
I know it wasnt an exact leak, considering its from steven, but whether giving us this information was encouraged or not allowed, it still doesnt change the fact that tarsier didnt tell us.
2012-04-03 13:37:00

Author:
ATMLVE
Posts: 1177


lol, that's quite the fan. Next time how about waiting until the "only" game you want for the system is actually released?!? There will probably even be a Vita+LBP bundle.

i believe there is an expected bundle. if it doesn't happen it would a criminal misstep my Sony
2012-04-03 13:37:00

Author:
GribbleGrunger
Posts: 3910


I know it wasnt an exact leak, considering its from steven, but whether giving us this information was encouraged or not allowed, it still doesnt change the fact that tarsier didnt tell us.

Will you please calm dow, there's no need for that language! Surely all you need to know is the game is coming out. That's it. They are a Game Developer, with Sony and Media Molecule backing them on the project. They know how to do things and if they choose not to tell us information yet, than that's that. They obviously will not leave us in the dark forever. Just wait. It's that simple. It will be worth the wait.
2012-04-03 14:22:00

Author:
Hallm3
Posts: 252


I'm so tempted to post a picture of invisible material.




But then I might get into trouble.
2012-04-03 14:32:00

Author:
comphermc
Posts: 5338


I'm so tempted to post a picture of invisible material.




But then I might get into trouble.

i dare you!
2012-04-03 14:39:00

Author:
GribbleGrunger
Posts: 3910


I'm so tempted to post a picture of invisible material.

Sounds like a great paradox

XD
2012-04-03 14:41:00

Author:
ForgottenEnigma
Posts: 1414


lol, that's quite the fan. Next time how about waiting until the "only" game you want for the system is actually released?!? There will probably even be a Vita+LBP bundle.

I know, I guess it is my fault. I was just impatient to get the Vita/lbp and now I'm paying the consequences.

And yup, I'm definitely a fan lol. Never enjoyed a game as much as when I first played LBP1.
2012-04-03 17:07:00

Author:
The5rozos
Posts: 952


I'm so tempted to post a picture of invisible material.

But then I might get into trouble.


Picture? Invisible material?
Impossible.
2012-04-03 17:51:00

Author:
Brapp347
Posts: 82


Surely all you need to know is the game is coming out. That's it.
Not quite it. Not even at all close to quite it. Considering all Ive seen is two trailers which could easily be fake and some off screen gameplay of the same level 812 times, which could easily just be an experiment and nothing close to a real game, theres pretty slim evidence the game actually exists. Its not like anyone has provided proof of that. Yes, I know the game exists, and its coming out, but even so.


Will you please calm dow, there's no need for that language!
Not sure if english isnt your first language or youre just referring to the fact that Im impatient, but I didnt say anything wrong. Im just someone who has wanted since june to see more gameplay of a game and has been 100% denied.
2012-04-03 18:10:00

Author:
ATMLVE
Posts: 1177


Managing a project on the scale of LBP Vita is an unimaginably complex balancing act most of us will never fully understand. Just a few of the things that need to be managed include production timelines, budget, technical hurdles, art revisions, story development, testing, etc. On top of everything, the development studio must also very delicately handle stakeholder (hint: that's us) involvement, marketing, and meeting the needs of a parent entity such as Sony. And that's just the easy stuff.

Imagine digging out the Grand Canyon with a spoon while everyone you've ever met stands around watching you, yelling at you to hurry up. It's something like that. (Apologies for the labored metaphor)

So, instead of focusing on negativity and wishing for things that we have no control over, let's review just a few of the many things Tarsier has done correctly:

They have listened to the community and included a huge number of user-requested changes and improvements to the game.
They liked what the community had to say so much that they hired the best and the brightest to actually build the game. This is a dream come true for everyone involved, especially the consumers.
They have not overpromised or committed to timelines that are impossible to meet - they have been very careful not to disappoint the community in this regard.
They held a Game Jam event which not only provided critical game testing, but also served as a powerful word-of-mouth marketing campaign. Two months later, new information continues to come out almost every day as a result of that event.
Full disclosure was authorized of any/all create-related features in the game. This is HUGE. I think we are all so used to this luxury we have begun to forget how special it really is to have the kind of insight into the game that we already do.
Tarsier has a lot of experience developing games and especially with LittleBigPlanet, and they are working very hard indeed to maintain the exceptionally high level of quality we all expect from this game. They are quite literally the best people for the job.
There have been several trailers released and currently there is quite a bit of game footage available for viewing on the Internet. A quick Google search reveals many videos, such as this (http://www.youtube.com/watch?v=qAcK3FEatY0), this (http://www.youtube.com/watch?v=bfwm3jeHlzw), this (http://www.youtube.com/watch?v=WExBJJIiJrk), this (http://www.youtube.com/watch?v=_Ar7p9Y7tKM), this (http://www.youtube.com/watch?v=KbpAcsIggek), and this (http://www.youtube.com/watch?v=QAJutuymusU), just to name a few. If you want to see more gameplay, there you go.

I'll stop there, as it appears as though my post has turned into a rant.
2012-04-03 18:13:00

Author:
Taffey
Posts: 3187


i feel like i've just been scolded by an elderly man ... with a walking stick2012-04-03 18:34:00

Author:
GribbleGrunger
Posts: 3910


Not sure if english isnt your first language or youre just referring to the fact that Im impatient, but I didnt say anything wrong. Im just someone who has wanted since june to see more gameplay of a game and has been 100% denied.

Hallm3 was probably addressing something you wrote that has been removed for bypassing the language filters.
If you feel the need to discuss that please pm me.
2012-04-03 18:44:00

Author:
Lady_Luck__777
Posts: 3458


There have been several trailers released and currently there is quite a bit of game footage available for viewing on the Internet. A quick Google search reveals many videos, such as this (http://www.youtube.com/watch?v=qAcK3FEatY0), this (http://www.youtube.com/watch?v=bfwm3jeHlzw), this (http://www.youtube.com/watch?v=WExBJJIiJrk), this (http://www.youtube.com/watch?v=_Ar7p9Y7tKM), this (http://www.youtube.com/watch?v=KbpAcsIggek), and this (http://www.youtube.com/watch?v=QAJutuymusU), just to name a few. If you want to see more gameplay, there you go.
I do generally agree with your post, however I must point out this last bit, which is what Ive mostly been addressing in my rants, is somewhat wrong. You could say there are four trailers for the game. Theres the first two. The last one you listed it basically the same as the first one, theres not really any new gameplay and its just showcasing the same features with onscreen words in a different format. The middle three are all the exact same level played by different people, and its a level that many bits of which can be seen throughout the other trailers. So yes theres more variety than two trailers, however several of them are very similar to others, and that doesnt change the fact that they arent marketing LBP vita well at all, something that needs to be done for every game. And also every single one of those videos is from June.
2012-04-03 19:17:00

Author:
ATMLVE
Posts: 1177


I must say you got a point :> LBP2 fired up with trailer that mainly shows new features, theu it was bigger gap compare to LBP1 and most features they showed was quite general, i didnt seen something like that with Vita, other then obvious touch and better motion features. On other hand, all feature mentioned in Jam are quire specific and mostly level creation, it's quite hard to promote that ;p Do you ever see Android or iOS SDK being promoted other then on keynotes and sessions on developer events? Yea there game engine promotion videos, but if they show those specific feature you most likely won't learn more from what we already know.

There also other thing, developer studios dont like to show things until they 100% sure it will look like that like it is, since in case if they need to dramatically change it or remove it, it creates to on speculation and also negative feedback.
2012-04-03 20:15:00

Author:
Shadowriver
Posts: 3991


That reminds me of the old OLD lbp2 stuff. Like the way the logic looked, anyone remember that?

part 1:
http://www.youtube.com/watch?v=CG5W-KFC8vQ
part 2:
http://www.youtube.com/watch?v=QVsidSpzMyE
2012-04-03 23:27:00

Author:
Brapp347
Posts: 82


Thanks for providing back to the community guys, I hope we all can create side-by-side again now.2012-04-04 21:34:00

Author:
Iceychill56
Posts: 175


I also think it isn't being advertised as well as LBP2 was. I never even new LBP1 existed until i saw the trailers for LBP2 and at the time i though uggh just another kiddies game, then i looked it up and saw heaps of great trailers and read lots of information about it so went and pre ordered it.

I desperately want this game and I'm willing to buy the vita to play it but that's only because of LBP2. One of my mates at work hasn't played any LBP games before and when i showed him LBP on the Vita all he said was that it looked just like LBP2 and why would he buy a vita just to play a game that's on PS3.
A few others i know have also said the same and that the ability to use touch screens isn't a seller for them.
2012-04-05 06:49:00

Author:
Lordwarblade
Posts: 761


Another small snippet of new info from another post (https://lbpcentral.lbp-hub.com/index.php?t=59607-How-to-buffer-events-(and-use-it-with-a-counter)&p=994515&viewfull=1#post994515)...


Even better will be the ability to set a sensor to Count, so that it will output an analogue value equivalent to the ratio of active tags to target number of tags. Hooray for the Vita!

It's a bit out of context. To clarify, "sensor" means "tag sensor".
2012-04-05 11:43:00

Author:
Aya042
Posts: 2870


To clarify, "sensor" means "tag sensor".

In this case of the Count tweak it actually also means "Player Sensor"
2012-04-05 12:57:00

Author:
Slaeden-Bob
Posts: 605


In this case of the Count tweak it actually also means "Player Sensor"

Sure. I just figured it wouldn't make much sense to suggest that player sensors "output an analogue value equivalent to the ratio of active tags to target number of tags".
2012-04-05 14:21:00

Author:
Aya042
Posts: 2870


I also think it isn't being advertised as well as LBP2 was. I never even new LBP1 existed until i saw the trailers for LBP2 and at the time i though uggh just another kiddies game, then i looked it up and saw heaps of great trailers and read lots of information about it so went and pre ordered it.

