New Tools, Features, Tweaks and Even More Goodies!
Over the last few days you've been keeping close to the forums to hear from our talented GameJam attendees as they got a chance to play the game first-hand and have had the chance to post about their experiences with the amazing new tools and features coming with LittleBigPlanet Vita.
Now that the weekend is over and that I'm back at home after having a lovely trip to Sweden, I thought that I would take the time to provide everyone with details of the more important features and aspects of LittleBigPlanet Vita and will open up the forum for any questions that you may still have about the game.
LittleBigPlanet 2 and Beyond!
As you may already be aware by now, LittleBigPlanet Vita isn't just a stripped down version of LittleBigPlanet 2 that's been shifted over to the PlayStation Vita just for the sake of it.
LittleBigPlanet Vita itself is a definite evolution from LittleBigPlanet and you will discover that practically anything you can do in LittleBigPlanet 2 is possible in LittleBigPlanet Vita.
Infact the only things truly absent from the game are a few additions from the recent LittleBigPlanet 2 DLC packs.
Although in the place of the PlayStation Move controls, you will find that the PlayStation Vita Touch Controls are more than enough to keep you satisfied when creating unique and fun gameplay that simply isn't possible on a home console.
Similarly a few other small items have been removed, simply because they have become redundant as the series has progressed, Dark Matter being the most obvious example thanks to the inclusion of Anti-Gravity Tweaker in LittleBigPlanet 2 and the Static Properties previously seen in LittleBigPlanet PSP!
Your New Popit Goodies!
Now that you've skimmed straight past my introduction to this thread and jumped to the most fun looking heading on the page, its time to tell you all about the wonderful new goodies that you've all been looking forward to hearing all about!
New Touch Controls!
The Controlinator is once again your starting point for any control customisation that you may wish to add to your game, which has been lovingly adapted from the DualShock layout that you're used to, to fully utilise the PlayStation Vita and the unique control aspects now available to any PlayStation Vita owner.
The new Touch Sensor and Touch Tweaker tools will enable a creator to specifically allow objects to react to the Touchscreen and Rear Touch Pad controls of the PlayStation Vita.
With the Motion Recorder, you can record your object's movements in the same way that you could with the Move Recorder in the Move Pack, except that this time you will be using the PlayStation Vita's touch controls to move and record your object.
Meanwhile the Touch Cursor tool will allow you to set your own custom cursors to use whilst a player is playing your brand new handheld creation.
Layers can now be adjusted using the Touchscreen controls and you can easily select exactly how many thick and thin layers you want your object to have, whilst the handy new layer user interface will show you which layers are currently being occupied by your object.
Our first new tool detail in the Popit is the Unphysicalise tool.
This tool will allow you to set an object to have no physical properties meaning that Sackboy or any other objects can pass straight through the object.
This allows you to create brand new hazards, one primary example on show at the GameJam is that it can be applied to particularly nasty looking opaque materials which can be placed at the bottom of a pit with some gas behind it to cause Sackboy to perish.
Imagine poor Sackboy falling down a pit into some rather toxic-looking jelly and disappearing into the jelly, before respawning at the previous Checkpoint at the cost of one of his lives.
It's also perfect for creating those secret passages that retro platforming fans will be all too familiar with, as they used to pass through a wall to find some nice goodies and treats for their efforts!
The other new tool to keep an eye out for is the Sticker Scrubber.
Now at the press of a button, you can use the Sticker Scrubber to remove all Stickers and Decorations from an object, without the need to remove them all individually!
So now Sackboy can clean his objects, just as quickly as he can clean himself!
Finally the UV Tool will allow a creator to zoom and rotate the pattern of any material to suit their creations as they see fit!
The game will come with a whole host of new Materials, Stickers, Decorations and other assets that will help any creator with their level designs, however there's two Materials that I feel deserve special mention.
Have you ever wanted a simple way to be able to add weather effects to your level with no fuss at all?
Well, the new Rain Material will allow you to do just that!
This new material is transparent and has a dynamic animation of constantly falling rain, which can be adjusted with the UV Tool to set your rain drops size and decoration however you see fit.
You will also be able to adjust the rain animation speed, much like you can with other dynamic animation materials and your rain drops will certainly react to the general colouring of your level to ensure consistancy throughout your level designs.
Next up! We have the Invisible Material!
This material does pretty much what it says on the tin, it's invisible that's for certain but it also prevents Sackboy from passing through it, which is perfect for anyone who wishes to set invisible boundaries on their level or wishes to prevent Sackboy from changing layers.
