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LittleBigPlanet 2 [PS3]

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    #31


    I can tell you that sorting, searching, and downloading user-created stuff is going to get a lot faster and easier both in the game and on a new website called LBP.me which will be launching with the game (the latter will give you a social feed of your friends' creations and even let you queue up downloads that will begin automatically when you boot up the game later).
    I know it's been mentioned before, but that's the best bit of news. If they get that bit right and use it in other Play Create Share titles they could really take off.

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      #32
      Listening to today's Bombcast and they have said that the physics have been tweaked slightly so the jumping and movement is a lot more precise now that before, which should please a lot of the critics of the first LBP.

      They also said that the types of clothes you wear will effect your sackboy's control. For instance, if you wear a large, heavy tin hat, sackboy will be heavier when moving around, whereas if you wear a light piece of clothing like just a shirt, you will be able to jump higher than wearing the tin hat etc.

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        #33
        I hope they make that last bit clear - can you imagine the frustration?

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          #34


          Tarsier have signed up to deliver exclusive extra content for LBP2, as well as another unannounced project. Tarsier are the studio behind the AMAZING looking (But unreleased) City of Metronome, I'm hoping that becomes the unannounced project.

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            #35
            Well you may get your wish if the little orange box on the official City of Metronome website is up to date.

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              #36
              I do hope so. Even if it's not the unannounced project, I hope it sees the light of day. In fact, I think we have a thread for that game. *searches*

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                #37
                Ugh, ready for the BOHICA pre-order incentives?

                While we're entertaining the crowds at San Diego Comic Con this week with a peek at LBP2 and some free shirts.  We have some great news... Over at camp Media Molecule…LittleBigPlanet 2 has just passed “Alpha”! Yay!  And while we still have a ton of work to do, we’re that much closer to release and [...]


                Having said that:




                <3

                More DLC rape-age incoming.

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                  #38


                  That looks like great fun. Plenty of pinball/Sonic style potential there.

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                    #39



                    Creatinator! Power gloves! Giant steampunk chicken!



                    Game of the forever confirmed...

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                      #40
                      watching this I can't deny that it looks and sounds totally joyous, the thing that I think is lacking is that this appears like the first game and somehow that joyous feeling doesn't translate to the gameplay for me.

                      its such a hard thing to define but Mario bounces and hops arounds his levels and that somehow translates thru the pad and you feel it.

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                        #41
                        Originally posted by merf View Post
                        watching this I can't deny that it looks and sounds totally joyous, the thing that I think is lacking is that this appears like the first game and somehow that joyous feeling doesn't translate to the gameplay for me.

                        its such a hard thing to define but Mario bounces and hops arounds his levels and that somehow translates thru the pad and you feel it.
                        I can understand this.
                        I believe it's a consequence of the whole game being built within a single universal physics engine (no Nintendo game does this afaik).... Necessary for create mode to function without glitching up, but sadly putting a dampner on character movement.



                        It looks like the grappling arm goes a good distance towards remedying it though. It looks like it adds the dynamism and speed which was largely missing from the first game, and it appears so versatile I'd happily play a whole game based around it.



                        And in any case, now that players can make their own playable characters with custom handling, with specific add-ons for fine tuning inertia and momentum, complaints about the controls will be largely moot. It'll be only a matter of time before someone comes up with a good Mario control facsimile.
                        And by matter of time, I mean about 2 days after release.

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                          #42
                          GamesCom Story Trailer

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                            #43
                            First sightings of a music editor in that trailer.







                            You could already recreate one of LBP's musical levels within a single microchip in LBP2.

                            I mean.... this wasn't even strictly necessary

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                              #44
                              It seems the music generator does a lot more than just generating music.
                              I played a LittleBigPlanet 2 basketball game with Media Molecule co-founder Alex Evans today, then watched someone else control multiple Sackbots in a puzzle game. Both were very different from LittleBigPlanet's platforming sections. Neither was as cool as the racing game Evans demonstrated.

                              The racing game itself, which saw a Sackboy ride on a fuzzy caterpillar-like beast, wasn't particularly spectacular looking. Sackboy simply had to avoid fiery obstacles and roadblocks. It was how that racing game was built, using LittleBigPlanet 2's new music sequencer and synth tool, that was so unexpected.

                              Yes, someone made a song that turned into a race track. And it turns out that music sequencing in LittleBigPlanet 2 will enable creators to do much more than that.

                              For the purposes of building a race track, the sequencer tool makes a lot of sense. The top-down racetrack consisted of a starting point connected to the rest of the level, then a bunch of track sections that were built further away, floating in empty space. Those racetrack sections were essentially samples, speaking in music sequencer terms. As the timeline on the music sequencer moved forward, those racetrack samples transitioned from one to the next, making a complete, playable course.

                              Evans showed us the racetrack's timeline, which looked like note chart of increasing and decreasing track section difficulties. Anyone who's ever used a sequencer or timeline in, say FruityLoops, GarageBand, Flash or Adobe Premiere, should feel comfortable with using a tool like this to create levels, cinematics or racetracks. That tool, Evans says, has helped LittleBigPlanet level designers create much faster than the methods used in the original game, a more efficient replacement for switches and levers.

                              Of course, LittleBigPlanet 2's sequencer can be used for its intended purpose: to make songs. Evans accessed the sequencer from a Sackboy's pop-it menu and threw together a quick tune comprised of honkytonk piano, beatbox kicks and snares. It was "Twinkle, Twinkle Little Star" with some erratic beatboxing layered on top.

                              Evans then added an effect to a block, making it switch from a safe wooden material to a dangerous molten brick, then back again. All he had to do was tie that danger cue to the sequencer timeline, further illustrating how powerful that tool can be in creating levels.

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                                #45
                                I guessed it would be a couple of months before someone made a working CPU in LBP2.


                                looks like I'm still underestimating this game....
                                :O

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