Originally Posted by
rialrees
If this is the creepy bunny - and I think it might be... I have some insider info on that one for you.
The bunny (the main body of the creepy cat bunny mutant) was an already scary looking object I found in the goody bag. All the other items and stickers are the exquisite work of Jackofcourse. Any time any of us left a controller unattended, he leapt on our levels and started making silly things :P
But back to the question, You could totally create your own characters - you could even do so with a sackbot as the base, or just objects - In just 24 hours, Scarybiscuit came up with a very cool top down snowman, with a floppy top hat and fully functional hatchet. (cough). There are animators and movers and sensors galore - 24 hours can only show so much, but I promise you that there are so many more tools available, you would totally be able to create, animate, and bring your own characters to life much easier than before. I'll try to go into as much detail on these tools as I can, and I know sackinima and rocketcheetah are working on some cool news to show to you guys soon too :)
There are a few new animations, the one you saw was a basic death animation known as 'confetti' - but.
The character animator is your friend. It contains.... I'm going to have to pause for dramatic effect here.....
EVERY. animation. that sackboy. possesses.
You want a death? Make one. There's a kill tweaker in the game. I haven't played with it a great deal yet, but theoretically, you could use a kill tweaker, and attach your own animation to trigger on death. In my head, at the moment, I see this as totally doable.
The transmit logic(Broadcast chip) is a huge tool - but how it will alter will come down to how you set your logic up to begin with. The chip can broadcast to a character, a tagged object, a player, a sackbot.... basically anything.
But say you have three lifts. They're all red objects.
You want them to sense what floor they're on, when they're at the top etc. If you build your logic with sensors for top floor and bottom floor, limiting their movement, i suppose you could use one chip for all of them. Or if your mind melts at the thought (as mine is currently lol) then you could simply give each elevator a different tag, with multiple broadcasting chips. Kind of defeats the object in this scenario, but you could essentially build a level with many, many bchips, all broadcasting to different sets of objects throughout the level. How adaptable those chips will be will depend on how you set them up :)
Hope that answers a little for now ;)