un bonus de precomande est prevu (fallait s'en douter) il s'agit de "kevin butler" il contiendrait un costume de kevin butler et quelque objet bonus
qui est kevin butler ???=>>
Spoiler:
Kevin Butler est un personnage inventé par Sony Computer Entertainment qui apparaît dans les publicités pour la PlayStation 3 en Amérique du Nord. Il représente le VP (Vice President) d'un grand nombre de produits Sony : il vante les produit, répond aux consommateurs, s'investit dans la promotion des produits. Ses spots publicitaires sont humoristiques et sont la figure de proue de la nouvelle campagne de publicité aux États-Unis
Dernière édition par oscuro le 23/3/2012, 17:06, édité 5 fois
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mish80 Sackboy niv.13
Sack : Orange mécanique Messages : 23960 Age : 43 ID PSN : Mish80 Inscription : 28/12/2008 Réputation : 1681
Je vais sans doute me faire incendier sur place mais dans un jeu de kart, c'est si important que ça les costumes ? Je pense que c'est surtout sur les karts qu'on va pouvoir se faire plaisir (un peu comme pour les vaisseaux de F-Zero GX mais en 100 fois plus riche et complet).
Si tu fais une Batmobile, tu aimerais bien que le pilote ai la tronche à Batman. Donc oui, pour moi la customisation du sackboy est tout autant importante que celui du véhicule ^^
solaris Sackboy niv.2
Sack : Architecte mondial Messages : 208 Age : 47 ID PSN : goldsolaris Inscription : 23/06/2011 Réputation : 16
J'veux juste vous rappeler que c'est une bêta, donc un jeu non terminé. Et notre rôle à nous, c'est de les aider à terminer le jeu avant sa véritable sortie. Donc certes vous aurez peut-être une partie du jeu entre vos mains, mais une partie non terminée J'ai un peu l'impression que pour certains, on dirait que vous vous attendez à tout avoir, un peu comme une démo.
BackFlip59 Sackboy Niv.1
Sack : Cosplayer envié Messages : 70 Age : 28 ID PSN : General_fifi Inscription : 11/06/2010 Réputation : 18
moi en tout cas je sais très bien ce qu'est une bêta,
mais la je suis trop impatient sur cette opus! c'est bien le seul qui ma tapé a l'oeil cette année, enfin bref pour répondre a BlackBelt, désolé, je ne voulez pas etre insuportable mais juste faire comprendre que je suis impatient, j'en pense toute les heure et sa c'est vrai, je ne vis que pour les juex video vue que je suis au chômage x), donc dans le fond c'est mon seul lobby alors esque c'est primordial, dans le fond oui parce que si je l'ai pas c'est bien 1 ptit mois ou je vais m'enmerdez bien comme y faut x)
Sev Sackboy niv.13
Sack : Pas pour moi, je conduis ! Messages : 25882 ID PSN : clesev Inscription : 24/02/2009 Réputation : 4950
moi en tout cas je sais très bien ce qu'est une bêta,
mais la je suis trop impatient sur cette opus! c'est bien le seul qui ma tapé a l'oeil cette année, enfin bref pour répondre a BlackBelt, désolé, je ne voulez pas etre insuportable mais juste faire comprendre que je suis impatient, j'en pense toute les heure et sa c'est vrai, je ne vis que pour les juex video vue que je suis au chômage x), donc dans le fond c'est mon seul lobby alors esque c'est primordial, dans le fond oui parce que si je l'ai pas c'est bien 1 ptit mois ou je vais m'enmerdez bien comme y faut x)
Ce n'est pas pour ça que le temps ira plus vite. T'as pas à justifier tes messages inutiles, imagine juste que tous les membres fassent comme toi. ^^'
BackFlip59 Sackboy Niv.1
Sack : Cosplayer envié Messages : 70 Age : 28 ID PSN : General_fifi Inscription : 11/06/2010 Réputation : 18
Je sais! Et apparament on pourra toujours jouer a la beta de LBPKarting quand elle sera fini,mais en hors-ligne...
