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LBP3 GameJam - Create Mode Revealed!

Archive: 387 posts


Is it still possible to do this glitch?

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

Probably not, but you can use a twist glitch which is published on glitchmazter7's earth.
2014-09-24 08:17:00

Author:
Yonderland
Posts: 38


Loving the debate around the 3D camera here guys, you all raise some really interesting points!


So can you full rotate any materials from x & y axis from any direction?

Materials and objects cannot, so far as I'm aware, be rotated along the Z axis using official tools. That being said, you can use objects and materials in custom powerups, and these move freely in all directions, so who knows what glitches or workarounds might be found using the blaster handle etc?


Is it still possible to do this glitch?

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

I have no idea. I was too busy avoiding cameras in real life to play about with them in the game
2014-09-24 09:35:00

Author:
rialrees
Posts: 1015


Dunno how I missed this post for a whole week, Ria. This is great, thanks for putting this together.2014-09-24 10:57:00

Author:
Ostler5000
Posts: 1017


Can you have text boxes that you can physically place wherever you want? Because that would be a good addition.2014-09-24 11:34:00

Author:
Ali_Star
Posts: 4085


Can you have text boxes that you can physically place wherever you want? Because that would be a good addition.

And a good selection of worthwhile fonts.
2014-09-24 15:11:00

Author:
GribbleGrunger
Posts: 3910


And a good selection of worthwhile fonts.

I asked 1 of the jammers little while back if LBP3 had the LBPV note fonts options. Seems it doesn't at least right now. Be nice if they add it later at least as part of a DLC imo. *mew
2014-09-24 16:38:00

Author:
Lord-Dreamerz
Posts: 4261


I wonder. If we can make Sackboy run through any layer and I believe we can turn him have his back to the camera, then is it possible to make mazes using all layers?

Example. Lets say that layer 1,2 and 3 have a wall. Instead of having Sackboy just switch between layers, we can make him turn and walk up to that layer, then turn right and go into the layer. From there people can make hallways/rooms. If so, I think this would be great for a horror type game.
2014-09-25 16:25:00

Author:
Keith
Posts: 37


And a good selection of worthwhile fonts.

Yeah. I think we just an easy way of creating text in our levels, without having to create it with sticker material and shrink it down or whatever, making it look messy.
2014-09-25 16:38:00

Author:
Ali_Star
Posts: 4085


I wonder. If we can make Sackboy run through any layer and I believe we can turn him have his back to the camera, then is it possible to make mazes using all layers?

Example. Lets say that layer 1,2 and 3 have a wall. Instead of having Sackboy just switch between layers, we can make him turn and walk up to that layer, then turn right and go into the layer. From there people can make hallways/rooms. If so, I think this would be great for a horror type game.

That sounds doable to me! From what we have seen I don't see why Sackfolks couldn't be able to move how you described. It will likely take a bit of logic, but I would assume it shouldn't be too complicated either


Yeah. I think we just an easy way of creating text in our levels, without having to create it with sticker material and shrink it down or whatever, making it look messy.

I remember this being something I was disappointed wasn't in LBP Vita, so count me in for a vote towards this happening! Even if it's a "text sticker maker" or whatever, so long as you can type out what you want in a prompt, not letter by letter.
2014-09-25 18:10:00

Author:
KAPBAM
Posts: 1348


I wonder. If we can make Sackboy run through any layer and I believe we can turn him have his back to the camera, then is it possible to make mazes using all layers?

Example. Lets say that layer 1,2 and 3 have a wall. Instead of having Sackboy just switch between layers, we can make him turn and walk up to that layer, then turn right and go into the layer. From there people can make hallways/rooms. If so, I think this would be great for a horror type game.too bad there isn't a third person view camera.
2014-09-25 18:34:00

Author:
EinRobot
Posts: 739


too bad there isn't a third person view camera.

There is a possibility that there is such a camera and if not, I'm sure someone can come up with a way.
2014-09-25 20:18:00

Author:
Keith
Posts: 37


The only thing I wanted in LBP3 that hasn't already been confirmed is this:

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

I don't care if it's an official feature or if someone manages to glitch it again, but my level idea is impossible without it...
2014-09-27 02:11:00

Author:
lightofthefuture
Posts: 9


Any of you folks play with fire?...erm, I mean use the fire tweaker on something? Just curious if you can change the flame colors.2014-09-27 02:29:00

Author:
Biv
Posts: 734


I'm gonna ask about lighting again. Did any of the Jammers happen to see if there was a light that only lights one layer? Or if lights could actually be blocked by objects and cast shadows? At the moment, there are shadows, but I was wondering if there was a way for that shadow to be pitch black while at the same time, able to have the actual lighting be as foggy or bright as you wanted.

http://i.gyazo.com/23060b7e279e977b9958d7226922fe45.png

At the moment, there is a way to make shadows slightly similar to this, but it is still too bright of a shadow, and the light source has to be far enough with tweaks that take a while to get right. And that's only directional light. It's pretty much impossible to do with light that comes from something like a candle or bulb.

Unless there is a way to get those strong shadows. Though I don't know of one.
2014-09-27 09:48:00

Author:
Devious_Oatmeal
Posts: 1799


If you were to release a level in parts, could you use the memorizer to store info between the levels? So say you were making an RPG which you released in stages, could you (eg) carry the inventory over from Part 1 to Part 2 etc?2014-09-27 10:05:00

Author:
Ali_Star
Posts: 4085


If you were to release a level in parts, could you use the memorizer to store info between the levels? So say you were making an RPG which you released in stages, could you (eg) carry the inventory over from Part 1 to Part 2 etc?

I JUST found out the memorizer is in the LBP2 DC level kit. And to answer your question. Yes. But you have to logic it correctly in order to work.
2014-09-27 10:57:00

Author:
Devious_Oatmeal
Posts: 1799


I really hope they add a spike hazard that you can put on objects! (without needing the spike object) I also hope we will be able to make all the hazards invisible. (like invisible fire, electricity, an gas)2014-09-27 16:58:00

Author:
Sharktrexer
Posts: 21


I really hope they add a spike hazard that you can put on objects! (without needing the spike object) I also hope we will be able to make all the hazards invisible. (like invisible fire, electricity, an gas)

All animation are now available for us to use, including death animation, so it's just a simple matter of setting up a situation when that death animation activates. We saw a Gorilla explode into confetti when hit by a banana nunchuck ... Need I say any more?
2014-09-27 17:40:00

Author:
GribbleGrunger
Posts: 3910


All animation are now available for us to use, including death animation, so it's just a simple matter of setting up a situation when that death animation activates. We saw a Gorilla explode into confetti when hit by a banana nunchuck ... Need I say any more?

:O



that's all I need!
2014-09-27 18:16:00

Author:
Sharktrexer
Posts: 21


Hey um I'm not sure if any jammers would have info on this, but I'm wondering: will lbp 3 include the cross controller dlc tools and ps move dlc tools (not just the paint)? Also, will the dualshock 4's light bar be able to substitute as a move controller? Or I know this ones more far fetched, but could the dual shock 4's touch pad be mapped out to the ps move cursor tool? (kind of like the ps vita cursor tool for the back touch)
Maybe they could just throw in the vita touch cursor tool and have it work with the touch pad?
2014-09-28 04:39:00

Author:
derpington5
Posts: 9


I hope you wont need the move controller anymore and just go to your ps4 controller. And yeah i think you still need a camera to do it.

Someone ask what is the first thing you will do when you get the game?

I will play the single player mode by my self as always and then the objects that i cant get alone. I will ask for help also i will record everything and post it on youtube. Twitch etc.

After that it will be moon all the way doing tutorials 4 all of you. Im not a glitch guy. Im just a good teacher. And ofcurse i will do a lightsaber i want one since lbp2 but u know it wasnt on my sweet fella friend hand. Then i will fight like a dog for a crown and a sd pick... is that how you will call it... Sumo Digital Pick? Instead of mmpick
2014-09-28 04:55:00

Author:
HellYeah1982
Posts: 192


I have some questions regarding the slide tool. How do you place it? Can you make it any size and thickness and change the angle? Can we make the characters walk up the slide like a ramp? Can you turn it upside down or on the side for cool visual effects?2014-09-28 08:47:00

Author:
hm83
Posts: 69


Hey um I'm not sure if any jammers would have info on this, but I'm wondering: will lbp 3 include the cross controller dlc tools and ps move dlc tools (not just the paint)? Also, will the dualshock 4's light bar be able to substitute as a move controller? Or I know this ones more far fetched, but could the dual shock 4's touch pad be mapped out to the ps move cursor tool? (kind of like the ps vita cursor tool for the back touch)
Maybe they could just throw in the vita touch cursor tool and have it work with the touch pad?

