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LBP3 Feedback Reports

Archive: 56 posts
2015-04-16 06:04:00 / Author: DeKa1357
Thread for feedback or game issue reports related to LBP3.
Please use this thread for your reports. Your feedback will be read by StevenI and the team behind LBP3! Do not post unnecessary comments and don't use hate speech!
Comment if you have the same problems like other reports in this thread.


"(...) working around-the-clock to address your feedback and to bring new updates and content to you!" - StevenI

"Whilst we may not be able to personally respond to all messages, I can promise you that we're reading all of the feedback and reports coming our way and prioritising issues according to how widespread they are and the nature of the issue." - StevenI


Don't forget to follow our forum rules!
2015-04-16 06:04:00
Author:
DeKa1357
Posts: 1806

2015-04-25 17:40:00 / Author: Ryuhza
I've had a fairly good experience with LittleBigPlanet 3 compared to some, so my feedback reports are probably going to be focused on polish and small features rather than gamebreaking bugs. But everything counts, right?

- First, I've taken some screenshots of costume issues that I've noticed while reorganizing my pop-it. I don't want to clutter up the thread with a long string of images, so I'll just post a link to another forum where I've already done just that. Link. Remember that part of what makes up a polished game exists in the small details. Dotting the i's and crossing the t's, et cetera et cetera...

- Second, I would really appreciate the option to customize Big Toggle and Little Toggle completely separately. Right now, if you change a costume piece on one, the other will try to match it. However, since the two don't have 1:1 shared costumes, this often causes issues where one can't match the other, and while the form that you're currently decorating might look great, you might switch to little toggle only to discover that he or she has become a cheerleading alien with a mustache and bug-eyes. Moreover, sometimes you simply don't want them to match. Maybe I'd like Big Toggle to be a policeman, and Little Toggle to be an opera singer. At the moment, there's no consistent method for doing that.

- Third, I have had a recurring issue in which entering a level on my moon takes minutes upon minutes. It occurs with both levels that are quite full, and with fresh, completely untouched levels. It's not entirely consistent, however, and I find that sometimes quitting the game and restarting it will yield normal load times for that session. At the moment, I don't have a clue what's causing it. I've tried disabling my internet connection, but that doesn't seem to change a thing.


I hope none of these comments are seen as unnecessary. I aim only to justify why I care about these issues, or why I perceive them as issues, or why they should be considered important in the slightest.
2015-04-25 17:40:00
Author:
Ryuhza
Posts: 22

2015-04-25 22:21:00 / Author: DiamondDiancie10
I know what you mean! I actually discovered a way to fix that, you make the costumes one at a time, and save them one at a time, then put them both on and the costumes should not be colliding. I hope this helps!
2015-04-25 22:21:00
Author:
DiamondDiancie10
Posts: 516

2015-04-25 23:44:00 / Author: Psmerga
Hi.
First i want to thank sumo for the hard work.
Here are some things that i would criticize.
I forgot some things but this should do for now.

BROADCAST CHIP:
-It always saves for nearest creature. Sometimes it turns off for no reason. (stops working even when infinite range)

MARKER AND TAGSENSOR:
-At 5° angle, it looses signal while drawing closer. Reworking radar (See the two zip files)

-AIR RESISTANCE:
- Doesn't work for in/out movement.

-CUSTOM POWERUPS:
- Not equipable with bots.
- Doesn't work properly when thicker than 2 layers.
- The Base is not savable with the powerup in it.

-GAMEPLAY CHIP:
- Despite of the message, you cant deactivate single options like jumping or movement.

-DLC:
- I bought Hugo costume for lbp1 AND lbp2 and both don't work. Instead i get the frog. (Shop issue. So i still dont have it. Even in LBP 1 and 2)
- I still miss the music content from ? dlc.

-BENDYRAIL:
- Breaks very easily.
- Unposible to place it in the middle of layer when picked with the rail editor. It places proportional in same depth of the layer as picked.
- Cant hook-in when behind it is another rail.
- Directions works sometime false if not horizontal placed. (Dumb when some pieces of centipede goes in the wrong direction.

-BACKGROUNDS:
- It would really help to get some really useable background themes like grasslands, jungle, seaside, swamp, desert. (this should be easy to handle)

-TIMER:
- Doesn't work on speed 0. Needed for position tweak.

-DYNAMIC THERMO:
- It doesn't like the logic pretty much. Full 3D-logic crashes the thermo. (Is it even possible to allow more logic?)
- Are there any real insider information about how much different stuff you can put in an level or how to handle adventures? (uploading issues)

-OPACITY TWEAKER:
- Missing the dimmer tweak.