Oh and of course, it's quite visible in Create Mode.
So you won't have to remember where you left the darn thing when you're busy creating!
The Memoriser! So awesome that I felt that it deserves its own exclamation mark!
With the Memoriser, a creator will be able to allow a player to save their progress in their level, so that they can come back to where they left off!
Possibilities include allowing a player to keep their collected inventory in the level or perhaps a currency of the creator's own design or maybe they just want to pop out of a certain Checkpoint that the player has previously passed! All of this and so much more is now possible with the Memoriser!
The Note object has also been expanded more than you can possibly imagine!
You remember the Note object, right?
That small bit of scrap paper that you could stick into your level with a few hastily written words on it...
It's about to become so much more popular now though!
With the Note object a creator now has a Fully Established Text Tool that can be used to finally put proper text into their levels without the need to use speech bubbles or stickers!
Using a range of fonts, colours and backgrounds, this text tool will enable a creator to write anything they want in a range of styles to suit their level!
It's also logic enabled, to really allow a creator to use the Note's functionality to its fullest!
There's a bunch of brand new Tweaks available in the game and here's a summary of the most jaw-droppingly amazing changes to the game!
LittleBigPlanet Vita isn't the first portable LittleBigPlanet game.
Before it, we had LittleBigPlanet PSP and in that game there was the option to set Materials to be either Static or Dynamic, which meant that respectively your selected Material would either stay exactly where it is, as though it had Dark Matter attached to it or it could obey the physics laws within LittleBigPlanet and can move freely in the game if given the appropriate amount of force. An invaluable tool to all creators that any player of LittleBigPlanet PSP will be glad to see making a return!
Another returning feature from LittleBigPlanet PSP is Multiple Corner Selecting!
Now a creator can select multiple corners at a time and adjust them together, rather than having to select them all individually!
Moving onto Emitters!
We now have a brand new Clean Up When Destroyed tweak!
When this is enabled, if an Emitter is destroyed, it will also remove everything that the emitter emitted during gameplay! Which can be handy for the swift removal of anything that a creator doesn't wish to exist in their game upon the emitter being destroyed!
This will also work on any emitters that emit a new emitter which emits further objects!
A simple tweak is now all it takes to clean up everything object that is emitted by an emitter, provided that Sackboy can find a way to destroy it, of course!
Colours and Shading! With LittleBigPlanet Vita, a great selection of the game's Materials and Decorations can be tweaked to change their colour and shading using LittleBigPlanet's recognisable colour palette that should be familiar to all creators.
Bounce Pads can now be tweaked to remove the bounce sound from them when activated.
They also have an output now to allow you to do new things such as adding a custom sound to the bounce or activating something else altogether. Bouncepads now accept analogue signals with 100% providing the maximum bounce height, whilst 0% will turn off the Bouncepad completely.
You can also Jump Between Tweak Pages on objects by simply touching a new object, whilst the tweak menu of another object is currently open!
New Gameplay Kit Item!
In the Gameplay Kits category of your Popit, there is a new Decoration Spinner item!
It's simple enough, just stick your decoration on the spinner and watch it spin!
Perfect for rotors, cogs or any other decoration that you feel needs to spin again and again!
Download Community Levels!
Just as you could do in LittleBigPlanet PSP...
You can Download All Those Wonderful Community Levels that you love so much and will be able to play them whilst you and your PlayStation Vita are on the go without needing to connect to the LittleBigPlanet server!
There will be a brand new selection of Pins and Trophies to earn but each level now has specific Level Achievements to earn too!
During the main Story Mode, somes levels have a specific set of three Level Achievements to earn during the level.
This can range anywhere between completing the level in a certain time, to collecting a full set of hidden items during a playthrough or even finishing the level above a certain score.
Best of all though! This feature is available on Community Levels too!
Creators will be able to set up to three Level Achievements on their own levels for players to complete!
So if you're a fan of side-quests or giving players additional tasks to complete, then you will love coming up with a selection of unique Level Achievements for players to complete in your level!
Just a quick note on a couple of noticeable Popit changes for everybody!
You may open your Popit to discover that there's two brand new icons on the very first page of your Popit...
These are the Global Settings and Player Settings categories from within your Popit, which have now been moved to the front and given their own sections for ease-of-access.
Back Home Again!
That pretty much wraps up everything that I wanted to get across to the community!
There's still plenty more to discover in LittleBigPlanet Vita though and we've got a whole bunch of awesome creators who attended the LittleBigPlanet Vita GameJam, who will be able to tell you their experiences with the game and can answer any questions that you may have about the game!
