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LittleBigPlanet 2

Ragnarok

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14.12.2007
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Ne znam koliko Platform tag stoji... Procitajte ovo i prosudite sami. Igra zvuci, blago receno, neverovatno. :)

LittleBigPlanet 2 Game Informer June 2010 Issue Information

Context about the first LittleBigPlanet

- The first LBP was never intended to be a simple platforming game
- Over 2 million levels available online
- About 56,000 new levels per week on average

LittleBigPlanet 2 Information Starts Here:

- LBP 2 has less of a focus on platforming altogether and it's more of a platform to actually create games with
- There is an all-new level creator and it is not just a tool to create platform games.
- As examples, the game 100% encourages the player to create game types and wants you to make a shooter, a racer, puzzle games, Space Invaders clones, even RPGs
- A player can even customize a HUD. The example given is a health bar for a fighting game.
- A Media Molecule developer has created a fully-functioning Command & Conquer Clone
- Media Molecule loves that a lot of user-created levels in LBP1 were homages to classic games and laments that so many manipulations of the creation tools were necessary to do them. Sackboy won't need to be "hidden behind the curtain" when you make games with LBP2.
- There is a new super-important creator tool called "direct control seats"
- (from previous point) In LBP1, lots of people made rudimentary "hold R1 to accelerate" vehicles. Mark Healy created a car out of rubber wheels and a bottle, then placed a direct control seat in it. He pulled up an interface that resembled a PS3 controller and assigned commands to buttons.
- Example given was assigning Sixaxis tilt for forward and reverse, horn on the X button.
- You are no longer limited to the game's stock sound effects. You can record your own sounds and voices, attaching them to characters or objects. Magic Mouth from the original LBP is gone
- Direct control seat's control scheme is instantly accessible and you can attach it only to the part of the vehicle you want it to control.
- Example was given about the 8/16-bit remakes/tributes having to use the signature gameplay mechanics of LBP. That is no longer true in LBP2. A creator can place a direct control seat on their own platforming protagonist and complete it with a customized control scheme.
- Example of the previous was Yoshi's Island. If a player creates the perfect recreation of the SNES-era jump they can share it with anyone in the community.
- There is an in-game microchip that functions as a calculator and it is a direct response/homage to PSN user Upsilandre (seriously, he's mentioned by name)
- Enemies in the original title could only be programmed with super-basic commands and most resembled marionettes.
- Users will be able to take a template for an enemy called a Sackbot, tweak the AI and dress it in any way they choose.
- Creators can choose the weak points on the Sackbot, determine if it is scared of heights, and even program acting routines.
- A disco scene was set up by Media Molecule and two employees recorded together on a single Sackbot. They moved its arms and bobbed its head in a dancing routine. JUST the AI was copied and pasted onto twenty different Sackbots. Each Sackbot was given its own unique look.
- There are now movie editing options as well.
- Every LBP2 player will receive their own profile on LBP.me. It will display your activity feed as well as previews of their own stages
- There will be user-created integration in QR codes as well. They can be printed on advertisements, business cards, and automatically load a level when held up to the PlayStation Eye. There is no special menu to do this. Any time the PS3 is turned on and running LBP 2, you can wave it in front of the Eye.
- If you are not near your PS3 you can take a quick photo with your smartphone to see an online preview of the level and add it directly to your level queue.
- For creators of multiple levels, you will be able to string your stages together so that they flow from one level to the next.
- Sackbots can be drastically increased or decreased in physical size.
- Sackbots can be controlled by direct control seats as well.
- There is a new gadget (like the MGS paintball gun). It is a big-ass grappling hook.
- Media Molecule says explicitly there are multiple more gadgets coming.
- All DLC from LBP1 transfers over to LBP2. Including downloaded content packs, costumes, etc.
- There is a major overhaul to the story level as well. There's the same 3-plane perspective for the story mode and the levels so far have a similar run-jump-grab platform style.
- Storyline is not country-based like last time, but is based in periods of time
- Here is a list of levels and summaries so far:

- Techno Renaissance: Whimsical alternative take of the Renaissance period. Leonardo da Vinci-like character to guide him through a technology-based twist level

- Steam & Cake: Steampunk-style level based on a fucked-up tea and cake party

- Neon Propaganda: Cold-war era posters line a factory environment where Sackboy is liberating oppressed workers. There is a grim nature to the level that is totally opposed to the neon lights and signs.

