jackissocool
Member
That's a lot lower than I expectedNPD thread saying this game did 134k between both PS3 and PS4 versions...
That's a lot lower than I expectedNPD thread saying this game did 134k between both PS3 and PS4 versions...
Not terribly surprising. The PS4 doesn't seem to have much appeal to the family market, and the way the game was marketed you wouldn't know a PS3 version exists.NPD thread saying this game did 134k between both PS3 and PS4 versions...
That's a lot lower than I expected
Yaaaay so I finally started the game today
and the first thing I've noticed is when I'm playing in the levels it's not full screen :\
why?
any option to change it to full screen all the time?
NPD thread saying this game did 134k between both PS3 and PS4 versions...
I wouldn't be surprised if in a few months (maybe a bit longer) this is a PS+ game (maybe replacing LBP Hub, which has yet to be released).
Yaaaay so I finally started the game today
and the first thing I've noticed is when I'm playing in the levels it's not full screen :\
why?
any option to change it to full screen all the time?
I'm planning to pick this up soon!
Also in regards to sales, while disappointing, I wouldn't be concerned. LittleBigPlanet has always been a slow burner that goes on to sell at least a couple million when all is said and done. Plus I imagine it will be heavily bundled.
NPD thread saying this game did 134k between both PS3 and PS4 versions...
Go into your PS4 settings and set your screen size.
Put your TV on PC mode.
The settings are correct !
So the game supposed to look full screen on the PS4 but when you play in the levels it's not full screen anymore :\ !?
How do the creation tools compare to the first two games?
No, it should always be full screen. Something in your setup isn't quite right but I'm not sure what
Ok I went in "Display Area Settings" and Enlarged it to the max and the game is better now but there's a little black pars up and down screen, is that normal?
Nope the game should look like any other game on your PS4, it should always utilize the full screen.
I'd suggest googling or checking the LBP forums to see if there's another solution
Yeah I think the first and 2nd one only did 200-300k at launch and ended up selling over 8.5 million combined.
LBP3 should have legs.
First month:
LittleBigPlanet - 215,000
LittleBigPlanet 2 - 353,000
LittleBigPlanet 3 - ~133,000 (~34K PS3 + ~99k PS4)
First month:
LittleBigPlanet - 215,000
LittleBigPlanet 2 - 353,000
LittleBigPlanet 3 - ~133,000 (~34K PS3 + ~99k PS4)
Damn, that's sad. Does that include bundles?
Yeah. Sony was too busy advertising GTAV to give LBP3 the proper time of day.
Attempting to make a better version of this level I made in LBP2: https://www.youtube.com/watch?v=yv9BS0joYoc
We'll see where it goes. ^^
I wonder how well the LBP/Batman bundle did. Anecdotal point incoming: for Christmas, my sister just bought her husband that bundle since she doesn't want GTA in their house. That bundle had to hit a certain demographic.
I guess. Responsible parents, maybe? When I went to gamestop to pick up my copy of LBP3, there was this twelve year old there with his mom, getting Grand Theft Auto V.
Things are a little wiggy, aren't they?
It's true that the minimum age for GTA seems to be dropping all the time but not all parents are irresponsible. I'm sure the number of GTA bundles far, far, far outweighs the number of LBP bundles though.
Which is bizarre, given that the level of graphic content and the realism with which it's depicted is growing with each title. Wolfenstein 3D and Duke Nukem 3D were two of the first games I played when I was a kid, and even then I don't think GTAV is suitable for a less mature audience.
I'll send you the sackbot when I get home from work tonight. You did give me the base to get started
how buggy is the game now? have most of the kinks been ironed out?
Thanks for taking a look. I think I might have left the sharability setting to off, so maybe that's causing the restriction, although when you sent me the flying arrow I couldn't directly change or remove any of the logic, so I just copied it from scratch. I could try sending my sackbot again with sharing enabled, if that helps.So I checked out your sackbot tonight. Unfortunately, I wasn't able to make much headway regarding any of your issues, though it was difficult to work with the bot itself because it's got some kind of restrictions on it's use (I can't change the logic without laying down my own, for instance).