You're free to ask almost anything you want!
The only things that myself and the other GameJam attendees cannot answer are questions relating to Story Mode, Music and the Vita Hardware itself beyond the Touch Controls utilised by LittleBigPlanet Vita during gameplay!
Otherwise though, I'm sure you'll agree that LittleBigPlanet Vita is a massive evolution for LittleBigPlanet is most certainly not just a simple port of LittleBigPlanet 2 onto the PlayStation Vita!
We've had 15 awesome creators check out the game now and show us just what can be done with the game and I certainly cannot wait to see the rest of the community get their hands onto LittleBigPlanet Vita to begin creating and sharing a whole range of new and exciting games that simply cannot be achieved on LittleBigPlanet 2!
Spoiler - More Detailed Info
Copy-pasted/paraphrased from the Game Jam thread.
Basic Logic Gates
AND and OR gates have an added feature to be able to add or multiply input values. A negative value will be subtracted instead of added, and a fractional value (i.e. 0.5) will divide instead of being multiplied.
The Memorizer has a custom number of inputs (up to 32), the corresponding number of outputs, a trigger input and a reset input. Triggering it will store a sample of the current (analog or digital) inputs and then continue to output that data until next triggered.
Blank memorizers are nice for keeping stuff stored inside the level section but do not provide data transfer or storage. That all changes once you label the component. Any labelled saved sample from a creator in any of his levels can be picked up by a Memorizer of the same label in any other of this creator's levels, whether that level happens in the same session or a later one.
A creator will be able to have up to 50 different labels for their entire account that they can use in their creations. There will also be features to enable saved data management, and sharing data between players.
Selectors now have two modes: "Increment" and "Player ID" which determines the behavior of what is called the "Cycle" input in LBP2.
Increment mode behaves much like Selectors do in LBP2, although they can also be set to not cycle if you want, i.e. once it increments to the bottom, it won't increment back to the top.
The Player ID mode allows you to feed it a player signal and it will select one of four different ports, depending on which player activated it. This allows you to implement different logic for specific players, something which could not be done reliably in LBP2.
- Positional settings on timers, pistons, winches
- Tweakable Point Bubble values (at 1 point increments)
- Score givers and sensors aren't capped at 10,000
- Controlinators can recieve from specific players, not just closest.
- Impact sensors can be set to detect sackboy
- Many sensors have a count setting, so it outputs a signal based on how many it senses out of the desired.
- Infinite radii is possible on various sensors.
- On screen keyboard
- Tweaks on the touch sensor
- Touchability tweaker
- Tag sensors can be set to detect tags placed on the same microchip
- Material based objects (like a basic cube) can be sized at a combination of one thick layer plus 1-2 thin layers.
- New animated materials include rain material and a swirling psychedelic colours material.
- Controlinator chipboards now feature a range of easy-to-use six-axis tools located in the centre of the joypad icon.
- The game includes three Stephen Fry gibberish voices
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LittleBigPlanet Vita - The New Tools, Features, Tweaks and Even More Goodies List!
Last edited by Aya042; 02-14-2012 at 08:17 AM.
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- Join Date
- Dec 2009
- Russia, cave with bear and vod
StevenI, you are as always did great work!
Thanks for this article!
Will translate it in to Russian and publish on Russian LBP community site and playstation russian official forum.
We have many question about new LBP Vita from Russian community and with your article they will find many answers.
From Russia with love,
- Join Date
- May 2010
Are you able to give any details on new power-ups?
great to see how much more can be achieved in this game, I'm particularly looking forwards to the new memorizer tool.Isn't it Ironic how points are the most pointless part of LBP?
Thank you for the write up, Steven!
- Join Date
- Jun 2009
- Blog Entries
It's a built in feature of the scoreboard, where score and time limits can be set within it, or you can make custom achievements by wiring to inputs on the left of the scoreboard. I think the community will love this feature-set, but I don't want everyone to be expecting that ALL of our levels will include these.
Sounds brilliant, some amazing new features. That said, while I'm extremely tempted by this game, it's not enough to justify purchasing a Vita for me. In that case, do you think there would be a DLC Vita pack in the future with these inclusions in LBP2?
Here's a couple of official LittleBigPlanet Vita GameJam logos for anyone that wants to use them.
How easy is it to delete "memorizer" data from levels you play? I don't trust the community to not do something irritating with this (same reason I don't collect community objects automatically).
