Sujet: LBP2 : maintenant une réalité! 8/5/2010, 02:15
Rappel du premier message :
Salut tout le monde bon voila en me promenant un peu sur le web j'ai trouver une vrai info qui annoncerais ( cette fois pour de bon ) un ''futur'' lbp2 :
LBP2 proposera d'utiliser des sackboys figurants (sackbots) et de les programmer entièrement pour qu'ils servent d'ennemis ou autre. On pourra changer leur taille à loisir et les customiser comme des vrais.
On pourra customiser la physique du sackboy! Plus de sauts lunaires.
Le jeu est pensé pour faire des RPG, des RTS, des Machinima, des jeux de course... Les contrôles peuvent devenir très complexes (pas besoin d'avoir 4 sackboys pour actioner un tank)
Le move est bien sur compatible, ainsi que tout le contenu du 1.
Le plus dingue, c'est l'utilisation du PSEye. Des codes graphiques comme ceux qui servent à télécharger des applis sur téléphone en prenant une simple photo d'un code visuel seront de la partie.
Les téléphones mobiles (sony erricson? Apple? Android?) pourront fournir une vidéo preview des création en direct depuis le téléphone (!!!!!!!!!!!!!!!!!!!!) et on pourra créer une playlist avant de rentrer et de jouer. Bon. Pas super utile.
SAUF que cela offre des perspectives aux annonceurs et c'est aussi une carte de visite sympa pour un site de JV, par exemple, d'avoir son niveau distribué comme un podcast.
Le PSeye reconnait aussi les codes pour lancer le niveau directement, s'il est distribué comme pub par ex.
Les effets sonores peuvent être enregistrés grâce au micro du PSeye.
Voila donc pour l'info la grosse chose que jai retenue cest quil serait supposément compatible avec le lbp 1er du nom ^^ ps: jai cherché sur le site et je n'es vu personne qui montrait cette annonce donc si elle a déjà été dite a quelques part juste me le dire et on supprimera ce topic
Edit: de nouvelle images disponible :
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Edit2: d'autres images et infos :
Citation :
09/05/2010 Nouvelles images d'excellente qualité et quelques infos supplémentaires :
STUNNING: LBP2's graphics have been improved no end
THIS is digital puppetry on an epic scale... ... the sort that would make Gepetto rush out and buy a PlayStation 3.
We were treated to a First Play of the mind-blowing Little Big Planet 2 - the follow-up to Sony's smash hit which shifted 3 million units.
As well as picking up 14 game of the year awards in 2008, LBP1 has seen 2.3 million ingenious levels uploaded to the LBP community.
SACK IT TO THEM: With even more customisation LBP2's a blast And like He-Man on steroids, you have the power in LBP2 - and lots of it.
Not only is it a platform game, but it's now a platform FOR games. Because it's not just levels you'll be creating - this time you build entire games! LBP2 is massive, with an endless scope for players show off their creativity to 1 BILLION internet users.
Stream allows you to keep up with your LBP earth when away from the PS3. You can see a pal's earth, put one of their creations into your play queue, and play it when you get home.
All levels from the original are compatible with LBP2. And they even look better thanks to some up-scaling wizardry from Media Molecule. The re-mastered graphics engine also adds a flawless finish to the artwork, which has different themes from Techno Renaissance to Fluffy Hi-Tech.
FLYING HIGH: New vehicles are just some of the updates in LBP2 The original suffered from the limited amount of non-player characters. This time round though there are Sack Bots. These cute numbers can be customised to your liking and you can also tweak their A.I (microchip adjustable fun) - make your Sack Bot follow, patrol or afraid of heights.
We were also treated to a brain-melting display of new gaming. The 6-axis Direct Control Seat sees the circuit board of your PS3 controller on screen, which you change to suit a wacky vehicle. Basically, you design your very own control mechanism.
And no game is complete without an interactive cutscene. Jump into the director's chair, set your cameras, get some actors (Sack Bots), and add a voice over.