They seemed to be move tools in the tools section but are really unaware about how or how much they worked as with No move controller or camera it was hard to tell, Sorry. But it does seem they have added more tools in General but not removed old ones, as you have to remember lbp3 can play lbp2 levels. As for shadows and casting of light can not answer that one, but did see many amazing new light affects.

Scarybiscuit
Twitter @scarybiscuitlbp
Attend gamesjam lbp3 2014
2014-09-28 13:25:00

Author:
scarybiscuit
Posts: 106


what is the first thing you will do when you get the game?


I'm going to spend a ridiculous amount of time in the level editor and never finish any of my projects because I always bite off more than I can chew.
2014-09-28 14:16:00

Author:
Chdonga
Posts: 388


I'm going to spend a ridiculous amount of time in the level editor and never finish any of my projects because I always bite off more than I can chew.

Wow, we're like twins! I'm full of ideas, but my lack of amazing visual detailing discourages me. Maybe I could be kinda like MrMik instead, only with less cardboard.
2014-09-28 15:29:00

Author:
Mega_Mario_Man
Posts: 28


Thats why we need friends to make a good level. Someone with ideas, another makes it comes true, another decorates the level usually girls. Unless that ur a very patient guy.

Im always trying to do unique game play i dont play all the community levels but im sure there is nothing out there like my levels.

52 days to play lbp3 owwwww i need my own time machine.

I have another question.

I have a ps4 now, and I'm using my same ps3 account. Will i have all my lbp 1, 2 and Dlc stuff on my ps4? If yes. Do i need to walk over the dlc again to get all items? How it works?

- - - - - - - - - -


I have some questions regarding the slide tool. How do you place it? Can you make it any size and thickness and change the angle? Can we make the characters walk up the slide like a ramp? Can you turn it upside down or on the side for cool visual effects?

Yes you can do all that. I dont know if you can walk on it but sure you can do all the other stuff.

Watch this LittleBigPlanet 3 - Create Mode Gameplay - PS4 LB?: http://youtu.be/icBdqk6-Quc
2014-09-28 16:35:00

Author:
HellYeah1982
Posts: 192


52 days to play lbp3 owwwww i need my own time machine.

Is there an official countdown clock complete with seconds anywhere?
2014-09-28 17:46:00

Author:
Mega_Mario_Man
Posts: 28


Exciting, very exciting. This will put me back to creating.2014-09-28 18:03:00

Author:
Tendon
Posts: 2


Is there an official countdown clock complete with seconds anywhere?

Yeah, i pre-ordered the game in the store on my ps4 and on my library there is a little big planet 3 count down. With seconds. I dont see it often cus it will make me crazy for sure.

Now my ps4 is back in the box and im playimg my old ps3 games like god of war 3, gta 5, cod mw3, lbp2, mk9 and the last of us. Wich will not be upgrade for any reason to ps4 shame on you.

But its ok
2014-09-29 05:26:00

Author:
HellYeah1982
Posts: 192


A quick question: You've mentioned that we can now detect if sackboy is walking or jumping etc. Can we detect if he's walking right or left?2014-09-29 06:43:00

Author:
GribbleGrunger
Posts: 3910


I really hope they add a spike hazard that you can put on objects! (without needing the spike object) I also hope we will be able to make all the hazards invisible. (like invisible fire, electricity, an gas)

There's a way to do all that in LBP2 if I recall correctly
2014-09-29 11:54:00

Author:
yugnar
Posts: 1478


There's a way to do all that in LBP2 if I recall correctly

Yeah, MrMik used it all the time, but if it becomes an Ascended Glitch (look it up), there'll be an actual tool, and not just a glitch.
2014-09-29 12:00:00

Author:
Mega_Mario_Man
Posts: 28


One thing I really hope LBP3 features, is that there is only a maximum of 2 player objective things to get prize bubbles... it's annoying getting 4 players, especially now, with the Playsation Plus required :S2014-09-29 13:35:00

Author:
Sharktrexer
Posts: 21


One thing I really hope LBP3 features, is that there is only a maximum of 2 player objective things to get prize bubbles... it's annoying getting 4 players, especially now, with the Playsation Plus required :S
Pretty sure they will have 2+ areas. I can't really see people playing a lbp game offline anyway. The meat of the game requires an internet connection.
2014-09-29 15:29:00

Author:
EinRobot
Posts: 739


I'm curious as to what features are behind the PS+ paywall. Is it strictly online play? If so, can we publish our levels without a subscription? I think it'd be kind of discouraging if no one can play your level because you don't have + and can't publish it.2014-09-29 16:38:00

Author:
The5rozos
Posts: 952


A quick question: You've mentioned that we can now detect if sackboy is walking or jumping etc. Can we detect if he's walking right or left?

I'd like to know if it includes detection of facing left or right. Like when hanging on a wall with the wall jump tweaker. I think it can detect hanging, but I don't know about directions.

At least with walking, I think you could use the direction sensor, or use the controlinator and its left stick outputs.
2014-09-29 18:57:00

Author:
Devious_Oatmeal
Posts: 1799


Pretty sure they will have 2+ areas. I can't really see people playing a lbp game offline anyway. The meat of the game requires an internet connection.

*Mew I always play LBP offline when I create... which is 90% of the time when I'm on the game. =P
2014-09-29 21:47:00

Author:
Lord-Dreamerz
Posts: 4261


I'd like to know if it includes detection of facing left or right. Like when hanging on a wall with the wall jump tweaker. I think it can detect hanging, but I don't know about directions.

At least with walking, I think you could use the direction sensor, or use the controlinator and its left stick outputs.

I just realised that in game characters have their own microchips so it's just a simple matter of putting a tag sensor on them and setting it to signal strength. Weaker, right, stronger left (depending on where you put the tag of course)
2014-09-29 21:58:00

Author:
GribbleGrunger
Posts: 3910


I just realised that in game characters have their own microchips so it's just a simple matter of putting a tag sensor on them and setting it to signal strength. Weaker, right, stronger left (depending on where you put the tag of course)

Are you saying that when the tag gets a growing weaker signal, they are going right, and when it's getting stronger, left? Sticking a controlinator into the chip and having it as a receiver seems much easier. Unless of course whatever you are doing would need the changing signal.

For me, I hope it can detect a player's direction for hanging onto something. It can be done with some hologram and impact sensors with some simple logic, but detecting the direction would make things a whole lot easier and sometimes those impact sensors on holo can be a bother.
2014-09-29 23:38:00

Author:
Devious_Oatmeal
Posts: 1799


Are you saying that when the tag gets a growing weaker signal, they are going right, and when it's getting stronger, left? Sticking a controlinator into the chip and having it as a receiver seems much easier. Unless of course whatever you are doing would need the changing signal.

For me, I hope it can detect a player's direction for hanging onto something. It can be done with some hologram and impact sensors with some simple logic, but detecting the direction would make things a whole lot easier and sometimes those impact sensors on holo can be a bother.

Yep, that would be much simpler! This is related to the Parallax scrolling we were talking about. I just figured if you could determine which direction sackboy was running (with complete accuracy) you could then use a simple piston set up to scroll foreground and background effects. Of course we'd also have to be able to calculate how fast sackboy was going too but I'm sure that's possible, and I know that pistons have more options now.

Ok, now this is getting into areas I'm not comfortable with. You'd have to have a way of making the front layer move faster than sackboy while the back layer was moving slower, so you couldn't just simply transfer left or right information to the pistons. Perhaps a simple addition or subtraction logic that was then linked into each piston?

CAN you actually determine how fast sackboy is running and then add/subtract that from the piston setting? Could you tie a speed sensor into a piston set to positional? Darn it, the trouble with that is it would still sense his speed when he jumped and after a short while the whole parallax scrolling set up would be out of whack.
2014-09-30 04:47:00

Author:
GribbleGrunger
Posts: 3910


I just figured if you could determine which direction sackboy was running (with complete accuracy) you could then use a simple piston set up to scroll foreground and background effects.


