OchreHand said:i don't either...it's so full of detail, right down to the helmet distortion. and i love that futuristic train that just rolls by near the end.
Shit, someone was busy while psn was down.donkey show said:Fuck! Watch this level, it's seriously insanely impressive: http://www.youtube.com/watch?v=T_CKjtjjcoI
donkey show said:Fuck! Watch this level, it's seriously insanely impressive: http://www.youtube.com/watch?v=T_CKjtjjcoI
donkey show said:Fuck! Watch this level, it's seriously insanely impressive: http://www.youtube.com/watch?v=T_CKjtjjcoI
donkey show said:Fuck! Watch this level, it's seriously insanely impressive: http://www.youtube.com/watch?v=T_CKjtjjcoI
donkey show said:Fuck! Watch this level, it's seriously insanely impressive: http://www.youtube.com/watch?v=T_CKjtjjcoI
civilstrife said:Here's the thing:
Yes a video like that is impressive, but who actually wants to play that? It's cool that it's made in LBP, but I wouldn't touch it with a 10 foot pole if it wasn't.
Top down like that is simple enough but the rotationn is what I'm wondering about. Don't get me wrong, it looks impressive has fuck but I'd like to see the game play feels. That Doom recreation was awesome back in the day, but it played like ass.Teknoman said:I mean even the lighting is done right...and have no clue how he did the train from that perspective.
Im still creating from the perspective of old school platformers/shooting/hack and slash, but i'd really like to know how to get different camera views like that. Actually I still havent figured out how to do the top down camera.
donkey show said:Top down like that is simple enough but the rotationn is what I'm wondering about. Don't get me wrong, it looks impressive has fuck but I'd like to see the game play feels. That Doom recreation was awesome back in the day, but it played like ass.
This really needs own topic. Seriously more people should know about this, the best advertisement LBP 2 could every get.donkey show said:Fuck! Watch this level, it's seriously insanely impressive: http://www.youtube.com/watch?v=T_CKjtjjcoI
donkey show said:Fuck! Watch this level, it's seriously insanely impressive: http://www.youtube.com/watch?v=T_CKjtjjcoI
Grinchy said:I actually feel guilty for not buying this yet. I loved the first one, bought the MGS, Pirates, and Marvel packs, couldn't want for the new one to come out. It came out in a busy time, and I still haven't bought it nor do I have the time to delve into the creator the way I'd want. But I still feel like MM deserves my monies.
That makes a ton of sense as to why it moves so slow.jump_button said:it is the level moving
I never got why everyone get so hype about a every FPS or why they think its a good idea, im sure when move pack come out they be millions more pop up.
bovo said:It's not very fancy compared to most levels here, but finally published a lbp2 level, and as it has had 1 play (that isn't me) I thought I'd mention it here.
It's a two player cannon battle...
Caribbean Pirate Battle
http://lbp.me/v/09bbhq
If anyone wants to try it, let me know what you think - it's very short, but meant to be fun!
(I have had one good review, from my 5yr old son....)
donkey show said:Just uploaded my little training level for the Gundam Wing Project I'm haphazardly working on the side:
http://lbp.me/v/0mxe66
Thanks man! Hopefully soon I'll have the time to work on it full blast. Will definitely check out your new work when it comes out too!jump_button said:Played really well, Cant wait to see what you will do for the full one
I should have a new level done some time this week, Im not if to publish it yet
What in the world...donkey show said:Fuck! Watch this level, it's seriously insanely impressive: http://www.youtube.com/watch?v=T_CKjtjjcoI
It's a true to form tech demo. Anyone who has created or plays understands how ridiculous it is, but compared to a real FPS, it looks jittery and odd. A thread on it wouldn't go well. Not to say it isn't really impressive, because it is.Ellis Kim said:What in the world...
Did anyone actually get around to making a thread for this?
Ellis Kim said:What in the world...
Did anyone actually get around to making a thread for this?
One shot still exists within the magic mouth options (which is how you did cutscenes in LBP1). With movie cameras, set the camera hold time to a certain time and that will give you what you want.The Lamp said:I'm having a lot of trouble trying to do simple things I knew how to do in LBP1 in LBP2.