-PHYSICS TWEAKER:
- Collision doesn't work on whole object (glued parts) any more even with the proper tweak.

-SIGNAL:
- 100%+ is no more.

-IN/OUT MOVEMENT:
- Have no physics. No acceleration, air pressure or momentum.

-SLIDE:
- Not usable as staircase.
- Collision and physics doesn't work properly. (From side or if twisted)
- No graphics from behind.
- No real left right movement.

-CHARAKTER ROTATION TWEAKER:
- Strains the thermo pretty much. <-EDIT: THIS SEEMS NOT TO BE TRUTH. Sorry for blabbing bs.

-CLIMBABLE MATERIALS:
- Not possible to grab from behind.
- Not possible to climb from the side from the start. (Well we have workaround but it would be cool if it is tweaked from the start)
- Not possible to climb in/out from the start. (This could be made as apology for the bugs)

-SHARDINATOR:
- Missing the option how to destroy the remaining pieces.
2015-04-25 23:44:00
Author:
Psmerga
Posts: 373

2015-04-25 23:54:00 / Author: GamesVlog
That's a tall order, and I hope somebody at Sumo thinks about this very hard, because the connection issues are not stable ATM.
2015-04-25 23:54:00
Author:
GamesVlog
Posts: 54

2015-04-26 00:06:00 / Author: dakrrs
Mine would be a short and simple order. I'm not caring too much about all these fine-detailed glitches.

All I really want is my Move Pack. (I own it through LBP2 special edition)

LBP3 says I don't own it.
2015-04-26 00:06:00
Author:
dakrrs
Posts: 561

2015-04-27 23:56:00 / Author: Psmerga
ISSUES WITH UPLOADING ADVENTURES.
-Thermo is not busted. (Using normal thermo)
-I dont use to much of materials, decorations, or other.
-I dont get the complexity error while saving.
-The levels are pretty short.
Still i cant upload my adventure and it is about half finished.
(Only 4,5 levels so far. Need at least 2 more for the first cornerstone of the plot)
It looks like the adventures are programmed to allow only certain amount of file space.
For example 5 MB.
Adventures are one of the core ideas of LBP3 so please fix that.
It is already restricted to only 15 levels so there is no reason to restrict it even further.
(BIG PLEASE)
What should i do with adventure on my moon.
I would be very grateful for fixing this.
2015-04-27 23:56:00
Author:
Psmerga
Posts: 373

2015-04-28 12:28:00 / Author: Propost
Hey Guys,

I got 2 mayor bugs on my ps3.

- can't write reviews on a lot of levels
- emitting objects with "complex" bendyrail , emits upside down or in a wrong angle and on the wrong place.
The bendyrail had a 3 layer range and 10 to 15 cornerpoints

Haven't seen them reported somewhere else before, so.... Voila

Edit: removed the ps eye picture not working stuff, cause it is since yesterday.
Got it by placing an (old) photo and grabbing template from favourites.
2015-04-28 12:28:00
Author:
Propost
Posts: 23

2015-04-29 04:52:00 / Author: Indomitus1973
I've got quite a list, but for now here's just a couple:

- the 100% cap should never have been put in. if there's some obscure background problem with it, then please just patch it. to use the logic to its fullest potential, we need the higher values one way or another.
- failing that, I personally would like a new tool to convert linear -100 to 100 values to a rotation value (like the joystick rotator, but with a value or position output- not just "I am turning la la"- so it can be used to drive other rotation-based logic).
2015-04-29 04:52:00
Author:
Indomitus1973
Posts: 75

2015-04-29 05:32:00 / Author: Psmerga
@indomitus1973
Does the anglify tweak not help for your purpose?
I dont know the name of the logic stone that gathers + and - to analog signal.
2015-04-29 05:32:00
Author:
Psmerga
Posts: 373

2015-04-29 10:21:00 / Author: Indomitus1973
I had not found that tweak yet. Thank you. I will try it when I get home. From the little bit I have read so far it sounds like exactly what I was imagining.

Edit: Found it and tried it, thanks again for pointing it out. Nice, but it's only half of what I was imagining, so I will change the request to this:

- The direction splitter needs to have a de-anglify tweak to match the joiner's anglify.

