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LittleBigPlanet Karting GameJam 2012

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Article by Tom Ross
(aka Taffey, PSN tsr13)


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In June 2012, a small collection of lucky folks from around the community were invited to Sony's San Diego Studio for a week to get an early look at LittleBigPlanet Karting, a brand new game that features Sackboy behind the wheel of his very own ride. We spent five days in the very heart of the PlayStation universe and had a lot of incredible experiences; this is a chronicle of those events.


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It was an average Thursday morning. I rolled out of bed, made some coffee, and sat down to check my email. A quick glance over the list of subject lines revealed nothing out of the ordinary: U ARE LOTTERY WINER... invitation to visit Sony... PlayStation Blog update... Wait, wait. Go back one. What was that again??

Yep, it was an email from the LittleBigPlanet Karting team, and they wanted me to fly to southern California and spend a week playing games! I carefully pondered my decision – a process that took about four seconds – and promptly rearranged my schedule.

I was shocked. I sent a couple messages to confirm they contacted the right guy! Then I saw codibear8383 and Crazy_S on the list and quickly contacted them so we could all share in the excitement.My jaw seriously dropped. I jumped up and down like a kangaroo.I was actually checking my email for a Vita Beta code. Sadly I didn't find it but once I opened my invitation a wide grin spread across my face and I didn't care at all about the Vita Beta anymore.I was really excited. I've done stuff like this before, but I still love it so much that I take advantage of every opportunity that comes my way.I was definitely shocked and awed. I have no words to describe how I felt to be honest hahaI was really surprised that I was invited to the event and had to pinch myself to make sure I was not dreaming. I also did jump up and down a couple of times.


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Day 1 was a whirlwind of events. I arrived at San Diego airport bright and early in the morning and immediately encountered ConfusedCartman at the baggage carousel. We exchanged hellos, grabbed our bags, and embarked on what would become the most terrifying taxi ride of our lives. Pedal-to-the-metal acceleration was occasionally interrupted with screeching stops while the "driver" typed things into a GPS. After what seemed like an eternity of white-knuckle car chase action, we paid our ransom of $53 and were set free vaguely near our hotel.

No sooner had we landed on the pavement in a heap than one of the hosts from Sony showed up to greet us. We were led to the lobby of the hotel and introduced the other invitees: JustinArt, LamboLover4898, codibear8383, Spider-Jew, and Crazy_S. I also spotted none other than LittleBigPlanet Community Manager Steven Isbell hiding behind a potted fern. Once we had said our hellos, we went on a short walk down the road to San Diego Studio, a place I like to call Gamer Wonderland. Walking inside was like visiting Santa's workshop – I've played an awful lot of games that were produced in that very building. Resisting the urge to hug a Patapon 3 poster on the wall, I followed the group down a hallway and into a large room that would be our home for the week. A huge LittleBigPlanet Karting graphic covered one of the walls; around the perimeter of the room were arranged many flatscreen TVs and PlayStation 3 consoles. This was going to be a great week.

I was extremely nervous and excited at the same time. I was thinking "I'm actually going to test out LBPK!!!" It's hard to explain meeting people I only know from PSN's and great levels. I now know all these great people by their first names of their PSN's.Walking over to the studio was an exercise in restraint. I was so full of nervous energy, I don't know how I just didn't break out into a sprint heading over there. Hanging out with other people from the community was like we had been friends for a while. There's something about getting everyone from a similar community together in one place - you don't have to really get to know each other very much. The conversation just flows.I was excited. Being inside a Sony game studio is like being in a really fun job. I was in an amazing group to hang out with. This was my first time being part of a LBP meeting.I felt a little nervous and anxious to see the studio and meet everyone. It was awesome being in the studio and getting to see the environment the developers work in. Everyone from sony was awesome and made me feel like I was home and everyone from the community was really cool and had great personalities.I was more excited than anything. I just wanted to go to every cubicle and office to ask each person what they were working on and find an empty cubicle I could convert into a fort so I could live there forever! It was fun hanging out with people from the community and putting faces to PSN names. It is nice to talk with a person in real life about games and they actually know what you are talking about. I was extremely nervous and excited at the same time, because I didn't really know what to expect since I hadn't done anything like this in the past. It was incredible being in the studio. I felt like I couldn't touch anything, like it was a sacred area haha .. Meeting the Sony guys was awesome. They were all very welcoming and hospitable. They really did want our opinion on the game without it being sugar-coated, because in the grand scheme of things, we were a representation of the community.


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In the calmest fashion possible, we each picked a workstation and settled in for a day of LittleBigPlanet Karting. The development team requested that we play a few of the story mode levels to get a feel for what the game was all about, and we happily obliged. First impressions were very positive. The game looks and feels exactly like LittleBigPlanet, except of course for the fact that Sackboy is driving a kart instead of running. We enjoyed a few different Gardens-themed tracks and arenas, as well as one on Huge Spaceship – it was all comfortingly familiar and excitingly new all at the same time. The arena-based gameplay was a blast (literally!) and the minigames we played were all very entertaining as well. Overall this game is just plain fun. We were all quite impressed.

With a taste of play mode (and a bit of lunch) under our belts, our attention was called to the front of the room. We were given a rundown on some of the new tools, watched a few tutorials, and set loose on create mode.

This was the moment we'd been waiting for.

None of us really knew what to expect. Create mode loaded up, and there's Sackboy hovering in the air just like always with a nice background stretching into the distance. So far so ordinary. I began flying around the level left and right, up and down, and..... in and out!? Now hold on just a dang minute. I had thought create mode would be fairly restrictive but no - a quick turn of the analog stick swung the camera around in directions it never used to go before, and right then I realized: This was a fully three-dimensional sandbox to create in. Whoa.

I had some trouble thinking in three dimensions at first – it's a degree of freedom I am simply not used to, and my brain just didn't want to work that way. I created a chunk of material and began scaling and rotating it around in different directions simply to get a feel for what could be done, and it didn't take me long to realize you could do anything. Ouch, brain cramp. I needed to give myself more time to let the concept of that Z-axis sink in a bit more, so I started scrolling through some of the logic objects. I was assaulted with tools, tools, and more new tools, so many in fact that I couldn't possibly imagine what you might need them all for. Yep, this was a LittleBigPlanet game alright. The development team had definitely done their homework.

Experiencing create mode in LBP Karting for the first time is difficult to describe, but it's something like this: Imagine coming home at the end of the day and discovering that someone has installed a brand new refrigerator for you, stocked full of your favorite drinks. They've also added a soft serve ice cream maker, a home theater, a swimming pool, a machine that dispenses free pizza, and a roller coaster. It's still the home you know and love, only now it's way cooler than before.

Day 1 was over before we knew it, and of course none of us actually wanted to leave. We were lured away with the promise of a tasty meal (they finally got my attention with the words "mac & cheese") and sometime afterwards we all ended up in the lobby of the hotel, discussing the events of the day. All of us were impressed with the huge world available to create in and astounded at the new tool set. And, as it turns out, all of us were having a little trouble trying to come up with ideas that utilized that elusive third dimension. We were excited to give it a try on Day 2 though, so we headed to our rooms to get some rest.

I think my first feeling was one of bewilderment. I don't think any of us - me especially - expected the game to support as much as it does. It really does support essentially everything LBP2 supports, plus an entire third dimension.The tools were amazing. I can do a lot more than what I expected. I was eager to start creating on day 1.Seeing the game for the first time made my brain explode because all the tools gave me millions of ideas. I was a bit nervous about creating in a 3D world, as I had not done this before and wasn't sure I would be any good. After messing around the with the tools for the first day and coming back for Day 2, I was very comfortable with the game and confident I could create an enjoyable experience for everyone to play.I remember when I first started LBP that I never thought I'd be good at creating just simply because there was so much that the tools were capable of. I felt the exact same way for this game.. However this game takes it to a completely different level.I was a little bit overwhelmed because of the 3d but was really impressed on how well the tools were implemented.I was overwhelmed and extremely excited to get my hands dirty with a 3D LBP editor and the editor went way above my expectations!


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Day 2 started much the same as Day 1, only this time we knew what was in store for us. I sat down at my station, loaded up create mode, and just like that I knew exactly what to do. The actions and objects that seemed so strange in concept the previous day appeared effortlessly on my screen, and I could barely keep up with all the ideas that were popping into my head. Hmm, maybe I'll make a skyscraper... and there it was just a few minutes later. Well now I need a city to put it in, don't I? Roads, intersections, sidewalks, parks – they all magically came to life at the end of my popit cursor without so much as a second thought. A quick survey of the room revealed similar processes going on with the rest of the group. Apparently all one needs to get a handle on this sort of thing is a healthy intake of pasta and a night's rest.

We were given free reign for the entire day to create whatever we wanted, and we went nuts with our newfound freedom. Around the room appeared tracks, arenas, desert landscapes, futuristic cities, circuit boards jammed full of wires, weapons, custom karts... the list went on. Our attention was drawn to a table full of delicious Hawaiian barbecue that somehow appeared in the center of the room, and we all suddenly realized we were starving. A short lunch break later and I was back at work on my top-down city adventure, struggling to decide between gameplay ideas. Should I be running from the cops or perhaps picking up garbage dumpsters in a race against the clock? I could make a checkpoint time trial, or maybe a post-apocalyptic eight-player war. Just when thought I had made my mind up, Steven would pay a visit to discuss gameplay options, and I would be set off excitedly in a whole new direction I hadn't even thought of before. (I suspect Steven relished in my creative agony, or perhaps he just wanted some cool levels to play.) Other creations around the room were coming to life at a frantic pace as well, and before we knew what was happening it was 5pm and time to head out. This day had been nothing short of amazing.

On the first day it was extremely difficult. Our brains, coming from LBP2, are used to creating in 2D. Which makes it hard to start thinking in the 3D perspective. However on the second day, I think I can speak for everyone when saying, that it all of a sudden it just clicked. Our muscle memory from the day before kicked in. We understood it and started creating our lovely masterpieces. I jumped right into trying to figure out how to lay track down and experimenting with the terrain and new decorations and objects.It was a bit overwhelming at first. Once you spent time working in the 3D space, everything just clicked and it felt as natural as creating in LBP2. All I could see in this 3D space was endless possibilities! I spent time trying out the track creator at first. I took a break from that to check out creating a battle arena and quickly realized you could do virtually anything with this and spent the rest of my time working on a few different games; the best being a game about Mad Cow Disease!Creating in a 3D environment was a blast. My favorite thing I created all week were the flying cars circling around my metropolis track.At first I was frustrated but by Day 2 I got the hang of it. It has so much potential and I can't wait to see what the community does with it. I basically made the equivalent of a N?rburgring difficulty track in LBPK where if you blow one corner you're done for the rest of the race. "Sponsored by NOM Brand Almonds"It all took some time to adjust to. The first day was the most difficult, because it required me to consider the 3rd dimension with every Creative decision. After the first day though, it was much easier because my brain had integrated that consideration into its Creative processes. It essentially became muscle memory. I'm not the best when it comes to making cool things from scratch, so the track creator really sped up the process for me. It gave me a solid basis to work from so I could then spend more time on fine tuning the gameplay. Eventually my track had multiple branching paths with custom grapple swings and some risk/reward gameplay decisions.I really liked creating in the 3D environment because it got a lot easier to create and position your creations a lot easier. I think anyone can pickup this game and create something really awesome because the 3D makes it easier to create and lets your imagination run wild. I ended up creating a race track that was on a motherboard type terrain and I created little computer chips throughout the track. I also made the track have a lot of neon lights and very colorful which made the track look really cool when I set the environment to be dark.


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One of the very best things about our time in San Diego was hanging out with all the people working behind the scenes to make LittleBigPlanet Karting a reality. From the first minute of the first day it was clear that this was a seriously awesome group of guys. It really did seem like we had been invited into their home, given the last Diet Coke in the fridge, and told it was cool to put our feet up on the table. The energy and the passion these guys have was infectious – all of us invitees felt like we wanted to do them proud. They were genuinely interested in our opinions and our feedback, and they checked in with us regularly. We weren't just some detached focus group filling out questionnaires. They made us feel like we were actually part of the team and that we were working as peers towards the same goals, and that was a great feeling indeed.

As our working relationships developed and we grew more comfortable in each other's presence, the goofiness began to ramp up. This, of course, is a sign of success and productivity in a team... or at least that's what we kept telling ourselves. More than anything, we learned many valuable lessons as part of this relationship building process. We learned that porta-potties belong in every creation, we learned that it is folly to challenge seasoned testers in Gran Turismo 5, and we learned that one must either freestyle rap or sing along in Japanese if one is to roll in a dev's ride. We also found out that, no matter what the nice man says, you should NOT go into the van to see if there are Smarties. Finally, and most importantly, we discovered that there was an invisible entity that watched over us throughout the week, summoning magical candy rainbows that protected our creations. Remember: The Save Fairy is not only here to watch over you, but also to teach you.



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Enjoying a delicious meal with some of the crew.


I think I would go in the van to see if there is smarties in the van.I was inside the van, but I didn't see any Smarties.Meeting the guys at Sony was very cool. It was great to see how much they cared about the game and making it something that fans of the LittleBigPlanet series could enjoy and gladly add to their collection. I think the best part of working with the team was that they did a great job at making us feel like we were on their level. They did not talk down to us and appreciated all the feedback we gave them. I also really hope Save Fairy is somehow incorporated into the full game. That would be almost as amazing as bacon.Of course the Save Fairy is real!Game developers are the weirdest most bestest people. Talking to them (and listening to them talk) is almost never uninteresting. Remember, the van has no windows.*Ahem*.... Porto-Potties. Lights. Mad-Cow Disease. Vans with no windows. Piggy Bank Mac and Cheese. Sparkles.... Almonds.... BACONNN


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By the time Day 3 rolled around, we were all feeling very comfortable with the new tools. We were having a great time creating and playtesting, and we did quite a bit of collaboration as well. It was great to leverage each other's specialties, and the results were seriously fun to play around with. To switch things up, the dev team asked us to open up a new, empty level and start work on a couple of specific things: a battle arena and a custom weapon. I was reluctant to delay construction on my city but hey, it's always fun to start on something new.

I pulled up a new level, picked the Gardens background, and began messing around with the landscape. I found the terrain deforming and sculpting tools to be intuitive and easy to work with, and it wasn't long before I had something that looked a bit like a construction site. That inspired me to try my hand at creating some vehicles, and before long I had a half-decent dump truck and a crane in the middle of my site. Some random piles of explosives here and there, a few warning signs and presto! Instant industrial-themed battle arena. (Honestly though, it didn't look quite right until the porta-potties went in.)

With that done and Day 4 rolling around, it was time to try out a custom weapon. I put together a 1950's styled rocket, stickered it up, and began messing with some of the weaponizer logic objects. Holy smoley there are a lot of options! I spent at least half a day just messing around with different settings and came up with a few different versions of my rocket that I liked, including a manually guided cruise missile and rapid-fire mini nukes. The crowd favorite, however, (and I'm pretty sure Steven's as well) was a beautiful pink and purple affair that spiraled gleefully across the battlefield, leaving a trail of lovely sparkles in its wake and exploding in a super-cute pink starburst. Kill them with kindness, as I always say.

The biggest surprise for me was that the game has the same great tools as LBP2. I think the single best thing about this game is the new pathfinder tools.My favorite single feature of this game is the 3D creating. Soooo many possibilities. YOU CAN DO ANYTHING with a battle arena. Battle Arena is going to allow people to go in and create any game genre. I worked on a set of mini games where you go from playing basketball, to ice hockey, and then to mountain climbing. You could have Capture The Flag, Base Defense, recreate your favorite game world to explore, create a city filled with mini games/missions, create fun movies...and of course, throw a cow in someone's base to earn points and give the other team a disease which turns them into cows that run backwards and 'moo' constantly! Seriously though, if you want to make any kind of gameplay besides a race, the battle arena mode and all the tools have you covered!I was surprised to see how much logic the game had. Which made me wonder what the community is going to do when they get their hands on the game. I did not expect to see the option and details you were given to create your own weapons.My two favorite things about the game are the Controlinator and the Kartinator. These allow the Creator to define custom controls for custom objects and Karts, and switch between those controls, all in their own 3D space. This basically means custom levels in LBP Karting don't have to involve Karting at all. I'm excited to see where people much smarter than me are capable of taking this insane toolset. Actually I remember creating an object with the materials and starting to turn it and being completely shocked at the fact that there literally is no limit. You can flip it, tilt it, turn it, all in a complete 360 degrees.


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By the end of the week we had all settled into a nice routine. Wake up, grab something caffeinated, head down to the hotel lobby... and get filmed by a camera crew? Oh yeah, they had warned us about that. I did my best to converse normally and not be nervous, and before long I hardly noticed the cameras at all. It was still a bit unnerving, however, to look up from my workstation and discover a giant lens staring at me from less than a foot away. Weird, but also kind of flattering.

After hours and hours of filming us doing pretty much everything, we were called out of the room one by one for in-depth interviews. I was hoping they would somehow forget about me, but no luck – I was dragged outside, mic'ed up, and interviewed face-to-face. This actually turned out to be a very fun experience, and the camera crew deserves a lot of credit for making me feel relaxed and at ease. We talked a while, they asked me some questions, and just like that we were done. Ok ok, I admit. I felt a tiny little bit like a rock star.


It was pretty cool having people following us around and filming us. I was nervous I was not doing anything worthy of being recorded, but I stopped worrying about it soon after and just kept working. It was fun being interviewed. It gave us a chance to let everyone know how great LittleBigPlanet Karting is going to be. I think my hands moved around too much though! It felt like we're celebrities. Being interviewed is a nerve-wrecker, but in a humorous way.At first it was a little odd (I'd always look at the camera on accident) but I easily got used to it. It was extremely weird having somebody actually care about what I create AND want to interview me about it!For me personally, it didn't bother me at all. I have a little bit of history working around and in front of cameras though, so that's probably a big part of the reason it didn't affect me much. I know it definitely made some of the other participants a little uncomfortable, and understandably so - cameras are not easy to get used to.It was definitely different. Made me feel like a movie star haha. It wasn't too bad being interviewed.. However during the interview I was answering every question well, then they asked me to list my own LBP2 levels and I totally blanked. haha Now that's a bit pitiful.It felt really awkward being filmed with a big camera in your face but I got used to it after a while. I didn't feel nervous at first for the interview until I was actually doing the interview.


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By some cruel trick of time, the week was over almost as soon as it had started. It was hard to believe it had been a full five days since we first stepped foot in San Diego Studio. We had all grown to know each other so well, it seemed strange to be leaving. I considered simply showing up again the following Monday morning to see if anyone noticed, but Steven mentioned something about calling the police so I decided against it. We finished the week the much the same way we started it: hanging out with the LittleBigPlanet Karting team and goofing around in create mode.

We did our best to pretend like this whole thing wasn't coming to an end, but eventually we had to face reality. Our gracious hosts showed their hospitality once again and started handing out the swag. Once we were loaded down with as much loot as we could carry, we went around the room and said our goodbyes. The social network adding and hand shaking went on for quite a while, but the clock told us it was time to go. Reluctantly we shuffled out of the door and left Gamer Wonderland behind us.

