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LBP3 GameJam - Create Mode Revealed!

Archive: 387 posts


https://pbs.twimg.com/media/BxalkxjCMAAggXC.png

The LBP3 Jam is over, and we?re all starting to get back to our daily routines now (yawn) ? But there?s so much to tell you all! As it happens, the good folks at Sony have allowed us to share any details about Create Mode that we can find, and so I've tried my best to summarise as many of the additions to the game as I can below.

Create Mode Rehaul

With 16 freshly laundered layers to play around in (Now with that clean linen smell), you?ll find a small shift in the feel of create mode. For the most part, it still feels very much like LBP2? but a few things have changed. For a start, the popit has a new layout, and some of your most used gadgets will have been moved to the global section. Don?t panic! They?re all still there.

Navigating through the 16 layers can get a little tricky, but there?s a handy tool for that ? when hovering, you can use the shoulder buttons to pop back and forth between the layers (working close to the layer you?re editing will help the camera to focus on you properly). You can also use the L3 button to toggle preview mode, and the R3 button to activate a static camera, as opposed to the default which follows the popit.

Many of the vita tools are there, including Dephysicalise, static / dynamic materials, memoriser etc. All of the DLC pack tools are also there, including move, cross play and marvel. (You can even use Move paint with the dualshock controller now ? squeee!)

And the thermo. Oh my, the thermo. We?ll get on to dynamic thermometers later, but I can tell you that the standard thermo already feels like a mighty improvement over LBP2. I built my entire level for the jam (which was admittedly pretty small and simple, but would have taken maybe 4-5 notches in LBP2 with sackbots etc) in under a single notch. Yup. I really think it?ll take a long, long time before we see any problems there.

Summary:

- Handy new controls for navigating create mode.
- Vita logic, and all DLC pack tools included.
- Thermo, what thermo? I didn?t even look at the thermo!

Super Logic

Starting off the barrage of new tools, let?s talk about the Broadcasting Chip. This handy little microchip acts like any other, except that it will transmit anything you place on it, wherever you want. Send the logic to a character, a tagged item, an item in range, a character in range? the possibilities are endless. You want a player to have superpowers, for example, but don't want to use a sackbot? That?s cool, whip out a broadcasting chip and send the powers directly to them! This tool is going to be as much of a game changer as the memoriser.

Another handy dandy tool is the Wave Generator. This tool will output an analogue signal which oscillates from +1.00 to -1.00, at a speed and frequency you control. No more fiddling with timers! What?s the point in that, you may wonder? I?m sure others can answer this better than I, but a few thoughts that come straight to my mind include easier visual and audio effects, utilising dimmer input settings on lights, audio objects etc.

A couple more to chew on ? The new Force Chip can attract / repel items (whenever I say items, you may as well insert characters / players / tagged objects) at will ? very handy for boss battles, special effects, and I imagine some very cool gameplay mechanics. The new state sensor will sense a players activity. Are they walking, swimming, running, grabbing? No more guessing or using fiddly controllinator signals to find out! As well as the memoriser, we now have an Object Saver tool, which will save the state of any object it's placed upon. Say you move a piece of grabby sponge, leave the level, and come back. If this tool is used, it?ll be right where you left it. Another little one, which I have only played about with briefly - The Object Animation Tweaker can be placed on any animated material or animated object for you to tweak the animation speed etc.

Some small but incredibly handy tweaks to pretty much everything in create mode ? Every tweaker (to my memory) now has an analogue input (as well as the standard on/off input), allowing for even more fine-tuned tweaking than before. Oh and pistons have outputs. Analogue outputs, which will send a signal depending on the pistons position at any particular moment. Want to synch a vertical platform with an in/out platform? Piece of cake.

Summary:

- Broadcasting chip is so much awesome.
- Wave Generator does away with fiddly timer fussiness.
- Using the Force Chip to feel like a Jedi.
- State Sensor senses what? state you?re? in?
- Object Animation Tweaker adjusts animation speeds and settings on materials and objects
- Object Saver makes for a very useful shortcut for Arrr-Pee-Gees.
- Sooo many little additional tweaks my mind has just melted. I?m sure I haven?t included them all.

To Infinity And Beyond!

Soooo, how about them infinity levels? The term is a slight misnomer, as explained by StevenI in another thread (https://lbpcentral.lbp-hub.com/index.php?t=89324-LBP3-officially-announced-for-both-ps4-and-ps3!&p=1181128&viewfull=1#post1181128) the infinity levels are possible because of the new Dynamic Thermometer. By turning on a Dynamic Thermo, you tell the level to only load what is currently on screen (and you can set loading area sizes and shapes, choosing from standard rectangles to long rectangles, squares, etc) ? this opens up the crushing limitations many of us face when we just want to squish all the logic, assets and pretties we can into one tight space. I don't think many have had the chance to play with this feature extensively enough yet, but here?s the gist of it.

You turn on Dynamic thermometer, and select your loading area. Now, bear in mind that when you do this, objects off-screen are not ?present? in the level ? much as though they are being streamed to the player?s system. So if you?re working with wireless logic etc, you?ll need something to help you? There?s a tool for that!

The Permanency Tweaker can be used to tell a level that an object is ?always on? ? say you have a logic epicentre, filled to the brim with broadcasting chips for that yummy wireless logic awesomeness. Pop a permanency tweaker on it and the level will always listen. Without the tweaker, if this logic centre were off-screen, it would be ignored.

The Preloader is also a very handy tool where you can select items which should be loaded before the player arrives at them. A complex object, for example, or? You know, I don't know. I?m hoping someone else can shed more light on this one ? but my guess is it will help the creator to reduce lag incurred by streaming a supermassive section as opposed to getting it prepped beforehand.

On a similar tangent, the Loading Linker is a tool which feels like an advanced glue tool ? using it, you select pieces of the level which belong with each other, so that they always load together. Just imagine a character that you?ve lovingly crafted from materials is loaded, but only one half shows up at a time! This just won?t do ? using this tool will (I presume) ensure that materials that belong together, stay together.

Summary:

Infinity Levels ? are they infinite? In physical space? No. They still use the same building area as other levels on LBP3 (which does feel substantially bigger btw? that might be my imagination, so not confirmed yet) But with the dynamic thermo and the infinity level tools, you will be able to squeeze so much more epic into your levels!

Adding Some Character

Yeah, we?ve all heard about the new characters, and we?re pretty familiar with their abilities and how many gameplay ideas their existence is already bringing to the table. But how will it all work??

To be honest, every scenario I can think of about how to change characters, using their abilities etc, is doable in so many ways. So many tweakers, it's incredible. The only way I can cover this section without going crazy is to list them.

The Character Change Gate is a level-link type object where one character enters, and emerges morphed into the character of your choice. As another option, you can use the character tweaker, which does the same job, but without the visual door-like effect of the change gate, allowing you to insert your own custom animation, cinematics, or whatever you choose.

The Gameplay Tweaker allows you to fine tune the abilities of a character ? so you can refine whether a player can climb walls etc. Perhaps you want to use LBP3 to create an old fashioned LBP1 level? None of those fancy powerups and new-fangled things? Use this on a broadcasting chip and take all the new stuff away!

The Kill Tweaker? Oh poor poor sackthing. The kill tweaker does what it says on the tin. Gas don't kill people, tweakers do. It's just a logic piece which will allow you a lot more fine control over when a player dies. No more invisible death gas etc ? the other nice thing is that you can customise the death animation, either using the presets, or perhaps your own animation created with?

The Character Animator.

Oh my. This is? I have to stop myself from drooling. At first, this too sounds amazing. Then, you pop it on a sackbot and open it up, and it's beyond your wildest imaginings. Every. Animation. Every single one ? swimming, dying, climbing, emotions, layer shifting, jumping, running, EVERYTHING. It's all there, and it can be combined with rotation on any one, or a combination of the three axes.

Yes. Your sackbot / players can walk in topdown. No, you don't need a controlinator. Yes, your characters can walk with their back to the screen. Yes, you can move them.

This tool. This tool is ?. *cries*

On top of all this? Say you don't want to use Toggle, swoop, oddsock. Say you wanted to use your own character, with their own custom costume and abilities. Like those amazing sackbot superhero demos that we see everywhere. You can capture a character of your own, and use them as if they were toggle etc ? game sensors will pick them up, character change gates will work with them. Heck, you can even tell a checkpoint to spawn a player as that particular character. Amazingness.

Summary:
- Character Change Gate ? Swapping clothes, superman style
- Character Tweaker ? A sneakier costume swap
- Gameplay Tweaker ? The creator giveth, and the creator taketh away
- Kill Tweaker ? A million ways to die
- Character Animator ? for cinematic loveliness, and gameplay wonderfulness

Making an Adventure

A big change to the way that people publish levels has arrived in the form of the Adventure Crater. When you pop into your moon, you will notice a few craters that look different to the rest. When you open them up, you?re invited to create a mini-map, in which you can place multiple levels, linked together as a cohesive whole (no word on level number limitations at the moment, I have the number 10 in my head but please wait for confirmation from someone with a better memory!) Not only can you create a whole story in these adventure craters, but you can create and track your own custom quests, with the help of the new Organisertronand quest tools.

Creating a quest in your organisertron can be done in any level, but when it's done in an adventure crater, the quest can be tracked across multiple levels. Yes, your RPG dreams have come true.

Quests can be activated, completed in their entirety, or completed in stages by assigning objectives to each ?mother quest? (my term, not LBP?s ) All this is triggered by the use of the Quest Tweaker, and quest destinations and guides can be activated with the Quest Tracker (which can even guide you to a level link if your destination is in another level). When quests are activated and completed, they are displayed with a popit-like notification (which can be automated or activated with the triangle button) which both looks very neat, and is accompanied by a cutesy drum roll sound which I just love. Players can also refer to the quests they have active at any time by referring to their organisertron during gameplay. (Overwhelmed yet?)

Add in to this, the new Sackpocket feature, which has many uses, but I fancy it as an RPG style inventory. Grant your players items along their journey and demand they use it when necessary. Items in the sackpocket can be used as powerups (held in the players hand), or selected as an item for use. The Sackpocket Sensor will help you determine which items your players are using at any given moment, to activate other logic in your level.

Give items to players either using the Sackpocket Pedestal (a powerup-style pedestal which will show your custom item) or with the sackpocket tweaker for sneaky logic only item acquisition. As far as I can see at the moment, the sackpocket was limited to 5 items at the time of the game jam. I couldn?t see if there was any way to extend this inventory further.

Another handy addition for all gameplay, but especially RPG style, are the new Collectabells. A score-bubble-like item which once collected, does not reappear, this non-farmable currency can be used at a Collectabell Shop in return for item purchase or prize selection ? it's a swap, use it for whatever you like. Perhaps a potion shop? An Inn? A weapon store? Your imagination is key here. You can also use scores as a currency, but bear in mind that score is not persistent, and will be farmable by players.

This one is a bit of an odd one out, but I?m going to go ahead and pop it here ? The Progress Board logic tweak is a new form of scoreboard. As well as the traditional scoreboard we all know and love, you could also use this tool to display a fancy drop-down screen, which will tell players any statistics you choose from the selection ? score, % of items found, collectabells picked up, etc.

Summary:

- Adventure craters ? Make a story fit all neatly on your earth
- Quest Tools ? Arr You Pee Geeing Yet?
- Sackpocket ? Your friendly LBP-ish Inventory
- Collectabells & Store ? Because an RPG isn?t complete without a weapon shop
- Progress Board ? Finishing in style

Getting Around

Phew! I?m starting to need a few shortcuts here. Little Help?

LBP2 brought us the grappling hook, The Vita Crossplay DLC brought us the teleporter, and now LBP3 has a whole host of new travelling gadgets to keep us zooming and spinning around levels in a super sleek style.

The new Velociporters are a (Gulp, I?m going to have to say it guys, I know it's been a while but?) Portal-esque device which will allow players to enter one side and exit the other, while maintaining their movement speed and trajectory.

The Bendy Rails, as already seen, allow players (and objects) to move smoothly along a vector-like curve of your choosing around your level. Wanna make a rollercoaster? Go ahead and use the bendy rail to make your track, then use a Rail Hook to attach your carts to it. If you?d like players to dangle from the rail using a strange helmet like device, you could grant them a Hook Hat, which players can attach and detach to the rail at will, making for some very awesome gameplay possibilities.

The new layer launchers we?ve already seen in action ? a fancy bounce-pad style mover where the target can be set to whatever part of whatever layer you choose. Too much fun. The slide we?ve also seen ? the depth of the slide and the material used can be adjusted to your liking, and the speed of the player?s movement, and how much control they have whilst sliding, can also be adjusted.

The Advanced In/Out mover allows you to move objects smoothly between layers ? IE, no more pop-pop-pop, just a smooth transition from your starting layer to your chosen destination layer. The other settings for the mover are as you would expect by now ? speed, etc etc.

Last but not least, there is a Character Teleporter, which when activated will zap your player or chosen character from one end of your level to the next, logic only, allowing you to insert any animations or cutscenes you choose.

Summary:

- Now you?re playing with Velociporters
- Bendy Rails ? make your rollercoaster dreams come to life
- Movers and Launchers Galore to explore the full depth of your levels
- Character Teleporter ? poof! Where?d you go?

All the Shiny Things

That?s just so not it. There?s so much more, some of which you guys saw us tweeting the other day, some other stuff I can?t even remember now.

I can?t go on. I?m 3000 words in here and I haven?t even covered half of what I've seen so far ? I?m really hoping that my fellow jammers will descend on these threads and help fill in any blanks that my frazzled brain has left out.

To summarise, I really hope that this little (pah) guide has helped fill in some of the blanks of knowledge about the new create tools, and maybe start a little discussion as to the possibilities. I?ll hang around the threads as much as I can, and I?m sure the other jammers will pop by and answer any questions too ? please have at it! We?re officially allowed to talk about anything in create mode, the only subjects we absolutely cannot cover (so please don't ask ) are:

Music & all things audio - I can only think of one thing I can say ? The audio objects in create mode are gone. They?re not there any more. They were replaced with this one, super awesome audio object, which has every sound in the game. Categorised. In one menu. So handy you wouldn?t believe.

Story Plot ? Its just not cool to spoil it, ya know? Plus we?d have folks knocking our doors down and it would really sour the experience if we ended up going to court! I will say, story mode is awesome, I really think you guys are going to be thrilled with it. But that?s all I can risk for now.

Please, if you have questions, ask them. Wish you were there. (Yes, you, all of you <3 )

Note: I promised pics, but it's like 11:45pm now, and I'm sleepy. I'll be back tomorrow to edit some imagey goodness into this thread to illustrate some of the tweaks etc a little better <3
2014-09-15 23:45:00

Author:
rialrees
Posts: 1015


Thanks for that amazing amazing amazing reading Ria! It looks like you had a great time indeed 8)2014-09-15 23:53:00

Author:
yugnar
Posts: 1478


Thanks for the wonderful and plentiful info! I can't wait for LBP 3!2014-09-16 00:00:00

Author:
Sharktrexer
Posts: 21


Lots of juicy details, gonna have to read this a few times. Thank you ria 2014-09-16 00:00:00

Author:
Gentleman Tom
Posts: 64


Who's buying me coffee? 2014-09-16 00:00:00

Author:
rialrees
Posts: 1015


Great article about everything you saw in LBP3 GameJam, Ria. I am so looking forward to "Adventure Crater", "Dynamic Thermometer", and "Character Animation".2014-09-16 00:02:00

Author:
JustinArt
Posts: 1314


me after reading it all: ? O ?
But for realies,some of this stuff seems,well,un-needed. i mean you can just create a force chip with movers. broadcaster is awesome,but makes no sense to me right now. Thanks for sharing the great news!
Oh man im ssooo jelly you could make a jelly sandwich. seems this game is gonna be focusing on "arr pee gee" elements. are you allowed to show pics of gamejam?
2014-09-16 00:05:00

Author:
XX_sonicfan_XX
Posts: 265


I know what you mean, but whilst at first a few things may seem a bit "Meh, you can do that with logic" they are nevertheless incredibly handy shortcuts that will make your time in create much more pleasant all round 2014-09-16 00:07:00

Author:
rialrees
Posts: 1015


Awesome!

Question: Was it all on PS4? Because I would think that PS4 would be able to have the better thermometer than the PS3 games... Would explain why it's so much of an improvement. Of course, that would leave the PS3 users unable to play some stuff, maybe, perhaps...
2014-09-16 00:13:00

Author:
RockSauron
Posts: 10882


also,all i REALLY want are two things:
custom character models and creatable pod. i mean,they took away layer glitching and made it a real tool,so why not pods?speaking of layers,how will you switch them?spamming the backbuttons? and how big is the level you create in?
2014-09-16 00:18:00

Author:
XX_sonicfan_XX
Posts: 265


Thanks so much for all these details Ria! I'm not nearly done reading the whole thing, my mind wanders at the end of just about every sentence lol. So far the Object Saver has me REALLY excited. It pretty much eliminates the trouble I was having with something I was working on in LBP Vita. Same goes for a lot of the new additions. For all those who say "meh, could be done with logic already" well now these things can be done more easily, and more importantly, logic could be buggy at times, very buggy sometimes. So the less steps and the more precise the tools, the better, at least I say!2014-09-16 00:23:00

Author:
KAPBAM
Posts: 1348


Thank you LORD ... er ... Lady.2014-09-16 00:27:00

Author:
GribbleGrunger
Posts: 3910


This stuff is all awesome, I cant wait to get my hands on it all, as well as see what the community does.
One thing that stands out to me though is the force chip. Isn't that just a follower?
2014-09-16 00:29:00

Author:
iBubek
Posts: 682


This is when I prefer a steady stream of news instead of this. Now I have to read an entire essay. *Sigh* *Adds to bookmarks* I'll do it later. http://i.imgur.com/rqx89Fm.png2014-09-16 00:29:00

Author:
wally-217
Posts: 521


Awesome!