Edit again: I change it back. Anglify is broken and needs to be fixed. That much is obvious just by plugging one of the analog sticks on a controllinator into the inputs.
2015-04-29 10:21:00
Author:
Indomitus1973
Posts: 75

2015-05-03 03:07:00 / Author: Psmerga
https://www.youtube.com/watch?v=gASQnIaWtZI
2015-05-03 03:07:00
Author:
Psmerga
Posts: 373

2015-05-06 11:26:00 / Author: Indomitus1973
I'd like to add this:

The Character rotator does not work right. If you Pitch a sackbot (or sackboy) forward 90 to face down, suddenly Roll and Yaw both turn on the same axis. One of them is not reorienting with the changed rotation.

edit: On Psmerga's note about the tag sensors, I tested that scenario on both my PS4 and PS3. On the PS4, it worked fine all the way down to a 5 degree angle. On the PS3, however, it did exactly what the video shows. Hope that helps narrow down the problem on that one.
2015-05-06 11:26:00
Author:
Indomitus1973
Posts: 75

2015-05-07 17:06:00 / Author: JustinArt
When I copied a level, I modified a copied level with small changes. Once I saved a level, it becomes a Motion Controller level. I looked at all of the popit menus to try to change that, but I could not find the option were I can turn the motion control level mode on and off. I didn't even add a movinator to the level.
2015-05-07 17:06:00
Author:
JustinArt
Posts: 24

2015-05-07 21:06:00 / Author: Psmerga
Maybe i can narrow the profile loading problems.
My pod background, earth and moon are changing sometimes by themselfs according to the profile of the LBP2.
For example when i leave level or browse the community levels etc.
I have the feeling that 3 versions are changing.
Resetting or saving a current version doesent help.
2015-05-07 21:06:00
Author:
Psmerga
Posts: 373

2015-05-08 14:18:00 / Author: Ryuhza
- As someone who likes to keep their pop-it clean and tidy, I would really appreciate a multiple-selection function for deleting and recategorizing items. Doing it one-by-one takes a very long time.

- Also, if you have a long pop-it list (say stickers) and you change the category of a sticker near the bottom, the pop-it menu will jump back to the top of the list, and it can take several seconds for it to scroll back down to the bottom. While it's still possible to select pop-it items before they're in-view, it's difficult to manage because you can't see them. Would it be possible to skip the scrolling animation in such instances? (Note that this would be less of an issue if recategorizing/deleting could be done in bulk).
2015-05-08 14:18:00
Author:
Ryuhza
Posts: 22

2015-05-09 05:32:00 / Author: Psmerga
More of bugged logic.
-Speed sensor-
-Collision sensor-

https://www.youtube.com/watch?v=PoV3Lpb3H60
2015-05-09 05:32:00
Author:
Psmerga
Posts: 373

2015-05-09 21:37:00 / Author: airide
I've been having serious problems when searching for levels. Sometimes, it would t even apply the filters I select, and when it does it only gives me a page or so of results, that's it.

EDIT: Seems to now be MOSTLY fixed since update 1.07
2015-05-09 21:37:00
Author:
airide
Posts: 11

2015-05-11 12:26:00 / Author: JustinArt

Well, it turns out to be the brain crane I placed in a level, which could be the reason why the level became a motion level. I must have mistaken it as a blink ball .
2015-05-11 12:26:00
Author:
JustinArt
Posts: 24

2015-05-13 08:10:00 / Author: Indomitus1973
Correcting my earlier post... Anglify does work, it just doesn't play nice with some of the other tools, which is manageable. A de-anglify to go with it would be nice though, as I mentioned.
2015-05-13 08:10:00
Author:
Indomitus1973
Posts: 75

2015-05-16 12:45:00 / Author: Psmerga
Patch 1,07 playing on PS3.
BUGGED BANDYRAIL.
-It brakes to 100% right after first change.
(Happening all the time and i need it pretty frequent because some enemy movement that follows the sackboy. For example many roaches)
When rewinded, it works fine until next time you select something other and reselect rail.
After reselected, it brakes again after first change.
It is often not selectable with the cursor.
You still cant fixate it in the middle of the layer if picked somewhere inbetween.
Then it moves exactly one layer but again in the same displaced place.

EDIT:
Broadcast chip still dont work for second player.
Still have problems uploading adventure.

EDIT:
Made some tests with uploading adventure.
1-Deleted one of the levels. 2-Made several copies of two of the levels. 3-Tryed to upload it and it worked.

So it seems that LBP3 screws arbitrary around because it doesent make sense.

When i can upload my adventure with 3 levels...
And then i start new one with almost nothing in it, and try to upload it, IT DOESENT WORK.
Then i did that above and it worked with far more stuff in it????????
It seems that i may be dumb or something so i beg for explanation.
I work in meanwhile with so few decorations, materials, stickers and items as possible.
It just doesent make sense to me.
Why there are no true recommendations from sumo for how much stuff we should use in one level and adventure?
It looks for me that in the story mode, there are by far much more different stuff used.
If someone have some truly reliable hints, they are really welcome.
2015-05-16 12:45:00
Author:
Psmerga
Posts: 373

2015-05-31 11:03:00 / Author: Indomitus1973
I was working on player-specific tagging (specifically avoiding using sackbots) when I noticed an issue with broadcast chips and either teleporters or wormholes.

