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#576 |
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Senior Member
Join Date: Dec 2004
Posts: 1,746
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Quite nice, its insane how flexible the game will be.
Juts had a weird idea, given that theres no (official) way to create "homebrew" on the PS3, LBP2 could be used as a kind of Appstore. Sell the base "engine" real cheap (10-20€) to ensure a huge installed base for the ensuring "market", sell MMs own levels as addon (the remaining 40€). Then find a way to reward good levels, selling user-created content will be complicated, but some kind of shareware or donation model could work well. Authors wont get rich, but it surely would be an incentive. |
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#577 |
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Senior Member
Join Date: Oct 2005
Posts: 4,357
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Has this been posted here? A very nice interview with a guy who was a construction worker and got a job as level designer in LBP2 as h made awesome levels. Also shows his level in LBP2, the "Blast Radius" which is a twin stick shooter like stardust HD. Aslo, he tells of LBP.me and facebook integration and how you can que levels from your browser to play when you turn on the ps3 ! Phew ! Thats quite a lot and quite quite amazing !
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We are Renegades, we are the people, with our own philosophy. We change the course of History, everyday people like U and Me ! My first game :Christmas Magic + on App Store now :) ! The awesome trailer on youtube ! Renegade's Muse ! |
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#578 | |
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Regular
Join Date: Jun 2005
Posts: 24,967
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Quote:
http://lbp.me/
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#579 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,045
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Earlier I had lamented the lack of decent analogue signal processing in LBP2. It turns out it actually has a quite robust analogue computing component, but not at all documented and with some quite bizarre quirks. For anyone interested, this is the first of 4 current articles at LBPCentral. The lack of proper signal combining is a pain in the butt, but it can be done should anyone want to wrestle with it!
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#580 |
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Regular
Join Date: Jun 2005
Posts: 24,967
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What do you mean by "analog signal processing" in visual or gameplay terms ? ^_^
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#581 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,045
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I mean in logic circuits. Rather than just boolean conditional, and score counters, you can construct circuits that work on signal strength. Which basically means you can have what amount to variables and test for conditions within a scale of values. You can have a timer storing a variable, that increases a bit every time you collect a token, and decreases every time you collide, say, and when it reaches certain points, certain things happen. Equivalent to :
IF (score > 80){ do stuff }ELSE IF (score > 50){ do stuff }ELSE IF (score > 20){ do stuff } The lack of a decent variable structure in and ability to add or subtract a value to it is a definite limiting factor, but there are workarounds. Although as the blog explains, they are headache inducing. An ADD is achieve with 3 subtractions, because the analogue circuits don't work with negative values. Except some that do. And some that don't do what you'd expect at all. And binary signals that are processed in parallel but with a completely different pathway and lead to unexpected results. It is very complex and would need a lot of work to master. Just starting with memorising AND = min(), OR = max(), and DIRECTION COMBINER = |a| - |b|...
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#582 |
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Regular
Join Date: Jun 2005
Posts: 24,967
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I see. Can't really do complex work without if... then... else.
The official blog posted a few user-created beta levels: http://blog.us.playstation.com/2010/...e-must-videos/ There is a plug video near the end for their limited edition.
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#583 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,045
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To clarify, 'branching' was always possible even digitally, but you don't have nice branch structures. You have to build a circuit to test each input, which means things can get ugly. What was missing was a variable that could accumulate values and be tested. Less-than and greater-than haven't been described yet in the blog (I've only read to part 2 so far), so I'm not sure they're in, but you never know!
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#584 |
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Senior Member
Join Date: Dec 2004
Posts: 1,746
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x <= c would be min(c,a) == c. should be possible if you can test for values.
Probably best would be to add a simple scripting language, those graphs will get insanely big for anything complex |
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#585 |
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Regular
Join Date: Jun 2005
Posts: 24,967
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I'll read all 4 parts together when they are readily available. ^_^
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#586 |
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Regular
Join Date: Jun 2005
Posts: 24,967
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We completed Prehistoric Move yesterday (except for the side quests).
Like the first LBP, it's not as kid-friendly as it looks. ^_^ After some controller throwing (by the young one)... we aced it. We switch the Move controller around depending on how hard the DS3 or Move part is. Sometimes, the Move controller requires a steady hand. Sometimes the DS3 jump is tricky. It's a fun little level. I like the Dinosaur theme, and the boss fight. There are some surprises here and there that got him squeaking (Ha ha). We'll go through the sidequests this week.