This scene repeated itself back at the hotel as the remaining eight of us met in the lobby one last time before parting ways. Steven wished us all safe travels and vowed to figure out what that green paper is used for. JustinArt treated us to a perfectly timed quote from Uncharted 2 that made us all laugh until our sides hurt, and codibear8383 made sure nobody left without a proper hug. Spider-Jew and Crazy_S piled into their clown car and headed off down the road, and LamboLover4898 drove into the sunset holding a fresh bag of almonds. ConfusedCartman and I were lucky enough to hitch a ride to the airport with the one and only Save Fairy and yes, we did rock the mic like vandals on the way. Once at the terminal we enjoyed a couple plates of fried stuff, talked about how awesome the week had been, and hurried off to catch our flights. It was over.

There really is no easy way to summarize the past five days, but I can say without a doubt it is a week I will remember forever. The hospitality, the excitement of getting an early peek at an anticipated new game, making new friends, enjoying more than a few laughs... it's all a blur, but a it's a very very good blur. A huge thanks goes out to everyone who was involved in the event this past week, especially to the amazing group of guys working on LittleBigPlanet Karting. You guys are incredible.

It was a bittersweet moment. It's sad to leave the studio and the rest of the group but I still felt satisfied.I was extremely exhausted. I still enjoyed it all immensely though, and I'm happy I got to meet everyone. It was a fantastic week. I'll never forget it.I felt super bummed that we were leaving. I just wanted to sit in the studio and create forever! LOL. When we left, I felt like we might actually have an impact on this game, that the things we did during the week could have an actual effect on the retail version of LittleBigPlanet Karting. That is a great feeling.I was extremely tired, but felt accomplished knowing that we helped Sony make an already amazing game even more fantastic.I felt sad because we had to leave and I enjoyed meeting everyone and had a blast. This is an experience I will never forget.I felt happy, because I was really excited to be part of the Sony community.


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LBPK is a lot more than what people should expect. I think everything from the event was memorable.The developers at the studio were just awesome. They made it feel like they actually wanted me there for some reason. It can't be stressed enough how awesome the developers were.One memorable moment for me was when me, Spider-Jew, ConfusedCartman, codibear8383, and Steven were hanging out really late and Steven said "Booooo!" That was the funniest thing to hear Steven say.I just want to thank all the great people from Sony and UFG that we had the pleasure to meet and talk to. Brandon, Reggie, Coker, Dennis, Frank, Bryce, and everyone else: You guys are awesome! I appreciate the opportunity that we were given and can't wait for the release of LittleBigPlanet Karting. Go out and pre-order the game right now, people! What are you waiting for?I'm just glad Sony understands the importance of LBP's community. It's clear they're investing a ton of time and effort into ensuring it remains vibrant and active, and that's a very good sign. I'm excited to see where they take things from here.If you haven't signed up for the Beta, do it now. If you're an LBP fan, you will not be disappointed with this game. I'm super excited to be able to create with it again. I can't wait! Huge thanks to Sony San Diego for letting me come on this little venture! It was a once in a lifetime opportunity!
Thanks to jeffcu28 for the excellent section banners (again!), and thanks also to the fellow attendees for putting up with my endless flurry of emails. I hope to see you all again soon!



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UPDATE:

Still can't get enough LittleBigPlanet Karting? We also recorded a podcast while we were in San Diego. It's almost 3 hours long, so pack a lunch!



http://i609.photobucket.com/albums/tt179/amazingflyingpoo/pocketmoon.jpg
http://i609.photobucket.com/albums/tt179/amazingflyingpoo/soundcloud.png (http://soundcloud.com/pocket-moon-podcast) http://i609.photobucket.com/albums/tt179/amazingflyingpoo/itunes.png (http://itunes.apple.com/us/podcast/pocket-moon-podcast/id407883669)
http://i609.photobucket.com/albums/tt179/amazingflyingpoo/download.png (http://www.shawnandtom.com/Pocket_Moon_Podcast/PMP_LBPK_Game_Jam.mp3) http://i609.photobucket.com/albums/tt179/amazingflyingpoo/rss.png (http://www.shawnandtom.com/Pocket_Moon_Podcast/PMPfeed.xml)

The LittleBigPlanet Karting Game Jam Episode

Overall podcast length: 174 minutes

Day 1 wrapup - 10:40

Awesomesauce - 38:45

Radio PlayStation Simulcast - 50:13

Day 2 wrapup - 1:33:38

Day 3 wrapup - 1:59:53

Day 4 wrapup - 2:12:53

Forum Soup - 2:33:32
2012-07-04 17:04:00

Author:
Taffey
Posts: 3187


Finally! So excited we can talk about this now!2012-07-04 17:06:00

Author:
Spider-Jew
Posts: 1090


Same Feel free to drop questions, we'll answer as many as we can! 2012-07-04 17:07:00

Author:
ConfusedCartman
Posts: 3729


*braces for impact* 2012-07-04 17:08:00

Author:
Taffey
Posts: 3187


This event was awesome!2012-07-04 17:13:00

Author:
StevenI
Community Manager
Posts: 420


YAYYYY! Finally!! 2012-07-04 17:15:00

Author:
CodiBear
Posts: 19


I hate you guys so much! I live so close to Cali! Wait, no I don't .... Florida suuuuuucks.


You need to add a tl;dr paragraph at the end of this thing I've only skimmed it.
2012-07-04 17:17:00

Author:
Tynamite
Posts: 150


You need to add a tl;dr paragraph at the end of this thing I've only skimmed it.Here it is: We went to San Diego, and it was awesome.

2012-07-04 17:20:00

Author:
Taffey
Posts: 3187


On a scale of one to oreos how amazing is the third dimension?2012-07-04 17:20:00

Author:
tanrockstan34
Posts: 1076


on a scale of one to oreos how amazing is the third dimension?

bacon!!!!!
2012-07-04 17:29:00

Author:
Spider-Jew
Posts: 1090


Great write-up once again, Taffy!

Sounds like you all had a blast. Game Jams are always awesome.

Now, question time! Can you build proper caves? And is there water?

(I haven't had time to keep a close eye on all the footage that's been released so far...)
2012-07-04 17:30:00

Author:
Syroc
Posts: 3193


flippin awesome!!!! so jealous!!!

haha i knew something was up when a bunch of people i know suddenly are on "vacation" at the same time

so now you are believers right? i always had faith it was going to be a good game
2012-07-04 17:34:00

Author:
b-coli
Posts: 38


Great write-up once again, Taffy!

Sounds like you all had a blast. Game Jams are always awesome.

Now, question time! Can you build proper caves? And is there water?

(I haven't had time to keep a close eye on all the footage that's been released so far...)


Yes, there is water. As far as the cave. I don't recall being able to build it into the landscape, but you could always geo-paint a cave. Unless you can do it in the landscape...then nevermind
2012-07-04 17:35:00

Author:
Spider-Jew
Posts: 1090


I am so jealous!
Lambo looks tiny though, but for some reason I keep thinking that's an illusion, and that he's standing next to people who are 8ft tall.
Must be a great year for you so far Taffey, Two game jams, awesome sauce pin, and I can only assume a lot more :B

Hope you all had fun.
Glad I can put a face to people I've known through the forums etc.
2012-07-04 17:35:00

Author:
Valeview
Posts: 1581


Yes, there is water. As far as the cave. I don't recall being able to build it into the landscape, but you could always geo-paint a cave. Unless you can do it in the landscape...then nevermind
Nice. I'm happy to geo-paint it, if it's not doable through landscaping.
2012-07-04 17:38:00

Author:
Syroc
Posts: 3193


On a scale of one to oreos how amazing is the third dimension?

It equals Unlimited Oreos
2012-07-04 17:39:00

Author:
CodiBear
Posts: 19


This event sounds awesome! Excellent write-up 2012-07-04 17:47:00

Author:
Jauw
Posts: 484


On a scale of one to oreos how amazing is the third dimension?

It equals Unlimited OreosTotally. Unlimited DOUBLE STUFF Oreos!
2012-07-04 17:48:00

Author:
Taffey
Posts: 3187


This is an AWESOME write-up you did Taffey I'm glad we finally get to spread the word on how SUPER AWESOME LittleBigPlanet Karting is. I know CodiBear misses her SPARKLERS LOL2012-07-04 17:48:00

Author:
Unknown User


I hate you guys so much! I live so close to Cali! Wait, no I don't .... Florida suuuuuucks.


You need to add a tl;dr paragraph at the end of this thing I've only skimmed it.
Florida sucks? It isn't that bad, but then again, I don't really know anything else, but I digress.

Anyways, I could actually see LBPK easily becoming my favorite PS3 branch of LBP. I'm not saying I won't leap at the opportunity to attempt a racer, but at the same time, it would be fun, in my opinion, to attempt a platformer. Would that even be reasonable? Oh, and the 3D seems absolutely mind blowing!
2012-07-04 17:53:00

Author:
Super_Clone
Posts: 849


Florida sucks? It isn't that bad, but then again, I don't really know anything else, but I digress.

Anyways, I could actually see LBPK easily becoming my favorite PS3 branch of LBP. I'm not saying I won't leap at the opportunity to attempt a racer, but at the same time, it would be fun, in my opinion, to attempt a platformer. Would that even be reasonable? Oh, and the 3D seems absolutely mind blowing!
We had the opportunity to see some of the more impressive stuff QA has made with the toolset thus far, and one of them was a 2D LBP2-style platformer. So, yep, totally doable Except now you could do it in 3 dimensions if you wanted!
2012-07-04 17:55:00

Author:
ConfusedCartman
Posts: 3729


Florida sucks? It isn't that bad, but then again, I don't really know anything else, but I digress.

Anyways, I could actually see LBPK easily becoming my favorite PS3 branch of LBP. I'm not saying I won't leap at the opportunity to attempt a racer, but at the same time, it would be fun, in my opinion, to attempt a platformer. Would that even be reasonable? Oh, and the 3D seems absolutely mind blowing!

YES! I can't wait to see people recreate LBP1 and LBP2 levels in Karting. You can easily make a platformer in Karting. The sky is the limit!
2012-07-04 17:56:00

Author:
Spider-Jew
Posts: 1090


This sounds so amazing!!! Can't wait for lbp karting 2012-07-04 17:58:00

Author:
Giftfrosch
Posts: 73


real question. will we be able to use the new costumes on LBPkarting on also LBP2 ETC? the videos showed lots of new costumes on LBPkarting. but i have to be honest when i say i won't buy LBPK if we can't use it's costumes also on LBP2 ETC. i'm sure LBPK will be a fun game regardless. but that won't change my mind. *mew2012-07-04 18:00:00

Author:
Lord-Dreamerz
Posts: 4261


This is an AWESOME write-up you did Taffey I'm glad we finally get to spread the word on how SUPER AWESOME LittleBigPlanet Karting is. I know CodiBear misses her SPARKLERS LOL

YES! D': I am defiantly missing my sparklers!!
2012-07-04 18:00:00

Author:
CodiBear
Posts: 19


This reeks of awesome. There's not much more to say. Hoping the beta starts soon so that I can see the crazyness we come up with. Now that we finally have a LBP kart racer I want to see 2D platformers created with that editor

Edit : "We had the opportunity to see some of the more impressive stuff QA has made with the toolset thus far, and one of them was a 2D LBP2-style platformer. So, yep, totally doable"

.....rofl.
2012-07-04 18:03:00

Author:
BasketSnake
Posts: 2391


This event seems awesome! Great write-up 2012-07-04 18:04:00

Author:
Jauw
Posts: 484


real question. will we be able to use the new costumes on LBPkarting on also LBP2 ETC? the videos showed lots of new costumes on LBPkarting.No idea. I can only assume there will be at least some exclusive costumes that exist only in LBPK but that remains to be seen.




but i have to be honest when i say i won't buy LBPK if we can't use it's costumes also on LBP2 ETC. i'm sure LBPK will be a fun game regardless. but that won't change my mind. *mewIt'd be a shame to miss out on everything else LBPK has to offer just because of your stance on costumes. It certainly isn't going to slow me down.
2012-07-04 18:06:00

Author:
Taffey
Posts: 3187


real question. will we be able to use the new costumes on LBPkarting on also LBP2 ETC? the videos showed lots of new costumes on LBPkarting. but i have to be honest when i say i won't buy LBPK if we can't use it's costumes also on LBP2 ETC. i'm sure LBPK will be a fun game regardless. but that won't change my mind. *mew
We didn't hear about that side of things, so no idea honestly.
2012-07-04 18:12:00

Author:
ConfusedCartman
Posts: 3729


No idea. I can only assume there will be at least some exclusive costumes that exist only in LBPK but that remains to be seen.



It'd be a shame to miss out on everything else LBPK has to offer just because of your stance on costumes. It certainly isn't going to slow me down.

i don't like the idea of the game creators treating costumes as not important. to us costume/character creators costume parts are tools. costumes are almost everything to us. sure i may be also a level creator but i can't take the idea costume content is held back and limited to only 1 LBP game when they don't have to.

but sigh. guess you guys don't know. probably didn't even ask
2012-07-04 18:15:00

Author:
Lord-Dreamerz
Posts: 4261


We had the opportunity to see some of the more impressive stuff QA has made with the toolset thus far, and one of them was a 2D LBP2-style platformer. So, yep, totally doable Except now you could do it in 3 dimensions if you wanted!

3D... Platformer? We can do that with this game? That bumped me up from 15 to 90% sold on this.
2012-07-04 18:17:00

Author:
JamesDNaux
Posts: 757


Wonderful write up, Taffey! (not accepting winches as a solution though)

you mention the awesome tools. perhaps a few details on those tools would be allowed?

I DID TELL YOU GUYS THAT SOME OF YOU WERE UNDERESTIMATING LBPK (just saying... not you, Taffey (by the way) (must stop using so many brackets)
2012-07-04 18:24:00

Author:
GribbleGrunger
Posts: 3910


3D... Platformer? We can do that with this game? That bumped me up from 15 to 90% sold on this.
You have to sit down and design the platforming character/physics/etc yourself, but, yes, a 3D platformer is totally doable. There are actually two different ways to accomplish it - you can make a custom character with hidden mechanics for jumping/grabbing and wire up a Controlinator to that character; or, you can use the Kartinator and make a custom "Kart" that behaves like a platforming character by slowing down the driving speed and limiting the way it behaves in other ways until it works the way you want it to. I'm sure there are other, more clever ways that we just didn't get to playing with - we literally didn't have enough time to explore all the logic and tools included in the editor to know for sure. It's legitimately massive.
2012-07-04 18:25:00

Author:
ConfusedCartman
Posts: 3729


3D... Platformer? We can do that with this game? That bumped me up from 15 to 90% sold on this.

The possibilities are endless in this game
2012-07-04 18:25:00

Author:
Unknown User


here's another question. you are forced into your kart right? meaning you can't walk/run around whatsoever in levels right?2012-07-04 18:26:00

Author:
Lord-Dreamerz
Posts: 4261


here's another question. you are forced into your kart right? meaning you can't walk/run around whatsoever in levels right?
If you decide to use the default karts, yes. You can forego those karts entirely and use the Kartinator to define a custom Kart and a Creatinator to define a custom character, and then set up some logic that lets you get in and out of your Kart. With time, a GTA-style open world with multiple vehicles to...acquire hehe, is totally possible.
2012-07-04 18:30:00

Author:
ConfusedCartman
Posts: 3729


here's another question. you are forced into your kart right? meaning you can't walk/run around whatsoever in levels right?

yes and no...simply because you can make a "kart" anything you want it to be. In a level I made, we all turned into cows. You can't actually get out of your kart, but with the kart creation, you can be anything you want to be. Make a 3D model of a sackboy, and BAM, you are "walking" around LOL
2012-07-04 18:30:00

Author:
Spider-Jew
Posts: 1090


You have to sit down and design the platforming character/physics/etc yourself, but, yes, a 3D platformer is totally doable.

Thanks

I had been expecting greatness, even though my friends didn't, and man was I right.
2012-07-04 18:33:00

Author:
JamesDNaux
Posts: 757


you all know what i meant. so clearly we can't walk around with our sackpeople. i figured that was how the game would end up being anyways. *mew2012-07-04 18:34:00

Author:
Lord-Dreamerz
Posts: 4261


you all know what i meant. so clearly we can't walk around with our sackpeople. i figured that was how the game would end up being anyways. *mew
No, you can't get out of the Kart by default, at least not in the build we were playing. You have to design that capability in yourself. LBP's always been about potential, though, so it doesn't bother me personally. And I bet you'll see packs of predesigned "Karts" with that kind of capability designed in by default, so you don't really have to do any of the legwork yourself unless you don't want to use someone else's designs.
2012-07-04 18:42:00

Author:
ConfusedCartman
Posts: 3729


Everyone is going to love creating weapons. Can't wait to see what everyone makes.2012-07-04 18:42:00

Author:
Unknown User


Wonderful write up, Taffey! (not accepting winches as a solution though)Thanks! (LOL I'll sell you on my solution yet!)




you mention the awesome tools. perhaps a few details on those tools would be allowed?Yes, we're allowed to talk about create stuff including the new tools. Oh boy, where to begin.... Well in the writeup ConfusedCartman mentioned the Controlinator and Kartinator - combined they allow you to assign your controls and/or kart functions any way you see fit. The Controlinator used alone does pretty much anything at all!

There are tools related to weapons, kart tweaking, gameplay tweaking, camera tweaking... oh gawd the list doesn't end.




I DID TELL YOU GUYS THAT SOME OF YOU WERE UNDERESTIMATING LBPK (just saying... not you, Taffey (by the way) (must stop using so many brackets)Oh no no, I will admit I was one of those early doubters - I underestimated the game. We were all pretty shocked at how deep the game and the toolset are.
2012-07-04 18:43:00

Author:
Taffey
Posts: 3187


Finally, I can spread the word. This was my first LBP meeting event ever. Being with the crew and the community for five days was a blast. I had a great time with StevenI, Taffey, ConfusedCartman, Crazy_S, Spider-Jew, Codibear8383, Lambolover4898, and the Sony crew in such an awesome event.

And Taffey, Awesome post. You deserve a big thumbs-up for a great story to tell throughout our event.
2012-07-04 18:43:00

Author:
JustinArt
Posts: 1314


Must be a great year for you so far Taffey, Two game jams,)

Hey... I've had two GameJams this year too!
2012-07-04 18:47:00

Author:
StevenI
Community Manager
Posts: 420


Ah yes, another Taffey write-up

I'll read this soon
2012-07-04 18:48:00

Author:
anoken
Posts: 1654


No, you can't get out of the Kart by default, at least not in the build we were playing. You have to design that capability in yourself.

umm what? i don't understand what your trying to say. i understand you can't leave the kart. and that you can make your own controllable objects just like on LBP2. but i don't understand what you mean by design a kart that lets you walk around on your own sackfeet?
2012-07-04 18:54:00

Author:
Lord-Dreamerz
Posts: 4261


Thanks for the write up, you've calmed some of my doubts so I thank you

So big question... thermo space... how much of it do we have and how flexible is it?

is it split like modnation? e.g one for track and one for everything else
is it big enough for a decent size track and lots of detailed secenery?
are their ways to exploit more space? (e.g emit destroy techniques (floating island tracks maybe?))

also is there... keyboard/mouse support for creating/chatting?

oh well, with any luck I'll get a chance to beta test it and it's possibilities... but if not your review has been a great help so once again thanks. The same goes to all the game jam participants, the multiple opinions were helpful.
2012-07-04 18:55:00

Author:
ForgottenEnigma
Posts: 1414


What i don't understand is why they limit the presentation of this game to karting, if they managed to create a decent editor for 3D platforming on a console game. Even the 'LBP 3D clones' on PC don't cover the whole power of the LBP editor. They managed to do this on a console and sell it as a karting game? Seriously?2012-07-04 19:01:00

Author:
Chicoleunis
Posts: 123


thanks cartman, for explaining that bit a bit more about the capability of "walking around" level style. that was going to be my question. so you COULD make a game like FEZ or something in game now with a rotating 3D world but a playable 2D surface. or a 3D adventure type game. man i was already excited for it but now i am even more excited... how many weeks after its release do you think it will take for a SackCraft (Minecraft clone) to appear? 2012-07-04 19:03:00

Author:
b-coli
Posts: 38


Wow... I honestly didn't care much about this game, but this is extremely intruiging..

