In terms of toolset yes they did an outstanding job. And visuals and audio...It's just the controls and platforming sucked. MM delivered on every point except the two that counted the most.gofreak said:The original overdelivered IMO on the fronts we're talking about here. Virtually every 'can I do this?' question people had about the game prior to release came back with an answer of 'yes' in the final game. For a long time prior to release we didn't even know enemies would be possible, for example - we debated months on that :lol In terms of creative opportunities and toolset, the final game absolutely OVER delivered if anything on expectations.
MiamiWesker said:OMFGOMFG!!!
SDICBILWBEIGEUOWVULVWEK!
I am having a brain meltdown trying to think of what can be done with this game!!
It is stated I think in the game informer articleTTP said:Posted this in the other thread.
Question directed to donkey show
That probably just for creators though. I dont think you can just customize the way you want to jump if you're just playing someone's (or MM's) levels.wizword said:It is stated I think in the game informer article
"- 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.
"
wizword said:It is stated I think in the game informer article
"- 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.
"
I thought Sackboy was the "platforming protragonist".TTP said:Yeah, but I was referring to the very Sackboy character, not a "platforming protagonist" you have created.
Danielsan said:Again, someone should question them about the netcode.
LBP is virtually unplayable with 4 people online due to all the lag.
TTP said:OH, for what is worth, I have been told Mm is coding the whole online netcode internally this time (rather than having Sony monkeys do it). It's good news.
Jive Turkey said:In terms of toolset yes they did an outstanding job. And visuals and audio...It's just the controls and platforming sucked. MM delivered on every point except the two that counted the most.
mr_nothin said:I thought Sackboy was the "platforming protragonist".
mr_nothin said:That probably just for creators though. I dont think you can just customize the way you want to jump if you're just playing someone's (or MM's) levels.
Danielsan said:Again, someone should question them about the netcode.
LBP is virtually unplayable with 4 people online due to all the lag.
Baki said:If DLC is transferrable than does that mean creation tools such as paintinator + water won't be standard?
gofreak said:Makes no sense otherwise.
I think it's clear you as a creator use 'direct seat' to make a controllable character for your players to control while playing your level.
Crisis said:You pretty much hit the nail on the head. The article goes into a bit of detail regarding the famous calculator level from the first LBP that Upsilandre created. He had tons and tons of wires and switches in the background working to make that happen. Media Molecule didn't want players to have to take up all that space just to make that happen. So in LBP2 you can create microchips that handle all of that logic stuff. You can condense all of it and the commands and function onto one chip and have it take up drastically less space in the level.
Additionally you can use the microchips to program enemies and such as well. You can control their properties, weak points, animations, whatever. They can all also be condensed onto a microchip.
TTP said:Yeah, but I was referring to the very Sackboy character, not a "platforming protagonist" you have created.
donkey show said:Haha, pretty much. They've been working on the sequel for a long time now, outside of all the "updates" they gave to the public.mr_nothin said:So what I said about Mm having to basically hold back stuff from LBP1 because they had to use it for LBP2 was pretty much what was going on?
The core gameplay is still pretty intact from what I remember, so don't expect any significant changes there.
As for the 3 layer thing in creation, I believe that still applies unless they've modified it recently.
I'll let you guys know more when I can. Excititng times, eh?
Ok, well I think we mean the same thing but there's just a disconnect. Basically when they say "their own platforming protagonist" they mean the custom parameters that creators give to Sackboy in user-created levels. It's still Sackboy but it's a customized Sackboy...in which case, it's not REALLY SackboyTTP said:I don't think so. He said "their own platforming protagonis", meaning the one they (creators) have created.
donkey show said:I think I answered it in the other thread...
And like I said earlier in that thread as well, the Organic and Fluffy Space Bunny themes are very, very beautiful. The art team really outdid themselves.
mr_nothin said:Ok, well I think we mean the same thing but there's just a disconnect. Basically when they say "their own platforming protagonist" they mean the custom parameters that creators give to Sackboy in user-created levels. It's still Sackboy but it's a customized Sackboy...in which case, it's not REALLY Sackboy
But when you say "Sackboy" you mean in the sense like you're playing the story-mode of the game. You're playing as what Mm defines as Sackboy. Correct?
TTP said:Oh so no tweaks at all to the jumping mechanics? Sounds odd after all the complains.
Lagspike_exe said:Yeah, but you can mod them when you make a new level, right?
Pretty much. Glad we won't be restricted to just floaty platformers anymore.jump_button said:Cant wait LBP1 feel like a beta next to this
Good. I'm now allowing myself to get hyped!TTP said:I answered this in the other thread.
Apparently they have been working on this for awhile, so...miladesn said:I wanted to get the first one recently, good thing I didn't, it's coming this year? didn't see anything in the OP about release date.
I'VE ALREADY DONE THAT!!!TTP said:Yep, and since you can modify Sackboy size this time, you can make him tiny, have him sit into into a Gundam the default size of a Sackboy and then BE TEH GUNDAM.
TTP said:I answered this in the other thread.
gofreak said:Can I make a microchip that - say - calculates or increments my sackbot's 'level' based on whatever events/incidents.
gofreak said:]That then triggers new properties or capabilities in my sackbot as my level counter increments?