RenegadeRocks
Legend
Incredible sense of speed and inertia on this demo level looks like loads of fun to:
http://www.youtube.com/watch?v=t688DOPCIi4
That is so..o.. CooOOooL!
Incredible sense of speed and inertia on this demo level looks like loads of fun to:
http://www.youtube.com/watch?v=t688DOPCIi4
Incredible sense of speed and inertia on this demo level looks like loads of fun to:
http://www.youtube.com/watch?v=t688DOPCIi4
How big can these levels be, that is like a .. huge level
That was a pretty cool video Terarrim.
You are pretty much limited at harddrive space on your PS3 and limited to the amount of space they give you on the network when you upload.
Having played a four-player game with complete strangers and having a great laugh, I can state that LBP will arguably be the most entertaining co-op experience of the year. The physics-based puzzles and obstacles are varied and interesting. The physics themselves are slightly exaggerated versions of reality, but each particular material behaves just how you would expect. Even the Fluff obeys the rules of gravity, and rather than hanging in mid-air like Mario Coins or Sonic Rings it’s to be found resting on another object, or hanging from a string.
Wonderfully, a recently revealed feature is the option to lip-synch your SackBoy when using a USB/Bluetooth headset with the PS3, making it appear as though your character is the one doing the talking.
Firstly a glitch saw SackBoy’s become trapped against some objects, and even when standing still the avatar would just stop responding to controls until they died and respawned whereupon the issue was resolved. This happened infrequently but so interrupted the flow of the gameplay that it was a huge irritation.
The other issue was that of the game’s camera. There seems to be no rhyme or reason to which player the camera focuses on during gameplay. Most of the time this isn’t a problem as all players will be trying to stick close together anyway, but any player that is off-screen is only given 5 seconds to get back before being ruthlessly murdered. Checkpoints are in the form of little doors and are fairly frequent, which helps.
The worst incident occurred when the camera randomly decided to change focus from a cluster of three SackBoys to follow a lone SackBoy who had gone too far ahead. This resulted in the death of all three SackBoys. Needless to say, this was devastating.
I've looked carefully at the rate the thermometer fills up to show resource use. Seems to me each new type of object takes a chunk of thermometer to load, but next to nothing to place. And if you think about it, that makes total sense. How much memory do you need to say 'place the wooden block at these coordinates in this rotation'? A couple of vectors. So 128 bytes per object? I think multiple blended/sculptured objects may take up more capacity depending on how they're created. If they're actually built from CSG like primitives in realtime, they'll still take negligable RAM. Regardless, if you keep your design pretty minimalistic, I imagine you could go on for miles!I recall hearing about a set limit to the number of objects that can be added to any one level (memory constraints, I would guess).
Naughty! First time I think that the LBP presentation has deviated from what end-user creators can include in their creations.Hi guys - Sam from SCE here - in answer to the original question, not it's not possible to do an over-shoulder/3rd person viewpoint in the game. Some of the videos we've put out so far include unusual angles in order to better show off the expressions and characterisations of Sackboy which were done with a development version of the game.