Thing is what happens if there are multiple players in the level with that concept? Having layers move according to a player's movement only works if it's single player.
2014-09-30 06:00:00

Author:
Lord-Dreamerz
Posts: 4261


Thing is what happens if there are multiple players in the level with that concept? Having layers move according to a player's movement only works if it's single player.

well I guess the only question now is, can we have things like sticker panel that have opacity settings of PLAYER 1,2,3, and 4 VISIBLE
2014-09-30 06:06:00

Author:
amiel445566
Posts: 664


Thing is what happens if there are multiple players in the level with that concept? Having layers move according to a player's movement only works if it's single player.

Parallax scrolls are about perspective, or view. So they should be tied to a camera, not a sackboy. If you first set up a camera to work with multiple players, you can use the position of that camera to control the layers. I'd probably use positional pistons myself, then you don't have to worry about layers getting out of sync.
2014-09-30 11:18:00

Author:
Rogar
Posts: 2284


Thing is what happens if there are multiple players in the level with that concept? Having layers move according to a player's movement only works if it's single player.

I was only thinking in terms of singleplayer. I doubt I'll ever make a multiplayer game.
2014-09-30 14:28:00

Author:
GribbleGrunger
Posts: 3910


Pretty sure they will have 2+ areas. I can't really see people playing a lbp game offline anyway. The meat of the game requires an internet connection.

I believe his issue is not playing online, it's trying to find another three players to join him. That's a problem I understand. There are still things I don't have from LBP 1&2 because I haven't finished all the multiplayer areas.
2014-09-30 15:08:00

Author:
Biv
Posts: 734


I believe his issue is not playing online, it's trying to find another three players to join him. That's a problem I understand. There are still things I don't have from LBP 1&2 because I haven't finished all the multiplayer areas.

EXACTLY! It's SO annoying... ;-;
2014-09-30 15:45:00

Author:
Sharktrexer
Posts: 21


EXACTLY! It's SO annoying... ;-;I had a hard time as well. I used all three of my controllers and all two of my hands a couple of times. That was a game in itself. Still don't agree that its a feature that should be discarded.2014-09-30 16:05:00

Author:
EinRobot
Posts: 739


I had a hard time as well. I used all three of my controllers and all two of my hands a couple of times. That was a game in itself. Still don't agree that its a feature that should be discarded.

I'm just hoping they will just keep it at 2 player... the DC comics level pack only had 2 player things, and that was nice... plus I don't have 4 controllers, only two ;-; I also hope that somehow they'll make it easier... and now since Playstation 4 requires PS+ to go online, It will be hard to play with people since I can't get PS+ ;-; (But maybe LBP3 won't need PS+, who knows?)
2014-09-30 16:38:00

Author:
Sharktrexer
Posts: 21


I'm just hoping they will just keep it at 2 player... the DC comics level pack only had 2 player things, and that was nice... plus I don't have 4 controllers, only two ;-; I also hope that somehow they'll make it easier... and now since Playstation 4 requires PS+ to go online, It will be hard to play with people since I can't get PS+ ;-; (But maybe LBP3 won't need PS+, who knows?)
You could get the PS3 version.
2014-09-30 16:40:00

Author:
Biv
Posts: 734


That's unfortunate that some people cannot get PS+. I would definitely get the lbp3 ps3 version. No plus required. I couldn't imagine playing lbp without access to all the amazing community levels.


Edit: has it been confirmed specifically that lbp3 on ps4 requires PS+ to access community levels and/or play with others? I know that is the general rule for ps4, but it seems that an exception for lbp3 could be made considering how vital the community levels are to the game.
2014-09-30 16:51:00

Author:
EinRobot
Posts: 739


You could get the PS3 version.

I already Per-ordered the PS4 version. But eh, I'll just ignore the player things until I get all the other prize bubbles, then I'll activate the free trial of PS+ and get those 2+ player required things.
2014-09-30 16:52:00

Author:
Sharktrexer
Posts: 21


That's unfortunate that some people cannot get PS+. I would definitely get the lbp3 ps3 version. No plus required. I couldn't imagine playing lbp without access to all the amazing community levels.


Edit: has it been confirmed specifically that lbp3 on ps4 requires PS+ to access community levels and/or play with others? I know that is the general rule for ps4, but it seems that an exception for lbp3 could be made considering how vital the community levels are to the game.

Thinking from a business perspective, If I was Sony I would make it so LBP3 players on the PS4 require PS+. This would lead to more people buying it on the PS3. Then a few weeks/months later, I'd announce that the requirement for PS+ in the PS4 version has been removed. This would lead to a lot of people who bought it on the PS3 to buy it on the PS4 too.

Thinking from a gamers perspective, how dare they treat their fanbase like that!?
2014-09-30 17:16:00

Author:
GribbleGrunger
Posts: 3910


Thinking from a business perspective, If I was Sony I would make it so LBP3 players on the PS4 require PS+. This would lead to more people buying it on the PS3. Then a few weeks/months later, I'd announce that the requirement for PS+ in the PS4 version has been removed. This would lead to a lot of people who bought it on the PS3 to buy it on the PS4 too.

Thinking from a gamers perspective, how dare they treat their fanbase like that!?

Who's side are you on?! XD jk... but really... are you Sony that's a gamer! :O :O :O PLOT TWIST!!! HALF LIFE 3 CONFIRMED!!!!
2014-09-30 17:23:00

Author:
Sharktrexer
Posts: 21


Thinking from a business perspective, If I was Sony I would make it so LBP3 players on the PS4 require PS+. This would lead to more people buying it on the PS3. Then a few weeks/months later, I'd announce that the requirement for PS+ in the PS4 version has been removed. This would lead to a lot of people who bought it on the PS3 to buy it on the PS4 too.

Thinking from a gamers perspective, how dare they treat their fanbase like that!?
That seems more like a Microsoft move than a Sony move.
2014-09-30 17:34:00

Author:
EinRobot
Posts: 739


Who's side are you on?! XD jk... but really... are you Sony that's a gamer! :O :O :O PLOT TWIST!!! HALF LIFE 3 CONFIRMED!!!!


That seems more like a Microsoft move than a Sony move.

They could offer a reduced price for anyone who bought it digitally on the PS3. Sony aren't angels ya know ... they just know pleasing gamers first is the best way of making money in the long run.
2014-09-30 18:06:00

Author:
GribbleGrunger
Posts: 3910


I have a question for any Jammers.
Is the Broadcast chip a 2-way system? Do any sensors on the broadcast chip pick up information from the circumstances of a matching Tag halfway across the level?
2014-09-30 18:37:00

Author:
Bonnell7
Posts: 100


well I guess the only question now is, can we have things like sticker panel that have opacity settings of PLAYER 1,2,3, and 4 VISIBLE

Ouh, that would be nice! Actually I hope there are more tools that can differentiate between players 1 through 4 in meaningful ways.
2014-09-30 19:27:00

Author:
KAPBAM
Posts: 1348


Ok, I've cleaned up quite a few posts in this thread now for being off topic. If you want to discuss the merits of spelling/grammar I suggest you do so in "general discussion" but do so in a manner that is respectful to your fellow users. We will not tolerate insults regardless of the language they are presented in.2014-10-02 09:26:00

Author:
ForgottenEnigma
Posts: 1414


Yep, that would be much simpler! This is related to the Parallax scrolling we were talking about. I just figured if you could determine which direction sackboy was running (with complete accuracy) you could then use a simple piston set up to scroll foreground and background effects. Of course we'd also have to be able to calculate how fast sackboy was going too but I'm sure that's possible, and I know that pistons have more options now.

Ok, now this is getting into areas I'm not comfortable with. You'd have to have a way of making the front layer move faster than sackboy while the back layer was moving slower, so you couldn't just simply transfer left or right information to the pistons. Perhaps a simple addition or subtraction logic that was then linked into each piston?

CAN you actually determine how fast sackboy is running and then add/subtract that from the piston setting? Could you tie a speed sensor into a piston set to positional? Darn it, the trouble with that is it would still sense his speed when he jumped and after a short while the whole parallax scrolling set up would be out of whack.

Hmmmmmmmmmmmmmmmm...... I had never had the question of jumping come up.

Firstly, for the speed of the layers, you'd just use two sets of the same logic, with a tweak to speeds. You can detect how far the stick is being pressed using the controllinator outputs, which determines Sackboy's speed when walking/running. Buuuuut jumping is different. I suppose you'd have to combine two speeds for one set of pistons. Though I'd personally use movers rather than pistons. One speed for when he's in the air (Which you'd have to tweak your speeds for his air-time to make sense with the speeds of when he's running) OR, you can have the speed of which the layers move when he jumps, match that of when he runs.