Apparently, if you have any data collected on a player's broadcast microchip, then they go through a wormhole or a teleporter with any amount of delay, the broadcast chip is completely reset and the data is lost. In my case, that means the player-specific tag is also lost. Velociporters and teleporter without a delay doesn't have this problem; the info on the chip stays with the player. So far I've only seen it happen with the wormhole or with a teleporter set to 0.1 or higher delay.


-----------------------------------------------

Also: I was asked in a PM about "de-anglify." It really boils down to basic trigonometry, which our ability to do was seriously damaged by the signal cap. After a lot of thought, though, I realized that de-anglify by itself wouldn't quite cover it. The motion of an analog stick doesn't just give you an angle; it also gives strength of the movement in that direction (speed). Anglify doesn't give this value, so a tool would need to provide both. After that, it's only sensible to have a tool to do the opposite calculation. Here's what I arrived at (bear in mind these are WISH LIST items, not an immediate bug that needs to be fixed, so these would be a lower priority):

http://id.lbp.me/img/ft/d1d394d59d345b782abc75b5c007ad9d0865e1eb.jpg

http://i7.lbp.me/img/ft/787c374d41b6665274f17b4b7a17788bb3f3f47a.jpg

(these are not functional chips, by the way. just a mock-up of the concept)
2015-05-31 11:03:00
Author:
Indomitus1973
Posts: 75

2015-05-31 11:25:00 / Author: Psmerga
To undergo this, you can use followers with no collision tool.
I was using followers for my sackbots in LBP2 for the door transportations.
At the end the follower should additionally still work for 0,5 sec to cut the momentum off.
No collision tweak should prevent dying by touching lethal stuff on the way.
2015-05-31 11:25:00
Author:
Psmerga
Posts: 373

2015-07-05 02:27:00 / Author: Hanfi1311
Some days ago all my (advanced) In/Out Movers stopped working on PS4 and followers don't follow to other layers any more...
That's on my moon in play and create mode, all community levels and my old levels work great, but when I use a new one out of my popit - no function at all...
Is this just me, or ist it a Bug after Patch 1.08?

Today a made a video, making the same things on PS3 and PS4...
PS3: In/Out Movers work
PS4: In/Out Movers have no function
https://www.youtube.com/watch?v=jsdrOLjkOQw
2015-07-05 02:27:00
Author:
Hanfi1311
Posts: 210

2015-07-06 06:34:00 / Author: StevenI

Thanks for the video, Hanfi1311.
We're looking into this.

Are you aware of anything new or out of the ordinary that you did a few days ago that may have caused this issue to initially trigger?
2015-07-06 06:34:00
Author:
StevenI
Posts: 46

2015-07-06 07:14:00 / Author: Hanfi1311
The only thing I can imagine, is this new 3D Cam of the community, because I tried it a day before it happend:
http://lbp.me/v/qwynnjw/

I realized in that level, that some logic didn't work as expected, but was ok because it is a glitch level, was evening and I stopped building... Next day I came back and all my levels on my moon had this bad behaviour like in the video...

Maybe it has something to do with it...

(will send you my profile later)
2015-07-06 07:14:00
Author:
Hanfi1311
Posts: 210

2015-07-09 02:15:00 / Author: Fox
Have you ever encountered the complicated custom object error? Why can't a simple game like LittleBigPlanet handle complex shapes, especially on a next-gen system? I really have no business talking about this topic, because frankly I don't know jack about programming, but are some shapes that can cause this error really too much for the game to handle? The shape doesn't even have to be very complex for the error to appear! Just cut a few holes in a piece of material! There's even a trophy for encountering this error in LBP2, which is great. Also, why are circles and other objects still jagged when they're resized too small or large? I also never understood why the thermometer rises so high in LBP1, or any LBP game for that matter (although it is a little excusable in LBP3). The textures, sounds, backgrounds, and music are already on your system (you don't need to download them every time a level is loaded), and textures are very small (one single image is just tiled to create the textures of the materials). The logic in LBP1 causes the thermometer to skyrocket, but it's so simple. Why? Also, music sequencers can use up a lot of your thermometer, but they're essentially midis! If you have no idea what a midi is, it's a file that contains no actual music like MP3's or WAV's would, just info about what notes to play. E.G. play note A at 0 seconds, play note B at 6 seconds. A MP3 which can contain speech or complex music isn't like that. How could a MIDI describe something you speak into a mic so that it can create sounds from it? The music sequencer's individual thermometer (blue thermometer that shows up when you edit a music sequencer) also fills up quickly, and DRM (if disabling sharing of objects counts as that) is horrible. You can't delete anything from an unsharable music sequencer, but you can select everything on the sequencer's circuitboard and simply copy it to another sequencer to edit it. I believe that it will say that you created the sequencer if you capture the new one, too. And why do Earths take so long to load? They're essentially a list of levels with very tiny icons, and the decorations, textures, and stickers are already on your system. The quality of images in LBP2 and LBP3 is also inferior, and you should be able to edit pictures in the paint tool, but I suppose that that will result in the creators of the losing money in DLC sales because the awesome stickers that people could create with the tool would eliminate the need to buy DLC for more of them. The frame rate also drops when you open the Community menu of LBP3 PS3. C'mon, this is a menu! Is it really too much for a PS3 to handle?

