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#1

List of every new gadget and a practical explanation.

Archive: 90 posts


Hello guys

I thought it would be a good idea to make a practical list of every new tool that is offered in here. I made a list of 55 new elements available to use in Create Mode. I might have missed something, if you notice that please send me a PM or post a reply so that I can improve this list. I hope you guys find this useful!

Note: In this list I am not counting some features, such as the improved menus for most of the old tweakers and sensors, the kinda obvious fact there are 16 layers now, or some of the improvements made, for instance, to the corner editing tool and to some other functions from previous games. Therefore, this list tries to compile completely new gadgets and tools of the level editor. There are in total more than 70 new important features in the game (for example I am not listing many functions such as the Adventure mode map or the quest mechanics, nor the Pumpinator and some of the other Sackpocket items made with the Power Up creator), but again, only listing completely new tweakers, gadgets and sensors in here.

List and explanation of the game's new tools:

1. Dephysicalize tool. Arriving from LBPVita, the Dephysicalize tool allows you to make any object a no-collision object, meaning that everything passes right through it. It is used to save up thermo and to help in level design.

2. Rail Editor. Allows you to modify an already existing Bendy Rail, a little bit like the corner editor tool, but in 3D.

3. Paint. The tool is now not an exclusive of the PS Move owners, now you can paint with your Dualshock 3 & 4 controllers, and it has been incredibly improved! Custom stickers are now a reality sackfolk.

4. Fixed camera. Activate by pressing R3 while in the popit cursor. Now, no matter how you move, the camera will stay fixed during create mode. Oh science!

5. Preview. Preview mode can now be toggled (lol) by pressing the L3 button on your left joystick. Yep, no more long 5 second journeys to the pause menu.

6. Object Saver. When you put this little gadget on an object, when a player enters your level and moves that object, and then leaves the level, when he returns the object will remember its last position and appear there.

7. Quest Tweaker. Activate this tweaker to activate, deactivate, or change the status of a previously created quest. To create a quest go to your organizetron (or hold the traingle button).

8. Quest Sensor. This brand new shiny sensor detects the status of a current quest or objective.

9. Quest Marker. Guides the player to an specific point of the level during a quest! Like your own LBP GPS!

10. Infinite Level. The reason we are all here! Activate this amazing function in the Gameplay Controls, and it will transform our old friend the thermo into the much more amazing dynamic thermo! This little buddy is like a safer emit-destroy technique. For those who are not familiarized with that creation trick, it consists of loading the parts of the level that the player is currently at, but nothing else. That allows levels to be ultra mega complex as it only needs to load what the player sees! WARNING! Watch out for wireless logic while using the Dynamic Thermo functions. Things that the player don't see DO NOT exist in the level until they are loaded, so that includes tags that may have been activated earlier on the level, but that will be "destroyed" when the player leaves into another area. Note: The available space to build in this kind of levels is the same as in regular levels.

11. Preloader. All your Infinite Level solutions are here! This handy little tool allows zones of the level be PRELOADED while the player is busy in another part of your infinite level, so that the transition to the next rooms is very smooth and the player suffers no problems whatsoever in it. Basically it allows you to prepare the game engine for what is next to come!

12. Permanency Tweaker. Place it on an object, and it will remain forever loaded in an Infinite Level! Use this one with wisdom and you can create wireless logic even in Infinite Levels!

13. Loading linker. This tool works just as the advanced glue tool. To use it, you need to have the Infinite Level setting activated. This one allows you to select which objects you would like to be loaded together, so that they don't appear without the other while being loaded!

14. Remote Tag Sensor. I am listing this one here because many people overlook it (and the regular tag sensor apparently does not have an infinite range setting). This tag sensor automatically scans the whole level for tag signals.

15. Wave Generator. Creates a sine wave signal!!!!! What on the Community Earth is that? Basically, it allows you to create a signal that goes from -100% to +100% and vice versa continuously. Practical uses outside of complex logic can include graphic fanciness, where you connect this thing to an animated material (maybe a simple sticker panel) to make it change color in a very smooth and mesmerizing way.

16. Data display. Press R2 over objects to obtain data about them, such as layer position, number of glued objects, number of logic tweakers attached, etc. If you press R2 on a gadget output, you can see the signal strength it is transmitting! Incredible!

17. Broadcast Microchip. This one will blow your mind! This microchip allows to create a microchip that transmits its properties to other objects through the level, either by tag signals, or by closeness to the transmitter. Even works in players! You can make interesting mechanics with this indeed.

18. Advanced IN/OUT mover. In the era of smooth layer transitioning you won't want to leave home without one of these. Allows to move objects in and out, but instead of being layer by layer, you can now make them move with a certain speed, making very smooth layer transitions.

19. Force chip. Allows you to make attraction or repelling forces either on objects or players. Works very well in Boss Battles for instance.