Question: Was it all on PS4? Because I would think that PS4 would be able to have the better thermometer than the PS3 games... Would explain why it's so much of an improvement. Of course, that would leave the PS3 users unable to play some stuff, maybe, perhaps...

I've only played LBP3 on a PS4 thus far, so unable to comment, and have no idea what the differences may be. Hopefully soon we can find out more about that


also,all i REALLY want are two things:
custom character models and creatable pod. i mean,they took away layer glitching and made it a real tool,so why not pods?speaking of layers,how will you switch them?spamming the backbuttons? and how big is the level you create in?

Custom character models: See above - you may make your own (costumed) characters and save them for the player to spawn as. If you mean like a mesh editor, not available as yet.

Pods - No comment, I havent seen any major difference in the pod thus far

Switching layers - see above - the shoulder buttons allow you to switch layers in create, as for switching layers in play mode, there are too many options to worry about spamming buttons. it's all down to the creator

Level size - I didnt have a ruler It certainly FELT bigger, but I never got a chance to fill it and measure block by block lol


This stuff is all awesome, I cant wait to get my hands on it all, as well as see what the community does.
One thing that stands out to me though is the force chip. Isn't that just a follower?

Not as such, no. Imagine the force chip acting like some gravity core thing. It's a central point, which will repel / attract objects or characters in all directions, 360 degrees. I'm sure there's a more eloquent use / explanation, but at the moment all I can imagine is Dark Jedi stuff lol
2014-09-16 00:33:00

Author:
rialrees
Posts: 1015


Some great stuff here!2014-09-16 00:35:00

Author:
GribbleGrunger
Posts: 3910


does the Force Chip have a reverse setting to repel?

sure does!
2014-09-16 00:37:00

Author:
rialrees
Posts: 1015


This is fantastic!!!! Thank you. I'm salivating over here. I'm strictly an amateur, but the possibilities look amazing.

Just a shot in the dark, but they didn't happen to mention if all the goodies we collected in the first two games will import, did they?

Also a question for anyone who can answer it, showing off my amateur status, but can someone explain this to me?


Another handy dandy tool is the Wave Generator. This tool will output an analogue signal which oscillates from +1.00 to -1.00, at a speed and frequency you control. No more fiddling with timers! What’s the point in that, you may wonder? I’m sure others can answer this better than I, but a few thoughts that come straight to my mind include easier visual and audio effects, utilising dimmer input settings on lights, audio objects etc.

Thanks again!!! Now get some sleep!
2014-09-16 00:44:00

Author:
Biv
Posts: 734


Just read the Dynamic Thermo section. I feel like the Loading Linker is an alternative to the Permanency Chip. For example, you have some logic that needs broadcasting in certain parts of your level. You could attach a Permanency Chip to ensure it always works, or you could attach the affected items to the Broadcast Chip with Loading Linkers... That way every time the affected items show up on screen, the required logic gets spawned at the same time! This will likely only be necessary for people who are making extra massive games, and its thoughtful inclusion is pretty awesome!

EDIT: Jebus, I need to go have supper before I read any more!
2014-09-16 00:46:00

Author:
KAPBAM
Posts: 1348


Really?You still havent seen the pod?Darn BETA members, i bet theyre laughing at us from inside the game lol.2014-09-16 00:51:00

Author:
XX_sonicfan_XX
Posts: 265


sure does!

You caught me before the edit! You actually told us it repels but I (for some odd reason) missed that.

Soooo ... could we perhaps use that chip to create gravity on the back wall and make sackboy walk up it? Of course the next question is: How far down can you tilt the camera?
2014-09-16 00:56:00

Author:
GribbleGrunger
Posts: 3910


You caught me before the edit! You actually told us it repels but I (for some odd reason) missed that.

Soooo ... could we perhaps use that chip to create gravity on the back wall and make sackboy walk up it?

Sounds like you wont have to. From her post, it seems like there is logic to let you do that.
2014-09-16 01:07:00

Author:
Biv
Posts: 734


Hope you all had a great time at the game jam! It's always great to meet the people behind the PSN ID?s. Seeing everyone trying out the tools and getting excited about the possibilities really put a smile on my face. I can't wait until the games released to see the all the new crazy things people are going to create 2014-09-16 01:10:00

Author:
SteveBigGuns
Posts: 423


oh man things just got real steve big guns showed up!2014-09-16 01:12:00

Author:
XX_sonicfan_XX
Posts: 265


WOW this is awesome!!!!! Nice work!

Going to update my thread with a link to this!

-hyper
2014-09-16 01:21:00

Author:
hyperdude95
Posts: 1793


OOOOOOH RIA

Does the object saver save logic states if they were placed on the object? (percents/boolean states?)

that would nearly eliminate the need for a memorizer than :OOOOO
2014-09-16 01:29:00

Author:
amiel445566
Posts: 664


What a wonderfully ginormous write-up!

I only have one question on my mind at the moment. I noticed that Lights seemed to have been moved to the tool-bag (all the reorganization seems very smart), do you know if their function has changed at all? One of my greatest desires is to have lights that are playable in a microchip, and are tweakable with similar settings to range-type sensors (ie, you can set the min/max distance and angular range of a light). I'm not necessarily expecting all of that, but I'd love to see any new utility or tweaks for lights.
2014-09-16 01:49:00

Author:
Ryuhza
Posts: 355


If there a Story Trailer for this. I'm going to cry.

http://x2.fjcdn.com/comments/It+s...beautiful+_7c3fac73437dba22325b5a424f8afd76 .jpg
For now... This is a beautiful!
2014-09-16 01:52:00

Author:
Tikaki-MooMoo
Posts: 524


Well, I had put if off as long as I could, but with this megaton of info, I have officially started sketching out ideas 2014-09-16 02:24:00

Author:
KAPBAM
Posts: 1348


Well, I had put if off as long as I could, but with this megaton of info, I have officially started sketching out ideas

I don't even know where to start. I may block off half the layers at first just so my head doesn't a'splode.
2014-09-16 02:26:00

Author:
Biv
Posts: 734


LBP3 is sounds pretty awesome! 2014-09-16 02:29:00

Author:
Lord_Vile71
Posts: 60


The pod I think is the same. Its just that PS4 has the Dualshock 4 controller. thats all2014-09-16 03:10:00

Author:
TheSonic41125
Posts: 39


I don't even know where to start. I may block off half the layers at first just so my head doesn't a'splode.

Haha, I know how you feel. I'm definitely not going to start with my biggest ideas, rather mess around with smaller stuff to get the hang of all the new tools before I fully dive in.
2014-09-16 03:21:00

Author:
KAPBAM
Posts: 1348


I've had an idea brewing for quite some time and those rails are absolutely perfect for it.2014-09-16 04:12:00

Author:
GribbleGrunger
Posts: 3910


Awesome thread Ria very well done! I wish I could have been there at the gamejam but what you guys did was nothing short of amazing! But you forgot one thing!!

They did in fact make Banana Nunchucks! https://vine.co/v/OadD5lnnD07 Epic awesome stuff! haha Glad you guys had fun and again Very well written Ria Thank you!
2014-09-16 05:22:00

Author:
silencer775
Posts: 27


Congratulations for this awesome summary.

I am in the beta, so I already knows 95% of new stuff. But it's a good initiative to resume new features, so peoples can read them without painfully seek informations in Twitter channels. (That's fastidious, and takes many time.)
2014-09-16 06:23:00

Author:
BlackBelt35
Posts: 3


Thanks, Ria, for the great journalistic summary!

I was checking the Twitter pics across the day and checking out all the mini updates you and others released. It looked like a lot of fun hanging out with the developers. I was particularly impressed at the, er, girth, of Steve's guns. Yeah, they are big. How much does he bench?

It was also cool seeing Tom and Stuart at work, two of my personal favourite creators and nice guys too.

Some quezchuns:
* What can you tell us about decoration mounts? What are they and what do they do?
* In gameplay, how is transitoning between levels different from the LBP we know now? I mean, 16 layers, can you just hope between them? What determines when a layer can not be accessed? For instance, jumping will automatically push you into the screen - at what point does the game say "no, the layer is too far away for you to access." Do you know what I mean?

I'm really excited by what you shared here, looks like LBP3 is going to be amazing!

Thanks for sharing and putting the effort in and see you around!

2014-09-16 07:24:00

Author:
aratiatia
Posts: 374


Thanks for the writeup, Ria!

I want to comment so badly, but.. Beta NDA. ;'(
2014-09-16 07:26:00

Author:
Antikris
Posts: 1340


Sounds like you wont have to. From her post, it seems like there is logic to let you do that.

Yup - no workarounds really needed beyond the most obvious thoughts in your head, and that glorious character animation tweak.


OOOOOOH RIA

Does the object saver save logic states if they were placed on the object? (percents/boolean states?)

that would nearly eliminate the need for a memorizer than :OOOOO

Hmmm, I don't THINK so, I think it was more for saving the items' position etc, but the memoriser is there too, so these things can still be saved


What a wonderfully ginormous write-up!

I only have one question on my mind at the moment. I noticed that Lights seemed to have been moved to the tool-bag (all the reorganization seems very smart), do you know if their function has changed at all? One of my greatest desires is to have lights that are playable in a microchip, and are tweakable with similar settings to range-type sensors (ie, you can set the min/max distance and angular range of a light). I'm not necessarily expecting all of that, but I'd love to see any new utility or tweaks for lights.

Ooh lights! There are so many assets I didn't even think lol.

The reorganisation is very good - it feels weird at first but starts to make sense very quickly. As for the lights, errr.... Idon'tremembersorrypleasedon'thurtmekthx! I do remember one of two things though!

Apart from the usual... there are two special new lights, the wall light and the swivel light - the wall light acts like the lightboxes from LBP2, sticker-like, and is invisible - there are also light-themed decorations you could pop over to add some ambience lol. But the swivel light is something pretty special - it's a lightbeam which can swivel, follow and move smoothly through all 16 layers. Like a searchlight. The effect is beautiful.

Also, the tweak in the lights contain at least two new settings that I remember, which deal with the light's 'caustic effects' - these effects, when played about with, make the lighting shimmer like it's being reflected from water, or like it's shining through a cage at the rear or... it's just stunning, you have to see it to believe it. I know that Spacemonkey played about with these settings a lot in his level.

As for the rest of your questions erm.. i really didn't play about with them too much yet, sorry!
2014-09-16 07:27:00

Author:
rialrees
Posts: 1015


Thanks for the great round-up of all the new things. As 24hours makes your head fussy.

Scarybiscuit
@scarybiscuitlbp
Gamesjam2014
2014-09-16 07:41:00

Author:
scarybiscuit
Posts: 106


I don't really feel a desire to create a new level but I may try to make music and objects. Just make a mess in the editor. This is all great new stuff.2014-09-16 07:46:00

Author:
BasketSnake
Posts: 2391


The reorganisation is very good - it feels weird at first but starts to make sense very quickly. As for the lights, errr.... Idon'tremembersorrypleasedon'thurtmekthx! I do remember one of two things though!

Apart from the usual... there are two special new lights, the wall light and the swivel light - the wall light acts like the lightboxes from LBP2, sticker-like, and is invisible - there are also light-themed decorations you could pop over to add some ambience lol. But the swivel light is something pretty special - it's a lightbeam which can swivel, follow and move smoothly through all 16 layers. Like a searchlight. The effect is beautiful.

Also, the tweak in the lights contain at least two new settings that I remember, which deal with the light's 'caustic effects' - these effects, when played about with, make the lighting shimmer like it's being reflected from water, or like it's shining through a cage at the rear or... it's just stunning, you have to see it to believe it. I know that Spacemonkey played about with these settings a lot in his level.

Wow! Sounds positively yummy! Not that I'd try to eat light, that's for plants and stuff. Still, I love playing with lights in LBP2. I can't wait to see just how far I can go with lights in 3.
2014-09-16 08:01:00

Author:
Ryuhza
Posts: 355


Thanks for all this reporting! So much great news, so much inspiration!

Was there anything about distinguishing the players in logic? Player 1 as opposed to Player 2 etc? For example, could i use broadcast chips to just give each of the 4 players different superpowers at the start of the level? (Without LBP2 methods involved)

Does the dynamic thermometer kit work in competitive multiplayer, where players might have different viewpoints into the level? Perhaps all players must share the same screen-view?
2014-09-16 08:07:00

Author:
LittleBigDave
Posts: 324


Thanks for this superb article ria. Your writing is excellent, are you a writer or journalist?
Most of these things go over my head as I've only just got into LBP, but I'm excited about all the community levels I'm going to be able to play around with!
2014-09-16 09:22:00

Author:
nickram
Posts: 29


Brillo write up Ria! Gutted I couldn't come see all you guys creating! Glad you all had a fab time Surprised you didn't try hovering as far to the right or left as possible with the dyno thermo turned on though hehe 2014-09-16 09:35:00

Author:
Hallm3
Posts: 252


Ria probably spent half the jam snapping pics for y'all. She was too excited, lol.

Great write up btw! Cool thing is, there's still a fair share to talk about as well.
2014-09-16 09:59:00

Author:
gevurah22
Posts: 1476


I can see my level backlog getting even bigger now, what with all these epic adventure levels people will be creating! I wasn't initially blown away by the first LBP3 reveal a few months back whenever it was, but after seeing all this new info come to light, I'm finding myself looking forward to the game more and more. I already have an idea of what kind of level I want to try and make first. Whether I can pull it off is another matter!

Ria - did you experiment with the music sequencer at all? Or do you know of any worthwhile changes to it?
2014-09-16 10:03:00

Author:
Ali_Star
Posts: 4085


Thanks for all this reporting! So much great news, so much inspiration!

Was there anything about distinguishing the players in logic? Player 1 as opposed to Player 2 etc? For example, could i use broadcast chips to just give each of the 4 players different superpowers at the start of the level? (Without LBP2 methods involved)

Does the dynamic thermometer kit work in competitive multiplayer, where players might have different viewpoints into the level? Perhaps all players must share the same screen-view?

Erm.... Pass! Hoping someone else can pop in here


Thanks for this superb article ria. Your writing is excellent, are you a writer or journalist?
Most of these things go over my head as I've only just got into LBP, but I'm excited about all the community levels I'm going to be able to play around with!

Thank you! I'm not a professional writer, but do still have dreams that one day, Printz will see light of day as a novel. Self published perhaps. Just that pesky lack of time holding me back atm


Brillo write up Ria! Gutted I couldn't come see all you guys creating! Glad you all had a fab time Surprised you didn't try hovering as far to the right or left as possible with the dyno thermo turned on though hehe

Aww I thought of you and all my previous gamejam buddies while I was there!

There were so many things I didn't get the chance to do. 24 hours is just nowhere near enough - so many of us were so shellshocked, lots of us were slower creators (me and statik included) who were just like.... 24 hours? I couldn't make a single object and be happy with it in that time lol! Wish I'd gone for a dynamic thermo tour now lol


Ria probably spent half the jam snapping pics for y'all. She was too excited, lol.

Great write up btw! Cool thing is, there's still a fair share to talk about as well.

Yeah I reached a certain point in the jam where I had a very vivid memory from Sweden, of reading coments from people like "why are they all so quiet? i want to know stuff!" And just thought - heck with it. And so started the tweeting craze lol

There is sooooo much more! Between the assets, the effects, all the extra little tweaks in the existing tools... jeez. I'm amazed at how much you guys have squeezed into this. You've done such awesome work, thanks so much for having us <3


Ria - did you experiment with the music sequencer at all? Or do you know of any worthwhile changes to it?

*Zipped lips* *mumbles something incoherently*
2014-09-16 10:25:00

Author:
rialrees
Posts: 1015


Maybe the pod can't be revealed since of how awesome it might be... 2014-09-16 11:17:00

Author:
himan12345678
Posts: 28


Wow! Great stuff there. I AM EXCITED FOR THE GAME!2014-09-16 12:15:00

Author:
CodemanPSX
Posts: 147


That was fuuuuuun!2014-09-16 12:41:00

Author:
DaaMonkey
Posts: 6


Great write up Ria! It's exciting to see the reactions to the things you are outlining. So many game changers in the new features.

Someone mentioned the broadcast microchip and not too sure how it'd work... Are you able to outline a rough example use of it?

Also... I'll email you some coffee.
2014-09-16 12:55:00

Author:
Mr_Fusion
Posts: 1799


I'll paste a few uses a popped on twitter last night for now, as i'm at work and trying to look busy *guilty face* but i'll be back to chat more about it because frankly, it's just all kinds of awesomeness.

#datbchip Transmit signals directly to a player without the need for a sackbot, changing costume, abilities etc

#datbchip transmit logic to multiple objects, no need to duplicate chips when changes are made. one change and all logic updates

#datbchip enemies AI could be broadcasted to emitted enemies, meaning easier logic editing

#datbchip greatly decreases the amount of thermo logic would take up - as one chip will broadcast to every object you need it to

#datbchip also has a closeness setting, much like tags and sensors - broadcast a change in character abilities when in range, perhaps?

