Littlebigplanet 3 Ui Update

Littlebigplanet 3 Ui Update 9,1/10 1472 reviews

Hello Everyone! Hope you're all enjoying your first steps into the world of LittleBigPlanet 3! We're really enjoying reading all of your positive experiences with the game so far and look forward to hearing more about your new adventures. It's come to our attention though that a number of you are running into a few issues that's hampering your enjoyment.

Sackboy has always been an avid collector of goodies and costumes, so he’s super-happy for us to tell you today that all of your previously purchased DLC and all of your collected LittleBigPlanet and LittleBigPlanet 2 goodies will be carried forward into! Your DLC Collection will carry forwards to LittleBigPlanet 3!You will be able to bring all of your LittleBigPlanet and LittleBigPlanet 2 Level Packs straight to LittleBigPlanet 3, along with your entire wardrobe of outfits for your Sackboy or Sackgirl! So if you have a whopping collection of goodies that you have purchased over the last six years, you can be rest assured that a simple re-download from LBP3’s in-game store will add your favourite content back into your Popit for use in LittleBigPlanet 3 at no additional cost. Import Your Profile into LittleBigPlanet 3!Not only is it good news for your DLC Collection because if you’re a long-time fan and have played either LittleBigPlanet or LittleBigPlanet 2 previously, you will be able to import all of the goodies that you have collected in those titles to use in LittleBigPlanet 3. That’s right!

Every single Costume Piece, Material, Object, Music Track and any other creative goodies that you have collected in your previous adventures with Sackboy will be able to be imported into LittleBigPlanet 3! I’ve read up on some of the new Create features from the beta and I think these tools compensate for the Level of Detail.‘Soooo, how about them infinity levels?

The term is a slight misnomer, as explained by StevenI in another thread the infinity levels are possible because of the new Dynamic Thermometer. By turning on a Dynamic Thermo, you tell the level to only load what is currently on screen (and you can set loading area sizes and shapes, choosing from standard rectangles to long rectangles, squares, etc) – this opens up the crushing limitations many of us face when we just want to squish all the logic, assets and pretties we can into one tight space.

I don’t think many have had the chance to play with this feature extensively enough yet, but here’s the gist of it.You turn on Dynamic thermometer, and select your loading area. Now, bear in mind that when you do this, objects off-screen are n. I’ve read up on some of the new Create features from the beta and I think these tools compensate for the Level of Detail.‘Soooo, how about them infinity levels? The term is a slight misnomer, as explained by StevenI in another thread the infinity levels are possible because of the new Dynamic Thermometer. By turning on a Dynamic Thermo, you tell the level to only load what is currently on screen (and you can set loading area sizes and shapes, choosing from standard rectangles to long rectangles, squares, etc) – this opens up the crushing limitations many of us face when we just want to squish all the logic, assets and pretties we can into one tight space.

I don’t think many have had the chance to play with this feature extensively enough yet, but here’s the gist of it.You turn on Dynamic thermometer, and select your loading area. Now, bear in mind that when you do this, objects off-screen are not ‘present’ in the level – much as though they are being streamed to the player’s system.

So if you’re working with wireless logic etc, you’ll need something to help you There’s a tool for that!The Permanency Tweaker can be used to tell a level that an object is ‘always on’ – say you have a logic epicentre, filled to the brim with broadcasting chips for that yummy wireless logic awesomeness. Pop a permanency tweaker on it and the level will always listen. Without the tweaker, if this logic centre were off-screen, it would be ignored.’. ‘The Preloader is also a very handy tool where you can select items which should be loaded before the player arrives at them. A complex object, for example, or You know, I don’t know.

I’m hoping someone else can shed more light on this one – but my guess is it will help the creator to reduce lag incurred by streaming a supermassive section as opposed to getting it prepped beforehand.On a similar tangent, the Loading Linker is a tool which feels like an advanced glue tool – using it, you select pieces of the level which belong with each other, so that they always load together. Just imagine a character that you’ve lovingly crafted from materials is loaded, but only one half shows up at a time! This just won’t do – using this tool will (I presume) ensure that materials that belong together, stay together.Summary:Infinity Levels – are they infinite? In physical space No. They still use the same building area as other levels on LBP3 (which does feel substantially bigger btw that m. ‘The Preloader is also a very handy tool where you can select items which should be loaded before the player arrives at them. A complex object, for example, or You know, I don’t know.

I’m hoping someone else can shed more light on this one – but my guess is it will help the creator to reduce lag incurred by streaming a supermassive section as opposed to getting it prepped beforehand.On a similar tangent, the Loading Linker is a tool which feels like an advanced glue tool – using it, you select pieces of the level which belong with each other, so that they always load together. Just imagine a character that you’ve lovingly crafted from materials is loaded, but only one half shows up at a time! This just won’t do – using this tool will (I presume) ensure that materials that belong together, stay together.Summary:Infinity Levels – are they infinite? In physical space No. They still use the same building area as other levels on LBP3 (which does feel substantially bigger btw that might be my imagination, so not confirmed yet) But with the dynamic thermo and the infinity level tools, you will be able to squeeze so much more epic into your levels!’. Just as I anticipated!

LBP has always kept its community connected. LBP 3 is shaping up to be the best game of this year.

Hats off to you Steven, and all the others working on the game:)I do have one question however. From BETA footage of LBP 3 (how controversial!), the story levels from the first game (in the gardens) re-appeared, except the player controlled Toggle.