I have such a huge desire to try out that 3D editor now, it seems absolutely awesome!!



Also : If it didn't had the whole karting thing they may aswell have called this game LBP3 !!

The community will probably totally surpass the whole karting thing, until most community levels will have nothing to do with karting at all...


Yeah.. but congrats to everyone that went there
2012-07-04 19:05:00

Author:
thi766
Posts: 135


I focused mainly on the non-karting things you could create this game. And yes, basically you can make anything you want that doesn't have to resemble a kart game at all. So many possibilities. People are going to recreate their favorite open world games, complete with a variety of quests and mini games!2012-07-04 19:08:00

Author:
Spider-Jew
Posts: 1090


umm what? i don't understand what your trying to say. i understand you can't leave the kart. and that you can make your own controllable objects just like on LBP2. but i don't understand what you mean by design a kart that lets you walk around on your own sackfeet?

You could easily design a character using a mixture of materials, objects, and decorations, and then give that character the capability to move and jump using the various logic options. Connect a Controlinator to the character you've made and voila, you have a custom character you can move around. Then you could set up various logic gates to control when you're controlling that character, so you can switch between it and a Kart fairly easily.


Thanks for the write up, you've calmed some of my doubts so I thank you

So big question... thermo space... how much of it do we have and how flexible is it?

is it split like modnation? e.g one for track and one for everything else
is it big enough for a decent size track and lots of detailed secenery?
are their ways to exploit more space? (e.g emit destroy techniques (floating island tracks maybe?))

also is there... keyboard/mouse support for creating/chatting?

oh well, with any luck I'll get a chance to beta test it and it's possibilities... but if not your review has been a great help so once again thanks. The same goes to all the game jam participants, the multiple opinions were helpful.

Because the game is still under development, thermometer space is one of those things that's not finalized and thus impossible to convey. What the game can handle changes drastically from build to build. I don't think that will be nailed down until much later in the game's development. I can say that I definitely never ran into the thermometer restrictions while making my stuff.

Yes, you can emit and destroy stuff, but, again, as to its impact on the thermometer, I have no idea. Still too early to tell.

It's worth mentioning, we were on a very early build of the game. So a LOT of improvements are going to go into it before it hits store shelves, especially in response to our (and beta) feedback. So the community will have a pretty huge say in how the game turns out. It's pretty amazing.
2012-07-04 19:08:00

Author:
ConfusedCartman
Posts: 3729


Wait. are you saying we can make real custom 3D character models that don't look like cardboard cutouts and we can make them move like real characters too? and not just a cardboard puppet looking thing like on LBP2? *mew2012-07-04 19:11:00

Author:
Lord-Dreamerz
Posts: 4261


umm what? i don't understand what your trying to say. i understand you can't leave the kart. and that you can make your own controllable objects just like on LBP2. but i don't understand what you mean by design a kart that lets you walk around on your own sackfeet?Just like in LBP2, you can use a Controlinator to control anything. So, "anything" can be an object that makes it appear as though you are walking around.

Spider-Jew's arena battle level turned you into cows. So if you had asked "can you play as a cow?" the answer would be the same. No you can't actually be a cow, but you can make it look like you are.




Thanks for the write up, you've calmed some of my doubts so I thank youYou're welcome! Good to hear - last week calmed a lot of our doubts as well. This game is most certainly worth being excited over.




So big question... thermo space... how much of it do we have and how flexible is it?That's hard to say really, due simply to the relatively young age of the build we played. What I can tell you is that I filled up my level with A LOT of complex stuff and it didn't look like I had even scratched the surface. Some of the other attendee's creations were even more complex and I don't think any of us "thermoed out".




is it big enough for a decent size track and lots of detailed secenery?It's huge. LamboLover's track took something like 3 or 4 minutes for a lap, and it didn't even take up a third of the available space.




are their ways to exploit more space? (e.g emit destroy techniques (floating island tracks maybe?))Of course.




also is there... keyboard/mouse support for creating/chatting?That isn't something we tried out, so I'm not sure honestly.
2012-07-04 19:12:00

Author:
Taffey
Posts: 3187


Whoa! It came and went in a flash! Looks like everyone had an awesome time! I'm glad you guys were impressed with the editor. So far it seems like LBPK could be the proper 3D version of LBP! Awesome write up Taffey, you sure can make a post look great and make it easy to read 2012-07-04 19:15:00

Author:
grayspence
Posts: 1990


Just like in LBP2, you can use a Controlinator to control anything. So, "anything" can be an object that makes it appear as though you are walking around.

Spider-Jew's arena battle level turned you into cows. So if you had asked "can you play as a cow?" the answer would be the same. No you can't actually be a cow, but you can make it look like you are.

Ugh. I was not asking if you could control a custom made object. i asked if you could walk with your sackperson's own feet. not a object. but i got my answer that no we can't. anyways please stop reminding me about controllable objects unless i ask about them

anyways thanks for clearing up what he was saying to me.
2012-07-04 19:17:00

Author:
Lord-Dreamerz
Posts: 4261


Thanks guys, I appreciate the time you took for the aricle and answers.

my biggest create concern with modnation was that you had to sacrifice track size for scenery and vice versa, but if none of you had ran out in LBPK, I guess that's a good sign.

Can't think of anything else to ask for now.

So have a good day.
2012-07-04 19:19:00

Author:
ForgottenEnigma
Posts: 1414


Thanks guys, I appreciate the time you took for the aricle and answers.
Glad to! There's definitely been some concern in the community about Karting (from me as well). I'm really happy that they were so clearly unfounded. The guys at UFG and Sony San Diego have done amazing things with this game.
2012-07-04 19:22:00

Author:
ConfusedCartman
Posts: 3729


questions! you knew they were coming:

1/ two types of creation has been mentioned so far: Geo-paint and Landscaping. what's the difference and how do they work?

2/ Logic has been mentioned too, with an emphasis on the amount available. how much more would you guys guess this game has over LBP2, and has LBPK got all the logic from LBP2 in it?

3/ Can the themes be integrated into the design of your level? If there is a table, can you use that to build a track on for instance? in other words, are they physics based or simply back drops?

4/ Are there any limitations to 2D creation. Are you limited to 1 layer or can you have three or more?

5/ is there a music sequencer in the game?

6/ Can you make cut scenes or movies in the game as you can in LBP2?

7/ Why are there so many planets in the pod?
2012-07-04 19:26:00

Author:
GribbleGrunger
Posts: 3910


Wait. are you saying we can make real custom 3D character models that don't look like cardboard cutouts and we can make them move like real characters too? and not just a cardboard puppet looking thing like on LBP2? *mew

and to add what i was asking before. can we make objects move like actually living beings? or is it just as limited as LBP2 that way and everything still looks and moves around like toys?
2012-07-04 19:26:00

Author:
Lord-Dreamerz
Posts: 4261


Oooooh I know....

weather effects... snow, rain, (I believe asthetic wind was in MNR so I assume that's back) and thunder/lighting

do they exist in a default state (either global or a screen filter) or will it be something we need to build with emitters? (not that it's a problem to do so... I assume)

and if so can intensities be set? e.g full storm or light shower

and can they be changed on the fly? e.g like lbp's global tweakers

well that question came quicker than expected... thought I was done for now... oh well... guess that means the article is doing a good job of sparking the good ol' imagination =p
2012-07-04 19:31:00

Author:
ForgottenEnigma
Posts: 1414


SOUTHERN CA?! Thats where I live. Wish I saw you 2012-07-04 19:37:00

Author:
DominationMags
Posts: 1840


questions! you knew they were coming:

1/ two types of creation has been mentioned so far: Geo-paint and Landscaping. what's the difference and how do they work?

2/ Logic has been mentioned too, with an emphasis on the amount available. how much more would you guys guess this game has over LBP2, and has LBPK got all the logic from LBP2 in it?

3/ Can the themes be integrated into the design of your level? If there is a table, can you use that to build a track on for instance? in other words, are they physics based or simply back drops?

4/ Are there any limitations to 2D creation. Are you limited to 1 layer or can you have three or more?

5/ is there a music sequencer in the game?

6/ Can you make cut scenes or movies in the game as you can in LBP2?

7/ Why are there so many planets in the pod?

1. Geo-Paint is using the materials to create anything you want. Landscaping is actually forming the ground in the space into hills, valleys, or whatever you want. So, Geo-painting is similar to creating things out of materials in LBP2...except more, since you can view it in a 3D world and create a 3D object. The landscaping raises and lowers the ground with various shapes and you can alter the height and width and all that good stuff.

2. This game has the LBP2 logic...plus a tons more! There were so many logic tools in this game; it was great!

3. The themes for the levels give you different options for the ground and the rest is a backdrop, like the other LBP games. Of course, with geo-painting, you could easily build a table and get a track up there to drive on it.

4. Well, there is no official 2D level creation, you do it yourself by setting up the level with logic and cameras to give it the 2D look. So, you can have as many layers as you want lol.

5. I forgot to look to see about the music sequencer, as I am horrible with it.

6. You sure can! You can also easily make intro and outros for your levels using some hook ups to the leaderboard, which I did for my Mad Cow Madness level. And if you just want to make a movie, you could do that as well.

7. Not sure about the planets.

Man, I am horrible with my question answering. I am sure someone will give you better answers shortly LOL
2012-07-04 19:39:00

Author:
Spider-Jew
Posts: 1090


please stop reminding me about controllable objects unless i ask about them

can we make objects move like actually living beings?I'd answer this one, but per your earlier post you told me not to.




Oooooh I know....

weather effects... snow, rain, (I believe asthetic wind was in MNR so I assume that's back) and thunder/lighting

do they exist in a default state (either global or a screen filter) or will it be something we need to build with emitters? (not that it's a problem to do so... I assume)

and if so can intensities be set? e.g full storm or light shower

and can they be changed on the fly? e.g like lbp's global tweakers

well that question came quicker than expected... thought I was done for now... oh well... guess that means the article is doing a good job of sparking the good ol' imagination =pSadly, none of this is stuff that I messed with at all so I don't have any definite answers for you. I think Crazy_S did a bit of work with the global settings but I'm not sure about the weather thing.




Man, I am horrible with my question answering. I am sure someone will give you better answers shortly LOLHaha your answers look good to me! I have nothing to add.
2012-07-04 19:50:00

Author:
Taffey
Posts: 3187


Thanks for taking the time, Spider-Jew and you answered those questions nicely 2012-07-04 19:52:00

Author:
GribbleGrunger
Posts: 3910


questions! you knew they were coming:

1/ two types of creation has been mentioned so far: Geo-paint and Landscaping. what's the difference and how do they work?

2/ Logic has been mentioned too, with an emphasis on the amount available. how much more would you guys guess this game has over LBP2, and has LBPK got all the logic from LBP2 in it?

3/ Can the themes be integrated into the design of your level? If there is a table, can you use that to build a track on for instance? in other words, are they physics based or simply back drops?

4/ Are there any limitations to 2D creation. Are you limited to 1 layer or can you have three or more?

5/ is there a music sequencer in the game?

6/ Can you make cut scenes or movies in the game as you can in LBP2?

7/ Why are there so many planets in the pod?

1. Geo-painting is equal to creating with materials like in LBP2, but in a 3D space. You can change the depth, the size and you can turn it/ tilt it in a complete 360 degrees With Landscaping, you can actually edit the Earth terrain and make mountains, plateaus, lakes etc.

2. This game has all of the logic we know from LBP2 PLUS tons more due to having to compensate for the karting aspect. I.E. being able to create your own karts and making battle arenas and so on.

3. Yes defiantly. I'm a person that's huge about asthetics and it definatly suited my needs when wanting a specific theme for my race/ arena. And YES you could totally make a table-top track!

4. You don't really have 'layers' in this game. It's completely un-limited. You could make something as thin or as thick as you wanted

5. We weren't playing the full version of the game. I'm not quite sure if there will be or not. It wouldn't surprise me if there evetually was, though

6. Yes you can! It's super easy to use as well! The inputs/ outputs for intros and outros are hooked up the scoreboards. You just attach a movie cam and other things if you like and you're good to go

7. You have your own earth, your moon and the community earth
2012-07-04 19:54:00

Author:
CodiBear
Posts: 19


Hey... I've had two GameJams this year too!

Well of course you did...
2012-07-04 19:55:00

Author:
Valeview
Posts: 1581


I'd answer this one, but per your earlier post you told me not to.


read that again. "unless i ask about it don't remind me." and look right below that. i asked about it what i was getting annoyed by was that all i wanted to know at the time was if we could walk around. and instead of just simply saying no. you guys just kept also saying "but you can walk around on your own custom made objects." that had nothing to do with what i was asking. and only confused me. but now i am asking about controllable objects. so please answer them. *mew
2012-07-04 19:58:00

Author:
Lord-Dreamerz
Posts: 4261


1/ two types of creation has been mentioned so far: Geo-paint and Landscaping. what's the difference and how do they work?
Geo-paint is the 3D equivalent of the material paint tool you're used to in LBP2. The only difference is there are no layer restrictions, so you can make shapes spread out as far as you want in any direction.

Terrain editing (landscaping) is a set of tools that allows Creators to transform the ground into mountains, cliffs, valleys, lakes - whatever you can imagine. It does not use materials in any way - instead, you literally morph the ground into the shape you want and then drive on that or build a track around it.


2/ Logic has been mentioned too, with an emphasis on the amount available. how much more would you guys guess this game has over LBP2, and has LBPK got all the logic from LBP2 in it?

It appears to have everything, plus a number of new tools to aid in 3D and Karting design. I don't have an exhaustive list in front of me but suffice to say nothing appeared to be missing. None of us felt like there wasn't enough logic to use. Even Microchips exist in Karting.


3/ Can the themes be integrated into the design of your level? If there is a table, can you use that to build a track on for instance? in other words, are they physics based or simply back drops?

As in LBP2, the backdrops are aesthetic. You can't interact with them in any way. There are a number of very cool ones though, including some classic backdrops that you might recognize from other LBP games


4/ Are there any limitations to 2D creation. Are you limited to 1 layer or can you have three or more?

There are no layers at all. You can lock to a 3D grid snap if you want precise Creation, but as far as "layers" go it's essentially unlimited. You can put shapes of any thickness wherever you'd like.


5/ is there a music sequencer in the game?

Aside from a brief exploration of the available sounds and music I actually didn't get into the music at all, so I can't tell you one way or another.


6/ Can you make cut scenes or movies in the game as you can in LBP2?

Yep. Josh (Spider-Jew) actually had rigged up a cutscene intro for his level. New players were presented with a brief introduction to the gameplay, followed by a transition into a sweeping camera giving players an overview of the map as a whole. That's a very simplified example but it also went up incredibly quickly (20 mins or so), so you can imagine what you could do if you spent more time with it.


7/ Why are there so many planets in the pod?

Good question. We only had access to the primary 3 and the Story planet only had a very limited selection of levels for us to play (none of which betrayed the actual story), so we only really got a small peek at the overall offerings.


and to add what i was asking before. can we make objects move like actually living beings? or is it just as limited as LBP2 that way and everything still looks and moves around like toys?

There's no "animation tool", no. You'd have to be good enough to make it behave like a living thing. Or make your character robotic so it doesn't have to look alive


do they exist in a default state (either global or a screen filter) or will it be something we need to build with emitters? (not that it's a problem to do so... I assume)

and if so can intensities be set... e.g full storm or light shower

Honestly, I didn't even check. I don't think any of us did. Although if I'm wrong, any of the other participants are free to correct me. I'd love to know as well!

I can say that if you're clever enough you could make it yourself. It'd take a lot of effort and creativity, but it could very well be done.
2012-07-04 20:02:00

Author:
ConfusedCartman
Posts: 3729


Am I the only one who thinks CC should change his name to ConfusedKartman now? :B2012-07-04 20:08:00

Author:
Valeview
Posts: 1581


Am I the only one who thinks CC should change his name to ConfusedKartman now? :B
...that is amazing. I might just have to.
2012-07-04 20:10:00

Author:
ConfusedCartman
Posts: 3729


This week looks awesome, It's very interesting to read it, Thanks 2012-07-04 20:11:00

Author:
Unknown User


ahem... I do apologise:

1/ what was the draw distance like? is there any pop on or does that depend on how complex your level is?

2/ what sort of specialised material was there in the build you played? was there invisible material for instance. Sticker panel material?

3/ was the popit reminiscent of LBP2 or was there any differences?

4/ How do you localise water? what I mean is, can you place it where you want or are you limited to on the ground. for instance, if I wanted to make a water ride that was above the ground, could I put water in a wooden channel?

5/ Could you make a roller coaster with carts on wheels?!

6/ What general impression did you get from this game? Did it feel like a generation above LBP2 or was it similar but in 3D?

7/ when you alter the earth terrain, is it tied in with the theme you choose?
2012-07-04 20:15:00

Author:
GribbleGrunger
Posts: 3910


ahem... I do apologise:

1/ what was the draw distance like? is there any pop on or does that depend on how complex your level is?

2/ what sort of specialised material was there in the build you played? was there invisible material for instance. Sticker panel material?

3/ what the popit reminiscent of LBP2 or was there any differences?

4/ How do you localise water? what I mean is, can you place it where you want or are you limited to on the ground. for instance, if I wanted to make a water ride that was above the ground, could I out water in a wooden channel?

5/ Could you make a roller coaster with carts on wheels?!

6/ What general impression did you get from this game? Did it feel like a generation above LBP2 or was it similar but in 3D?

7/ when you alter the earth terrain, is it tied in with the theme you choose?

1. I am not sure what you are talking about...LOL I fail.

2. There is the hologram material and a force field material. The force field is an invisible wall. I didn't see a sticker panel material, but we had an early build that did not have all the materials.

3. The popit is just like the LBP2 popit.

4. Water works just like it does in LBP2, as far as I know. But, you can use the landscape to lower parts of the ground, so parts of the ground would be under water, so if you wanted a lake or something, you could do that. Or a river or something lol.

5. Yes, you could make a roller coaster. That would be a fun time. Now, you probably couldn't do that with the track editor, unless you don't mind a roller coaster without loops...because I don't think you can loop upside down with the track, but I didn't spend too much time with the track editor, so I could be wrong.