@CowBearGaming you wouldnt believe - it's like... BOOM, doors wide open. #datbchip is as much of a game changer as the memoriser

#datbchip seems scary at first, but have faith. the chip will answer sooo many problems you didn't even know you were annoyed by till now.

----

It's a start
2014-09-16 13:20:00

Author:
rialrees
Posts: 1015


So you can confirm that you can't reveal anything about the new music sequencer stuff?2014-09-16 13:38:00

Author:
BasketSnake
Posts: 2391


We?re officially allowed to talk about anything in create mode, the only subjects we absolutely cannot cover (so please don't ask ) are:

Music & all things audio - I can only think of one thing I can say ? The audio objects in create mode are gone. They?re not there any more. They were replaced with this one, super awesome audio object, which has every sound in the game. Categorised. In one menu. So handy you wouldn?t believe....

I believe I already confirmed this in the first post.
2014-09-16 13:39:00

Author:
rialrees
Posts: 1015


#datbchip Transmit signals directly to a player without the need for a sackbot, changing costume, abilities etc

#datbchip also has a closeness setting, much like tags and sensors - broadcast a change in character abilities when in range, perhaps?

So it would be easy to add swimming animation to a character in the water material, depending on how well you could match up the material and sensor range. Can't wait to tinker around.
2014-09-16 14:28:00

Author:
EinRobot
Posts: 739


I'll paste a few uses a popped on twitter last night for now, as i'm at work and trying to look busy *guilty face* but i'll be back to chat more about it because frankly, it's just all kinds of awesomeness.

#datbchip Transmit signals directly to a player without the need for a sackbot, changing costume, abilities etc

#datbchip transmit logic to multiple objects, no need to duplicate chips when changes are made. one change and all logic updates

#datbchip enemies AI could be broadcasted to emitted enemies, meaning easier logic editing

#datbchip greatly decreases the amount of thermo logic would take up - as one chip will broadcast to every object you need it to

#datbchip also has a closeness setting, much like tags and sensors - broadcast a change in character abilities when in range, perhaps?

@CowBearGaming you wouldnt believe - it's like... BOOM, doors wide open. #datbchip is as much of a game changer as the memoriser

#datbchip seems scary at first, but have faith. the chip will answer sooo many problems you didn't even know you were annoyed by till now.

----

It's a start

So is there a "receiver chip" or does it hook to a tag?

I can think of a pedestrian use off the top of my head.
I don't know how many chips I have placed with this same combo: Gyro rotator cranked to 100% and Antigrav tweaker with both categories cranked to 100%. I use that combo over and over again as I place pieces around my level. I should probably use the static materials for this, but there it is.

With this, I create it once, then just place a receiver (or however it works) on every object I want to be static.

Of course, that's null and void now too, since we seem to have a static tweaker as well.

Hard to wrap my head around all the changes.

- - - - - - - - - -


I believe I already confirmed this in the first post.
No need to respond, since I know you can't, but man I hope they put the actual notes in the instruments instead of just numeric values. Orchestra style instruments would be nice as well.

- - - - - - - - - -

And a couple of questions I had that might have been lost in the shuffle:



Just a shot in the dark, but they didn't happen to mention if all the goodies we collected in the first two games will import, did they?

Also a question for anyone who can answer it, showing off my amateur status, but can someone explain this to me?

"Another handy dandy tool is the Wave Generator. This tool will output an analogue signal which oscillates from +1.00 to -1.00, at a speed and frequency you control. No more fiddling with timers! What?s the point in that, you may wonder? I?m sure others can answer this better than I, but a few thoughts that come straight to my mind include easier visual and audio effects, utilising dimmer input settings on lights, audio objects etc. "



You've done us all a great service, m'lady. Now where are your compatriots to further elucidate the changes for us? Why are they making you do all the hard lifting? lulz.
2014-09-16 14:33:00

Author:
Biv
Posts: 734


So you can confirm that you can't reveal anything about the new music sequencer stuff?

I think that's quite telling ... don't you?
2014-09-16 14:53:00

Author:
GribbleGrunger
Posts: 3910


So it would be easy to add swimming animation to a character in the water material, depending on how well you could match up the material and sensor range. Can't wait to tinker around.

yup!Youcouldevenjust do it with an impact sensor which activates a tag to avoid all that sensor range stuff


So is there a "receiver chip" or does it hook to a tag?

I can think of a pedestrian use off the top of my head.
I don't know how many chips I have placed with this same combo: Gyro rotator cranked to 100% and Antigrav tweaker with both categories cranked to 100%. I use that combo over and over again as I place pieces around my level. I should probably use the static materials for this, but there it is.

With this, I create it once, then just place a receiver (or however it works) on every object I want to be static.

Of course, that's null and void now too, since we seem to have a static tweaker as well.

Hard to wrap my head around all the changes.

yeah the static materials do away with a lot of that faffing about - as for the b chip, let's take the most basic usage i can think of for it... say oh.... platforms.

You have a line of platforms, which you want to activate like an elevator, when the player approaches. Somake your platforms, and pop a labelled tag on all of them in situ. Then whip out a broadcasting chip, and set it to transmit to that labelled tag. Now add the logic (maybe a selector, from 0% gravity & 100% dampening to switch to a mover when a player sensor is activated.

that's it. now, if you need to tweak and fine tune that logic, you only need to tweak the logic on one chip - you wont need to tweak and copy and paste all over the place. all changes will show instantly on all the tagged items.

That's about the simplest start to it. when you start combining this chip with all the features from the new (and old) tools, your imagination will start to fill in the gaps in no time!


And a couple of questions I had that might have been lost in the shuffle:

Just a shot in the dark, but they didn't happen to mention if all the goodies we collected in the first two games will import, did they?

I'm uncertain on what I can say with regard to this, hopefully steven will be able to give details soon


Also a question for anyone who can answer it, showing off my amateur status, but can someone explain this to me?

"Another handy dandy tool is the Wave Generator. This tool will output an analogue signal which oscillates from +1.00 to -1.00, at a speed and frequency you control. No more fiddling with timers! What’s the point in that, you may wonder? I’m sure others can answer this better than I, but a few thoughts that come straight to my mind include easier visual and audio effects, utilising dimmer input settings on lights, audio objects etc. "

Ooh ok. So this is again, a very simple explanation. But Something I used to have to do an awful lot for a lot of my logic which I wanted to output as a shifting analogue signal... Let's say a light on dimmer. I like lights to turn on and off gradually, so I often have a times or whatnot, set to start and then reverse, to give that dimming effect. The set up for this is annoying and boring. The wave generator will give out a signal which goes up and down, up and down, etc - and I can tweak this to my liking, as fast or slow as I like, and activate and deactivate it when I need to - it's just a really handy shortcut for any kind of logic which deals with analogue signals a lot. It'll be most easily implemented and especially useful in sound and lighting, but I'm sure the more clever folks around here can already think of amazing uses for it in gameplay logic too.


You've done us all a great service, m'lady. Now where are your compatriots to further elucidate the changes for us? Why are they making you do all the hard lifting? lulz.

Thank you! And yeah, where the heck is everyone????? *angry face*
2014-09-16 14:57:00

Author:
rialrees
Posts: 1015


Thank you! And yeah, where the heck is everyone????? *angry face*

My excuse is that I don't want to put words in your mouth!

2014-09-16 15:05:00

Author:
StevenI
Community Manager
Posts: 420


yeah the static materials do away with a lot of that faffing about - as for the b chip, let's take the most basic usage i can think of for it... say oh.... platforms.

You have a line of platforms, which you want to activate like an elevator, when the player approaches. Somake your platforms, and pop a labelled tag on all of them in situ. Then whip out a broadcasting chip, and set it to transmit to that labelled tag. Now add the logic (maybe a selector, from 0% gravity & 100% dampening to switch to a mover when a player sensor is activated.

that's it. now, if you need to tweak and fine tune that logic, you only need to tweak the logic on one chip - you wont need to tweak and copy and paste all over the place. all changes will show instantly on all the tagged items.

That's about the simplest start to it. when you start combining this chip with all the features from the new (and old) tools, your imagination will start to fill in the gaps in no time!

As I suspected....SO GREAT!



I'm uncertain on what I can say with regard to this, hopefully steven will be able to give details soon


That's either promising or ominous.



Ooh ok. So this is again, a very simple explanation. But Something I used to have to do an awful lot for a lot of my logic which I wanted to output as a shifting analogue signal... Let's say a light on dimmer. I like lights to turn on and off gradually, so I often have a times or whatnot, set to start and then reverse, to give that dimming effect. The set up for this is annoying and boring. The wave generator will give out a signal which goes up and down, up and down, etc - and I can tweak this to my liking, as fast or slow as I like, and activate and deactivate it when I need to - it's just a really handy shortcut for any kind of logic which deals with analogue signals a lot. It'll be most easily implemented and especially useful in sound and lighting, but I'm sure the more clever folks around here can already think of amazing uses for it in gameplay logic too.


Ah, now I understand. Thank you.

- - - - - - - - - -


My excuse is that I don't want to put words in your mouth!



Put words in your mouth.
2014-09-16 15:11:00

Author:
Biv
Posts: 734


Poor Ria having to answer all the questions all by herself! I keep checking this thread over and over again and she has replied to five new questions already 2014-09-16 15:16:00

Author:
yugnar
Posts: 1478


If anyone is worried about transferring their saved goodies, surely you could put all the goodies in a level. Publish it and lock it, then copy it onto your moon again when you start LBP3?2014-09-16 15:30:00

Author:
Ali_Star
Posts: 4085


I'm wondering about the new animation tools. Do we only have access to a variety of animations or can we some how 'manually' manipulate them for more subtle effects?2014-09-16 15:58:00

Author:
GribbleGrunger
Posts: 3910


I'm wondering about the new animation tools. Do we only have access to a variety of animations or can we some how 'manually' manipulate them for more subtle effects?

It'd be good if you drag limbs and animate it by "frames", creating all sorts of crazy dance moves and whatnot.
2014-09-16 16:04:00

Author:
Ali_Star
Posts: 4085


It'd be good if you drag limbs and animate it by "frames", creating all sorts of crazy dance moves and whatnot.

Yeah, that's what I was thinking. I can imagine a cubed grid with sackboy in the centre. There would be highlights on all the joints and to animate, all you would do is move one joint and hit 'rec'. Perhaps up to 50 'rec' in a row would suffice.
2014-09-16 16:08:00

Author:
GribbleGrunger
Posts: 3910


Are only GameJam attendants somewhat extent of the NDA or can Beta testers help clarify all the doubts?2014-09-16 16:11:00

Author:
yugnar
Posts: 1478


Whut about sackboy pushing characters did you try that? and how it's done?2014-09-16 16:11:00

Author:
rebEB9
Posts: 12


Thought you might like to know that Now Gamer gaming news site has linked to this thread in a news article.

Great write up by the way, lots of exciting information.
2014-09-16 16:15:00

Author:
LieutenantFatman
Posts: 465


Are only GameJam attendants somewhat extent of the NDA or can Beta testers help clarify all the doubts?

If it's already mentioned in this thread then I see no reason why beta testers couldn't expand upon it.


Thought you might like to know that Now Gamer gaming news site has linked to this thread in a news article.

Great write up by the way, lots of exciting information.

Link?
2014-09-16 16:15:00

Author:
GribbleGrunger
Posts: 3910


Link?

http://www.nowgamer.com/news/2557612/sounds_like_littlebigplanet_3_is_the_ultimate_game _creator.html

^ There we go, wouldn't let me link it the first time.
2014-09-16 16:23:00

Author:
LieutenantFatman
Posts: 465


Are only GameJam attendants somewhat extent of the NDA or can Beta testers help clarify all the doubts?

Beta testers are still bound to the NDA for the time being. Sorry.
2014-09-16 16:29:00

Author:
ForgottenEnigma
Posts: 1414


Oh my..... All kinds of epicness Thanks Rialrees Do you have a favorite feature so far?2014-09-16 16:32:00

Author:
SackRanger18
Posts: 43


I'm wondering about the new animation tools. Do we only have access to a variety of animations or can we some how 'manually' manipulate them for more subtle effects?

Oh my. Nothing along the lines of a limb-by-limb animation I'm afraid, but here's a little bit more detail:

When you place the character animation tweak on a character, your first options are the character rotation. You can leave these unedited to use default rotation, or override it with your own. As I mentioned earlier, all three axes are available for rotating.

Then you select your animation (note: you don't have to select animation, you can use this tweak just for the rotation if you so choose) - first the group of animations, then you go down a looooooong list of each animation clip in that section.

Then you tweak.

You can select the speed of playback, the start and end points in the clip, and the 'blend type' if an animation is on a sequencer with another one. This will affect the visual transition from one animation to another.

There's more... I think, but my memory doesn't serve too well at the moment.


Oh my..... All kinds of epicness Thanks Rialrees Do you have a favorite feature so far?

See above

The animation tool is amazing. Probably my number 1. Broadcasting chip is number 2 - and I have to admit all those yummy assets and decorations are pretty drool worthy too
2014-09-16 16:41:00

Author:
rialrees
Posts: 1015


Oh my. Nothing along the lines of a limb-by-limb animation I'm afraid, but here's a little bit more detail:

When you place the character animation tweak on a character, your first options are the character rotation. You can leave these unedited to use default rotation, or override it with your own. As I mentioned earlier, all three axes are available for rotating.

Then you select your animation (note: you don't have to select animation, you can use this tweak just for the rotation if you so choose) - first the group of animations, then you go down a looooooong list of each animation clip in that section.

Then you tweak.

You can select the speed of playback, the start and end points in the clip, and the 'blend type' if an animation is on a sequencer with another one. This will affect the visual transition from one animation to another.

There's more... I think, but my memory doesn't serve too well at the moment.



See above

The animation tool is amazing. Probably my number 1. Broadcasting chip is number 2 - and I have to admit all those yummy assets and decorations are pretty drool worthy too

That 'blend' should give us opportunities to create more unique animations especially if we can cut one animation off before it's complete and then blend into another perhaps later into it's cycle < is that last part possible?
2014-09-16 16:46:00

Author:
GribbleGrunger
Posts: 3910


I'd imagine so, with enough fiddling with the start and end points 2014-09-16 16:48:00

Author:
rialrees
Posts: 1015


I think that's quite telling ... don't you?

Apparently I'm not paying enough attention.
2014-09-16 16:53:00

Author:
BasketSnake
Posts: 2391


I'd imagine so, with enough fiddling with the start and end points

... And I'm assuming we can use these new animations as the basis for how the character works in the 'entire' level? Janky animations = Clickers!!!

- - - - - - - - - -


Apparently I'm not paying enough attention.

If they want it kept quiet then clearly it's been improved and clearly it's awesome!
2014-09-16 16:55:00

Author:
GribbleGrunger
Posts: 3910


I'm dying. This looks so amazing. I genuinely cannot wait; I think I'm going to explode. Thank you so much for all this amazing new info!2014-09-16 17:05:00

Author:
The11thWheatley
Posts: 230


Great summary of the Game Jam. Thank you!
It seems like the possibilities are (almost) endless now.

I have a question about a feature I hope will be included:

Early on, when we found out that Sackboy can climb, someone(don't remember who or where) said that there would be more features like that revealed later. Since then I have hoped that we would get some kind of swinging/climbing ability to swing and climb ropes/vines/chains. Is that kind of mechanic in the game? Of course we can connect a rope to a grabbable material but it's not the exact same thing.

Here's just an example of what I'm talking about. From 2.30 in this clip.
https://www.youtube.com/watch?v=yCC52Pt6hho
2014-09-16 17:12:00

Author:
hm83
Posts: 69


Who's buying me coffee?

i'll buy you coffee! : D
2014-09-16 17:48:00

Author:
Painted--Sound
Posts: 197


Yet again question time Ria How about the new materials? How are them? What about people's complaint about materials in LBP2 being too specific for certain themes? And what about the new effects arsenal? Do you recall some of them? How can they be tweaked and how do they work? As normal decos or can you place them without a material being needed?2014-09-16 18:13:00

Author:
yugnar
Posts: 1478


WOW! Holy polka dots Sackboy! With all these tools, you can make a neat top down 3D game where the player can walk! Like... Riding Oddsock through a wide open valley (*cough*LoZ:OoT*cough*) or some Twisted Metal shenanigans! I hope that camera can do 'over-the-shoulder' views, because you can possibly make a first person shooter by wiring those advanced movers to make a reticule. Depending on if you can actually combine it with the analog tweaks. Stick it to a joy stick rotator with some other fancy logic, and blammo. Not to mention smooth falls or jumps with a sensor under the player's feet. Though that's if you wanted to make a FPS on a wall, which I think would give the creator more room for the players to run in. I am sure with a combination of the same tweaks and tweakers, you can make it on all 16 layers with the usual Sackboy-feet-to-ground. Granted, personally, I am not one for things like CoD, but you can make your own unique FPS, like that Plants vs Zombies FPS. Also arrows or magic reticules for those adventure games. Not to mention the mini-Minecrafts that might pop up.

With the object animation tweaker, you can have the animated material as a background with the character or their vehicle stationed, and give off the illusion of fast movement! Now if only there were a functioning conveyor belt we could stick things to. Like in movies where they show the vehicle in front of a scroll-like thing.

