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#1

New features seen in MM video!

Archive: 61 posts


From over at at http://www.littlebigplanetoid.com/news

? Radius setting added to magnetic keys

Very handy! This is going to expand the usefulness of magnetic keys quite a bit.

? Current track bubble added to audio objects

A small but nice touch. Bring on more music!

? A new special object

This item first arrived in the MGS4 Story mode levels, and we reported back then that it was not yet available in create mode. We?re pretty certain that this controls lighting levels, allowing for much more atmosphere throughout a level. If you?ve played the MGS Level Pack levels, you?ll have noticed this little tool on screen whenever you enter a section which changes atmosphere using light.

? Infinite lives checkpoint

Nice! This could come in handy for survival challenge levels infact. You could provide infinite lives during a timed ?training mode? section, for example.

? Character enhancement system changes

From left to right: Jetpack, unknown item, Jetpack again?, Paintinator. Number 2 appears to be a ?removal? tool, walk past it to remove any power ups? Not sure what number 3 is though, perhaps a brand new powerup? We can only speculate, but it looks that way to us.


Media Molecule yesterday announced patch details, with the next patch (Edam) being a bug fixing patch. So that means these features are most likely going to be with us after that, in Cornish Yarg, which is just entering the testing phase. With Mm saying it will have a 6-8 week testing cycle, these features could be with us between March 1st and 16th.
2009-01-23 12:38:00

Author:
wexfordian
Posts: 1904


I'd speculate the other power up that looks like a jetpack is perhaps a jetpack without a tether. That way if you want to make a level (like Azure Palace for example) where sackboy is always flying, you could just give him this at the beginning and he would never have to switch jetpacks along the way. Just an assumption here

Good eye by the way spotting all that!
2009-01-23 14:07:00

Author:
KAPBAM
Posts: 1348


Nice! I'm looking forward to all of these things. Nice spotting mate :3.2009-01-23 14:29:00

Author:
Unknown User


Cool! Love that they are constantly improving the game. I'm really looking forward to the ability to change the lighting.2009-01-23 14:57:00

Author:
mrsupercomputer
Posts: 1335


Lol I was about to ask a stupid question like why would the second one be a powerup removal when you can get rid of it by pressing circle and I guess the answer would be if you wanted to force them to get rid of it during the level.2009-01-23 15:11:00

Author:
LordCanti07
Posts: 106


The X power up might be an invisibility power up? (ennemis can't see you and or you can't influence proximity switches?)

Maybe cloaking ala predator? (would let you pass through certain materials???)

**** I can't wait for those updates!!
2009-01-23 15:25:00

Author:
RangerZero
Posts: 3901


Lol I was about to ask a stupid question like why would the second one be a powerup removal when you can get rid of it by pressing circle and I guess the answer would be if you wanted to force them to get rid of it during the level.

I'm not sure about this one, if you have the paint gun it is possible to force a player to get rid by forcing them to use a grab switch or jump over a big gap using a sponge swing.

With the jet pack you can force them to get rid of it using a fixed length tether (hmm, maybe it's because they're introducing a tether free jetpack - otherwise a level could be ruined) My only problem with this theory is the powerup looks like the player has to walk over it, if they have a jetpack they could just fly past it.

Maybe it has a trigger radius?
2009-01-23 17:24:00

Author:
EastwoodAndy
Posts: 70


My bro says it could be double jump boots.

Why my bro doesn't just come here and say it himself is beyond me. Probably because he's watching cartoons or something.

Looking at it, a tetherless jetpack is probably my guess too.
2009-01-23 17:32:00

Author:
Ace
Posts: 118


I'd speculate the other power up that looks like a jetpack is perhaps a jetpack without a tether. That way if you want to make a level (like Azure Palace for example) where sackboy is always flying, you could just give him this at the beginning and he would never have to switch jetpacks along the way. Just an assumption here

Good eye by the way spotting all that!

I think this sounds like the most probably answer
I also would say it would be a jet pack that you can't take off until you fly past
the X one VVVVVVVV

Because I think the other X one is to get rid of the jet pack.

This would be good as I'm making a mini game at the moment and it uses the jet pack and I would have to have jet packs all over the place, encase people accidentally took the jet pack off.
So I just decided to only just on at the entrance and trust the player.
This version of the jet pack (if I'm right) would be much better for those sort of things too
2009-01-23 17:39:00

Author:
dorien
Posts: 2767


Yay! I don't have to worry about making infinite checkpoint generators anymore!2009-01-23 18:54:00

Author:
gevurah22
Posts: 1476


Double jump boots or Sticky boots would be AWESOME.