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#587 |
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Senior Member
Join Date: Nov 2007
Posts: 2,063
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Are there extra materials and stickers and such, to be found in Prehistoric Move?
I got a code to download it as thanks for being in the beta. But I haven't got a move controller, so I hadn't bothered to download it. |
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#588 |
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Regular
Join Date: Jun 2005
Posts: 24,967
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Hmmm… There are some "special" balls that we did not finish collecting. I don't know what they unlock. You can also find keys in the game. Since I'm not a creator, I didn't really look out for materials and stickers. I hadn't seen them to be honest.
I should say the game has 5 (?) main levels, plus similar number of sub-quests.
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#589 |
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Regular
Join Date: Jun 2005
Posts: 24,967
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SONY VS MARVEL VS CAPCOM:
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#590 | |
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Regular
Join Date: Jun 2005
Posts: 24,967
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http://www.computerandvideogames.com....php?id=281038
Quote:
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#591 |
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Regular
Join Date: Jun 2005
Posts: 24,967
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__________________
My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#592 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,890
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Not a trailer that would sell the game to someone new to the franchise I feel.
More importantly though, release date is 19 January, so that's pretty soon already. |
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#593 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,045
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No-one played the demo yet?
Edit : don't bother! 2GBs for 3 levels, on create, no community access. Very, very weak showing. It's basically a collection of high quality videos with a few levels. One rope-swinger level, one creature riding level, and one multiplayer competitive shooter. This demo completely fails to convey the magnificence of the title, or provide anything that'd draw people into the game proper. Quite, quite ridiculous! Provide create tools, get people interested and wanting more, and then buying the game. This demo is just some platforming and doesn't in any way naturally lead onto the game unless you really like the demo'd gameplay. And the demo'd gameplay isn't that great. Another completely wasted demo opportunity. :rolleyes:
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#594 | |
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Senior Member
Join Date: Nov 2007
Posts: 2,063
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http://www.community.eu.playstation..../td-p/12080421
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#595 | |
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Regular
Join Date: Jun 2005
Posts: 24,967
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Quote:
I think most core gamers know what LBP is by now. But they need to come up with a family pack of easier levels to attract kids.
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#596 | |
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Senior Member
Join Date: Dec 2006
Location: So. Cal.
Posts: 2,653
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Quote:
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#597 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,045
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I could maybe forgive the level choice if they provided a decent taster for the creation side. I don't get why they didn't provide a pretty full featured by time limited experience. Prevent people saving creations if you want, but let them try out building stuff and seeing how easy it is to make vehicles and stuff, as that's a major selling point. Or provide access to a selection of community levels to give a feel for the wide range of experiences. The video showcases exist on the internet already.
One of the very worst demos ever in terms of failing to communicate the title and attract buyers, IMO.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#598 |
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Senior Member
Join Date: Nov 2007
Posts: 2,063
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Nothing says fun like reading a feature check-list.
I know how much of an improvement LBP2 is over LBP1, but you wouldn't be able to tell from this demo. They have loads of stuff that's better than this. |
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#599 |
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Member
Join Date: Aug 2006
Location: Istanbul
Posts: 544
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I don't know which demo you guys are talking about but the one I played is AWESOME. Grabinator level is so much fun and also puppet level is a great showcase.
LBP2 has so much potential, imagination is the limit, so whatever they release as a demo, that won't show us the game's potential. What kind of demo were you expecting for LBP2 aka "platform for games"? They would add some of the creation content but I'm pretty sure then some of you would say " why not the whole creation tools? ". If Sony is looking for new buyers on top of LBP's userbase then they must show videos from the game , for example some of the levels from Beta. I don't think demo will effect LBP2's sales as much as videos.
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- "At Turn 10, we don't do bullshot ..." :lol: |
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#600 |
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Member
Join Date: Nov 2008
Posts: 659
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I have to agree. I never played a LBP game but I was well aware of the features which seemed all but missing from the demo. I mostly came away with the impression of a goofy platformer with some mildly entertaining levels. Here's hoping maybe they do another small demo to let us at least test the creation features - which was mainly what I wanted.
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