- Fluffy High-Tech: Various high-end technology equipments like video walls are mixed with bunnies and fluffy sheep. It is a cold, futuristic environment populated by adorable creatures

- Designer Organic: Eco-architecture comes together around a designed and controlled version of nature. Described as "art noveau". The closest to nature Sackboy gets in this game. Elaborate designs comprised of plants.

- Hand-Made Arcade: A super-tribute level to tons of arcade classics. Embraces the hand-made art from the first game. Pixels made of cardboard and wood.

- Circuit boards (like the calculator) can get extremely complicated and they have a very distinct interface
- Creators can make full-on cutscenes. Camera angles and voice-overs included. Creators can even make little five-minute short films. These levels are clearly marked on the stage select screen so you can tell whether you're watching or playing the level.
 
Ludilo.. Mada voleo bih stvarno da ima bas pravu kampanju, sa sve pricom i cut-scenama.. Ovako je samo za one koji vole da prave nivoe (sto ja ne umem :) ) i prvenstveno za igranje sa drustvom.. sto je opet malo teze jer je tesko nagovoriti ljude da igraju nesto sto izgleda kao da je za klince.. :) Tako da opet ostaje neverovatna ideja i respect stvarno, ali igra za koju nemam bas pravih prilika i razlog da je igram..
 
Pa, i Mario Kart i NSMB i one sports igre sve izgledaju smesno, pa ih opet milioni igraju...
 
Dzaba im sve to ako najbitnija stvar(skok) ostane onako skrnava :).
 
Ovaj nastavak je izgleda veoma ambiciozno zamisljen, izgleda da nisu hteli da samo izmene par sitnica i prisiju dvojku pored LBP imena. Nije mi ipak jasno sto ove informacije nisu sacuvali za E3 nego vec sad otkrivaju.
 
uhhh ovo ne smem da kupujem...LBP je ostavio vremenski pecat u mojoj porodici jer mi je dete poslednjih godinu dana prozivelo sve sto se sackboya tice.
 
Pre svog standardnog trolovanja Sony threadova, barem procitaj OP.

Procitao, prokomentarisao ono sto mi je najvise smetalo u prvom delu, koji sigurno ne bih kupio da mi se igra nije svidela.
Nema potrebe za defence force-om.
Ako ti bas toliko smetaju moji komentari, iskoristi ignore.
 
Sony se ubio od para zaradjenog na dodacima za LBP tako da sigurno ulazu mnogo u drugi deo. Voleo bih kad bi negde objavili koliko su zaradili od prodaje dodataka za lbp na psn-u.
 
Procitao, prokomentarisao ono sto mi je najvise smetalo u prvom delu, koji sigurno ne bih kupio da mi se igra nije svidela.
Nema potrebe za defence force-om.
Ako ti bas toliko smetaju moji komentari, iskoristi ignore.

Pa, da si procitao OP mozda bi i znao da je moguce modifikovati fiziku igre... Sto znaci da mogu da se naprave remakovi Mario igara ako to ikoga zanima.
 
Ja obozavam prvi deo. Sa curom ako nisam presao par hiljada nivoa onda ne znam :)

Jedna od retkih non-nintendo igara koje podsecaju da je ostalo i nesto dobro i lepo i neiskvareno na ovom svetu :p
 
Slazem se. Kad mi svrate prijatelji jedina igra koju zele da igraju i muski i zenski :) Stvarno mnogo vesela igra za drustvo.
 
Pa, da si procitao OP mozda bi i znao da je moguce modifikovati fiziku igre... Sto znaci da mogu da se naprave remakovi Mario igara ako to ikoga zanima.

Postoji razlika izmedju user made contenta i onoga sto su developeri radili.
Mene tudje gluposti ne zanimaju, igru kupujem zbog sadrzaja koje profesionalci prave.
To ti je kao sto EA u sportske igre ubaci slajdere.
Necu ja da popravljam ono sto je posao developera.
Nadam se da razumes.

