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  • PAX Fan Meet 2010

    Attention PAX attendees! Tom and I (Spaff) are going to be at the show and we’d love to see you.

    We’ll be spending most of our time over the three days at The LittleBigPlanet area of the Sony booth, where you’ll be able to get your hands on LittleBigPlanet 2, and maybe browse the Sackboy related goods in the merchandise stall.

    We’ll also have some of our community all-stars (Jaeyden, Morgana25, Comphermc, and ConfusedCartman) at the event who will be jamming and creating things live,  so you can see what kind of things can be made with the new tools, and get some handy hints and tips from them on building your own levels.

    Additionally we’ll be presenting various aspects of the game at the LittleBigPlanet ‘Genius Bar’, and we should have some special play challenges and other crazy things going on, so pop on by and say hey!

    See you at PAX!

    P.S If you come and high five me or tom, we’ll give you a badge to celebrate how awesome you are, until we run out of them of course.
    -------------------------

    "PAX Fan Meet 2010" is an automatically posted news item which was grabbed from MediaMolecule.com. The original article can be found here.
    This article was originally published in forum thread: PAX Fan Meet 2010 started by Spaff_Molecule View original post
    Comments 241 Comments
    1. morbothdestroyer's Avatar
      morbothdestroyer -
      I made a level too.
    1. Morgana25's Avatar
      Morgana25 -
      The arm on that one bid was a Compher experiment. He'll explain it later.
    1. OKINGO's Avatar
      OKINGO -
      Uber jealous
    1. Fishrock123's Avatar
      Fishrock123 -
      Quote Originally Posted by Morgana25 View Post
      The arm on that one bid was a Compher experiment. He'll explain it later.
      Did he test what I wanted to test? (putting a bunch of randomizers and mover on an object lol)
    1. Morgana25's Avatar
      Morgana25 -
      Not sure. He and the rest of us didn't have a ton of time to test stuff. We had stuff that Sony wanted done. We did manage to do a couple of experiments.

      I imported my old lbp1 levels into lbp2 and as of now it supports....

      + 50 layer glitch stuff made in lbp1 are just fine. Same goes for objects emitted into the back or front glitch layers. I didn't get a chance to try and emit a fresh object into the glitch layers so I can't confirm that yet.

      + Theck and Thack appear to be fine too. Anything made with them in lbp1 was holding up just fine. There may be an issue with making new theck and thack - I'll let comph explain that situation.

      + Merged items - I had two merged items in levels and one was just fine and one had a strange graphic thing going on. I had a cloud merged with stone material and that held up just fine, but I also had a gassed light merged with an egg and that produced a small black and sort of staticy looking thing on it... not sure exactly what was going on there. More testing will be needed.

      + Thin gas also appears to be just fine but it may be a bit obsolete given the new stuff in LBP2.

      The way the new lighting system is set up levels from lbp1 that are loaded with bright lights look really too bright now. The graphics seem to have higher contrast and more naturally occurring light on them without using lights so when you add light it gets really bright really fast. Most of my stuff will have to get toned down if I want it to look right in lbp1.


      I'm really tired - just got home from the airport and I'm not quite thinking clearly yet so I'll have to post more as I remember it.
    1. CYMBOL's Avatar
      CYMBOL -
      Quote Originally Posted by Morgana25 View Post
      The way the new lighting system is set up levels from lbp1 that are loaded with bright lights look really too bright now. The graphics seem to have higher contrast and more naturally occurring light on them without using lights so when you add light it gets really bright really fast. Most of my stuff will have to get toned down if I want it to look right in lbp1.
      Hmmm, I was a bit worried about this. Almost all of my levels are dark and are lit (love lights!).

      I new the lighting was getting an overhaul and was a bit worried.

      So, here is my big question:

      If I go into LBP2 and adjust my lighting (tone it down) - will everyone playing LBP1 see an ugly lit level? Or, will only LBP2 players see the changes?

      It seems like you are saying they are "imported" and thus, seperate.

      Great info Morgana - thanks for the info.

      Get some sleep.