Though... I think that only works when it's an infinite parallax.

Ok, hypothesis 2. I believe Rial also mentioned that the pistons had outputs. So MAYBE, just maybe, if you set a piston to 0 strength, connect it to a following hologram, and have the end of the piston locked to where it can only move up and down (As to avoid it from following all the way to the player) at the end of the level, you can make a positional sort of logic. Which IF that works, than you can use the piston's output of the one connected to the follower, to the one that is moving the layers.


PS: Sorry for the late reply, I just saw this.
2014-10-02 09:50:00

Author:
Devious_Oatmeal
Posts: 1799


They could offer a reduced price for anyone who bought it digitally on the PS3. Sony aren't angels ya know ... they just know pleasing gamers first is the best way of making money in the long run.

Eh, isn't LBP3 a Cross-Buy game, except it's with PS3 and PS4 instead of PS3 and Vita?
2014-10-03 20:40:00

Author:
Mega_Mario_Man
Posts: 28


Eh, isn't LBP3 a Cross-Buy game, except it's with PS3 and PS4 instead of PS3 and Vita?

I don't think that was ever stated. I'm still keeping my fingers real crossed for cross-play, but cross-buy seems like a stretch, though it would certainly be an advantage for digital purchases.
2014-10-04 01:18:00

Author:
KAPBAM
Posts: 1348


I don't think that was ever stated. I'm still keeping my fingers real crossed for cross-play, but cross-buy seems like a stretch, though it would certainly be an advantage for digital purchases.

I don't think it'll be cross-buy, since it's a full game. As far as I know, the only cross-buy games are PSN games. Maybe there'll be a discount for buying the PS3 version first and then the PS4 version (like with Minecraft). I'm pretty sure they only did that upgrade discount thingy for PS4 launch games that were already coming to prev-gen consoles
2014-10-04 13:47:00

Author:
JonL21
Posts: 30


I feel very disapointed about the pod i thought they would change it :'( the pod is boring. They should make it so that it's your personal mancave or girlcave sumo digital please change the pod before launch. I don't care if they use lbpk's pod, just change it!2014-10-04 14:43:00

Author:
Mean-Teen
Posts: 8


I feel very disapointed about the pod i thought they would change it :'( the pod is boring. They should make it so that it's your personal mancave or girlcave sumo digital please chamge the pod before launch. I don't care if they use lbpk's pod, just change it!

I'm not joking... I woke up at 7am today, read this post, fell back asleep, and had a dream about it lol. I totally agree though. In my dream there was at least 10 layers in the Pod, making it a great deep hallway-like room. There was also a create section in front of the typical 3 layers. Imagine creating our own furniture and truly fleshing out our Pods like they're our condos/apartments or something!!

Or if they'd really like to make money off DLC, just create a new menu in the pod that has actual preset furniture that we can interact with (sit on a couch, go in a jacuzzi, etc). Similar to The Sims we can change the color and pattern. As soon as we get bored with the default furniture, they can make some new DLC... I'd bet they'd be as popular as costumes and level packs.

So yeah, I hope the devs consider changing up the Pod before release too. Imagine having Sackpeople guests over to chill in your mini-house, instead of standing around on a cardboard box? If they can increase the Pod limit to 8 players on the PS4 version then we'll truly have Sack parties!


EDIT: Sketched this up to give you guys a better idea. As you can see the regular Pod section is intact, except now there's an open area to do whatever. I think this could really boost the communities activity, it'd provide as a 'resting place' between levels.

Sorry the drawings are so bad, I had to use Paint

http://i57.tinypic.com/2d80wic.jpg
2014-10-04 18:44:00

Author:
The5rozos
Posts: 952


I'm not joking... I woke up at 7am today, read this post, fell back asleep, and had a dream about it lol. I totally agree though. In my dream there was at least 10 layers in the Pod, making it a great deep hallway-like room. There was also a create section in front of the typical 3 layers. Imagine creating our own furniture and truly fleshing out our Pods like they're our condos/apartments or something!!

Yeah, the Pod has some untapped potential. When I played LBPK for the first time, I thought we'd be able to drive around the significantly larger Pod, but nope. The Pod has never really been a hangout area unless the owner designed it like so, and even then, there wasn't anything like that picture. I suppose the popcorn is ornamental. There should be a "Eat Popcorn" animation on the Animation Tweaker.

Say, what if instead of emotions, we could put animations for the D-Pad? And not just on Sackbots, on our unique character! Up could be eat popcorn, down could be lay down and take a nap, left could be Moonwalk, right could be jump around. Or whatever other combination Sackboy has in mind.
2014-10-04 22:00:00

Author:
Mega_Mario_Man
Posts: 28


All this sounds like is a more efficient create mode..
My kind of upgrade!

Could someone possibly elaborate on how customisable the default items are?
For example..
- Can you change the colour of materials/stickers/decorations?
- Can you mute/replace/change the new achievement notifications?
- Can you customise point bubbles/point bubble chains at all?
- Is it easier to customise sackboy with stickers and such?
- How customisable is the new scoreboard/Progress Board?

Don't get me wrong, I love the default aesthetic of LBP, but sometimes you just need to put that stuff on lockdown.
Thankees.
2014-10-05 00:22:00

Author:
midnight_heist
Posts: 2513


I'm actually disapointed about 3 things. 1 is as I mentioned earlier the pod. 2 is the popit colour menu. I thought in lbp3 they'll finally let as choose the colour of the popit in exactly the same way as when you tweak the colour of anything in create mode. Because the ready made colour options always make the colour of the selecting bubble of the popit white or yellow and then you can't read the text underneath.

3 the power creator doesn't let you make head, belt, torso or feet powerups. I had this idea of a belt power up and I can't do it
2014-10-05 10:15:00

Author:
Mean-Teen
Posts: 8


I'm not joking... I woke up at 7am today, read this post, fell back asleep, and had a dream about it lol. I totally agree though. In my dream there was at least 10 layers in the Pod, making it a great deep hallway-like room. There was also a create section in front of the typical 3 layers. Imagine creating our own furniture and truly fleshing out our Pods like they're our condos/apartments or something!!

Or if they'd really like to make money off DLC, just create a new menu in the pod that has actual preset furniture that we can interact with (sit on a couch, go in a jacuzzi, etc). Similar to The Sims we can change the color and pattern. As soon as we get bored with the default furniture, they can make some new DLC... I'd bet they'd be as popular as costumes and level packs.

So yeah, I hope the devs consider changing up the Pod before release too. Imagine having Sackpeople guests over to chill in your mini-house, instead of standing around on a cardboard box? If they can increase the Pod limit to 8 players on the PS4 version then we'll truly have Sack parties!


EDIT: Sketched this up to give you guys a better idea. As you can see the regular Pod section is intact, except now there's an open area to do whatever. I think this could really boost the communities activity, it'd provide as a 'resting place' between levels.


To add some to this idea, how about the option to just simply be given a empty pod (Default is the usual pod until you choose to use the custom-made one; which can't be completed until AT LEAST the controller is in the pod), and you'd be able to customize it however you wanted. Place the controller wherever you wanted, make stuff like furniture, link quick levels in your pod for quicker access (I'll get to that), and even a stats board. AND, others could go into your pod, even when you aren't on, to check it out. Maybe the linked levels could be your choice of current projects (With option of others able to see it) and/or levels you want to quickly showcase, but that first part may not be necessary.

Although, I would say that needing a better way to customize your pod is neat, but unnecessary. The time you spend chilling in your pod could be spent looking for new levels to play, new levels to make, or maybe even something else like going to [Insert Online LBP Site]. Why chill in your pod when you could go to your moon and make your own hang-out spot, then just bring your friends to that spot? Sure you can search levels on the fly, but once you go into level diving, your focus is no longer the pod. Maybe the simple option of being able to jump to level diving from anywhere via option in the Start Menu (In a level, while making a level, or in the pod) would make it easier. (Or maybe a very quickened jump-to menu in the start menu so you skip going through all the Moon and Earth loading times)
2014-10-05 10:54:00

Author:
Devious_Oatmeal
Posts: 1799


I'm actually disapointed about 3 things. 1 is as I mentioned earlier the pod. 2 is the popit colour menu. I thought in lbp3 they'll finally let as choose the colour of the popit in exactly the same way as when you tweak the colour of anything in create mode. Because the ready made colour options always make the colour of the selecting bubble of the popit white or yellow and then you can't read the text underneath.