20. Opacity Tweaker. Change the opacity of an object via logic. This represents that maybe you can make an object invisible mid-game, like a house/room's wall when entering that house/room.

21. Physics tweaker. Allows to modify materials' properties, such as weight or collision properties. Imagine levels where eating donuts made you heavier. The gameplay possibilities are truly endless now.

22. Bendy Rail. Another star! Bendy Rails allow players and objects attached to Rail Hooks to move though the level in the X, Y and Z axis incredibly smoothly! This allows amazing visual effects or cool gameplay ideas. Booker DeWitt would be proud.

23. Rail Hook. Attach to an object to make it run smoothly in a Bendy Rail! Just like in LBP3's reveal trailer!

24. Layer Launcher. This new bounce-pad style launchers, allow players to bounce... across layers!

25. Slide. Used for smooth layer transitioning. So smooth. Yum.

26. Velociporter. Teleporters that don't lose momentum! Just like playing Portal in LBP! The gameplay possibilities are endless.

27. Character Teleporter. Allows players to teleport immediately from one point to another.

28. Character Changer. A level link like door, which allows you to change the character you are using to let Toggle, Oddsock and Swoop join the action too!

29. NEW level link. Basically the same as the old level link but with a new look. And a new haircut if you wish.

30. Progress Board. Allows you to end the levels in a completely different way than a regular scoreboard, where you can also show stats such as acing, quest completition, goodies collected, Collectabells, etc.

31. Shop Stalk. Amazing! Allows you to change Collectabells or regular points in order to buy... stuff... or trigger a signal!

32. Collectabells. A whole new currency has arrived to LBP! This ones can only be obtained once per level, and can be traded in Shop Stalks for fancy stuff.

33. Spikes (top-down). Pretty much the same old danger but displayed top-down. Useful for placing as Bendy rail obstacles for example.

34. Top Down Race gates. The old Race Gates now can be placed top-down! The support for top down levels in LBP3 is quite tangible!

35. Swivel Light. A very, very cool light that can be projected to the depth of the level, that is, across layers, from 1 - 16.

36. Wall Light. A very improved tool for lightning that will be vital for the creators who love playing around with the illumination in their creations.

37. Sackpocket. Your own Power-Up storage! Accessed by holding the O button. Modifiable with logic bits and pieces.

37. Sackpocket Item Sensor. Detects when a player activates certain items of their sackpocket.

38. State Sensor. One of the most powerful additions to the realm of sensors. Allows to detect automatically what is sackboy doing exactly at any given time (swimming, running, walking, standing, using a power up, eating a burrito). Forget those days of complex buggy logic trying to figure out what was the player doing in you levels!

39. Hook Hat. Power up. Allows players to hook right into Bendy Rails!

40. Boost Boots. Power Up to give you a short burst of speed in any given direction. Can be used for easy double jump and other cool gameplay mechanics!

41. Popit Power Up. Revolutionary! Allows players to use the Popit and interact with objects inside Play Mode! You control what they can mess with, of course.

42. Popit Power Up tweaker. Tweaks what and how can the popit power up interact with.

43. Popit Cursor Sensor. Detects when the popit cursor is hovering or selecting an object.

44. Sackpocket Pedestal. Gives player power ups to store directly into their sack pockets.

45. Power Up pedestal. Allows players to grab a custom Power Up. Oh the possibilities!

46. Blaster Handle. Allows you to create your very own Power Ups! And selecting the way you will be grabbing or holding them.

47. Character Tweaker. WARNING! VERY UNSTABLE! Allows you to transform into any character when activated. Watch out for game crashes, save before experimenting complex character interaction.

48. Gameplay Tweaker. Allows you to modify the abilities of a character.

49. Sackpocket Tweaker. Allows you to provide with new items and power ups to the player, via logic.

50. Kill Tweaker. This dangerous little tweaker automatically kills the selected player when activated! Evil!

51. Character Rotation Tweaker. Mind blowing! Allows you to rotate characters in any way you want, you can have them facing the back or some funny positions that were never possible before!

52. Object Animation Tweaker. Allows you to modify various aspects of animated objects. For example, put it on the good ol' teleporter of the Cross-Controller pack. Now you can determine how fast its animation goes, and mess with other settings of it.

53. Character Animation Tweaker. Possibly the most powerful addition in terms of graphics. Allows you to make a character behave exactly the way you want via animations. 3D platformers are now a reality!

54. Shardinator. This cool new tool allows you to shatter an object to pieces when activated, and you can even tweak how it will be destroyed and how many pieces will be created after its destruction! It can also be used for amazing visual effects!

55. Climbable Materials. Sackboy's new ability in LBP3 is nothing less than climbing! And to do so, he needs these materials. The climbable materials are just like any other material but give the ability to Sackboy to climb by pressing R1 near them.


