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LittleBigPlanet: Water! Kraken Infested Pirates of the Caribbean Levels, 12-22-09

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Posts

  • DelphinidaesDelphinidaes FFXIV: Delphi Kisaragi Registered User regular
    edited December 2009
    I'll admit the water content is pretty darned amazing.

    But the costume pack? So so SO MANY possibilities with the costumes in that pack!

    Can't Wait!

    Delphinidaes on
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  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited December 2009
    Fuck yessssssssss

    Speed Racer on
  • mspencermspencer PAX [ENFORCER] Council Bluffs, IARegistered User regular
    edited December 2009
    OK, I think I made something pretty awesome. Theoretically awesome, not any fun to play though. Fun to tinker with in edit mode.

    I have a slab of six magnet sensors set to read "punch card" type lines of dissolve with magnets. You make a stack of punch card lines. A MASSIVE network of wires connects those wires to thirty-one six-way AND switches, with various pistons set on normal or inverted. The result? For any combination of magnets where the right-most magnet is present AND at least one of the other magnets are present, one of thirty-one emitters is triggered which creates a different object, which then drops to the floor.

    Before I added objects to the emitters, thermo was just over the third tick mark. I picked a custom game-provided object for each emitter (apple, orange, boot, egg carton top, etc.) and now the thermo is nearly at the top and I'm getting warning messages.

    But it's awesome to drop a "punch card" of seven lines of dissolve onto the reader and have seven different objects come out.

    Ultimately, I want to use this to create a sort of trivia quiz, structured as: the bottom of the level is static and consists of a set of vertical shafts for the player to freefall. Some lead to death traps, two lead to "a "answer was correct!" room full of points, and one leads to the level-end scoreboard.

    The exposed shafts by themselves aren't interesting. For each question, I will spawn one of four predesigned huge blocks with vertical (and diagonal) tunnels that direct the player depending on which answer was correct that time. Plus a block with a magic mouth that asks the question and presents the answers.

    (What, you expected something fun?)

    In case people want to see what little bits I have so far: how would I publish the level so it's editable? (I already know the title should clearly indicate this is NOT a playable level, so random searchers aren't made to play it.)

    mspencer on
    MEMBER OF THE PARANOIA GM GUILD
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  • MetaHybridMetaHybrid Taste defeat!Registered User regular
    edited December 2009
    That sounds quite interesting. I think if you change your levels settings to copyable, then people will be able to copy it and mess around with it in their moon.

    MetaHybrid on
    3DS: 3265-5577-2211 NNID: Metahybrid
  • mspencermspencer PAX [ENFORCER] Council Bluffs, IARegistered User regular
    edited December 2009
    OK, done. Search @MichaelSpencerJr or the title: Unplayable - binary decoder 1
    (unlocked and editable -- save it to your mymoon and use it if you want!)

    mspencer on
    MEMBER OF THE PARANOIA GM GUILD
    XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK
    QRZ || My last known GPS coordinates: FindU or APRS.fi (Car antenna feed line busted -- no ham radio for me X__X )
  • mspencermspencer PAX [ENFORCER] Council Bluffs, IARegistered User regular
    edited December 2009
    Oh I've been meaning to ask: is there any sort of reliable way to destroy objects by pushing them into a strong, stone crusher and smashing them until they "break"? So if all of my destructibles are poly or glass or dissolve, and my crusher is made of stone and powered by lots of high-strength pistons, could I reliably push things into the crusher and get rid of them? I'm trying to make sure I don't end up with an unplayable level because I used up too much meter with "object leaks" and failed to spawn things because old things were lying around.

    mspencer on
    MEMBER OF THE PARANOIA GM GUILD
    XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK
    QRZ || My last known GPS coordinates: FindU or APRS.fi (Car antenna feed line busted -- no ham radio for me X__X )
  • MetaHybridMetaHybrid Taste defeat!Registered User regular
    edited December 2009
    mspencer wrote: »
    Oh I've been meaning to ask: is there any sort of reliable way to destroy objects by pushing them into a strong, stone crusher and smashing them until they "break"? So if all of my destructibles are poly or glass or dissolve, and my crusher is made of stone and powered by lots of high-strength pistons, could I reliably push things into the crusher and get rid of them? I'm trying to make sure I don't end up with an unplayable level because I used up too much meter with "object leaks" and failed to spawn things because old things were lying around.