LBP2 is more than just a game. It's a creative tool that serves MILLIONS - a 21st century canvas for 21st century artists.
With such an endless reach, it won't be long after its release in the autumn before someone, using LBP2, creates an entire new genre of gaming.
Plus d'infos Lundi 10 Mai 2010 !
Citation :
Changes in Little Big Planet 2:
•Huge visual upgrade •Colour filters for certain areas, e.g. x-ray •Instead of sliders in lighting and sound menus, they have percentages •Cutscene cameras are now white… (Seen in a screenshot) •You can place decorations and stickers on your planet New features in Little Big Planet 2:
•Bounce Pads •New hazard: Laser •You can make Sackbots harmful (electrify, fire etc.) •You can grapple Sackbots •It is possible to record something and apply it to a sackbot •If you program a sackbot to follow you, and then jump into a vehicle, the sackbot will catch up and jump in with you. •You can use direct control seats with Sackbots •Direct control does control momentum, so no unwanted shooting up into the air •You can program sackbots to hang off things •Level Linking ‘Badges’ “Place the new level-linking ‘badge’ in your level and you can seamlessly transport players to another. Useful for building multi-level games as well as for collector types to create level hubs for great levels that they’ve found” •Photos on lbp.me will be the ones posted on the level itself •Usernames on lbp.me will be PSN names •There will be a facebook-style ’stream’ (possibly lbp.me) which will show highscores, hearted levels etc for each player New tools in Little Big Planet 2:
•Grappling Hook “A powerup in the mould of LBP’s MGS DLC, the grappling hook is thrown out with R1 and attaches to any grabbable [so sponge etc] surface until you let go in the same way a grab would usually work. You can reel it in and out by pressing up and down on the stick, and also swing, your tether flexing with a satisfying ‘boing’.” •Microchips: Once you place them, it projects a space in which you can build logic etc. When you are done it minimizes the logic and store it inside one little microchip •New torch/flashlight lighting object (Just looks like one, sackboy cannot actually hold it) Extra round:
•So far it is 4GB extra content (will get bigger). Meaning it is too big for a patch. •If they were to make it as DLC it would be VERY expensive DLC.
Je fais le plein d'infos. ^^[/quote]
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Sujet: Re: LBP2 : maintenant une réalité! 11/5/2010, 18:48
famygoyette tu devrais metre cette vidéo ( http://www.jeuxvideo.fr/jeux/littlebigplanet-2/article.html ) dans le message de départ, ainsi tous le monde pourra la voire sans devoir lire les 25 pages (J'ai pas chercher pour voire si elle y été déjà, si c le cas Dsl)
upsilandre Sackboy niv.6
Messages : 1056 Age : 49 ID PSN : upsilandre Inscription : 09/10/2009 Réputation : 60
Sujet: Re: LBP2 : maintenant une réalité! 11/5/2010, 18:57
plein d'autre detail interressant
Citation :
- "We've made a couple of tiny tweaks but there won't be anything instantly obvious", says Healey re. Sackboy's default controls
- Music for 'Tower of Woop' level is Deodato's rendition of Richard Strauss' Also Sprach Zarathustra
- Sackbots can be set to avoid danger, enabled (or disabled) to switch planes and jump, or be afraid of heights...all ways of binding them to specific areas.
- Edge says it's possible to spawn 20 or 30 sackbots in a level.
- Evans explains some changes more generally regarding thermometer "We're trying to allow a lot more of everything but it will crucially be a lot more balanced. Before you'd hit your switch limit and you'd be done because it had a limit. Now we trade memory and CPU - lots of sackbots are fine, you just have to skimp elsewhere."
- To answer a question I had about Sackbot behaviour, sackbots can have one behaviour set...
- ... or on a more intermediate level can be set to switch between preset behaviours e.g. benignly patrols until player nears, whereupon they can electrify and chase after them...