You can make a Starfox-esque game with this stuff as well. Timing and the advanced movers mixed with fog. That's a lot of emitters.



Question 1: Did you get to fiddle with the camera and see how far it could turn? Full 129600?? spherical movement?

Question 2: Can the decoration lights be used with logic? (The swivel lights sound like stage lights, and the stage is the level. Beam dodging anyone?! )

Question 3: Layer thicknesses. Thick, Thack, and Thock. Do they exist?

Question 4: Is there a tweaker to make stuff fall through materials? Like maybe tweak it to where Sackboy can walk on this thing, then if he happens to drag something else onto the thing, it falls through due to the lack of not ingesting a walking-on-air potion?!



Also, with how the game's getting all these amazing new features, it reminds me of this (http://www.lbpcentral.com/forums/attachment.php?attachmentid=32702).
2014-09-16 19:02:00

Author:
Devious_Oatmeal
Posts: 1799


Great summary of the Game Jam. Thank you!
It seems like the possibilities are (almost) endless now.

I have a question about a feature I hope will be included:

Early on, when we found out that Sackboy can climb, someone(don't remember who or where) said that there would be more features like that revealed later. Since then I have hoped that we would get some kind of swinging/climbing ability to swing and climb ropes/vines/chains. Is that kind of mechanic in the game? Of course we can connect a rope to a grabbable material but it's not the exact same thing.

Here's just an example of what I'm talking about. From 2.30 in this clip.
https://www.youtube.com/watch?v=yCC52Pt6hho

Oh yeah, totally. Right now, ropes are super difficult to make. If you try to attach a rope-looking thing to a grabbable hologram or other physics-less material (so that Sackboy could pass through it) sackboy gets stretchy-arms and falls as though he isn't grabbing anything at all. The only way to circumvent that (as far as I know) is to set the dampening of the material to 100% (anything less results in stretchy arms), which ruins the whole movement aspect of swinging on a rope.

And if you go with a solid material like the invisible material, Sackboy can't properly jump from rope to rope except for at the bottom. Either official ropes (as appears to be seen on the official cover art of the game (http://littlebigplanet.playstation.com/system/images/BAhbBlsHOgZmSSIrMjAxNC8wOC8wNS8xMl8yNF81M180NjlfbG JwM19jb3Zlci5wbmcGOgZFVA/lbp3-cover.png) (in Sackboy's hand) or a better way to make your own would be much appreciated.
2014-09-16 19:59:00

Author:
Ryuhza
Posts: 355


Oh yeah, totally. Right now, ropes are super difficult to make. If you try to attach a rope-looking thing to a grabbable hologram or other physics-less material (so that Sackboy could pass through it) sackboy gets stretchy-arms and falls as though he isn't grabbing anything at all. The only way to circumvent that (as far as I know) is to set the dampening of the material to 100% (anything less results in stretchy arms), which ruins the whole movement aspect of swinging on a rope.

And if you go with a solid material like the invisible material, Sackboy can't properly jump from rope to rope except for at the bottom. Either official ropes (as appears to be seen on the official cover art of the game (http://littlebigplanet.playstation.com/system/images/BAhbBlsHOgZmSSIrMjAxNC8wOC8wNS8xMl8yNF81M180NjlfbG JwM19jb3Zlci5wbmcGOgZFVA/lbp3-cover.png) (in Sackboy's hand) or a better way to make your own would be much appreciated.

I really hope the cover art teases this feature. Why else would it be on the cover? Is it just a random rope in Sackboy's hand? At the same time, we've heard nothing official about it yet. My hope is that it's one of those features not yet revealed. Guess we have to wait and see...
2014-09-16 20:28:00

Author:
hm83
Posts: 69


Early on, when we found out that Sackboy can climb, someone(don't remember who or where) said that there would be more features like that revealed later. Since then I have hoped that we would get some kind of swinging/climbing ability to swing and climb ropes/vines/chains. Is that kind of mechanic in the game? Of course we can connect a rope to a grabbable material but it's not the exact same thing.


I too had wondered about the possible introduction of freely swinging, grabbable rope after seeing the box art for the game. There it shows sackboy swinging like Tarzan with an -Inator in his other hand. But maybe that was a reference to the new rails?
2014-09-16 20:30:00

Author:
LittleBigDave
Posts: 324


I already have some GREAT ideas for LBP3 levels... only 2 months to go ;-;2014-09-16 20:55:00

Author:
Sharktrexer
Posts: 21


I really hope the cover art teases this feature. Why else would it be on the cover? Is it just a random rope in Sackboy's hand? At the same time, we've heard nothing official about it yet. My hope is that it's one of those features not yet revealed. Guess we have to wait and see...

Wasn't there an accidental tease in one of the trailers for LBP2? He like, grabbed the rope. Something like that. Also, watching the LBP2 trailers. Talk about memories.

Although hopefully we get the ropes. And ledge grabbing. :V Or at least an option for ledge grabbing or some sort of small square you can use, place it like a hologram, and then blamo! Ledge grab.
2014-09-16 21:01:00

Author:
Devious_Oatmeal
Posts: 1799


Some quezchuns:
* What can you tell us about decoration mounts? What are they and what do they do?
* In gameplay, how is transitoning between levels different from the LBP we know now? I mean, 16 layers, can you just hope between them? What determines when a layer can not be accessed? For instance, jumping will automatically push you into the screen - at what point does the game say "no, the layer is too far away for you to access." Do you know what I mean?


Ria, just wondering if you can talk to these questions?

The layer changing thing, I'm just curious how the game limits layer shifting during play. Currently if you have the near and far layers present at the same height and the middle layer missing you can still easily move between the three layers with the stick or by jumping. Let's say in lbp3 you have layer 1 and layer 16 at the same height and nothing in between - big gap, right? Can you still just switch between them during play? When does the gap get too big to do this?

Decoration mounts - what are these?

Also, what are the 3D geometric shapes you posted? Is this solid material-based stuff?


Thanks, you are working really hard to answer everyone's queries. Have you thought of opening a 24hr helpdesk? I suggest you use a toll free number.
2014-09-16 21:08:00

Author:
aratiatia
Posts: 374


Ria, just wondering if you can talk to these questions?

The layer changing thing, I'm just curious how the game limits layer shifting during play. Currently if you have the near and far layers present at the same height and the middle layer missing you can still easily move between the three layers with the stick or by jumping. Let's say in lbp3 you have layer 1 and layer 16 at the same height and nothing in between - big gap, right? Can you still just switch between them during play? When does the gap get too big to do this?

Decoration mounts - what are these?

Also, what are the 3D geometric shapes you posted? Is this solid material-based stuff?


Thanks, you are working really hard to answer everyone's queries. Have you thought of opening a 24hr helpdesk? I suggest you use a toll free number.

The decoration mount, I believe, is where you can place decorations on this object to spin them around sideways. That, or it's the thing in LBP3 that can change what the decoration looks like, like size and shape. (I could be totally wrong, so don't quote me on this)
2014-09-16 21:14:00

Author:
Sharktrexer
Posts: 21


Ria, just wondering if you can talk to these questions?

The layer changing thing, I'm just curious how the game limits layer shifting during play. Currently if you have the near and far layers present at the same height and the middle layer missing you can still easily move between the three layers with the stick or by jumping. Let's say in lbp3 you have layer 1 and layer 16 at the same height and nothing in between - big gap, right? Can you still just switch between them during play? When does the gap get too big to do this?

Decoration mounts - what are these?

Also, what are the 3D geometric shapes you posted? Is this solid material-based stuff?


Thanks, you are working really hard to answer everyone's queries. Have you thought of opening a 24hr helpdesk? I suggest you use a toll free number.

From what I've seen, it seems the 3D objects are solid. And you can warp them and what-not. They look very pre-rendered too, so I'm guessing you may be able to apply materials to them.

Also, I thought the turning thingy in LBP2 was a decoration mount. Not sure where it comes from, but you can put decorations on it, and make them turn in and out. Like you can put a follower on it and have two shields float around Sackboy while turning super fast.


Either there is a limit to the distance of how far a player can switch layers, or it's a; we're gonna use that good 'ol holo-plasma thin!
2014-09-16 21:15:00

Author:
Devious_Oatmeal
Posts: 1799


One thing I've not seen mentioned is 'sub' layers. Are there sub layers similar to the ones found in LBPVita?2014-09-16 21:18:00

Author:
GribbleGrunger
Posts: 3910


From what I've seen, it seems the 3D objects are solid. And you can warp them and what-not. They look very pre-rendered too, so I'm guessing you may be able to apply materials to them.

Also, I thought the turning thingy in LBP2 was a decoration mount. Not sure where it comes from, but you can put decorations on it, and make them turn in and out. Like you can put a follower on it and have two shields float around Sackboy while turning super fast.


Either there is a limit to the distance of how far a player can switch layers, or it's a; we're gonna use that good 'ol holo-plasma thin!

We don't need to use that plasma hologram anymore. The game has a new Invisible material!
2014-09-16 21:22:00

Author:
Sharktrexer
Posts: 21


We don't need to use that plasma hologram anymore. The game has a new Invisible material!

Personally, I don't find the new invisible material as useful as the hologram. For one thing, you can turn the hologram off so the creator can let the player go through at their will. Second, the hologram is also much easier to move around. And third, hologram is stickerable. Unless there is something wrong with my system and the invisible material can have visible stickers.

Although, the invisible material is solid, which I love using to make decorations solid.
2014-09-16 21:41:00

Author:
Devious_Oatmeal
Posts: 1799


Blimey, that was an awesome read!

Thanks for taking the time to write that up, it has made me more excited for LBP than ever!
2014-09-16 21:43:00

Author:
samalot
Posts: 591


Personally, I don't find the new invisible material as useful as the hologram. For one thing, you can turn the hologram off so the creator can let the player go through at their will. Second, the hologram is also much easier to move around. And third, hologram is stickerable. Unless there is something wrong with my system and the invisible material can have visible stickers.

Although, the invisible material is solid, which I love using to make decorations solid.

Now if you had a dephysicaliser chip, you could switch that thin layer of invisible material off to allow players through ...
2014-09-16 21:46:00

Author:
GribbleGrunger
Posts: 3910


Personally, I don't find the new invisible material as useful as the hologram. For one thing, you can turn the hologram off so the creator can let the player go through at their will. Second, the hologram is also much easier to move around. And third, hologram is stickerable. Unless there is something wrong with my system and the invisible material can have visible stickers.

Although, the invisible material is solid, which I love using to make decorations solid.

ya, but you'll hurt your eyes if you have a lot of the plasma hologram. But what @GribbleGrunger said "if we had a dephysicaliser chip, you could switch that thin layer of invisible material off to allow players through..." then there we go!
2014-09-16 21:54:00

Author:
Sharktrexer
Posts: 21


Now if you had a dephysicaliser chip, you could switch that thin layer of invisible material off to allow players through ...

If being the keyword. Unless it's been said to exist. But yes. If that tweaker existed, than it would make the plasma-holo near obsolete! Although I still like how easy it is to move the Plasma-holo. It can go through things while it's a wall. Although, with a tweaker like that, the invisible layer would be able to keep more than Sackboy or a bot out. Which the moment I first used the Plasma-holo, I wished there was a way to do that to walkable surfaces, not for just a wall. Have certain things be able to pass through the object as well. Like only certain tagged items.


ya, but you'll hurt your eyes if you have a lot of the plasma hologram. But what @GribbleGrunger said "if we had a dephysicaliser chip, you could switch that thin layer of invisible material off to allow players through..." then there we go!

Never really bothered me too much with the many-plasma effect. After all, you only need one in a spot at one time. Different layers, sure, but there are manyt hings I have made where the invisible material just couldn't work. If I had access to that material at the time I made those things anyways.
2014-09-16 21:58:00

Author:
Devious_Oatmeal
Posts: 1799


#datbchip greatly decreases the amount of thermo logic would take up - as one chip will broadcast to every object you need it to

as a logic nut I can safely say

YESSS!!!!

MODULATION AT LOW THERMO!

this is probably the most significant thing for logic users, thanks for this ria!
2014-09-17 00:14:00

Author:
amiel445566
Posts: 664


Saw Some Pics on Twitter . LittleBigPlanet Is Truly In Good Hands .2014-09-17 00:32:00

Author:
YoungBoy1959
Posts: 23


*brain.exe has stopped working* Please restart the system.2014-09-17 01:27:00

Author:
UltimaCyborg216
Posts: 6


All I needed to hear was the thermo was better.

Thanks for the in depth description Rialrees!
2014-09-17 02:58:00

Author:
Rpg Maker
Posts: 877


Now if you had a dephysicaliser chip, you could switch that thin layer of invisible material off to allow players through ...

Didn't I reply already to you about that? In the new physics chip they showed off on 1 of the jam pics I believe... It has that and many other physics features build in... Which makes more since then making a single chip for 1 thing. *mew
2014-09-17 03:20:00

Author:
Lord-Dreamerz
Posts: 4261


Didn't I reply already to you about that? In the new physics chip they showed off on 1 of the jam pics I believe... It has that and many other physics features build in... Which makes more since then making a single chip for 1 thing. *mew

Yes, I saw it, hence the '...'.
2014-09-17 03:31:00

Author:
GribbleGrunger
Posts: 3910


I wonder how the Object Saver works. If this really saves the state of objects, I wonder if it would also save the state of a microchip if there is one attached to the object. Theoretically, the memorizer would be greatly simplified, which is great news for everyone.2014-09-17 03:40:00

Author:
Rpg Maker
Posts: 877


Yes, I saw it, hence the '...'.

Ah excuse me then. Hard to always understand people's meanings online.
2014-09-17 03:42:00

Author:
Lord-Dreamerz
Posts: 4261


Sorry if it was already asked but, are the sensor's barriers more... cutomizable? I don't mean if it has a square/rectangle shape or triangular shape Sumo Digital must of done that already though. I mean can it, you know, be placed in an uncertain area, like an L shape or turned and rotated like making an undefined object with a material?2014-09-17 05:21:00

Author:
DannieSam
Posts: 63


OOOH one more thing ria

is there a mass tweaker? maybe built into the physics chip or something?

like making sponge as heavy as chrome, or vice versa?
2014-09-17 05:56:00

Author:
amiel445566
Posts: 664


OOOH one more thing ria

is there a mass tweaker? maybe built into the physics chip or something?

like making sponge as heavy as chrome, or vice versa?

Yes, all materials can have their physics tweaked.
2014-09-17 06:20:00

Author:
GribbleGrunger
Posts: 3910


Yes, all materials can have their physics tweaked.

No more "I know you wanted to go right, but you are going down instead" in movers!

thanks for the info
2014-09-17 06:29:00

Author:
amiel445566
Posts: 664


No more "I know you wanted to go right, but you are going down instead" in movers!

thanks for the info

Well there's always anti-gravity for that.
2014-09-17 06:44:00

Author:
Ryuhza
Posts: 355


Well there's always anti-gravity for that.

yeah, but the issue isn't that it floats, but that the mass doesnt adjust for accelleration/movers strength according to what people want, antigravity cant fix that, only upping strength in movers (but then you cant do speed scale)
2014-09-17 06:59:00

Author:
amiel445566
Posts: 664


Hey, great info on LBP3's create mode! 2014-09-17 07:23:00

Author:
Rapidkirby3k
Posts: 121


So, if you use a broadcaster chip and an output activates for one tagged object, does it activate all the counterpart outputs for all the other tagged objects, or does the B chip have the exact same effect as having separate chips for each object except you have only one chip to edit? Example, you have a broadcaster chip with a player sensor wired to a danger tweaker set to fire on/off. If then a sackboy approaches one tagged object do all tagged objects catch fire simultaneously or just the one that Sackboy approaches?2014-09-17 09:07:00

Author:
MMLgamer
Posts: 183


I wanted to ask wether or not the power ups you create have to be in sackboy's hand? What if I want to make a belt power up that shoots ropes for example?2014-09-17 13:14:00

Author:
Mean-Teen
Posts: 8


So, if you use a broadcaster chip and an output activates for one tagged object, does it activate all the counterpart outputs for all the other tagged objects, or does the B chip have the exact same effect as having separate chips for each object except you have only one chip to edit? Example, you have a broadcaster chip with a player sensor wired to a danger tweaker set to fire on/off. If then a sackboy approaches one tagged object do all tagged objects catch fire simultaneously or just the one that Sackboy approaches?

From what I've gathered, they can still be affected by range. Not sure how exactly, but I'm sure we will find out by playing the game.
2014-09-17 13:58:00

Author:
Ali_Star
Posts: 4085


So, if you use a broadcaster chip and an output activates for one tagged object, does it activate all the counterpart outputs for all the other tagged objects, or does the B chip have the exact same effect as having separate chips for each object except you have only one chip to edit? Example, you have a broadcaster chip with a player sensor wired to a danger tweaker set to fire on/off. If then a sackboy approaches one tagged object do all tagged objects catch fire simultaneously or just the one that Sackboy approaches?

It's my understanding, which may be flawed, is that "receiver" logic does not effect any other receivers. In order to effect all receivers, you have to change the state of the broadcaster.
2014-09-17 14:08:00

Author:
Biv
Posts: 734


Another question (which admittedly can wait until the game's release): What happens when two B chips have the same tag. Do they both apply or does one take priority?2014-09-17 18:08:00

Author:
MMLgamer
Posts: 183


Sorry for my silence, busy time and a little wiped at the moment - I'll get back to answer questions as soon as I get a chance, or maybe.... just maybe someone else might possibly maybe drop by I hope? 2014-09-17 18:27:00

Author:
rialrees
Posts: 1015


just maybe someone else might possibly maybe drop by I hope?

