500+ pages plz.SamBishop said:AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH WHY DID I EVER AGREE TO DO THE OFFICIAL STRATEGY GUIDE FOR THIS GAME?! It'll be like writing a textbook on basic programming. I'm going to kill myself when it's all done. Remember me... remember me for contributing to the guide...
omg, forgot about that!darkwing said:not to mention you can use mouse/keyboard in create mode
Unbiased Basturd said:I'm not really into creating but I really like to make music.
Looks like LBP2 is much more interesting to me now!
darkwing said:not to mention you can use mouse/keyboard in create mode
Since like May dude. =PChavelo said:I... what? Where did you read that... I...
/faints
The nice thing is that you can probably make the music track a price so people can get music composed by you for their levels.
They should let you hook up a keyboard like the one from Rock Band 3 ^^
:lol Impatience gets the better of you.netguy503 said:I thought the beta start date was "soon" and was going to be announced as starting NOW at the conference.It's Mid-August people. Jeez. :/
is Grace Chen hand picking these people? You'd think all the times I've been beta testing all kinds of stuff they would let me in this one too ;3donkey show said::lol Impatience gets the better of you.
*logs into the beta forums* =P
DMPrince said:is Grace Chen hand picking these people? You'd think all the times I've been beta testing all kinds of stuff they would let me in this one too ;3
never will get old :loldonkey show said:
We only had 15 minutes to see LittleBigPlanet 2 in its current state at Sony's Gamescom booth but, even in that short space of time, we've been dazzled all over again.
In theory, we were there to take a updated gander at the game's story mode and check out the new music sequencer feature. What we got though was a whistle stop tour of pure amazement.
That's nothing compared to another level where you gain access to the Cakeanator though. For the uninitiated, that's a little miner's helmet that squirts what Media Molecule affectionately refer to as "cake juice" into the ether. These sticky globs of frosting can be fire in a continuous stream by holding down R1 and directed around the level using the right stick. Things start off simply enough as you're tasked with bringing down a few enemies from above by coating them in enough frosting to force them crashing to the ground. As the level opens up though, a whole slew of cake-juice based puzzles are introduced - you need to use those globs to form makeshift steps to reach higher ledges and even ply enough frosting to drawbridges and the like to drag them down and form a path ahead thanks to the game's robust physics engine. You can even use your gunk to jam up rotating cogs and stop dangerous machinery ahead.
there's the level known as Blast Off. It's a later part of story mode and initially sees you traipsing through a spaceship, tugging on levers to raise and lower platforms. After a ridiculously silly cutscene involving the back of the ship being sucked into space by a huge evil vacuum cleaner, Media Molecule turns the gravity off, leading to even more ridiculous hi-jinks as you leap and bound to safety. Somewhere in the middle of all that though, there's a wholly incidental bank of arcade cabinets loitering in the background. It's easy enough to ignore them completely but head over for a closer look and you'll realise that Media Molecule has build fully-working version of classics games including breakout and even a two-player version of Pong. They're even given that classic retro sheen with some of LBP's new post-processing filters.
Lastly, we got a glimpse at Caterpillar Climb: a top-down bolt up a tree that sees your furry insect charge dodging an increasingly convoluted array of obstacles. This level puts the game's new sequencing tool to use, calling in blocks of level as and when demanded. Over on the creation side of things, this new feature closely resembles a music sequencer - unsurprising given that's what it was originally intended to be. It's simply a case of plopping triggers on the timeline (for instance, wiring an object to the sequencer and specifying a point to set it on fire), meaning you can create entire scripted events with ease.
Of course, the sequencer still works with audio too and Media Molecule has created a whole raft of instrument samples so you can compose your own background tunes for your creations. You can change notes and rhythm in individual sound clips then reuse them, laying down melody, bass and drums among other things, to produce stirring sonic delights.
make interactive photo albums and share them with people who don't own the gameSecond said:What can't you do in this game.
LittleBigPlanet 2 Technical Director Alex Evans demonstrated the sequencer, which lets you arrange notes on a four-measure grid with the beat at the bottom and multiple octaves of notes running vertically. You choose from a selection of instrument samples including a honky tonk piano, acoustic guitar, drum kit, beatbox, and roughly 30 more that were shown in the demo (more are expected for the final game, Evans said). Notes can be built into samples, which can then be repeated and mixed further via a larger timeline object in the level creation screen.
But this new timeline feature can do a lot more than just music. Elements from a level can be linked to it as well, allowing creators to sync in-game events much more easily than they could in the original LittleBigPlanet. Evans showed a simple example where a block burst into flames just as the bass drum beat came in on the background music.
Media Molecule co-founder Alex Evans has today revealed that upon its initial release, LittleBigPlanet 2 won’t ship with support for mouse and keyboard – something that the Community had been suggesting to aid level creation following the success of LittleBigPlanet.
Those disappointed by the news shouldnÂ’t be too disheartened as Evans hinted that they may seek to implement it further down the line.
Having spent a number of weeks trying to implement support for it within the game, Evans professed that he “entirely preferred to use the Dualshock 3″ for level creation.
LittleBigPlanet 2 is due to release across North America and Europe later this year.
jigglywiggly said:So they tried it, it didn't work, so it's out.![]()
Ah, I was against on Mouse and keyboard because I can't see it will be faster than Dualshock with no change on GUI.jigglywiggly said:Regarding mouse and keyboard support:
sauce: http://www.gamerzines.com/gamescom/ps3/lbp2-ship-mouse-keyboard-support/
So they tried it, it didn't work, so it's out.![]()
Tempy said:Someone get me access to the beta!
jigglywiggly said:Regarding mouse and keyboard support:
gofreak said:Shame they cut in the second video after he entered the level link. Would have liked to exactly how the level link transitions are.
"The mantra at Media Molecule is "don't cheat"," said Evans. "We haven't built the the create tools for Move yet, and the idea is that the direct control seat - which currently has sixaxis control - will have an exact equivalent for Move."
Quality will determine when an update is released however
.
"At that point we can legitimately say "LittleBigPlanet is awesome for Move", but until we've done that we're not going to release it."
Stampy said:
Teknoman said:Glad that the grapple arm has decent range. Makes it alot easier to start making grapple action section framework in LBP1. Hopefully the sequencer will make multi-phase boss battles easier to put together.
gofreak said:So...I have a question. What was the thing that was called a sequencer at E3? Remember in this vid:
http://www.youtube.com/watch?v=zHO59nqTcPs
There it seems to be just a gadget with a certain number of outputs that are cycled through. But the sequencer being talked about here seems much more sophisticated, with timelines, triggers etc.
Oooh...possibilities...
lastinline said:
SamBishop said:AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH WHY DID I EVER AGREE TO DO THE OFFICIAL STRATEGY GUIDE FOR THIS GAME?! It'll be like writing a textbook on basic programming. I'm going to kill myself when it's all done. Remember me... remember me for contributing to the guide...
Haha, pretty much. Sharing will be a lot easier as well, so might as well start coming up with some awesome concept now to get this thing rolling.Teknoman said:LBP2 Neogaf project: Now with multi area levels, cutscenes, and dedicated music composers?
donkey show said:Haha, pretty much. Sharing will be a lot easier as well, so might as well start coming up with some awesome concept now to get this thing rolling.
We could probably finish a Dudebro project before the Dudebro team finishes their's. :lol