For example, the "one shot" mechanic is now gone. If I want a movie camera (or anything else) to trigger, run its course, and then never work again, I don't know how to get that to work with the new tools. For example, I want Sackboy to enter into an area and trigger a cutscene. But after it finishes, I don't want the cutscene to retrigger if he goes back to that area. How do I do this? In the old game I'd just select "one shot" in the switches options but now they took that away :l
donkey show said:One shot still exists within the magic mouth options (which is how you did cutscenes in LBP1). With movie cameras, set the camera hold time to a certain time and that will give you what you want.
Also learning how to use the sequencer will help you out with more complex scenes because of its ability to place tools like the cameras and sounds in a specified timeline.
The magic mouth is in the second page of the tools menu under "creature tools" or something like that. As for your other question, then use a sequencer and place the movie camera in the sequencer timeline. Activate the sequencer with the set cutscene with a player sensor that is connected to a counter switch set to max out at 1. Connect that counter switch to the sequencer. This will emulate a permanent switch and the sequencer with the movie camera will not be activated again if you try to reactivate it by running in and out of the player sensor switch.The Lamp said:I can't even find magic mouth in LBP2....I thought they got rid of them?
I'm pretty sure I tried "hold" but that only determines how long the camera holds the shot. If I go back into the trigger zone, the camera activates again, if I'm not mistaken.
Thanks for the help!donkey show said:The magic mouth is in the second page of the tools menu under "creature tools" or something like that. As for your other question, then use a sequencer and place the movie camera in the sequencer timeline. Activate the sequencer with the set cutscene with a player sensor that is connected to a counter switch set to max out at 1. Connect that counter switch to the sequencer. This will emulate a permanent switch and the sequencer with the movie camera will not be activated again if you try to reactivate it by running in and out of the player sensor switch.
No prob. =)The Lamp said:Thanks for the help!
You reminded me to ask something about the sequencer. It would seem that you cameras don't work like one would expect when using a sequencer.
Instead of holding out for however long you choose "hold" in the settings, the sequencer immediately disables the camera after the "ticker" passes by its square. So if I wanted a camera to hold out for 8 seconds, and each stripe was a second...I'd have to copy and paste the camera 8 times on 8 different stripes. Is that right? Or is there a way to get it to just hold out a camera for as long as you set it to?
donkey show said:No prob. =)
When working with a sequencer, you can basically "extend" or "shorten" a tool's activation time on sequencer by grabbing the tool within the sequencer timeline and pressing up or down on the left analog stick. If done right, you'll see the tool grow or shrink, signifying the length of time it will be active. So with your movie camera, you only need to extend it 8 strips long as having multiple cameras like you mention will not work the way you want it to.
This also applies to sounds, keys, movers, rotators, etc.
donkey show said:Fuck! Watch this level, it's seriously insanely impressive: http://www.youtube.com/watch?v=T_CKjtjjcoI
jump_button said:
Pixel Boy
by jump_button
link http://lbp.me/v/0q-96p
Pixel Boy first made in the beta, been working on this off and on alot Still only a little level as i work on my bigger one. use about million stickers sorry if they start glitching out
best to play one player you can have more but it may lag alot
The Lamp said:I'm having a lot of trouble trying to do simple things I knew how to do in LBP1 in LBP2.
For example, the "one shot" mechanic is now gone. If I want a movie camera (or anything else) to trigger, run its course, and then never work again, I don't know how to get that to work with the new tools. For example, I want Sackboy to enter into an area and trigger a cutscene. But after it finishes, I don't want the cutscene to retrigger if he goes back to that area. How do I do this? In the old game I'd just select "one shot" in the switches options but now they took that away :l
New Power-Up - Brain Crane
The Brain Crane is a new hat that Sackboy can wear that whilst active will allow him to pick up and move any grabbable object using the PlayStation Move, provided that the object is not too heavy and that Sackboy himself is not standing on the object.
New Tool - The Movinator
Essentially the PlayStation Move equivilant of The Controlinator.