3 the power creator doesn't let you make head, belt, torso or feet powerups. I had this idea of a belt power up and I can't do it

How do you know that? I would wait and see ...
2014-10-05 11:16:00

Author:
GribbleGrunger
Posts: 3910


How do you know that? I would wait and see ...

I was thinking the same thing. Even if you saw all the BETA stuff, there's no guarantee that it won't be added.

Unless you played, and they used the full version, during that England gamer thing.
2014-10-05 11:51:00

Author:
Devious_Oatmeal
Posts: 1799


I'm actually disapointed about 3 things. 1 is as I mentioned earlier the pod. 2 is the popit colour menu. I thought in lbp3 they'll finally let as choose the colour of the popit in exactly the same way as when you tweak the colour of anything in create mode. Because the ready made colour options always make the colour of the selecting bubble of the popit white or yellow and then you can't read the text underneath.

3 the power creator doesn't let you make head, belt, torso or feet powerups. I had this idea of a belt power up and I can't do it

1 is reasonable to be disappointed about. We're all waiting...
2 is also reasonable. If not, at least change or add some colors. But don't change Candy Jar, or you'll ruin EVERYTHING.
But, IIRC, 3 is partially true. In the Gamescom Create Demo, when looking at the Sackpocket items while tweaking the Powerup Pedestal, I do believe I at least saw two helmets and a pair of shoes. And that dead Sackboy's head, for reasons we STILL don't know.
2014-10-05 13:27:00

Author:
Mega_Mario_Man
Posts: 28


How do you know there aren't more colors for the popit menu? I really hope there are gonna be more color themes than in LBP2... if not meh. But oh well Let's wait and see.2014-10-05 21:00:00

Author:
Addictex
Posts: 175


To be honest, I'm really not bothered one jot about more colours for the popit; not when we have all those glorious additions to tinker with.2014-10-05 21:23:00

Author:
GribbleGrunger
Posts: 3910


Just curious, I don't mean it rude, but why do Popit colors even matter? It's not like they show up in the levels you make, they simply change the color of the menu and that's it.

I don't see anything functional or important about it.
2014-10-05 21:47:00

Author:
The5rozos
Posts: 952


Just curious, I don't mean it rude, but why do Popit colors even matter? It's not like they show up in the levels you make, they simply change the color of the menu and that's it.

I don't see anything functional or important about it.

It's a part of personalization, which is a big aspect of LittleBigPlanet. You're using those menus constantly throughout the game, they may as well be of a color that appeals to you aesthetically. Also, there are still a few LBP1 costume bits that change colors according to your pop-it.
2014-10-05 22:05:00

Author:
Ryuhza
Posts: 355


It's a part of personalization, which is a big aspect of LittleBigPlanet. You're using those menus constantly throughout the game, they may as well be of a color that appeals to you aesthetically. Also, there are still a few LBP1 costume bits that change colors according to your pop-it.

I wager there'll be more Popit-Color Clothes in LBP3 for all characters. And on the note of Popits and clothes, I feel like allowing us to tweak the Sackbot's colors is something we should get to do. Because face it, if you design a Sackbot with Popit-Color Clothes in red and a person plays the level with a blue Popit, YOUR COSTUME IS RUINED FOREVER.

Not that I've ever done this, but some people may be annoyed by this factor, and as soon as I hear about them, I'll let you know.
2014-10-05 22:25:00

Author:
Mega_Mario_Man
Posts: 28


Just a note to say thank you for the epic write-up. I am really excited for the new game and my head is already filled with ideas for using the new kit.2014-10-05 22:54:00

Author:
qusion
Posts: 28


I don't mind the popit colours. What I don't like is the secondary colours. For example candy jar has it yellow and moonlight or whatever has it white, so you can't see the numbers or text when your tweaking stuff.
And cool island is pink.PINK! Of all colours I like green
2014-10-05 23:13:00

Author:
Mean-Teen
Posts: 8


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

Weren't You In The Jam?
2014-10-06 01:09:00

Author:
CamostarAtIsabella
Posts: 188


Weren't You In The Jam?

Yes, he was.
2014-10-06 01:54:00

Author:
GribbleGrunger
Posts: 3910


Hey, in the Create Mode Demo, when Sackboy went down that water slide, jumped to another one, and slid down until he hit Layer Launchers, before he crashed through that billboard the lady was painting, the billboard was somewhat transparent, when it wasn't before. Can all materials be tweaked for transparency, is there a Transparency Tweaker, or does the game naturally do that now?2014-10-06 11:49:00

Author:
Mega_Mario_Man
Posts: 28


Hey, in the Create Mode Demo, when Sackboy went down that water slide, jumped to another one, and slid down until he hit Layer Launchers, before he crashed through that billboard the lady was painting, the billboard was somewhat transparent, when it wasn't before. Can all materials be tweaked for transparency, is there a Transparency Tweaker, or does the game naturally do that now?

I believe somewhere in a thread, it mentions that there is both a transparency tweaker and a tweaker that lets objects go through something and such. Forgot what they were called.
2014-10-06 11:55:00

Author:
Devious_Oatmeal
Posts: 1799


I wonder what all them cameras at the jam were doing? Maybe making a cool video about the jam. I also wonder where that video might be.2014-10-06 15:50:00

Author:
EinRobot
Posts: 739


I wonder what all them cameras at the jam were doing? Maybe making a cool video about the jam. I also wonder where that video might be.

There is a video coming of the Jam. I'd expect it soon.
2014-10-06 15:59:00

Author:
Biv
Posts: 734


There is a video coming of the Jam. I'd expect it soon.

Once it happens, I'll need a link, who knows where or how the video will get posted?
2014-10-06 16:22:00

Author:
Sharktrexer
Posts: 21


Once it happens, I'll need a link, who knows where or how the video will get posted?
I imagine you'll find it here.
2014-10-06 16:37:00

Author:
Biv
Posts: 734


yeah, you can bet your 2 dollar fannypack that people will be tripping over themselves to be the first to post it here.2014-10-06 17:56:00

Author:
biorogue
Posts: 8424


^ Exactly. This is a passionate little community, so I wouldn't worry about the video getting lost on the internet.

Besides, Playstation Blog will for sure make a post about it. They always have.
2014-10-06 19:01:00

Author:
The5rozos
Posts: 952


I imagine you'll find it here.

Thanks... now to wait... ;-;
2014-10-07 15:08:00

Author:
Sharktrexer
Posts: 21


As far as I was told the videos got a little delayed due to games expo happening, I'm sure it will be coming soon, hope we don't disappoint you all.

I'm also sure won't miss out on seeing it.

Scarybiscuit
@scarybiscuitlbp
Attended gamesjam 2014lbp
2014-10-07 19:51:00

Author:
scarybiscuit
Posts: 106


Hey everyone. Just a quick question. In lbp 3 can you use powerups in the pod? I thought you could because of the sack pocket. Also has the music sequencer been improved? Will music play smoothly?

Undoubtedly music has been improved in some (probably major) way. The people who have seen music stuff in the game are under NDA to not talk about it, which is telling. Which is also exciting. I came up with a catchy tune in the LBP2 beta, but I remember that I found it very difficult to create a proper track. Hopefully we'll find out more soon.
2014-10-08 03:59:00

Author:
KAPBAM
Posts: 1348


I know we have animations but has anyone mentioned whether you have basic animations like nodding or shaking Sackboy's head?2014-10-08 05:14:00

Author:
GribbleGrunger
Posts: 3910


I know we have animations but has anyone mentioned whether you have basic animations like nodding or shaking Sackboy's head?

You can already do those 2 on LBP2 with just a tiny bit of very easy logic. xD ...So i doubt they need to put those in the animation chip. *mew
2014-10-08 06:31:00

Author:
Lord-Dreamerz
Posts: 4261


I know we have animations but has anyone mentioned whether you have basic animations like nodding or shaking Sackboy's head?

I'm assuming you mean more precise than the six axis controls? That would be cool, it's always looked awkward in LBP2's movies when they make him nod.