Slazem se. Kad mi svrate prijatelji jedina igra koju zele da igraju i muski i zenski :) Stvarno mnogo vesela igra za drustvo.
Ja to ni ne mogu da igram sam :).
Igra je zaista simpaticna, od 10tak ljudi kojima sam dao da je probaju, samo se jednom nije svidela.
 
Poslednja izmena:
^Neces da popravljas? Sta imas da popravljas kada nista nije pokvareno? :d Eventualno da se naprave modifikacije za lane switch, meni su kontrole bile fenomenalne...

S obzirom da je vecina drugih zamerki izgleda uzeto u obzir (netcode, level chaining, search function, pravljenje play-liste online itd.), nece ostati nesto puno (ako uopste ih i bude) stvari za popravljanje. Tvoje subjektivno misljenje je da kontrole ne valjaju, developeri su jasno rekli da je to ono sto, izmedju ostalog, izdvaja LBP iz mase drugih igara i da je on, takav-kakav je, tu da ostane.
 
Poslednja izmena:
Tvoje subjektivno misljenje je da kontrole ne valjaju, developeri su jasno rekli da je to ono sto, izmedju ostalog, izdvaja LBP iz mase drugih igara i da je on, takav-kakav je, tu da ostane.

Nije samo moje, dosta ljudi se zalilo na to.
Ne znam, navikao sam da su u platformama kontrole jako precizne i bez ikakvog laga.
Mozda su hteli da postignu neki osecaj tezine...ne znam na sta su ciljali.
 
Fan made staze imas boli glava. 20x bolje od onih koje su developeri napravili.

*****ski je porediti staze koje fanovi naprave u ovoj igri i u nekoj drugoj , jer je to ovde sustina. :)
Pozoves jos jednog drugara i kada se smorite da prelazite tudje (ako je to moguce :d ), napravite svoju.

Jedino sto je mene sprecavalo da napravim svoju stazu jeste ogranicenje objekata i nalepnica koji se mogu koristiti. uvek nekako mi ih ponestane na pola :p
 
Mene tudje gluposti ne zanimaju, igru kupujem zbog sadrzaja koje profesionalci prave.

Necu ja da popravljam ono sto je posao developera.

E izgleda da si totalno zaboravio na poentu one njihove krilatice "PLAY, CREATE and SHARE"

Ovde je upravo kvalitet igre mogucnost da neko nesto napravi i da ja to probam.
 
E izgleda da si totalno zaboravio na poentu one njihove krilatice "PLAY, CREATE and SHARE"

Ovde je upravo kvalitet igre mogucnost da neko nesto napravi i da ja to probam.

Nisam zaboravio, samo sto me mrzi da radim ove druge 2 stvari :).
 
Ni mene pravljenje nivoa nije interesovalo jer je bilo malo komplikovano, tesko i dugo je trajalo ali ima uvek zaludjenika kojima to nije problem uopste. Ako naprave dosta laksi editor mozda i ja napravim koji level, sta znas.
 
Znaci, i i ovde kontrole laguju? :)

Dobro je sto su otpustili Kutaragija, napravio hardware gde 90% igara ima control lag. :d
 
Vala ni ja, odziv je veoma brz ui lbp-u i niakkav lag nisam primetio.
 
jedino sto mi pada na pamet je inercija. tipa zaletis se na levo pa kliknes desno a on i dalje malo ide napred dok se ne zaustavi. neki to zovu inercija, neki to zovu lag..
 
Cek, to nije lag nego zez u igri i nacin kretanja sackboy-a. Zna se sta znaci lag kod kontrola a ovo je fizika kretanja caskboy-a a ne problem u odzivu.
 
pa ja znam, ti znas, cudi me da on ne zna :)

salim se, stvarno mi nije jasno na kakav lag misli?! lag u online-u je stvarno postojao i povremeno je bio krajnje frustrirajuc, ali lag u sp? hmm...
 
Lag u online-u je bio katastrofalan :D Makar na launchu, posle nisam ni pokusavao zbog pocetnih frustracija :)
 
Evo malo slicica

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Vrh Dno