    I don't see why this can't be accomplished. I remember my brother making a thing similar to your idea, which would flawlessly crush and destroy anything that he put underneath it, and I don't think it ever broke. I think the only thing you would have to worry about is making sure your object is completely underneath your crusher before it does the crushing. That shouldn't be hard

    I think the faster the crusher moves and closer to the ground it gets, the more effective it will be.

    MetaHybrid on
    3DS: 3265-5577-2211 NNID: Metahybrid
  • mspencermspencer PAX [ENFORCER] Council Bluffs, IARegistered User regular
    edited December 2009
    Wait a minute, I just realized something.

    I could've done this with one huge vertical six-way AND switch thing, except: the 1's place piston extends 2.5 units. The 2's place piston extends 5 units. The 4's place piston extends 8 units. Etc.

    *smacks forehead*

    mspencer on
    MEMBER OF THE PARANOIA GM GUILD
    XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK
    QRZ || My last known GPS coordinates: FindU or APRS.fi (Car antenna feed line busted -- no ham radio for me X__X )
  • GihgehlsGihgehls Registered User regular
    edited December 2009
    Water in 2 days.

    Gihgehls on
    PA-gihgehls-sig.jpg
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited December 2009
    mspencer wrote: »
    OK, I think I made something pretty awesome. Theoretically awesome, not any fun to play though. Fun to tinker with in edit mode.

    I have a slab of six magnet sensors set to read "punch card" type lines of dissolve with magnets. You make a stack of punch card lines. A MASSIVE network of wires connects those wires to thirty-one six-way AND switches, with various pistons set on normal or inverted. The result? For any combination of magnets where the right-most magnet is present AND at least one of the other magnets are present, one of thirty-one emitters is triggered which creates a different object, which then drops to the floor.

    Before I added objects to the emitters, thermo was just over the third tick mark. I picked a custom game-provided object for each emitter (apple, orange, boot, egg carton top, etc.) and now the thermo is nearly at the top and I'm getting warning messages.

    But it's awesome to drop a "punch card" of seven lines of dissolve onto the reader and have seven different objects come out.

    Ultimately, I want to use this to create a sort of trivia quiz, structured as: the bottom of the level is static and consists of a set of vertical shafts for the player to freefall. Some lead to death traps, two lead to "a "answer was correct!" room full of points, and one leads to the level-end scoreboard.

    The exposed shafts by themselves aren't interesting. For each question, I will spawn one of four predesigned huge blocks with vertical (and diagonal) tunnels that direct the player depending on which answer was correct that time. Plus a block with a magic mouth that asks the question and presents the answers.

    (What, you expected something fun?)

    In case people want to see what little bits I have so far: how would I publish the level so it's editable? (I already know the title should clearly indicate this is NOT a playable level, so random searchers aren't made to play it.)
    Ahahah, oh man, I actually thought of the exact same thing a little while ago, and decided not to act on it because I thought it would eat too much thermo. Let's hear it for the hive-mind!

    Speed Racer on
  • mspencermspencer PAX [ENFORCER] Council Bluffs, IARegistered User regular
    edited December 2009
    You know, I was worried about trying to figure out a way to randomly select a stack of 10 out of 30 questions with no duplication. It just occurred to me: if I use one emitter set to emit "level punch card lines" that drop and form a stack, and use those level punch card lines one at a time, and if the punch card line emitters are set to only emit one at a time, then if I spawn a duplicate the old one will just vanish and the rest of the stack will drop down!

    Then I just need to keep randomly emitting until my stack reaches a certain height (because I will detect a punch card magnet has been in a certain area for a length of time) and then start the level proper.

    mspencer on
    MEMBER OF THE PARANOIA GM GUILD
    XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK
    QRZ || My last known GPS coordinates: FindU or APRS.fi (Car antenna feed line busted -- no ham radio for me X__X )
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited December 2009
    Dammit where's my water updaaaaaaaate

    Speed Racer on
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited December 2009
    Oh shit oh shit apparently it's in the in-game store but not the PSN store yet.

    Go go go!

    Speed Racer on
  • MetaHybridMetaHybrid Taste defeat!Registered User regular
    edited December 2009
    I search for as many water levels as I could find and played all of them. Most are just levels filled with Water and not much as else. Of Course a level called 'First Bomb survival level with water" came up. Still waiting for i to be on the PSN Store.

    Also
    Someone has to do it

    57.jpg
    .

    MetaHybrid on
    3DS: 3265-5577-2211 NNID: Metahybrid
  • Darth_MogsDarth_Mogs Registered User regular
    edited December 2009
    Store just updated.

