That's the thing. For people who find interface and approach to the creation in the first game already complicated, it's fair to say they'd never make a good level with a simpler interface either. That's why this approach makes sense to me. Just let the best, more capable people create levels, scare the others away a bit, more quality stuff to be had without weeding out the crap.Oni Jazar said:Geez as if the first game wasn't complicated enough. Still love the original though just from playing other people's creations.
JudgeN said:If DLC transfer does this mean all the user created levels will transfer as well?
Lord Error said:That's the thing. For people who find interface and approach to the creation in the first game already complicated, it's fair to say they'd never make a good level with a simpler interface either. That's why this approach makes sense to me. Just let the best, more capable people create levels, scare the others away a bit, more quality stuff to be had without weeding out the crap.
gofreak said:Is there any more detail on the whole circuit board/microchip thing? It sounds like a new/better way to 'program' logic, to create your own custom switches perhaps? Is there detail on the interface for that?
gofreak said:Commands? Microchips?
To Far Away Times said:You can fix the floaty jump physics? Megaton incoming.
Saty said:Is it going to use Move? It should be no-brainer.
What would be pretty neat would be if creators were able to export their creations to the PSN as executable PSN "Minis" that worked without the need for the LBP game disc itself (as opposed to just that akward to navigate planet setup in LBP1.
I know Sony is unlikely to go for something like that, but I think it'd help the popularity of the franchise if a wider audience could see what was possible with the game.
YOu're no hardcore gamer. I never got frustrated with LBP and the later levels were the ONLY levels that gave me any sort of challenge. It felt like the last few levels in LBP were the middle of the game. I wish LBP was doubled in length and the difficulty ramped up alot more in it's last levels.thuway said:Fuck, this is sounding like a dream. The first game's floaty mechanics really turned me off, but just a word of warning to Media Molecule:
Please make this game accessible to as many people as possible. The first game had portions, where even I, a hardcore enough gamer to post this, became frustrated and threw my controller down. Please make sure its gratifying and rewarding to jump around and PLAY.
I am so glad Sony actually gets it. 4 Player Co-op, robust tools, fixed platforming, and a revamped everything.
NOW:
GG, Sucker Punch, NAUGHTY DOG, and Insomniac, it would be nice if you included split screen co-op as well .
jump_button said:I have to ask myself but why was this not saved for E3?
Metalmurphy said:I never understood the complains about floaty controls...
You know what game also has floaty controls?
yeah...
Just sounds like a silly complaint to me
Yeah...Sounds way too good to be true and after playing through the first LBP I can't help but feel we're heading straight into "over promise under deliver" territory.Melfice7 said:sounds a bit too amazing -.-
Because that leaked list was truejump_button said:I have to ask myself but why was this not saved for E3?
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.
Jive Turkey said:Yeah...Sounds way too good to be true and after playing through the first LBP I can't help but feel we're heading straight into "over promise under deliver" territory.
However if MM delivers the goods this'll be amazing.
gofreak said:Foook. Thanks. Sounds awesome.
It sounds like they're adding a bunch of new logic tools (relating to various things, properties, animation etc.) not present in the first, while also giving tools that should make it all a lot more efficient.
The microchip thing sounds like a compiler of sorts that squashes down your logic for something into an optimised, smaller object.
Perfect for making sharing easier - how many people would be able to work out how to take and use Upsilandre's calculator? - and for minimizing thermometer use.
I'll be very curious to see the general interface for microchip use...how you know what a microchip does, and how to connect it to other things etc. Maybe there's a standardised way of describing its relationship with the outside world so to speak.
I think it's the fact that SackBoy had momentum. It's the post-jumping that was probably a problem for ppl. The fact that he kept running/walking after you jumped. Mario stopped on a dime after his jump...SackBoy did not.Metalmurphy said:I never understood the complains about floaty controls...
You know what game also has floaty controls?
yeah...
Just sounds like a silly complaint to me
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.
Yea, the only thing they under-delivered on was the community/online aspects. They fixed some of it in a patch though but everything they presented about the creation tools has been surpassed.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.
Tiktaalik said:It sounds almost too littlebig
TTP said:I was thinking lately about how Mm could have compensated the floaty jump issue without fiddling with the jump itself at all. The solution: add double jump as well as the ability to automatically grab on ledges and jump over them. These should mitigate the whole floaty jump-induced frustration...
Any info you can give us about that?