Let's also hope for much more eye/eyebrow animations to add some character.
2014-10-08 06:34:00

Author:
The5rozos
Posts: 952


Dr. House is in the house as newton! Found it on lbp news isnt that cool?2014-10-10 06:15:00

Author:
HellYeah1982
Posts: 192


Dr. House is in the house as newton! Found it on lbp news isnt that cool?

Very cool

https://lbpcentral.lbp-hub.com/index.php?t=91915-Hugh-Laurie-and-Nolan-North-join-LittleBigPlanet-3
2014-10-10 09:13:00

Author:
Ryuhza
Posts: 355


I'm wondering, how does the 'dynamic' thermo help make your levels bigger? Surely you would still have the same create area so it follows that the 'dynamic' thermo will only really be useful for more complex levels and to compensate for the extra layers. OR can you bring in content created in the same space but at a different time?2014-10-10 15:22:00

Author:
GribbleGrunger
Posts: 3910


I'm wondering, how does the 'dynamic' thermo help make your levels bigger? Surely you would still have the same create area so it follows that the 'dynamic' thermo will only really be useful for more complex levels and to compensate for the extra layers. OR can you bring in content created in the same space but at a different time?

Unless I'm mistaken I thought they said the "dynamic thermometer" is kinda somewhat the old emit and destroy trick but evolved into a much more advanced form of options of it dedicated just for it in your tool bag. Basically it's more like the type of emit and un-emit rendering options normal game developers have for their games. meaning you easily can make things exist only when you want them too. I'm guessing part of the trick is that un-emited things just don't use up thermometer anymore which would allow you to make your levels long as you want if you balance how much content exists at a time. However I think we have the same amount of solid usable space in our levels as we used to. *mew
2014-10-10 15:50:00

Author:
Lord-Dreamerz
Posts: 4261


Unless I'm mistaken I thought they said the "dynamic thermometer" is kinda somewhat the old emit and destroy trick but evolved into a much more advanced form of options of it dedicated just for it in your tool bag. Basically it's more like the type of emit and un-emit rendering options normal game developers have for their games. meaning you easily can make things exist only when you want them too. I'm guessing part of the trick is that un-emited things just don't use up thermometer anymore which would allow you to make your levels long as you want if you balance how much content exists at a time. However I think we have the same amount of solid usable space in our levels as we used to. *mew

That's what I mean. If that is true (and it appears to be) I wonder how the new thermo tool will work in terms of making your level bigger than the area offers for create. Could you perhaps build two separate sections, using all of the create area, and then bring them together in one area using the new dynamic thermo? You would get to the end of the existing level and then automatically start at the beginning of the next ... maybe? All of which takes place in the same create area. If that's the case and you can string create areas together, I wonder how many you can string together?
2014-10-10 16:15:00

Author:
GribbleGrunger
Posts: 3910


I'm 100% sure I heard the devs say in one of the interview vids that the borders don't exist anymore on a blank level. I can't remember which vid, but I'm feeling like hunting it down to be doubly sure. Otherwise fumetsusozo's explanation is pretty much spot on, and that goes hand in hand with a borderless level. Meaning you can expand as far as you want technically combining borderless levels with the dynamic thermo.2014-10-10 16:26:00

Author:
KAPBAM
Posts: 1348


I'm 100% sure I heard the devs say in one of the interview vids that the borders don't exist anymore on a blank level. I can't remember which vid, but I'm feeling like hunting it down to be doubly sure. Otherwise fumetsusozo's explanation is pretty much spot on, and that goes hand in hand with a borderless level. Meaning you can expand as far as you want technically combining borderless levels with the dynamic thermo.

Come to think of it, I seem to recall hearing there are no borders with the dynamic thermo but I'm not sure if I got that information second hand or directly from the dev.
2014-10-10 16:47:00

Author:
GribbleGrunger
Posts: 3910


Found it... Was starting to think I had dreamed it up! Gevurah (David Dino) said so in the Twitch Gamescom interview. In the video he starts to talk about the dynamic thermo, and then says "In a way you can make really really huge levels, we're essentially just letting go of the borders"...

Start watching at 26:26, he says that bit at around 26:40.


https://www.youtube.com/watch?v=ePLtSxYgUGw

The vagueness of the statement kind of has me worried that he might not have meant that the borders were literally removed now that I think of it, but it sure seems like that's what he's saying. Can the borders be "removed" as in they are there when you load the level, then flip a switch to remove the borders?? Could this be something that you can only do when using the dynamic thermo??

EDIT: Can anyone who was at the Game Jam confirm if they saw this option to remove borders, or if it was for sure not an option?
2014-10-10 17:24:00

Author:
KAPBAM
Posts: 1348


I'm going to go out on a limb here and say it's kinda very unlikely they removed the level borders for a good number of reasons. For starters even if you could fly fast across the level it would become more easy to lose track of everything in your level even if it was just 5x longer and they probably want to keep it simple and manageable for amateurs. 2nd the company would have to edit all the past backgrounds and remove the walls on them I'd think. 3rd we have been told there's no level stitching in the game, meaning you can't tie 2 separate levels together. and 4th... it's not really necessary to have more physical level space since you won't want to have 2 whole levels worth of filled up active content all there at once to start with... let alone the fact PS3 wouldn't be able to handle that. *mew2014-10-10 18:07:00

Author:
Lord-Dreamerz
Posts: 4261


Actually with the new tools, dephysicalizer and dynamic thermo, you could create a much bigger level with even less thermo then on LBP2, on PS3 or PS4 regardless.

The following is speculation, but it is to counter your theory that it is not likely, by showing that it is indeed possible to achieve borderless levels without too much trouble.

If it is indeed possible to have a "borderless level" my theory is that you have to make it borderless, with a menu switch perhaps. You likely still start in a bordered level. This would mean you maybe can't use backgrounds in a borderless level, or maybe they built backgrounds to be infinitely repeatable in LBP3? I would assume that "borderless" would not necessarily imply "floorless" so you would still have a point of reference. Or even it it is floorless, there could be a default center spot that you could respawn at at any time. I would categorize the "borderless level" as a medium-to-advanced setting, which there are already plenty of tools that are best used by advanced creators. I don't think "it would be too complicated so they won't do it" is a valid reason to believe it won't be done. They kept LBP1 & 2 at 3 layers for that reason, clearly they are now willing to give us more freedom and advanced create tools in LBP3... The question is how far are they willing to go? Or a better question for right now is did David misspeak or did he really mean that we're getting borderless levels?
2014-10-10 19:19:00

Author:
KAPBAM
Posts: 1348


It depends on how you interpret 'boarder-less' He might not be talking 'literally' but instead expressing the notion of limitless space. That might sound like a contradiction but if I'm right and you can create a whole level in one create space and then once that is saved, create another whole level in the same create space, then it would be a simple matter of triggering the second 'delete/emit' when the first part of the level is finished. Imagine a level running across the floor from left to right. You would create the whole level in one create window and then set it up to load as needed. When you then run across the floor it deletes what is behind you and emits what to come until you reach the end. Then when you reach the end it would emit the first part of the next level at the far right, sackboy would be transported to the left too, and the whole process would be repeated again but this time with your second lot of content created.2014-10-10 19:27:00

Author:
GribbleGrunger
Posts: 3910


That's entirely possible as well. And from the way he mentioned "borderless" in the video, it could very well be that that is what he was talking about. I'll be real bummed if that's the case, because it becomes a serious issue for multiplayer games with each player having their own camera and being able to be anywhere on the map.2014-10-10 19:31:00

Author:
KAPBAM
Posts: 1348


Actually with the new tools, dephysicalizer and dynamic thermo, you could create a much bigger level with even less thermo then on LBP2, on PS3 or PS4 regardless.

The following is speculation, but it is to counter your theory that it is not likely, by showing that it is indeed possible to achieve borderless levels without too much trouble.

If it is indeed possible to have a "borderless level" my theory is that you have to make it borderless, with a menu switch perhaps. You likely still start in a bordered level. This would mean you maybe can't use backgrounds in a borderless level, or maybe they built backgrounds to be infinitely repeatable in LBP3? I would assume that "borderless" would not necessarily imply "floorless" so you would still have a point of reference. Or even it it is floorless, there could be a default center spot that you could respawn at at any time. I would categorize the "borderless level" as a medium-to-advanced setting, which there are already plenty of tools that are best used by advanced creators. I don't think "it would be too complicated so they won't do it" is a valid reason to believe it won't be done. They kept LBP1 & 2 at 3 layers for that reason, clearly they are now willing to give us more freedom and advanced create tools in LBP3... The question is how far are they willing to go? Or a better question for right now is did David misspeak or did he really mean that we're getting borderless levels?