    Go go go!

    (Also we have already established that Speed is doing that.)

    Darth_Mogs on
    Kupowered - It's my Blog!
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited December 2009
    I'm gonna have to actually play that game so's I can accurately recreate it.

    Speed Racer on
  • Capt HowdyCapt Howdy Registered User regular
    edited December 2009
    If anyone is on the fence about the POTC levels; don't be. These are the best levels yet; solid play, awesome music, and the Kraken! Excellent job!

    Capt Howdy on
    Steam: kaylesolo1
    3DS: 1521-4165-5907
    PS3: KayleSolo
    Live: Kayle Solo
    WiiU: KayleSolo
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited December 2009
    Capt Howdy wrote: »
    If anyone is on the fence about the POTC levels; don't be. These are the best levels yet; solid play, awesome music, and the Kraken! Excellent job!

    You know, I actually thought these levels were a little less polished than the MGS pack.

    The new materials, new songs, and the water mechanic are still more than worth the price of admission, though.

    Speed Racer on
  • Capt HowdyCapt Howdy Registered User regular
    edited December 2009
    Capt Howdy wrote: »
    If anyone is on the fence about the POTC levels; don't be. These are the best levels yet; solid play, awesome music, and the Kraken! Excellent job!

    You know, I actually thought these levels were a little less polished than the MGS pack.

    The new materials, new songs, and the water mechanic are still more than worth the price of admission, though.

    I like the MGS levels, but these seem better, probably because of the water. Also, blasting ships and a kraken with cannons.

    If anyone was playing a few hours ago, and KayleSolo was helping, that was my 4 y/o son. Don't black list me!



    Also, feel free to add KayleSolo to your friends list. Just be aware that you might be getting help from a 4y/o.

    Capt Howdy on
    Steam: kaylesolo1
    3DS: 1521-4165-5907
    PS3: KayleSolo
    Live: Kayle Solo
    WiiU: KayleSolo
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited December 2009
    Man, I really wish it were possible to create water-tight pockets of air in the water. I mean, I understand why you can't scoop water up or anything like that, since it's really not water so much as a demarcated zone that follows different physical rules, but if I make a long tube of material, then glue more material to both the front and the back of it, that should be water-tight. I mean how cool would it be if you could run through a dry tube under the water? It'd be awesome.

    Also, another horrible idea for a level that you can now make:

    http://www.youtube.com/watch?v=gVFEu9yrflI

    Speed Racer on
  • Alfred J. KwakAlfred J. Kwak is it because you were insulted when I insulted your hair?Registered User regular
    edited December 2009
    A question regarding the LBP PSP editor: Is there a limit for objects you can copy at once? I am trying to do a train level and wanted to copy a wagon I created, but somehow I can only do that with a small part of it. Oh, and are there any helpful guides for beginners you can link me to (like, creating vehicles/guns/ect.)?

    One thing I noticed about the story mode is that enjoy the levels where you can tinker around with objects or have to solve a puzzle much much more then I do the pure platforming ones. That's where the game really shines imo.

    Alfred J. Kwak on
  • Alfred J. KwakAlfred J. Kwak is it because you were insulted when I insulted your hair?Registered User regular
    edited December 2009
    Small update of the situation: I made a bus and tested it in the editor to see if it worked (via unpause), and all was okay until I was trying to pull it back to the start postion - well, I can't move it anymore, and now it's standing somewhere in the mid of the level. Oh, and I cannot copy it either.

    Alfred J. Kwak on
  • TethTeth __BANNED USERS regular
    edited December 2009
    I got this for Christmas and haven't stopped playing it on-line. My god it's fun.

    Please friend me so we can roll :)

    Teth on
    #1
  • Alfred J. KwakAlfred J. Kwak is it because you were insulted when I insulted your hair?Registered User regular
    edited December 2009
    Perfect - not only does the editor crash every odd hour, but both levels I was working on are now corrupted. I don't expect there will be an update for this? As it is now, the editor is almost worthless.

    Alfred J. Kwak on
  • Dr SnofeldDr Snofeld Registered User regular
    edited January 2010
    I got my PSP connected to our wireless router, at last. So now I can download levels without going to Starbucks or McDonalds or whatever. Any must-play levels for the PSP version?