- Join Date
- May 2010
- Wrocław, Poland
- Blog Entries
Well well well level achivements look like all those suggestion section discussions didn't gone to waste in early life of LBP2 when rtm was here, same goes with signal ownership control and memorizer
- Join Date
- Jan 2010
- Sweden, the land of meatballs
Another new feature that I don't think anyone stumbled upon is the "improved" Bounce Pads.
- You can turn off the sound of the bounce.
- Bounce Pads now have an output. You can for example wire this to Lights or Sound Objects to change the visual and audible feedback when you bounce.
- Bounce Pads will also accept an Analogue signal. 100% gives maximum bounce height as set in the tweak settings and 0% turns off the Bounce Pad.
- Join Date
- Feb 2011
- Wales, UK
- Blog Entries
Trying to think of stuff that hasn't been covered much elsewhere.... sorry if I'm repeating things. But these are some of the features I mostly played with whilst making my levels:
This has been talked about a bit but I wanted to mention it again as I played with it quite a bit. I found that having this tool took away so many limitations for me. It meant I could grab a bit of jelly/water material (which formed the boiling hot liquid in my cooking pots), shape it to the size needed, dephysicalise it, and leave it stuck to the top of the pan. It sat there perfectly happily and gave a visual reference of danger, which the sackbots still feel through to the deadly gas beneath.
I BELIEVE the tool has some relevance to level optimisation too.... but in all honesty I can't remember... something about it being off screen.... erm.... halp.
Some materials (expecially animations like water/fireworks etc) have a colour wheel in their tweak menu, which allows you to change the colour of the texture, as hologram, sticker panel etc do in LBP2. This is available on some, but not all, of the materials. I noticed it on some like a gingham material, and also on the animations (I used 'flowing water' a lot )
A really nice tweak brought in is the ability to recolour some decorations to suit your level aesthetics. Want to use a ribbon, but don't want it red? No worries, there's a recolourable one in there (Not all decorations are recolourable, but some will be, and I believe the guys mentioned adding more in the near future) which can be tweaked like so:
On normal materials, clicking the tweak button on the material itself brings up a tweak setting for static/dynamic etc, and an option "decoration colour" with a colour wheel to select your desired hue.
Or, on coloured materials such as sticker panel, the decoration will take the colour of what it's attached to. This provides you with a great opportunity:
- Take a block of sticker panel. Set it's on value to red, and full transparency (essentially invisible)
- Set it's off value to whatever colour you want, and also transparent.
- Set whatever input you want to change the colour (sequencer, player sensor with dimmer, whatever you want)
- Stick on a colourable decoration.
- Hey presto, that decoration will now change colour with the material it's on!
Lots of lovely effects will come out of this feature, I'm sure!
I didn't really make the most taxing of levels, so I can't say that I know all the details, but here's a few bits I notice3d about the sensor/tweaker (both had some similar features)
- Option to have the object be touchable from front screen / rear touch / both
- Option for touch interactions to be set on the sensor - for example, touch, tap, swipe.
- Option for a radius of interaction, or a direct touch required. So, for example, I could set a radius and if I touched the screen within that radius, I would manipulate the item in question. Or if I needed people to be right on the money, I could set the tweaker accordingly.
Gah, I'm afraid I can't remember much more about these logic pieces. I didn't use them too extensively, not going too far beyond the basics. I will say that they were incredibly intuitive to set up!
My notepad is currently in Amsterdam so I'm waiting for that to get back to me, so I have my list to hand.... lack of sleep is not a good memory aid...
- Join Date
- Mar 2009
- Malmφ, Sweden
- Blog Entries
You can totally put pink text in your magic mouths. Oh yeah.-- ? --
you know, i've seen dozens and dozens of articles lately about the Vita being in direct competition with the iphone and ipad and one of the biggest arguments they use is the app stores and the fact that games on there are so cheap.
WELL, can someone get in touch with Sony and tell them to advertise LBPVita thus: In LBPVita, Apps are free.
Just added a load of extra info to the first post, harvested from the Game Jam thread.
Steven wanted to keep his summary relatively short, so it's been added in a SPOILER tag right at the bottom of the post.My Levels
Garden of Goodies
How To Avoid Distorted Avatars And Level Patches When Using Custom Stickers
How To Cheat The Thermo
How To Seriously Cheat The Thermo
How To Recreate The 3D Layer Glitch
How To Recreate The Walkthrough Materials Glitch (Post-Leerdammer)
- Join Date
- May 2010
- Wrocław, Poland
- Blog Entries