That's it guys. Comments, recommendations and doubts are welcome! Hope it is useful
2014-08-24 01:32:00

Author:
yugnar
Posts: 1478


Very well done. Thanks so much for this. 2014-08-24 01:48:00

Author:
jwwphotos
Posts: 11383


awesome job buddy! Very cool.2014-08-24 03:19:00

Author:
biorogue
Posts: 8424


Awesome! Some of the new tools I wasn't sure what to use them for but now I have a clearer idea of what they're used for. Very helpful and I'm sure I'll come back here if I forget what one of the new tools do, thanks again 2014-08-24 07:07:00

Author:
Mdoodle22
Posts: 95


This is great! Thanks a lot 2014-08-24 15:09:00

Author:
Jauw
Posts: 484


Now for the materials!

-hyper
2014-08-24 15:30:00

Author:
hyperdude95
Posts: 1793


i love u2014-08-24 15:40:00

Author:
Five-Ate-Five
Posts: 197


Now for the materials!

-hyper

Lol well that would be pretty easy... You just need to sort materials by theme and add all of the new worlds/themes that were made available for the Beta.

EDIT: Update! I noticed I didn't add two important additions to the game in the list! I added number 54. The Shardinator and 55. Climbable Materials
2014-08-24 19:02:00

Author:
yugnar
Posts: 1478


Thank You so much!
Beta-Forum-Thread-Pick for You
2014-08-25 09:59:00

Author:
Schnupsi
Posts: 506


Nice list.

Wasn't it announced that "over seventy" new tools were being added? Or have they all not been added to the beta?
2014-08-25 19:37:00

Author:
DarkDedede
Posts: 672


Great. This makes things less complicated and very easy to understand. 2014-08-25 21:03:00

Author:
RV-2013
Posts: 153


Nice list.

Wasn't it announced that "over seventy" new tools were being added? Or have they all not been added to the beta?

I made my best to look after every new tool and to explain them; and as I said there aren't 70 elements in my list because I excluded some stuff such as the new layers, new characters, improved menus for old tweakers, new materials, power ups built with the power up creator such as the pumpinator, the adventure mode menus, and some other cool non-gadget related stuff etc. This list pretty much compiles new tools available in your goodies bag If you see I missed something though please reply to make the list more accurate
2014-08-25 21:04:00

Author:
yugnar
Posts: 1478


Excellent!
Thank you <3
2014-08-26 11:28:00

Author:
avundcv
Posts: 2526


http://i.minus.com/ibjXEJdkgYYGRr.gif
What a great job you've had yugnar, congratulations and thank you very much, this is very useful.
2014-08-26 14:26:00

Author:
vusco
Posts: 183


Oh, so that's what those thingies do!

I complained about crashes when using the Character Changer - think the problem is caused by any kind or switch or sensor logic. But if you put all you logic on a Broadcast Microchip instead of putting it on the character there doesn't seem to be any issue. Some logic behaves differently when acting on the player instead of a bot, for example I used a Look At Rotator and had to turn the speed up to maximum in order for it to function.
2014-08-27 23:22:00

Author:
Pookachoo
Posts: 838


great job man2014-10-16 01:15:00

Author:
cuddelbunny
Posts: 162


This is Amazing Work, This is getting bigger by the hour! 2014-10-16 01:29:00

Author:
Tikaki-MooMoo
Posts: 524


wow can not w8 this is going to be fantastic!2014-10-16 01:33:00

Author:
prwbucks
Posts: 2


After all these new topdown things and quest things i think we will finally get an actual GTA level!2014-10-16 01:53:00

Author:
jorgedasack
Posts: 10


Awesome, thanks! So many new things Also, there's a video on this too in case anybody wants to see: https://m.youtube.com/watch?v=gcHYWtLUf442014-10-16 02:43:00

Author:
airide101
Posts: 141


Yes! Finally I can see what I can do with all these new tools! Ahh, I'm getting a headache with all the new ideas! Why can't November come by faster!?2014-10-16 03:55:00

Author:
ZombieTV32
Posts: 13


All the lovely infos! Thanks so much! 2014-10-16 04:16:00

Author:
Mirrorsun
Posts: 5


Than you for this post! All these tools sound so fabulous 2014-10-16 05:39:00

Author:
LJRobey
Posts: 122


A long and detailed tutorial to the new gadgets. I haven't got the beta so I can't try the new features out, unfortunately. 2014-10-16 09:33:00

Author:
hamorgan
Posts: 145


Thanks yungar! God, I'm so excited for this game! 2014-10-16 10:07:00

Author:
ZNBJ
Posts: 181


You forgot the camera excluding material, whatever that does ... I'm waiting. EXPLAIN!2014-10-16 15:14:00

Author:
GribbleGrunger
Posts: 3910


You forgot the camera excluding material, whatever that does ... I'm waiting. EXPLAIN!