    Dr Snofeld on
    l4d_sig.png
  • Darth_MogsDarth_Mogs Registered User regular
    edited January 2010
    So, hey, here's a pretty big thing. Make a Level for $50,000.
    A few weeks ago, we teamed up with the MacArthur Foundation, HASTAC, and The Entertainment Software Association with support from our nation’s capital, to host a unique competition to help the youth of America learn more about science, technology, engineering, and math (STEM). Now we’re back with more details and looking for members of the LittleBigPlanet community to step up and be a “Game Changer.” If you’re interested, read on and you can earn up to $50,000 and help teach LittleBigPlanet gamers a thing or two about STEM while they play your level(s).

    You can head on over to the updated Game Changers Competition details page to get the full download, but in a nutshell:

    * The MacArthur foundation will be accepting submissions for levels / proposals combining an engaging gaming experience with principals of STEM learning.
    * There are 10 different categories, where winning submissions can earn up to $50,000 in production / development grants.
    * Judging will be based on the different categories combined with the potential of level design, with consideration to quality, integration of learning content, playability, fun, aesthetics and more.

    The competition registration site will open for submissions on January 15, so make sure to start the thinking about your level designs and ways to integrate the fun of LittleBigPlanet with science, technology, engineering, and math.

    Don't know if anybody here would want to try that, but hey, it helps to at least know about it. Prizes sure are neato.

    Darth_Mogs on
    Kupowered - It's my Blog!
  • spiderpat01spiderpat01 Registered User regular
    edited February 2010
    Just got this game and having a blast playing it. Hope there are still a few of you playing or making levels.

    spiderpat01 on
  • Darth_MogsDarth_Mogs Registered User regular
    edited March 2010
    Welp, thread, time to come back because this is a thing that is happening.

    4473528651_4db240cb7c.jpg
    There is no longer any reason to be scared should the cities of LittleBigPlanet become threatened by an evil super villain, for The Incredibles will be here to save us all.

    Coming soon to the LittleBigStore is The Incredibles Costume Kit inspired by the Disney/Pixar animated feature, The Incredibles. This huge pack features NINE costumes: all of The Incredibles family (including a “Retro” Mr. Incredible sporting his classic blue costume), their allies Frozone and Edna Mode, and their arch nemesis, Syndrome. Individual costumes of The Incredibles will also be available for purchase.

    Also hitting the LittleBigStore at the same time, The Incredibles Level Kit, featuring a Gallery Level filled with memorable landmarks from The Incredibles, prize bubbles containing all the materials used to make it, and masses of other collectibles. Stretch and dash your way across the rooftops of the city, investigate the more secret parts of the Parr family home, explore the jungles of Nomanisan Island, where Syndrome’s base is located, before taking a trip on his monorail system into the heart of the base itself.

    The Incredibles DLC for LittleBigPlanet will be available on the PlayStation Store April 8!

    So, hey, a nine costume pack and another level kit. Not a level pack, but it's still something more than most weeks. Hopefully the Gallery Level is a little more....expansive than the Time Travel Gallery Level.

    Darth_Mogs on
    Kupowered - It's my Blog!
  • MetaHybridMetaHybrid Taste defeat!Registered User regular
    edited May 2010
    Oh Shit info on LittleBigPlanet 2
    PlayStation 3 do-it-yourself platformer LittleBigPlanet is getting a sequel, a fact confirmed by the latest issue of Game Informer magazine, which spills a sackful of new and fascinating details on developer Media Molecule's next game.

    According to early details from the magazine from a NeoGAF forum member, LittleBigPlanet 2 is much more than just a side-scrolling platforming game. Media Molecule is creating new tools that will enable players to create racing games, puzzle games, "Space Invaders clones," role-playing games and even real-time strategy games.

    "A Media Molecule developer has created a fully-functioning Command & Conquer clone," according to a recount of the mag's report.

    LittleBigPlanet 2 will also apparently let players create and edit short films, record their own sound effects and manipulate the game's camera to make customized cut scenes using Sackboys.

    The PS3 game also introduces the Sackbot, a fully customizable and programmable enemy unit. With new "direct control seat" options that let players define control schemes, creating customized controls for enemies, vehicles and even Sackboy himself—no more standardized floaty control?—LittleBigPlanet 2's game creation tools sound like a massive leap.

    While it all sounds wildly different, LittleBigPlanet 2 is said to let players carry over all their levels, costumes and downloadable content from the original game.

    Source from Kotaku

    MetaHybrid on
    3DS: 3265-5577-2211 NNID: Metahybrid
  • unintentionalunintentional smelly Registered User regular
    edited May 2010
    once again, LBP sounds like exactly what I want in a game

    unintentional on
  • TheStigTheStig Registered User regular
    edited May 2010
    Have they said anything about there being better netcode? The online lag really killed a lot of the fun for me.