6. It is LBP2 in 3D. Which, having the 3D is a step up, I think we would all agree, since it opens up a lot of new possibilities.

7. Each theme has a set of different terrains you can have, I think there was 8 per theme or something like that.
2012-07-04 20:28:00

Author:
Spider-Jew
Posts: 1090


Am I the only one who thinks CC should change his name to ConfusedKartman now? :BI'm pretty sure you've just won the Internet with this one.




1/ what was the draw distance like? is there any pop on or does that depend on how complex your level is?This is difficult to answer specifically, due largely to the work-in-progress builds we played, but it looked pretty darned good!




2/ what sort of specialised material was there in the build you played? was there invisible material for instance. Sticker panel material?There is a "force field" material that is basically the same as invisible, and I simply can't remember if there was sticker panel material or not. I know that one of the material shapes you can select is "sticker template", which creates a cutout the exact shape of whatever sticker you select.




3/ what the popit reminiscent of LBP2 or was there any differences?I wouldn't say reminiscent - I would say identical.

There are some different options in there of course, including track/arena creation and terrain sculpting.




4/ How do you localise water? what I mean is, can you place it where you want or are you limited to on the ground. for instance, if I wanted to make a water ride that was above the ground, could I out water in a wooden channel?Hmm, again not sure. The part that I personally messed with was the global water level setting.




5/ Could you make a roller coaster with carts on wheels?!A better question would be: Why wouldn't you?

I'm pretty sure LBPK is capable of the most epic roller coaster levels in the history of video games.




6/ What general impression did you get from this game? Did it feel like a generation above LBP2 or was it similar but in 3D?Apples and oranges really. In many ways it was similar but in 3D, but in a lot of other ways it was on a whole other level. Add into that the karting and arena options and it gets very difficult to compare them at all.




7/ when you alter the earth terrain, is it tied in with the theme you choose?The graphical terrain texture is tied in with the background theme, yes. You can also alter the texture locally as you see fit. For example, I made a top-down city level (ok, so I made a bunch of roads and one building), and I created a central park as well. I sculpted the terrain around the park to have some gentle rolling hills (as opposed to the rest of the city that was flat) and I also "painted" the park a green terrain texture.

As for the shapes related to deforming or sculpting the terrain, that has nothing to do with the theme at all. Any theme can use any terrain brush shape or size.
2012-07-04 20:31:00

Author:
Taffey
Posts: 3187


ahem... I do apologise:

No need! Ask away We want the community to know how awesome this game is. UFG deserves it. Sony SD deserves it. Heck, even the game itself deserves it. So don't apologize for curiosity!


1/ what was the draw distance like? is there any pop on or does that depend on how complex your level is?

It probably depends on level complexity, but as far as I could tell I could see pretty much everything I had made. The game does a pretty **** good job of switching to dynamically-generated lower-res models when you're far enough away that you won't notice. Pop-in was not a problem.


2/ what sort of specialised material was there in the build you played? was there invisible material for instance. Sticker panel material?

There are two primary ones that I recall: Hologram, which you can see but not interact with; and Forcefield, which essentially is an invisible wall material. You can see it in Create mode (as a half-opaque hologram-y green material), but in Play mode it doesn't render at all. So you can use it to block areas off, create invisible track, smooth out a set of stairs or other material so it's comfortably drivable - whatever you think you might need it for. There are others that I don't recall at the moment, and probably more that weren't available to us in this build.


3/ what the popit reminiscent of LBP2 or was there any differences?

Nope, it was essentially the same. It's very user-friendly but doesn't get in the way.


4/ How do you localise water? what I mean is, can you place it where you want or are you limited to on the ground. for instance, if I wanted to make a water ride that was above the ground, could I out water in a wooden channel?

As far as I could tell, water is limited to one static (but fairly customizable) level. It's not truly physical, so it won't pool or anything like that. I'd love that too, but I don't think we're ever going to see that in this generation of consoles. Dynamic liquids tend to require a *lot* of processing power.


5/ Could you make a roller coaster with carts on wheels?!

You can actually make splines in Karting (using the new Line Tool). It allows for custom pivot points and strengths, so you can customize how sharp a curve is at each point and how it curves in 3D space. You can then add a motor that will follow your custom line and configure some logic that'll change the speed of the motor based on location in the track.

Or you could just make a physics-based coaster with a working "chain" and car that stays hooked to the track. That's feasible too.

Or you could do a mixture of both. Again, the possibilities are pretty endless. It's really up to the Creator how they want to accomplish it.


6/ What general impression did you get from this game? Did it feel like a generation above LBP2 or was it similar but in 3D?

I'd say both - the 3D makes it feel like it's above and beyond LBP2, simply because you have so much more Creative freedom. It makes Creating things more difficult for a while, as it takes some time to get accustomed to the extra dimension, but once you do it's just so freeing. I'm really excited to see what people do with all of it.


7/ when you alter the earth terrain, do you have to pick a material yourself or is it tied in with the theme you choose?

As of the build we used, it's tied in with the theme of the level. There are 8 options per theme though so it's pretty flexible, and the number of themes available means you definitely won't run dry on aesthetic terrain options.
2012-07-04 20:31:00

Author:
ConfusedCartman
Posts: 3729


Thanks for answering my questions, fellas! I'll have more at some point, so be warned!2012-07-04 20:42:00

Author:
GribbleGrunger
Posts: 3910


Are there any materials (like LBP1&2) to create/kraft with (not geopainting) and will the game allow me to build fully functional transformers that I can race/fly and battle my friends with?2012-07-04 20:56:00

Author:
Lord_Vile71
Posts: 60


Great story! I know it may be a weird compliment, but you're quite an awesome writer. I was on the edge of my seat the whole time reading.


Question time... Not sure if this has been answered. Are you limited to creating by yourself in create mode? Or can you invite 2 or 3 friends online to help you out?
2012-07-04 20:57:00

Author:
The5rozos
Posts: 952


Ah wow - so happy you all got to go on such a fantastic meet up! The game, devs and experience sound like a blast

Big hugs all! Here's to LBPK
2012-07-04 20:58:00

Author:
rialrees
Posts: 1015


Ugh. I was not asking if you could control a custom made object. i asked if you could walk with your sackperson's own feet. not a object. but i got my answer that no we can't. anyways please stop reminding me about controllable objects unless i ask about them

anyways thanks for clearing up what he was saying to me.

They are only trying to answer your questions to the best of their abilities. Try to lighten up a bit.
2012-07-04 21:02:00

Author:
The5rozos
Posts: 952


Excellent article Taffey! congratulations to all who had this wonderful opportunity. So glad you guys had the chance to go and had a great experience.2012-07-04 21:02:00

Author:
biorogue
Posts: 8424


Great story! I know it may be a weird compliment, but you're quite an awesome writer. I was on the edge of my seat the whole time reading.


Question time... Not sure if this has been answered. Are you limited to creating by yourself in create mode? Or can you invite 2 or 3 friends online to help you out?

I agree. Taffey has a natural talent for presenting events in a vibrant and humorous way.
2012-07-04 21:03:00

Author:
GribbleGrunger
Posts: 3910


You can actually make splines in Karting (using the new Line Tool). It allows for custom pivot points and strengths, so you can customize how sharp a curve is at each point and how it curves in 3D space. You can then add a motor that will follow your custom line and configure some logic that'll change the speed of the motor based on location in the track.Cripes, I hadn't even considered path follower motors... That would be amazing! AAGH BRAIN CRAMP




Are there any materials (like LBP1&2) to create/kraft with (not geopainting) and will the game allow me to build fully functional transformers that I can race/fly and battle my friends with?Sorry, "geopainting" might be a little ambiguous.. It threw me off more than once at first too. It's the same thing as using materials, so to answer your question - Yes, there are loads and loads and loads of materials to create with.

Funny you should mention Transformers because I brought that up last week more than once. If we'd had another week I probably would have attempted to make one myself. Totally doable.




Great story! I know it may be a weird compliment, but you're quite an awesome writer. I was on the edge of my seat the whole time reading. Wow, thanks! I'm quite happy to know that I didn't simply put you to sleep. I appreciate it!




Question time... Not sure if this has been answered. Are you limited to creating by yourself in create mode? Or can you invite 2 or 3 friends online to help you out?We did not try out any type of multiplayer create at all, so I can't really answer this one.
2012-07-04 21:05:00

Author:
Taffey
Posts: 3187


We did not try out any type of multiplayer create at all, so I can't really answer this one.

Ahh I figured so. It's understandable if there's no co-op, I'm already shocked on what you can do in create mode, even by yourself.

Lol I just have to ask this... Do Magic Mouths make a return?
2012-07-04 21:10:00

Author:
The5rozos
Posts: 952


Are there any materials (like LBP1&2) to create/kraft with (not geopainting)

I'm not sure what the distinction is. Geopainting is Creating with materials. It's just a new term for what you already do. Except now it includes a third dimension.


will the game allow me to build fully functional transformers that I can race/fly and battle my friends with?

Yes, you could make a transformer. You just need to put the time into its development to ensure it functions well for players.


Are you limited to creating by yourself in create mode? Or can you invite 2 or 3 friends online to help you out?

As of the build we played, Create was limited to one person. So many of the tools are still in active development, it's almost impossible (from a development perspective) to ensure they work with multiple people when their single-player behavior hasn't been nailed down yet. I wouldn't rule it out, though. They definitely know the community wants it.


Great story! I know it may be a weird compliment, but you're quite an awesome writer. I was on the edge of my seat the whole time reading.


I agree. Taffey has a natural talent for presenting events in a vibrant and humorous way.

Agreed. Taffey's got sum skillz.
2012-07-04 21:10:00

Author:
ConfusedCartman
Posts: 3729


Ahh I figured so. It's understandable if there's no co-op, I'm already shocked on what you can do in create mode, even by yourself.

Lol I just have to ask this... Do Magic Mouths make a return?

Magic Mouths do make a return.
2012-07-04 21:12:00

Author:
Spider-Jew
Posts: 1090


Are we finally going to see the return of the ice hazard in some capacity?

if not... are there at least some new default (not user created) hazards? (sticky patches, oil spills, quicksand etc)
2012-07-04 21:21:00

Author:
ForgottenEnigma
Posts: 1414


Magic Mouths do make a return.

YES! Ok that leads me to ask a question about making enemies. You know how in LBP1 we would make objects with 'brains' and add legs, eyes, and all that good stuff? Could you make something with one of those destructible brains? For instance, you'd have to throw an object right on it to destroy it. The only thing that would seem difficult is jumping on top of it.

BTW I appreciate all the feedback you guys.
2012-07-04 21:40:00

Author:
The5rozos
Posts: 952


Are we finally going to see the return of the ice hazard in some capacity?

if not... are there at least some new default (not user created) hazards? (sticky patches, oil spills, quicksand etc)

I didn't see ice hazards in any fashion, but I did see both ice and mud terrain options for karting. The ice makes handling much more loose, while the mud makes it slow and difficult to navigate. Both are pretty easy to implement from what I could tell and are a lot of fun when used in the right ways.


YES! Ok that leads me to ask a question about making enemies. You know how in LBP1 we would make objects with 'brains' and add legs, eyes, and all that good stuff? Could you make something with one of those destructible brains? For instance, you'd have to throw an object right on it to destroy it. The only thing that would seem difficult is jumping on top of it.

BTW I appreciate all the feedback you guys.

Actually, I didn't look to see if those were in there. Never occurred to me.
2012-07-04 21:55:00

Author:
ConfusedCartman
Posts: 3729


I want to establish a mental picture of how you create, so I have another set of question lol

1/ Landscaping: We've established that this feature is tied in with the theme you use. Is it completely separate from the materials or can you change the material in it to any materials available? for instance, if I used a forest theme with trees and grass, could I change that grass to any material I wanted?

1a/ How much can you manipulate it? If I made a large spire of grass, could I then turn the apex at right angles to the the spire or even balance a plateau on the top of it? If the answer to my first question is yes then would it be possible to fake this without there being an obvious break in the separate materials?

1b/ Can you build downwards from the roof as well as from the floor? Or even from the sides?

2/ Geo-Painting: Is this limited to dressing a level or can you use this exclusively to create a level?

2a/ Do you still have shapes to use when you select a material? If so, how do you alter the angles of that shape so that you can build in a particular direction?

2b/ If I wanted to paint with a material, how do you alter the direction. it's clearly going to be more complicated than when you paint with a material in 2D space.

3/ Track creation: In general, how does this work? Do you have set pieces to build with or can you also create your own pieces to build with?

3a/ When you put the track down on a landscaped ground, does it automatically lay the track in relation to the dips and peaks? or have you got the option to cut through the landscape OR follow the dips and peaks?

3b/ can you give me a brief overview of some of the features there was with track creation?
2012-07-04 22:16:00

Author:
GribbleGrunger
Posts: 3910


Wow Gribble, you're on a role with all your questions!2012-07-04 22:20:00

Author:
The5rozos
Posts: 952


I feel like this creating engine will be severely limited due to the standard consumers lack of programming and 3D mapping know-hows. Just like Modnation racers dumbed down level creator.

We'll probably be able to place the track around, change the terrain, put in decorative trees and premade objects, insert our own objects that are created in a seperate custom create menu, and tweak the cars and weapons.

I don't see it turning into a 4 screen wire mesh studio workshop style create mode like a true 3D game developer would use.
2012-07-04 22:22:00

Author:
Nick930930
Posts: 878


I feel weird only having a single question. lol.

Can you restrict the player from using certain functions when in their regular kart?

For example: Say you wanted the player to play your track/creation ONLY in the first-person perspective we saw in the trailer. Is there a setting or trick to do that?
2012-07-04 22:26:00

Author:
grayspence
Posts: 1990


The way Taffey wrote the history is Hilarious LBPK seems to be amazing, hope It comes out soon.

I just wanted to ask : I have not seen water in any LBPK video so I'm a little worry about it xD. So, can we add water?
2012-07-04 22:31:00

Author:
TUL10
Posts: 61


I'm pretty sure you've just won the Internet with this one.





Yeeeehaaw!
2012-07-04 22:35:00

Author:
Valeview
Posts: 1581


1/ Landscaping: We've established that this feature is tied in with the theme you use. Is it completely separate from the materials or can you change the material in it to any materials available? for instance, if I used a forest theme with trees and grass, could I change that grass to any material I wanted?Eh, yes, pretty much. Think of the theme as a skin for your level background and floor. The terrain deforming and sculpting will be the same no matter what, but your skin options will be different. Make sense?

As for changing the material to anything you wanted... Well there are lots of options but it's hard to say based solely on the limited-content build we played.




1a/ How much can you manipulate it? If I made a large spire of grass, could I then turn the apex at right angles to the the spire or even balance a plateau on the top of it? If the answer to my first question is yes then would it be possible to fake this without there being an obvious break in the separate materials? If you're talking 100% in regards to the terrain deforming/sculpting and track editor, then ConfusedCartman is going to need to answer this one. You can definitely do some crazy stuff with the terrain.




1b/ Can you build downwards from the roof as well as from the floor? Or even from the sides?Not with the terrain, but you could do that with materials.




2/ Geo-Painting: Is this limited to dressing a level or can you use this exclusively to create a level?No it is not limited to dressing - both of the levels I made were almost exclusively geopainted. The terrain changes I made were minor and mostly for looks.




2a/ Do you still have shapes to use when you select a material? If so, how do you alter the angles of that shape so that you can build in a particular direction?Yep, you use shapes just like any other LBP game. You can paint and erase just the same as well. Do you mean with regards to the Z axis? There are tricks around that.




2b/ If I wanted to paint with a material, how do you alter the direction. it's clearly going to be more complicated than when you paint with a material in 2D space.This is hard to explain but easy to use. It behaves exactly the same as 2D paint does in LBP - you have full freedom to create any shape you wish in a 2D space. The difference comes when you go to stretch it out. Instead of being limited to thick or thin layers, you can stretch it out infinitely long or thin.




3/ Track creation: In general, how does this work? Do you have set pieces to build with or can you also create your own pieces to build with?

3a/ When you put the track down on a landscaped ground, does it automatically lay the track in relation to the dips and peaks? or have you got the option to cut through the landscape OR follow the dips and peaks?

3b/ can you give me a brief overview of some of the features there was with track creation?I did very little track creation myself.. I'm the exception to the rule though - I think pretty much everybody else should be able to answer these. :blush:




I feel like this creating engine will be severely limited due to the standard consumers lack of programming and 3D mapping know-hows. Just like Modnation racers dumbed down level creator.

We'll probably be able to place the track around, change the terrain, put in decorative trees and premade objects, insert our own objects that are created in a seperate custom create menu, and tweak the cars and weapons.I am happy to report that you are dead wrong about this.

Many of us were thinking the exact same thing going in though. Monday morning was a huge eye-opener for us. This editor is CRAZY. You can do pretty much anything.




I don't see it turning into a 4 screen wire mesh studio workshop style create mode like a true 3D game developer would use.Yeah it's not quite that crazy but you can replicate the results of something like that. We got to see some of the 3D modeled stuff made in-game by some other folks and WOW. You wouldn't believe it unless you saw it yourself.




Can you restrict the player from using certain functions when in their regular kart?

For example: Say you wanted the player to play your track/creation ONLY in the first-person perspective we saw in the trailer. Is there a setting or trick to do that?Absolutely! It's no different than how you would force a player to use a certain camera view in LBP2. Just set your camera, wire it up accordingly (or just have it be constant-on) and you're done. Very flexible.




I have not seen water in any LBPK video so I'm a little worry about it xD. So, can we add water?Yep!




Yeeeehaaw!*high five*
2012-07-04 22:57:00

Author:
Taffey
Posts: 3187


*high five*

*Epic guitar solo plays in background*
2012-07-04 23:00:00

Author:
Valeview
Posts: 1581


2a/ Do you still have shapes to use when you select a material? If so, how do you alter the angles of that shape so that you can build in a particular direction?

2b/ If I wanted to paint with a material, how do you alter the direction. it's clearly going to be more complicated than when you paint with a material in 2D space.Hmm, I feel like I should clarify this a bit after reading the answer I just posted. In addition to everything else there is also a 3D rotation tool that allows free rotation in any direction in space. Often what I would do is create a shape using grid snap so that it was nice and level and flat and easy to work on, and then when I was done with it I'd turn off grid snap and rotate it around in space until it was facing the direction I wanted. Of course you can continue to edit it in its new position as well but sometimes it can be a little disorienting. 3D is a little tricky right at first but makes sense pretty quickly.
2012-07-04 23:04:00

Author:
Taffey
Posts: 3187


Well, thanks yet again, Taffey. I'm now going to have to buy this, so it's a bitter thanks.

How on earth are they managing to keep this within the constraints of the thermo?! All those rounded edges and in 3D too.
2012-07-04 23:10:00

Author:
GribbleGrunger
Posts: 3910


Here is a video Crazy_S and I recorded after the event. We spoke a bit more about the week and I am sure we will make more videos when we realize how much more we want to say about the awesomeness that is LittleBigPlanet Karting LOL.


http://www.youtube.com/watch?v=sj88rSCq6MQ
2012-07-04 23:11:00

Author:
Spider-Jew
Posts: 1090


Ok here are a few questions NOT about create mode.