      EDIT: After some sleep - can you answer - any issues with changed materials in LBP1 levels - i.e. grabbable glass, etc. Thanks.
    1. Fishrock123's Avatar
      Fishrock123 -
      Thank you so much morgana! Btw, thin gas is used a lot to prevent players from accessing back layers, I didn't know there was a LBP2 tool for that....
    1. Morgana25's Avatar
      Morgana25 -
      From my understanding the LBP1 stuff won't be affected by the lbp2 stuff. If you adjust it in lbp2 and publish it I think it will leave your lbp1 level as it was.
    1. comphermc's Avatar
      comphermc -
      Hey, guys. I'm back!

      I'm tired, and need to be up at 5:30 to go teach, but I'll pop on tomorrow night to recap everything we did.

      Hope you didn't miss us too much!
    1. theswweet's Avatar
      theswweet -
      RECAP!!
      ...
      ...
      ...Can we finally get the shop back?
    1. gevurah22's Avatar
      gevurah22 -
      Quote Originally Posted by Morgana25 View Post
      Not sure. He and the rest of us didn't have a ton of time to test stuff. We had stuff that Sony wanted done. We did manage to do a couple of experiments.

      I imported my old lbp1 levels into lbp2 and as of now it supports....

      + 50 layer glitch stuff made in lbp1 are just fine. Same goes for objects emitted into the back or front glitch layers. I didn't get a chance to try and emit a fresh object into the glitch layers so I can't confirm that yet.

      + Theck and Thack appear to be fine too. Anything made with them in lbp1 was holding up just fine. There may be an issue with making new theck and thack - I'll let comph explain that situation.

      + Merged items - I had two merged items in levels and one was just fine and one had a strange graphic thing going on. I had a cloud merged with stone material and that held up just fine, but I also had a gassed light merged with an egg and that produced a small black and sort of staticy looking thing on it... not sure exactly what was going on there. More testing will be needed.

      + Thin gas also appears to be just fine but it may be a bit obsolete given the new stuff in LBP2.

      The way the new lighting system is set up levels from lbp1 that are loaded with bright lights look really too bright now. The graphics seem to have higher contrast and more naturally occurring light on them without using lights so when you add light it gets really bright really fast. Most of my stuff will have to get toned down if I want it to look right in lbp1.


      I'm really tired - just got home from the airport and I'm not quite thinking clearly yet so I'll have to post more as I remember it.
      That's actually all I needed to know. Good looking out on the testing. ^^ =)

      In other words...

    1. jwwphotos's Avatar
      jwwphotos -
      Quote Originally Posted by comphermc View Post
      Hey, guys. I'm back!

      I'm tired, and need to be up at 5:30 to go teach, but I'll pop on tomorrow night to recap everything we did.

      Hope you didn't miss us too much!
      Sorry.. you're new here right?
    1. Morgana25's Avatar
      Morgana25 -
      Quote Originally Posted by Fishrock123 View Post
      Thank you so much morgana! Btw, thin gas is used a lot to prevent players from accessing back layers, I didn't know there was a LBP2 tool for that....
      There's not a tool for that.... at least not that I saw.

      Cow glitched/changed materials.... I didn't get a chance to look at those. I do have one of them in my Greece level and it loaded just fine. I didn't get to the part where I'd grab the stone so I can't confirm it works yet.

      There is a switch that you can use to alter the properties of materials so even if the glitched stuff won't work (which I don't think will happen) You'd be able to replace it with new material with it's properties changed to fit whatever it is you had.
    1. NinjaMicWZ's Avatar
      NinjaMicWZ -
      ha i've been watching all these vids... looks like it was a blast, but being on the spot was probably stressful; as long as you realized that your talent and experience means a thrown together level > more than what most onlookers could do with a year of build time. anybody passing through probably just went whoa; how cool it must feel to be shown as the archetypal creator and the idea of 'what's possible for that mode after story that all you gamers got scared off of', and how fun it can be.'

      kinda makes me wish we could play on couches like good old co-op shooters sometime.
    1. Morgana25's Avatar
      Morgana25 -
      Ya, it was a little stressful. Fun but stressful. Imagine if you will..... You have a totally upgraded and different tool set at your disposal, no time to soak in the tutorials, thousands of people watching you work over your shoulder and you need to produce something that shows off all the new and cool stuff you can do. Everybody with me so far? Ok, now toss into that mix jet lag, no sleep and tiny stools not made for ladies over 5ft 6in and you get the idea of the stress Still an amazing experience though
    1. OKINGO's Avatar
      OKINGO -
      Nice info there Morgana, Thanks
    1. DrunkenFist_Lee's Avatar
      DrunkenFist_Lee -
      Sorry I didn't get a chance to meet the 4 of you in Seattle. PAX was sold out before I even knew it was happening!

