Sure, but if you go with that, you limit the possibility of creators going 'retro'. Surely it's better to allow all options?
Perhaps if there was a Sackboy inertia setting, that'd do the job, but the phsyics of collisions were fine and shouldn't change, which reducing inertia would do.
Hi all
There will be an LBP2 beta soon. We will have some more news on how we will recruit for this beta soon, but in the mean time i wanted to drop in and say that you will all be in witha chance to get in. If you are already in the beta group, you will automatically be in, and the forum has now been re-opened, so come along and say hi
Lots of exciting stuff. A flamethrower, which is pretty serious for LBP. The linked cameras to direct movies, and does that controller icon mean motion support for 'handicam' cameras, something I was asking pre-LBP 1? That'd be a great application for Move as a virtual camcorder looking into the scene. The music tracker is substantial, but will be time consuming. Would be very nice if it could load MIDI files. The level linking was immediate in this vid, but there has to be a delay. I was wondering if they have a system to teleport SB around a level, where at the moment there's trickery with spawn gates needed. For something like an 8 bit, partitioned game, you want to move SB between levels.
certainly makes it sound that way, as though the instruction sequence isn't limited to use in music, but I haven't heard that anywhere else. If there's a logic output on the music widget, it's very plausible.The superior scripting with the CPU and with the music tools means I'll almost certainly try to do some neatish levels that are like Cliffs Notes versions of famous novels/epics, because I'm a giant nerd.
This post -
certainly makes it sound that way, as though the instruction sequence isn't limited to use in music, but I haven't heard that anywhere else. If there's a logic output on the music widget, it's very plausible.