1. Roughly, how long did it take to load one of the story levels? Is it comparable to the load times on LBP2?

2. Is the in-game music awesome? What is the Pod menu music like?

3. Did you guys see any story characters, or get an idea of what the theme/point of the story is?

4. Can you animate your Sackboy's face/arms while actually driving in the car?

5. Was there any word on a release date estimate, or are they still not sure yet?

6. Was there a 'boost meter' similar to MNR's that fills up when you drift/do tricks?

7. Are the graphics noticeably less detailed than LBP2's being that it's in a 3D environment?

8. Did you guys get to play the game with the Move steering wheel? Please say you did!

9. One of you mentioned that you can make movies. Does it essentially work just like LBP2's, but all sackpeople are in karts?

10. What, if anything, did you feel needs polishing or to be changed in the game? Or did you guys love everything about it?

Thanks!!
2012-07-05 00:01:00

Author:
The5rozos
Posts: 952


All sounds pretty good! You're doing a great write-up.

What I am wondering is whether there are any tools that resemble what we are getting with LBPVita. Especially the Memorizer I would like to know; that thing is the key that allows one to make games instead of just mini-games.
2012-07-05 00:11:00

Author:
Antikris
Posts: 1340


1. Roughly, how long did it take to load one of the story levels? Is it comparable to the load times on LBP2?The load times seemed just about normal to me, but keep in mind that the build we played may not at all represent the final version in that regard.




2. Is the in-game music awesome? What is the Pod menu music like?Can't talk about that.




3. Did you guys see any story characters, or get an idea of what the theme/point of the story is?See above.




4. Can you animate your Sackboy's face/arms while actually driving in the car?You know, I didn't actually try that. I think so. You can slap other drivers.




5. Was there any word on a release date estimate, or are they still not sure yet?They didn't say - your guess is as good as mine.




6. Was there a 'boost meter' similar to MNR's that fills up when you drift/do tricks?No, it's a bit simpler than that. You gain a boost by building up a drift and then releasing it at just the right time. I don't recall off the top of my head what effect tricks had.




7. Are the graphics noticeably less detailed than LBP2's being that it's in a 3D environment?No, they are crisp and beeeeyyoooootiful.




8. Did you guys get to play the game with the Move steering wheel? Please say you did! Nope.




9. One of you mentioned that you can make movies. Does it essentially work just like LBP2's, but all sackpeople are in karts?Yes that's basically how it would work.




10. What, if anything, did you feel needs polishing or to be changed in the game? Or did you guys love everything about it?We loved it! Of course there is always stuff to change/tweak but that's between us and the dev team.
2012-07-05 00:15:00

Author:
Taffey
Posts: 3187


Another question: Could you make a level go from 2D gameplay to 3D gameplay? Like in Sonic Generations for example?

Also: Could you make a FPS game or a FPS horror? Thanks!
2012-07-05 00:47:00

Author:
Nitranon77
Posts: 127


Insted of asking why do you guys not list all the features like rtm did with LBP2? :> im lazy to read all 7 pages2012-07-05 00:55:00

Author:
Shadowriver
Posts: 3991


I'll drop another question: 2D player interface. Will we be able to create our own UI's (with health meters, radar, what have you) independent of camera orientation? Which will of course be only visible to the player it belongs to. Been wanting this since the early days of LBP2 and with the advances of LBPk it has become all the more relevant.2012-07-05 01:00:00

Author:
Antikris
Posts: 1340


Well I'm glad to hear that. Look forward to seeing what exactly the new game will be able to do! While I imagine there will be lots of variety when it comes to the game, I feel like in the end, we're all going to just wish there was the ability to get out of the car and just make 3D platformers lol. Perhaps they are saving that for a brand new game in the distant future

But definitely looking forward to this game Can't wait to spend hours on end recreating Crash Team Racing favorites of my own!!!
2012-07-05 01:01:00

Author:
Nick930930
Posts: 878


Thanks for answering my questions guys.

Now that I finally have solid confirmation of real LBP-style crafting, I'm definitely gonna get this game.
I'm gonna make the most awesome Transformers for LBPK!
2012-07-05 01:02:00

Author:
Lord_Vile71
Posts: 60


Another question: Could you make a level go from 2D gameplay to 3D gameplay? Like in Sonic Generations for example?

Also: Could you make a FPS game or a FPS horror? Thanks!

I didn't try this...but I don't see why you couldn't do it.

You could make some kind of First Person game.


Insted of asking why do you guys not list all the features like rtm did with LBP2? :> im lazy to read all 7 pages

Yes, that would be a really cool idea. We might have to work on doing that. There was so much, I sometimes forget something until I hear someone else mention it LOL


I'll drop another question: 2D player interface. Will we be able to create our own UI's (with health meters, radar, what have you) independent of camera orientation? Which will of course be only visible to the player it belongs to. Been wanting this since the early days of LBP2 and with the advances of LBPk it has become all the more relevant.

There is a HUD and it is fully customizable. It is super easy to use. It is basically just placing stickers on the screen.


Well I'm glad to hear that. Look forward to seeing what exactly the new game will be able to do! While I imagine there will be lots of variety when it comes to the game, I feel like in the end, we're all going to just wish there was the ability to get out of the car and just make 3D platformers lol. Perhaps they are saving that for a brand new game in the distant future

But definitely looking forward to this game Can't wait to spend hours on end recreating Crash Team Racing favorites of my own!!!

You could totally make 3d platformers. Make the character you want to use for it, design the level, and you are good to go.
2012-07-05 01:27:00

Author:
Spider-Jew
Posts: 1090


Whew! Okay, here we go. *cracks fingers*


1/ Landscaping: We've established that this feature is tied in with the theme you use. Is it completely separate from the materials or can you change the material in it to any materials available? for instance, if I used a forest theme with trees and grass, could I change that grass to any material I wanted?

In the build we played, terrain was entirely separate from materials. Many of us simply used the terrain for actual terrain, and then used materials on top of it in the places we wanted. Not ideal, but I don't think it will be a creative roadblock either.


1a/ How much can you manipulate it? If I made a large spire of grass, could I then turn the apex at right angles to the the spire or even balance a plateau on the top of it? If the answer to my first question is yes then would it be possible to fake this without there being an obvious break in the separate materials?

As far as we saw there is no "grass" tool - you'd have to make it yourself. As to tunneling or terrain "levels", you can't do that. Terrain is treated as a base. Tunnels can be made with materials, but terrain can't exist on top of itself, so you can't tunnel through terrain without making a custom cover for the tunnel.


1b/ Can you build downwards from the roof as well as from the floor? Or even from the sides?

Using terrain? No. Terrain is essentially the ground. You can't have terrain coming from the sides or the roof.

In terms of tracks or materials, you can build those from anywhere.


2/ Geo-Painting: Is this limited to dressing a level or can you use this exclusively to create a level?

Arenas allow you to drive on anything. Geo-painted objects, terrain - if it's physical, you can drive on it. So you can easily create a level without touching the terrain or track tools.


2a/ Do you still have shapes to use when you select a material? If so, how do you alter the angles of that shape so that you can build in a particular direction?

Yes, you do. The game puts the shape on a temporary 2D plane, so you can paint up/down/left/right and then alter the object's thickness from there. You can rotate the object (and thus its plane) both while making it and afterward, and then add to it using more geopaint to flesh out the shape of the thing you're making.


2b/ If I wanted to paint with a material, how do you alter the direction. it's clearly going to be more complicated than when you paint with a material in 2D space.

As mentioned, the game places the shape you choose on a temporary 2D plane, so it's very similar to using LBP2 initially. You simply paint out the basic shape of the object you're making. From there, you can alter the thickness of the shape as well as its rotation (on all three axes) in order to better define its position in your creative space.


3/ Track creation: In general, how does this work? Do you have set pieces to build with or can you also create your own pieces to build with?

It's very intuitive. You drive out the track with a paving tool and then you can make adjustments to said track once you're done paving it out. You can change everything from elevation to position to banking and more. If you're as meticulous as I am, track creation can absorb a lot of your time haha. I tend to spend a good hour simply adjusting the banks on turns and heights of jumps until driving the track feels right.


3a/ When you put the track down on a landscaped ground, does it automatically lay the track in relation to the dips and peaks? or have you got the option to cut through the landscape OR follow the dips and peaks?

You can do either. It's an option while you're paving. If you cut through the landscape the game will automatically remove the bits of terrain that you're driving through/under. If you set it to follow the terrain's elevation, it will do that.


3b/ can you give me a brief overview of some of the features there was with track creation?

You can pave track, change/remove track type, change/remove fence type, add breadcrumbs, add branches/shortcuts, adjust the track vertically, adjust the track horizontally, add control points, smooth out the track - it goes on and on.


Can you restrict the player from using certain functions when in their regular kart?

For example: Say you wanted the player to play your track/creation ONLY in the first-person perspective we saw in the trailer. Is there a setting or trick to do that?

Absolutely. The Kartinator is basically the Creatinator for Karts. Pretty much anything you could do with the Creatinator, you can also do with the Kartinator. Josh's Mad Cow level punished the losing team by switching their left and right controls dynamically in-game. And that's just one small example.


1. Roughly, how long did it take to load one of the story levels? Is it comparable to the load times on LBP2?

Yeah, it was essentially the same. No noticeably extended load times or anything like that.


2. Is the in-game music awesome? What is the Pod menu music like?

*zips lips* >.>


3. Did you guys see any story characters, or get an idea of what the theme/point of the story is?

Nope. They intentionally kept that part of the game quiet.


4. Can you animate your Sackboy's face/arms while actually driving in the car?

No, not that I noticed, but you can set his default facial expression in the pod. And you can slap other players while you're racing.


5. Was there any word on a release date estimate, or are they still not sure yet?

Nope. The game is still very deep in the development trenches, so their primary focus is making a game that will live up to (and hopefully surpass) the understandably lofty expectations of the LBP community.


6. Was there a 'boost meter' similar to MNR's that fills up when you drift/do tricks?

Yes, but it's much more automatic now and not displayed on screen. While drifting, your Kart's wheels convey how much boost you've built up, and then when you finish drifting the boost is used. After doing a trick in mid-air (a 360 for example) you'll earn boost, which will be spent automatically as soon as you land. It's actually really fun because it encourages you to do lots of drifting and tricks instead of hoarding boost.


7. Are the graphics noticeably less detailed than LBP2's being that it's in a 3D environment?

Not at all. It's a very good looking game.


8. Did you guys get to play the game with the Move steering wheel? Please say you did!

Nope. It wasn't even something we thought about doing.


9. One of you mentioned that you can make movies. Does it essentially work just like LBP2's, but all sackpeople are in karts?

We didn't spend much time with it outside of some basic cinematic stuff so I can't tell you specifically how movie- and cutscene-making will work, but based on the stuff we managed to do I don't think anyone will be starved for options.


10. What, if anything, did you feel needs polishing or to be changed in the game? Or did you guys love everything about it?

Well, keep in mind the build we played was (and is) in active development, so there were definitely some things that we noticed, but that was a big part of the reason we were there. Anything strange we noticed, we could (and did) immediately report it to the producers and designers - essentially, the guys making the decisions - and watch as they took copious notes on our suggestions. It was surreal, but it was also awesome simultaneously because we could point out to them that this thing didn't behave exactly as we might expect it to and it would be queued to be fixed by the dev team. So I think you're gonna see some amazing stuff in this game, if not for any reason other than the fact that they're really designing it with the Creative community in mind.


What I am wondering is whether there are any tools that resemble what we are getting with LBPVita. Especially the Memorizer I would like to know; that thing is the key that allows one to make games instead of just mini-games.

That's another thing I have no idea about. I just didn't think to check or ask.
2012-07-05 01:30:00

Author:
ConfusedCartman
Posts: 3729


:O whuuuut! another game jam shweet!

so what i want for this game is to turn the cardboard tube object on it's side and be able to drive up the wall it in a classic mario-kart tunnel gameplay style.
2012-07-05 01:42:00

Author:
megaextremist
Posts: 221


Another question: Could you make a level go from 2D gameplay to 3D gameplay? Like in Sonic Generations for example?

Actually, one of the QA levels they showed us featured a custom player doing some 2D platforming...and then the camera swung around into 3D space as the level got more detailed. It was really quite impressive.


Also: Could you make a FPS game or a FPS horror? Thanks!

FPS? Not sure, myself. Though it must be possible, with all the custom camera controls.


Insted of asking why do you guys not list all the features like rtm did with LBP2? :> im lazy to read all 7 pages

Honestly, because this is a better way to answer the community's burning questions. A featurelist is nice, but the whole point of this is to show the community how legitimately exciting Karting is. It's easier to assuage the community's fears/doubts about Karting when we can simply address the concerns directly.


I'll drop another question: 2D player interface. Will we be able to create our own UI's (with health meters, radar, what have you) independent of camera orientation? Which will of course be only visible to the player it belongs to. Been wanting this since the early days of LBP2 and with the advances of LBPk it has become all the more relevant.

Yep. There's custom HUD support, complete with point counters, meters, text display - you name it. You can even select where on the screen the elements display and tweak how they display per team or player. It's really cool.
2012-07-05 01:52:00

Author:
ConfusedCartman
Posts: 3729


How can LBP Karting be used to create non-karting games? Of course, the engine seems flexible, but I feel like the 3D create mode would be even better in an LBP sequel with 3D platforming, and not karting only. (Not including work-arounds and pseudo jumping karts) Admittedly, I have never liked the genre of game, but I am still looking forward to seeing how the new tools and z-axis can be utilized! I hope that videos come soon!

EDIT: Terrain and the limitations of it are being mentioned repeatedly. Can one create an entire track with materials, without relying on the terrain? (Create looping/overlapping track for driving on materials)
2012-07-05 02:18:00

Author:
synchronizer
Posts: 287


How can LBP Karting be used to create non-karting games? Of course, the engine seems flexible, but I feel like the 3D create mode would be even better in an LBP sequel with 3D platforming, and not karting only. (Not including work-arounds and pseudo jumping karts) Admittedly, I have never liked the genre of game, but I am still looking forward to seeing how the new tools and z-axis can be utilized! I hope that videos come soon!
Instead of thinking about it as 3D Karting + some LBP, think about it as 3D LBP + some Karting. I think that perspective better illustrates what this game actually is.
2012-07-05 02:20:00

Author:
ConfusedCartman
Posts: 3729


Instead of thinking about it as 3D Karting + some LBP, think about it as 3D LBP + some Karting. I think that perspective better illustrates what this game actually is.

Ya, I would completely agree with that statement.

I created an arena of various sporting events, basketball, hockey, and mountain climbing. I had more ideas, but we ran out of time. Also, with more time, I could have made my character into something else entirely, perhaps an athlete or anything else really.
2012-07-05 02:28:00

Author:
Spider-Jew
Posts: 1090


I edited my post above, but basically, if the track is limited to using terrain, which essentially cannot be overlapped, then I wouldn't go as far as saying that it's a 3D LBP. Actually, it may set a precedent for a future LBP. Almost everything seems to be in place for it to become reality.

EDIT: Yet nothing even remotely as complex as a Sonic or Spyro 3D level could be possible....that is, if this is not possible:

Terrain and the limitations of it are being mentioned repeatedly. Can one create an entire track with materials, without relying on the terrain? (Create looping/overlapping track for driving on materials)
2012-07-05 02:30:00

Author:
synchronizer
Posts: 287


I edited my post above, but basically, if the track is limited to using terrain, which essentially cannot be overlapped, then I wouldn't go as far as saying that it's a 3D LBP. Actually, it may set a precedent for a future LBP. Almost everything seems to be in place for it to become reality.

But you can create something without a track. You have the track option, which lets you build a race...or you choose your level to be a battle arena, which is basically saying, "Here is this 3D space, do anything."

and if you did want to make a race where track overlaps, they have checkpoint objects, so you could use that and create a track with materials of your choosing.

Also, I did not really mess with tracks much, but I am pretty sure you can overlap, such as one part of your track bridging out over another part of the track.
2012-07-05 02:32:00

Author:
Spider-Jew
Posts: 1090


How does the driving feel? Are the races fast paced like Crash Team Racing or kind of fast like Mario Kart Wii? Can you drift for boosts?2012-07-05 02:36:00

Author:
aar2697
Posts: 143


How does the driving feel? Are the races fast paced like Crash Team Racing or kind of fast like Mario Kart Wii? Can you drift for boosts?

I think the driving felt fine...not sure if it was fast or kind of fast, but it felt right. Yes, you can drift for boosts that occur after you stop your drift.

As for the speed of the races...if you make your own race track, there are tweaks you can do to alter everything for the kart, such as speed, handling, how high you hop, if you can turn in the air...so many options. So you could make a high speed level, no problem!
2012-07-05 02:40:00

Author:
Spider-Jew
Posts: 1090


How does the driving feel? Are the races fast paced like Crash Team Racing or kind of fast like Mario Kart Wii? Can you drift for boosts?
I love the default driving in this game, and this is coming from someone who hasn't enjoyed kart racing since Mario Kart 64. It's fast and fluid and easy to control, and the weapons/track design is such that no matter where you are (1st place or 8th place) you have an equal chance of getting knocked out of your spot or advancing and beating everyone else. I never really felt like I couldn't win if I really focused. It was always my fault when something went wrong. The game is very good at giving you options and making you feel in control of yourself and your "destiny", so to speak.

All that said, if you don't like it for whatever reason, all of it is tweakable from a Creation perspective. Top speed, acceleration, handling - you can change it all. For example, LamboLover made a track where it took a good 8 seconds to get to top speed, so messing up once was basically the end for the player. So it's incredibly flexible.
2012-07-05 02:43:00

Author:
ConfusedCartman
Posts: 3729


Do you know how to do the 3D layer glitch in it yet?2012-07-05 02:48:00

Author:
aar2697
Posts: 143


Thanks for enlightening me a little bit about how level-building works.

By the way, in battle arena mode, can you set an "end of level" marker, or must all of the opposing players be defeated in a sort of battle royale match?
2012-07-05 02:50:00

Author:
synchronizer
Posts: 287


Whoa well no I see what you did there. Sure you can make objects move around and create your own animations, but I'm talking a TRUE sackboy 3D platforming experience. With professional quality sackboy 3D animations. I love the 8bit little games people made on LBP2... but let's be honest... barely any of them were truly flawless in quality.


I hope they make a LBP3 in the FAR distant future for PS4 preferably that will allow us to run around as sackboy in 3D environments and be able to create the next generation of games. Crash Bandicoot.. Tomb Raider...Army Men 3D... stuff like that.


But I can see people making 3D objects themselves and giving them a controllinator and moving them around in 3D levels being a very cool unique feature. But I can't imagine it being smooth and such. Idk... my mind can't wrap around the concept without having even seen the game at all lol
2012-07-05 02:57:00

Author:
Nick930930
Posts: 878


Thanks for enlightening me a little bit about how level-building works.

By the way, in battle arena mode, can you set an "end of level" marker, or must all of the opposing players be defeated in a sort of battle royale match?