Thing is the fact is we now have 16 layers meaning there will be a lot more stress on a single area if you fill it up. It's not as if using the de-physical tool makes objects use up 0 thermo... using that tool just greatly deceases it by about 50% i think?. the visuals of the objects alone still takes up a lot of thermo on LBPV when using the tool. and things being to complicated is indeed a valid reason for the company to not over do things. the fact they added 16 layers means levels will be more complicated to work with now if you want to use all the layers often which could mean they won't want to over do it in other areas. Also they clearly are limiting the game from getting to complicated still otherwise they likely would had added 100+ new layers and not just 16, and or they would had made the game full-blown 3D. *mew
2014-10-10 19:37:00

Author:
Lord-Dreamerz
Posts: 4261


Here's a thought: We now have 16 layers, that's 13 more than we had before. That means we can make 3 full LBP2 levels hidden behind each other by a thin layer. Finish the first screen, delete the first thin layer and BAM, second full level, delete second thin layer and BAM, third full level. That is definitely possible.2014-10-10 20:04:00

Author:
GribbleGrunger
Posts: 3910


Here's a thought: We now have 16 layers, that's 13 more than we had before. That means we can make 3 full LBP2 levels hidden behind each other by a thin layer. Finish the first screen, delete the first thin layer and BAM, second full level, delete second thin layer and BAM, third full level. That is definitely possible.

That's exactly a thought that came across my mind earlier. Why the need for a longer level space when we have all those extra layers we can use for a longer level instead? Sure you'll have to design the level in a bit of a loop around style if your aim is a super long level unless you teleport the player which is also possible. but regardless the extra 13 thick layers we got on this game should be enough especially if you use them wisely. *mew
2014-10-10 20:31:00

Author:
Lord-Dreamerz
Posts: 4261


That's exactly a thought that came across my mind earlier. Why the need for a longer level space when we have all those extra layers we can use for a longer level instead? Sure you'll have to design the level in a bit of a loop around style if your aim is a super long level unless you teleport the player which is also possible. but regardless the extra 13 thick layers we got on this game should be enough especially if you use them wisely. *mew

You're describing a workaround. And doing what you describe is more complicated than simply having the extra space to work with. Earlier you were saying how it would bee too much stress on the level if it were allowed to be larger, how is filling all 16 layers any different then expanding outward in terms of thermo space consumption? If anything it's worse because it concentrates all that stuff in a tighter area, making the new dynamic thermo less useful.

My point here is it would be a useful new addition. There are plenty of level types that would not work with the workarounds you are suggesting, leaving them with the option to work within the confines of the borders, or not work at all. Like I said, multiple players is the main issue that comes to my mind. Is it possible the feature is not going to be in the game? Of course. But I'd rather argue for reasons why it could be useful than try and prove it has no reason to exist.
2014-10-10 22:49:00

Author:
KAPBAM
Posts: 1348


Perhaps this might ease your worries. Gevurah told me this on NeoGAF just this morning:

http://www.neogaf.com/forum/showpost.php?p=133740512&postcount=28


The Dynamic Thermometer introduces streaming into your levels and makes your level thermometer extremely flexible. So yes, you can have more complex objects/motifs in your levels than you could have had in LBP2 if you wanted, on top of having extremely larger levels. You can still have too much going on in a particular section, but you can set streaming zone sizes and other streaming tools to help out when building.They remove borders too, so if you wanted to make a super long race, you no longer have to worry about hitting the level borders like you would have in LBP1 & 2.
2014-10-10 22:56:00

Author:
Ryuhza
Posts: 355


But I'd rather argue for reasons why it could be useful than try and prove it has no reason to exist.

I had a feeling this was the way you were thinking. My point was reasons why the company may had not want to give us longer levels, and that has nothing to do with anything with whether or not I thought it would be a good idea or not for us to have it. for the record it should be known I almost always state clearly when I personally do or don't want something myself when talking. *mew

Also...

Earlier you were saying how it would bee too much stress on the level if it were allowed to be larger, how is filling all 16 layers any different then expanding outward in terms of thermo space consumption?

What I was trying to say was in my opinion it would be to much stress for a level to be longer And have 16 filled up layers both at once.
2014-10-10 23:06:00

Author:
Lord-Dreamerz
Posts: 4261


Perhaps this might ease your worries. Geruvah told me this on NeoGAF just this morning:

http://www.neogaf.com/forum/showpost.php?p=133740512&postcount=28

"The Dynamic Thermometer introduces streaming into your levels and makes your level thermometer extremely flexible. So yes, you can have more complex objects/motifs in your levels than you could have had in LBP2 if you wanted, on top of having extremely larger levels. You can still have too much going on in a particular section, but you can set streaming zone sizes and other streaming tools to help out when building.They remove borders too, so if you wanted to make a super long race, you no longer have to worry about hitting the level borders like you would have in LBP1 & 2."

Omg sweet! So it's confirmed then! This makes me extremely happy. It will allow me a lot more creative freedom. Thanks for sharing that man! ...I need to sign up to neogaf


I had a feeling this was the way you were thinking. My point was reasons why the company may had not want to give us longer levels, and that has nothing to do with anything with whether or not I thought it would be a good idea or not for us to have it. for the record it should be known I almost always state clearly when I personally do or don't want something myself when talking. *mew

Ah, so you were kind of playing devil's advocate. You could say something like "for argument's sake" then I have a friend who does that all the time (take the other side, just because). I think it's less aggravating in person because it leads to interesting debates, and you can tell the person is just saying things for that purpose. Anyway I'll keep that in mind next time I get a little irked by your comments


Also...


What I was trying to say was in my opinion it would be to much stress for a level to be longer And have 16 filled up layers both at once.

Ah see that's where I diverged. To me more space on the x & y axis means I can spread out along those axis (top down stuff) and use the z axis for decoration/alternate paths and such.
2014-10-11 00:28:00

Author:
KAPBAM
Posts: 1348


How do you get Swoop to automatically change layers?2014-10-11 06:35:00

Author:
GribbleGrunger
Posts: 3910


How do you get Swoop to automatically change layers?

Maybe it follows the same principles as swimming, or you use R2 and L2. (Or L1 and L2) I doubt you can make wing expressions while flying.

Wait...... How does swimming work now?! 8U

Same way as flying?
2014-10-11 06:55:00

Author:
Devious_Oatmeal
Posts: 1799


Maybe it follows the same principles as swimming, or you use R2 and L2. (Or L1 and L2) I doubt you can make wing expressions while flying.

Wait...... How does swimming work now?! 8U

Same way as flying?

Right now, I'm thinking that both layer switching while swimming or flying would be handled with the right stick.

I know it sounds unwieldy, but it's what I thought of while typing this post.
2014-10-11 15:51:00

Author:
Mega_Mario_Man
Posts: 28


The thermo is the same stuff. It goes up and down, but there is an option called infinite level that allows use the pre load areas it can be small or big, it is a square in 3D that you can move and change size its very cool and saves you the time of save the object and emit it and destroy it. It do it for you. So the only thing that you need to worry about is create the level can go as big as your hard drive on you ps3(4).2014-10-11 16:37:00

Author:
HellYeah1982
Posts: 192


They remove borders too, so if you wanted to make a super long race, you no longer have to worry about hitting the level borders like you would have in LBP1 & 2.

Now I'm curious about how the backgrounds will look like
2014-10-11 16:57:00

Author:
Oddmania
Posts: 1305


Maybe it follows the same principles as swimming, or you use R2 and L2. (Or L1 and L2) I doubt you can make wing expressions while flying.

Wait...... How does swimming work now?! 8U

Same way as flying?

Wait wait... You can change layers while swimming?! I've been around since the launch of the Pirates Pack with water and have never known this
2014-10-11 17:20:00

Author:
The5rozos
Posts: 952


Wait wait... You can change layers while swimming?! I've been around since the launch of the Pirates Pack with water and have never known this

I don't think you can do that. IIRC, L2 and R2 still make Sackboy waggle his arms, and L1 shows player names and scores. Maybe they changed that in LBP3, but I haven't heard anything about it. Cryogenic is probably referring to the community and their Sackbots that usually work on one of his two mentioned control schemes.
2014-10-11 19:02:00

Author:
Mega_Mario_Man
Posts: 28


Now I'm curious about how the backgrounds will look like

It repeats, I believe.