I Would! ... *Mew , Oh yeah I wasn't there at the jam... =P
But if I was you can bet I'd be here answering questions~ ;'P
2014-09-17 18:31:00

Author:
Lord-Dreamerz
Posts: 4261


Sorry for my silence, busy time and a little wiped at the moment - I'll get back to answer questions as soon as I get a chance, or maybe.... just maybe someone else might possibly maybe drop by I hope?

I've got to say I'm a little disappointed that everyone else is leaving this entirely to you.

Come on jammers, where's the support?
2014-09-17 18:47:00

Author:
GribbleGrunger
Posts: 3910


I am so sorry for not being available I can help with any questions :s! Just busy doing some work ! So if i don't reply Instantly you know why ANY QUESTIONS ASK MEH !

- - - - - - - - - -

"Yet again question time Ria How about the new materials? How are them? What about people's complaint about materials in LBP2 being too specific for certain themes? And what about the new effects arsenal? Do you recall some of them? How can they be tweaked and how do they work? As normal decos or can you place them without a material being needed?" @Yugnar

Hey hey! I am here to answer your queries ! The materials are just gorgeous ! Much more versatile now than they were before, especially with the material tweaker! It allows you to remove shadows and bevel on materials to give them a much more smooth look, So you can make glass have a smooth edge and no shadows to save thermo ! FANCY HUH!

Where the decos are concerned, there are now things called decoration mounts which animate the decorations for you! You can make them pulse, move in and out etc ! However they do act like normal decos in that you need material or a decoration mount ! However there are also object animated things similar to decorations which If you saw my level I used ! THEY ARE SO MUCH MORE EPIC !

- - - - - - - - - -


I wonder how the Object Saver works. If this really saves the state of objects, I wonder if it would also save the state of a microchip if there is one attached to the object. Theoretically, the memorizer would be greatly simplified, which is great news for everyone.

From what I saw I believe the object saver, saves everything connected to that object! Similar to have the goodies bag tool saves everything
2014-09-17 21:00:00

Author:
Glitchfish
Posts: 33


Same here I will try to answer questions but basically been at work most of the time since I have come back from the jam, so I will give you a break down of the elements I used with my 3D frosty level..

1: 3D camera, yes it's still a glitch like lbp vita/lbp2 it works in the same way.
2: the massive difference using the 16 layers really add huge potential to platforming from this style, also the options of top down race gates and even spikes makes the whole idea more workable.
3: Adding the creature rotator giving the ability to rotate sackbot and his friends give you huge control.
4: The standard vita material option of static or dynamic creates much more flexibility with material when you create a 3D level.
5: invisible tool great for making wall fade way if your to close to a wall which will block your view.
6: advance layer mover creates a very effective way of put gravity on to a object that's how I created the snowman to jump.
7: broadcast chip did use this but I should have you can you this to broadcast logic to another object either with the same tag or to a character other options too but can not remember all of them. I should have done the logic for one bad guy (crab) then broadcast it to each crab with a tag.

Sorry if all of this does not make perfect sense as I'm not the best writer. Hope this helps a few.


Scarybiscuit
@scarybiscuitlbp
2014-09-17 21:23:00

Author:
scarybiscuit
Posts: 106


This may have been in the first post but it's such a huge wall of text and I'm not even too sure the specifics of what I'm asking, so:

I remember a video of Sackboy running in actual 360, as in not just shifting planes but being able to run freely in the playspace? Also, how easy would it be to, say, make Sackboy face forward so he could run forward? For instance, you come in from the level on layer one, then there's a hallway to go back into the right in layer 16, and you need to run forward? Would it be possible to make it so that Sackboy is actually facing forward when he runs toward the background, as opposed to always staring at the camera as he does now?

Also, do you just set the amount of layers you have in general settings? Could you make it so that you can only play in some layers, but others were strictly background? Like, have it playable in the ordinary three layers, but have the other thirteen layers be for background decoration still? Or a ratio of 4/12?
2014-09-17 21:32:00

Author:
RockSauron
Posts: 10882


First up, i didn't realize that there was a question and answer thing going on, so i too apologize for not getting here sooner. Real life can sometimes get in the way of LBP ect.

With so many tools, even sitting in front of a TV monitor for 24hours straight its hard to get through half of them, while trying to build something to present to some Sumo people the next day. If i can see something i can answer, then i will. <3
2014-09-17 21:39:00

Author:
RtooDee2
Posts: 175


This may have been in the first post but it's such a huge wall of text and I'm not even too sure the specifics of what I'm asking, so:

I remember a video of Sackboy running in actual 360, as in not just shifting planes but being able to run freely in the playspace? Also, how easy would it be to, say, make Sackboy face forward so he could run forward? For instance, you come in from the level on layer one, then there's a hallway to go back into the right in layer 16, and you need to run forward? Would it be possible to make it so that Sackboy is actually facing forward when he runs toward the background, as opposed to always staring at the camera as he does now?

Also, do you just set the amount of layers you have in general settings? Could you make it so that you can only play in some layers, but others were strictly background? Like, have it playable in the ordinary three layers, but have the other thirteen layers be for background decoration still? Or a ratio of 4/12?

Ok where the 360 degree walking is concerned yes it is possible ! You use a character animation tweaker and you can set the default rotation and animation of that tweaker making it simple! You can probably figure out the rest with direction combiners splitters etc !

Where the layers are concerned You cannot specify the layers directly... I think But I know you can make materials invisible and make walls ! So I hope that helps
2014-09-17 21:42:00

Author:
Glitchfish
Posts: 33


Sorry I haven't been helping out here! Been answering quite a few questions on twitter if you want to take a look over there: http://www.twitter.com/sackinima

I will keep an eye on this thread. Is anything still left unanswered I can help out with?
2014-09-17 22:06:00

Author:
moleynator
Posts: 2914


But all lbp1 and lbp2 levels are cross compatible, and I don't think they'll have the extra thirteen layers added in? So are you only able to have 16 for new levels but older levels keep 3?2014-09-17 22:07:00

Author:
RockSauron
Posts: 10882


But all lbp1 and lbp2 levels are cross compatible, and I don't think they'll have the extra thirteen layers added in? So are you only able to have 16 for new levels but older levels keep 3?

Yeah, you can also limit which layers are accessible. Those layers may still actually be there, but obviously not playable.


Another question (which admittedly can wait until the game's release): What happens when two B chips have the same tag. Do they both apply or does one take priority?

Do you mean what happens if a tag is receiving information from different broadcast chips? I'm not sure what would happen if there was conflicting information, but in any case that would be bad organisation on your side.

You can set ranges for the broadcast chips and name tags the same as before. I guess if something clashes it will just do the same as it does in lbp2.
2014-09-17 22:09:00

Author:
moleynator
Posts: 2914


*gasps* My heroes!!!!! <3

Thank you so much guys xxx
2014-09-17 22:32:00

Author:
rialrees
Posts: 1015


Are there ropes, chains or vines in the game that you could swing in and climb on? I wish for this feature to be included. Looks like Sackboy is holding a rope in his hand on the official cover art.2014-09-17 22:52:00

Author:
hm83
Posts: 69


As I thought, the Dynamic Thermometer is a safer and more user friendly emit/destroy technique. Its probably safe to say a very large game could be created and more importantly without those memory freeze issues that occur in LBP2. The good news about this is that levels that use this in LBP2, should be able to easily convert thier projects over and use some of the logic they already created--maybe.

I am a bit confused on the character animator and perhaps someone could elaborate a bit more on this, but it says you have a great deal of control over your characters animations and I am wondering how this is different or better than in LBP2. In LBP2, we could animate sackboys arms, hips, and very limited/exaggerated emotions; how much more options do we have this time around? Is there options like sitting? ( I will cry if we still have to place sackbots in controllinators, or maybe less awkward death animations. I got these pretty good in LBP2 with rotators , but the characters would still breathe.
2014-09-17 23:06:00

Author:
Rpg Maker
Posts: 877


Are there ropes, chains or vines in the game that you could swing in and climb on? I wish for this feature to be included. Looks like Sackboy is holding a rope in his hand on the official cover art.

Well there is a climbable material of which you can make him shimmy up walls ! And I am pretty sure there is a tweaker to make materials climbable so you could make ledges grabbable similar to that of uncharted

- - - - - - - - - -


*gasps* My heroes!!!!! <3

Thank you so much guys xxx

NP GURL WE GOT YO BACK !
2014-09-17 23:07:00

Author:
Glitchfish
Posts: 33


Thanks for all the info, jammers!

In some of the early buzz, it sounded like Create abilities might be getting introduced while playing levels. I don't mean to ask you anything about the Story levels, but I'm wondering if there are tools we creators can use to give players some Create powers while they play our level in Play mode? Reshaping certain objects, or attaching pistons on the fly, that sort of thing.

Also i was wondering about player-specific logic, like broadcasting some logic just to Player 2, or having player specific HUD elements (like LBPK offers).

Lastly, if i go questing with other players, will we each have our own persistent orhanizertron collections with us?
2014-09-17 23:11:00

Author:
LittleBigDave
Posts: 324


Thanks for all the info, jammers!

In some of the early buzz, it sounded like Create abilities might be getting introduced while playing levels. I don't mean to ask you anything about the Story levels, but I'm wondering if there are tools we creators can use to give players some Create powers while they play our level in Play mode? Reshaping certain objects, or attaching pistons on the fly, that sort of thing.

Also i was wondering about player-specific logic, like broadcasting some logic just to Player 2, or having player specific HUD elements (like LBPK offers).

Lastly, if i go questing with other players, will we each have our own persistent orhanizertron collections with us?

Ok In the terms of create yes there are tools that give people the power to Certain things in play mode i can't exactly say what but you have probably figured it out xD!

Where the logic is concerened you can create logic and have it sent to a specific item like tagged object etc so you could make 4 sackbots with 4 different tags and make the logic transmit to that specific sackbot! Ik u can transmit it to players but i didn't have too much time to fiddle with it so Idk if you can choose which player directly!

And finally where the organistertron is concerned i beleive that alters dependent on the level!

Hope this helps
2014-09-17 23:27:00

Author:
Glitchfish
Posts: 33


Heh, pretty funny how only jammers can respond to these questions. Beta testers can only hang back and watch xD2014-09-17 23:33:00

Author:
Mnniska
Posts: 531


About the sackbot's head size. Doe the hitbox scales within the head if the funny head size enabled?2014-09-17 23:36:00

Author:
ShiftyDog
Posts: 293


About the sackbot's head size. Doe the hitbox scales within the head if the funny head size enabled?
No sadly the hit box is still related to the sackbots belly/body :3!

- - - - - - - - - -


Heh, pretty funny how only jammers can respond to these questions. Beta testers can only hang back and watch xD
Idk why that's a thing but I think it's because if everyone was splurging info it wouldn't be as special, + we saw more things than that of the beta :3
2014-09-17 23:39:00

Author:
Glitchfish
Posts: 33


I am a bit confused on the character animator and perhaps someone could elaborate a bit more on this, but it says you have a great deal of control over your characters animations and I am wondering how this is different or better than in LBP2. In LBP2, we could animate sackboys arms, hips, and very limited/exaggerated emotions; how much more options do we have this time around? Is there options like sitting? ( I will cry if we still have to place sackbots in controllinators, or maybe less awkward death animations. I got these pretty good in LBP2 with rotators , but the characters would still breathe.

Nope, no controllinators.

I'll try and list all the animation groups I can remember, so you have an idea what I mean by groups. (Erm... I may get a few animations and their groups mixed up from my memory but hey, it's better than nothing)

Sackboy's animations:

Group: Core Animations

Some examples: Running, Walking, sitting, jumping, pushing, grabbing, etc

Group: Emotional

Some examples: Emotions - basic from level 1-3, neutral to emotion transition, emotion to neutral transition, and some other transitions I think, like happy straight to sad etc.

Group: Acrobatic

Some examples: Layer switching, fire deaths, erm... crikey, lots of jumping type stuff....... Step aerobics I dunno lol

Group: Blink

Examples..... erm... yeah there's just blink I think

Group: Speech

Examples..... Erm.... Phonetics. Like the mouth shapes for AA, EE, OH, ARGH, S, etc - manual lipsynch in other words.

Group: Powerup animations

All the powerups from LBP2, like grabinator etc - will be really handy on custom powerups, if you transmit the animation to the player

Some more I can remember, erm... swimming, climbing, the little mini animations for taking costume bits on and off, and the new characters have a lot of cute little ones too.

Add in to this list the start and end times, and the blend settings, and you have a huge potential pool of animations to choose from and fine tune.

Also, add in the fact that you can activate a character animator whilst a sackbot is acting. So you could have a sackbot sitting, whilst the arms are controlled by you recording an animation. Cool stuff!


Idk why that's a thing but I think it's because if everyone was splurging info it wouldn't be as special, + we saw more things than that of the beta :3

We didn't see all that much more, beyond pretty things. To be honest I'd really appreciate the help right now, and I feel kind of bad for the beta testers having to zip their lips at the moment.

Anywho. Yes. Lots of good things. Still more than I could possibly cover. There's loads to discover
2014-09-17 23:47:00

Author:
rialrees
Posts: 1015


Welp...looks like we see unnecessary ducking big bots with funny head.

Is it possible that you can alter the sackbot's properties such as making it bouncy, lighter or heavier, etc.? Can you also use shardinator on them?

Speaking of which, what tweaker does alter the mass of the object? Can you make it the properties of peach floaty?
2014-09-18 00:00:00

Author:
ShiftyDog
Posts: 293


the physics tweaker alters weight and collisions (which can be set to on, off, tagged objects only, or ignore tagged objects)

When I last played with it, you could alter some settings on a sackbot (i made one non collidable for example) but not sure about all the settings
2014-09-18 00:03:00

Author:
rialrees
Posts: 1015


A question about the dematerializer (sorry, I don't have Vita)

Can you adjust opacity? Can it look completely solid but still work like holo material?

For example, I'm working on this dragon thing. I have to leave part of his head and neck as open space because the opening jaws would collide. Would I be able to make a solid looking neck that the jaws could open "into" or solid looking jaws that would not collide with the neck?
2014-09-18 00:36:00

Author:
Biv
Posts: 734


The opacity tweaker can make things invisible or translucent, whilst the physics tweaker or dephysicaliser is what you're looking for to make an object visible but non corporeal

edit: note: dephysicalising does not change the visual properties of any object or material
2014-09-18 00:41:00

Author:
rialrees
Posts: 1015


Animations galore!

Film makers are going to LOVE this stuff and, at last, it won't be so painful watching those cutscenes (< sort of a confession)

Just ONE teeny-weeny question: Can we turn off sound effects so that we can add our own?
2014-09-18 00:49:00

Author:
GribbleGrunger
Posts: 3910


First thing I'm gonna do in lbp3:mess with the death animations to where sackboy will look extremely goofy.

- - - - - - - - - -

Just imagine:sackboy walks into spikes and just starts swimming.
2014-09-18 00:49:00

Author:
XX_sonicfan_XX
Posts: 265


First thing I'm gonna do in lbp3:mess with the death animations to where sackboy will look extremely goofy.

- - - - - - - - - -

Just imagine:sackboy walks into spikes and just starts swimming.

Kudos to anyone who creates a Michael Jackson dance routine for Sackboy. Moonwalking seems so appropriate.
2014-09-18 00:52:00

Author:
GribbleGrunger
Posts: 3910


The opacity tweaker can make things invisible or translucent, whilst the physics tweaker or dephysicaliser is what you're looking for to make an object visible but non corporeal

edit: note: dephysicalising does not change the visual properties of any object or material

Two answers for the price of one!!

Thanks, You're a sweetheart.

Now I just want this more, if that is even possible.
2014-09-18 01:15:00

Author:
Biv
Posts: 734


@rialrees Thank you again so much for your continuing efforts to share all this knowledge with us! All this work you've been doing on our behalf is so great; I really appreciate it!

And thanks again to glitchfish and the others joining in too!

And oh, here's a new question...LBP2's render engine looked very different than LBP1. I know you all were seeing LBP3 in 1080p on PS4, but I'm wondering if the render engine has been overhauled beyond increased resolution? Will old levels look the same, only crisper, or are things like lighting and fire effects upgraded?

How do level backgrounds work with so much layer depth now? Seems like they might look too far away, or maybe there's a new setting?
2014-09-18 01:33:00

Author:
LittleBigDave
Posts: 324


A question about the dematerializer (sorry, I don't have Vita)

Man the Dephysicalize tool was one of the best additions to Vita, you'll freaking love it, and I can't wait to start using it on a console LBP


Just ONE teeny-weeny question: Can we turn off sound effects so that we can add our own?

Oh boy this is a big one for me too. Nothing breaks a good trailer or cut scene made in LBP like the infamous sound of a checkpoint going off. It prevents you from getting lost in the scene, you're auto-reminded that "you're watching LBP gameplay". I really hope this is something the devs have considered! (I do have faith, they are clearly doing a great job.)
2014-09-18 02:43:00

Author:
KAPBAM
Posts: 1348


Ooo, I have one. Did any of you play with the danger tweakers? Is there a color tweak for the fire danger?