    TheStig on
    bnet: TheStig#1787 Steam: TheStig
  • CarbonFireCarbonFire See you in the countryRegistered User regular
    edited May 2010
    MetaHybrid wrote: »
    Oh Shit info on LittleBigPlanet 2
    PlayStation 3 do-it-yourself platformer LittleBigPlanet is getting a sequel, a fact confirmed by the latest issue of Game Informer magazine, which spills a sackful of new and fascinating details on developer Media Molecule's next game.

    According to early details from the magazine from a NeoGAF forum member, LittleBigPlanet 2 is much more than just a side-scrolling platforming game. Media Molecule is creating new tools that will enable players to create racing games, puzzle games, "Space Invaders clones," role-playing games and even real-time strategy games.

    "A Media Molecule developer has created a fully-functioning Command & Conquer clone," according to a recount of the mag's report.

    LittleBigPlanet 2 will also apparently let players create and edit short films, record their own sound effects and manipulate the game's camera to make customized cut scenes using Sackboys.

    The PS3 game also introduces the Sackbot, a fully customizable and programmable enemy unit. With new "direct control seat" options that let players define control schemes, creating customized controls for enemies, vehicles and even Sackboy himself—no more standardized floaty control?—LittleBigPlanet 2's game creation tools sound like a massive leap.

    While it all sounds wildly different, LittleBigPlanet 2 is said to let players carry over all their levels, costumes and downloadable content from the original game.

    Source from Kotaku

    :^::^::^:

    Sounds like LBP2 is really going to be Little Big Game Creator, which is what the first one was trying so hard to be.

    CarbonFire on
    Steam: CarbonFire MWO, PSN, Origin: Carb0nFire
  • TehSpectreTehSpectre Registered User regular
    edited May 2010
    Not only are they improving the game in every way...they're letting us bring our old costumes and DLC along for the ride?

    This may be the greatest thing ever.

    TehSpectre on
    9u72nmv0y64e.jpg
  • hatedinamericahatedinamerica Registered User regular
    edited May 2010
    oh hell yeah.

    haven't picked this game up since last summer (too many good games arrgghh) but that sounds effing amazing.

    hatedinamerica on
  • KyouguKyougu Registered User regular
    edited May 2010
    Truth be told I was annoyed at hearing about LBP2.

    But if all that is true, and it works..it'll be a day one purchase.

    Kyougu on
  • Capt HowdyCapt Howdy Registered User regular
    edited May 2010
    Holy Whoa that sounds awesome. And I love being able to keep all my LBP1 goodness.