I desperately want this game and I'm willing to buy the vita to play it but that's only because of LBP2. One of my mates at work hasn't played any LBP games before and when i showed him LBP on the Vita all he said was that it looked just like LBP2 and why would he buy a vita just to play a game that's on PS3.
A few others i know have also said the same and that the ability to use touch screens isn't a seller for them.

Thats main problem of promoting LBP is that i look like game for kids for lot of hardcore gamers (those who complain about jumping as a game breaker) and lot of adult cauals, my family laugh i play a game for kids, thru my brother understand why i like it when he seen my messy logic. Thru this issue, i don't want thame to change anyway, it's good
2012-04-05 16:19:00

Author:
Shadowriver
Posts: 3991


Sure. I just figured it wouldn't make much sense to suggest that player sensors "output an analogue value equivalent to the ratio of active tags to target number of tags".

Point taken

So to clarify for everyone:
Using Count with Player Sensors will output an analogue signal given by the # of players inside the Trigger Zone compared to the # of Required Players - up to a maximum of 100% of course.
2012-04-05 18:23:00

Author:
Slaeden-Bob
Posts: 605


and what will that enable you to do?2012-04-05 18:29:00

Author:
GribbleGrunger
Posts: 3910


In LBP Vita, is there going to be any way to convey analog signals using tag sensing impact sensors? In other words, if the tag on my ball is at 60%, and the ball hits a wall with an impact sensor tweaked for that tag, can I get the analog output of the sensor to read 60%? This would be especially great for using non-physical materials to make non-radial tag sensing regions.2012-04-05 18:33:00

Author:
LittleBigDave
Posts: 324


In LBP Vita, is there going to be any way to convey analog signals using tag sensing impact sensors? In other words, if the tag on my ball is at 60%, and the ball hits a wall with an impact sensor tweaked for that tag, can I get the analog output of the sensor to read 60%? This would be especially great for using non-physical materials to make non-radial tag sensing regions.

I'm guessing not, but you could just use a speed sensor and output the signal when the impact sensor turns on. I'm assuming the ps move update sensors will be in the vita version. Right?

edit: wow never mind, I totally read your question wrong. I thought you were asking if it could give an analog signal based on how hard it hits something
2012-04-05 21:27:00

Author:
Brapp347
Posts: 82


I'm guessing not, but you could just use a speed sensor and output the signal when the impact sensor turns on.

Thanks for the reply, though I'm not sure how that would work. I don't not really interested in measuring the speed of anything. And perhaps my ball & wall example was misleading, but what I really want is to have an arbitrarily shaped area of non-physical material, say holo, and when a tagged object passes anywhere through it, I want the holo's chip to read the analog signal of a tag on that moving object. There are ways to approach this functionality in LBP2 using a combination of tag and impact sensors, but they still tend to yield misreadings when given multiple projectiles and/or complex detection shapes. And the analog signal for an impact sensor isn't carrying any non-digital information in LBP2, so this would be a nice enhancement. (And I'm not really wanting the game delayed for this, I was really just wondering if it might by chance be one of those cool improvement that had already been baked in.)


edit: wow never mind, I totally read your question wrong. I thought you were asking if it could give an analog signal based on how hard it hit's something
Ah, now there's a cool thing to do too, and that probably could be done with a speed sensor, but you'd still need to measure pre-impact speed to make it work. So maybe your thought is a more logical idea for the analog value of the impact sensor, or perhaps only for when it's not set to a tag value!
2012-04-05 21:48:00

Author:
LittleBigDave
Posts: 324


It seems to me that you could just tell a tag sensor with max radius to output the signal strength when an impact sensor of the same tag is triggered. I'm not exactly in thinking mode right now (headache) but I can't imagine how that woudln't work. You would just have to make sure to use a tag+impact sensor combination for each object.

Soo basically, if ball hits region---get ball signal. if bullet hits region---get bullet signal.

And if you have more than one of each object, tell the objects to only output their tag when it's close to, or touching the area.
2012-04-05 22:18:00

Author:
Brapp347
Posts: 82


Hmmm if yo set this 100 you can practicaly count tags with analog signal probe2012-04-05 22:21:00

Author:
Shadowriver
Posts: 3991


It seems to me that you could just tell a tag sensor with max radius to output the signal strength when an impact sensor of the same tag is triggered. I'm not exactly in thinking mode right now (headache) but I can't imagine how that woudln't work. You would just have to make sure to use a tag+impact sensor combination for each object.

I don't want to further derail this thread, but, while I think that's maybe the best approach we currently have, it doesn't really scale well. Like say we're emitting space ships with holo impact detection fields around them, and we are elsewhere emitting anti-spaceship photon torpedoes whose damage dealt is a variable analog signal (perhaps based on time of flight or current speed). We'd have to introduce some complicated logic to identify all the objects and track correct collision signals, and we'd replicate at least some of it as we allowed for more space ships and torpedoes in play. But anyway, this is probably a further discussion for some separate thread.
2012-04-05 22:56:00

Author:
LittleBigDave
Posts: 324


Question time again!
With the achievements you can put onto your levels, can you give people prizes for that (like the complete, ace, and 100% gifts)?
2012-04-06 02:46:00

Author:
L1N3R1D3R
Posts: 13447


Question time again!
With the achievements you can put onto your levels, can you give people prizes for that (like the complete, ace, and 100% gifts)?

Yes, that's the whole point of it really.
2012-04-06 02:54:00

Author:
ConverseFox
Posts: 2333


Yes, that's the whole point of it really.

Thanks! I thought it would just give you pins...
2012-04-06 03:06:00

Author:
L1N3R1D3R
Posts: 13447


Looking forward to some of this snazzy stuff when the game comes out. The touch additions are going to be absolutely amazing.2012-04-06 03:12:00

Author:
Night Angel
Posts: 1214


would it be breaking the NDA to tell us whether the community is still heavily involved with what tweaks and features get included in the final product? (and breath)2012-04-06 20:53:00

Author:
GribbleGrunger
Posts: 3910


would it be breaking the NDA to tell us whether the community is still heavily involved with what tweaks and features get included in the final product? (and breath)They are still very much listening to what the community has to say with regards to tweaks and features, and will continue to do so. As for what makes the final build, well.... Generally speaking, at this particular stage of software/game development the feature list for the launch version has been finalized, but of course this is just me guessing. There is still loads of room for future releases and updates - it's just a matter of developing the business case for a change and then working it into a release window.

The game at this point is post-alpha (if that's what they even call it - I'm using lingo from my own employer), which means that the final scope has been defined for some time. Typically the main concern from here going forward is identifying and working through any barriers to a successful release/publish. In English, they are focusing on things that could cause delays or issues when the game is first released. Once the release is done and dusted, they can focus on subsequent releases (patches) to add in functionality and/or improve existing features.

Again, this is just me hypothesizing, so I could be completely off. I certainly do not have enough insight into the coding structure or logical architecture of the backend game engine to provide any definite answers.
2012-04-06 21:28:00

Author:
Taffey
Posts: 3187


Wow, that's lots of new stuff. Now LBP2 might get outdated D:2012-04-07 10:43:00

Author:
Patofan
Posts: 1185


ok, so we know that we will be able to turn off the physics to achieve something that we'd have to use the merge glitch for... will we have to stick each part before we turn the physics back? it's a bit of a random mass stick click with the glitch, so i was wondering how that problem is being handled now it's an official feature2012-04-07 18:59:00

Author:
GribbleGrunger
Posts: 3910


ok, so we know that we will be able to turn off the physics to achieve something that we'd have to use the merge glitch for... will we have to stick each part before we turn the physics back? it's a bit of a random mass stick click with the glitch, so i was wondering how that problem is being handled now it's an official feature

Do you mean: Would we have to place a tweaker on an object to change the physical properties?

If that's what you meant than I would guess they are doing the same thing they did for the PSP and make a tweak menu for every object with the static/dynamic setting in it.
2012-04-08 06:06:00

Author:
ConverseFox
Posts: 2333


Do you mean: Would we have to place a tweaker on an object to change the physical properties?

If that's what you meant than I would guess they are doing the same thing they did for the PSP and make a tweak menu for every object with the static/dynamic setting in it.

no. when you use the merge glitch it can be a bit of a pain to make sure everything is glued before you unpause it. i just wondered whether we'll have to do something similar with this or will it just stick together automatically? obviously you want to be able to pass things through other things so it must be a setting of some kind surely? the game will need to know whether you want it to stick or slip through. how is it achieved?

i'm not familiar with the PSP features. i'm assuming static and dynamic are simply physics on physics off (respectively)?
2012-04-08 10:13:00

Author:
GribbleGrunger
Posts: 3910


no. when you use the merge glitch it can be a bit of a pain to make sure everything is glued before you unpause it. i just wondered whether we'll have to do something similar with this or will it just stick together automatically? obviously you want to be able to pass things through other things so it must be a setting of some kind surely? the game will need to know whether you want it to stick or slip through. how is it achieved?

i'm not familiar with the PSP features. i'm assuming static and dynamic are simply physics on physics off (respectively)?

I assume you're talking about the Unphysicalise tool when talking about merging yes? You would only have to glue everything together if you wanted to de-unphysicalise things afterwards. Objects stay happily together, when they are both or just one has no physical properties : )
2012-04-08 10:35:00

Author:
Hallm3
Posts: 252


I assume you're talking about the Unphysicalise tool when talking about merging yes? You would only have to glue everything together if you wanted to de-unphysicalise things afterwards. Objects stay happily together, when they are both or just one has no physical properties : )

wouldn't it have made more sense to have it automatically stick though? i mean, most people i know that use the merge glitch are either putting extra touches to the way their level looks or making vehicles and the such (which all require glue).

edit: maybe i'm confusing you. i'm talking about the fact that the merge glitch is now officially a 'feature' on the Vita version so what settings do you get on the Unphyicaliser to make it less awkward than the merge glitch?
2012-04-08 12:42:00

Author:
GribbleGrunger
Posts: 3910


Wow, that's lots of new stuff. Now LBP2 might get outdated D:
Well, I'm not sure about that. Many players may migrate, but it might not get outdated. There are still things that are possible on LBP2 that aren't in Vita, but with all the cool stuff coming out, I wouldn't be surprised if you COULD do more in Vita. I mean, LBPpsp didn't cause LBP1 to become outdated. Can't say the same for this pair though. I guess we'll just have to wait and see.