Press square and read the description. It's pretty simple. The material is non-physical, and whenever your character is standing in it, the game camera will not track them. It will remain pointed at wherever your character was before stepping into the material. It's basically an easy-bake way of walling off the camera.
2014-10-16 15:57:00

Author:
Ryuhza
Posts: 355


Really appreciate the effort you've made to inform us of these excellent editions to LBP 3! 2014-10-16 16:59:00

Author:
oli440
Posts: 7


Incredible stuff there! I wasn't even a fourth of the way down the list when I realized how far LBP's capabilities had come creation-wise! :&apos2014-10-16 23:06:00

Author:
Bryan_Zuckerberg
Posts: 874


I found it a bummer that you can't de-physicalize sackbots.

The broadcasting chip is such a game changer.
2014-10-17 01:13:00

Author:
Biv
Posts: 734


Sooper sweg. Really helpful stuff, thanks for posting this, its almost like I'm playing the game already. I have a couple questions though: is there by any chance a way to equip powerups without displaying the sackpopit menu and without emitting in powerups over the players head? Do object savers have tags that carry throughout levels, like memorizers? Also, are timers able to count smaller decimals like 0.01 instead of 0.1 now? And is the dephysicalizer or impact sensor able to make objects impacts not get picked up by hologram like materials? (I've tried doing heavy rain effects with the DC kit speed material, but when bullets destroyed by impact sensors hit it, they immediately disappear because they detect impact from the material)2014-10-17 02:59:00

Author:
CrankyLandlord
Posts: 20


Sooper sweg. Really helpful stuff, thanks for posting this, its almost like I'm playing the game already. I have a couple questions though: is there by any chance a way to equip powerups without displaying the sackpopit menu and without emitting in powerups over the players head? Do object savers have tags that carry throughout levels, like memorizers? Also, are timers able to count smaller decimals like 0.01 instead of 0.1 now? And is the dephysicalizer or impact sensor able to make objects impacts not get picked up by hologram like materials? (I've tried doing heavy rain effects with the DC kit speed material, but when bullets destroyed by impact sensors hit it, they immediately disappear because they detect impact from the material)

Thanks for your questions!

Is there by any chance a way to equip powerups without displaying the sackpopit menu and without emitting in powerups over the players head?
Yes, you can create powerups that don't necessarily get stored in a sackthing's sackpocket. I mean, powerups can be stored in there, or you can set them up so they work just as normal powerups, just as the hero cape or the grappling hook.

Do object savers have tags that carry throughout levels, like memorizers?
I'd have to double check but if I can recall correctly the object savers aren't that tweakable. It means that it will remember the exact position of any object so that when people return the object remains in the same place (where it was left in the previous playthrough). Again, not 100% sure but I don't recall seeing tag tweaking in this specific tool.

Also, are timers able to count smaller decimals like 0.01 instead of 0.1 now?
If I recall correctly timers work the same than in LBP2, at least in the way of decimal counting and that stuff.

And is the dephysicalizer or impact sensor able to make objects impacts not get picked up by hologram like materials?
Yes, dephysicalizing an object will make it un-impactable, that means that objects that are dephysicalized don't get detected by impact sensors, just as in LBPVita.

Feel free to post more questions
2014-10-17 03:26:00

Author:
yugnar
Posts: 1478


Also, there is logic to add or remove items to a sackpocket, but I don't think you can equip anything directly. So you still need to emit a powerup over someone's head, but you can make it invisible.2014-10-17 09:55:00

Author:
Rogar
Posts: 2284


Also, there is logic to add or remove items to a sackpocket, but I don't think you can equip anything directly. So you still need to emit a powerup over someone's head, but you can make it invisible.

there is logic on the sackpocket tweaker that allows you to "add and equip"
2014-10-17 11:45:00

Author:
Ash_uk1
Posts: 255


Does that work without a sackpocket?2014-10-17 13:08:00

Author:
Rogar
Posts: 2284


Dumb question, since I have the beta...but is there way to give the player powerups (lets say the jetpack) but have the powerup base be invisible? On the flip side, is there a way to "kill" powerups without the Red X?

And has anyone found a way to change the color of fire? Of lightning? Such a basic thing, I can't believe it's not included.
2014-10-17 16:44:00

Author:
Biv
Posts: 734


How fascinating! In particular, I like the Bendy Rail and Slide the most, and I am very astonished that you can now "Paint" with your controller. My hands are very shaky with the Move Controller. Thanks for the info.
~TheExpertz_
2014-10-17 16:45:00

Author:
TheExpertz_
Posts: 36


is there way to give the player powerups (lets say the jetpack) but have the powerup base be invisible?

You can make the whole thing invisible with the opacity tweaker, but I don't think you can hide just the base.
2014-10-17 16:53:00

Author:
Rogar
Posts: 2284


Dumb question, since I have the beta...but is there way to give the player powerups (lets say the jetpack) but have the powerup base be invisible? On the flip side, is there a way to "kill" powerups without the Red X?

And has anyone found a way to change the color of fire? Of lightning? Such a basic thing, I can't believe it's not included.

