Does LBP2 has a bug report link ?
Also, has anyone tried the chess board ? Does it work ?
http://lbp.me/v/xcxgqk
That would be a useful feature. Creators can make their creations copyable, but then they are editable and uploadable, and LBP1 showed people ripping others off. Copyable but not editable would be a good option, although then you'd lose the 'play' stats. But then 'downloaded' stats would probably count for more, as it shows repeat interest in a level.
Still, the actual downloads are pretty titchy and not a huge problem. Backing up my tanks level to HDD takes less than 300kb. That'll be 6 seconds download at 512 kb. If it's taking ages, it's probably a server or general 'net thing slowing you down.
That's why you should heart levels! Then you aren't searching for them. Sadly I don't think your request will happen. You can't even save your earth/moon customisations locally and have to be online for these to show your design.
That's why you should heart levels! Then you aren't searching for them. Sadly I don't think your request will happen. You can't even save your earth/moon customisations locally and have to be online for these to show your design.
By moon I meant the customisation of what it looks like, and not the contents which are on your local HDD. I kinda feel something as simple as saving your earth decorations locally as missing shows an intention to use LBP2 to get people without PSN accounts to connect online. Heck, they even included a demo vid to tell people how to get online! And with that emphasis, supporting offline features would be a low priority.Actually, if you are offline you still have access to everything in your moon. At least, I have.
Ah, yes. The queue is excellent. I haven't looked much into it. During the beta I happily perused levels, but after having played them they weren't removed from the list. I guess that ahs to be done manually, which means there's a list of favourtied levels immediately to hand as long as you queue them. Isn't there also a list of levels you've played at LBP.me, and so somewhere in the game?As for levels, you have such a wealth of options now. Hearting is probably the most efficient for this purpose, but you can also queue the levels you want to show off through the lbp website in advance, you can browse your play history and pick the levels from there, etc.
Everything can change layer. The Change Layer mover has a move one layer in, one layer out, or move to layer options. I can't think of any component that only applies to sackbots or not, save their brain chips.Incidentally, is it possible and/or difficult to have your travelling objects change layer? I know that this is a new thing now that stuff can change layer, but I don't know how or what the limitations are yet. Or is it only sackbots that can change layer?
Everything can change layer. The Change Layer mover has a move one layer in, one layer out, or move to layer options. I can't think of any component that only applies to sackbots or not, save their brain chips.
Yes, although that won't provide a solution to this particular problem. Someone suggested using a tag sensor to shift a shot down a layer to pass under your tank, but that wouldn't work for passing through (under) other shots. And if I use hologram for the shots so they can pass trhough each other, I couldn't have them bouncing off the scenery. And any complex system that could work would still glitch if two shots meet against the wall or something. Not to mention the risk of impact bugs that register phantom hits - I don't trust them to be too reliable in complex situations.Ok, great. So in theory that's the kind of thing you could use for going behind something, right?
I don't have any GAF presence! There's a feedback for feedback system at LittleBigPlanet Central where creators can share mutual plays and feedback, which I should look into, but TBH this first level was never supposed to be anything more than a little minigame, something of an experiment. It just took a lot longer than I expected learning how to get stuff to work. Things like the static UI on the side add considerable extra complexity which cascaded into other issues. In retrospect I should have used a better designed single tank object and spawned it for players, using a Mover system to place it in the right place per level. But a bug with emitter settings would have meant shots leaving ugly blobs of shadow instead of just disappearing, so it wouldn't have been perfect. Instead I had a blank level, four tanks connected to their health and shot bars, to copy and fill with detail. Bit bugs with tanks that only appeared in multiplayer testing meant I had to tweak several levels, and then copy/pasting broke bits that needed fixing, and it wasn't straightforward at all!Anyway, yesterday Killzone 3 and Stacking got in the way. Tonight I hope to have a look. Did you tell people on GAF? Not many more people have played it yet, I see.
I don't have any GAF presence!
@ Patsu : Regards the chess level, it's a nice little positioning mechanic, but it's only piece placement and there's no underlying Chess logic. There is no detection of checkmate. I think the way it's done is to have a holo (hologram material) square for every place where a piece can move. When a piece is selected, if this tag is over a board square that isn't occupied by a piece of the same colour, all tested by tag detection, you can move there, otherwise not. So for an actual chess game, you have to know how to play chess!
Okay, I've completed the tank game, as much as I can do :
http://lbp.me/v/xm0nky[/URL} [/QU... this on Gaf, should give it a nice boost. :)
jump_button said:from Mm site
We are very proud to present to you the preview trailer for Hansel & Gretelbot, a very special community project based loosely on an old fairy tale, and that’s nearly ready for you to play!
Hansel & Gretelbot is the creation of 12 community members, names you may well recognise: Wexfordian, Comphermc, Morgana25, rtm223, Hilightnotes, xkappax, Catiers, GruntosUK, CENTURION24, Jaeyden, Cuzfeeshe and steve_big_guns.
A few months ago the Community Molecule set them a challenge - could they create a full game experience? Their own complete LBP Theme, using the new LBP2 tools to develop all original story, mini-games, bosses, cutscenes, music, and voices.
The team was gathered, designs were drawn up, themes were picked and building began, now several months later they are very nearly ready to launch their project for you to play!
http://www.youtube.com/watch?v=VOv73DkOdY8&feature=player_embedded
Hansel & Gretelbot should be out later this month, keep your eyes peeled for more info!
this should be somthing take it from me