Although this is completely off-topic, something that I have always hated about LBP2 is how if you are using multiple controllers on the same PS3, you can't open the popit on the secondary controllers while Player 1 is in the pod controller. And the Move Pack and Cross-Controller DLCs. Do you expect everyone to have a PS Vita or Move Controllers, especially the target audience of this game? If anybody has LBP1, can you check if there's still a MM Pick button? Either I'm blind, a complete bozo, or they removed the button, because I can't find it anywhere, although MM Picked levels still have the badge. Also, are the scoreboards broken? My scores don't appear to be uploading.

Edit: posted twice, sorry
2015-07-09 02:15:00
Author:
Fox
Posts: 211

2015-07-15 17:14:20 / Author: CarlosTrejo2308
-Sackbot patrol movement does not work
-DLC The muppets, when finish the final level and the 3 one. I t goes directly to the menu "Retry" "Continue" without going to the scoreboard and making imposible to get the prices
-DLC Marvels, in some parts of the levels, it does not show up some text that it should
-When reviewing and adventure map id does not give you the pin and the camara makes imposible to add tags
-I have a level with a section that if you go near it, it crash.

-In lbp.me the play button does not work, at least in US PS4
2015-07-15 17:14:20
Author:
CarlosTrejo2308
Posts: 8

2015-07-17 07:16:15 / Author: amiel445566
This is in the current 1.10 patch, I expressed my grievences >here< before I realized there was a stickied thread for posting things like this. Please take my requests and issues into consideration.

And if anyone can explain why the issue exists, then I would love to know, PM or reply in the thread.
2015-07-17 07:16:15
Author:
amiel445566
Posts: 127

2015-07-20 08:55:20 / Author: Hanfi1311
At the moment, many pictures are missing on LBP.me...

http://fs2.directupload.net/images/150720/j8dlz784.png

Can you please fix this, because now I generate empty signatures on LBP-HUB.com because of missing pictures on LBP.me... 

http://fs1.directupload.net/images/150720/rtpchxsi.png

When you refresh the page 20times, you have a chance, you'll get the pictures once...
Don't have this problem every time, sometimes, no pictures are missing, sometimes 5 of 10...

Sorry, when you have an empty signature like this one:
http://fs1.directupload.net/images/150721/94t9x456.png
2015-07-20 08:55:20
Author:
Hanfi1311
Posts: 210

2015-07-30 10:21:34 / Author: kubac2000
I've played LBP3 long enough to encounter these bugs: (PS3 VERSION)

Create mode, gameplay visuals issues etc.:

-I know it may be a developers choice but capping singals to 100% is really not a great decision. Many levels doesn't work anymore with this disadvantage. Even I was forced to cancel my project due to logic being limited.

-Shadows from light sources ex. light bulbs, LEDs are disappearing when either light source or object is moving. I don't care if shadows are bad quality, right now I'm annoyed with shadows fading out no matter how fast something's moving.

Multiplayer issues:

-Recently when player fails to join, host automatically is kicked with error "Failed to download game progress from (host's PSN ID)" and is forced to reset the game because sackboy won't respawn in pod. Player trying to join also has the same problem.

-4xplayer session are still not stable. Besides of problems I wrote above, leaving/going into level can easily break the session and kick every player. Following everybody to somebody to his pod as a host will be then stuck with infinite loading screen.

-Changing character in multiplayer still diverges.

-Having a costume and playing online is still impossible due to kicking to pod when leaving/entering level, sometimes you can join with custom costume but the chances are small.

Miscellaneous leftovers, forgetting to rename etc.

When inviting a player when he's not playing LBP3 will generate a message with description on it: "Hey! Let's play LBP2 (not 3 as it's supposed to be written, because I'm not inviting to LBP2), it's super fun!"