And I'm really glad it's possible to make achievements. I can see it now, in the corner of the screen:
MEDAL GET!
2012-04-08 14:10:00

Author:
Sackpapoi
Posts: 1195


I think youre referring to the fact that if you used the marge glitch to put two objects together and didnt glue them, if you unpaused the game they would break or fly apart? Well the thing was you didnt have to even glue them, you could also put an anti gravity tweaker with 100% dampening and it would be fine. The only reason the objects would break was because they had physics. So when you take their physics away and make them float, they dont break or fly apart or anything. I actually think automatic gluing would be an annoying pain; if you want it glued, just hold down X when you place it.2012-04-08 14:13:00

Author:
ATMLVE
Posts: 1177


wouldn't it have made more sense to have it automatically stick though? i mean, most people i know that use the merge glitch are either putting extra touches to the way their level looks or making vehicles and the such (which all require glue).

edit: maybe i'm confusing you. i'm talking about the fact that the merge glitch is now officially a 'feature' on the Vita version so what settings do you get on the Unphyicaliser to make it less awkward than the merge glitch?

Well on the version we played at the Game Jam, the Unphysicalise tool was just an icon in your tools bag, it just worked like the material changer. You just pressed X on any object with the tool selected and it unphysicalised it, simples! : )
2012-04-08 16:19:00

Author:
Hallm3
Posts: 252


Well on the version we played at the Game Jam, the Unphysicalise tool was just an icon in your tools bag, it just worked like the material changer. You just pressed X on any object with the tool selected and it unphysicalised it, simples! : )

i see. so no glue needed? would glueing two objects be as simple as turning the physics back on?
2012-04-08 17:41:00

Author:
GribbleGrunger
Posts: 3910


I think there is some confusion here as to what exactly the dephysicalize tool does.

For starters, the "merge glitch" as it is called on the PSP works like this: With the game paused, glue two different materials (or an object and a material) together. Corner edit one (or both) materials so that they overlap one another. Unpause the game and voil?, your two objects/materials are merged. If you forgot the gluing step earlier, they will fly apart as soon as you unpause - the reason for this is that both objects still retain physical properties, and they don't much like being smashed together.

I am not aware of any such glitch/feature on the PS3, but I could be wrong.

The LBP Vita's dephysicalize tool is MUCH simpler than all this. All it does is remove physical properties from a piece of material - it behaves like hologram material or gas, meaning that it can move freely into and through other solid materials and objects. Gluing is not necessary, as dephysicalized material has no particular desire to unmerge itself from something else, in the same way that hologram or gas would react. You can glue dephysicalized material if you so desire (if I recall correctly).

There is one question that remains unanswered though: What if you want to merge two materials together and also retain the physical properties of both materials? Although this was possible on the PSP, it was also the only option. I'm not sure if LBPV will support this or not - I'm inclined to say that it won't but I don't know for sure. I'm not really sure why you'd want a pair of merged materials to BOTH have physical properties... I suppose there's some legitimate reason but I can't think of one.

So anyway, gluing is definitely not necessary and it would be very annoying if it were automatic. Oh yes, one last note: Dephysicalize and static/dynamic are completely unrelated attributes that can be modified independently of one another.




would glueing two objects be as simple as turning the physics back on?I didn't try that out so I'm not sure how the game will react. Either A) it wouldn't let you rephysicalize a material that would cause a conflict (like how the corner editor works), B) one or both of the objects would break, or C) the objects would fly apart.
2012-04-08 19:02:00

Author:
Taffey
Posts: 3187


You will have to glue them together either with holding X or with the advanced glue tool. I don't see why they would make it harder to glue things.


So anyway, gluing is definitely not necessary and it would be very annoying if it were automatic.

To add to that, gluing would be necessary if you're making an object that moves.
2012-04-08 19:03:00

Author:
ConverseFox
Posts: 2333


I think there is some confusion here as to what exactly the dephysicalize tool does.

For starters, the "merge glitch" as it is called on the PSP works like this: With the game paused, glue two different materials (or an object and a material) together. Corner edit one (or both) materials so that they overlap one another. Unpause the game and voil?, your two objects/materials are merged. If you forgot the gluing step earlier, they will fly apart as soon as you unpause - the reason for this is that both objects still retain physical properties, and they don't much like being smashed together.

I am not aware of any such glitch/feature on the PS3, but I could be wrong.

There is, and its what I was referring to. Theres a little blue hollowed square thats actually 100 pieces of glass all in the same spot. When you place it down and have it on screen, the game gets really laggy. But when you do place it down, you can merge as many of any and all objects and materials together around it. Then you glue them or give them 100% dampening, delete the laggy blue square, and you have your merged objects.
2012-04-08 19:43:00

Author:
ATMLVE
Posts: 1177


There is, and its what I was referring to. Theres a little blue hollowed square thats actually 100 pieces of glass all in the same spot. When you place it down and have it on screen, the game gets really laggy. But when you do place it down, you can merge as many of any and all objects and materials together around it. Then you glue them or give them 100% dampening, delete the laggy blue square, and you have your merged objects.Ah, thanks for the clarification on that - I hadn't heard about that one. It definitely explains some of the confusion - there's two unique merge glitches.

On the PSP you always have to glue merged materials. Even when they're both set to static they will be forced apart if not glued.
2012-04-08 20:31:00

Author:
Taffey
Posts: 3187


Ah, thanks for the clarification on that - I hadn't heard about that one. It definitely explains some of the confusion - there's two unique merge glitches.

On the PSP you always have to glue merged materials. Even when they're both set to static they will be forced apart if not glued.

oh right, there's a slightly different method on the PSP... no wonder i was getting lost. i was also wondering about the rain material. i'm assuming that you can increase the size of the raindrops with the UV tool? so, if i then slowed the raindrops down and added a white sticker, would it make a passable snow? i really want to know how stickers work with it and what effects you can get. i think i recall someone saying something like the stickers effect all the droplets in the material, not just the front droplets. (......sorry if i got a bot too technical there.....)
2012-04-08 20:41:00

Author:
GribbleGrunger
Posts: 3910


i was also wondering about the rain material. i'm assuming that you can increase the size of the raindrops with the UV tool? so, if i then slowed the raindrops down and added a white sticker, would it make a passable snow?Actually yes, I believe that should work. You can rotate/resize the texture freely using the UV tool (more flexible than the LBP2 version) and adjusting the animation would have exactly the effect you're looking for. Nice idea!




i really want to know how stickers work with it and what effects you can get.Stickers do indeed work on the rain material. The stickers themselves stay stationary (with respect to the chunk of material itself) but the raindrops move through the sticker, lending a nice color-changing effect if that's something you're looking to achieve. Otherwise, stickering the material with a solid color will effectively just change the color of the drops themselves. I can't remember if the rain material was color-tweakable or not.
2012-04-08 20:48:00

Author:
Taffey
Posts: 3187


Actually yes, I believe that should work. You can rotate/resize the texture freely using the UV tool (more flexible than the LBP2 version) and adjusting the animation would have exactly the effect you're looking for. Nice idea!



Stickers do indeed work on the rain material. The stickers themselves stay stationary (with respect to the chunk of material itself) but the raindrops move through the sticker, lending a nice color-changing effect if that's something you're looking to achieve. Otherwise, stickering the material with a solid color will effectively just change the color of the drops themselves. I can't remember if the rain material was color-tweakable or not.

i can see some nice effect possibilities there. the ONE thing i just want to clarify (you may already have done but i'm a bit daft) i was assuming that the rain material was like any other material and could take up all 7 layers? what i'm asking is: in that case, if i stickered the front edge would that sticker effect all the raindrops within those 7 layers or just the raindrops on the front edge?

and following on from that: could i use the unphysicaliser and overlap two rain materials to get denser rain without having to shrink the raindrops with the UV tool? snow could come down at two different speeds too!

is the rain made up of realistic raindrops or just spots?
2012-04-08 21:01:00

Author:
GribbleGrunger
Posts: 3910


On the PSP you always have to glue merged materials. Even when they're both set to static they will be forced apart if not glued.

Actually, that's not entirely true. On PSP, if you pull out two material and turn one into gas, you can simply move either piece into the other. Here you can glue the materials together and then unlethalize, but there is another option. If you unlethalize the gas material without glueing, it becomes normal again and stays inside of the other material. The only issue with this method is that selecting either material with the popit makes them fly apart. (If you want to glue them, simply lethalize one material again.)
2012-04-08 21:05:00

Author:
WoodburyRaider
Posts: 1651


i was assuming that the rain material was like any other material and could take up all 7 layers? what i'm asking is: in that case, if i stickered the front edge would that sticker effect all the raindrops within those 7 layers or just the raindrops on the front edge?From what I recall playing around with the rain material (after having hardly slept for 48 hours ) the rain behaved like any other see-through material. In other words, the see-through portion of the material is only really on the very front layer, like how it is with the grid and lattice materials. If you make a 3-thick-layer piece of grid, it just kind of looks like an empty box and not full of layers of grids. So, if you want multiple layers of rain, you'd need to add multiple layers of the rain material, either one in front of the other and/or perhaps dephysicalized and overlapped on one another. Between the adjustments available with the UV tool, animation tweaks, and the addition of stickers, there should be plenty of options for creating convincing weather effects. There are also some intriguing possibilities for using it to create transporter effects by turning the rain direction upside down.




and following on from that: could i use the unphysicaliser and overlap two rain materials to get denser rain without having to shrink the raindrops with the UV tool? snow could come down at two different speeds too!Yes, my thoughts exactly. Now, not having directly experimented with the rain material in precisely this way I can't say for sure that this will work. It's entirely possible that there are some weird visual things that may go on when this material is layered/merged, like what happens when you put gas behind layers of glass, etc. It might not work at all, or it may not work exactly the way we are expecting. Regardless, even if a single layer of rain material is all that you have to work with, it's still really cool!




is the rain made up of realistic raindrops or just spots?Drops. And the firework material had nice looking sparks/sparkles on it too.