We should be able to tweak how fierce the flames are too. Lightening though? I haven't found any lightening, where is it?
2014-10-17 17:11:00

Author:
GribbleGrunger
Posts: 3910


Thanks so much 2014-10-17 21:48:00

Author:
CrankyLandlord
Posts: 20


Does that work without a sackpocket?

yes, just go to the global controls and turn off the sackpocket and it works fine

edit: seems you can also holster the weapons too by tapping the circle button or if its item you drop it
2014-10-17 22:20:00

Author:
Ash_uk1
Posts: 255


I think the Broadcasting chip is going to used a heck of a lot. I'm already getting into the habit of using it for more mundane reasons and I'm going to progress quickly without a doubt. The only problem I have with it is it stays where you put it, so if you decide you want to add more logic, you have to scroll all the way back, and then to test if it's working, you have to scroll back to where you started. I'm only two screens away from it and it's already starting to annoy me.2014-10-17 22:30:00

Author:
GribbleGrunger
Posts: 3910


Set up a test area somewhere central, that's what I did. Well, not true, first I worked in a separate experimental level, but it's what I should have done. Turns out you can't transfer quests to another level in the beta, I had to enter them all over again.2014-10-17 22:38:00

Author:
Rogar
Posts: 2284


I think the Broadcasting chip is going to used a heck of a lot. I'm already getting into the habit of using it for more mundane reasons and I'm going to progress quickly without a doubt. The only problem I have with it is it stays where you put it, so if you decide you want to add more logic, you have to scroll all the way back, and then to test if it's working, you have to scroll back to where you started. I'm only two screens away from it and it's already starting to annoy me.

My issue with it is that whenever the source chip's circuit board is open, all of the other circuit boards are open as well. You can close the other circuit boards manually, but as soon as you touch the source chip they pop right back open. It becomes a big nuisance when I'm trying to project something onto my character while editing the broadcasting microship. I get two identical sets of chips in close proximity, but I can only edit one of them. It's messy and confusing, and I haven't even started with complex logic.
2014-10-17 22:55:00

Author:
Ryuhza
Posts: 355


You can make the whole thing invisible with the opacity tweaker, but I don't think you can hide just the base.

Oh, that's what I meant. Thanks!

I never thought of that. New tools and all.

- - - - - - - - - -


We should be able to tweak how fierce the flames are too. Lightening though? I haven't found any lightening, where is it?

Sorry, I meant electricity.

- - - - - - - - - -


I think the Broadcasting chip is going to used a heck of a lot. I'm already getting into the habit of using it for more mundane reasons and I'm going to progress quickly without a doubt. The only problem I have with it is it stays where you put it, so if you decide you want to add more logic, you have to scroll all the way back, and then to test if it's working, you have to scroll back to where you started. I'm only two screens away from it and it's already starting to annoy me.


Make a chip and put it on a 4x4 square of whatever. Put all of your broadcasting chips in that chip. Add the tweaker to dematerialize it. Now take the square with you.
2014-10-18 00:41:00

Author:
Biv
Posts: 734


46. Blaster Handle. Allows you to create your very own Power Ups! And selecting the way you will be grabbing or holding them.


How does it work though?
How do I, for example, make a gun that shoots chickens.
I've only been able to make items to hold, but those items don't do anything.
2014-10-18 14:14:00

Author:
Jovuto
Posts: 2345


How does it work though?
How do I, for example, make a gun that shoots chickens.
I've only been able to make items to hold, but those items don't do anything.

http://www.youtube.com/watch?v=Gh3Iw76-2F4
2014-10-18 14:43:00

Author:
Hanfi1311
Posts: 776


Good job 2014-10-18 15:10:00

Author:
Mark3y_man
Posts: 94


http://www.youtube.com/watch?v=Gh3Iw76-2F4

you havent got to add a dcs, you can just use the output of the blaster handle

heres a taste of what im working on

i know the video is not good quiality but the ps4s share button has been disabled


https://www.youtube.com/watch?v=JWl7CezVfyk&feature=youtu.be
2014-10-18 16:23:00

Author:
Ash_uk1
Posts: 255


Thanks for this!2014-10-19 12:23:00

Author:
mr_D22
Posts: 58


Makes me stoked for LBP3! 2014-10-19 12:58:00

Author:
Verschleppen
Posts: 15


YES! A DESTORY Animation That Breaks Into Pieces!