Ya, you can set an end of level marker. I had my Mad Cow game end when a team reached a certain number of points. You can make the game end however you want.
2012-07-05 03:00:00

Author:
Spider-Jew
Posts: 1090


So what excites me is setting the pace for this game how I want it. I love that you can adjust acceleration, top speed, hop height, turning in air, etc. That's awesome! Now we'll definitely have all the tools to recreate Crash Team Racing (Which i promise is all I really want from this game) Crash Team Racing is STILL awesome and always will be my favorite.


Here's a biggie... can we race.. upside down? Take a look at this for an example.

http://www.youtube.com/watch?v=2CB_V_NFMOg



Can we create weather effects? Rain? Snow? Lightning?

Can we create cutscenes?
2012-07-05 03:06:00

Author:
Nick930930
Posts: 878


I have to say, some of you guys are a lot older and grumpy looking than I thought you would be. I'm not gonna name anybody in particular. And I'm not going to mention Steven.

...And now for my heroic escape!!
2012-07-05 03:12:00

Author:
Kaboosh99
Posts: 359


Is the controlinator even in LBPKarting?2012-07-05 03:12:00

Author:
synchronizer
Posts: 287


So what excites me is setting the pace for this game how I want it. I love that you can adjust acceleration, top speed, hop height, turning in air, etc. That's awesome! Now we'll definitely have all the tools to recreate Crash Team Racing (Which i promise is all I really want from this game) Crash Team Racing is STILL awesome and always will be my favorite.


Here's a biggie... can we race.. upside down? Take a look at this for an example.

http://www.youtube.com/watch?v=2CB_V_NFMOg



Can we create weather effects? Rain? Snow? Lightning?

Can we create cutscenes?

Racing upside down....man, i have no idea. I mean, you could do camera tricks and scenery set-ups to give the illusion you are upside down. There is some kind of magnet tool, I believe...maybe that would assist in some way?

I did not notice weather effects, but I did not look at the global settings, so maybe someone else knows.

Yes, you could create cutscenes.


I have to say, some of you guys are a lot older and grumpy looking than I thought you would be. I'm not gonna name anybody in particular. And I'm not going to mention Steven.

...And now for my heroic escape!!

It was the last day, right before we were leaving...we were all sad to go LOL


Is the controlinator even in LBPKarting?

Yes, there is a controlinator...also a kartinator.
2012-07-05 03:25:00

Author:
Spider-Jew
Posts: 1090


Do you know how to do the 3D layer glitch in it yet?LOL Ah, that's good.

No.






I have to say, some of you guys are a lot older and grumpy looking than I thought you would be.You shouldn't say stuff like that about LamboLover4898.




Is the controlinator even in LBPKarting?Yep! It's built into your kart.
2012-07-05 03:29:00

Author:
Taffey
Posts: 3187


I have a question I think were all dying to know the answer to... What was that uncharted 2 quote?2012-07-05 03:53:00

Author:
ATMLVE
Posts: 1177


Wow no upside down driving OR rain effects? No snow effects?


That is a definite must for this game. There are so many awesome levels that take place in snowy terrain from almost every karting game in history. This better be included. I'm not about ot buy LBPKarting just so they can sell me LBPKarting 2 with the features that were supposed to be in the first one. *Cough Cough* lbp1 + lbp2
2012-07-05 04:16:00

Author:
Nick930930
Posts: 878


Awesome awesome, my excitement levels went up to level 3224. Can't wait for this game to come out now!2012-07-05 04:35:00

Author:
DaSackBoy
Posts: 606


Awesome awesome, my excitement levels went up to level 3224. Can't wait for this game to come out now!

Mine went over NINE...HUNDRED!
2012-07-05 04:38:00

Author:
JamesDNaux
Posts: 757


Oh my, those are a lot of 'Thanks!' under the first post!2012-07-05 04:46:00

Author:
The5rozos
Posts: 952


Do you know how to do the 3D layer glitch in it yet?

LOL I don't think that it would be necessary in this game considering it's built in
2012-07-05 04:47:00

Author:
CodiBear
Posts: 19


I have to say, some of you guys are a lot older and grumpy looking than I thought you would be. I'm not gonna name anybody in particular. And I'm not going to mention Steven.

...And now for my heroic escape!!

You're referring to ME, aren't you! D:
2012-07-05 04:51:00

Author:
CodiBear
Posts: 19


Awesome write up Taffey! It was such a shock to see this pop up as I was not expecting there to be a game jam. I'll be honest - I didn't think there'd be such an intuitive create mode to jam on.

I still haven't managed to visualize what the fully 3D create mode will look and feel like. It truly sounds intimidating. But I'm sure the create mode just takes getting used to, and after the learning curve will do wonders throughout the community.

My expectations and general attitude towards LBPK have changed tenfold!
2012-07-05 04:51:00

Author:
anoken
Posts: 1654


3D... Platformer? We can do that with this game? That bumped me up from 15 to 90% sold on this.
You have to sit down and design the platforming character/physics/etc yourself, but, yes, a 3D platformer is totally doable. There are actually two different ways to accomplish it - you can make a custom character with hidden mechanics for jumping/grabbing and wire up a Controlinator to that character; or, you can use the Kartinator and make a custom "Kart" that behaves like a platforming character by slowing down the driving speed and limiting the way it behaves in other ways until it works the way you want it to. I'm sure there are other, more clever ways that we just didn't get to playing with - we literally didn't have enough time to explore all the logic and tools included in the editor to know for sure. It's legitimately massive.

I'm sorry but I don't think I fully understand. Will it be like programming a sackbot that works and operates in 3D space? Or do you have to build a character out of materials like in lbp1?
2012-07-05 05:00:00

Author:
TREMIC1
Posts: 263


I have a question I think were all dying to know the answer to... What was that uncharted 2 quote?"Sweating like a _______ in church!"

Hilarious, especially when said at top volume in the hotel lobby. LOL
2012-07-05 05:07:00

Author:
Taffey
Posts: 3187


Is the Vita integration being built into the game from the start or is that going to be DLC as in LBP2?

come on now, you know it's inevitable
2012-07-05 05:25:00

Author:
GribbleGrunger
Posts: 3910


Is the Vita integration being built into the game from the start or is that going to be DLC as in LBP2?

come on now, you know it's inevitable

Hmm, apart from making creating a bit easier I don't see the purpose of a Vita add on. With LBP2 you can move materials and switch screens during gameplay... But with racing it seems a bit more complicated.

I could be wrong. Wouldn't be the first time.
2012-07-05 05:34:00

Author:
The5rozos
Posts: 952


Is the Vita integration being built into the game from the start or is that going to be DLC as in LBP2?

come on now, you know it's inevitable

There was no mention of Vita integration. I would guess it is not happening. Which, I don't think this game needs the integration at all.
2012-07-05 05:36:00

Author:
Spider-Jew
Posts: 1090


I decided not to read 10 pages of comments, so sorry if this was asked before.

With the kartinator basically the same thing as the controlinator, is it possible to make a level without ever seeing a kart or sackboy? :o
2012-07-05 06:25:00

Author:
ConverseFox
Posts: 2333


I decided not to read 10 pages of comments, so sorry if this was asked before.

With the kartinator basically the same thing as the controlinator, is it possible to make a level without ever seeing a kart or sackboy? :o

Yes, you could make a level where there is not a sackboy/kart present.

The Kartinator is different from the controlinator in that the circuit board looks like a cardboard side view of a kart, with various inputs that map to different functions of the kart. Just wanted to clarify how it is different for the controlinator. It is all inputs.
2012-07-05 06:28:00

Author:
Spider-Jew
Posts: 1090


Just an idea, maybe there should be a Q&A list below the original post? May help those who aren't sure if a question has been asked.2012-07-05 06:30:00

Author:
The5rozos
Posts: 952


thanks for all the info guys, just a few logic based Qs
can anyone detail how tag sensors, advanced movers, advanced rotators etc work with the 3rd dimension?
for example what options do u have with the sensor to determine which directions it detects?

is local space still an option on most movers?

also with look-at rotators, followers and gyros can you lock them to only move/rotate on certain axis/directions?

do analog signals work the same as in lbp2, being a range between 0% and 100%?

do basic or advanced gates that came across from lbp2 have any notable new options?
(for example the math capabilities of AND and OR gates in lbpv)

is it easy to give/take score from certain players via logic, can score sensors be set to detect a certain players score?

is there a signal probe tool similar to the new note functionality in lbpv?

i'll think of some more b4 long, thanx in advance for any answers
2012-07-05 06:32:00

Author:
evret
Posts: 612


thanks for all the info guys, just a few logic based Qs
can anyone detail how tag sensors, advanced movers, advanced rotators etc work with the 3rd dimension?
for example what options do u have with the sensor to determine which directions it detects?

is local space still an option on most movers?

also with look-at rotators, followers and gyros can you lock them to only move/rotate on certain axis/directions?

do analog signals work the same as in lbp2, being a range between 0% and 100%?

do basic or advanced gates that came across from lbp2 have any notable new options?
(for example the math capabilities of AND and OR gates in lbpv)

is it easy to give/take score from certain players via logic, can score sensors be set to detect a certain players score?

is there a signal probe tool similar to the new note functionality in lbpv?

i'll think of some more b4 long, thanx in advance for any answers
I don't think I saw advanced movers but for rotators there are a ton of motors that attach to objects. They're pretty complicated to explain and use but you can get the job done (I think).

Tags are definately there and the sensor "radius" can be a 3D sphere or rectangle. They also have transmitters and receivers which act as a tag and max detection radius sensor. They can send signals anywhere in the level basically.

I didn't check out the axis options but I know for sure there's a "look at" motor.

Yes analog systems are the same as in LBP2.

I'm 90% sure all of the advanced logic tools are back from LBP2, but I didn't recognize any notable new options.

Scoring is much easier now. You can have certain checkpoints only spawn a certain player and if you use transmitters and receivers on checkpoints you can easily give a score to a specific player. There is a progress sensor which senses how close you are to a goal (race finish/position, target score etc) and if you put that on each checkpoint it can track each player's score.

Not sure what you mean by note probe since I'm not in the vita beta.

Hope I answered you're questions ok and sorry in advance for the typos
2012-07-05 06:48:00

Author:
Unknown User


Hmm, apart from making creating a bit easier I don't see the purpose of a Vita add on. With LBP2 you can move materials and switch screens during gameplay... But with racing it seems a bit more complicated.

I could be wrong. Wouldn't be the first time.


There was no mention of Vita integration. I would guess it is not happening. Which, I don't think this game needs the integration at all.

Sony are going to push the Vita/PS3 combo as much as possible with their 1st party games, so to me this is inevitable, as I said.

1/ You could use the Vita for a hub

2/ You could have touch related puzzles within a level. keypad for a door or swiping obstacles out of the way for instance

3/ You could have a GTA style game. You stop at certain locations and press a button on the Vita which then switches to an indoors platforming section played on the Vita... and then back to the car

4/ You could use the Vita as a map, radar or use it to find hidden secrets within a LBPK level

5/ You could use the Vita to input text

6/ You could use the Vita to import photos into LBPK levels, in the same way you can use them in LBPVita

7/ You could create co-op levels that require a second player with the Vita to move obstacles out of the way or move a ramp in place to allow you to continue the race. remember you don't have to make races, you can make platformers too

8/ you could have a vehicle set up so that in co-op the player with the Vita shoots enemies while the player on the PS3 drives around the levels. battle mode would be very interesting with this.

9/ You could give Vita apps away as prizes within a level or as a winners prize

just a few off the top of my head and for all we know LBPK could also be coming to Vita at some point
2012-07-05 07:02:00

Author:
GribbleGrunger
Posts: 3910


Sony are going to push the Vita/PS3 combo as much as possible with their 1st party games, so to me this is inevitable, as I said.

1/ You could use the Vita for a hub

2/ You could have touch related puzzles within a level. keypad for a door or swiping obstacles out of the way for instance

3/ You could have a GTA style game. You stop at certain locations and press a button on the Vita which then switches to an indoors platforming section played on the Vita... and then back to the car

4/ You could use the Vita as a map, radar or use it to find hidden secrets within a LBPK level

5/ You could use the Vita to input text

6/ You could use the Vita to import photos into LBPK levels, in the same way you can use them in LBPVita

7/ You could create co-op levels that require a second player with the Vita to move obstacles out of the way or move a ramp in place to allow you to continue the race. remember you don't have to make races, you can make platformers too

8/ you could have a vehicle set up so that in co-op the player with the Vita shoots enemies while the player on the PS3 drives around the levels. battle mode would be very interesting with this.

9/ You could give Vita apps away as prizes within a level or as a winners prize

just a few off the top of my head and for all we know LBPK could also be coming to Vita at some point

Ya, I could see the possibilities with having the Vita integration, that isn't what I meant lol. I just meant, I don't see a need for it and with all they have going on in Karting already, I can't see this being a feature...at least not right away. But I could be totally wrong.

There was no talks of a handheld version of the game...if it did, I can't even imagine 3D creating on a Vita.
2012-07-05 07:25:00

Author:
Spider-Jew
Posts: 1090


sorry in advance for the typosTypos?? Not acceptable. How many times do I have to tell you, the Keyboard Fairies WILL NOT HELP YOU if you don't eat your almonds. 2012-07-05 07:26:00

Author:
Taffey
Posts: 3187


Great article, Taffey!

Thanks for sharing it with community.

And thank for all jam members for answering all this question from community

I think that separate list of new features will be very useful, because direct answering in question is cool, but very hard to find some important things on many pages.

From Russia with love,
Domik12
2012-07-05 09:22:00

Author:
Domik12
Posts: 838


Already I'm thinking:

"Hmmmm, can I recreate my Snake level in LBPK?"
2012-07-05 09:29:00

Author:
Ali_Star
Posts: 4085


It was mentioned that the kartinator has inputs, but am I right in assuming you can place any other logic on it aswell? for example can u have a forward facing sensor to do custom drafting when directly behind another player?2012-07-05 10:31:00

Author:
evret
Posts: 612


How many Mario Kart remakes do we expect to see within the first week after release? 2012-07-05 10:58:00

Author:
Ali_Star
Posts: 4085


How is the corner editing tool implemented? Can you give us some information about that?2012-07-05 11:14:00

Author:
Chicoleunis
Posts: 123


Back in my LBP1 days, when LBP2 was first announced, it infected my imagination like no other game had before. I would try to inhale every wispy morsel of LBP2 goodness, watching beta videos, reading articles, everything. It's still the only video game I've ever pre-ordered.

LittleBigPlanet Karting? I'm not quite at the same level of anticipation just yet... but with this excellent article by Taffey and the Game Jam Gang (did I just make that up?) I can assure you that I am getting pretty darn close.

It WILL be a fun game to play. In my mind, regardless of whatever else LBPK may or may not be, this is a fact.
2012-07-05 11:39:00

Author:
weirdybeardy
Posts: 123


I have a questions

1. Say i wanted to make a level where you use a kart that has a light on it and its in a dark setting lets say a whales mouth could that be possible are no?

2. you said we could make any thing with geopaint could we make any kart type?

3.Are there more pop it colors in lbpk then lbp2?

4. Also could you make a 1p level or doese it have to be up to 8 players?

5. And finally when your in your pod well you automatically be put in to your kart?
2012-07-05 13:53:00

Author:
The_Lil_JoKeR
Posts: 745


Is it possible to have more than 8 karts on the track? What if I wanted to create a Nascar circuit with LOTS of cars?2012-07-05 14:01:00

Author:
Nick930930
Posts: 878


Do you guys think it would be possible to re make a Pok?mon game in LBPK? Or at least make a top down RPG game.2012-07-05 14:54:00

Author:
Jovuto
Posts: 2345


Just asking,when doing a track,is it possible to make like it is not a closed track? I mean,like you start somewhere and end somewhere else?2012-07-05 15:51:00

Author:
kyllian1212
Posts: 87


Great write-up, Taffey! Do you ever worry they only invite you for your writing skills, in stead of your create skills?


I DID TELL YOU GUYS THAT SOME OF YOU WERE UNDERESTIMATING LBPK

Yes, but you based that solely on faith. We were just being cautious. Luckily for you we can now throw caution in the wind!

Don't think this was answered explicitly: are there kartbots, sackbots in karts that you can dress up like your own sackboy, but that can be controlled by logic?

I really hope we get that Memory chip...
2012-07-05 16:04:00

Author:
Rogar
Posts: 2284


It was mentioned that the kartinator has inputs, but am I right in assuming you can place any other logic on it aswell? for example can u have a forward facing sensor to do custom drafting when directly behind another player?

Yes, there is a circuit board under the cardboard kart where you could place all sorts of logic.


I have a questions

1. Say i wanted to make a level where you use a kart that has a light on it and its in a dark setting lets say a whales mouth could that be possible are no?

2. you said we could make any thing with geopaint could we make any kart type?

3.Are there more pop it colors in lbpk then lbp2?

4. Also could you make a 1p level or doese it have to be up to 8 players?

5. And finally when your in your pod well you automatically be put in to your kart?

1. You could make a kart with a light on it and make your level dark, yes.


Is it possible to have more than 8 karts on the track? What if I wanted to create a Nascar circuit with LOTS of cars?

It is up to 8 players, but if you wanted more karts on the track, you could build a kart, add a motor that follows a path, make the path around the track, and then those karts would "race" around the track. They wouldn't be added to the place rankings, but you could have the illusion that a lot of karts are racing.


Do you guys think it would be possible to re make a Pok?mon game in LBPK? Or at least make a top down RPG game.

You could make a top down RPG game if you wanted. Tom was working on a top down town and we were thinking of many ideas for quests in the town, like picking up trash and taking it to the dump LOL
2012-07-05 16:12:00

Author:
Spider-Jew
Posts: 1090


Great write up Taffey, and one question, when your making a landscape, how tall can you make a structure? Is it 3 layers upward? Or unlimited layers for making skyscrapers and such? Sorry if this has been asked I kinda breezed through all the pages. (Except the write-up, i wish it never ended it sounded like so much fun )2012-07-05 16:28:00

Author:
DominationMags
Posts: 1840


Just asking,when doing a track,is it possible to make like it is not a closed track? I mean,like you start somewhere and end somewhere else?

Yes, you can race to a certain location.


Great write-up, Taffey! Do you ever worry they only invite you for your writing skills, in stead of your create skills?



Yes, but you based that solely on faith. We were just being cautious. Luckily for you we can now throw caution in the wind!

Don't think this was answered explicitly: are there kartbots, sackbots in karts that you can dress up like your own sackboy, but that can be controlled by logic?

I really hope we get that Memory chip...

There were no sackbots or kartbots in the version of the game we had. But, you can create a kart and hook it up to logic to drive on its own. It just wouldn't have a sackbot driving it.


Great write up Taffey, and one question, when your making a landscape, how tall can you make a structure? Is it 3 layers upward? Or unlimited layers for making skyscrapers and such? Sorry if this has been asked I kinda breezed through all the pages. (Except the write-up, i wish it never ended it sounded like so much fun )

WAY more than 3 layers up. Justin tested it out, but when we asked how tall, he showed with his hands, instead of saying how many layers high LOL. We assume the space is a perfect cube...which would mean, based on the size of the landscape area, you could get pretty high in the sky.
2012-07-05 16:43:00

Author:
Spider-Jew
Posts: 1090


Great write up Taffey, and one question, when your making a landscape, how tall can you make a structure? Is it 3 layers upward? Or unlimited layers for making skyscrapers and such? Sorry if this has been asked I kinda breezed through all the pages. (Except the write-up, i wish it never ended it sounded like so much fun )

3 layers? There are no layers.
2012-07-05 16:44:00

Author:
ConverseFox
Posts: 2333


Hey everyone! It's great to see you're all as excited about this game as we are.