      Thanks for the great info! More excited than ever.
    1. Gravel's Avatar
      Gravel -
      Quote Originally Posted by Jagrevi View Post
      After it seemed Morgana, Comph, and crew left the "floor station" area today I snuck onto one of them (the set-ups on the floor that they built on)- but they were already taken off of the profile that had everything unlocked. =/

      Lol, oh well, was worth a try.
      Is it any wonder? ...If I saw a strange bare barrel-chested be-mustachioed man lurking about-- I'd secure 'THE PACKAGE' as well.
    1. comphermc's Avatar
      comphermc -
      As I'm sure you know, we're all back from PAX now, and it would be a disservice to ignore what we learned and to not share it with you all. First, though, I will address the lack of videos coming directly from the four of us (Michael, Sean, Caryn, and I). When I was invited, I made it my goal to get as much footage as I could all of the little details and nuances of create mode; however, we were given strict instruction from Sony to not do that. There was nothing preventing anyone else from capturing the work we were doing - it was open to anyone at PAX afterall - we just couldn't get on and explain all the little details.

      The reason for this is not because we are intending to hide features, but because Sony would like to release these informational videos on their own terms - in a fashion that reaches a greater market than just our series of fansites. There are videos coming, but they will be coming from Sony. That said, we were involved with the capture of some of these videos. I got on camera and narrated the creation of a series of logic that rhythmically moves a piece of material in and out. This footage is in Sony's hands.

      I do have some footage of the event, but mostly of the show floor and the creators/Molecules involved. I hope to get those uploaded to youtube soon. (<---- Hey, it's our favorite word!)

      Okay, what we learned (in no particular order):

      • Both white matter and dark matter are an animated texture now. They both serve the same purpose as Dark Matter in LBP1, but white matter has crisper edges.
      • Theck and Thack can still exist by importing the material over from LBP1. When we tried to place a piece of saved material into a new level, it didn't seem to work, but if we placed it into an LBP1 imported level, it was fine. I don't know the full extent, but it CAN still work.
      • There are now lightboxes. These are lights which are placed like decorations, and are invisible in play mode.
      • Hologram material can still be tweaked to be invisible, which is helpful, but it appeared to still be visible in create mode (for ease of use).
      • Sackbots cannot use grappling hooks. Bummer.
      • Water does not require Pirates DLC.
      • By using competitive mode only, you can activate multiple checkpoints at once. This allows respawns to occur in random locations.
      • Competitive mode can end when either a time or score limit is reached, which will teleport you to the scoreboard. The scoreboard will then display a graph of player scores over time, so you guys can see how close the competition was.
      • Popit colors are the same as before... there are more options for lights, but these options don't appear the have expanded to popit color.


      That's all I could think of off the top of my head that hasn't already been said in other threads. If you have other questions, we MIGHT be able to answer them. Also, the story levels are wicked awesome. I played through quite a few of them. The gameplay is very inventive.

    1. Fishrock123's Avatar
      Fishrock123 -
      • There are now lightboxes. These are lights which are placed like decorations, and are invisible in play mode.
      • Hologram material can still be tweaked to be invisible, which is helpful, but it appeared to still be visible in create mode (for ease of use).
        Hurray!

      • Sackbots cannot use grappling hooks. Bummer.
        This had better come in an update then.
      • Water does not require Pirates DLC.
        Ok...
      • By using competitive mode only, you can activate multiple checkpoints at once. This allows respawns to occur in random locations.
        But why not use a randomizer?
      • Competitive mode can end when either a time or score limit is reached, which will teleport you to the scoreboard. The scoreboard will then display a graph of player scores over time, so you guys can see how close the competition was.
        Sounds very useful! Ty

      • Popit colors are the same as before... there are more options for lights, but these options don't appear the have expanded to popit color.