A lot of it are story levels (particularly in LBP1) with detailed rear-planes that are for deco, and you end up getting caught in them while making larger jumps.
A lot of it are story levels (particularly in LBP1) with detailed rear-planes that are for deco, and you end up getting caught in them while making larger jumps.
Yes, that is pretty much it Kaisha. Like I said it isn't something that I get upset over, it is just minor instances from time to time. I remember when I created my first level there is a portion that is basically a few ramps going up, back and forth from left to right and right to left. If you don't time your jumps just right, you switch planes when you don't want to. The easy solution is to walk or to make smaller jumps, but in timed races it is often a bit more frustrating when you are trying to hurry.
One of my best friends will not even give LBP2 a chance because he hated the plane switching and the floaty jumping so so much in the first game. That and he really can't be bothered to spend the time it takes to create something worthwhile. Sad really because he loves platformers above all other genres and is missing out on some amazingly original creations that are out there.
Im gonna have to say that the "floaty jumping" is part of the gravity switch they have in the game and makes some of the story levels they actually do lower gravity in pretty awesome. especially in the first one knowing how to use the pressure sensitive jumps shows how precise they actually wanted this game to make you use the gravity and momentum to its full advantage.
and Kaisha are you trying to grab things that are on the same plane? because i had that trouble too.
I made a blog post about LBP, and its going to have more and more as I figure out tips and tricks.
One of the people on my friend list was showing me a real working teleporter that doesn't involve killing the player. It works simply by emitting a controllinator and sending the character to it. A timer on a Destructor tool is on the controllinator so that it is destroyed the instant the character gets in it. So the character literally pops onto the screen with the "dismount" animation.
Another neat trick seems to be using holographic material to manipulate sackbots. You can set them to follow the hologram. You can set them to watch it instead of moving your controller around.
And for people who didn't play the beta like me, Using antigravity instead of dark matter to hold parts of the level up seems to be another hot thing to do. Then of course destroying parts of your level in the end using the Destructor tool.
I have a question for anyone more LBP savvy than myself.
I saw some shots of a Sackboy riding in a Controllinator stuck to a Sackbot but haven't been able to actually stick anything to the bots. What am I doing wrong?
Something like shown later in this vid? (2min mark)
I could use that but what I was thinking of is actually on the cover of the game.
http://i150.photobucket.com/albums/s...1291325483.jpg
That idea was scrapped actually, as was that game cover. It might be in an update, but as of right now it is not possible to sit a sackboy in a sackbot.
There's still probably a way of fudging it to get something close to the effect he wants though.
i found a level that pretty much lets you control 4 different sack bots and being able to select each one or select all and it was pretty genius. just search sackbot army and it should be one of the levels with atleast 900 plays (i cant find it on lbp.me for some reason)
and that zelda level that came out a few days ago is so good omg this game is so complex i wish i had the time to fuck around with everything and learn how to make a good level. the versus level i want to make is going to be harder to make then i thought, especially because i cant figure out how to get the thing i want to control to spawn with you out of the gate, can anyone help me?
That's a shame about the controllinator. It's on the cover of my game! False advertising! I wanted a cockpit on my Sackbot! D:
I played the Zelda level. It is really well done.
If you want to spawn into a controllinator, just obscure the spawn point with something in front of it, and have a controllinator directly below the spawn point. Set the controllinator to automatically enter when sackboy is within range.
What'll happen is you spawn in a hidden area, and fall right into the device automatically.
^Thats pretty much the answer unless you wanted something more complex o.O
thats exactly what i wanted to know lol. does a new vehicle spawn everytime someone dies or is there something i need to change
I've not experimented with spawning creatinator objects yet, but my first guess would be to see if an emitter for the object (set to allow only one at a time) works.
[EDIT] That makes me curious now, I wonder if you can wire up your controls to another sackbot away from your own? I just got a pikmin-like idea, and emitters might be the answer I'm after if the above works.
Yeah you can emit vehicles. You just set their lifetime to infinite, set there to be 1 up at a time, and to not replace the one that is up.
@Kaisha - so you have a sackbot that you're controlling but you want to be able to change between ones close to you on the fly? You could set a button on your controller to do that and use the Toggle combined with the selector I would imagine. So every time you press L2, the selector changes output and moves your sackboy to control the next sackbot.
At least that sounds right to me. I need to get better at Creating.
I've just finished playing through the campaign and the final boss fight was one of the most enjoyable and challenging (until we got the hang of it) boss fights that I can remember in a game.
I think it was made further enjoyable by Finale being used as the music. It made the moment notably more epic.
It feels like it's been ages since I've posted on BG, but if anyone that doesn't already have me on PSN wants to add me for LBP2, just shoot a request my way, etc. I think I still have a spare DLC code for the GameStop stuff too, but I'd need to dig through my Outlook inbox to make sure.
Going to go ahead and necro this since the move pack came out the other day and added some amazing features. The new stuff is mostly geared for aesthetics rather than gameplay, but the sticker material is going to be great for backgrounds. The new instruments are also miles ahead of the ones in the base game.
Maaan, I still have some 3-4 player prize bubbles I need to get in this game, and the move pack looks tempting, just for the extra scenario levels.