Oh, can you turn the visuals off on the powerups and the de-powerups? Not that actual thing you hold, the little station thing where you get them.

These, for example:
http://i85.photobucket.com/albums/k46/corn_fest/lbp5.jpg
2014-09-18 02:59:00

Author:
Biv
Posts: 734


Nope, no controllinators.

I'll try and list all the animation groups I can remember, so you have an idea what I mean by groups. (Erm... I may get a few animations and their groups mixed up from my memory but hey, it's better than nothing)

Sackboy's animations:

Group: Core Animations

Some examples: Running, Walking, sitting, jumping, pushing, grabbing, etc

Group: Emotional

Some examples: Emotions - basic from level 1-3, neutral to emotion transition, emotion to neutral transition, and some other transitions I think, like happy straight to sad etc.

Group: Acrobatic

Some examples: Layer switching, fire deaths, erm... crikey, lots of jumping type stuff....... Step aerobics I dunno lol

Group: Blink

Examples..... erm... yeah there's just blink I think

Group: Speech

Examples..... Erm.... Phonetics. Like the mouth shapes for AA, EE, OH, ARGH, S, etc - manual lipsynch in other words.

Group: Powerup animations

All the powerups from LBP2, like grabinator etc - will be really handy on custom powerups, if you transmit the animation to the player

Some more I can remember, erm... swimming, climbing, the little mini animations for taking costume bits on and off, and the new characters have a lot of cute little ones too.

Add in to this list the start and end times, and the blend settings, and you have a huge potential pool of animations to choose from and fine tune.

Also, add in the fact that you can activate a character animator whilst a sackbot is acting. So you could have a sackbot sitting, whilst the arms are controlled by you recording an animation. Cool stuff!



Thank you Sumo Digital!
http://forums.na.leagueoflegends.com/board/attachment.php?attachmentid=807224
2014-09-18 03:08:00

Author:
Tikaki-MooMoo
Posts: 524


I really hope they keep supporting the animation choices as part of the DLC packs.2014-09-18 03:20:00

Author:
GribbleGrunger
Posts: 3910


Do you mean what happens if a tag is receiving information from different broadcast chips? I'm not sure what would happen if there was conflicting information, but in any case that would be bad organisation on your side.

You can set ranges for the broadcast chips and name tags the same as before. I guess if something clashes it will just do the same as it does in lbp2.
Thank you for your reply. It's not bad organization if you wanted to toggle one or both of them on/off.

Also do you think you could answer my other question about the broadcaster chip: Do all tagged objects share the same output or do they act independently as if all of them had duplicate microchips with the same logic? Meaning if a broadcaster chip had a danger tweaker hooked to a player sensor, would all the tagged objects set fire, or just the one sackboy approached?
2014-09-18 04:51:00

Author:
MMLgamer
Posts: 183


So it is true. You can walk a sackboy on topdown levels. But but but... can you jump? I imagine yes. So here is the thing you can now create anything you can imagine. The only thing i will hope is that we can have motors on any direction 3 axis rotation and piston pointing 45 deg on front view. I think they put all of this in the game sure they did. Its amazing like someone said i thought my addiction was over... oh no theres another lbp game. Well lets drop rehab an enter the planet again.

Thanx 4 the info I was looking everywhere for it. Your a charm.

HELLYEAH out.
2014-09-18 06:09:00

Author:
HellYeah1982
Posts: 192


Gah sorry what I meant to say was,we saw more finalised designs 2014-09-18 07:14:00

Author:
Glitchfish
Posts: 33


Totally true sackbot at any angle jump also can be done (already someone has done this in the beta) as for motors and piston the don't seem to have full 3axis. But with the new animation tweaker there will be a work round, what you have to remember at the gamejam we didn't have time to go through all the options as we also had to build a level, so they will be many things we didn't come across one thing a can say is this new version can do about everything you want, this is a game changer a massive leap much bigger then lbp1 to lbp2, it will take a long time to master this one, but when you do some amazing things will be done.2014-09-18 07:21:00

Author:
scarybiscuit
Posts: 106


Thank you for your reply. It's not bad organization if you wanted to toggle one or both of them on/off.

Also do you think you could answer my other question about the broadcaster chip: Do all tagged objects share the same output or do they act independently as if all of them had duplicate microchips with the same logic? Meaning if a broadcaster chip had a danger tweaker hooked to a player sensor, would all the tagged objects set fire, or just the one sackboy approached?

Just the one approached. It works as if there is a new microchip wherever the tag is.
2014-09-18 08:00:00

Author:
moleynator
Posts: 2914


So, can you now set objects to rotate on the z-axis?2014-09-18 09:33:00

Author:
Ali_Star
Posts: 4085


Film makers are going to LOVE this stuff and, at last, it won't be so painful watching those cutscenes (< sort of a confession)

Just ONE teeny-weeny question: Can we turn off sound effects so that we can add our own?

You can still turn physics sounds off, but as far as checkpoints etc go, i'm not certain, havent played with that yet. I feel ya there though, used to get very irritated with tweaking global sounds to mask them at the start of a level etc!


@rialrees Thank you again so much for your continuing efforts to share all this knowledge with us! All this work you've been doing on our behalf is so great; I really appreciate it!

And thanks again to glitchfish and the others joining in too!

And oh, here's a new question...LBP2's render engine looked very different than LBP1. I know you all were seeing LBP3 in 1080p on PS4, but I'm wondering if the render engine has been overhauled beyond increased resolution? Will old levels look the same, only crisper, or are things like lighting and fire effects upgraded?

How do level backgrounds work with so much layer depth now? Seems like they might look too far away, or maybe there's a new setting?

I have no idea how the backend works, but it looks gorgeous. It's not the light years leap that some might be hoping for, but my jaw certainly dropped when I saw the change to textures (especially the characters, oh my, that fuzz on sackboy's bald noggin' !) As for the old levels, erm..... we didn't have any to play with at the jam... so I can't comment I'm afraid Time will tell!

As for the level backgrounds, they work fantastically - you can also move them about now. So if there's a spot on a background design that you want to use as a backdrop for a certain part of your level, you can shift it about, up and down or left and right, till it lands on the right spot. They look just right, so long as you build the level appropriately - remember the camera will shift towards the back of the level if you want it to also, so you can get those yummy background even closer to the actin


Ooo, I have one. Did any of you play with the danger tweakers? Is there a color tweak for the fire danger?

Oh, can you turn the visuals off on the powerups and the de-powerups? Not that actual thing you hold, the little station thing where you get them.

These, for example:
http://i85.photobucket.com/albums/k46/corn_fest/lbp5.jpg

Erm... pass. I know that you can use a sackpocket tweaker to give a custom powerup to a player, which means you don't have to use the pedestal for those. As for the older powerups, don't know to be honest - was too busy playing with the shinies!


So, can you now set objects to rotate on the z-axis?

I don't recall seeing an object rotator, but you can do so with decorations, and you can control it far more, so that's a step in the right direction
2014-09-18 09:58:00

Author:
rialrees
Posts: 1015


So will we finally see this expression ----> in the game?2014-09-18 13:17:00

Author:
Francesco734
Posts: 19


So will we finally see this expression ----> in the game?

Well the sackboy smirk shown in the launch trailer is there so perhaps i didn't mess around with them much! But the extent of animations is bloody huge!!! XD
2014-09-18 13:34:00

Author:
Glitchfish
Posts: 33


Well the sackboy smirk shown in the launch trailer is there so perhaps i didn't mess around with them much! But the extent of animations is bloody huge!!! XD

Guess you have a point! Thanks for the answer!
2014-09-18 14:02:00

Author:
Francesco734
Posts: 19


the artwork for costumes is, as far as i know, usually made as a rendered piece of artwork, and so there is no reason to believe that the emotion in that image was ever actually in the game. But all existing emotions, and the transitions between them, are in the animation tweak, and editable with start times etc, so who know what funny faces you'll be able to twist out of it.2014-09-18 14:10:00

Author:
rialrees
Posts: 1015


It's Mnniska and no one else! 2014-09-18 14:41:00

Author:
Sharktrexer
Posts: 21


Well I'll ask couple questions again that I asked rialrees in private messages some days ago to see if any of the other jam people have a idea since she wasn't sure about couple of them.

Is the render bug (AKA deco render bug) fixed in LBP3? Since the name of the bug is a bit vague I'll explain a bit. in LBP2 the way that curtain kinds of objects are rendered was broken in LBP2 even tho it worked fine in LBP1. You can easily see this bug in action by placing a deco inside a sackdoll's mouth and afterwards closing the mouth and moving the head around a bit to get a good view... you'll notice that even tho it's closed you can still very often see the deco showing up clear as day even tho it's inside the sack doll where you shouldn't be able to see it! This problem was rightly fixed in LBPvita and I'm assuming it is in LBP3 too... but just wanted to check to be sure.

Another problem on LBP2 was when you had many objects on screen at the same time (IMO it's not even that much) everything visually would disappear and start to appear as (!) symbols... Which got really annoying fast if you are a person who loves making detail work... or a sticker/light based level. But anybody know if this was fixed at all?

And yet another problem on LBP2 is the speed blur. If you don't understand, speed blurring in games is a effect where fast moving objects are blurred to appear even faster... often used in games that are only 30 FPS. But the problem is if you want to make a fast paced level... for example a auto run level where the level is automatically moving on it's own and in this case set to a speed of 20+ mover speed to the right, But you'll noticed that the objects are so blurry that you can barely tell what anything is. This might be 1 problem nobody will know is fixed yet since not many people make fast paced levels in LBP.

-----

Otherwise there's not much else for me to ask since I already got answers on that there's no real new tools or new features or much of anything new for costume/character creators in LBP3 to speak of it seems... Which was what I mainly was interested in... And before anyone says it, No I don't count Toggle and the other 2, Especially since I don't have any real personal use for them, They are just not my kind of style. *mew
2014-09-18 14:48:00

Author:
Lord-Dreamerz
Posts: 4261


the artwork for costumes is, as far as i know, usually made as a rendered piece of artwork, and so there is no reason to believe that the emotion in that image was ever actually in the game. But all existing emotions, and the transitions between them, are in the animation tweak, and editable with start times etc, so who know what funny faces you'll be able to twist out of it.

Oh I know they were just artworks, I just wanted to use that face in the actual game cause it looks amazing!
2014-09-18 15:40:00

Author:
Francesco734
Posts: 19


Well I'll ask couple questions again that I asked rialrees in private messages some days ago to see if any of the other jam people have a idea since she wasn't sure about couple of them.

Is the render bug (AKA deco render bug) fixed in LBP3? Since the name of the bug is a bit vague I'll explain a bit. in LBP2 the way that curtain kinds of objects are rendered was broken in LBP2 even tho it worked fine in LBP1. You can easily see this bug in action by placing a deco inside a sackdoll's mouth and afterwards closing the mouth and moving the head around a bit to get a good view... you'll notice that even tho it's closed you can still very often see the deco showing up clear as day even tho it's inside the sack doll where you shouldn't be able to see it! This problem was rightly fixed in LBPvita and I'm assuming it is in LBP3 too... but just wanted to check to be sure.

Another problem on LBP2 was when you had many objects on screen at the same time (IMO it's not even that much) everything visually would disappear and start to appear as (!) symbols... Which got really annoying fast if you are a person who loves making detail work... or a sticker/light based level. But anybody know if this was fixed at all?

And yet another problem on LBP2 is the speed blur. If you don't understand, speed blurring in games is a effect where fast moving objects are blurred to appear even faster... often used in games that are only 30 FPS. But the problem is if you want to make a fast paced level... for example a auto run level where the level is automatically moving on it's own and in this case set to a speed of 20+ mover speed to the right, But you'll noticed that the objects are so blurry that you can barely tell what anything is. This might be 1 problem nobody will know is fixed yet since not many people make fast paced levels in LBP.

-----

Otherwise there's not much else for me to ask since I already got answers on that there's no real new tools or new features or much of anything new for costume/character creators in LBP3 to speak of it seems... Which was what I mainly was interested in... And before anyone says it, No I don't count Toggle and the other 2, Especially since I don't have any real personal use for them, They are just not my kind of style. *mew

Ok where the rendering is concerned with decorations, It probably isn't fixed, Where the exclamation mark is concerned, You can't remove it directly! but by using the new thermo you can make the level run smoother and less choppy and slow! Although If you are just making objects, it may be fixed on PS4 due to more ram! However due to my create style I hardly experience this issue! And when I do it's probably due to just to much in one area ! It's more of a warning if anything!

The speed blur however I believe is just how lbp works! I don't think you can do anything about that D:! Sorry if these answers seem quite bleh! I'm sorry XD
2014-09-18 16:33:00

Author:
Glitchfish
Posts: 33


Sorry if these answers seem quite bleh! I'm sorry XD

Thanks for replying. Tho bit of a shame you don't know for sure what the answer is to some of what I asked.

But I believe the render bug surely has to be fixed, it'd be outrageous for it to still be there... I'm really not sure I'd want to touch LBP3 if it's in there still. *mew
2014-09-18 16:50:00

Author:
Lord-Dreamerz
Posts: 4261


Thanks for replying. Tho bit of a shame you don't know for sure what the answer is to some of what I asked.

But I believe the render bug surely has to be fixed, it'd be outrageous for it to still be there... I'm really not sure I'd want to touch LBP3 if it's in there still. *mew


First of all I would like to point out something, all the jammers including myself played the ps4 version from what I have been told has some different code between the ps3 version which means one version will do things like render different.

But on a bigger thing and this is not directed at any one in particular we just are not always able to answer some of your questions as the gamejam was not the developers giving us a presentation on the new features it was a gamesjam were the creators are given a close to complete beta of the game. Which then we were left to produce a level of anything which we wanted to. Which means many details we would not have seen as we need to focus on creating, so sometimes are answers are just what we experienced, this can change as I was told they are still playing with layout of tools and there position.

Still happy to answer questions but just maybe don't get to bog down with detail as 24hours was impossible to go through the game tools, costumes, materials, sounds, New lights, sticker and 100000 other options. I would maybe suggest if you have a very detailed question or concern it may be worth asking sumo directly.


Scarybiscuit
@scarybiscuitlbp
2014-09-18 18:31:00

Author:
scarybiscuit
Posts: 106


I did a little experiment myself in the level i was building. I placed about 40 stickers and decorations in a small section ect to see if i would get them explanation marks. They never popped up and it seemed to run fine. So from what i seen, it seemed to be fixed. 2014-09-18 18:32:00

Author:
RtooDee2
Posts: 175


I have a huge question to ask : does the powerups you make have to be in sackboy's hand? For example I wanted to make a level where you have a belt gear that shoots ropes. And what if you want your power up to be a helmet?

Another question is the pod.
Is it going to be bigger since there are 16 layers now? And will you be able to get a close up view of sackboy while in the pod? Will there be a wardrobe in the pod?
About the decoration rotator: Has it been fixed that when you minimize it's size to the smallest it stretches out to the foreground like any ready made objects do?
About the animator tweaker : Are there new animations to play with?
Can you also tweak pistons to be at a sertain position instead of setting it to possitional and changing percentages? This will make it easier to create elevators.
Please reply..... Thank you!
2014-09-18 18:33:00

Author:
Mean-Teen
Posts: 8


I didn't play much with operations at the gamejam but have experimented a little in the beta. There is a thing called a blaster handle and were you put it is we're he holds it have not as ye see bespoke powers not been held at you assign logic to the blaster handel to make the power up work.

Sorry not much help.

Scarybiscuit
@scarybiscuitlbp
2014-09-18 18:42:00

Author:
scarybiscuit
Posts: 106


Also, the pod is pretty much the same as in the other games. 3 layers and no wardrobe unfortunately2014-09-18 18:45:00

Author:
RtooDee2
Posts: 175


Still happy to answer questions but just maybe don't get to bog down with detail as 24hours was impossible to go through the game tools, costumes, materials, sounds, New lights, sticker and 100000 other options. I would maybe suggest if you have a very detailed question or concern it may be worth asking sumo directly.



All I said was it was a bit of a shame that you guys didn't know. I was not getting mad on you folk for not knowing... Afterall what would be the point in that?
2014-09-18 18:46:00

Author:
Lord-Dreamerz
Posts: 4261


There are a whole bunch of object tweakers which means you can reshape, squeeze and much more, so I guess if you need to reshape a object you will do it there.

Scarybiscuit
@scarybiscuitlbp

- - - - - - - - - -


All I said was it was a bit of a shame that you guys didn't know. I was not getting mad on you folk for not knowing... Afterall what would be the point in that?

Did attend to come across like that, just don't want to disappoint anyone with what we know.
2014-09-18 18:46:00

Author:
scarybiscuit
Posts: 106


Also, the pod is pretty much the same as in the other games. 3 layers and no wardrobe unfortunately

Did the controller change shape to dual shock 4? Speaking of which, touchpad functionality?
2014-09-18 18:53:00

Author:
RockSauron
Posts: 10882


So the game camera's are the same as in lbp2? Is there any more range? Are they more flexible with regards to over the shoulder view or top down view?2014-09-18 18:54:00

Author:
EinRobot
Posts: 739


Did the controller change shape to dual shock 4? Speaking of which, touchpad functionality?

Same controller in the pod and when you touch the touch pad it brings up your popit. Moving your finger over the pad selects the items ect.

As far as the camera is concerned, you can change the layers that you want it to operate in. So moving from layer 1 to 16 with 2 cameras set up will make it flow beter with no jerking effect.
2014-09-18 19:08:00

Author:
RtooDee2
Posts: 175


Pod wise I don't think we're ment to say to much about that bit.

