Tragico Comoedia 10 mai 2010 Partager 10 mai 2010 (modifié) Aujourd'hui est sortie la bande-annonce du tout nouveau LBP 2! La bande-annonce est bien, Media Molecule ont une façon sympathique de s'adresser à leur clientèle (et en plus ils ont mis du Passion Pit comme musique!!!). J'avais bien aimé le premier jeu, mais j'avais fini par me tanner, les niveaux commencant tôt ou tard à se ressembler, mais ça! Oh mon Dieu, on dirait qu'ils ont vraiment repoussées les limites! On va théoriquement pouvoir faire n'importe quel type de jeu avec un peu d'ingéniosité, du shooter au jeu de course! Je crois bien que ce sera un achat de mon côté. Vous? Modifié 10 mai 2010 par D-Bag Lien vers le commentaire Partager sur d’autres sites More sharing options...
xdrox 10 mai 2010 Partager 10 mai 2010 Woah, c'est impressionnant. J'en ai même des frissons.J'avais presque complété un niveau incroyablement bien fait sur l'univers de Dexter, mais j'ai abandonné le projet par manque de temps. J'avais investi (perdu) plus de trente heures là-dessus. Je devrais le rendre public quand même. Lien vers le commentaire Partager sur d’autres sites More sharing options...
Approuvé 10 mai 2010 Partager 10 mai 2010 J'vais me permettre de reposter ces informations sur LBP2 ici.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 averageLittleBigPlanet 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. 1 Lien vers le commentaire Partager sur d’autres sites More sharing options...
KillerInstinct 11 mai 2010 Partager 11 mai 2010 Il y a déjà un niveau CONTRA à LPB, celui du second jeu sera encore plus incroyable. Et la communauté va vraiment repousser les limites du possible avec ces outils! Lien vers le commentaire Partager sur d’autres sites More sharing options...
Tragico Comoedia 11 mai 2010 Auteur Partager 11 mai 2010 J'vais me permettre de reposter ces informations sur LBP2 ici.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 averageLittleBigPlanet 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.Ayoye! Y'a vraiment des trucs intéressants là-dedans! Un des trucs que j'avais pas remarqué mais qui est vraiment majeur c'est la possibilité de faire des cutscenes! Le fan de RPG en moi jubile! Je vois déjà un japonais crinqué nous sortir un petit bijou! Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nomad 11 mai 2010 Partager 11 mai 2010 Fantastique! Déjà je trouvais le premier impressionnant. Je croyais que le deux allait être passablement semblable, mais ÇA ça dépasse mes attentes. Du karting, du shooter, Sack Invaders. Ils ont réussi à faire de quoi de vraiment impressionnant qui se développe sans arrêt grâce à la communauté. très peu de compagnies peuvent se vanter de la même chose. Lien vers le commentaire Partager sur d’autres sites More sharing options...
MrKill 11 mai 2010 Partager 11 mai 2010 Je viens de regardé le trailer. Sérieusement il va me falloir une ps3 spécialement que pour ce jeu, c'est vraiment formidable. J'avais peur que le 2e ne soit qu'une sorte de add-on au premier, mais non j'ai vraiment eu tord. Lien vers le commentaire Partager sur d’autres sites More sharing options...
Yaniko 12 mai 2010 Partager 12 mai 2010 Il faut que j'aie changé mes pantalons, je reviens....Le trailer est carrément jouissif. La musique est vraiment entraînante et les possibilités sont énormes! Viva Sackboy!! Lien vers le commentaire Partager sur d’autres sites More sharing options...
Chevalain 12 mai 2010 Partager 12 mai 2010 Quelle franchise de jeux florissante pour la PS3. Ce jeu a le potentiel de devenir l'équivalent de ce qu'est Zelda au Nintendo. Lien vers le commentaire Partager sur d’autres sites More sharing options...
Napkin 30 mai 2010 Partager 30 mai 2010 Je vénère le gars qui a créé ce petit bonhome fait de tissus Lien vers le commentaire Partager sur d’autres sites More sharing options...
ÐÉΚADENCE 30 mai 2010 Partager 30 mai 2010 J'aime vraiment la chanson du trailer! Lien vers le commentaire Partager sur d’autres sites More sharing options...
Jaggo 31 mai 2010 Partager 31 mai 2010 Au nombre d'heure perdu ou plutôt "consacré" au premier jeu, j'ai déjà hâte de joué au deuxième. Lien vers le commentaire Partager sur d’autres sites More sharing options...
Approuvé 27 septembre 2010 Partager 27 septembre 2010 (modifié) Plein de codes pour le béta si ça intéresse quelqu'un. http://tinyurl.com/9y4uaq Sorry, voici quelques vidéos. (trop beau, je peux même pas faire la différence entre le vrai jeu et ça.) Modifié 27 septembre 2010 par Approuvé Lien vers le commentaire Partager sur d’autres sites More sharing options...
ÐÉΚADENCE 27 septembre 2010 Partager 27 septembre 2010 Malheureusement le jeu est reporté à janvier 2011. Lien vers le commentaire Partager sur d’autres sites More sharing options...
Approuvé 27 septembre 2010 Partager 27 septembre 2010 (modifié) Ouai, moi qui venais de me pré-commander l'édition de collection la semaine passé. Modifié 27 septembre 2010 par Approuvé Lien vers le commentaire Partager sur d’autres sites More sharing options...
Monsieur Y 12 décembre 2010 Partager 12 décembre 2010 un ami a le 1er j'avais bien aimé y jouer surtout que je m'étais pas lassé jai du y jouer un peu 2après midis quoi!le 2 a lair vraiment cool! Lien vers le commentaire Partager sur d’autres sites More sharing options...
Approuvé 1 janvier 2011 Partager 1 janvier 2011 Windows version LBP 2 Qui a dit que Limbo était 360 only. Les possibilités sont infinies. 2 Lien vers le commentaire Partager sur d’autres sites More sharing options...
Sebacote 21 janvier 2011 Partager 21 janvier 2011 Recu par la poste mardi, d'autres l'ont essayé? Lien vers le commentaire Partager sur d’autres sites More sharing options...
Trash_your_ass 21 janvier 2011 Partager 21 janvier 2011 Je l'ai acheté mardi, c'est bien mais c'est pas mal pareil. Le fun est surtout là en multi LOCAL. Lien vers le commentaire Partager sur d’autres sites More sharing options...
Mcgriff 18 février 2011 Partager 18 février 2011 Je joue encore a little big planet 1, est-ce que le deux vaut vraiment la peine, ou je suis aussi bien de rester sur la version antérieure. Lien vers le commentaire Partager sur d’autres sites More sharing options...
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