Adventure Progress Data and Popit Puzzles Progress Data should have their own icons, instead of empty level badge.

Adventure Mode:

- There's chance that something in Adventure may break and dissapear, also level links may dissapear so it's impossible to complete adventure, problem may be with saving data on Adventure mode since deleting Adventure Data helps. Fortunately I haven't got this problem yet, but I hear complaining about it from my friends.

This is so far my list of issues in game still happening in latest patch 1.11
2015-07-30 10:21:34
Author:
kubac2000
Posts: 329

2015-07-31 00:52:18 / Author: MaverickHP
https://youtube.com/watch?v=4C0Co6jaVxs
you're welcome.

https://youtube.com/watch?v=Si4vwQSE2wM
Forgot one XD
2015-07-31 00:52:18
Author:
MaverickHP
Posts: 18

2015-08-15 21:06:45 / Author: Hanfi1311
It's so frustrating when you finish a level, but you can't publish it...
Everytime an error... and it's a normal level, no adventure, can't believe it...
Will try tomorrow again, when I can't publish it, this was the last thing, I created in LBP3...

Edit:
Sunday morning, first 3 times failed, then could publish...
2015-08-15 21:06:45
Author:
Hanfi1311
Posts: 210

2015-08-27 13:30:15 / Author: Hanfi1311
I try to publish a level on PS4 since one week now, tried it every day, in morning, in evening, with and without trailer, no chance... same with patch 1.12... The level works great on my moon with up to 4 players...

@StevenI:
Can I send you the level and SumoDigital can find the error in the level or can you publish a level for me?
(Already asked the same on twitter some days ago)
2015-08-27 13:30:15
Author:
Hanfi1311
Posts: 210

2015-08-27 15:09:30 / Author: Cosheeta
I have had a few odd things happen to me on my PS3 version of LBP3.

First off there's just something spooky going on visually with Creatinators, each time I put them in a level~

https://www.youtube.com/watch?v=wBR_GdDr-uk

https://www.youtube.com/watch?v=AurBfdHpuiM

It's kinda funny.

Second of all when I make my own creature to play as, y'know with the sackbots and all,  I usually resize them to give more unique personalities, funny head sizes and everything. So playing as the creature works and all~ until you die, and when you respawn the sackbot creature is reverted back into it's default size suddenly. It's kind of annoying.

I guess a workaround would be to each time you'd die change back to sackboy and then to the custom creature again, but it would be very frustrating to play with such delays every time you'd die.
2015-08-27 15:09:30
Author:
Cosheeta
Posts: 9

2015-10-18 18:43:44 / Author: Psmerga
It is still not possible for the sackbot to pick up the custom powerups.
Instead, it throws the sackboy out of the controllinator and gives him the powerupp.
2015-10-18 18:43:44
Author:
Psmerga
Posts: 373

2015-10-21 21:05:05 / Author: Sound Friction
Feedback? Alright then:
- I really REALLY want that loading levels is done in the POD and then you can cancel loading. (WHY REMOVE THIS?!)
- No white loading screens. Just do black ones with a little loading icon in the left-down corner.
2015-10-21 21:05:05
Author:
Sound Friction
Posts: 437

2015-12-06 22:04:22 / Author: Indomitus1973
It would be nice to be able to cancel loading on a level.  It would be really cool if we were allowed to record a very brief video that would pre-load, play and repeat as our level's loading screen.


My feedback?
The gameplay tweaker needs the ability to control a couple other things.  For example:  Climbing.  It would be nice to be able to control the climbing speed and direction.  I'd wanted to include some climbing in the upside-down section of Paperland 2, but didn't have a way of flipping all the screen directions without blowing out my thermo on that one trick.

Here's one for the LBP4 wishlist...  An actual Gravity Tweaker.  Not anti-gravity, which just controls how much, but actually controlling what direction it pulls.  (Include a "top down" option if possible.)  Like anti-gravity it could be global, or place the tweaker on a player or object to affect only them.  For the players and sackbots, that would mean their animations behave like always, just pulled in a different direction.  If they're pulled up, they go up feet-first and "stand" on the ceiling, with all other physics and animations behaving in a relative way (same jump, for example, just flipped, and Swoop's flying would be turned to match).
Having a "local space" option on it could get a bit hairy from a programming standpoint, but it would be a very valuable addition to the tool box.