Double Jump boots : You could double jump whenever you're wearing them.

Sticky : Would be able to walk on vertical surfaces and upside down in a certain zone or tagged material.
(would need an option windows for materials though)

.
2009-01-23 19:11:00

Author:
RangerZero
Posts: 3901


I think I might freaking cry. I want to marry all of Media Molecule.2009-01-23 19:42:00

Author:
Unknown User


Sticky : Would be able to walk on vertical surfaces and upside down in a certain zone or tagged material.
(would need an option windows for materials though)

Tagged materials only defo. It would be kinda aimless losing all sense of gravity in a level when they spent so long making a gravity engine...
Or maybe magnet boots? and you make panels using the new "magnetic panel" material?
Who knows
2009-01-23 19:48:00

Author:
Pinchanzee
Posts: 805


Tagged materials only defo. It would be kinda aimless losing all sense of gravity in a level when they spent so long making a gravity engine...
Or maybe magnet boots? and you make panels using the new "magnetic panel" material?
Who knows
...

That's exactly what he meant.
2009-01-23 19:51:00

Author:
Unknown User


Tagged materials only defo. It would be kinda aimless losing all sense of gravity in a level when they spent so long making a gravity engine...
Or maybe magnet boots? and you make panels using the new "magnetic panel" material?
Who knows

Or just use metal! (Although I doubt any sort of boots upgrade is coming )
2009-01-23 20:02:00

Author:
KAPBAM
Posts: 1348


Infinity lives checkpoints will save a lot of space on the thermometer if this is to be implemented.2009-01-23 20:54:00

Author:
sjbluedog24
Posts: 80


Yeah I just saw this over on LBL too... the new weather switch ~... ~~ @ deactivation switches, angular radiuses will make things so much more precise, and a more aesthetically pleasing and functional jetpack is great - it started looking so ugly and clunky just slapped onto the floor like that...

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! @ infinite checkpoint

I can't wait to go in and make some replacements. Maybe now I can actually get some people finishing False Idols II.

I would theorize that the new jetpack might also be a combination of paintinator and jetpack in one... hmm? I hope so, as I could make a 1-4 player version of SEMINAL GEMINI, but I also hope not at the same time because it defeats the ingenious quality of the co-op level and means I'd have to restructure allmost all of it from the ground up ugh
2009-01-24 07:04:00

Author:
Unknown User


Yay! I don't have to worry about making infinite checkpoint generators anymore!Haha, I was thinking that when I saw it, too.2009-01-24 08:38:00

Author:
Voltiare
Posts: 646


Love the radius thing on mag switches (although I don't understand why they can't be used for all switches) and the inifinite checkpoint in particular. Thanks for the info 2009-01-24 08:39:00

Author:
OCK
Posts: 1536


Yay! I don't have to worry about making infinite checkpoint generators anymore!

mine don't even work right in my level *sob*

and they're needed, cause most people can't do the level without them D:
2009-01-24 12:28:00

Author:
ryryryan
Posts: 3767


That's really cool. Thanks!2009-01-24 16:36:00

Author:
Sage
Posts: 2068


I'd speculate the other power up that looks like a jetpack is perhaps a jetpack without a tether. That way if you want to make a level (like Azure Palace for example) where sackboy is always flying, you could just give him this at the beginning and he would never have to switch jetpacks along the way. Just an assumption here

Good eye by the way spotting all that!

I'm certain that's what it is.
2009-01-24 17:41:00

Author:
aer0blue
Posts: 1603


The magnetic switch picture has a piece about angle...i dont know if this is what wexfordian was saying but, if it say angle does that mean that the radius of switchs, (not just magnetic keys) dont have to be a circle? If you have the angle set on 360 it would be a circle, but lets say you wanted a half circle, for some reason (i cant think of one but someone probably can) if you set the angle to 180 would you get a half circle?

This is what i think that angle setting on the keys mean, but i dont know if that was already said...
2009-01-24 17:53:00

Author:
King_Tubb
Posts: 435


sweet! i look forward to these just so they can answer my questions on actually what some of these are.

Cheers!
2009-01-24 19:54:00

Author:
RAINFIRE
Posts: 1101


GREAT!!! Im really looking forward to the Cornish Yarg patch !