D'ailleurs,quelq'un a cité toutes les features de LBPKarting sur LBPCentral: (en spoiler car c'est très très long,et puis si vous voulez rien savoir avant la beta/sortie du jeu...)
Spoiler:
Citation :
I wanted to create something like rtm223 created after LBP2 Jam, creating list of features they seen. So i decided to interview Jammers and ask them quastions step by step to create such list, it was quite hard to get all the info sicne not everyone is alwasy avable and not everyone have same level of knowlage about Karting. List is incomplete, i didnt able to ask them about everything, and i set deadline to beta sicne after that people would say that i break some NDA (if there will be any). Also if something missing does not mean it not may be in the game and itlaso based on build that they givedthem so everything may change. If beta wont have NDA i will add up things here, maybe even add up if NDA lift we will see .So this all i was able to made in this time, could be better but enjoy:
====Driving mechanics====
•Like MNR •Drafting is similar to MNR - if you draft long enough you will get in increase in speed •Boost works little different from MNR, you can gain a boost by drifting, but insted of being in your disposal in any time, it's being triggered automatically after releasing drift. Longer you drift, the longer you will have a boost. •You can combine draft with drift for a much larger boost - very difficult though •There is no slam or sideswipe •You can hop •In air you can spin car with right stick •Also with right stick.... you can slap (!!!!!)
====Level Basics====
•LBPK "levels" work in same way as LBP levels on level listings •Same as any other levels it has description and tags attached to it •This probably allows to use same servers that powers LBP1, LBP2 and LBP Vita in future as well as LBP.Me •There Two Types of levels, Track and Arena •Each have little different way of defininf play field of level •You can edit level before you pick one one of them, but then only geo-paint painting, object editing and logic are available •You can't save level before choosing one of them •No matter which one you choose you can do everything, track not only can do race, arena don't need to be deathmatch, thats what makes LBPK and LBP and deffiers MNR from LBPK. •You switch this on gameplay tweaks to what kind of gameplay you want (which we talk about later), no matter which kind of level you picked •You can set target on gameplay tweaks or get game ender gadget and control gameplay by logic
===Track=== •Track level allows you to create closed cycle tracks, creating generic closed tracks for racing... and not only sicne you can set it to battle mode too. •It's legecy of MNR track creations, containing same if not similar features, those who come from MNR should be happy about it •On loop point of track you will have finish line will be created, there no visual effect to it... you will need to make your own ;] •You can create create start points for each player at any point of track, you can set them in any formation at finish line.... or you can place them of diffrent points of whole track (ofcorse don't do that when you plan to make normal race track) •Same as in MNR you start with drawing track using normal driving mechanics, which you can auto-complete (complete the track loop) in any moment. •Same as MNR you can change road type, fances, also when you got higher in terain elevation it will start drawing bridge •Same as MNR you got relative editing allowing you to edit things along the track and easily edit it's surroundings •In track respwning works diffrent way, when you get off track og get killed you will respwn at closest point no track. But you can place respan checkpoints to control that. •There for theres 2 kind of ways to do shortcuts (both known in MNR) •Branch - allowing to branch off the track making 2nd road which you need to connect back to track •Breadcrumbs - Disabling "Off-track" from surrounding area, not only allowing to create wild shortcuts but also ace track on open field
•You can wide and slim track same way as MNR •Track editing is pretty much... same as MNR, most features you remember are still there + new stuff common to both modes which will be described later
===Arena=== •Unlike tracks, you don't make tracks (duh?), instead you make "Arena" (which way it's named that way), a shaped area which freates playfield of your level •Arena is a shape on floor of the level, you paint it in any shape you want. It's your playfield for your level and you need to define if you want to level even work. •You can even even divide it to many shapes, creating separate arenas as many as you want. •Arena is like track in track mode, if player leave it it will show "off track" and respawn you. so i you make sperate arenas you sure that players will stay in the one they are in.