There's some touch pad in create mode but it's not oversused as it would cause cross platforms issues with the ps3

Camera wise very similar to before, but you can set how layers it detects over. My 3D camera are glitches in the jam was the same way to LBP2 and vita. No 3D camera
2014-09-18 19:09:00

Author:
scarybiscuit
Posts: 106


Just for everyone, I don't believe we are allowed to actually talk about the Pod, Music, Story or Voice actors :S! Anything else it's fine!2014-09-18 19:38:00

Author:
Glitchfish
Posts: 33


Camera wise very similar to before, but you can set how layers it detects over. My 3D camera are glitches in the jam was the same way to LBP2 and vita. No 3D camera

LBP3 Disappointments: 0 --> 1

Darn. A proper 3D camera would open so many new avenues for gameplay and level styles. 3rd person, maybe even 1st person levels. I wonder why they didn't add one.
2014-09-18 19:55:00

Author:
Ryuhza
Posts: 355


LBP3 Disappointments: 0 --> 1

Darn. A proper 3D camera would open so many new avenues for gameplay and level styles. 3rd person, maybe even 1st person levels. I wonder why they didn't add one.
Yeah, I was excited about the possibilities that a less limited camera would have brought. Oh well, we of the lbp community are no strangers to workarounds.
2014-09-18 20:17:00

Author:
EinRobot
Posts: 739


Yeah, I was excited about the possibilities that a less limited camera would have brought. Oh well, we of the lbp community are no strangers to workarounds.

One day this franchise (or something like it ... MM) will do away with such words.
2014-09-18 21:21:00

Author:
GribbleGrunger
Posts: 3910


One day this franchise (or something like it ... MM) will do away with such words.I hope so, course then we would probably just push up against the next wall...and clever folks will find a way round. But seriously my workarounds don't always workaround. All this new logic to learn and all the old ways of trickery from lbp2. I need a training montage, double length.2014-09-18 22:14:00

Author:
EinRobot
Posts: 739


Yeah, I think unless they give us the source code and all the assets we'll always have walls and workarounds. But it's not so bad, it gives us something to strive for, an impossible dream.. Dooon Quijoteeee! 2014-09-18 22:58:00

Author:
Rogar
Posts: 2284


My 3D camera are glitches in the jam was the same way to LBP2 and vita. No 3D camera

I looked it up a bit the other day, is the glitch done by putting the camera in a controlinator and then changing the axis on which the controlinator is affixed?


LBP3 Disappointments: 0 --> 1

Darn. A proper 3D camera would open so many new avenues for gameplay and level styles. 3rd person, maybe even 1st person levels. I wonder why they didn't add one.

I guess we can still hope that they will add it in before launch, or maybe after launch in a patch. This is definitely a big deal to me too.
2014-09-18 23:12:00

Author:
KAPBAM
Posts: 1348


This. Sounds. Fantastic.2014-09-18 23:32:00

Author:
Nurolight
Posts: 918


I wonder what happens if you take two broadcaster chips labeled "A" and "B" and put in them tags "B" and "A" respectively. Will the game a'splode? Nah, most likely b chips can't broadcast other b chips or at least they can't broadcast within a broadcast. That's why I wonder: if two b chips have the same tag, will one just not work. If the previous posts are anything to go by, they might.

This is just commentary. I can wait till the game comes out. ...or can I?
2014-09-19 00:00:00

Author:
MMLgamer
Posts: 183


Is there an estimate to when the video will be released? How long do Game Jam videos typically take?2014-09-19 00:50:00

Author:
The5rozos
Posts: 952


Is there an estimate to when the video will be released? How long do Game Jam videos typically take?

Two weeks or so...
2014-09-19 00:54:00

Author:
Tikaki-MooMoo
Posts: 524


I'm nervous… how many useful glitches from LBP2 are going to make the transfer over to LBP3?
The "90? Rotator" and the "Floating Emitter" tools are invaluable when creating. Not to mention the cool aesthetic glitches like 3D cam.
Taking things like these away would be really sad indeed...
2014-09-19 03:54:00

Author:
Bonnell7
Posts: 100


Yes when i heard the new stuff i kind of built logic in my mind, lol a bad habit from lbp2. Now I'm thinking if you dont have motors and pistons on 3 ax. You still have movers and rotators. I think that can help ppl to create on top down. I going all the way with 3D levels and 16 playable layers or levels. Something that i really hope is that we can have thick and thack from comphermc so we can do small steps or furniture. Well guys I want to talk to much stuff... but one little step at the time.

Thanx for the quick answer.


Wait wait..... no 3D camera? For GOD sake this is really necessary for great 3D experience. Please do before throwing the level to us.

Hellyeah out
2014-09-19 04:40:00

Author:
HellYeah1982
Posts: 192


Does anyone at all know if power ups can only be placed in the hand? Can't it be placed anywhere else like the weist or head?!2014-09-19 10:24:00

Author:
Mean-Teen
Posts: 8


Erm... pass. I know that you can use a sackpocket tweaker to give a custom powerup to a player, which means you don't have to use the pedestal for those. As for the older powerups, don't know to be honest - was too busy playing with the shinies!

Err... I have an answer to that question. Although not to sure if I'm allowed to share?
2014-09-19 11:53:00

Author:
Mr_Fusion
Posts: 1799


No idea, but I'd hazard a guess at no for now. Bah. I hate grey areas. 2014-09-19 13:26:00

Author:
rialrees
Posts: 1015


rialrees, et. al., thanks for putting this together and answering so many questions! Honestly not sure if it's helping to pass the time before launch, or making it worse!

I've seen a couple of questions asked about a HUD layer (similar to LBPK), but I didn't see any responses one way or another. Any word on this feature?

Also, any chance that we'll finally have access to some of the output features on the controllers, such as the vibration (all), light (Move, DS4), or speaker (DS4)? Or, perhaps DS4 touchpad functionality in our levels (beyond create)?

Thanks!
2014-09-19 13:58:00

Author:
fitchn
Posts: 10


Here's a few questions:

1. What exactly is the shardinator?
2. RiaLRees said that collectibells don't reappear once collected. So does that mean they won't take up space afterward or would collected collectibells be like empty prize bubbles?
3. If collectibells aren't farmable, does that mean each one will be numbered? So if an emitter emits the same collectibell, collecting one is like collecting all of the emitted collectibells from that emitter?
2014-09-19 15:00:00

Author:
MMLgamer
Posts: 183


Here's a few questions:

1. What exactly is the shardinator?
2. RiaLRees said that collectibells don't reappear once collected. So does that mean they won't take up space afterward or would collected collectibells be like empty prize bubbles?
3. If collectibells aren't farmable, does that mean each one will be numbered? So if an emitter emits the same collectibell, collecting one is like collecting all of the emitted collectibells from that emitter?
I can answer #1. Have you seen the scenes where toggle runs into a wall and the wall blows out in all directions? That's the shardinator.


https://www.youtube.com/watch?v=iRzJgzvAUwU#t=31

Check out the ice at :30. EDIT: erm...30 seconds.
2014-09-19 15:21:00

Author:
Biv
Posts: 734


Oh man. Stop making me drool about LBP3, people will think I'm retarded :|(I'm at school, so... yeah, would be a bit awkward amirite)

[Late post, was gonna post this at school but for some random reason there was a giant delay between 13:00 and 18 : 30.]
2014-09-19 17:27:00

Author:
hamorgan
Posts: 145


LBP3 Disappointments: 0 --> 1

Darn. A proper 3D camera would open so many new avenues for gameplay and level styles. 3rd person, maybe even 1st person levels. I wonder why they didn't add one.

Maybe they revamped the Gameplay and Movie cameras to have 360 degree rotation. They've added so many features that would allow for proper 3D levels that I'd find it hard to believe that they would forget about the most important thing.
Worst case scenario, they're saving a proper 3D camera for DLC.
2014-09-19 17:28:00

Author:
Chdonga
Posts: 388


Maybe they revamped the Gameplay and Movie cameras to have 360 degree rotation. They've added so many features that would allow for proper 3D levels that I'd find it hard to believe that they would forget about the most important thing.
Worst case scenario, they're saving a proper 3D camera for DLC.

Since you can run around in circles (literally, in circles) in LBP3, which was revealed at the Twitch broadcast of gamescom where they showed LBP3, I think there's a high chance of there being a 3D camera. After all LBP3 is LBP3D, not LBP3 minus 3D. If there isn't gonna be a 3D camera there at least will be a 3D option for the Game Camera/Movie Camera.
2014-09-19 18:22:00

Author:
hamorgan
Posts: 145


Maybe they revamped the Gameplay and Movie cameras to have 360 degree rotation. They've added so many features that would allow for proper 3D levels that I'd find it hard to believe that they would forget about the most important thing.
Worst case scenario, they're saving a proper 3D camera for DLC.
I was thinking that as well. They seem to have put in a lot of other things to create 3D type game play (top down race gate, etc.) It seems strange that they would not expand the camera parameters to match it. Honestly more freedom with the camera would be one of the biggest game changers and something I thought would have been a given.
2014-09-19 18:32:00

Author:
EinRobot
Posts: 739


Since you can run around in circles (literally, in circles) in LBP3, which was revealed at the Twitch broadcast of gamescom where they showed LBP3, I think there's a high chance of there being a 3D camera. After all LBP3 is LBP3D, not LBP3 minus 3D. If there isn't gonna be a 3D camera there at least will be a 3D option for the Game Camera/Movie Camera.

Apparently, that was just a tricky manipulation of the animations feature.

Personally, seems a bit more tricky than I would think it should be, if you have to set it up yourself...
2014-09-19 19:06:00

Author:
RockSauron
Posts: 10882


Anybody know if there is precise layer thickness tuning in LBP3 like there was from LBPV?

If ya don't know what I mean then just mess with sticker panel material on LBP2 and copy and paste a thin block of it a ton of times then look closely... Even tho they are all the on the same layer their exact placement within the layer is little different randomly. This was a feature you could use on any mat in LBPV and i just wondered if it made it's way in LBP3 or not. *mew
2014-09-19 20:58:00

Author:
Lord-Dreamerz
Posts: 4261


Apparently, that was just a tricky manipulation of the animations feature.

Personally, seems a bit more tricky than I would think it should be, if you have to set it up yourself...

It's the use of animations plus the advanced in/out mover. Doesn't seem all that tricky with the tools we're provided, and Geruvah said it wasn't difficult to make.
2014-09-19 21:00:00

Author:
Ryuhza
Posts: 355


Hopefully the fact that there not telling us anything about the pod means they'll make improvements to it. And if they don't I'll be really disapointed.2014-09-19 22:15:00

Author:
Mean-Teen
Posts: 8


They're going out of there way to make this a great game aren't they?2014-09-19 22:26:00

Author:
Jnick1999
Posts: 13


Nope, no controllinators.

......


Anywho. Yes. Lots of good things. Still more than I could possibly cover. There's loads to discover

Thanks Ria for the in depth description. I am sure that provided a lot of information for everyone. I am defiantly excited to see this work--it sounds very interesting and we should see greater cinematics in this next entry coming from the community.
2014-09-19 22:38:00

Author:
Rpg Maker
Posts: 877


Hopefully the fact that there not telling us anything about the pod means they'll make improvements to it. And if they don't I'll be really disapointed. There's a leaked beta video (not telling you where) and the Pod looks exactly the same,what do you mean improvements?2014-09-20 01:07:00

Author:
Jnick1999
Posts: 13


rialrees, et. al., thanks for putting this together and answering so many questions! Honestly not sure if it's helping to pass the time before launch, or making it worse!

All this talk of features got me sketching, and today I even got back into LBP Vita to test out an idea I had that didn't require the new features. So for me it's currently helping me pass the time, though I suspect the final weeks before launch will be excruciating lol.

Speaking of Vita, I had forgotten this, but you COULD turn off the checkpoint sound effect (as well as others I believe). I'm going to go ahead and assume that'll make it over to LBP3, which is awesome!


Maybe they revamped the Gameplay and Movie cameras to have 360 degree rotation. They've added so many features that would allow for proper 3D levels that I'd find it hard to believe that they would forget about the most important thing.
Worst case scenario, they're saving a proper 3D camera for DLC.

From what has been said in this thread, it sounded like the camera was untouched in the version of the game they played at the Game Jam. I'm optimistic that the devs just hadn't finished working on the camera tool, and that the final camera that will make it in LBP3 will be more flexible... I'm really crossing my fingers on that one.
2014-09-20 03:18:00

Author:
KAPBAM
Posts: 1348


I'm optimistic that the devs just hadn't finished working on the camera tool, and that the final camera that will make it in LBP3 will be more flexible... I'm really crossing my fingers on that one.

Keep 'em crossed.

http://cdn.buzznet.com/assets/users16/falloutboyluvr96/default/everyone-world-cross-their-fingers--large-msg-117995562012.jpg
2014-09-20 09:09:00

Author:
Ryuhza
Posts: 355


Epic write up, rialrees! It seems like you're the only jammer! Don't think this has been mentioned: can we adjust the default settings for certain things? Like for materials, say the current default setting is normal. Can I make it so every material I place down is set to static or will I have to change the setting for every piece I put down myself?2014-09-20 14:55:00

Author:
Reef1978
Posts: 527


I wasn't really paying much attention to all the LBP3 info, so I am just wondering beside emotion customization feature are there any other new tools / options for better movie creation?2014-09-20 17:08:00

Author:
Stampy
Posts: 86


Thanks for the awesome write up. Really exciting to read. I'm curious, does anyone know how the 16 layers work? Is it 8 thin layers (that you put stickers, decorations, etc on) and 8 thick layers (places sackboy can move and jump) or is it different?

Thanks.
2014-09-20 18:08:00

Author:
Keith
Posts: 37


Thanks for the awesome write up. Really exciting to read. I'm curious, does anyone know how the 16 layers work? Is it 8 thin layers (that you put stickers, decorations, etc on) and 8 thick layers (places sackboy can move and jump) or is it different?

Thanks.

when people say LBP3 has 16 layers they mean 16 thick playable layers. Just like when people say LBP1/2 only has 3 layers. Which means there should also be 17 separate thin layers in LBP3. *mew
2014-09-20 18:16:00

Author:
Lord-Dreamerz
Posts: 4261


when people say LBP3 has 16 layers they mean 16 thick playable layers. Just like when people say LBP1/2 only has 3 layers. Which means there should also be 17 separate thin layers in LBP3. *mew

So there are 33 layers total? Wow,I'd say that's an improvement over the usual 7.
2014-09-20 18:26:00

Author:
The5rozos
Posts: 952


So there are 33 layers total? Wow,I'd say that's an improvement over the usual 7.

I would had liked a bit more to be honest. 33 or whatever is a strange number imo. *mew
2014-09-20 18:34:00

Author:
Lord-Dreamerz
Posts: 4261


You know, they may have meant 16 layers total thin and all. with the trailers only going to 3 - 4 layers at a time without going to a launch pad... Just kidding (I hope) I mean the jam videos must have shown otherwise I think.

I just hope everything with sensers and things and stuff are possible on day of release, with the whole a bit more than beta but not yet done thing I guess the lbp3jam version was more of a alpha or something not yet done... maybe.
2014-09-20 22:36:00

Author:
DannieSam
Posts: 63


You know, they may have meant 16 layers total thin and all. with the trailers only going to 3 - 4 layers at a time without going to a launch pad... Just kidding (I hope) I mean the jam videos must have shown otherwise I think.

I just hope everything with sensers and things and stuff are possible on day of release, with the whole a bit more than beta but not yet done thing I guess the lbp3jam version was more of a alpha or something not yet done... maybe.

He said that LBP usually had 3 layers and LBP3 had 16, so that suggests he's talking about the think layers.
2014-09-21 00:08:00

Author:
GribbleGrunger
Posts: 3910


So I have a question that just came to mind concerning the Object Saver. Here's an example: Let's say I have a level in which there is a big tree at the end. This tree needs to be special to the player, so I want him to be able to decide how it looks. So I make another small intro level in which there is only the tree, and the player can decorate it with stickers and decorations so it looks just how he wants. Can I use the Object Saver to capture that unique tree and have it so that in the full level, when the player gets to the end, the tree looks exactly how he decorated it?

2nd part to that question. (Get ready to try to wrap your mind around this one...) What if there are 4 trees at the end of the level and I want 4 players to be able to see one of each as their own unique tree... Can that be done? For example each player visits the single-player intro level in which there is only one tree and they each individually decorate it. Those 4 players then get together and play the full level. Can I make it so that each of the 4 trees at the end looks like one of the 4 players' unique trees?
2014-09-21 01:29:00

Author:
KAPBAM
Posts: 1348


He said that LBP usually had 3 layers and LBP3 had 16, so that suggests he's talking about the think layers.
Yeah, but what if Sumo Digital meant 16 total layers instead of 16 playable (average sackling can stand on) layers. By that I mean 7 full layers 8 thin layers and an extra 1 backround customisation layer if you didn't understand completely.
2014-09-21 02:23:00

Author:
DannieSam
Posts: 63


Yeah, but what if Sumo Digital meant 16 total layers instead of 16 playable (average sackling can stand on) layers. By that I mean 7 full layers 8 thin layers and an extra 1 backround customisation layer if you didn't understand completely.

They didn't.