(i cant think of one but someone probably can)

Have you ever wanted to create something that follows the sackboy without being a creature? Creatures dont work so well as they tend to never stand still x( when they are above / behind / under you. With two half circle sensor switches placed a little apart it would be really easy to make something which follows/aims at you without the need for a creature. This is probably the thing (with exception of the two powerups!!!) i look most forward to!
2009-01-24 20:14:00

Author:
Marklin80
Posts: 458


GREAT!!! Im really looking forward to the Cornish Yarg patch !


Have you ever wanted to create something that follows the sackboy without being a creature? Creatures dont work so well as they tend to never stand still x( when they are above / behind / under you. With two half circle sensor switches placed a little apart it would be really easy to make something which follows/aims at you without the need for a creature. This is probably the thing (with exception of the two powerups!!!) i look most forward to!

I made something exactly like that...

Look under Object Showcase for "SPS: Sack Positioning System". :hero:
2009-01-24 20:17:00

Author:
Trap_T
Posts: 431


Yeah i know its possible as it is now but it will be a lot easier when you can use half circles instead of whole ones, as an example you can have a range that covers half of the level without having to place it a quarter of a level away from the device.
as it is today you can also do something that aims for the sackboy, but not without using multiple sensors placed on a thin layer of a material behind the scenes, and the range would be limited here too.
2009-01-24 21:57:00

Author:
Marklin80
Posts: 458


I'd speculate the other power up that looks like a jetpack is perhaps a jetpack without a tether. That way if you want to make a level (like Azure Palace for example) where sackboy is always flying, you could just give him this at the beginning and he would never have to switch jetpacks along the way. Just an assumption here

Good eye by the way spotting all that!

That is my best too, this stuff looks awesome any idea when it will be implemented?
2009-01-24 22:54:00

Author:
Hexagohn
Posts: 335


sometimes i hate bug removing patches now my glow in the dark sack will probably get removed!2009-01-24 23:00:00

Author:
Zommy
Posts: 1232


Well that finally explains what that wierd little thing in the MGS levels was.

I kept staring at it and wondering what in the world it was, since I couldnt find it in the editor.... now I know


Aaaaaack, this looks like ANOTHER hyper awesome update from MM. As usual they do not disappoint.

But wait until March? I dont wanna have to do that
2009-01-25 00:34:00

Author:
Bridget
Posts: 334


But wait until March? I dont wanna have to do that

Well, they rushed out 1.06 and 1.07, along with a whole lot of bugs and a lot of the staff on holidays. I don't really want them to repeat that experiment, I'd much rather wait for something stable and bug free.

It probably hurt their reputation doing that rush, both from hard core users being frustrated with all the bugs, and from new users having things not working right. I don't think MM want to repeat that situation either. :eek:
2009-01-25 00:47:00

Author:
Elbee23
Posts: 1280


I noticed in some of the MGS levels that it changed from night today... that will improve on a lot of levels that include a story in them2009-01-25 01:34:00

Author:
Noremac469
Posts: 143


I noticed in some of the MGS levels that it changed from night today... that will improve on a lot of levels that include a story in them

Also, anywhere indoors will benefit! Have the outdoors bright, the next room that has windows slightly less with other lights, and then a pitch black room, with a spotlight at floor level leading to a chest....
2009-01-25 03:38:00

Author:
dkjestrup
Posts: 672


Who knows, the second Jet Pack may even be the double jump jet I suggested earlier...
But that would be REALLY Unlikely.
2009-01-25 19:37:00

Author:
neonrage0
Posts: 284


I noticed the little chat window that displayed the music, but I didn't notice any of the other things! Good eye! 2009-01-26 15:50:00

Author:
snoopypup248
Posts: 4


I didn't find any uses for the MK angle right off the bat, but now I did.
Hoho! You are a genius.... Media Molecule.
2009-01-26 19:13:00

Author:
neonrage0
Posts: 284


Maybe the new Jetpack is unchained...
Where you can just use it as long as you want.
2009-01-26 22:28:00

Author:
snoopypup248
Posts: 4


Hm, maybe Im just an idiot, but, are we even sure that IS a jetpack of any sort?

Looking at the image a bit closer, hm, I dunno, it doesnt look right to me. It looks like...... I have no idea what it looks like. Not to mention that a jetpack that you can only take off by touching that X thing seems like a rather odd addition.

Heck, the X thing is danged wierd too. I suppose it could be used to remove any items, but what'd be the point (unless that other whatever-it-is cant be removed otherwise of course). There wouldnt be much point in using it to remove the jetpack or Paintinator, as you need only hit circle to do so. And from a level design point of view it's easy to make areas that force the dropping of either before you can enter.


I wish they'd just explain all these things right now, lol. All very confusing.



