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You're Wrong And Will Probably Never Know

LBP 2 Code Swarm - Game development represented graphically!

petpeeved says...

>> ^grinter:

anyone got a key to the color codes?


There is a legend in the upper left hand corner.

On my ancient monitor with crappy color purity, it breaks down to:

source-dark blue
headers-aqua
audio-green
scripts-red
models-yellow
textures-orange
plans-darker blue
levels-fuscia
animation-pinkish red
misc-grey

Rewriting the NRA

Little Big Planet 2 + Sonic = Sonic the Sackhog

jmzero says...

Lol. I love the ridiculous way you have to implement logic. Somehow, because it's graphical it's acceptably simple. However, if they'd just put a reasonable scripting mechanism in it would be way easier to accomplish something (not just for someone like me (a programmer) but for anyone who's going to try something non-trivial). But I suppose people would then complain that somehow a scripting language is too complicated.

There's a reason people don't program in "Machinarium", or by making computers in Minecraft, or in graphical circuit blocks like this: it's because things get unmanageable almost instantly. If LBP wants people to be able to make something neat, they should let people build using reasonable tools (like a simple scripting language and a debugger) instead of trying to Rube Goldberg together a game.

Swarm Gameplay Trailer

Swarm Gameplay Trailer

Zero Punctuation - 2.5D Hoedown

KnivesOut says...

I love these cheap, indy games. I don't have a 360, but I've bought a ton of $5-$15 games on the PS3's PSN, and I'm happy to do so.

Latest was Fat Princess.

As for this week's ZP, I ell-oh-ell'ed when The Lost Vikings took LBP from behind.

LittleBigContra

Zero Punctuation - Little Big Planet

Zero Punctuation - Little Big Planet

spoco2 says...

Yes, yes, yes and more yes.

As I watched the enormous hype engine rumbling along for LBP, I noticed that by far the main thing they were spruking was the ability to make your own levels, and I saw very, very little in regards to what there was of an actual game. I thought 'meh, like I can be friggen bothered to make my own levels'.

Then the game came out and all the reviews said 'yeah, the single player game is very short, but then you can make your own levels'... to which I thought 'meh, I can't be bothered... AND I have had plenty of experience with user created content in the old days of doom, quake etc. and yeah, there were a few good ones, but I DON'T HAVE THE TIME OR WISH to wade through the crap for a few good ones that in themselves are usually only 'good' and not 'great' and just argh'

I predicted it all before it came out that people would initially get really excited about creating their own levels but this would quickly peter out because they realised it was HARD to actually make something good, and so the longevity of the game would be... oh... SHORT.

I'm not a huge fan of multiplayer either... I like games that are lovingly crafted to give an experience and a story. I LOVED Bioshock for this very reason. I used to LOVE Adventure games (Monkey Island et al) for the same reason... I want to move my way through a crafted experience, NOT be at the whim and fancy of other people who also are not talented enough to be employed as a professional game designer.

GameTrailers: 2008 Game of the Year

Fjnbk says...

*SPOILER ALERT*
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I would have preferred the winner to be...
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MGS4 or LBP, but GTA IV is a worthy recipient.

Little Big Planet - Little Big Computer

Sketch says...

I'm excited about the possibilities in level design with LBP. This is astounding work. Here's hoping that brilliance and hard work like this will come to the fore and the myriad detritus doesn't ruin the experience.

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