Also. Screenshots?
2014-10-19 14:06:00

Author:
CamostarAtIsabella
Posts: 188


I can't wait to see what the Community will do with all of these new possibilities! I'm so hyped for LBP3.2014-10-19 21:14:00

Author:
JontyHar23
Posts: 3


What About The Matrial In Poppit Puzzles?2014-10-20 01:26:00

Author:
CamostarAtIsabella
Posts: 188


What About The Matrial In Poppit Puzzles?

funny thing about that, its called "some kind of object" I found that odd

some things aren't named, such as materials (like that one) some animations (some are unfinished as well), and a few other things that have slipped my mind, but I can hear a faint "THERE WAS SOME OTHER TYPE OF UNNAMED OBJECT" from the back of my mind
2014-10-20 01:51:00

Author:
amiel445566
Posts: 664


The broadcast chip is surely one of the most interesting gadgets among the new ones in LBP3. But, as I hadn't the chance to play the beta, I still have a doubt about synchronizing.
Let's make an example: we put a sackbot IA microchip into a broadcast chip, then we add 10 sackbots in the level with the same coloured tag, so that the broadcast chip sends all the logic to all of them. If I understood correctly, this is how the broadcast chip works, isn't it?
So, the question is: does the broadcast chip send a different piece of logic to every sackbot, or does it simply copy the logic inside itself to all the sackbots, so that every one of them in a way "shares" the same chip?
In the example: if there's a part of the IA microchip that makes the sackbot explode when a player approaches it, if I get near a single sackbot or the object where I put the broadcast chip on, do all the other sackbots, as well as the said object, explode, or do only the single sackbot/object blow up?
In other words, are all the copies made by the broadcast chip "synchronized" or are they independent from one another?

I'm 99% sure of the answer, given all your positive feedback on the tool, but there is still that small tiny possibility than it may not work like I'm thinking it works. And I'd like to know if that possibility is real or false
2014-10-31 23:23:00

Author:
Puntolory
Posts: 34


No, only the Sackbot close enough to the player would explode. It's the 'logic' that triggers the explosion so the logic only works when it's triggered. The original logic on the broadcasting chip remains unchanged and even when ALL sackbots have blown up, it still remains in tact. You can also have the logic on the broadcasting chip interact with logic on an object, so you can make the complex logic and place it on the broadcasting chip and have the simpler part of the logic ready and waiting elsewhere.2014-10-31 23:31:00

Author:
GribbleGrunger
Posts: 3910


No, only the Sackbot close enough to the player would explode. It's the 'logic' that triggers the explosion so the logic only works when it's triggered. The original logic on the broadcasting chip remains unchanged and even when ALL sackbots have blown up, it still remains in tact. You can also have the logic on the broadcasting chip interact with logic on an object, so you can make the complex logic and place it on the broadcasting chip and have the simpler part of the logic ready and waiting elsewhere.

Perfect! Exactly how I thought it'd work. Can't wait to put my hands on it and all the other new logic pieces, given the fact that logic is what I'm best at.
Thanks for your thorough answer!
2014-11-01 08:31:00

Author:
Puntolory
Posts: 34


Perfect! Exactly how I thought it'd work. Can't wait to put my hands on it and all the other new logic pieces, given the fact that logic is what I'm best at.
Thanks for your thorough answer!

The only negative about the broadcasting chip is the fact it takes up two slots of thermo and more when duplicated. Coupled with the permanency tweaker, preload tweaker and dynamic thermo, that's a worthwhile trade off IMO.
2014-11-01 09:34:00

Author:
GribbleGrunger
Posts: 3910


So much hyyyyyyyype!!!!!!2014-11-05 16:01:00

Author:
Sackman201
Posts: 38


What happens if you Shardinate a Sackbot? Does it split into more sackbots?

Also, What's the level limit, including levels in "Adventures"?
2014-11-07 19:46:00

Author:
Cheatster9000x
Posts: 36


What happens if you Shardinate a Sackbot? Does it split into more sackbots?

Also, What's the level limit, including levels in "Adventures"?

Shardinating Sackbots have no effect on them, instead the Shardinator disappears from their circuitboard oddly...

The level limit for Adventures is 15.

- - - - - - - - - -
2014-11-07 20:24:00

Author:
Smuffy04
Posts: 606


What happens if you Shardinate a Sackbot? Does it split into more sackbots?

Also, What's the level limit, including levels in "Adventures"?

you cant shardinate any non-material, my only guess as to why it even activates is for materials connected to that object
2014-11-08 03:02:00

Author:
amiel445566
Posts: 664


is the standard publish limit still 20 levels?2014-11-12 23:48:00

Author:
Jacob46719
Posts: 38


is the standard publish limit still 20 levels?
Yes.

Standard levels take up 1 slot. Adventures can fit up to 15 levels in them, but are also 1 slot!
2014-11-12 23:57:00

Author:
Smuffy04
Posts: 606


Adventures can fit up to 15 levels in them, but are also 1 slot!

I'll never understand this... I thought they capped the limit to 20 for data reasons... the X15 amount that is being discussed shows that's not true, so why the limit of 20?
2014-11-13 00:22:00

Author:
amiel445566
Posts: 664


I'll never understand this... I thought they capped the limit to 20 for data reasons... the X15 amount that is being discussed shows that's not true, so why the limit of 20?