In any case, the camera situation didn't work quite as I had expected, and you're right in that I couldn't make much sense of how your Sackbot's movement worked, only that it seemed like a very long and tedious endeavor. It reminds me of some of my old experimental objects from LBP2
So... I'm going to keep working on my own top down level concept, and toy with some control/camera setups in a more ground-up environment. If I figure out something that might be helpful to you, I'll be sure to say so.
We're still looking at these issues and a fair share should be addressed in patch 1.04 which is coming soon.They've cut down on crashes and some game breaking stuff but the game still lacks a lot of polish. These are my biggest issues.
- Sackboy continues to warp ahead randomly when moving quickly, especially when using the rails in Go Loco.
- Despite ostensibly being backwards compatible with older levels, accessing user levels from the old games is usually an exercise in frustration. Sackboy can still move into layers that should not exist and bounce pads don't always work properly. Sometimes objects that existed in previous games just flat out aren't there in this one.
- Pressing the more button when browsing the community levels often brings up the same levels over and over again.
- The game suffers from what should be an unacceptable amount of screen tearing in places. A game designed to be run on PS3 should perform significantly better on the PS4 than it does.
I haven't heard if any of the above are being addressed.
I find this one particularly annoying.- Pressing the more button when browsing the community levels often brings up the same levels over and over again.
^ I can relay that one to the team as well, if we haven't caught that already.
First time seeing that level and it looks legit amazing. Looks like a good balance of actual gameplay and pleasing aesthetics. I feel like the average non-campaign level is only attempting to achieve one or the other.
Thanks for taking a look. I think I might have left the sharability setting to off, so maybe that's causing the restriction, although when you sent me the flying arrow I couldn't directly change or remove and of the logic, so I just copied it from scratch. I could try sending my sackbot again with sharing enabled, if that helps.
Presumably you looked at the 'Camera Zoom' microchip near centre of my sackbot's circuit board? It's the simplest section of logic that I use, with just 3 game cameras connected to a selector. You could easily copy that and hook it up to your flying arrow contraption. The cameras do switch smoothly when the sackbot that they're connected to is vertical, but at any other angle there's a jumpy rotation when the next camera is enabled - presumably when it tries to match my sackbot's local space from its default north facing position.
I've had an idea to keep all 3 cameras enabled at all times, which would mean they wouldn't default back to north when disabled, but everything I've tried with this method prevents the switching of cameras at all.
Also, in regards to the movement logic, the only reason why it's so complex is because I want my sackbot to retain it's animation rotation direction whenever the left analogue stick is released. I had to use a system of 20 batteries on a sequencer for this. The animation rotation is separate to the sackbot's physical rotation, which is always the same as the camera direction. The player will only see the character animation while playing though.
^ I can relay that one to the team as well, if we haven't caught that already.
Thanks man! Gameplay like that in LBP has been a pet project of mine before I became a game dev for the franchise.
LBP1:
https://www.youtube.com/watch?v=tl116DMrHBU
https://www.youtube.com/watch?v=vaspozsqnys
LBP2:
https://www.youtube.com/watch?v=XNto7GrFhj4
And of course the Gundam Wing stuff.
I got rather close to my ideal visual look in Vita here: https://www.youtube.com/watch?v=ZZ0YOf0L1qo
It'll be nice to get it all realized in LBP3.
Hey donkey show, here is a video of the glitch I mentioned: https://www.youtube.com/watch?v=3-qkH6pxkCg
I'm fairly certain now that the bug is related to using the controlinator in create mode. It usually happens after exiting the controlinator, then pressing down on the d-pad to come out of hover. You'll see in the video that I get thrown away 3 times.
I've been experiencing this a lot over the past few days while making a controllable sackbot. I like to test in create mode after making logic alterations, but I have to stop hovering then press triangle to get into the controlinator. If I don't press triangle fast enough then it's a long trip across the level.
As for your movement, if you were able to disconnect the camera from the sackbot (and I'm 90% sure you can, I just haven't put my correction method into place yet), then wouldn't it be simpler to use rotators? I was thinking a joystick rotator when the stick is being pushed, and then a gyroscope or rocket rotator when the stick is released.
Actually, that does make sense and after playing around, it occurs every time I come out of hover while inside a block. Still it would be much better if it just pushed you to a different layer instead of away at ludicrous speeds.This looks like because sackboy ends up within that bit of generated mesh
when he exits the controlinator. the physics system is probably going "nope you shouldn't be there" and applying a large force to him to move him out of the object.