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the_dan |
Geplaatst: 07 Mei 2010 22:19 Onderwerp: LittleBigPlanet 2
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Geregistreerd op: 19 Aug 2009 Berichten: 6073
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het is onofficieel aangekondigd in gameinformer....
Klik!
(this is just a rumour)
komt van mijn forum ...
van dat plaatje ... ik heb een groot scherm . dus lijkt het niet bijzonder groot 
Laatst aangepast door the_dan op 08 Mei 2010 13:38; in totaal 1 keer bewerkt |
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No'tje |
Geplaatst: 08 Mei 2010 00:11 Onderwerp:
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Geregistreerd op: 08 Aug 2008 Berichten: 10199
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Citaat: | 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. |
Zal het zo wel even doorlezen, RDR review gaat voor. |
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No'tje |
Geplaatst: 08 Mei 2010 00:25 Onderwerp:
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Geregistreerd op: 08 Aug 2008 Berichten: 10199
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Sounds to good to be true, maar ik wacht nog even voordat ik op de hypetrain spring. |
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Mafusto |
Geplaatst: 08 Mei 2010 00:25 Onderwerp:
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Geregistreerd op: 31 Mei 2009 Berichten: 7006
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ninodude schreef: | 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. |
Heb het belangerijkste ff dikgedruk.
Als alles wat hierin staat waar is dan is mn hypevll OVER NINETHOUSAND!!!!!!!!!!
Meer vrijheid om levels te maken en de mogelijkheid om verschillende genres te maken. |
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No'tje |
Geplaatst: 08 Mei 2010 00:43 Onderwerp:
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Geregistreerd op: 08 Aug 2008 Berichten: 10199
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the_dan kun je even je pic verkleinen, het verneukt nogal de pagina.. |
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Roderick |
Geplaatst: 08 Mei 2010 00:46 Onderwerp:
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Geregistreerd op: 31 Jul 2004 Berichten: 3815
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Fixed.
Niet hyped. Wellicht met E3 nadat ze beelden tonen. |
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the_dan |
Geplaatst: 08 Mei 2010 01:17 Onderwerp:
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Geregistreerd op: 19 Aug 2009 Berichten: 6073
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sounds to awsome  |
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the_dan |
Geplaatst: 08 Mei 2010 13:37 Onderwerp:
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Geregistreerd op: 19 Aug 2009 Berichten: 6073
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als alles goed uitpakt.. zou ik bijna een ps3 kopen  |
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D: |
Geplaatst: 08 Mei 2010 13:42 Onderwerp:
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Geregistreerd op: 02 Nov 2008 Berichten: 3461
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Ach, ik vind het eigenlijk een beetje over de top, ik denk dat de helft ervan maar waar is hoor. |
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Christian Vuye |
Geplaatst: 08 Mei 2010 13:44 Onderwerp:
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Geregistreerd op: 25 Jan 2009 Berichten: 8355
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Bevestigd!  |
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the_dan |
Geplaatst: 08 Mei 2010 13:58 Onderwerp:
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Geregistreerd op: 19 Aug 2009 Berichten: 6073
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D: schreef: | Ach, ik vind het eigenlijk een beetje over de top, ik denk dat de helft ervan maar waar is hoor. |
ze hebben het bevestigd. .. dit kan best awsome worden  |
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GekooktEi |
Geplaatst: 08 Mei 2010 14:23 Onderwerp:
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Grammar Führer
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Geregistreerd op: 18 Jan 2008 Berichten: 9765
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GameInformer ftw. Ze vertellen blijkbaar altijd de waarheid, zo ook in hun review van RDR die een 9,75 kreeg.
Chill. |
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D: |
Geplaatst: 08 Mei 2010 18:09 Onderwerp:
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Geregistreerd op: 02 Nov 2008 Berichten: 3461
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the_dan schreef: | D: schreef: | Ach, ik vind het eigenlijk een beetje over de top, ik denk dat de helft ervan maar waar is hoor. |
ze hebben het bevestigd. .. dit kan best awsome worden  |
Nou, tof is het opzich wel maar het is echt niet zo dat je je eigen game kunt maken, wel je eigen game-thema blijkbaar.
Het is niet zo dat er een interface is of dat er scripten aan te pas komt dus denk maar niet dat je je eigen gta of je eigen modern warfare kunt bouwen.