The only issue with this method is that selecting either material with the popit makes them fly apart.Oh, right - I forgot about that. Thanks. The materials do stay merged in some cases as long as you don't select anything with the popit. I have had instances though where merged and unglued materials slid apart at some point later in the create process. I think saving and/or reloading the level sometimes can "reset" materials. I always just glued the heck out of everything just in case.
2012-04-08 22:39:00

Author:
Taffey
Posts: 3187


thanks, Taffey, i suppose that three thin layers would give a descent sense of depth with the rain (unless you use the 50 layer glitch of course).

you mention the 'animation tweaks' as if they're not the same as the 'speed setting' on other animated materials. could you fill me in on what the difference is?
2012-04-08 23:42:00

Author:
GribbleGrunger
Posts: 3910


Hey guys, I have recently been to a Gamestop store and I have asked them when they plan on releasing LittleBigPlanet Vita to the stores. A soruce from Gamestop has said that they plan on releasing LittleBigPlanet Vita on June 26th. Im not sure if this is confirmed, but Ive wanted information on this subject and so have all of you, so hope this helps you guiz 2012-04-09 04:08:00

Author:
DominationMags
Posts: 1840


you mention the 'animation tweaks' as if they're not the same as the 'speed setting' on other animated materials. could you fill me in on what the difference is?Oops, no I meant speed settings - same thing. Sorry for the confusion!




Hey guys, I have recently been to a Gamestop store and I have asked them when they plan on releasing LittleBigPlanet Vita to the stores. A soruce from Gamestop has said that they plan on releasing LittleBigPlanet Vita on June 26th. Im not sure if this is confirmed, but Ive wanted information on this subject and so have all of you, so hope this helps you guiz I am still mostly certain that there is no for-sure release date as we have not heard anything through any of the official channels. In all likelihood, that date is a best-guess placeholder GameStop is using for taking preorders. It's much easier to collect people's money when there's a date in the computer, even if it's wrong. Thanks for the heads-up though!
2012-04-09 04:23:00

Author:
Taffey
Posts: 3187


Picked up a Vita this weekend for a plane ride, and wow..it's a seriously nice piece of gear. Question for the Tarsier people: any noteworthy updates to the graphics engine? Is it running at full resolution? From the pictures that have been released, it looks as if it's at least as detailed as the PS3 version, if not more so.2012-04-09 06:00:00

Author:
Chazprime
Posts: 587


Picked up a Vita this weekend for a plane ride, and wow..it's a seriously nice piece of gear.Isn't it though?




Question for the Tarsier people: any noteworthy updates to the graphics engine? Is it running at full resolution?It sure looked pretty, I can tell you that much. I picked up my own personal Vita just a couple days after I got back home from Sweden, and I have to say that LBPV looked every bit as good as titles like Wipeout 2048 and Escape Plan. I also fired up LBP2 when I got home expecting it to look much sharper than LBPV, but that wasn't the case - they are pretty comparable.




From the pictures that have been released, it looks as if it's at least as detailed as the PS3 version, if not more so.Yep, I'd agree with that statement. All of the detailed textures and other nuances that make LBP1/LBP2 look so good are all present on the Vita as well.
2012-04-09 06:08:00

Author:
Taffey
Posts: 3187


can the Memorizer be used to stop cut scenes for those who have played the level before?2012-04-13 20:07:00

Author:
GribbleGrunger
Posts: 3910


Posted 3 weeks ago...

let me assure you that your requests are not simply being ignored and that further news about LittleBigPlanet Vita will be forthcoming interfrastically.

A true molecule.
2012-04-13 20:44:00

Author:
ATMLVE
Posts: 1177


Well at least now we know that LBP is more likely coming in June, not April. Although I wouldn't complain if it did come out this month.


Posted 3 weeks ago...


A true molecule.

Maybe some Vita news will be revealed when the Journey pack comes out later this month? We can only hope.
2012-04-13 21:50:00

Author:
The5rozos
Posts: 952


can the Memorizer be used to stop cut scenes for those who have played the level before?

Of course it can. You can do anything with the memorizor. It gives an output, and we all know that things with outputs can control anything with an input. So make a cutscene microchip that will only activate the cutscene sequence when it's input is on. Then one of the memorizor bits will be determining if it's on or off. Before the level ends for the the first time, save that bit into the memorizor, and that's all it takes. (i think)
2012-04-13 22:33:00

Author:
Brapp347
Posts: 82


Quick Q:
I want an achievement in a puzzle-maze-sackbot level that I'll make. The only way I could think of doing that is to keep the achievement-getting thing on until you do something that contrasts from the mission. Is the achievement given when the input on the scoreboard turns on, or is it given when it is on and you pass the scoreboard? If it's the former, I could fix that by having the achievement turn on when you both do the "mission" and approach the scoreboard, but I am still wondering.
2012-04-13 22:53:00

Author:
L1N3R1D3R
Posts: 13447


Quick Q:
I want an achievement in a puzzle-maze-sackbot level that I'll make. The only way I could think of doing that is to keep the achievement-getting thing on until you do something that contrasts from the mission. Is the achievement given when the input on the scoreboard turns on, or is it given when it is on and you pass the scoreboard? If it's the former, I could fix that by having the achievement turn on when you both do the "mission" and approach the scoreboard, but I am still wondering.

They are currently tested for / awarded when the scoreboard triggers so it's a bit more flexible for an examples like yours. Similarly for score challenges (get over 5,000 points etc.) you will need to have that score when you finish the level, so it will be easier to incorporate score penalties etc.
2012-04-14 13:01:00

Author:
rtm223
Posts: 6497


Quick Q:
I want an achievement in a puzzle-maze-sackbot level that I'll make. The only way I could think of doing that is to keep the achievement-getting thing on until you do something that contrasts from the mission. Is the achievement given when the input on the scoreboard turns on, or is it given when it is on and you pass the scoreboard? If it's the former, I could fix that by having the achievement turn on when you both do the "mission" and approach the scoreboard, but I am still wondering.

Whatever they work you can do what all games do with achivments like that, trigger if conditions are meet in right moment (does not need end of level/game, but when it's is impossible to fail that achivment). What rtm223 makes this easier since you just do set-reset or pernament switch that is trigger forever and you dont need set up detection when player ends level, thru on other hand they missing this DING! moment that everybody loves, or else both ways will be implemented
2012-04-14 20:00:00

Author:
Shadowriver
Posts: 3991


Another quick question; have some of the lighting quirks that LBP2 has, like the weird shadow glitch that was introduced recently, been worked out of LBPV? Also, has the Z-Axis render bug been fixed? Sorry if these have already been answered.2012-04-14 21:06:00

Author:
FlipMeister
Posts: 631


Well I hope this is just another placeholder date but LBP vita is now showing a December 31st 2012 release date. =(

http://www.amazon.com/LittleBigPlanet-PlayStation-Vita/dp/B0050SW2NA/ref=sr_1_1?ie=UTF8&qid=1334482480&sr=8-1
2012-04-15 10:33:00

Author:
Xenon
Posts: 306


Well I hope this is just another placeholder date but LBP vita is now showing a December 31st 2012 release date. =(

http://www.amazon.com/LittleBigPlanet-PlayStation-Vita/dp/B0050SW2NA/ref=sr_1_1?ie=UTF8&qid=1334482480&sr=8-1

Dont worry, thats been like that since january, maybe earlier but thats when I first checked. Gamestop and best buy each have different dates too, but for june.

Right now, you may think that, with the amount of marketing theyve done, tarsier doesnt want to sell very many copies of this game at all, but I dont think anyone would release a game a week after christmas.
2012-04-15 17:40:00

Author:
ATMLVE
Posts: 1177


Dont worry, thats been like that since january, maybe earlier but thats when I first checked. Gamestop and best buy each have different dates too, but for june.

Right now, you may think that, with the amount of marketing theyve done, tarsier doesnt want to sell very many copies of this game at all, but I dont think anyone would release a game a week after christmas.
Do you think that maybe it's only the estimated date for Amazon's release personally? I mean, they could have to wait a long while after the game is released by Tasier to ship it out. So maybe that's the reason many websites have different release dates. I hope at least, I can't wait.
2012-04-15 18:01:00

Author:
Sackpapoi
Posts: 1195


Do you think that maybe it's only the estimated date for Amazon's release personally? I mean, they could have to wait a long while after the game is released by Tasier to ship it out. So maybe that's the reason many websites have different release dates. I hope at least, I can't wait.

I dont think so, looking at it logically. Theres no official release date yet, and most games that come out, come out everywhere at the same time(per country that is). Even if the game came out in november, why would amazon have it 2 months later, a week after christmas? Games like that need to come out before the holiday, they sell way more. The game also doesnt even have a rating yet, so I dont think we should be leaning towards any release date we see.
2012-04-15 18:53:00

Author:
ATMLVE
Posts: 1177


Yeah I honestly doubt Amazon is releasing it on December 31, New Years Eve. 99% sure it's a placeholder date for anything without a solid release date.

We may not know the exact month, but I think this game is guaranteed to come out in Summer. Don't see any reasons it would be pushed back to Fall/Winter.