It is clearly capable of handling over 20 levels on an Earth, as this exists... http://lbp.me/u/lve__msg/levels
2014-11-13 00:52:00

Author:
Smuffy04
Posts: 606


Wow. There's so many tweakers added in lbp3. However the game needs much more logic. Its great to have new tweakers and all, but we really need better logic tools to create games more efficiently.2014-11-13 02:30:00

Author:
gurren009
Posts: 2592


Personally the adventure function is a very sweet treat for me. Gosh I can't wait for the 18th!!!2014-11-13 04:17:00

Author:
yugnar
Posts: 1478


Does anyone know how many levels you can post for LBP3, is it still 20 or has it gotten more or less?2014-11-14 01:24:00

Author:
Alfrottos
Posts: 42


Does anyone know how many levels you can post for LBP3, is it still 20 or has it gotten more or less?

As I posted above, the level limit is still 20 levels, but adventures can fit up to 15 levels in them yet only take up one slot!
2014-11-14 01:49:00

Author:
Smuffy04
Posts: 606


And just a guess here but I believe that LBP1 and LBP2 slots don't count, so technically you can have up to 60 levels in your Earth + 20 more on your Cross Controller Earth.

(And considering Vita and Karting a creator could publish up to 130 levels in a single account )
2014-11-14 02:52:00

Author:
yugnar
Posts: 1478


And just a guess here but I believe that LBP1 and LBP2 slots don't count, so technically you can have up to 60 levels in your Earth + 20 more on your Cross Controller Earth.

(And considering Vita and Karting a creator could publish up to 130 levels in a single account )

So you can publish 20 levels on TOP of your previous 20 levels? Are you sure about that?
2014-11-15 10:33:00

Author:
GribbleGrunger
Posts: 3910


So you can publish 20 levels on TOP of your previous 20 levels? Are you sure about that?

Nope, I said just a guess, but I think that will be right because remember how LBP2 levels didn't fill the slot of LBP1 levels and vice versa?
2014-11-15 16:12:00

Author:
yugnar
Posts: 1478


I'll never understand this... I thought they capped the limit to 20 for data reasons... the X15 amount that is being discussed shows that's not true, so why the limit of 20?

I think it's to prevent people who would just post levels nonstop just to clog the level directory. Makes it harder to grief.
2014-11-15 23:17:00

Author:
koltonaugust
Posts: 1382


Whoops I just realized I didn't include in the list the PS4 exclusive trailer function. Sadly I played the Beta in the PS3 thus I don't know how that one works/its name. But it exists 2014-11-17 18:48:00

Author:
yugnar
Posts: 1478


Whoops I just realized I didn't include in the list the PS4 exclusive trailer function. Sadly I played the Beta in the PS3 thus I don't know how that one works/its name. But it exists

That works independent of the game anyway.
2014-11-18 23:52:00

Author:
GribbleGrunger
Posts: 3910


Yes.

Standard levels take up 1 slot. Adventures can fit up to 15 levels in them, but are also 1 slot!

Hot diggety daffodil. I can forgive the bugs just for this.
2014-11-20 02:19:00

Author:
poorjack
Posts: 1806


The Sackpocket and Sackpocket Item sensors I can't find. 2014-11-20 23:28:00

Author:
Archon453
Posts: 142


The Sackpocket and Sackpocket Item sensors I can't find.

Look harder
2014-11-20 23:34:00

Author:
GribbleGrunger
Posts: 3910


haha, I can't tell if that's a joke or not. I'm not kidding you, they literally are not there, and I have advanced create mode on.2014-11-20 23:53:00

Author:
Archon453
Posts: 142


The Sackpocket and Sackpocket Item sensors I can't find.

There's not a Sackpocket in the Goodies Bag, it is instead Sackboy's new tool you can acces by holding "O" (circle), and that is editable via logic
2014-11-21 01:53:00

Author:
yugnar
Posts: 1478


What's worse is you can't use the darn thing with a Sackbot.2014-11-21 09:11:00

Author:
Archon453
Posts: 142


The new gadgets sound amazing and will take time to get used to in create mode. The new paint tool is exactly what i have been hoping for, i was upset to see it wasn't included in the Vita version.

I have a couple questions as i wont be able to get hold of the game in Aussiland until the 26th.

Has anyone built a level using the Infinite level tool yet and how effective is it?
And can the Sackpocket be used by sackbots controlled by the player?

Those two things may be essential to revisiting my Sack of Darkness idea i had on LBP2 before it corrupted.
2014-11-21 22:36:00

Author:
Lordwarblade
Posts: 761


Thank you LordWarBlade, you're asking the exact same questions as I am. So far it doesn't look as though we can use the Sackpocket with player Controlled Sackbots. Which is really a let down. :/ Most people just don't care I guess, but it's an important feature. The infinite level tool I haven't delved into yet, but if I get to it, which I more than likely will with the game I'm currently making then I will inform you.2014-11-22 03:40:00

Author:
Archon453
Posts: 142


Its a shame it wont work with bots then. I just watched a couple vids about the infinite tool on LBP.me and it looks great though may be tricky to use properly and i am not sure just how good some levels will turn out with it.