Another wishlist item: Costume Tweaker. Just put the Changeling feature on a tweaker so we can have multiple on a single sackbot, or even directly on the player. I'm working on a series of levels where sackbot characters need to change costume based on roles the player assigns during the game, between about 12 or so different costumes. At the moment, I think I'll have to use some emit/destroy method to do it, which might not even work.
2015-12-06 22:04:22
Author:
Indomitus1973
Posts: 75

2015-12-11 20:00:36 / Author: Indomitus1973
Here's a bug:
(maybe it was designed this way, but... really, guys?  REALLY?)

Sackbots can swim...  But not if you set them to follow or flee.  Kind of an issue if a waypoint happens to be under water or across an open section of water that you want the sackbot to swim across.  If they're set to follow or flee, then they electrocute as soon as they hit the water.  So they can only swim if they're just treading water?  Are you serious?
Some level designs need to be able to make sackbots behave just like a sackboy/girl in every respect.  That includes swimming (and drowning) and the custom powerups that players keep bringing up.  If I select that the sackbot can swim, I expect them to swim.
2015-12-11 20:00:36
Author:
Indomitus1973
Posts: 75

2016-01-10 13:20:47 / Author: Indomitus1973
Okay, here's some debug information that might help with the profile corruption issues.  I've now had it happen twice in a single month, both on my PS4.  Both times, the pattern for me has been the same:

- I start working on a general concept in a stand-alone level.
- I decide I want the idea to be a series of levels in an adventure.  (This usually happens after I've built quite a bit of logic and design, and this time the thermo was at about 33%)
- I backup the level I'm working on.
- I import that backup into a brand new adventure map and open it to work on it.
- Almost immediately, LBP3 starts throwing "this level is too complicated" and "changes to the profile could not be saved" messages at random times.  It does this on levels and sections where it didn't do it before, even ones not in the new adventure map.
- In the first case, that imported level suddenly became untouchable on the adventure map (couldn't move, backup, delete, change options, etc), I could only edit or play it.
- The first time, it wiped out everything on my Moon, but not my story progress.
- For the second one, I've noticed that it's already wiped out all my local backups, so I have evacuated all my PS4 projects to my Earth, online.
- The second one is still ongoing.  It hasn't hit full meltdown yet.
2016-01-10 13:20:47
Author:
Indomitus1973
Posts: 75

2016-01-16 13:50:45 / Author: kubac2000
PS3 (and possibly PS4) : Radar Tag (from Sci-Fi pack) and Followers.....
What I mean is,,.. Follower is not following an emitted tag from Radar Tag at all! Even if speed, strength, " Follow: Tag" and proper Tag color and name is set! It just falls within the gravity if detects Tag from radar, just like follower would be disabled. Please fix it Sumo, because this tool need it in my level. It works perfectly on LBP2 but not in LBP3 :/
2016-01-16 13:50:45
Author:
kubac2000
Posts: 329

2016-01-16 13:52:33 / Author: kubac2000
PS3 (and possibly PS4) : Radar Tag (from Sci-Fi pack) and Followers.....
What I mean is,,.. Follower is not following an emitted tag from Radar Tag at all! Even if speed, strength, " Follow: Tag" and proper Tag color and name is set! It just falls within the gravity if detects Tag from radar, just like follower would be disabled. Please fix it Sumo, because I need this tool in my level. It works perfectly on LBP2 but not in LBP3 :/
2016-01-16 13:52:33
Author:
kubac2000
Posts: 329

2016-01-21 13:13:56 / Author: kubac2000
PS3 (and possibly PS4) : Radar Tag (from Sci-Fi pack) and Followers.....
What I mean is,,.. Follower is not following an emitted tag from Radar Tag at all! Even if speed, strength, " Follow: Tag" and proper Tag color and name is set! It just falls within the gravity if detects Tag from radar, just like follower would be disabled. Please fix it Sumo, because I need this tool in my level. It works perfectly on LBP2 but not in LBP3 :/

Edit: Actually Follower is doing great job with following Tag which is rendered by Radar Tag tool. However I found that Follower completely turns off for some reason when I try to set In/Out Movement speed on it. I have already found how to fix it by myself: put 2 Followers on an object. 1st one tweak to have set 0.0 In/Out Movement and set Maximum Range to follow only rendered Tag. 2nd one with In/Out Movement set and infinite Maximum Range and Mininum Range set to make Follower not to try following rendered Tag, but the original one.