Also random question... Do you think there will be more videos/news on LBPV at E3? Or is everything announced on there usually for the following year(2013)? Thanks.
2012-04-15 23:19:00

Author:
The5rozos
Posts: 952


Try ordering it from Gamestop. 2012-04-16 14:16:00

Author:
L1N3R1D3R
Posts: 13447


Well up until halfway through march, gamestop had the release date as march 31st.2012-04-16 14:20:00

Author:
ATMLVE
Posts: 1177


@People@Tarsier:

Will there be an open beta for LBP Vita? Possibly any time soon?
2012-04-19 14:58:00

Author:
DominationMags
Posts: 1840


New question... How do the shoulder commands like hide, show, open micropchip, and multiselect transate to the vita?2012-04-19 22:06:00

Author:
Brapp347
Posts: 82


New question... How do the shoulder commands like hide, show, open micropchip, and multiselect transate to the vita?

We tried to keep as close to the PS3 version as possible with these kind of commands, so:
Hide: Left Shoulder (tap)
Show All: Left Shoulder (hold for ~0.5s)
Multiselect: Right Shoulder.
Open Microchip: Right Shoulder.

It sounds like there is a bit of a conflict by only having 2 shoulder buttons, but you shouldn't ever find there to be a problem
2012-04-19 22:35:00

Author:
rtm223
Posts: 6497


We tried to keep as close to the PS3 version as possible with these kind of commands, so:
Hide: Left Shoulder (tap)
Show All: Left Shoulder (hold for ~0.5s)
Multiselect: Right Shoulder.
Open Microchip: Right Shoulder.

It sounds like there is a bit of a conflict by only having 2 shoulder buttons, but you shouldn't ever find there to be a problem

So "open microchip" is basically a tap? If I put the cursor over a microchip, wanting to mulitselect it, do I have to bring it off the microchip first so it doesn't accidently open it, or will microchips only open when the shoulder is pressed and released quickly?

Also, what's the button to force sackboy out of a controlinator?
2012-04-20 00:35:00

Author:
Brapp347
Posts: 82


So "open microchip" is basically a tap? If I put the cursor over a microchip, wanting to mulitselect it, do I have to bring it off the microchip first so it doesn't accidently open it, or will microchips only open when the shoulder is pressed and released quickly?
Noop, it's clevererer than that! Hard to explain, but both things activate on release of the button, so If you hold R and select some things, then they get selected when you release R (as per the PS3). If hold R, select nothing and you are over the chip when you release the button, it will open / close the chip.

Simpler version: You can begin a multiselect whilst over a microchip without confusing the interface, and it should be pretty rare you trigger one of the actions accidentally.



Also, what's the button to force sackboy out of a controlinator? All L3 / R3 create functions are mapped to on-screen buttons, near your thumbs - it's the closest we could get to clickable analogue sticks.
2012-04-20 00:44:00

Author:
rtm223
Posts: 6497


Awesome! thanks
You guys seem to be doing an awesome job on the game. And it seems that creating is almost identical to lbp2. I'll be able to start a new project within an hour of downloading the game. All I need to do is wait for the release, and it's KILLING ME

Edit: ahhh sorry I got ONE more. Will drag selecting on circuit boards still select things behind it? That really got on my nerves in lbp2, having to move a ciruit board so nothing is behind it, or multiselecting every component to make sure it doesn't catch anything in back of it.
2012-04-20 00:59:00

Author:
Brapp347
Posts: 82


All L3 / R3 create functions are mapped to on-screen buttons, near your thumbs - it's the closest we could get to clickable analogue sticks.

wouldn't it be more convenient to map them to the rear touch and use your middle finger? (nothing subliminal there)

edit: there's something i beg of you to do with this game: please don't include any trophies for publishing levels!!! that will cut down on quite a hefty amount of pointless levels
2012-04-20 02:11:00

Author:
GribbleGrunger
Posts: 3910


there's something i beg of you to do with this game: please don't include any trophies for publishing levels!!! that will cut down on quite a hefty amount of pointless levels

DEFINITELY agree with this. There are so many 'trophy levels' it's insane. But knowing LBP is based on the community, this won't happen.
2012-04-20 03:09:00

Author:
The5rozos
Posts: 952


If there are only L and R buttons (no L1 and L2 or R1 and R2), then what are those buttons on the bottom-left and bottom-right sides of the Vita?2012-04-20 14:07:00

Author:
L1N3R1D3R
Posts: 13447


[...] what are those buttons on the bottom-left and bottom-right sides of the Vita?

Those buttons are actually not buttons
http://gadgetzonen.dk/wp-content/uploads/PlayStation-Vita.png
I think they more like a decorative thing. Potentially to fasten a strap onto.

I believe the PSP had something very similar?
2012-04-20 14:48:00

Author:
Slaeden-Bob
Posts: 605


If there are only L and R buttons (no L1 and L2 or R1 and R2), then what are those buttons on the bottom-left and bottom-right sides of the Vita?

There are hooks so you can tie your vita to your belt or key-chain ;p
2012-04-20 16:38:00

Author:
Shadowriver
Posts: 3991


There are hooks so you can tie your vita to your belt or key-chain ;p

Lol that brings in all the ladies.
Is the decoration perspective glitch from LBP2 fixed? Like, a decoration would sometimes show through a material in front of it even though the decoration was behind the material?
2012-04-20 17:14:00

Author:
ATMLVE
Posts: 1177


The "loss" of two shoulder buttons and L3/R3 seems like it might be a hindrance, but believe me it isn't. Even if you've never played the PSP version, just give it about 10 minutes in create mode and it will feel totally natural. On top of that, the addition of on screen hotkeys actually makes the Vita more flexible button-wise than the PS3. For example, after highlighting an object you have the option to flip either horizontally or vertically by touching the corresponding icon that pops up right next to your right thumb. Way better than just plain old R3. This theme is carried throughout the create mode UI and everything flows wonderfully. These guys use the Vita day in and day out for creating and as a result the interface is very slick indeed.




wouldn't it be more convenient to map them to the rear touch and use your middle finger? (nothing subliminal there)That was one of my initial thoughts as well, but after getting used to using the rear touch for camera zoom/pan I'm glad they moved those functions around to the front screen. The resulting layout means that you can zoom/pan pretty much anytime anywhere, while at the same time having expanded L3/R3 functionality.




Those buttons are actually not buttons

I believe the PSP had something very similar?
There are hooks so you can tie your vita to your belt or key-chain ;p
Lol that brings in all the ladies.

Yep, exactly. They are for chaining demo units inside video game stores and for attaching the highly questionable wrist strap accessory. With it, one can be almost as cool as this guy:



http://i900.photobucket.com/albums/ac207/tross13/353f4313.jpg


2012-04-20 17:36:00

Author:
Taffey
Posts: 3187


http://i900.photobucket.com/albums/ac207/tross13/353f4313.jpg
Whats that contraption on the left? I know the right is the 3DS with the totally awesome add on, the extra single analog stick that multiplies the mass of the thing by 3.
2012-04-20 19:16:00

Author:
ATMLVE
Posts: 1177


Whats that contraption on the left?It looks like a Sega Game Gear which, despite the inclusion of an epic wrist lanyard, wasn't too successful commercially.2012-04-20 19:23:00

Author:
Taffey
Posts: 3187


baring in mind the new additions to emitters on the Vita, i wonder how far out you can zoom in order to capture a segment of a level to destroy after it's traversed? with the PS3 you can't zoom out far enough which makes it difficult to use the emit/destroy technique

this has probably already been answered, but is the music sequencer exactly the same as in LBP2 or are there any additions or cut backs?
2012-04-24 13:03:00

Author:
GribbleGrunger
Posts: 3910


this has probably already been answered, but is the music sequencer exactly the same as in LBP2 or are there any additions or cut backs?

They said they can't talk about music because of story related stuff, but I don't see why they can't say anything about the sequencer.
2012-04-25 03:48:00

Author:
ConverseFox
Posts: 2333


I hope the music sequencer is the same.I guess there's no dat yeat on when it may come out lol.2012-04-25 04:13:00

Author:
Lbphart3
Posts: 813


baring in mind the new additions to emitters on the Vita, i wonder how far out you can zoom in order to capture a segment of a level to destroy after it's traversed? with the PS3 you can't zoom out far enough which makes it difficult to use the emit/destroy technique

The Capture Object tool has been reworked a bit, and will now use a box-select similar to the one of the regular Popit Cursor (the camera follows the cursor instead of staying in the centre of the box).

And with the added Rear Touch camera control, it is much easier to align big chunks of level. Now you can use the Rear Touch panel to move the camera to the edges of the piece you are moving, where it will stay until you manually reposition it or cancel the move operation - Extremely useful!
2012-04-25 09:11:00

Author:
Slaeden-Bob
Posts: 605


The Capture Object tool has been reworked a bit, and will now use a box-select similar to the one of the regular Popit Cursor (the camera follows the cursor instead of staying in the centre of the box).

And with the added Rear Touch camera control, it is much easier to align big chunks of level. Now you can use the Rear Touch panel to move the camera to the edges of the piece you are moving, where it will stay until you manually reposition it or cancel the move operation - Extremely useful!

just the job! this will make the emit/destroy a legitimate part of creating!!!
2012-04-25 15:12:00

Author:
GribbleGrunger
Posts: 3910


rear touch camera control? How the heck does that work?2012-04-25 22:19:00

Author:
Brapp347
Posts: 82


One of the main features of the playstation vita, the back of the thing is a touch pad. Not a screen, nothing can appear on it, just the back of the system that can sense your finger.2012-04-25 22:32:00

Author:
ATMLVE
Posts: 1177


rear touch camera control? How the heck does that work? What ATMLVE said lol it kinda works with the front screen being used for touch in create tweak menus and placing items etc. whilst the rear touch pad kinda acts like a smartphone web browser. you pinch at the pad to zoom in and the opposite to zoom out and swipe up, down, left and right to scroll in the level : ) its actually really handy as it means you don't need to exit your popit to adjust the camera!2012-04-25 22:38:00

Author:
Hallm3
Posts: 252


Is there a seperate tool in the game for rear touch? Or is it just a setting in the touch senser?2012-04-25 23:09:00

Author:
ATMLVE
Posts: 1177


Is there a seperate tool in the game for rear touch? Or is it just a setting in the touch senser?

all it basically mean is that if you want to use the emit/destroy technique you no longer have to get another person to spot the edge of the selection box. you are no longer limited to a central view that makes it impossible to see what you are selecting. until you deselect, you can freely scroll around the area with the rear touch to check that you have selected what you require. this is a huge advantage. couple that with the auto destroy on emitters and you can see how useful this is for making HUGE levels.
2012-04-25 23:35:00

Author:
GribbleGrunger
Posts: 3910


Is there a seperate tool in the game for rear touch? Or is it just a setting in the touch senser?