- ... or on a more advanced level can be controlled by microchips which house existing types of logic, and new types of gadget to ease creation of common electronic processes.
- Two of these new gadgets are mentioned: a randomiser ("I hope no one gets annoyed with the random gadget", says Healey. "People have spent ages making their random devices and now its a single object.")
- The other gadget suggested at in a picture caption is a gadget for 'control tweaks'; see below for a bit more on that, one suggested later seems to be a momentum control gadget.
- The disco scene uses the randomiser; 3 cameras with different properties and transitions are hooked up to a randomiser, leading to a pulsing series of shots. Camera transition options include cross-fade and zoom-fade.
- Matchmaking now tries to match you with players with similar taste in levels based on your stream etc.
- Someone asked if 'burning' would look better; it's one of a number of improvements they've made in the rendering. Evans says "Play the Darkness story level - same content, but fuck me it looks different" With the transparency changes they cannot guarantee 100% that all levels that use exploits will work properly.
- You can wire multiple sackbots/direct-seats to one controller if you want ("some to tilt, some to thumbsticks if you want"). Or multiple controllers to one sackbot.
- Some of the direct-seat vehicles Healey's made include a flying robot chicken with feet from which he's programmed sackbots to hang; a hairy caterpillar (the one viewed from top-down) that grows when it eats score bubbles, Snake-style; and the metallic fly with the laser gun.
- You can finesse handling as you wish; Edge notes that the fly handles with 'beautifully damped inertia'. Evans says "There are things you can attach to control momentum".
- You can limit the amount of time a player spends in a direct-seat, count the number of attempts made. Edge asks if a direct-seat controlled sackbot can enter a direct-seat. MM says they haven't tested that 'but yeah...'.
- Another camera option, for cutscenes, seems to be 'fade audio'.
- Browsing levels now seems to be via a list...when a level is highlighted, the creator's moon is shown in the background.
- They suggest that a class of player will emerge that everyone will want to follow in their stream...people with a knack of highlighting and finding great content. They say these people will be rewarded with 'community points'.
- You know those 'other new gadgets' MM won't reveal yet? Edge says it spied perhaps two of them in the pop-it: 'Magic Glove' and 'Bag'. I think I know what the latter does, at least...
- New filters added include x-ray, and 'vectorise' (e.g asteroids style outlines) These can be applied locally, to specific areas.
y aura + de place dans le thermo mais rien que tout les outils qui permete de simplifier enormement des choses qui pouvait etre tres complexe dans le 1 sont deja une economie de thermo.
Sujet: Re: LBP2 : maintenant une réalité! 11/5/2010, 19:03
Des machines intelligentes, des boss, des énigmes et des véhicules.[...]
Vous vous souvenez de cette calculatrice démente faite de centaines de pistons ? Bien sûr que oui. Vous pouvez faire tenir cette chose entière sur une seule puce.
C'est pas de ta calculette qu'ils parlent upsilandre? Génial ce système avec les puces, une grosse économie de thermo si on peut mettre un système très complexe dans une seule puce.
Sujet: Re: LBP2 : maintenant une réalité! 11/5/2010, 19:32
Voici une information à prendre avec des pincettes : GameStop, le plus grand revendeur de jeux vidéo au monde, a déjà listé sur son site internet le jeu LittleBigPlanet 2, un petit jour seulement après l'annonce de son existence, et le géant ne se gène pas pour nous proposer, DÉJÀ, une date de sortie !
Selon le site internet de GameStop, LittleBigPlanet sera donc disponible le 23 Novembre 2010, et comme l'on peut s'y attendre avec une exclusivité de cette envergure, pourrait être proposé sur tous les continents en même temps. Il n'y a rien d'officiel dans cette information, et nous attendrons un communiqué de Sony pour nous avancer un peu plus. En attendant, wait and see...
on devine qu'il aura plusieur effet visuel possible pour les bulles de score. effet fumé (avec physique des fluides), effet verre brisé, pas d'effet du tout et peut etre d'autre