Wel in 2d sidescrolling wellicht. |
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Roderick |
Geplaatst: 08 Mei 2010 20:34 Onderwerp:
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Geregistreerd op: 31 Jul 2004 Berichten: 3815
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Denk niet dat ze de grafische engine heel erg over de kop gooien, maar de graphics en stijl zullen wel behoorlijk anders moeten wil men de mogelijkheid geven tot andere genres. Daarom wel benieuwd naar de beelden maandag. |
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chimnino |
Geplaatst: 08 Mei 2010 21:04 Onderwerp:
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Geregistreerd op: 12 Sep 2008 Berichten: 1276
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Ik ben benieuwd. Hoop alleen wel dat zie die hoerentrophies waarmee je zelf x aantal keer gehart moet worden, dit keer achterwege laten. Wil niet WEER overspoelt worden met H4H levels  |
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elemeNt |
Geplaatst: 08 Mei 2010 21:09 Onderwerp:
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Geregistreerd op: 18 Aug 2009 Berichten: 2495
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Gezer schreef: | RTS en racegames in 2D sidescrolling? lol |
Misschien een soort van bomberman of micromachines achtige topview stijl, maar dan in LBP 3D achtig. Dan krijg je misschien ook een soort Killzone Liberation achtige shooter met sackboys ^^
Laatst aangepast door elemeNt op 08 Mei 2010 21:12; in totaal 1 keer bewerkt |
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Joni Philips |
Geplaatst: 08 Mei 2010 21:09 Onderwerp:
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Eindredacteur

Geregistreerd op: 20 Okt 2003 Berichten: 24915
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chimnino schreef: | Ik ben benieuwd. Hoop alleen wel dat zie die hoerentrophies waarmee je zelf x aantal keer gehart moet worden, dit keer achterwege laten. Wil niet WEER overspoelt worden met H4H levels  | QFT |
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D: |
Geplaatst: 09 Mei 2010 02:45 Onderwerp:
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Geregistreerd op: 02 Nov 2008 Berichten: 3461
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mja die kut create trophy is ook de enige die ik nog moet :{w |
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D: |
Geplaatst: 09 Mei 2010 04:52 Onderwerp:
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Geregistreerd op: 02 Nov 2008 Berichten: 3461
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elemeNt |
Geplaatst: 10 Mei 2010 15:08 Onderwerp:
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Geregistreerd op: 18 Aug 2009 Berichten: 2495
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No'tje |
Geplaatst: 10 Mei 2010 18:16 Onderwerp:
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Geregistreerd op: 08 Aug 2008 Berichten: 10199
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Asianator |
Geplaatst: 10 Mei 2010 18:27 Onderwerp:
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Geregistreerd op: 05 Feb 2008 Berichten: 7331
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ninodude schreef: | http://www.youtube.com/watch?v=Fs0T5l24JL0&feature=player_embedded
Geen dank, alle props gaat naar Scar. |
Ziet er erg goed uit. Vooral ook omdat je nu bijvoorbeeld een Bust-a-Move-achtige of Space Invaders-achtige game kan maken
Verder is het leuk om te weten dat je de levels gemaakt met LittleBigPlanet gewoon kunt blijven spelen!  |
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Lawliet |
Geplaatst: 10 Mei 2010 20:58 Onderwerp:
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Geregistreerd op: 07 Sep 2006 Berichten: 4857
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OMG wat geweldig!
+Nieuwe items/wapens zoals de paintball gun. Nu hebben we een soort van Bionic Commando swing arm en kunnen we in zelfgemaakte robots lopen of vliegen.
+Nieuwe gameplay mogelijkheden zoals racen van een bovenkant perfectief
+Alle user levels van de vorige game komen terug
+De game ziet er geweldig uit en van alle kanten wordt het verbetert
Dit kan wellicht de goty binnen slepen! |
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GekooktEi |
Geplaatst: 10 Mei 2010 21:27 Onderwerp:
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Grammar Führer
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Geregistreerd op: 18 Jan 2008 Berichten: 9765
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Citaat: | +Alle content, dus DLC, kostuums, items zoals stickers en dus levels van de vorige game komen terug én hebben de graphics van deel 2 |
Fixed
Trouwens, die dierenvacht ziet er echt epic mooi uit! De manier waarop die muizen of wat het ook zijn in die trailer bewegen bij die top-down racer, omg! En je kan nu dus eindelijk story based levels maken met NPC sackboys erin! Hopelijk kan je gewoon ook een echte sackboy model als NPC gebruiken, vast wel. Dat is veel leuker dan nagetekende sackboys met tekstwolkjes! Hoewel ik het wel jammer vind dat de magic mouth helemaal weg is :o Want ik heb helemaal geen zin dan om m'n eigen stem in een level te stoppen misschien omdat ik een kut stem heb en dan kan er helemaal geen tekst in!? Mwa dat is vast niet zo. Maar goed, ik zou dan echt levels maken met gidsen die je begeleiden enzo haha, en hostages die je moet redden van terroristen enzo. Okee misschien moet ik dit toch maar kopen Dan zou ik een Counter Strike level maken haha. |
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No'tje |
Geplaatst: 10 Mei 2010 21:48 Onderwerp:
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Geregistreerd op: 08 Aug 2008 Berichten: 10199
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Het lijkt me wel epic om midden in een platformer een racer in te duiken, dit word vet!  |
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