Can't wait to get this game and start fiddling with all this cool new stuff. Thanks Archon.
2014-11-22 05:21:00

Author:
Lordwarblade
Posts: 761


No problem! Hey you know Dortr yeah!? Oh, and by the way getting 3D animated turning is not an easy task. lol2014-11-22 05:50:00

Author:
Archon453
Posts: 142


Its a shame it wont work with bots then. I just watched a couple vids about the infinite tool on LBP.me and it looks great though may be tricky to use properly and i am not sure just how good some levels will turn out with it.

Can't wait to get this game and start fiddling with all this cool new stuff. Thanks Archon.

Like you I'm waiting for the game to come out in AU, but was luckily in the beta, so...

You don't need to rely on Bots so much. You can capture a character design for costume and set it in a Character Change Gate.

You can force a player change by triggering the gate.

Because it's not a bot, and you don't need any bot logic. Like followers, special cameras, etc.

The player will be that character, and have that costume on. You can then use a Broadcast Microchip to send controls and info directly to the player. You can send tags states, animations, speed settings like this.

You make one Broadcast microchip at the start of the level for the player and this becomes your working area.

For example; I made a beta level that had the player load in as their Sackboy, and a Broadcast Microchip made it so they carried a tag. I set up some deco on sticker panel as a spike pit, and used an impact sensor on the material to trigger a spike death animation on any player that touched it.

Later in the level I had an invisible Character Change Gate, wired to a player sensor, so the player changed automatically to a captured version of Big Toggle, which I did so the player couldn't switch to Little Toggle.

On my Broadcast microchip I just had State Sensors that only detected this captured character, and they triggered if he was running or falling, which in turn switched on a Tag

I had select areas of the stage set to sense this tagged impact and trigger a shardinator. Essentially with momentum Toggle could smash through walls. He needed a bit of momentum, and jumping up and down on a breakable ground section was not enough to shatter it. You needed to drop on it from a little bit of height. Same with running at a wall. If you walked up to it and pushed against it, it wouldn't break. You needed to back off and get a run up.

All this didn't take that long, and I didn't make any complicated logic either. In a way having to start again with your series may actually be a bit of a bonus, because I think you will find some very simple ways to accomplish a lot of that bot logic you had going on
2014-11-24 21:26:00

Author:
Mr_Fusion
Posts: 1799


No problem! Hey you know Dortr yeah!? Oh, and by the way getting 3D animated turning is not an easy task. lol

Yep i know Dortr. Good creator.



Like you I'm waiting for the game to come out in AU, but was luckily in the beta, so...

You don't need to rely on Bots so much. You can capture a character design for costume and set it in a Character Change Gate.

You can force a player change by triggering the gate.

Because it's not a bot, and you don't need any bot logic. Like followers, special cameras, etc.

The player will be that character, and have that costume on. You can then use a Broadcast Microchip to send controls and info directly to the player. You can send tags states, animations, speed settings like this.

You make one Broadcast microchip at the start of the level for the player and this becomes your working area.

For example; I made a beta level that had the player load in as their Sackboy, and a Broadcast Microchip made it so they carried a tag. I set up some deco on sticker panel as a spike pit, and used an impact sensor on the material to trigger a spike death animation on any player that touched it.

Later in the level I had an invisible Character Change Gate, wired to a player sensor, so the player changed automatically to a captured version of Big Toggle, which I did so the player couldn't switch to Little Toggle.

On my Broadcast microchip I just had State Sensors that only detected this captured character, and they triggered if he was running or falling, which in turn switched on a Tag

I had select areas of the stage set to sense this tagged impact and trigger a shardinator. Essentially with momentum Toggle could smash through walls. He needed a bit of momentum, and jumping up and down on a breakable ground section was not enough to shatter it. You needed to drop on it from a little bit of height. Same with running at a wall. If you walked up to it and pushed against it, it wouldn't break. You needed to back off and get a run up.

All this didn't take that long, and I didn't make any complicated logic either. In a way having to start again with your series may actually be a bit of a bonus, because I think you will find some very simple ways to accomplish a lot of that bot logic you had going on

Wow sounds amazing I wasn't lucky enough to get into the beta.

This new character customization sounds great, i had seen the tutorial for it but didn't think it was usable without the player being able to change back at anytime they wished. This will really change the way we can build levels and will make things a lot simpler and easier.
I cannot wait to test all this out there is so much to get excited about
2014-11-25 00:24:00

Author:
Lordwarblade
Posts: 761


That is true, but you can't make funny head size. :/ I just want to have funny head size, and my sackpocket. lol2014-11-25 20:47:00

Author:
Archon453
Posts: 142


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