There have been a LOT of questions (keep them coming!) and at least as many answers, and I know it's a lot of pages to read. There has been more than one request to make a consolidated Q&A of sorts, and I think that's a great idea. This is definitely something I can work on but I'm not going to have much time at all over the next few days.

If someone feels like scrubbing this thread and gathering together all the questions asked and answered, I would be happy to update my post on the first page with that information. Your reward for this would be not only the admiration of the entire community and site staff, but also cookies.




2. you said we could make any thing with geopaint could we make any kart type?Yep, anything at all! I made a catering truck as a decoration object, so I turned it into a kart. I also briefly drove around a portapotty just for grins. LOL




3.Are there more pop it colors in lbpk then lbp2?No idea on this one.




4. Also could you make a 1p level or doese it have to be up to 8 players?Yep you can do anything you want. You just get rid of extra/unnecessary checkpoints and/or tweak them with logic.




5. And finally when your in your pod well you automatically be put in to your kart?Yes, although Sackboy jumps out of his kart to use the pod controller.




Is it possible to have more than 8 karts on the track? What if I wanted to create a Nascar circuit with LOTS of cars?Spider-Jew got this one already - my thoughts exactly. Just make extra "traffic" using logic and you could have a very full racetrack indeed.




Great write-up, Taffey! Do you ever worry they only invite you for your writing skills, in stead of your create skills? Thanks! Hah, that wouldn't bother me a bit.




when your making a landscape, how tall can you make a structure?You can make it ridiculously, massively tall. One of ConfusedCartman's creations was a ramp minigame that started WAY up at the top of the available area.
2012-07-05 17:53:00

Author:
Taffey
Posts: 3187


Ahem 3

1/ In your opinion, how detailed can a level be? We often see beautiful forest scenes or intricate caves with detail and more detail... would it be possible to create caves and forests to drive through with that level of detail? If yes then surely the thermo must be a heck of a lot bigger then other LBP games.

2/ Did anyone get a chance to take any pictures and include them in the game? Is it compatible with the PSEye?

3/ is it possible to make a complete level out of sticker panels and stickers with sticker panel cars... in other words a retro level?

4/ It has been mentioned on numerous occasions (largely because of the doggedness of a particular forum user) that you could create a character to control and make a platformer. I'm struggling to visualise this. could someone perhaps go through a simple explanation of what it would take to create such a character. What you would begin with. how you would get the character to walk. what you would use to create such a charter... etc.

5/ How does the detection radius of a sensor differ from the 2D detection radius?

6/ Would it be possible to use the emit/destroy technique with LBPK? Did you emitter have the same settings as the LBPVita version?

7/Where there level links in the game? If so, how did they work?
2012-07-05 18:18:00

Author:
GribbleGrunger
Posts: 3910


WAY more than 3 layers up. Justin tested it out, but when we asked how tall, he showed with his hands, instead of saying how many layers high LOL. We assume the space is a perfect cube...which would mean, based on the size of the landscape area, you could get pretty high in the sky.

Well, there is a limit and I don't exactly know how tall is it. If you're making a track in Avalonia area, it'll reach the size of a car-making machine path (not in LBP2, LBPK). At least I think. My metropolis level had tons of really tall buildings, and the tallest one to reach the maximum height is a ring-shaped bridge. I'll show everyone the picture of my track, which I took before we headed back home, if that's okay with Steven and/or Taffey.
2012-07-05 18:28:00

Author:
JustinArt
Posts: 1314


Great write up, Taffy. You hear about these things out hear and you think how cool would it be to be a part of that. What other game has a community like this one. Great write up.

As a side note, I am new to the podcast as well. You all do a great job there. Keep it going.
2012-07-05 18:33:00

Author:
Unknown User


It was mentioned that the kartinator has inputs, but am I right in assuming you can place any other logic on it aswell? for example can u have a forward facing sensor to do custom drafting when directly behind another player?

The kartinator is used only for switching up racing controls to your liking. Say you wanted R1 to fire weapons instead of X, or you want steering flipped if you're infected with a certain disease involving mad cows.

Drafting is already a tweak setting on the handling tweaker. You can put the handling tweaker on a checkpoint and tweak settings like:
Top speed
Acceleration
Jumping On/Off
Jump Height
Drafting On/Off
How close you have to be to draft
How many seconds before you get a draft boost when you're close enough
The speed of the draft boost
Grabinator On/Off

And a few others I can't remember right now.
2012-07-05 18:39:00

Author:
Unknown User


Say you wanted R1 to fire weapons instead of X

Wait... I thought X was the Gas button for default?
2012-07-05 18:46:00

Author:
The5rozos
Posts: 952


I have a questions

1. Say i wanted to make a level where you use a kart that has a light on it and its in a dark setting lets say a whales mouth could that be possible are no?
Well there are no "kart followers" and it's incredibly hard to make an item follow a certain kart (believe me I tried many times) although I'm sure somebody will figure it out. My solution was to create my own custom kart (a salt shaker with some fancy decorations) and add you're light directly on to the car. You have to put a chassis gadget where you want the center of gravity for your wheels to be and a cockpit where you want sackboy to drive (you can leave the cockpit out though). Then you put a kart changer on your checkpoint and select your custom kart.

2. you said we could make any thing with geopaint could we make any kart type?
Depends on how you make it. You could add wheels to your object and attach a speed sensor so when the kart moves the wheels spin.

3.Are there more pop it colors in lbpk then lbp2?
Pretty sure, but I didn't specifically check on that while I was there. I can't imagine them not being in a LBP game though.

4. Also could you make a 1p level or doese it have to be up to 8 players?
You can tweak that in the global settings. You can have only 2-8 players, 1-4, 1 player only with A.I etc..

5. And finally when your in your pod well you automatically be put in to your kart?
Yes, but when you go into you're costume you jump out for a sec. You can't move and when you exit that part of the pop it you jump back in
Answers in BOLD
2012-07-05 18:51:00

Author:
Unknown User


Is it possible to have more than 8 karts on the track? What if I wanted to create a Nascar circuit with LOTS of cars?

You can only have up to 8 players but you can definitely add a whole lot of AI. In checkpoints you can tweak them to spawn either players, AI, or both. You could have 8 checkpoints with players or AI and how ever many others you need spawning only AI.
2012-07-05 18:54:00

Author:
Unknown User


Wait... I thought X was the Gas button for default?
Sorry I meant instead of Square for weapons. The developers added an awesome feature where you can change in the option settings which control scheme you would like to play with:
R2-Gas L2-Brake X-Drift
X-Gas O-Brake R1-Drift (not sure about R1 for drifting since I used R2 and L2)

EDIT: Just realized spider-Jew answered most of the questions I just replied to...
*runs away*
2012-07-05 18:57:00

Author:
Unknown User


Ahem 3

1/ In your opinion, how detailed can a level be? We often see beautiful forest scenes or intricate caves with detail and more detail... would it be possible to create caves and forests to drive through with that level of detail? If yes then surely the thermo must be a heck of a lot bigger then other LBP games.

2/ Did anyone get a chance to take any pictures and include them in the game? Is it compatible with the PSEye?

3/ is it possible to make a complete level out of sticker panels and stickers with sticker panel cars... in other words a retro level?

4/ It has been mentioned on numerous occasions (largely because of the doggedness of a particular forum user) that you could create a character to control and make a platformer. I'm struggling to visualise this. could someone perhaps go through a simple explanation of what it would take to create such a character. What you would begin with. how you would get the character to walk. what you would use to create such a charter... etc.

5/ How does the detection radius of a sensor differ from the 2D detection radius?

6/ Would it be possible to use the emit/destroy technique with LBPK? Did you emitter have the same settings as the LBPVita version?

7/Where there level links in the game? If so, how did they work?

1. It can be nicely detailed, depending on the use of stickers, terrain, decorations, tracks, etc. There's tree objects, so you can create as much of them as you can to build a forest level. Yeah, there is a thermo, and my track only reaches 50% of it and it's already done.

2. Yes, but I'm not sure if it's PSeye compatible.

3. If there is a sticker material, yes. If there's no sticker material, there's possibly a cut-out tool where you can create a material that shapes like a sticker.

4. It's really possible to make a platformer all thanks to the controlinator or kartinator. If I want to make a character in LBPK, I think it's best to make it hover or give it wheels.

5. It's like a 3-dimensional sphere. You can also change the shapes of a radius, like rectangle and cube.

6. Of course. The emitter and destroy technique is basically like doing it in LBP2.

7. I don't think so. It'll be cool if it does, though.
2012-07-05 19:02:00

Author:
JustinArt
Posts: 1314


Sorry I meant instead of Square for weapons. The developers added an awesome feature where you can change in the option settings which control scheme you would like to play with:
R2-Gas L2-Brake X-Drift
X-Gas O-Brake R1-Drift (not sure about R1 for drifting since I used R2 and L2)

EDIT: Just realized spider-Jew answered most of the questions I just replied to...
*runs away*

Thanks for the answer regardless

Since you only used the R2/L2 control scheme, is there anyone who tried both of them? Which one seemed easier?
2012-07-05 19:12:00

Author:
The5rozos
Posts: 952


Since you only used the R2/L2 control scheme, is there anyone who tried both of them? Which one seemed easier?I used both. I started with X=accelerate because that's classic Wipeout and the same setup I use for every one of those games. After a little bit I switched over to R2/L2 (aka classic Burnout) to see how it was and I ended up sticking with it. I liked R2/L2 because it frees up your thumb to use the right stick.2012-07-05 19:17:00

Author:
Taffey
Posts: 3187


I used both. I started with X=accelerate because that's classic Wipeout and the same setup I use for every one of those games. After a little bit I switched over to R2/L2 (aka classic Burnout) to see how it was and I ended up sticking with it. I liked R2/L2 because it frees up your thumb to use the right stick.

What would you need the right stick for? If you don't mind me asking.
2012-07-05 19:24:00

Author:
The5rozos
Posts: 952


If I were to take this video and remake absolutely everything you see in the video, tell me exactly I would have the most difficulty replicating ingame? I'm curious as to what the limitations of the creation mode are for this game. Is it the HUD? The kart fluidity? The powerups themselves? I'm going to focus a lot of attention on remaking some of my favorite tracks with the nice new graphics and cute sackboys so I would like to know what I'm dealing with

Also can we recreate music as well with the music sequencer and BETTER instruments?


http://www.youtube.com/watch?v=DVn_d3TojKk
2012-07-05 19:24:00

Author:
Nick930930
Posts: 878


If I were to take this video and remake absolutely everything you see in the video, tell me exactly I would have the most difficulty replicating ingame?Perhaps the some of the precise elements of the HUD (thumbnail pics, etc.) might not be easily doable, but honestly I didn't see anything in that video that wouldn't be possible. You could even hide the powerups in little boxes with "?'s" on them, and you could make identical-looking karts too.



Also can we recreate music as well with the music sequencer and BETTER instruments?That isn't something I messed with at all so I can't really answer that - I'm not sure if anybody else did either.
2012-07-05 19:39:00

Author:
Taffey
Posts: 3187


one more question

You said we could create any type of kart we wanted so with that being said could i create a spider that acts has a kart? with moving legs and what not? and also how in depth is it making your kart if you don't mind answering that?
2012-07-05 19:49:00

Author:
The_Lil_JoKeR
Posts: 745


Wow very cool. Thanks Taffey. Can't wait to recreate Polar Pass. Yeah I assumed the thumbnails of the characters would be the hardest bit, but I never expected you could hide the powerups in crates like that. Very cool! I was settling down with the idea of having those standard powerup things too lol2012-07-05 19:52:00

Author:
Nick930930
Posts: 878


What would you need the right stick for? If you don't mind me asking. Oops! I missed this one. :blush:

The right stick is used for slapping, and also for spinning your kart around in the air.




You said we could create any type of kart we wantedYes, quite literally anything you want. If you can create it in-game, you can drive it.

The standard kart options are pretty flexible as well - there are many different types of karts and each kart has many different chassis options. Of course you can also change the wheels, seat, steering wheel, engine noise, etc.




so with that being said could i create a spider that acts has a kart? with moving legs and what not?I did not try using moving parts on the karts I created - I'd have to experiment with it a bit.
2012-07-05 19:56:00

Author:
Taffey
Posts: 3187


Slapping and moving your kart in the air? Sounds like a Modnation feature for sure. Any chance we can disable the right stick completely to suit our preferences?2012-07-05 19:59:00

Author:
Nick930930
Posts: 878


Thanks for clearing that up for me

Oh also say i made a kart for a specific gameplay and i wanted everyone who played the level to use that kart, would that be possible?
2012-07-05 20:01:00

Author:
The_Lil_JoKeR
Posts: 745


Great story! I know it may be a weird compliment, but you're quite an awesome writer. I was on the edge of my seat the whole time reading.

Yes, Taffey is an incredible writer. I always felt like I should have paid him for the privilege to play his levels, the writing was always that good.

Great read Taffey! I can not wait to dive into this game when it releases.

Thanks !!
2012-07-05 20:04:00

Author:
VelcroJonze
Posts: 1305


Slapping and moving your kart in the air? Sounds like a Modnation feature for sure. Any chance we can disable the right stick completely to suit our preferences?If you mean disable the right stick for when you're playing the game (e.g., story mode levels, etc.) I'm not sure. If you mean disable the right stick in an arena/track that you're building, then yes. You can.




Oh also say i made a kart for a specific gameplay and i wanted everyone who played the level to use that kart, would that be possible?Absolutely. It's even more flexible than that... You can not only have people driving whatever kart you want them to, but you can also activate karts using logic. A couple of examples:

Spider-Jew's mad cow battle arena (LOL) had a mechanic where if your city was infected with mad cow disease, everyone's karts on your team would turn into cows. They would run around backwards and moo. Epic win. haha I had some very basic logic (kind of like an easter egg) in my construction site where if you shot the catering truck with a weapon enough times, you could become the truck and drive it around. Even the camera angle would change.




Great read Taffey! I can not wait to dive into this game when it releases.Thanks VJ!! :hero:

What I want to know is, will Fort Sugar be making an appearance in track or arena form?
2012-07-05 20:12:00

Author:
Taffey
Posts: 3187


What are the controls in create mode for moving when your sackboy is moving,resizing a material etc.?2012-07-05 20:14:00

Author:
kyllian1212
Posts: 87


could you build a plane and fly it freely within the create space? or even a helicopter?2012-07-05 20:17:00

Author:
GribbleGrunger
Posts: 3910


All I will make will be just in-depths platformers 2D and 3D and both. I already have a full level planed out ^^2012-07-05 21:01:00

Author:
The_Lil_JoKeR
Posts: 745


Great article. Whos is the handsome gentleman in the middle with the plaid shirt and the zangief lookin dude in the lower right of the dinner picture?2012-07-05 21:48:00

Author:
Unknown User


Great article.Thanks!




Whos is the handsome gentleman in the middle with the plaid shirt and the zangief lookin dude in the lower right of the dinner picture?No idea about the plaid shirt guy. He was pretty weird but I liked his car. Zangief has a thing for sing-alongs.

2012-07-05 22:09:00

Author:
Taffey
Posts: 3187


Thanks VJ!! :hero:

What I want to know is, will Fort Sugar be making an appearance in track or arena form?

Lol, that could happen.

* runs off to the drawing board.....
2012-07-05 22:47:00

Author:
VelcroJonze
Posts: 1305


Can I make a power ups for races where...
1. controls get switched?
2. all the races wipe out/spin out of control?
3. player gets a speed boost?
4. player gets protected with shield?
2012-07-05 23:53:00

Author:
aar2697
Posts: 143


Can I make a power ups for races where...
1. controls get switched?
2. all the races wipe out/spin out of control?
3. player gets a speed boost?
4. player gets protected with shield?

1. Yes! With the Kartinator (Like the controllinator but for a kart) you can set the steering, horn, power-up etc options however you want. Spider-Jew did this with his level
2. Do you mean have the players spin out of control?
3. When you drift, at the end of the drift you get a speed boost. You can also give a jetpack power-up witch gives a speed boost
4.I'm sure you could make a custom sheild with logic
2012-07-06 00:04:00

Author:
CodiBear
Posts: 19


What Codi said! Also:


2. all the races wipe out/spin out of control?You can set a type of stun that is spinout I think, and you could set the area of effect to a very large area.




3. player gets a speed boost?Yes, this is an option in the "self weaponizer" logic item.




4. player gets protected with shield?Yep, same as #3.
2012-07-06 00:16:00

Author:
Taffey
Posts: 3187


If one-player isn't an option, then it seems that indeed, this isn't capable of being a true single player 3D platformer. It's a racing game! I was afraid of that, but I'm still interested.2012-07-06 00:18:00

Author:
synchronizer
Posts: 287


Are there logic tools that are new for the 3D environment? For example, 3D rotaters? If so, I'd definitely create a Super Monkey Ball styled level.2012-07-06 00:22:00

Author:
aar2697
Posts: 143


If one-player isn't an option, then it seems that indeed, this isn't capable of being a true single player 3D platformer. It's a racing game! I was afraid of that, but I'm still interested.

Anyone can correct me if I'm wrong, but I'm pretty sure you can actually place only one spawn point in a level, making it single player
2012-07-06 00:46:00

Author:
CodiBear
Posts: 19


...Is there broustaches?2012-07-06 00:46:00

Author:
Valeview
Posts: 1581


...Is there broustaches?
Probably! We weren't playing the full version of the game
2012-07-06 01:01:00

Author:
CodiBear
Posts: 19


What are the controls in create mode for moving when your sackboy is moving,resizing a material etc.?Generally speaking, the left stick controls the X and Y axes (parallel with the floor of the level) and L2/R2 controls the Z axis (height). When manipulating an object it depends. Just selecting it and moving it around the controls are the same, but the D-pad controls scale. If you edit the object then L2/R2 allows you to "stretch". Lastly, if you select the 3D rotator (using R3) then the left stick controls 2 axes and the D-pad controls the 3rd - this is contextual and will change depending on what angle you are viewing the object from. In all scenarios the right stick controls the camera view.

Does your head hurt yet?




could you build a plane and fly it freely within the create space? or even a helicopter?With the right configuration of logic, motors, and/or movers.... Yup.




If one-player isn't an option, then it seems that indeed, this isn't capable of being a true single player 3D platformer. It's a racing game! I was afraid of that, but I'm still interested.
Anyone can correct me if I'm wrong, but I'm pretty sure you can actually place only one spawn point in a level, making it single player This is correct. One-player is very much an option.




Are there logic tools that are new for the 3D environment? For example, 3D rotaters? If so, I'd definitely create a Super Monkey Ball styled level.By 3D rotators I assume you mean in play mode - yes there are. There are several types of motors, one of which is a rotator motor. Multiple motors can be combined to achieve rotation in more than one plane.