16 total layers would be little more than double what we have now, and we've got plenty of trailers that show many more layers in use than that.
2014-09-21 03:15:00

Author:
Ryuhza
Posts: 355


See the skateboard race in one over the vids? Each board was three playable layers each. So, if you just count the four boards, that's already 12 layers. So 16 playable.2014-09-21 05:13:00

Author:
Biv
Posts: 734


16 layers thats it. But what about 3d cameras? Is it possible or we need to glitch it again. Oh by the way I have my ps4 and preorder lbp3 now its just the right time to wait. Please if you know something about cameras on the game share info.2014-09-21 07:37:00

Author:
HellYeah1982
Posts: 192


I want to know a little more about tool that shatters things. I'm assuming it has a setting that allows the user to decide how many fragments it shatters into but what if you didn't want it to fall apart. Let's say I want to make a breakout game and each block has 3 lives before they eventually shatter and fall apart. Could I set them to crack in large then medium and then small segments before eventually breaking apart?2014-09-21 08:12:00

Author:
GribbleGrunger
Posts: 3910


So I'll take it that the general consensus is 16 playable layers? If so, that's going to be amazing, considering the insane things people did with only three. You could restrict each player to a set of 4 and use that to make co-op levels.

What would really impress me with LBP3, is the ability to make split screen. Does anyone know if this is possible?
2014-09-21 15:18:00

Author:
Keith
Posts: 37


We saw all of our friends and Sackboy flying between what looked like 6 layers at a time on occasions, walls have come from far into the background, and things shown in videos sometimes are generally way more than 3 layers apart, or more than 3 layers high for top-downy things. It just seems like Sumo only builds on one layer at a time, because I don't remember ever actually seeing anybody WALK between layers. We've seen the bendy rails and the layer launchers, but I can remember few moments that characters have directly walked between layers. Like at the end of the Create Demo, or when Toggle walks on a treadmill or smashes through walls. But the point is, I'm pretty sure that the playable layers amount 16...more layers than a burrito.2014-09-21 15:28:00

Author:
Mega_Mario_Man
Posts: 28


just to confirm - there are 16 playable (thick) layers in the game.

as for the other tools.... I have a headache lol - in the middle of DIY at home today but will pop back in again to look at the more in depth question soon.
2014-09-21 15:50:00

Author:
rialrees
Posts: 1015


Wow everything sounds incredible! I can't wait to try it myself, Thanks so much rialrees. 2014-09-21 16:33:00

Author:
mattman111
Posts: 188


as for the other tools.... I have a headache lol - in the middle of DIY at home today but will pop back in again to look at the more in depth question soon.

Definitely don't look at my question while you have a headache, it's liable to make it much worse lol.
2014-09-21 16:50:00

Author:
KAPBAM
Posts: 1348


I do not think there will be a 3D camera or at launch at least.

The problem is that its too revolutionary, it would be another game changer to LBP3 on its own. Secondly, if they add a 3D cam, they would need to apply this to the story levels or some of them at least and with the release coming soon i doubt they have the time.

I see a 3D cam as a glitch always, and I am sure the community will make one when LBP3 arrives.

-hyper
2014-09-21 17:15:00

Author:
hyperdude95
Posts: 1793


I do not think there will be a 3D camera or at launch at least.

The problem is that its too revolutionary, it would be another game changer to LBP3 on its own. Secondly, if they add a 3D cam, they would need to apply this to the story levels or some of them at least and with the release coming soon i doubt they have the time.

I see a 3D cam as a glitch always, and I am sure the community will make one when LBP3 arrives.

-hyper

I don't think being "too revolutionary" is a viable reason for not including a 3D Camera. Maybe running out of time is a reason, but that depends on where they are with the rest of the game, or if they are doing it in secret, how high the priority is for them. They did add another former glitch to the game though: 3D Layers, IIRC. That's what you call an Ascended Glitch, where they take a glitch in one game and make it an actual function in a sequel, so Sumo could do that, potentially.

See also: Ascended Glitch. They actually listed the 3D Layers on that page, under LittleBigPlanet under Platformer.
http://tvtropes.org/pmwiki/pmwiki.php/Main/AscendedGlitch
2014-09-21 19:42:00

Author:
Mega_Mario_Man
Posts: 28


Secondly, if they add a 3D cam, they would need to apply this to the story levels or some of them at least and with the release coming soon i doubt they have the time.

If they've already added it, how hard would it be to attach a 3D camera to one of their top-down levels? They wouldn't need an entire world centered around it or anything.
2014-09-21 22:07:00

Author:
Chdonga
Posts: 388


Quick question(s). Will the 3D cameras currently on many items and levels still be 3D? If so, is the camera angle changed? Has the gravity changed at all? If any of this changes my current aircraft will be in trouble. The 3D camera angle being maintained is crucial so that I can calibrate my lead computing gunsights and my flight/lift system are tailored to LBP2's gravity settings being at 100.

If I don't get my way so be it. I filled half the thermo with 1 plane in LBP2, and i'll do it again. Im going to try and incorporate advanced flight models, interactive cockpits, and i'm going to make a fully functional aircraft engine to put in the plane. I will push this game to the limit!
2014-09-23 00:43:00

Author:
IAB98
Posts: 23


Oh gosh thank you! I wish I had a time machine. :/2014-09-23 01:33:00

Author:
CamostarAtIsabella
Posts: 188


I do not think there will be a 3D camera or at launch at least.

The problem is that its too revolutionary, it would be another game changer to LBP3 on its own. Secondly, if they add a 3D cam, they would need to apply this to the story levels or some of them at least and with the release coming soon i doubt they have the time.

I see a 3D cam as a glitch always, and I am sure the community will make one when LBP3 arrives.

-hyper

Already giltched the 3D camera on my frosty (gamejam level) plus giltched it on more than one occasion on the beta, its the same as LBP2
The main issue you have with the 3D level is still the rotating around the player, but having 16 thick playable layers opens up some great playable options, also I don't think they will be a proper 3D camera as you have to remember this version is still utilising alot of the original LBP code, to add a full 3D camera would mean adding not just the camera it would involve new control systems and other things like 3D checkpoints and materials which look ok both ways as mesh does not always look right. If a 3D version was added it would have to be a option which you choose before you start creating as they would also have to add you types of backdrops. creators who use 3D use alot of workarounds and its a skill and some creators wouldn't want to do that so to create a full 'proper' 3D version would take a huge investment and they would also have to build to story levels to showcase how it would works. They are many thing which creators expand beyond the normal creation of levels I guess they just can't build something which suits all. But they can give you the tools to try for yourself and use your creative workarounds, that's half the fun and the challenge of the game.

Once I have a full version of LBP3 I will glitch a 3D camera and give it away for everyone.

Scarybiscuit
Twitter @scarybiscuitlbp
Attend GamesJamLBP3 2014

Link to frosty (3D level video) https://vine.co/v/OarWWOn6Q1O
2014-09-23 13:40:00

Author:
scarybiscuit
Posts: 106


I can understand how hard it would be to add a 3D camera. It just seems strange to add 3Dish top down features (race gate, sack boy rotator) with out adding a more free form camera.2014-09-23 15:56:00

Author:
EinRobot
Posts: 739


Once I have a full version of LBP3 I will glitch a 3D camera and give it away for everyone.

Much obliged I know a lot of us will appreciate that. Though I will certainly like to fiddle with the camera to reproduce the glitch myself as well!

In regards to a proper 3D camera being in the game, I think your argument is good for why it wouldn't be, but I propose a counter argument (if nothing else but for the sake of discussion). Considering all your points to how it would require extra work from the devs to make sure everything looked right in 3D before they give us a 3D camera, I say they don't necessarily have to. Make it a separate tool, one that is labeled "Advanced" so as to warn new or less skilled creators to use it at their own risk. Hell release it as DLC so that truly only those that plan to use it have access to it. I think the community is diverse enough, and full of creative people, that advanced tools can be released that might be labeled as "in beta". Those of us who care to invest the time to use them wisely would likely come up with great gameplay ideas, like we do with all the other tools already.

All I'm saying with that, is that it could be done, even if not perfect, for us to enjoy the freedom of a true 3D camera. Though I suspect you are correct about it not happening (your reasoning makes a lot of sense), I and I suspect others will keep dearly hoping for one!
2014-09-23 16:12:00

Author:
KAPBAM
Posts: 1348


Much obliged I know a lot of us will appreciate that. Though I will certainly like to fiddle with the camera to reproduce the glitch myself as well!

In regards to a proper 3D camera being in the game, I think your argument is good for why it wouldn't be, but I propose a counter argument (if nothing else but for the sake of discussion). Considering all your points to how it would require extra work from the devs to make sure everything looked right in 3D before they give us a 3D camera, I say they don't necessarily have to. Make it a separate tool, one that is labeled "Advanced" so as to warn new or less skilled creators to use it at their own risk. Hell release it as DLC so that truly only those that plan to use it have access to it. I think the community is diverse enough, and full of creative people, that advanced tools can be released that might be labeled as "in beta". Those of us who care to invest the time to use them wisely would likely come up with great gameplay ideas, like we do with all the other tools already.

All I'm saying with that, is that it could be done, even if not perfect, for us to enjoy the freedom of a true 3D camera. Though I suspect you are correct about it not happening (your reasoning makes a lot of sense), I and I suspect others will keep dearly hoping for one!
I agree with your counterpoint about it not mattering if they had special backgrounds and other features as the reason for them not to release one. I mean, if players are glitching a camera and using it without those additions anyway then what is the difference?
2014-09-23 16:18:00

Author:
EinRobot
Posts: 739


Much obliged I know a lot of us will appreciate that. Though I will certainly like to fiddle with the camera to reproduce the glitch myself as well!

In regards to a proper 3D camera being in the game, I think your argument is good for why it wouldn't be, but I propose a counter argument (if nothing else but for the sake of discussion). Considering all your points to how it would require extra work from the devs to make sure everything looked right in 3D before they give us a 3D camera, I say they don't necessarily have to. Make it a separate tool, one that is labeled "Advanced" so as to warn new or less skilled creators to use it at their own risk. Hell release it as DLC so that truly only those that plan to use it have access to it. I think the community is diverse enough, and full of creative people, that advanced tools can be released that might be labeled as "in beta". Those of us who care to invest the time to use them wisely would likely come up with great gameplay ideas, like we do with all the other tools already.

All I'm saying with that, is that it could be done, even if not perfect, for us to enjoy the freedom of a true 3D camera. Though I suspect you are correct about it not happening (your reasoning makes a lot of sense), I and I suspect others will keep dearly hoping for one!

Loving this debate guys, I agree a advance mode would sit very well, they might not want to create a half-way house tool. Yes the community is diverse enough to work with more advance tools, and yes they have added elements already, but I think they only put in tools which can be used fully with a 3D camera they would have to build advance ways of getting the camera to adjust when against materials to the player does not disappear behind them, they (devs) argument could be a camera already is there it just needs to be put in the right position, I don't think the devs see LBP as a 3D type of game, at one point in development the tried 30 playable layers which would have given a big enough play area to create without a 3D camera, apparently it came really hard to create, which suggest to me is they maybe thinking 3D may course to many problems, so I guess what i'm saying is the creators who want 3D will always find away around to do it if they really want to do it. As will the puzzle creators, the movie makers will find the workarounds to create what the want.

Like I for one expected localise water so you could create pools, but guess what you have to create animations and more.

But I do like the idea of a 3D or even a advance camera DLC, then you they added effects and photo filters imagine adding a old film grain.

Scarybiscuit
Twitter @scarybiscuitlbp
attend gamesjamlbp3 2014
2014-09-23 16:52:00

Author:
scarybiscuit
Posts: 106


Already giltched the 3D camera on my frosty (gamejam level) plus giltched it on more than one occasion on the beta, its the same as LBP2
The main issue you have with the 3D level is still the rotating around the player, but having 16 thick playable layers opens up some great playable options, also I don't think they will be a proper 3D camera as you have to remember this version is still utilising alot of the original LBP code, to add a full 3D camera would mean adding not just the camera it would involve new control systems and other things like 3D checkpoints and materials which look ok both ways as mesh does not always look right. If a 3D version was added it would have to be a option which you choose before you start creating as they would also have to add you types of backdrops. creators who use 3D use alot of workarounds and its a skill and some creators wouldn't want to do that so to create a full 'proper' 3D version would take a huge investment and they would also have to build to story levels to showcase how it would works. They are many thing which creators expand beyond the normal creation of levels I guess they just can't build something which suits all. But they can give you the tools to try for yourself and use your creative workarounds, that's half the fun and the challenge of the game.

Once I have a full version of LBP3 I will glitch a 3D camera and give it away for everyone.

Scarybiscuit
Twitter @scarybiscuitlbp
Attend GamesJamLBP3 2014

Link to frosty (3D level video) https://vine.co/v/OarWWOn6Q1O

But being able to tip the camera a little lower and the ability to have sackboy walk up walks would go some way in helping creators make an isometric game. It doesn't have to be a full 3D camera, just enough to give the illusion of walking inside a world as opposed to jumping around a level.
2014-09-23 17:07:00

Author:
GribbleGrunger
Posts: 3910


Well it's already been confirmed you can make Sackpeople walk up walls. So only thing left is a better cam that'd allow you tilt the screen more... And as nice as a better cam would be I think we can survive without it... But who knows, there may be a chance we could still get it later.

Also just a reminder. The game jam people are not the game developers guys... They don't know all the answers and can only say what they saw from a single 24 hour event... Plus they are not allowed to talk about some things and features that are still under development like the Pod IIRC. So some things may make it into the game they didn't even see or know of by the time it's done. *mew
2014-09-23 17:17:00

Author:
Lord-Dreamerz
Posts: 4261


I mean, if players are glitching a camera and using it without those additions anyway then what is the difference?

If anything giving us a proper tool would make for a smoother result right? Thought to that point, I can see that the devs would want it to be truly smooth, not just smoother than a glitch (though as creators we'd be perfectly happy with the latter).


But I do like the idea of a 3D or even a advance camera DLC

I think your line of thought is most likely in line with the devs (though, for all we know they have a working 3D camera being developped for the final release). The more I think of it though, if we are to get a 3D camera, I think DLC is the most likely avenue. I imagine they would want to put in enough work for it to function at a higher then beta level. So who knows, maybe if we ask for it enough we'll get one in the future.

And yea, some sort of advanced mode could be a way to separate every-man tools for easy tasks and for novice creators and those who just want to have "fun" while creating, while allowing deep and sometimes glitchy tools to be messed around with for mind bending creations and for those who crave the flexibility!

EDIT:


It doesn't have to be a full 3D camera


So only thing left is a better cam that'd allow you tilt the screen more...

You guys make a good point actually! I personally don't even want a FULL 3D camera, just one that can be brought down to "ground level" in a top down scenario. So yea just a bit more flexibility in the allowed angles would be fantastic
2014-09-23 17:54:00

Author:
KAPBAM
Posts: 1348


Well it's already been confirmed you can make Sackpeople walk up walls. So only thing left is a better cam that'd allow you tilt the screen more... And as nice as a better cam would be I think we can survive without it... But who knows, there may be a chance we could still get it later.

Also just a reminder. The game jam people are not the game developers guys... They don't know all the answers and can only say what they saw from a single 24 hour event... Plus they are not allowed to talk about some things and features that are still under development like the Pod IIRC. So some things may make it into the game they didn't even see or know of by the time it's done. *mew

Thanks yes that's totally right, who knows what other surprises will appear in the finished game, what fun would they be if we knew it all, but I can say they was slot more in the gamesjam version then the beta version.

Scarybiscuit
Twitter @scarybiscuitlbp
Attend gamesjam lbp 2014
2014-09-23 19:31:00

Author:
scarybiscuit
Posts: 106


Yeah thats the point here top down levels with a good 3D camera not following the sack from its back just static cameras that can work in an block area lets say 5x5x5 and the another area with a 8x8x8 soy it is the same stuff but with a little twist. And if we can jump over 15 layers it will do a world that have 15 playable layer from bottom to the highest place and a whole top down area to move around. Now with slide new feature we can have in between of the 15 layers. Thats just my opinion.2014-09-23 20:49:00

Author:
HellYeah1982
Posts: 192


Ok now I wish you added screenshots.... :/2014-09-23 22:20:00

Author:
CamostarAtIsabella
Posts: 188


Shameless plug https://lbpcentral.lbp-hub.com/index.php?t=52352-How-to-create-a-Glitch-3D-Camera-The-Complete-Guide-Update

What interests me is in what layers the 3D camera works? Because one of the cameras - the one I call "Third & First Person Horizontal Camera (Fubalicam)" - only work for one layer. No matter what layer, front, middle or back, it would show the same layer. So hopefully it works in different layers. That way you can have actual steps
2014-09-23 22:50:00

Author:
ballisticola
Posts: 157


So can you full rotate any materials from x & y axis from any direction?2014-09-23 23:33:00

Author:
TheFourKings
Posts: 45


Is it still possible to do this glitch?

http://www.youtube.com/watch?v=a0Ses_sHQq0
2014-09-24 01:38:00

Author:
lightofthefuture
Posts: 9


Is it still possible to do this glitch?

http://www.youtube.com/watch?v=a0Ses_sHQq0

Hah, that's pretty neat. I'm assuming you're asking about the camera glitches in the video and not the easter egg writing on the back of objects?
2014-09-24 03:30:00

Author:
KAPBAM
Posts: 1348



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