And yeah, I agree, having them rush another patch wouldnt be very good. The game isnt very buggy, but when it DOES have a bug it's usually *really* annoying. Like the accursed glue bug, ugh.
2009-01-27 12:39:00

Author:
Bridget
Posts: 334


Of course we don't know if it's a jetpack. It's people pulling this out of their you know what.2009-01-27 15:30:00

Author:
RangerZero
Posts: 3901


I also think that that is a jetpack without a tether. and as for the new powerup item with an X, mabe media molecule just set the image as an X for now so that its not given away to the public what it is yet? im just speculating here. also the infinite respawn will make things much easier. so we dont have to resort to elaborate infinite respawn machines like gevurah22's. which is very good i might add. lol.2009-01-27 18:00:00

Author:
Unknown User


How about Sackboy Shield. Nullifies one hit and shield dissapates.2009-01-27 19:52:00

Author:
Shining Aquas
Posts: 353


How about Sackboy Shield. Nullifies one hit and shield dissapates.

I dunno, I doubt it, however, it would be cool if they added the option for a health bar.

I'm really hoping that they create RPG additions to the game, maybe when the final fantasy pack comes out. I read about MM working on a first person mode as well, I am seriously anticipating that, it would change the whole game (yet again).

I also wanna see stick boots or the ability to change gravity.
2009-01-28 15:03:00

Author:
Snowspot
Posts: 265


First person mode? LOL

Link? I doubt this can even happen if they wanted it without remaking the game. Let's face it, objects can't even cross layers and the background is also following the camera angle (aka they would have to remake the background logic too).

.
2009-01-28 16:46:00

Author:
RangerZero
Posts: 3901


First person mode? LOL

Link? I doubt this can even happen if they wanted it without remaking the game. Let's face it, objects can't even cross layers and the background is also following the camera angle (aka they would have to remake the background logic too).

.


It was mentioned, and demonstrated, in an interview with IGN a while back


Alex gives us a taste of first person LittleBigPlanet, and it looks amazing.

Alex Evans: There's no reason why features like this could never make it.

The next few minutes are spent playing through part of a level from this new perspective and a few others as well, as we're witness to a Gears of War style third person view. Though the 2.5D levels of LittleBigPlanet understandably mean a first person mode is, for now, something of an eccentric proposition, it goes to show the versatility of the engine, and indeed the team at Media Molecule.

http://uk.ps3.ign.com/articles/940/940711p3.html
2009-01-28 16:56:00

Author:
Ace
Posts: 118


First person mode? LOL

Link? I doubt this can even happen if they wanted it without remaking the game. Let's face it, objects can't even cross layers and the background is also following the camera angle (aka they would have to remake the background logic too).

.

This is from an IGN interview with MM and during the interview one of the Alex Evans started tinkering around with their own build of the game and put it into first person view. So they have already been playing around with the idea but I don't think it would work very well though. The whole layout of the game would change.

Here's part of the interview.
"Kareem Ettouney: There are more ideas than there is time and people. We've got enough IP holders interested, and so many ideas for enhancements, tools, expansions and gadgets that we'd literally need ten years. So we are going to pick our battles and pick our priorities. The point where we feel like we've exhausted all that is when we'd add a new engine or new viewpoint.

It appears we haven't lost him after all; having toyed with the camera in the debug mode of LittleBigPlanet, Alex gives us a taste of first person LittleBigPlanet, and it looks amazing.

Alex Evans: There's no reason why features like this could never make it.

The next few minutes are spent playing through part of a level from this new perspective and a few others as well, as we're witness to a Gears of War style third person view. Though the 2.5D levels of LittleBigPlanet understandably mean a first person mode is, for now, something of an eccentric proposition, it goes to show the versatility of the engine, and indeed the team at Media Molecule."

Source:
http://ps3.ign.com/articles/940/940711p3.html

EDIT: ah you beat me to it!
2009-01-28 17:06:00

Author:
wexfordian
Posts: 1904


Thanks for link guys!

I sure didn't know their engine was likely to be that flexible. I'm all happy for that then!
2009-01-28 18:11:00

Author:
RangerZero
Posts: 3901


The Jet Pack without a tether is certainly the highest chance of it being so.
The X, definetly not removal, if it were to be removal, it would have to be in the form of a phased wall instead. So my thought is that the X would instead be a power-up of it's own, like Invisibility for example, of course, there is no need for that...
2009-01-28 20:57:00

Author:
neonrage0
Posts: 284


The Jet Pack without a tether is certainly the highest chance of it being so.
The X, definetly not removal, if it were to be removal, it would have to be in the form of a phased wall instead. So my thought is that the X would instead be a power-up of it's own, like Invisibility for example, of course, there is no need for that...