...Is there broustaches?There is something so amazingly epic, it is even better than a broustache... but I can't say what it is right now. It is the best costume piece I have ever seen. Many of us wore it this past week.
2012-07-06 01:02:00

Author:
Taffey
Posts: 3187


Are there automatic restrictions on being able to build a bomb that drops down from the sky? jk

Are there more advanced options on being able to design a kart? Like building a 3D object and then have Sackboy drive that 3D object and so on.
2012-07-06 01:05:00

Author:
DaSackBoy
Posts: 606


There is something so amazingly epic, it is even better than a broustache... but I can't say what it is right now. It is the best costume piece I have ever seen. Many of us wore it this past week.

Tom you are SOOOO right!!
2012-07-06 01:10:00

Author:
CodiBear
Posts: 19


Are there more advanced options on being able to design a kart? Like building a 3D object and then have Sackboy drive that 3D object and so on.Totally. You can stick a "kart chassis" logic object on quite literally anything and it becomes a kart you can drive.




Tom you are SOOOO right!!IKR???
2012-07-06 01:10:00

Author:
Taffey
Posts: 3187


Are there any sackbots?2012-07-06 01:36:00

Author:
vezonfan01
Posts: 293


Are there any sackbots?

Of course there are sackbots. Wait, are you talking about the non-playable characters that can behave like sackboys? Hmm...I think the non-playable racers are considered to be sackbots. But if there are, they'll only ride on vehicles. At least I think.
2012-07-06 02:32:00

Author:
JustinArt
Posts: 1314


So so so... based what I read from the bottom parts... does this mean it's possible to make a 3D RPG with Battle Arena? :o2012-07-06 02:36:00

Author:
Fang
Posts: 578


I was just wondering...and this has probably been asked before in the last 14 pages but I'll ask it anyway...
Why the Karting aspect?
We had all the technology, method, and logic to create LBP3, a full next installment, and we make a game that at first glance seems like a rip off of Modnation Racers.
I don't see why we aren't creating LBP3 yet. It seems that the Karting aspect of this game just offers limitations in comparison to a LBP3.
Was this just business? Did people say, "oh people like karting games, I bet LBP Karting would sell millions more than, you know, a 3D LBP"? Or was there something else?
2012-07-06 03:14:00

Author:
Kalawishis
Posts: 928


Are there any sackbots?
There's AI, but theyre not controllable to my knowledge. You can however tweak their difficulty level (how good racers/battlers they are easy-medium-hard-extreme), handling, speed, and even have them be able to get certain weapons.

Now that i think of it you could probably control one if you hook up a controlinator to your spawn point with all the buttons on transmitters and receivers on the AI kartinator although im not sure how the camera could stay on the AI.

If you work with it enough it's possible
2012-07-06 03:30:00

Author:
Unknown User


The kartinator is used only for switching up racing controls to your liking. Say you wanted R1 to fire weapons instead of X, or you want steering flipped if you're infected with a certain disease involving mad cows.

Drafting is already a tweak setting on the handling tweaker. You can put the handling tweaker on a checkpoint and tweak settings like:
Top speed
Acceleration
Jumping On/Off
Jump Height
Drafting On/Off
How close you have to be to draft
How many seconds before you get a draft boost when you're close enough
The speed of the draft boost
Grabinator On/Off

And a few others I can't remember right now.

well the point of my question was- are you able to use logic to affect the kartinator via logic while players are driving, drafting was just an example. but i believe it was answered when someone mentioned you could reverse controls via logic in game.
one thing i'd like to b able to do is remove the players ability accelerate altogether, and do it entirely via logic
2012-07-06 03:54:00

Author:
evret
Posts: 612


I was just wondering...and this has probably been asked before in the last 14 pages but I'll ask it anyway...
Why the Karting aspect?
We had all the technology, method, and logic to create LBP3, a full next installment, and we make a game that at first glance seems like a rip off of Modnation Racers.
I don't see why we aren't creating LBP3 yet. It seems that the Karting aspect of this game just offers limitations in comparison to a LBP3.
Was this just business? Did people say, "oh people like karting games, I bet LBP Karting would sell millions more than, you know, a 3D LBP"? Or was there something else?

In my opinion, Sony pushed it into the 'karting' genre to promote it as a Mario Kart alternative (with tons more features). They want the PS3 to come off as a family friendly system, and that you don't need a Nintendo console to play awesome exclusive games.
Mario - Littlebigplanet
Mario Kart - Littlebigplanet Karting
Wiimote - Move controller
Wii steering wheel - Move steering wheel
Super Smash Bros - Playstation All-Stars
Zelda Skyward Sword - Sorcery
Wii U and tablet controller - PS3 and Vita as controller with touchscreen

Of course this is just my opinion. And I'm not saying they're copying Nintendo, they just simply want a piece of the 'casual' market.

I know I'm not one of the GameJam people, just wanted to give my thoughts on what you said. Since LBP2 is still heavily promoted (free for Plus users, constant DLC, Vita support coming) and LBPV is coming, I think that Sony wants to spread Sackboy to other genres to kind of create their own mascot. Even if LBPK can do much more than just Karting.
2012-07-06 05:59:00

Author:
The5rozos
Posts: 952


Wii U and tablet controller - PS3 and Vita as controller with touchscreen

I think you'll find that the PS3/Vita integration was part of the plan well before the WiiU was even announced
2012-07-06 08:16:00

Author:
GribbleGrunger
Posts: 3910


I think you'll find that the PS3/Vita integration was part of the plan well before the WiiU was even announced

I didn't say which came first, was just comparing similar ideas.
2012-07-06 08:23:00

Author:
The5rozos
Posts: 952


I was just wondering...and this has probably been asked before in the last 14 pages but I'll ask it anyway...
Why the Karting aspect?
We had all the technology, method, and logic to create LBP3, a full next installment, and we make a game that at first glance seems like a rip off of Modnation Racers.
I don't see why we aren't creating LBP3 yet. It seems that the Karting aspect of this game just offers limitations in comparison to a LBP3.
Was this just business? Did people say, "oh people like karting games, I bet LBP Karting would sell millions more than, you know, a 3D LBP"? Or was there something else?

From what I've seen, the arena mode basically is 3d lbp. Then you have the karting, which, while it is the focus of the game, is more of an added bonus.
2012-07-06 09:13:00

Author:
PGdafrog
Posts: 277


I was just wondering...and this has probably been asked before in the last 14 pages but I'll ask it anyway...
Why the Karting aspect?
We had all the technology, method, and logic to create LBP3, a full next installment, and we make a game that at first glance seems like a rip off of Modnation Racers.
I don't see why we aren't creating LBP3 yet. It seems that the Karting aspect of this game just offers limitations in comparison to a LBP3.
Was this just business? Did people say, "oh people like karting games, I bet LBP Karting would sell millions more than, you know, a 3D LBP"? Or was there something else?


I totally agree!

This is exactly what i thought, when they announced LBPKarting. But do you remember when Media Molecule announced LBP? We didn't thought that we could make anything we would?! But we did and we're still doing it.

Though I understand that LBPKarting is a way more limited game than just LittleBigPlanetKarting.

I think we just have to wait and see what LBPkarting will bring us...
2012-07-06 10:02:00

Author:
Jauw
Posts: 484


IKR???

...It's not something like a crown or beta vest you all got just for going, is it? Something that I can never use? :B
2012-07-06 15:40:00

Author:
Valeview
Posts: 1581


...It's not something like a crown or beta vest you all got just for going, is it? Something that I can never use? :B

No, you will be able to use it...we will ALL be using it, because of its sheer awesomeness!
2012-07-06 16:44:00

Author:
Spider-Jew
Posts: 1090


From what I've seen, the arena mode basically is 3d lbp. Then you have the karting, which, while it is the focus of the game, is more of an added bonus.This is pretty much the perfect explanation.




...It's not something like a crown or beta vest you all got just for going, is it? Something that I can never use? :B
No, you will be able to use it...we will ALL be using it, because of its sheer awesomeness!Indeed. You will learn to embrace the epicness while basking in the glory of its genius.
2012-07-06 16:58:00

Author:
Taffey
Posts: 3187


No, you will be able to use it...we will ALL be using it, because of its sheer awesomeness!

The rocket cheetah mark II?
2012-07-06 17:00:00

Author:
PGdafrog
Posts: 277


The rocket cheetah mark II?

Ha! I like to see someone create that object ! All it needs is a thruster, kartinator, material shaping like a cheetah, and kart wheels or hover. Of course, it'll require testing before using it, due to its extremely fast speed.
2012-07-06 18:12:00

Author:
JustinArt
Posts: 1314


just one other question:

when you are in create mode, do you have sackboy with his popit as usual or is he/she sat in a Kart? does the preview work as normal too? (that's two questions!)
2012-07-06 19:08:00

Author:
GribbleGrunger
Posts: 3910


just one other question:

when you are in create mode, do you have sackboy with his popit as usual or is he/she sat in a Kart?Sackboy hovers around in space without a kart in create mode.




does the preview work as normal too? (that's two questions!)NO, you said JUST ONE QUESTION.

Kidding.

Preview works differently. I'm not sure actually if you mean preview as in hide logic items or as in run around in your level. Either way, this will answer that question.

So in this game pause = hover. Anytime you are flying around, all objects and in-level activity is frozen. As soon as you un-hover, you spawn in a kart and level activity ensues (e.g., motors spin, emitters emit, etc.) and logic items are hidden. When you return to hover, all action is reset from the point you dropped out of hover. You can also do a preview of sorts without dropping out of hover by holding up on the D-pad. Hopefully that makes sense.
2012-07-06 19:14:00

Author:
Taffey
Posts: 3187


Can you hold on to a weapon? like is there a option to drop your weapon are hold on to it?2012-07-06 19:20:00

Author:
The_Lil_JoKeR
Posts: 745


Lol I agree with the above, hahha great similarities between Mario VS LBP. It's definitely true. But that's not a bad thing. Competition encourages these developers to not just assume everything is perfect. Both Mario and LBP are great. And LBP Karting is looking fantastic


Glad Super Smash Bros finally has another game after their money And it'll feature Big Daddy making it even better hehe
2012-07-06 19:31:00

Author:
Nick930930
Posts: 878


You've already said that the weaponinator (or whatever it's called) is very in-depth. Are the possibilities effectively unlimited? Can you make any object you like into a weapon like with the kartinator? Could you, if you desired, make a wepon that:
Turned you into a ten foot tall hell-chicken that tramples the other players and breathes fire?
Spawns a wave of rabid bunnies that home onto the nearest player and devour them?
Turns all the other players karts into tortoises so that they move really slowly?
Makes a brick wall come out of the ground/fall down from the sky?
2012-07-06 19:40:00

Author:
PGdafrog
Posts: 277


You've already said that the weaponinator (or whatever it's called) is very in-depth. Are the possibilities effectively unlimited? Can you make any object you like into a weapon like with the kartinator? Could you, if you desired, make a wepon that:
Turned you into a ten foot tall hell-chicken that tramples the other players and breathes fire?
Spawns a wave of rabid bunnies that home onto the nearest player and devour them?
Turns all the other players karts into tortoises so that they move really slowly?
Makes a brick wall come out of the ground/fall down from the sky?
All of the above are possible, but the chicken thing might be tough to pull off. You could do it but it would be hard and each of those ideas would require a lot of logic and transmitters.
2012-07-06 20:11:00

Author:
Unknown User


Earlier on a spline (line?) tool was mentioned. What exactly does this tool do?2012-07-06 20:11:00

Author:
FlipMeister
Posts: 631


Can there be power-ups like in Mario Kart? Like star makes you invincible?

And Im still trying to think of a good concept for a track, Maybe a police chase..?
2012-07-06 20:14:00

Author:
DominationMags
Posts: 1840


Ok. a few questions that i don't believe people have asked. (I've read 200 posts. i don't have the patients for another 50.)
1. Is Attract o' gel a compatible material. so you can make levels that are sideways and such.
2. Can you make Force field a visible material? if so. can you change its color to sort of a dark energy type material?
3. Is there the old LBP1 And LBP2 music to go with the new music?
4. are there any new stickers and new pre made objects (2nd page of goodies bag) i know there are some new stuff from my info i put out from the E3 trailer on Littlebigplanetarium. such as pianos, drums, etc...
5. is there a Music sequencer (I'm horrible at sequencing but ill ask it anyway)
6. based on how big the background and levels are. id have to say the thermo is pretty **** massive. does even 50% on the thermo lag the game?
7. how big is the moon? is it bigger then Lbp2 so you can make more stuff?
8. can you make more then 20 published levels?
9. how many gigs does the game take up from testing it. based on how big the game is. because I'm a major gamer and have a lot of saved data on my Ps3. so i don't want to delete anything.

if you can answer these they will help me a lot.
2012-07-06 20:23:00

Author:
TinyMoMo
Posts: 132


How is the create mode view?
Is it top down, like MNR or...?
Can you switch it around?, from LBP view to mnr view or how is it?

I think that was a pretty terrible explanation of my question... :s
2012-07-06 20:37:00

Author:
Valeview
Posts: 1581


Hey Everyone, in case you didn't see or know you all made the front page of the Playstation Blog. http://blog.us.playstation.com/

Here is the link to the article: http://blog.us.playstation.com/2012/07/06/littlebigplanet-karting-beta-dates-announced-san-diego-game-jam-recap/
2012-07-06 21:21:00

Author:
Unknown User


Hey Everyone, in case you didn't see or know you all made the front page of the Playstation Blog. http://blog.us.playstation.com/

Here is the link to the article: http://blog.us.playstation.com/2012/07/06/littlebigplanet-karting-beta-dates-announced-san-diego-game-jam-recap/

July 10th.
2012-07-06 21:23:00

Author:
GribbleGrunger
Posts: 3910


Ok. a few questions that i don't believe people have asked. (I've read 200 posts. i don't have the patients for another 50.)
1. Is Attract o' gel a compatible material. so you can make levels that are sideways and such.
2. Can you make Force field a visible material? if so. can you change its color to sort of a dark energy type material?
3. Is there the old LBP1 And LBP2 music to go with the new music?
4. are there any new stickers and new pre made objects (2nd page of goodies bag) i know there are some new stuff from my info i put out from the E3 trailer on Littlebigplanetarium. such as pianos, drums, etc...
5. is there a Music sequencer (I'm horrible at sequencing but ill ask it anyway)
6. based on how big the background and levels are. id have to say the thermo is pretty **** massive. does even 50% on the thermo lag the game?
7. how big is the moon? is it bigger then Lbp2 so you can make more stuff?
8. can you make more then 20 published levels?
9. how many gigs does the game take up from testing it. based on how big the game is. because I'm a major gamer and have a lot of saved data on my Ps3. so i don't want to delete anything.

if you can answer these they will help me a lot.

1. We didn't see the attract-o-gel, so no.

2. Yes, the force field material can be visible.

3. We can't say anything about the music, so you have to wait until the beta or retail comes.

4. Yes, there are a few stickers and pre-made objects we haven't seen in LBP1 and LBP2.

5. Again, we can't say anything about the music.

6. Nope, no lags on my sweet metropolis track.

7. The moon is the same as LBP1 and LBP2. You can even decorate it like LBP2.

8. I think it's the same maximum number of levels as both LBP1 and LBP2.

9. The memory hasn't been announced yet.
2012-07-06 22:48:00

Author:
JustinArt
Posts: 1314


my question was not answered ....is there a option to not be able to drop your weapons?2012-07-06 22:52:00

Author:
The_Lil_JoKeR
Posts: 745


Can there be power-ups like in Mario Kart? Like star makes you invincible?

And Im still trying to think of a good concept for a track, Maybe a police chase..?

You can create any power-ups. You can even create a star power-up, where you go faster and push opponents. I like to see players recreate those nifty "Mario Kart" power ups.


How is the create mode view?
Is it top down, like MNR or...?
Can you switch it around?, from LBP view to mnr view or how is it?

I think that was a pretty terrible explanation of my question... :s

The create mode view is great. You can make the camera top down like "Modnation Racers". You'll have a power to control the camera with any view you like.


my question was not answered ....is there a option to not be able to drop your weapons?

I think so. Maybe you should ask Taffey or Lambolover. They make more weapons than the rest of us.
2012-07-06 23:02:00

Author:
JustinArt
Posts: 1314


Glad Super Smash Bros finally has another game after their money And it'll feature Big Daddy making it even better hehe

Ahh so excited for the 2 new characters being revealed today! I'm pretty sure Ezio from Assassins Creed is going to be on the roster.
2012-07-06 23:25:00

Author:
The5rozos
Posts: 952


my question was not answered ....is there a option to not be able to drop your weapons?
I don't think it's even possible to drop your weapons in the first place.

Justin when I was using force field it never showed up in my level no matter what tweaks I made to it.
2012-07-07 00:10:00

Author:
Unknown User


I don't think it's even possible to drop your weapons in the first place.

Justin when I was using force field it never showed up in my level no matter what tweaks I made to it.
maybe you can make a type of chip to drop a weapon from an emitter?
2012-07-07 01:02:00

Author:
TinyMoMo
Posts: 132


Is it possible to create a weapon select/inventory weapon, and once you pick and item, you equip it?2012-07-07 01:03:00

Author:
Nitranon77
Posts: 127


Also do the graphics look like this?

http://www.littlebigplanet.com/images/assets/shared/screenshots/lbpk-e3-2012-03.jpg

Or is that just a Hi-res screen shot? and do you know what it supports? 720p, 1080p?
2012-07-07 01:04:00

Author:
The_Lil_JoKeR
Posts: 745


de-jar-veu2012-07-07 01:06:00

Author:
GribbleGrunger
Posts: 3910


Also do the graphics look like this?

http://www.littlebigplanet.com/images/assets/shared/screenshots/lbpk-e3-2012-03.jpg

Or is that just a Hi-res screen shot? and do you know what it supports? 720p, 1080p?
Hi res screenshot with added shadows.
go to the lasso help youtube video. the level looks nothing like it.
2012-07-07 01:07:00

Author:
TinyMoMo
Posts: 132


you can't expect it to look like that.2012-07-07 01:08:00

Author:
GribbleGrunger
Posts: 3910


exactly. with that type of graphics in such a big level in a power hogging game. it would lag so much it would be unplayable.2012-07-07 01:10:00

Author:
TinyMoMo
Posts: 132


you can't expect it to look like that.

it would be nice if it did
2012-07-07 01:11:00

Author:
The_Lil_JoKeR
Posts: 745


Yeah. but the kitchens background is lighter. thats a dead giveaway that the graphics arnt as good.2012-07-07 01:22:00

Author:
TinyMoMo
Posts: 132


Let me put my comment above into some perspective. Those graphics above are way beyond anything even the top end PCs can do. they're darned close to Pixar quality... so to say that they're not going to be like that isn't to open a debate on how good the graphics are going to be in the game itself but to just keep it real. The graphics in the game look absolutely fantastic, but this is a 'game' not a big budget Hollywood production.

I'm personally blown away by the quality of the graphics 'for a game'.
2012-07-07 03:26:00

Author:
GribbleGrunger
Posts: 3910


Hmm, didn't think of this until now; what about the presence of movie cameras, did they make it into it?2012-07-07 04:15:00

Author:
DaSackBoy
Posts: 606



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