===Checkpoints=== •Like LBP, karts needs checkpoints to respawn •When you "paint" arena or finish track 8 checkpoints will apper, but you can delete them and leave only one, people from jam are not sure if you can place more then 8 checkpoints •Unlike other LBP games checkpoints are not visible in play mode •You can control direction in which player will face when he will be respawned by rotateing checkpoint it self •Checkpoints in LBPK are far more complex then what you seen in LBP ,they not dependent on global settings anymore, now they got tweaks on there own: •Player Type - Select if checkpoint can spawn real player, AI (sackbot) or both •Team - Select which team this checkpoint will respawn (about teams later), pick one from 1 to 8 or any •Preferred Player - Which specific player should respawn from this checkpoint from 1 to 8 or any
•Ever wanted place logic on sackboy? Ever wanted to use overlord glitch legally? Today is your day because you can place logic on checkpoint and this logic will effect Player or AI that respawned from that checkpoint.
==Global Gameplay Tweaks==
=Level Settings= •Same as LBP2 and Vita oyu can set any combination of Max and Minimum players, but on wider range since we got 8 players •You can set defuculty of AI Easy/Medium/Hard/Extreme (which means those are AI modes thru whole game not only this tweak feature) •Same as LBP2 you can set time limit and target score •Also target hits (friednly way to say "kills" ;p) •Number of Laps for track levels
=Scoreboard= •You can chose for which stat players are ranked, hits, score or lap time •You can set bonus points for 1st-3rd place thatt hey will get at end of the level
=Team= •You can chose whatever you want to have teams or be free for all •You make up to 8 teams. •Assign any player to any team in quantity together with AIs (you can meet something like that if you ever played with Statecraft editor) •You can activate deactivate friendly fire
====Level Building==== There 2 ways to build starcture of the levels:
===Terrain=== •It's ground level of your level and legecy of MNR track editing, allowing you to create soemthing that LBP2 does not allow... landscape. •Thanks to it you can create levels that looks more natural •Is pretty much the same as MNR on terrain editing •As you could expect you can paint texture on terrain •Each theme have set of 8 diffrent terrain textures
===Materials and Pre-made Objects=== •Level structure is as same as LBP just insted of 2D shapes on layered 2.5D space to draw you use 3D shapes in 3D space without any layers (there no need for them) •Developers call it Geo-Painting •As you may expect you can make objects with it too, so it's not so GEOgraphics, but GEOmetric •Things created by material are effected by natural physics, like gravity etc. •Same as LBP Vita it uses same concept that born in LBP PSP, Static/Dynamic Tweak. So you dont have any special matter that stay in place, you can use any material as black matter by tweaking it •You glue objects toghether as always •Copy objects is there to.... BUT! It's called cloning, and it can do something more.... if you want, change on object, will be applied to all objects that you cloned. It's something like "Dynamic emitting" but implemented direcly to editing, so it not only applys to emmited objects, but objects already on level. •You can also group object toghther, it does not effect object in play mode but in create by clicking one it will move, edit, resize etc. all objects toghether like it was one object. •There no corner editing (or should i say vertex editing since we talking here about 3D) at the moment, but not denied it might be added.