From what I've read, it's a setting on the Touch Sensor -- it will accept either front touch, rear touch, or both.
2012-04-26 00:12:00

Author:
alexbull_uk
Posts: 1287


[...] you no longer have to get another person to spot the edge of the selection box. you are no longer limited to a central view that makes it impossible to see what you are selecting. until you deselect, you can freely scroll around the area with the rear touch to check that you have selected what you require.

Exactly!

Plus; with the increased memory of the Vita, having to resort to the destroy/emit technique should hopefully be a rare occurrence for most creators
2012-04-26 09:49:00

Author:
Slaeden-Bob
Posts: 605


Exactly!

Plus; with the increased memory of the Vita, having to resort to the destroy/emit technique should hopefully be a rare occurrence for most creators

so is that a VERIFICATION that the Vita version does indeed have a bigger memory pool at it's disposal for LBP? i don't think it's actually been verified, it's only really been hinted at. can you put this is context perhaps? on average, how much bigger can a level be?
2012-04-26 11:08:00

Author:
GribbleGrunger
Posts: 3910


UV tool isnt new...

Is there any chance of the bounce pad tweaks coming to LBP2?
2012-04-27 12:12:00

Author:
Unknown User


UV tool isnt new...

Is there any chance of the bounce pad tweaks coming to LBP2?

The UV tool isnt new, but in LBP vita its slightly tweaked. Actually, awesomely majorly tweaked, you can now zoom textures on materials in and out, rather than just move them around like you could before.

Also, theres no way to tell what updates will come next in LBP2, until theyre officially announced.
2012-04-27 13:36:00

Author:
ATMLVE
Posts: 1177


The Capture Object tool has been reworked a bit, and will now use a box-select similar to the one of the regular Popit Cursor (the camera follows the cursor instead of staying in the centre of the box).

And with the added Rear Touch camera control, it is much easier to align big chunks of level. Now you can use the Rear Touch panel to move the camera to the edges of the piece you are moving, where it will stay until you manually reposition it or cancel the move operation - Extremely useful!
Extremely useful on a useless platform nobody owns. Seriously, is this expected to shift 2-3 million units like the other LBP games have? It would mean a massive proportion of Vita owners would have to buy the game.
2012-04-27 14:04:00

Author:
Ayneh
Posts: 2454


Yeah and some of my friends & other people have been saying Vita is a big flop. I Think Sony is really expecting LBPvita to sell their whole system almost by itself once it's out. but even if it is a LBPgame, i find it questionable if it'll do all that well. mostly because it's on the vita. but i'll hold my full opinion until it's been out and sold for a small while. *mew2012-04-27 14:20:00

Author:
Lord-Dreamerz
Posts: 4261


Extremely useful on a useless platform nobody owns."Nobody" is a strong word, don't you think? You mean a platform that you don't own.




Seriously, is this expected to shift 2-3 million units like the other LBP games have? It would mean a massive proportion of Vita owners would have to buy the game.Keep in mind that the Vita is still in the extremely early stages of its product lifecycle. It's built with an intended 10 year cycle (as with all other PlayStation platforms) so yes, unit sales in the quantities you're suggesting are fairly reasonable. Keep in mind also that LBPV is a system seller as well.




Yeah and some of my friends & other people have been saying Vita is a big flop.Even if your friends are highly respected market analysts, I'd say that statement is very premature.




I Think Sony is really expecting LBPvita to sell their whole system almost by itself once it's out. but even if it is a LBPgame, i find it questionable if it'll do all that well. mostly because it's on the vita. but i'll hold my full opinion until it's been out and sold for a small while. *mewFair enough. I'm also very interested to see how sales are after the system has matured.
2012-04-27 15:50:00

Author:
Taffey
Posts: 3187


Lets hope they arent counting on LBP vita to sell vitas, cus tarsier hasnt done anything to market the darn game since june.2012-04-27 15:51:00

Author:
ATMLVE
Posts: 1177


Keep in mind that the Vita is still in the extremely early stages of its product lifecycle. It's built with an intended 10 year cycle (as with all other PlayStation platforms) so yes, unit sales in the quantities you're suggesting are fairly reasonable. Keep in mind also that LBPV is a system seller as well.
Do you honestly expect the Vita to sell as much as the PSP or PS3?

There are 70 million PSPs, with LBP PSP selling 2 million units total, which means 3% of PSP users brought LBP PSP.

Sony expects there to be 10 million Vita units worldwide by the end of the year (there are currently 2 million sold). For LBP Vita to sell as much as LBP PSP it would mean 20% of Vita users would need to buy it.

Even if you doubled the expected number of Vita handhelds worldwide to 20 million you're still talking about LBP suddenly becoming 3 times more popular than it was and having an equivalent ratio of games to systems that would put Call of Duty to shame.
2012-04-27 16:36:00

Author:
Ayneh
Posts: 2454


Do you honestly expect the Vita to sell as much as the PSP or PS3?I do, actually (http://www.gamasutra.com/view/news/39843/Looking_toward_Vitas_future_by_examining_PSPs_past .php).


However, I don't want to turn this into a marketing analysis of Sony's product line because that's not what this thread is for. I'm happy to continue the discussion via PM or profile message of course, or we can just agree to disagree.
2012-04-27 17:28:00

Author:
Taffey
Posts: 3187


can we perhaps take this to N4G!! the one place i can come to avoid speculative nonsense and rumours of doom is here. Vita is selling fine and just needs a few more games that are region specific. they said the same about the DOOMED 3DS and the DOOMED PS3 and they're already talking about the DOOMED Wiiu...

anyway, about the UV tool: do you pinch the screen to enlarge the textures or do you use the analogue sticks?
2012-04-27 18:44:00

Author:
GribbleGrunger
Posts: 3910


I do, actually (http://www.gamasutra.com/view/news/39843/Looking_toward_Vitas_future_by_examining_PSPs_past .php).
Did you actually read that? The author writes towards the end:


I don't think the Vita has any chance of reaching even the level of sales enjoyed by its predecessor.

However, I don't want to turn this into a marketing analysis of Sony's product line because that's not what this thread is for. I'm happy to continue the discussion via PM or profile message of course, or we can just agree to disagree.
This is about whether LBP Vita will sell as well as it did on the PSP or PS3, which is on-topic, no?
2012-04-27 19:17:00

Author:
Ayneh
Posts: 2454


I'll just check for you haha and yes! you can, you can pinch to enlarge and use two fingers to rotate. theres also two handy reset buttons for resetting the position & rotation and size if you mess up.2012-04-27 19:20:00

Author:
Hallm3
Posts: 252


This is about whether LBP Vita will sell as well as it did on the PSP or PS3, which is on-topic, no?

Actually its not, the thread is to discuss ''The New Tools, Features, Tweaks and Even More Goodies List!'' not to talk about sales figures. Its simply for those people who are interested in all the new stuff that's in the vita version : )
2012-04-27 19:25:00

Author:
Hallm3
Posts: 252


I'll just check for you haha and yes! you can, you can pinch to enlarge and use two fingers to rotate. theres also two handy reset buttons for resetting the position & rotation and size if you mess up.

now that's just showing off! can i ask if the latest build is any different or better than the build you played when you first got your greedy mits on the Vita version?
2012-04-27 19:33:00

Author:
GribbleGrunger
Posts: 3910


I'm not allowed to give any specifics obviously due to legal reasons but to be vague, I'm just gonna say YES! lol2012-04-27 19:36:00

Author:
Hallm3
Posts: 252


I'm not allowed to give any specifics obviously due to legal reasons but to be vague, I'm just gonna say YES! lol

mmmm... the answer would appear to be a simple one but the way you've written that suggests there could be some new additions too

or are you just showing off again?

Have you tried using a stylus with the game? i really think it would be a great idea for them to include one when it finally releases
2012-04-27 19:38:00

Author:
GribbleGrunger
Posts: 3910


the answer IS a simple one xD Im just very simple! haha no but it has improved a lot and yeah I am showing off a little feel really lucky to be on such a great team.2012-04-27 19:44:00

Author:
Hallm3
Posts: 252


Actually its not, the thread is to discuss ''The New Tools, Features, Tweaks and Even More Goodies List!'' not to talk about sales figures. Its simply for those people who are interested in all the new stuff that's in the vita version : )
Ahh, I see. It's odd you didn't bring that up earlier when people were spending pages talking about the release date and the like.

Perhaps a mod can split the off-topic discussion out and leave this thread to discuss specifically about the tools.
2012-04-27 19:47:00

Author:
Ayneh
Posts: 2454


I have a quick question, about the unphysicalize thing that allows objects to merge together. Or is that not even the unphysicalize thing and something else? Anyway, whatever allows objects to merge together, I know a already read it, but what tool lets you do that?


the answer IS a simple one xD Im just very simple! haha no but it has improved a lot and yeah I am showing off a little feel really lucky to be on such a great team.

What team are you part of? Ive never heard of you before.
2012-04-27 20:37:00

Author:
ATMLVE
Posts: 1177


I have a quick question, about the unphysicalize thing that allows objects to merge together. Or is that not even the unphysicalize thing and something else? Anyway, whatever allows objects to merge together, I know a already read it, but what tool lets you do that?



What team are you part of? Ive never heard of you before.