    Capt Howdy on
    Steam: kaylesolo1
    3DS: 1521-4165-5907
    PS3: KayleSolo
    Live: Kayle Solo
    WiiU: KayleSolo
  • KyouguKyougu Registered User regular
    edited May 2010
    Oh wow. If MM actually pulls off everything they're aiming for, LBP2 will be amazing. More details from Neogaf:
    - LBP 2 has less of a focus on platforming altogether and it's more of a platform to actually create games with
    - There is an all-new level creator and it is not just a tool to create platform games.
    - As examples, the game 100% encourages the player to create game types and wants you to make a shooter, a racer, puzzle games, Space Invaders clones, even RPGs
    - A player can even customize a HUD. The example given is a health bar for a fighting game.
    - A Media Molecule developer has created a fully-functioning Command & Conquer Clone
    - Media Molecule loves that a lot of user-created levels in LBP1 were homages to classic games and laments that so many manipulations of the creation tools were necessary to do them. Sackboy won't need to be "hidden behind the curtain" when you make games with LBP2.
    - There is a new super-important creator tool called "direct control seats"
    - (from previous point) In LBP1, lots of people made rudimentary "hold R1 to accelerate" vehicles. Mark Healy created a car out of rubber wheels and a bottle, then placed a direct control seat in it. He pulled up an interface that resembled a PS3 controller and assigned commands to buttons.
    - Example given was assigning Sixaxis tilt for forward and reverse, horn on the X button.
    - You are no longer limited to the game's stock sound effects. You can record your own sounds and voices, attaching them to characters or objects. Magic Mouth from the original LBP is gone
    - Direct control seat's control scheme is instantly accessible and you can attach it only to the part of the vehicle you want it to control.
    - Example was given about the 8/16-bit remakes/tributes having to use the signature gameplay mechanics of LBP. That is no longer true in LBP2. A creator can place a direct control seat on their own platforming protagonist and complete it with a customized control scheme.
    - Example of the previous was Yoshi's Island. If a player creates the perfect recreation of the SNES-era jump they can share it with anyone in the community.
    - There is an in-game microchip that functions as a calculator and it is a direct response/homage to PSN user Upsilandre (seriously, he's mentioned by name)
    - Enemies in the original title could only be programmed with super-basic commands and most resembled marionettes.
    - Users will be able to take a template for an enemy called a Sackbot, tweak the AI and dress it in any way they choose.
    - Creators can choose the weak points on the Sackbot, determine if it is scared of heights, and even program acting routines.
    - A disco scene was set up by Media Molecule and two employees recorded together on a single Sackbot. They moved its arms and bobbed its head in a dancing routine. JUST the AI was copied and pasted onto twenty different Sackbots. Each Sackbot was given its own unique look.
    - There are now movie editing options as well.
    - Every LBP2 player will receive their own profile on LBP.me. It will display your activity feed as well as previews of their own stages
    - There will be user-created integration in QR codes as well. They can be printed on advertisements, business cards, and automatically load a level when held up to the PlayStation Eye. There is no special menu to do this. Any time the PS3 is turned on and running LBP 2, you can wave it in front of the Eye.
    - If you are not near your PS3 you can take a quick photo with your smartphone to see an online preview of the level and add it directly to your level queue.
    - For creators of multiple levels, you will be able to string your stages together so that they flow from one level to the next.
    - Sackbots can be drastically increased or decreased in physical size.
    - Sackbots can be controlled by direct control seats as well.
    - There is a new gadget (like the MGS paintball gun). It is a big-ass grappling hook.
    - Media Molecule says explicitly there are multiple more gadgets coming.
    - All DLC from LBP1 transfers over to LBP2. Including downloaded content packs, costumes, etc.
    - There is a major overhaul to the story level as well. There's the same 3-plane perspective for the story mode and the levels so far have a similar run-jump-grab platform style.
    - Storyline is not country-based like last time, but is based in periods of time
    - Here is a list of levels and summaries so far:

    - Techno Renaissance: Whimsical alternative take of the Renaissance period. Leonardo da Vinci-like character to guide him through a technology-based twist level

    - Steam & Cake: Steampunk-style level based on a fucked-up tea and cake party

    - Neon Propaganda: Cold-war era posters line a factory environment where Sackboy is liberating oppressed workers. There is a grim nature to the level that is totally opposed to the neon lights and signs.

    - Fluffy High-Tech: Various high-end technology equipments like video walls are mixed with bunnies and fluffy sheep. It is a cold, futuristic environment populated by adorable creatures

    - Designer Organic: Eco-architecture comes together around a designed and controlled version of nature. Described as "art noveau". The closest to nature Sackboy gets in this game. Elaborate designs comprised of plants.

    - Hand-Made Arcade: A super-tribute level to tons of arcade classics. Embraces the hand-made art from the first game. Pixels made of cardboard and wood.

    - Circuit boards (like the calculator) can get extremely complicated and they have a very distinct interface
    - Creators can make full-on cutscenes. Camera angles and voice-overs included. Creators can even make little five-minute short films. These levels are clearly marked on the stage select screen so you can tell whether you're watching or playing the level.

    Kyougu on
  • David_TDavid_T A fashion yes-man is no good to me. Copenhagen, DenmarkRegistered User regular
    edited May 2010
    Holy moley...

    ... that's pretty much the only reaction I can think of right now.

    David_T on
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  • DarlanDarlan Registered User regular
    edited May 2010
    Holy moly, that may actually get me to work real hard on something of my own for LBP2. I loved the first one, but it's hard to get really enthusiastic about more platforming levels.

    I can't wait to see what they have for E3.

    Darlan on
  • greeblegreeble Registered User regular
    edited May 2010
    Holy shit, they really went all out with the creation tools. Pretty amazing if even half that stuff gets in the game.

    greeble on
    PSN/steam/battle.net: greeble XBL: GreebleX

    Let me tell you about Demon's Souls....
    I’ll tell you what happens in Demon’s Souls when you die. You come back as a ghost with your health capped at half. And when you keep on dying, the alignment of the world turns black and the enemies get harder. That’s right, when you fail in this game, it gets harder. Why? Because fuck you is why.
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