I don't think you can do that. IIRC, L2 and R2 still make Sackboy waggle his arms, and L1 shows player names and scores. Maybe they changed that in LBP3, but I haven't heard anything about it. Cryogenic is probably referring to the community and their Sackbots that usually work on one of his two mentioned control schemes.

Well actually, there's only two ways to switch layers while swimming, and that's from grabbing something on another layer or using something to push Sackboy. Though you will always 'jump' to the foremost layer if there are no obstructions or when you're not grabbing something. Same goes for the jetpack.

Also, sackbots can't go in water.
2014-10-12 12:25:00

Author:
Devious_Oatmeal
Posts: 1799


It repeats, I believe.



Well actually, there's only two ways to switch layers while swimming, and that's from grabbing something on another layer or using something to push Sackboy. Though you will always 'jump' to the foremost layer if there are no obstructions or when you're not grabbing something. Same goes for the jetpack.

Also, sackbots can't go in water.

Well, what I meant was their Sticker Panel/Hologram/Whatever "water." For example, Hashinoyama created a Super Mario 64 Sackbot that "swam" in blue translucent Sticker Panel and could switch layers much like you described.
2014-10-12 13:04:00

Author:
Mega_Mario_Man
Posts: 28


Well, what I meant was their Sticker Panel/Hologram/Whatever "water." For example, Hashinoyama created a Super Mario 64 Sackbot that "swam" in blue translucent Sticker Panel and could switch layers much like you described.

Never heard of the guy, but neat! Although the options for layer switching while swimming don't have many options. I haven't tested it, but I think the layer movement could be achieved with in/out movers and invisible material/plasma'd holo for non-bots. Invisible material/plasma'd holo follows player on thin layers and there's an in/out mover that triggers using the controllinator with whatever the creator chooses.

Though I don't remember if plasma'd holo kills when moved towards a player by an in/out mover.
2014-10-12 13:22:00

Author:
Devious_Oatmeal
Posts: 1799


Never heard of the guy, but neat! Although the options for layer switching while swimming don't have many options. I haven't tested it, but I think the layer movement could be achieved with in/out movers and invisible material/plasma'd holo for non-bots. Invisible material/plasma'd holo follows player on thin layers and there's an in/out mover that triggers using the controllinator with whatever the creator chooses.

Though I don't remember if plasma'd holo kills when moved towards a player by an in/out mover.

Well luckily on LBP3. I believe they said we can put logic on players as well as bots now. Meaning we won't have to do half as many work arounds for non bots now if so. Even tho I don't really make non-bot levels anymore personally. *mew
2014-10-12 13:46:00

Author:
Lord-Dreamerz
Posts: 4261


Has it been confirmed Sackbots still die underwater? If we can program logic to characters, then I would be surprised if this is still the case.2014-10-12 16:23:00

Author:
Rpg Maker
Posts: 877


Never heard of the guy, but neat! Although the options for layer switching while swimming don't have many options. I haven't tested it, but I think the layer movement could be achieved with in/out movers and invisible material/plasma'd holo for non-bots. Invisible material/plasma'd holo follows player on thin layers and there's an in/out mover that triggers using the controllinator with whatever the creator chooses.

Though I don't remember if plasma'd holo kills when moved towards a player by an in/out mover.

So basically, the material is triggered to force Sackboy back when the player tries to change layers while underwater.

And yes, I believe that Plasma Hologram could still kill Sackboy if it was moving in or out. I think I actually got killed by fire like that before.

- - - - - - - - - -


Has it been confirmed Sackbots still die underwater? If we can program logic to characters, then I would be surprised if this is still the case.

What's kinda funny is that Kalawishis' "Sackdroid" movies revolve around a Waterproof Sackbot, singular. So what happens if Sumo throws in Waterproof Sackbots, plural? Part of the plot is that ONE Waterproof Sackbot that has a bomb in him is in the Sackboy bunker-thing. Having more would mean the Sackbots win, movie over, that's be a pretty funny and random ending, but what about the rest of the plot that I know he's working on?
2014-10-12 16:29:00

Author:
Mega_Mario_Man
Posts: 28


very nice as well,....very generous, good forums as well2014-10-13 05:11:00

Author:
AmaniDD
Posts: 1


Has it been confirmed Sackbots still die underwater? If we can program logic to characters, then I would be surprised if this is still the case.

Sackbots now have a section where you can choose their immunities, and water is included, so no, sackbots don't have to die underwater But if you WANT them too.... they can
2014-10-13 07:51:00

Author:
rialrees
Posts: 1015


Sackbots now have a section where you can choose their immunities, and water is included, so no, sackbots don't have to die underwater But if you WANT them too.... they can

How dare you suggest that someone drop a hundred sackbots into water, then turn off their immunity to water!

I kid, I kid.

We're all going to do it at some point or another anyways. For science of course!

Although it's great we can finally get the sackbots into the hot tubs. Can they also use jetpacks now as well?
2014-10-13 11:38:00

Author:
Devious_Oatmeal
Posts: 1799


Perhaps this might ease your worries. Geruvah told me this on NeoGAF just this morning:

http://www.neogaf.com/forum/showpost.php?p=133740512&postcount=28

Haha, thanks for posting this. Also to clarify just in case anyone is still wondering, there's still a floor when you flip the dynamic thermometer switch.
2014-10-13 14:29:00

Author:
gevurah22
Posts: 1476


Just an interesting note.

https://www.youtube.com/watch?v=dyxKIP8KNgk

At 1:18. look how smoothly the ship is moving between layers.
2014-10-13 15:15:00

Author:
Biv
Posts: 734


How dare you suggest that someone drop a hundred sackbots into water, then turn off their immunity to water!

I kid, I kid.

We're all going to do it at some point or another anyways. For science of course!

Although it's great we can finally get the sackbots into the hot tubs. Can they also use jetpacks now as well?

Of course. For science!


Haha, thanks for posting this. Also to clarify just in case anyone is still wondering, there's still a floor when you flip the dynamic thermometer switch.

Awesome, this was the last bit of info I was curious about on the matter. Though if you don't want to see the default floor, I imagine by starting high up enough, you never have to see it. I'm looking forward to popping into a new level and immediately turning on the dynamic thermo. I might just squee with excitement as the wall to the left disappears :3
2014-10-13 15:16:00

Author:
KAPBAM
Posts: 1348


Haha, thanks for posting this. Also to clarify just in case anyone is still wondering, there's still a floor when you flip the dynamic thermometer switch.

At some point I'll remember how to spell your username here
2014-10-14 00:36:00

Author:
Ryuhza
Posts: 355


It repeats, I believe.



Well actually, there's only two ways to switch layers while swimming, and that's from grabbing something on another layer or using something to push Sackboy. Though you will always 'jump' to the foremost layer if there are no obstructions or when you're not grabbing something. Same goes for the jetpack.

Yes, the Infinity Levels backgrounds repeat.

I was watching a video on IGN, and they were showing some levels from the community. One of them was a Super Mario 64-like level, and the swimming appeared to be confined to one layer at a time. They were changing layers somehow, but I wasn't playing the game myself, so I don't know how.
2014-10-19 21:21:00

Author:
Mega_Mario_Man
Posts: 28


Yea the infinity level backgrounds repeat (horizontally). What's neat is that you can go infinitely upward too, so you see the very top of the background and then you have a blank background to work with. For some reason, infinity levels don't work in the blank theme, though I'm hoping that's just a beta issue.

As for swimming in and out, one guy made it so that the right joystick swims you in and out through layers while the left joystick swims you horizontally, as usual.
2014-10-22 12:14:00

Author:
KAPBAM
Posts: 1348


Yea the infinity level backgrounds repeat (horizontally). What's neat is that you can go infinitely upward too, so you see the very top of the background and then you have a blank background to work with. For some reason, infinity levels don't work in the blank theme, though I'm hoping that's just a beta issue.

As for swimming in and out, one guy made it so that the right joystick swims you in and out through layers while the left joystick swims you horizontally, as usual.

Here's a link to that video that we're talking about. Excitement!

http://m.youtube.com/#/watch?v=2R7MS9_FRrA
2014-10-24 21:06:00

Author:
Mega_Mario_Man
Posts: 28


That link doesn't work :/2014-10-25 13:30:00

Author:
Sharktrexer
Posts: 21


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