Well, could be "a kind of invisibility". The player could look like some "sack predator" and while you wear this the proximity switches and ennemis aren't detecting you. Would open up the gameplay imo.
2009-01-28 21:20:00

Author:
RangerZero
Posts: 3901


Well, could be "a kind of invisibility". The player could look like some "sack predator" and while you wear this the proximity switches and ennemis aren't detecting you. Would open up the gameplay imo.

ooh, that sounds like it would be fun.... I'd like to see that implemented.
I still think though its simmply an un-tethered jetpack that you can't take off until you hit the x icon. This makes sense for me as you could then make levels that if the person accidently hit O the pack wouldn't just disappear ruining the effect of the level.
2009-01-29 09:22:00

Author:
wexfordian
Posts: 1904


I had a crazy idea what the X might have been...
But it was completely and utterly unrealistic, I swear, you don't want to hear it.
2009-01-29 17:48:00

Author:
neonrage0
Posts: 284


Ok, I get the advantages of mag sensor radiuses other than 360 degrees but I can't for the life of me think of a reason you would want to be able to tweak the radius of a mag key. Could someone enlighten me?2009-01-29 19:57:00

Author:
Qeelin
Posts: 24


Ok, I get the advantages of mag sensor radiuses other than 360 degrees but I can't for the life of me think of a reason you would want to be able to tweak the radius of a mag key. Could someone enlighten me?
I believe they explained it incorrectly. It is, in fact, an angle setting for a Magnetic Key Switch, not a Magnetic Key.
2009-01-29 20:01:00

Author:
ConfusedCartman
Posts: 3729


I believe they explained it incorrectly. It is, in fact, an angle setting for a Magnetic Key Switch, not a Magnetic Key.

Ahh, that makes more sense.
2009-01-30 04:20:00

Author:
Qeelin
Posts: 24


Maybe the X is like one of those invisibility powers from the game Jak 3 or the picture was just uploaded incorrectly OR maybe its a temporary deactivator for things that would mess with your sack person
------
The other enhancement may be an unchained jet pack. If it is gravity boots that would be hilarious, I would be hanging upside down with goofy looking clothes and making funny looking faces and it would also remind me of Ratchet & Clank.
2009-01-30 04:45:00

Author:
EchoEchoOneNine
Posts: 61


it would be nice if they added more layers... like 5 instead of 32009-01-30 12:01:00

Author:
Noremac469
Posts: 143


it would be nice if they added more layers... like 5 instead of 3

That would require rewriting the whole game I think. But I would love to be able to put two thin layers together. I can't count how many times my design suffered because of that.
2009-01-30 12:15:00

Author:
Qeelin
Posts: 24


Sticky : Would be able to walk on vertical surfaces and upside down in a certain zone or tagged material.
(would need an option windows for materials though)

.

That would be heaven. And the camera view changes too like on Super Mario Galaxy(great game!) I can imagine crazy and challenging Maze levels with that... don't see it happening though. Probably either the jump or tetherless jetpack because of the X powerup.

There should be a TON of powerups though... available for purchase or free (I would buy them)
2009-01-31 23:29:00

Author:
PhatCakes
Posts: 22


Wow, I can't believe I hadn't seen these pics before.

I think the two unknown character enhancements tie in with the upcoming Arcade Pack that was leaked recently.

The one on the right looks like it could be a VR headset or something. So it would work with the player walking into it, donning the headset, and being given direct control to an object (like a sponge pacman or space invaders ship). The X would actually be for the object itself, where they roll over it and are spat out as sackboy to continue the level. The reason it'd be like this is that if you've designed a section where you want the player to continue as an object, you wouldn't want them to be able to revert back to sackboy in the middle of the section, so you'd disable the O button exit command.

It's a long stretch, but the guys at Mm are loony enough to try it.
2009-02-03 00:51:00

Author:
jiggles
Posts: 11


Ooh, that'd be great for gameplay.2009-02-13 02:33:00

Author:
iiiijujube
Posts: 594


the 3rd picture is the global switch, it changes lightings and hopefully fog and what not,
the power up picture is remove power up function and another jetpack
yeah and the infinate checkpoint is in there to
2009-04-19 03:20:00

Author:
bass286
Posts: 6


Wow, Big thread bump.


02-13-2009
2009-04-19 03:34:00

Author:
S-A-S--G-U-N-R
Posts: 1606


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