Bind mlown. Sold.You can. For all the characters too.
Bind mlown. Sold.You can. For all the characters too.
This game looks like it's going to be the best of LBP series so far, with tons of new options but it's going to be the most undervalued because of the timing.
Yarp, 16 playable layers opens up a lot of opportunities for top down. I wish I had these tools when I was making this, this, and this back in LBP2. Having bits move properly in the depth instead of just 3 layers and background is gonna be great for y'all. Much less trickery with glitches and easier to deal with as well.
I'm starting to think I'm the only one who preferred the floaty jump physics
Looking forward to this game so much.
It doesn't bother me, but I understand why others want it to be precise.
Now if only the controls were more tight
I'm low key so excited for this game.
LBP as an IP is just something from my dreams as a kid come to life.
Read the thread.Now if only the controls were more tight
Well, the good thing is, the tools let level creators mess with the physics settings (been there since an updated to LBP2). So you can make them more precise or more floaty when you create your levels. So when you start playing user created levels, that should be one of the comments you make when you complete it, if you dont like the jump physics.
Now if only the controls were more tight
Here's the obligatory "we fixed that". I've posted this before and I know it's been mentioned a few times in other threads but we put a lot of time into refining the way Sackboy's controls feel. We've done our best to get rid of the floaty feel, this means that Sackboy moves a little bit faster, jumps a tiny bit higher, has more responsive air steering and stops on the spot he lands rather than keeping his momentum like he would in the past. This all adds up to a better experience when playing with him. We're quite proud of the way he feels now. When you play LBP3 you might not notice at first, but when you go back and play the previous games you'll see the difference like night and day.
Oh and on the whole core controls bit, a bunch of people came up to me at the LBP3 Gamescom booth and thanks us for making the controls tighter. xD
It's been said numerous times in this thread and reiterated by the developers:
They are.
Really disappointed to hear this isn't 60 fps
Yeah but I just wish they would fix those floaty controls, you know? Otherwise why bother?
And wouldn't it be great if you could move smoothly through the layers?
I'm the exact same, man.No kidding. I was a big... uh, drawer as a kid, and I used to draw scenes or levels of made-up video games. I was fourteen when LBP1 first came out, and it was the perfect answer to my desires. Even now, I maintain that it's the most intuitive game-maker out there. LBP1 was especially good in that aspect, since very little of what held the story levels together was hidden from the player. In essence, you could learn how to build levels by playing levels.
Ha! As if. Media Molecule should just go ahead and drop this. Let some third party dev handle it so they can make a new IP and get gameplay right for once.
No kidding. I wish they'd announce LittleBigPlanet 3 already.
I'm really disappointed it's not November 18th yet.
Oh this is going to be so awesome for created boss battles!
This news actually revitalized my interest since I was pretty gutted about losing all my data from LBP1 and 2...
Hopefully the music synthesizer is even better now. Gotta have those custom stage themes.
thank you donkey show
Another thing I forgot to mention during the live stream about making your own stickers:
A full 3d platformer version of little big planet would be incredible
Aside from the floaty as fuck controls
Really coolAnother thing I forgot to mention during the live stream about making your own stickers:
Another thing I forgot to mention during the live stream about making your own stickers:
What does it mean by layers? Is there a series of 2D playing fields or is it actual 3D movement?
This sentiment always confuses me. As someone getting into nintendo classics late in life, I found all the classic mario games to be floaty as fuck, and people love those games. Why are the physics in this game so hard to grasp? Keeping in mind for me I hate the feel of classic mario, love the feel of classic mega man, and love the feel of little big planet.
Great news, I hope they clean up the interface for searching and starting levels. It was painfully slow in 2 and unplayable in LBPV.
Will we be able to chain a sequence of levels together in this to make mini-games?
I believe I mentioned it during the stream, but we've revamped it more like Netflix viewing/searching experience, especially now that players can add their own trailers to their levels via PS4 share factory.
EDIT: Yup, I mention it here - https://www.youtube.com/watch?v=ePLtSxYgUGw#t=1615
Now if only the controls were more tight
Another thing I forgot to mention during the live stream about making your own stickers:
No problemo ^^
It's probably because controls in Mario are just a tiny bit more responsive and there is no intricate physics system so your jumps are always the same so you know better where you are going with a jump. Sackboy is affected by the same physics system that affects every object in the game, so the height of the jump can vary based on a number of factors, which can make players feel less in control of Sackboy than what they feel with Mario. It can feel annoying when there's some jump you think you can make but because there's some bump in the level or something, it'll affect the physics of the jump and your jump will end up short.This sentiment always confuses me. As someone getting into nintendo classics late in life, I found all the classic mario games to be floaty as fuck, and people love those games. Why are the physics in this game so hard to grasp? Keeping in mind for me I hate the feel of classic mario, love the feel of classic mega man, and love the feel of little big planet.
I'm pretty sure you could do that in LBP2 already? You could make Sackboy move differently. It might've been behind some trickery, but it could be done.this has always been a huge problem for me. I think the game is fantastic, if only it 'felt' good. It feels fucking weird still after playing for hours. BUT - I haven't played LBP 2, and 3 looks like each character moved differently. What would REALLY be a megaton is if you could set 'character physics/move speed / jump height' in custom maps.
PS Move support?
Most assuredly. Move support was a big DLC in LBP2, and in a screen I took from Donkey Show's create mode demo, you can still see move controller options in the painting mode:
Sweet. I loved the Move stuff in LBP 2. I hope they also bring offer the Cross-Controller DLC from LBP 2.
I'd count on it too. The PS4 is already more compatible with Vita than the PS3 was.
Yup, but I wonder, since it currently uses the old remote play on Vita, if there would be issues reworking it for the PS4 Link Second Screen stuff.