===Materials/Object meets Terrain=== •You can melt objects with terrain. Like you see on terrain-based RTS or Starhawk, you can make object that way that wher ever you palce it on terrain it will look good. •Also if you wish you can "snap to terrain" that it will always be on top of it
===Worth Mention Materials=== •Holograms are there •Neon is there •Invisble material (called force field) is there too, it's invisible but you can't go thru it. •People at Jam had small selection of materials so maybe there something more
====Visual Visual Tweaks==== •There lot of stuff same as LBP •Day/Night •Color of sun light •Abient color •Fog dencity and color.... it can be so dence that you see things only from short distance, something that MNR didn't had
====Logic==== •Same as any LBP there digital and analog signals •Use same signal handling model that was introduced in LBP2, output both digital and anlog and chose how signal is handled in input action tweak. •Placing and wireing is prettymuch the same. •Everything here is... prety much the same •There no auto-pathing in circuit board, sux for wire organisation, but on other hand no wire lag •All of gadgets got tweak allowing to disconenct all connections
====Gadgets====
==Existing stuff=== Here i will list stuff that already exist in LBP2 that is karting and type new tweaks if there any ==Simple and Advance Logic== •Battery •All the gates •Not gate by defult is inverted so it works liek a node.. which kind of is right is NOT gate inverts and rest of the gate has that disabled, but it's kind of odd thing in digital electronics perspective •No analog interaction been checked, so not sure if it's there... no vita analog signal scaleing tweaks for sure ;'(
•Toggle •Sequencer •Sequencer editing is all the same, and there positinal mode as it was
•Timer •Counter •Selector •Randomizer •Directional Combiners and Splliters
==Sensors== •Button is now Pressure Switch which activates when you drive thru •Player Sensor •Bored of circule (sphere in 3D) ranges? Now you can pic a squere range (Cube in 3d) •Sicne thres 8 plares now you can tweak 8 players max needed to activate
•Tag and Tag sensor •Same as player sensor got shere and cube ranges
•Grab Sensor (there grabbinators there right? ;]) •Impact Sensor •Score Sensor •Projectile Sensor been replaced with weapon impact sensor, not sure if it's still works like a counter or morel ike impact sensor •Speed sensor
==World Tweakers== •Global Lighting Tweaker •Score Giver •Game Ender
==Object Tweakers== •Destroyer •Danger Tweaker - if we on that then lets talk about dangers •You can regulate intensivity of effect and radius •fire and gas looks the same, electc and plazma looks diffrent
•Gravity tweaker •Material tweaker (surly it has new tweaks but could not get thta info from jammers)
==Emitters== •Emitter - You chose postion of emmiting in 2d plain, the other axis is a tweak •Smoke(?) Emitter •? there because it's not only can emit smoke, but also sparkels and confetti, so they might rename it •You can also tweak color and brigness now •Also speed •Size of emitter determents how much particuels are created
==Movers and Rotators== Well you be suppriced on this one, they all didnt change much, the wok on 2D plain, if you want more direction you need to combine more of them toghter + all rotators been renamed to motors •Mover •Advance mover (??) •Follower - can detect radius in 3D •Gyroscope (???) •Rotator - now Motor •Look At Motor •Motion Recorder... which turn in to path follower which does notn eed any Move
===New Stuff!===
==New sensors== Both of new sensors work only on track mode •Position Sensor - Detects position in race track (sice we dont need to create race) that you 1st or last, you tweak specifc player •Progress Sensor - How much race is complete including including all laps, it will output analog signal of progress
==Kart things== •Kart Tweaker - Regulates phisics of karting you place that on checkpoint •Top speed •Acceleration •Jumping On/Off •Jump Height •Drafting On/Off •How close you have to be to draft •How many seconds before you get a draft boost when you're close enough •The speed of the draft boost •Grabinator On/Off •....and more
•Kart chassis - its a object with 4 wheels and you place it on bottom of any object and it turn in to kart •Kart Cockpit - It's piece that works with chasis and makes sackboy sit in custom "kart" made this way
====HUD Editting==== •As you may know Karting let oyu do custom HUD •It's in form of HUD tweaker that oyu place on checkpoint ad spawned player will have it •You can edit postions and size of any existing elements of HUD, you can add them and remove •I ngeneral therel ot of premade stuff minimap, wrong way indication incoming indication race postion and many more •But what if oyu want to do custom stuff? You can palce Text, Prgress Bar, Dial , Timer (probably more) •You control them by logic by labeling them (not sure) and inputing singla to HUD Tweaker
Special thanks to Taffy, Spider-Jew, Codibear and Lambo for co-operetion ;]