As i understood it do the same thing as you do with nonphysical objects in LBP2, so yes you can merge things, even if you can't glue (not sure) them you can use gravity tweakers

Oh and Hallm3 was in the Jam
2012-04-27 21:08:00

Author:
Shadowriver
Posts: 3991


The tool that lets you unphysicalise things is the Unphysicalise Tool xD it does what it says on the tin its great for merging things and also is great for cutting thermo : ) And I'm a 'new recruit' so to speak xD I was invited to the Game Jam and I guess they liked my work! Since then I've been hired to work at Tarsier Studios for a while as a Level Designer so as of 2 weeks ago Ive settled down in Sweden amongst all these lovely talented peeps.2012-04-27 21:13:00

Author:
Hallm3
Posts: 252


The tool that lets you unphysicalise things is the Unphysicalise Tool xD it does what it says on the tin its great for merging things and also is great for cutting thermo : ) And I'm a 'new recruit' so to speak xD I was invited to the Game Jam and I guess they liked my work! Since then I've been hired to work at Tarsier Studios for a while as a Level Designer so as of 2 weeks ago Ive settled down in Sweden amongst all these lovely talented peeps.

just how much thermo does it actually save? clearly anything that sackboy doesn't physically interact with could be unphysicalised. could you re-physicalise sections as you go along and use it in a similar fashion to the emit/destroy tool?

more memory, easier emit/destroy and this could mean HUGE levels in LBPVita
2012-04-27 21:29:00

Author:
GribbleGrunger
Posts: 3910


The tool that lets you unphysicalise things is the Unphysicalise Tool xD it does what it says on the tin

Well since I already asked what kind of tool it is, the logical assumption would be that I dont know the extent of it. But obviously you decided to laugh at me rather than think about it further. Perfect choice for a jam attendee. Is it a selection tool, like the hazard ones, where you click on a material and it changes back and forth each time you select it, or is it its own tool like the gravity tweaker is, or is it just an option in the material tweaker?
2012-04-27 23:24:00

Author:
ATMLVE
Posts: 1177


Well since I already asked what kind of tool it is, the logical assumption would be that I dont know the extent of it. But obviously you decided to laugh at me rather than think about it further. Perfect choice for a jam attendee. Is it a selection tool, like the hazard ones, where you click on a material and it changes back and forth each time you select it, or is it its own tool like the gravity tweaker is, or is it just an option in the material tweaker?

a page or two back they said it's like the hazard/advance glue tool.
2012-04-27 23:50:00

Author:
Lord-Dreamerz
Posts: 4261


Well since I already asked what kind of tool it is, the logical assumption would be that I dont know the extent of it. But obviously you decided to laugh at me rather than think about it further. Perfect choice for a jam attendee. Is it a selection tool, like the hazard ones, where you click on a material and it changes back and forth each time you select it, or is it its own tool like the gravity tweaker is, or is it just an option in the material tweaker?

Gosh I didn't mean it like that! Im sorry, the only reason Im being kinda vague is I have to confirm what I can write about before typing something but Ive come home from work for the weekend. But anyway, to clear things up, at the moment the unphysicalise tool is exactly what you described first; its a symbol in the first page of the tools bag that works like a danger tool. Click to unphysicalise, click again to physicalise! Apologies again for sounding rude, i didn't mean for it to come off that way : )
2012-04-27 23:54:00

Author:
Hallm3
Posts: 252


Gosh I didn't mean it like that! Im sorry, the only reason Im being kinda vague is I have to confirm what I can write about before typing something but Ive come home from work for the weekend. But anyway, to clear things up, at the moment the unphysicalise tool is exactly what you described first; its a symbol in the first page of the tools bag that works like a danger tool. Click to unphysicalise, click again to physicalise! Apologies again for sounding rude, i didn't mean for it to come off that way : )

liar!!!! you're just showing off again
2012-04-28 00:29:00

Author:
GribbleGrunger
Posts: 3910


Hmmmmm im guessing "soon" mean e3?2012-05-06 21:34:00

Author:
Ash_uk1
Posts: 255


Hmmmmm im guessing "soon" mean e3?

But wasn't LBP Vita at last years E3? Can the same game be at 2 of them?
2012-05-06 22:44:00

Author:
The5rozos
Posts: 952


But wasn't LBP Vita at last years E3? Can the same game be at 2 of them?

If they have more info to give away, I don't see why not.
2012-05-06 23:37:00

Author:
ConverseFox
Posts: 2333


Well the both new tarsier community coordinator and steven in a comment on one of his playstation blog entries said that big information would be out this month. So I guess stevens use of "interfrastically" was just another way to disguise a classic MM "soon".2012-05-07 02:30:00

Author:
ATMLVE
Posts: 1177


I don't know if this has been discussed yet, but will LBPV be carrying over LBP2 levels, or will it start with a fresh Earth?2012-05-07 03:13:00

Author:
Night Angel
Posts: 1214


I don't know if this has been discussed yet, but will LBPV be carrying over LBP2 levels, or will it start with a fresh Earth?

The Earth will be fresh! One can only imagine the total published level numbers that people will reach on LBP.me.
2012-05-07 03:32:00

Author:
Uncuddly
Posts: 237


The Earth will be fresh! One can only imagine the total published level numbers that people will reach on LBP.me.

See who can publish the first level?

Challenge Accepted
But really, I bet the first couple hundred levels will be titled "First"
2012-05-07 03:42:00

Author:
ConverseFox
Posts: 2333


Im sure the people like comph and lock who worked on the game will have published MM picks up when the game releases. Dont know if you were there or not, but a bunch of people like jackofcourse had levels published and MM picked when LBP2 first came out. But the first regular guy level... probably some nerd in the earliest timezone who brought his vita to the store and plugged in LBP as soon as he got it and published an empty level.2012-05-07 04:03:00

Author:
ATMLVE
Posts: 1177


Fresh Earth makes me even more excited 2012-05-07 04:23:00

Author:
Night Angel
Posts: 1214


Fresh Earth makes me even more excited

Same here! I wonder what this new planet will be called...

http://www.littlebigland.com/wp-content/uploads/2011/11/vita-wallpaper.jpg

Looks kind of.... 'circus'y


EDIT: I know they have the new touch screen gameplay, but I hope Tarsier really mixes things up. For example, we've seen a trailer where Sackboy travels in a bubble. I want whacky stuff like that, that you wouldn't expect from LBP 1/2/PSP. I want it to be different.
2012-05-07 06:03:00

Author:
The5rozos
Posts: 952


i'm also looking forward to a brand new moon! i still think that ANY Trophies that encourage people to publish rubbish should be removed, such as the publishing trophy. keep the moon tidy this time and free from nonsense. AND please someone tell the devs to allow us to use our Vitas as a keypad for LBP2 also! it might not seem much but it would be more than welcome, especially if they want us to 'review' levels and not just boo them (presumably that's one of the reasons the boos were removed?)

... and pack a stylus in with the game!! i'll keep saying that, darn it!
2012-05-07 06:23:00

Author:
GribbleGrunger
Posts: 3910


i'm also looking forward to a brand new moon! i still think that ANY Trophies that encourage people to publish rubbish should be removed, such as the publishing trophy. keep the moon tidy this time and free from nonsense. AND please someone tell the devs to allow us to use our Vitas as a keypad for LBP2 also! it might not seem much but it would be more than welcome, especially if they want us to 'review' levels and not just boo them (presumably that's one of the reasons the boos were removed?)

... and pack a stylus in with the game!! i'll keep saying that, darn it!

Didn't they announce awhile back that they are incorporating the Vita as a tablet in LBP2? Or am I making this up?
2012-05-07 06:30:00

Author:
The5rozos
Posts: 952


... and pack a stylus in with the game!! i'll keep saying that, darn it!

No need to freak out, why not just use some household object, like a toothpick or a pencil?
2012-05-07 14:07:00

Author:
ATMLVE
Posts: 1177


No need to freak out, why not just use some household object, like a toothpick or a pencil?

Needles will work too
2012-05-07 16:08:00

Author:
The5rozos
Posts: 952


No need to freak out, why not just use some household object, like a toothpick or a pencil?

because you CAN'T. the tech they're using in the Vita is far more accurate than that in the DS. this tech isn't just touch it's capacitive which works on the static electricity in your fingers. you have to have a special stylus that allows that static electricity to pass through it. this isn't Nintendo we're talking about here, this is Sony and they always go that extra mile

Capacitive:


A capacitive touchscreen panel consists of an insulator such as glass, coated with a transparent conductor such as indium tin oxide (ITO).[12][13] As the human body is also an electrical conductor, touching the surface of the screen results in a distortion of the screen's electrostatic field, measurable as a change in capacitance. Different technologies may be used to determine the location of the touch. The location is then sent to the controller for processing. Unlike a resistive touchscreen, one cannot use a capacitive touchscreen through most types of electrically insulating material, such as gloves; one requires a special capacitive stylus, or a special-application glove with an embroidered patch of conductive thread passing through it and contacting the user's fingertip. This disadvantage especially affects usability in consumer electronics, such as touch tablet PCs and capacitive smartphones in cold weather.
2012-05-07 16:14:00

Author:
GribbleGrunger
Posts: 3910


because you CAN'T. the tech they're using in the Vita is far more accurate than that in the DS. this tech isn't just touch it's capacitive which works on the static electricity in your fingers. you have to have a special stylus that allows that static electricity to pass through it. this isn't Nintendo we're talking about here, this is Sony and they always go that extra mile

Ah, one of those. But if thats the case, then wouldnt anything metal work as well? Im pretty sure thats how those things work.
2012-05-07 17:05:00

Author:
ATMLVE
Posts: 1177


Ah, one of those. But if thats the case, then wouldnt anything metal work as well? Im pretty sure thats how those things work.

i wouldn't advise just using anything metal. a still think if they put a stylus in with LBPVita is would be seen as a great gesture and would also help with creating and drawing in the game more accurately

plus there is a thing called dielectric properties and i'm not sure if ANYTHING will do... i'll try to find it

edit: go here and read about one particular stylus to give you an idea of what i mean


