But then you're not just competing with other LBP levels for exposure, but the whole internet. Every LBP level would become the equivalent of another Flash game. You'd get maybe a couple of hundred plays, versus a couple of dozen. There'd be no means to get mainstream exposure unless you get a lucky break.
Plus such a technology would have to exist, which is very unlikely to ever appear. Whatever could be done for LBP3, LBP2 is what it is now.
Whether YouTube would get more plays or not, it's certainly a feature LBP2 is crying out for considering it's movie mode. Then again maybe Sony feel they want people buying LBP2 to see the movies?? They could even render a movie 'offline' over a period of time with better IQ, and then upload it. Even if not, a straight direct movie will be far, far better than the handicam off-screen captures we're currently working with.For playback only ? They can always start with YouTube first. They don't even have to do in LBP2 itself. They can do it in a separate LBP2 publisher.
Then again maybe Sony feel they want people buying LBP2 to see the movies??
Yes, ish. On a small scale. You can only capture animations, so can't do much beyond want an SB can do animation wise, but you can take control of movements and rotation, enabling things like somersault jumps, maybe teleportation (spawn a SB forwards from the current one and then delete the old one), shooting things, wall climbing.Just a question, in LBP2 can you code in power ups, special moves and physics for Sackboy ?
The phyiscs are ever present and floaty. In fact it turns out the whole engine is "lose and floaty". Sensors that have a range have a small rim around in which the sensor state doesn't change. That is, if you sensor range for a tag is 10, and the tag is 11 squares away, it won't register as on until it gets 9 squares aqway, well within the specified range. And then it won't switch off until it get's outside 10 squares away. this is for stability, but it also means the switching isn't tight. And strangely this buffer zone is a percentage of the sensor range, so huge sensors have enormous no-man-lands where a switch should activate and doesn't.Or are you limited to what they give you ? I sort of give it a go at the store the other day and didn't like how loose everything feels. I like my platformers tight like Mario, GnG or Megaman. Can you do that in LBP2 ?
Just a question, in LBP2 can you code in power ups, special moves and physics for Sackboy ? Or are you limited to what they give you ? I sort of give it a go at the store the other day and didn't like how loose everything feels. I like my platformers tight like Mario, GnG or Megaman. Can you do that in LBP2 ?
No, all the physics objects are fixed sizes, aprat from some flexible objects like the signature cloth tree. No warping makes sense from a processing cost position, but a lack of in-game resizing objects seems a bit of a limitation. I guess their physics engine is very optimised and changing the size of objects mid-physics events would break that, so it's not happening.Thanks, yeah I prefer original content too, I just want to gauge the power of the tools. Can you squash and bend objects in LBP2.
Hold L2/R2 to independently control left and right arms on the thumcsticks. When you have control o f an arm, bring it in front of your SB's body and then quickly swipe it. It's quite easy to miss the slap and just wave the arm.Hey ! I forgot the controls for slapping the other sackboys ! How do you slap the fellow sackboy ?
No, all the physics objects are fixed sizes, aprat from some flexible objects like the signature cloth tree. No warping makes sense from a processing cost position, but a lack of in-game resizing objects seems a bit of a limitation. I guess their physics engine is very optimised and changing the size of objects mid-physics events would break that, so it's not happening.
Not in the main game, but you can in user creations, and many remakes have tight, immediate control.Yeah picked up the game, the control is really wonky. Is there anyway to use the d-pad ?
I'm not so sure. It's certainly doable in principle, but I'm not convinced the performance is there. For one thing LBP's physics are always active for the whole level. Create 1000 boxes off screen falling into a pile, and when you walk there, they'll have landed and collapsed. Throwing in soft body physics into that mix is going to greatly increase resource consumption (different mesh for every deformed object, rather than one rigid mesh for all copies) which will affect how much stuff creators could add. I can imagine a gloop material that is fairly untextured and with other limits, but I can't see all objects getting a soft-body mechanic.Adding soft-body physics shouldn't be too hard, it might brake their lighting engine but should be doale.
When the latest patch came out for LBP2 and fixed very little with it's 16 MBs or whatever it was, there was rumouring of significant DLC which I wondered if that was the Move support.
As for larger school adoption, that's a lot of money on a PS3 with no decent educational backing, so why would any school invest? I can see teachers with a PS3 at home bringing theirs in, but I can't see a school buying a PS3 just for LBP2, and it's no more use beyond that as PCs do everything else.