Well yes, that would be a sort of work around but it would be far more convenient to be able to bolt the thin layers together. Even if you used holo there would be a problem though. For instance, if I wanted to create a leg joint, the bolt would still have to go through two thin layers before it hit the holo. So would those thin layers be treated as one layer and be bolted 'together' as such, or would they swing independent of each other?
this will give you an idea of what I'm thinking:
http://www.youtube.com/watch?v=HOP9LKSF2rw
Because each limb part is fixed to each other, it's easier and for more consistent to create animations. It would only take up one thin layer to create a background animation too. I'm wondering if that's what they are doing with the intro of most of the vids with the puppeteer model
What I'd also like to see is a sort of mini layer shift tool too. I don't know how feasible that is which is why it hasn't made it into my 'sensible suggestions' thread. I can imagine some nice effects if you could. Those layers are already there AND numbered, so a layer shift tool within those layers 'should' be feasible... surely?

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08-02-2012 #706Sackperson Sergeant
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Last edited by GribbleGrunger; 08-02-2012 at 08:11 PM.
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08-05-2012 #707Sackperson Sergeant
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I was wondering: Because you can now join the layers, does that stop light from bleeding out between the layers?
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08-06-2012 #708
I have a few questions as well. If anyone could answer these, it would be very much appreciated.
1) Can the note (able to display analogue values) be used as a signal display in play mode, replacing the excessively bulky systems we have in LBP2?
2) Is the 50 memorizer labels limit the maximum number of labels you can have saved for your game, or the maximum number of labels you personally can make for others to save? In other words: Could I save hundreds of community labels to my Vita, and still have my 50 personal labels, or is it capped at 50 across both mine and others?
3) Is the add/subtract limited to the AND gate, while the multiply/divide limited to the OR gate?
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08-06-2012 #709Sackperson Sergeant
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I know the answer to this is yes, but I'm not sure about the others1) Can the note (able to display analogue values) be used as a signal display in play mode, replacing the excessively bulky systems we have in LBP2?
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08-06-2012 #710
The 50 labels are a limit for how many you yourself can put into your levels. You can have as many labels saved to your profile from other creations as your max profile size allows (something I'm not quite sure about)2) Is the 50 memorizer labels limit the maximum number of labels you can have saved for your game, or the maximum number of labels you personally can make for others to save? In other words: Could I save hundreds of community labels to my Vita, and still have my 50 personal labels, or is it capped at 50 across both mine and others?
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08-12-2012 #711Sackperson Sergeant
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I wonder, has Tarsier made it possible to play a level without ever having to see sackboy? Even at the scoreboard?
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08-12-2012 #712

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08-12-2012 #713
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08-12-2012 #714
I probably missed this somewhere, but hopefully someone won't mind me asking again.
What from LBP2 (if anything) is transferable to LBP Vita? I have done a very poor job of collecting everything in LBP 1 and 2, so a fresh start would be nice.
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08-12-2012 #715Sackperson Sergeant
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I know that Syroc said that there is an option to turn sound off on a lot of things now so I'm assuming you can turn the sound off when sackboy enters the level and gets into the controlinator. I was just wondering if there was a way of masking sackboy at the end? I suppose you could have a false floor that's dephysicalised and then have the score board level with that false floor. Sackboy would then be below the floor and not in view. It would be nice to have an option to have an input to the scoreboard that set it off even if sackboy wasn't there. That would be easy, surely?
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08-13-2012 #716Tarsier Level Designer
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This was possible in LBP2, so long as you didn't use a scoreboard.
If you trigger a game ender and set it to 'success' without having a scoreboard, the level will just end. I think. You have the freedom to create your own ending/scoreboard sequence prior to this. Scores will obviously not be compared against other players, though.Last edited by comphermc; 08-13-2012 at 06:59 PM. Reason: Added an "R" where I should not have. Typos!
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08-13-2012 #717Community Coordinator
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Ya, I used that method in this level -> http://lbp.me/v/6q9schThis was possible in LBP2, so long as you didn't use a scoreboard.
If you trigger a game ender and set it to 'success' without having a scoreboard, the level will just end. I think. You have the freedom to create your own ending/scoreboard sequencer prior to this. Scores will obviously not be compared against other players, though.
Nobody seemed to be too worried about the fact that there wasn't a scoreboard at the end.
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08-13-2012 #718
I don't recall offhand if there was a direct tweak or not (I think there was.. I'm sure somebody will chime in). In my beta level I used an invisible controlinator and hid the spawn point inside a chunk of dephysicalized material. There was no sackboy spawning sound or controlinator sound at all - the level just started cleanly with my cutscene.
Well! Check out the big brain on Br... uh, Matt!This was possible in LBP2, so long as you didn't use a scoreboard.
If you trigger a game ender and set it to 'success' without having a scoreboard, the level will just end. I think. You have the freedom to create your own ending/scoreboard sequencer prior to this. Scores will obviously not be compared against other players, though.
Thanks, I didn't know that - I'll have to give that a try.

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08-13-2012 #719Sackperson Sergeant
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Why wasn't there a sound? does putting something inside dephysicalized material automatically turn the sound off?I don't recall offhand if there was a direct tweak or not (I think there was.. I'm sure somebody will chime in). In my beta level I used an invisible controlinator and hid the spawn point inside a chunk of dephysicalized material. There was no sackboy spawning sound or controlinator sound at all - the level just started cleanly with my cutscene.
I didn't know about the ending a level without a scoreboard either! Perhaps using the memorizers will allow us to make our own scoreboard systems!?Last edited by GribbleGrunger; 08-13-2012 at 04:38 PM.
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08-13-2012 #720
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