It is weird though, that Follower cannot follow rendered by Radar Tag, Tag's layer position. Instead tool completely turns off like it was never there. Is it something that Sumo never planned to have that function or it is ANOTHER thing that Sumo forgot? Also, I'm curious why Range option in Radar Tag uses the same circle to tell its range as in LBP2..
2016-01-21 13:13:56
Author:
kubac2000
Posts: 329

2016-04-10 00:03:34 / Author: moterhead1976
please fix the failed to load profile glitch plz
2016-04-10 00:03:34
Author:
moterhead1976
Posts: 108

2016-04-10 21:50:19 / Author: gurren009
There's a new glitch I encountered with the in-game store. It seems that whenever I try to click on content like "Brand New" or "Recommended" I get a bug that says there's nothing to currently buy. This is certainly odd lol

Update: Nevermind, it's working fine now!
2016-04-10 21:50:19
Author:
gurren009
Posts: 617

2016-12-11 17:29:33 / Author: monsieur_tim
It s will simple for us if you put all items from LBP 1 - 2 and 3 in one Level for to excuse your bugs problems.
2016-12-11 17:29:33
Author:
monsieur_tim
Posts: 14

2016-12-11 18:44:21 / Author: Platysynthesis
So when I have a multi-layer object (for example: a house) that has the Advanced In/Out Mover being used, it ends up distorted after a while. Some parts would end up in layers where it's not supposed to be and all, and it really messes up the model.

Is there a way to fix it? I'm using the PS3.
2016-12-11 18:44:21
Author:
Platysynthesis
Posts: 33

2016-12-11 22:11:48 / Author: Psmerga

Hi.
The distortion of the object happens always while picking the object between regular layers.
For example, if you put thin layer in the middle of the thick layer and then pick it with popit, it morphs the thin into thick layer.
So if you want to move such objects, you have to move it via sending controllinator.
You may always pick chips on it.
This way you can activate or deactivate the recieving controllinator in the chip.
This way it will not morph.
Hope this helps you.
2016-12-11 22:11:48
Author:
Psmerga
Posts: 373

2016-12-12 06:43:36 / Author: mdkd
Doesn't sound good. Sounds complex.

I had a bug at the Ziggurat, I collected some points, went to another place and than I fell out of the world. Haha, that was awesome. I posted a video in twitter about it.
2016-12-12 06:43:36
Author:
mdkd
Posts: 1856

2016-12-12 14:05:35 / Author: Addictex
I cannot re-download the marvel kit on my PS4! It's driving me crazy. I can't edit my levels anymore because I used the marvel kit and the season creator kit. I had them all on my PS3 and I purchased the marvel kit ages ago, so don't tell me I missed the dead line. This needs to be fixed because it's breaking the game for everyone. I ain't the only one having issues with this. I really wouldn't mind if I simply can't redownload the kit for now... but the game won't let me edit my levels anymore.
2016-12-12 14:05:35
Author:
Addictex
Posts: 86

2017-05-21 13:20:22 / Author: Angelicatoo
Hi, I would just like to say that the little black pop up messages from lbp (usually about a dlc you dont own, but other things as well) they come and go so fast that there is no time to read them.  Also it seems a bit nit picky to stop someone using or editing something because they dont own the dlc when that dlc is not available  to buy anymore.

AND, I suspect that when this happens, and someone has made their own community object to share, a lot of the time it is probably something so simple as they have used a material from some pack or other, which cant really be that big of a deal could it?
2017-05-21 13:20:22
Author:
Angelicatoo
Posts: 49

2017-05-21 21:39:36 / Author: mdkd
It's a bad thing to happen. The devs won't fix that, so we need to deal with it.
2017-05-21 21:39:36
Author:
mdkd
Posts: 1856

2017-05-25 11:38:09 / Author: Angelicatoo
Not being able to read the comments or not being able to open stuff because you dont own stuff that is impossible to buy now? Anyway please tell me: I notice that I was the first person to write in this thread for about a year, and the introduction was made in 2015 I think, so does it still apply. I didnt realise how old this game is when I bought it (not that that is an issue for me) but it would be nice to know if is worth giving feedback or not now.
2017-05-25 11:38:09
Author:
Angelicatoo
Posts: 49

2017-07-18 19:25:33 / Author: mdkd
Hello, please report the user 'CorruptedSackboy'. He copys uncopyable levels without any permission.

C'mon, if more users report him, the higher the chance gets, that he gets banned.
2017-07-18 19:25:33
Author:
mdkd
Posts: 1856

2017-07-19 19:04:57 / Author: mdkd
Steven took care of the problem. I am so thankful!
2017-07-19 19:04:57
Author:
mdkd
Posts: 1856

2017-11-16 23:45:39 / Author: Tristanplanet
I think there should be a full 360 camera. straight up, keeping track of layers, peeking behind things like they are a layer in front, looking up in fps-es, would really help

there should be a full 360 camera that keeps track of layers. looking up in fps-es would be solved.

2017-11-16 23:45:39
Author:
Tristanplanet
Posts: 2
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