Even dressed like my favorite game character, I still hate the Sackboy.
Weren't they taking off levels people designed that resembled existing platformers (like Sonic) too closely? Did they stop doing that? What else is this sort of thing supposed to encourage?
G.Silver wrote:Weren't they taking off levels people designed that resembled existing platformers (like Sonic) too closely? Did they stop doing that? What else is this sort of thing supposed to encourage?
They probably only did that so they could pull this kind of shit later on. A fiver says they release a Green Hill-themed level pack.
Dasher wrote:Didn't you see that recent SEGA worker interview video, he said (insert anything here)
Fixed
I've never touched LPB, but Wikipedia describes the platforming mechanics as "run and jump and manipulate objects by hanging onto them or by dragging or pushing them" - so, technically the Werehog is the most fitting inclusion :p
I will be purchasing the Eggman one with the hope that the mustache is an individual component that can be equipped without the whole face. I don't really play LBP anymore, though. I just don't have time to build levels or play other people's levels.
I sat through every single tutorial and started trying to make one, but I quickly gave up when I couldn't figure out how to make platforms float. After playing a few of the astonishing user-made levels on the network, I was discouraged from even trying.
The level designer in LBP occupies this really awkward middle-ground. It's robust and complex enough that building a satisfying level takes an incredible amount of time and effort... but it's not SO robust and complex that you can actually make anything really unique out of it. You can make your own custom objects, but sort of. You can create npcs and enemies, but only at an incredibly basic level. And of course, the big sinker... you can't alter the movement, physics or abilities of the player themselves in any way.
I thought I'd love the creation tools, because when I was a kid I really enjoyed making my own little custom platform games on the computer. But despite being only slightly easier to use than something like the Games Factory or Multi-media Fusion, LBP is incredibly limited by comparison. The designers want to let you build anything you can imagine... but ultimately, you can only really make more Little Big Planet levels. Know what I mean?
Esrever wrote:The level designer in LBP occupies this really awkward middle-ground. It's robust and complex enough that building a satisfying level takes an incredible amount of time and effort... but it's not SO robust and complex that you can actually make anything really unique out of it. You can make your own custom objects, but sort of. You can create npcs and enemies, but only at an incredibly basic level. And of course, the big sinker... you can't alter the movement, physics or abilities of the player themselves in any way.
I thought I'd love the creation tools, because when I was a kid I really enjoyed making my own little custom platform games on the computer. But despite being only slightly easier to use than something like the Games Factory or Multi-media Fusion, LBP is incredibly limited by comparison. The designers want to let you build anything you can imagine... but ultimately, you can only really make more Little Big Planet levels. Know what I mean?
I think with the use of sensors and other things there's a lot more flexibility then you give it credit for. While its true I'd love to be able to change LBP's annoying physics and up the pace at least a little, there is a lot left that has yet to be done in that game. Many of my enemies contain sensors to shoot drills or plasma balls, or have bumpers attached to them somewhere for some springy action when you jump on top. Mainly though, the problem with LBP is that many levels on the front page are incredibly gimmicky and finding anything worth playing is pretty hard, and even when you do I've yet to find anything beyond mediocre.
I think it's great that people have found ways to make scrolling shooters, but you have to admit... it takes some incredibly elaborate workarounds to basically "trick" LBP into doing that kind of thing. You can't just turn the player into a spaceship and adjust its movement physics directly. You have to tie it all to Sackboy, and then you have to find some convoluted way of hiding him. It's impressive, but man... it is also extremely complex, and there are much, MUCH easier ways to make a Gradius clone.
The most fun my friends and I generally have on LBP is in those custom made battle death arenas where you fly around in jetpacks hurling various weapons at each other. Definitely an optimal use of the game's structure.