What is a capacitive touch screen?
Capacitive sensing technology detects the proximity of a human body by measuring its 'electrical field', a concept introduced by Michael Faraday. While a finger is commonly used, capacitive touch screens can detect anything with dielectric properties. (A resistive touch screen, by comparison, measures contact between two thin metallic layers when pressed with a sharp stylus.) Devices like iPad employ capacitive touch screens. No external stylus is required, other than your finger. However, a finger can be clumsy at times, and a gloved finger may go undetected, because its dielectric properties are altered. The iFaraday stylus mimics the dielectric properties of a small, nimble human finger.

http://www.ifaraday.com/

and here are some others for consideration:

http://www.macworld.com/article/1156560/touchscreen_stylus_roundup.html
2012-05-07 17:42:00

Author:
GribbleGrunger
Posts: 3910


So are laptop touchpads something like those touch screens? Because Ive tried several objects on my touchpad to try and make the curser move, and so far only my finger works.2012-05-07 18:21:00

Author:
ATMLVE
Posts: 1177


So are laptop touchpads something like those touch screens? Because Ive tried several objects on my touchpad to try and make the curser move, and so far only my finger works.

most of the industry use it now, yes. it's more accurate and better for multi-touch (for pinching and enlarging pictures/text for instance)

edit:


In the capacitive system, a layer that stores electrical charge is placed on the glass panel of the monitor. When a user touches the monitor with his or her finger, some of the charge is transferred to the user, so the charge on the capacitive layer decreases. This decrease is measured in circuits located at each corner of the monitor. The computer calculates, from the relative differences in charge at each corner, exactly where the touch event took place and then relays that information to the touch-screen driver software. One advantage that the capacitive system has over the resistive system is that it transmits almost 90 percent of the light from the monitor, whereas the resistive system only transmits about 75 percent. This gives the capacitive system a much clearer picture than the resistive system.

just for reference here is Resistive (used in the DS)


The resistive system consists of a normal glass panel that is covered with a conductive and a resistive metallic layer. These two layers are held apart by spacers, and a scratch-resistant layer is placed on top of the whole setup. An electrical current runs through the two layers while the monitor is operational. When a user touches the screen, the two layers make contact in that exact spot. The change in the electrical field is noted and the coordinates of the point of contact are calculated by the computer. Once the coordinates are known, a special driver translates the touch into something that the operating system can understand, much as a computer mouse driver translates a mouse's movements into a click or a drag.
2012-05-07 18:44:00

Author:
GribbleGrunger
Posts: 3910


I hate the type of touch screen on the DS. I like the capacitive touch screens better since it won't think your touching it while it's in your pocket or anything like that.

Anywho, I agree, LBP Vita should include a stylus. For a game that focuses a lot on touch stuff, it'd be very usefull!
2012-05-07 21:08:00

Author:
ConverseFox
Posts: 2333


I like the capacitive touch screens better since it won't think your touching it while it's in your pocket or anything like that.Actually sometimes they do, but only if you've left the screen on. I also occasionally have issues with the rear touch pad registering a touch if I set the Vita down on my knee (even while wearing jeans, etc.). This happened to me a lot in Escape plan where you need to do like a 4 or 5 finger multi-touch on the front screen and literally don't have enough hands to hold the Vita at the same time.

Regardless, it's easy to work around and hardly an inconvenience. Just new and different is all.




... and pack a stylus in with the game!! i'll keep saying that, darn it!
I agree, LBP Vita should include a stylus. For a game that focuses a lot on touch stuff, it'd be very usefull!I've posted this before somewhere but to safe everyone the trouble of looking it up I'll post it again.

I have two different types of capacitive stylus made by Boxwave (this one (http://www.boxwave.com/universal-capacitive-styra/bwpd/pmv/) and this one (http://www.boxwave.com/universal-capacitive-stylus/bwpd/tpw/)), and they are excellent. They work great with the Vita and I HIGHLY recommend them.


http://i900.photobucket.com/albums/ac207/tross13/29b31ca4.jpg http://i900.photobucket.com/albums/ac207/tross13/3a232397.jpg
2012-05-07 22:22:00

Author:
Taffey
Posts: 3187


out of interest, Taffey, have you used a stylus at all with LBPVita... and if so, was it better for creating? or to put it another way: do you feel that it helped you personally?

it might not be for everyone i suppose
2012-05-07 23:24:00

Author:
GribbleGrunger
Posts: 3910


I didn't think to bring a stylus with me to Sweden so I didn't try it with LBPV. However, I've used one for a bunch of different games and things like Paint Park, and it does help a lot. For me the greatest benefit is that it gets my finger out of the way so that I can see what I'm touching/dragging. The touch screen "material painting" in create mode will probably be excellent with a stylus - you'll get much more precise control over the shape.




it might not be for everyone i supposeThat is certainly true. I'm sure some people will find a stylus to be both annoying and unnecessary, but I like them a lot.
2012-05-07 23:46:00

Author:
Taffey
Posts: 3187


I have two different types of capacitive stylus made by Boxwave (this one (http://www.boxwave.com/universal-capacitive-styra/bwpd/pmv/) and this one (http://www.boxwave.com/universal-capacitive-stylus/bwpd/tpw/)), and they are excellent. They work great with the Vita and I HIGHLY recommend them.


http://i900.photobucket.com/albums/ac207/tross13/29b31ca4.jpg http://i900.photobucket.com/albums/ac207/tross13/3a232397.jpg

Do you need a screen protector to use one of those?
2012-05-08 01:05:00

Author:
Chazprime
Posts: 587


Do you need a screen protector to use one of those?

Nope! The end you use is actually the "fat" end. It's squishy (or at least, not hard) to make sure it doesn't harm your touchscreen

And yes, I agree that including a capacitive stylus with the game would be great.

Although, capacitive styli are so cheap that even if they don't, it's no big deal to get one. When I got my iPad, I purchased two for ?0.99 from eBay and they're great (protip: they make awesome, cost-effective gifts too!).
2012-05-08 01:40:00

Author:
alexbull_uk
Posts: 1287


One thing I'd really like is folders for different instrument groups on the music page. Right now it kind of just seems like a mess, but I'd really like seperate folders for strings, synths, percussion, etc.2012-05-08 23:00:00

Author:
Brapp347
Posts: 82


Are there "folders" for sound effects or backgrounds to reduce lag if you're just skimming past them?2012-05-08 23:02:00

Author:
L1N3R1D3R
Posts: 13447


One thing I'd really like is folders for different instrument groups on the music page. Right now it kind of just seems like a mess, but I'd really like seperate folders for strings, synths, percussion, etc.
Are there "folders" for sound effects or backgrounds to reduce lag if you're just skimming past them?Folders are a great suggestion, but no - this feature was not in the build of the game we played in February.

We might be able to bribe the folks at Tarsier to add this feature in eventually.. They seem to respond remarkably well to both hamburgers and beer.
2012-05-08 23:45:00

Author:
Taffey
Posts: 3187


removed. go here:

https://lbpcentral.lbp-hub.com/index.php?t=70276-LBPVita-Beta!!!
2012-05-09 14:20:00

Author:
GribbleGrunger
Posts: 3910


register now!!!

i demand to be part of this!!! please...



http://blog.us.playstation.com/2012/05/09/littlebigplanet-ps-vita-beta-is-coming-soon/

must. Get. In. This.


HOW DO I
2012-05-09 14:27:00

Author:
DominationMags
Posts: 1840


go to the article and see

edit: here http://lbpvitabeta.us.playstation.com/
2012-05-09 14:28:00

Author:
GribbleGrunger
Posts: 3910


Just signed up. Is it first come first serve?! I think I signed up REALLY early... since it was just mentioned here... But I really want to make this... Ill give up ANYTHING D:2012-05-09 14:31:00

Author:
DominationMags
Posts: 1840


They dont say when theyll announce the "winners" though, nor how long the beta will be. Still, I signed up!2012-05-09 15:29:00

Author:
ATMLVE
Posts: 1177


go here for the Beta thread: https://lbpcentral.lbp-hub.com/index.php?t=70276-LBPVita-Beta!!!2012-05-09 16:22:00

Author:
GribbleGrunger
Posts: 3910


The most important question that people forgot to ask i think, is... Will there be any water in LBP vita?2012-05-11 14:03:00

Author:
Nazar_Ops
Posts: 175


The most important question that people forgot to ask i think, is... Will there be any water in LBP vita? Yep! Water is back and fully functioning with related gadgets and tweaks still included : )2012-05-11 14:44:00

Author:
Hallm3
Posts: 252


The most important question that people forgot to ask i think, is... Will there be any water in LBP vita?

No one forgot, because its just something we can easily assume. If there wasnt, that would make many people angry, and theres no reason to not have it anyway.
2012-05-11 17:19:00

Author:
ATMLVE
Posts: 1177


I got interesting quastion that probably will be anwser durning beta ;p What will happen to MMPicks?

Considering LBPVita is not made by MM and Syroc will pick the levels and considering LBPVita will run on same servers, they won't be MMPicks anymore, considering Karting will jump in it will make this name even more invalid. Do we gonna have change of name to "DevPicks" for example or seperate picks with diffrent color? or StevenI will have more things to play?
2012-05-11 19:47:00

Author:
Shadowriver
Posts: 3991


Considering LBPVita is not made by MM and Syroc will pick the levels and considering LBPVita will run on same servers, they won't be MMPicks anymore, considering Karting will jump in it will make this name even more invalid. Do we gonna have change of name to "DevPicks" for example or seperate picks with diffrent color? or StevenI will have more things to play? I vote that we call them Stroopwafel Selections (or maybe Wafelpicks) and that the level icons should have a delicious cookie border, like this:


http://i900.photobucket.com/albums/ac207/tross13/strooppicks.png

2012-05-11 20:28:00

Author:
Taffey
Posts: 3187



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