Contains a fully customisable layout of the PlayStation Move that can be used to map your own controls and functions to it, in exactly the same way as you would with the DualShock and The Controlinator.
New Tool - Move Cursor
This new tool allows a creator to create their own custom in-game cursors whilst using the PlayStation Move.
You can use any in-game, DLC or custom Sticker during your cursor creation and you can also toggle whether the cursor can pick things up, can move in and out, whether grabbable objects will be highlighted upon hovering over them and whether the cursor requires a tag to be active.
New Tool - Move Paint
This is a big one!
Move Paint will allow you to create your own custom stickers using the PlayStation Move!
There's an assortment of brush types and a wide colour palette available whilst painting.
These Stickers will also have transparent backgrounds, so you're no longer restricted to the same old rectangular custom stickers! Additionally you can paste in other Stickers during your creation and edit them accordingly.
This Tool can infact be used during Create Mode and Single Player Play Mode.
New Tool - Material Slicer
Using this tool, you can cut through any object. It works much like "connect the dots", where you are in control over where the dots appear, and then the game slices the object accordingly.
Sliced pieces continue to be glued together after the slice, but their complexity can hereby easily reduced. This is very useful for those objects who have become "too complex" or are nearing that state.
New Tool - Move Recorder
Much like the previous Sackbot Recording tools, this tool will allow you to record any motion caused by using the PlayStation Move and then can be set to playback for your movie-making, level creation purposes.
Similarly these recordings can be set to loop and and have their speeds adjusted.
New Sensor - Speed Sensor
Can sense speed and you can toggle whether to sense the speed of only one direction or to allow all directions.
New Sensor - Rotation Sensor
Can sense rotations and again you can toggle whether to sense rotation in only one direction or in both directions.
New Sensor - Angle Sensor
Can be set to sense something within a specified angle.
New Material Type - Sticker Panel Material
This is another huge addition to the PlayStation Move Create DLC Pack!
You can set the colour and transparency of this Material.
So ssentially you can use this is an opaque version of the Hologram Material.
Meaning that no longer will your in-game sprites and other Hologram-based creations will have that semi-transparent look about them.
On top of that though, you can set the Mateiral to be completely transparent too.
Which makes it perfect for some aspects of Sticker placement.
New Score Giver Tweak - Score Multiplier
In the Score Giver, you can now tweak to enable or disable multipliers for your creation.
New Player Sensor Tweak - Detect Unspawned Players
Player Sensors can now be set to "Detect Unspawned Players". This can be very useful for triggering opening cinematics, only when every player in a session has successfully entered the level.
New Grab Sensor Tweaks
You can now choose to tweak whether the sensor activates when grabbed by a Sackperson/Sackbot, by the Move Wand or both.
You can also cause objects carrying the Sensor to glow slightly when you hover the Move Cursor over said object.
New Material Tweaker Tweak
The Material Tweaker can now select whether an object is grabable by a Sackperson/Sackbot, by the Move Wand or by both.
Other Notable Highlights From The Community GameJame
In-Game Store Overhaul
The in-game Store has had a major overhaul and DLC is now arranged in the order of Level Packs, Downloaded Packs and Outfits. In turn, each of these tabs are now listed alphabetically.
Selecting a Level Pack will open that Pack's level selection.
Selecting a Downloaded Pack will display a list of all the costume pieces, stickers and objects contained within the pack.
Each costume piece can be individually selected from this list and placed on your Sackboy.
Outfits is the recognisable list of complete Outfits for your Sackboy to wear.
Finally you can also Text Search the in-game Store.
Move Pack Level Rundown
This is just a quick count of the levels contained within the Move Pack, although please be aware that since I was playing an earlier version of the pack, this could still be subject to some change before release.
1 x Introduction Level
4 x Main Story Levels
1 x Boss Level
7 x Side Levels
1 x Tutorial Level for one of the above mention Side Levels
2 x Versus Levels
2 x Cutscene Levels
Total New Levels = 18
New Music Sequencer Instruments
At the Community GameJam, there were an additional 17 new Music Sequencer Instruments.
However again, these were very much in a developmental stage still and may be subject to some change before release.