[PS3] LittleBigPlanet 2

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.

Yes. Based on my own reading of MM's interviews, I think Direct Control may provide a way to wipe the physics influence to allow precise control. This would enable a LBP2 creator to make/mimic different kinds of gameplay.
 
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.
 
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.

Yeah, I really do think MIDI is underappreciated. I think music games like RockBand should use them too for gaming (Can they ?). It'd help my son stay at his piano longer. :p
 
Did I hear right that they already found a very useful way of using the music sequencer other than for creating music?
 
This post -
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.
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.
 
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.

You can use things like proximity keys on the music sequencer, so I'd assume that logic could be a part of that as well. You simply place the logic you've made and put in a microchip on the sequencer, then link it to whatever device you want it to control, and when the sequencer gets to that point, it will activate it and start the new logic up.
 
Ahhh, so the sequencer isn't intrinsically a music sequencer, but an event sequencer with instruments being events, but any LBP event can be placed on it including SackBot events. I wouldn't be surprised if the underlying mechanic was the same as that used to record acting for the SackBot, which would just place controls on a timeline.

This also means lots of easily created complex activities. You could call different sequences of action, so a SackBot enemy could run through different actions, jumping, ducking, etc. It's a time-based, object-based scripting language.
 
Back
Top