These levels were either incredibly well done recreations of the first game, or they were ported in somehow.This got me thinking.perhaps in a future update, would you ever consider bringing in the stories from LBP 1 and 2, for players to play again? There are many people out there who haven’t collected all the prize bubbles, or even had the chance to play the stories the first two games. Perhaps you could create a pod portal that sends us back in time:). This is the best. You don’t need to fiddle around with usb sticks or anything you just need to have the Pin This is amazing!This is the best system for transferring save data and items ever! Its all online!

This is great for someone who had their PS3 bricked (me) and is about to get a PS4!I was worried at first that the team at Sumo would mess some things up, but no Every single news piece afterwards about this game really made me change my mind. And this blog post right here is the icing on the cake.I can’t wait to play it. I’m also curious if “level packs” containing the LBP1 and LBP2 content will be available so we can play those games on PS4 with the rendering improvements.The Move levels/puzzles in LBP2 were incredibly fun; does LBP3 have Move levels? It was a really fantastic way to support multi-player for people who weren’t skilled with the DualShock.does LBP3 support stereo 3D on 3DTVs, at least on PS4? Trine 2 is just beautiful in 3D on PS4, and the extra depth levels in LBP3 would really lend themselves to stereo 3D!

Thank you for the update, and hopefully more updates will come as WinUI 3.0's initial feature set is locked down, and any new controls or control features that have been proposed, which may make it into WinUI 3.0.Oh and documentation about how WinUI in Desktop will work, and differ from UWP, WPF, and Win32 would be very useful to pre-empt the umpteen amount of questions that will come.Perhaps a nice matrix of what is included with which combination of frameworks and APIs, along with the architecture diagrams we got at Build! Our focus is still Windows 10 and 8.1, but we hear the feedback that some of you still have users & customers on Win7 and we'll be evaluating the market and options over time.Assuming this implantation of the UI framework is designed with the idea in mind of portability, at least enough so its UI core (rendering / input) can function under any Windows OS that supports.NET Core 3+ what limitations on Windows 7 would there even be? Seems like most of the features people use on the desktop would just work and for special / platform specific ones that don't, maybe keep them away from being part of the core UI system and keep them in platform specific packages such as (Win10, Win8.1, Win7 Nugets etc).Also if there was a cross-platform XAML that had the same look and feel across all devices (Win32, Android, iOS and WASM) like you can do with HTML (but not Xamarin sadly) my company would have jumped on it years ago.Also glad you guys consider this a 'marathon (great Bungie game too)'. The less fragmentation in the XAML space the better for everyone and taking to many short cuts will just end you back where you started;). It's a native framework built on OS APIs, and it relies on new functionality in Win8/Win10 that wasn't present in Win7 - in some cases for core featuresIn my mind what constitutes a 'core feature' wouldn't be something that relies on OS specifics besides of course rendering and input.

Which in those cases would be abstraction layers anyone can extend. At a foundational level one in theory should be able to render the UI with a custom software-renderer and do Input with a custom XInput backend with a virtual cursor if so desired. If you can do that kind of modularity you can pretty much do anything and extending the platform support becomes extremely easy (as is done in games).

You spend a little more time in this area and down the road everything takes a lot less effort. If WPF XAML was designed this way it could have just been taken and used in UWP apps. Technical debt will just become an endless loop otherwise.Things like tray-icon support etc could be in a 'WinUI Windows basic features (Win7-Win10)' package. Things like push notifications could be in a 'WinUI Windows extended features (Win8-Win10)' package.Hope that makes sense. It's all theoretically possible, and we have lots of platform abstraction expertise on the team.

As with anything, it just comes down to cost, schedule and expected benefit 😊In addition to development and testing costs (which would extend into potentially non-obvious areas, for example ensuring everything works with old assistive technologies) we also have to consider support cost over long timespans.Do you expect to have new customers on Win7 in 2020+? Feedback and definite use cases do help us prioritize.

In addition to development and testing costs (which would extend into potentially non-obvious areas, for example ensuring everything works with old assistive technologies) we also have to consider support cost over long timespans.Do you expect to have new customers on Win7 in 2020+? Feedback and definite use cases do help us prioritize.I don't see much benefit in adding compatibility to Win7 for WinUI 3.0 - Linux, Android, iOS, iPadOS and MacOS however, may be beneficial for providing a cross platform solution, which does not rely on native UI frameworks.

Do you expect to have new customers on Win7 in 2020+? Feedback and definite use cases do help us prioritize.No my company does not.

I was giving more of a design argument in an area I've seen XAML struggle with in all its iterations (from my perspective) but ya I totally see why MS wouldn't want to spend time there. However it would be cool if WinUI was capable enough for others to do this work if they needed to (which tends to happen I've noticed) without going down a rabbit hole of Windows dependencies as is the case with WPF now.To be clear on what my company would love to see is Android and WASM support be a little more official than UNO (and 3 years ago). We make management software that governs the state of a collection of local computers and system setups usually involving a big need for Win32 APIs (UWP would never work for us but we like the UI because of compile-time errors unlike HTML build systems) and our clients + us need Win32 + Android + Browser UI experiences that have a uniform experience and feel.

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HTML is just a big pain point as it adds needless abstraction and complexity that otherwise not need be there as our primary code base is in C#.Hope thats better feedback for ya. Thank you for the team for transparency.I would like to mention the importance of line-of-business software in helping people in solutions of various problems.I worked for a while with the Lightswitch tool and had a significant gain in construction time. Rapid application development has been very promising for LOB applications. But with the patent wars in the USA is very taken seriously, it took the product to be terminated.We know we have INotifyDataErrorInfo for next delivery. But It would be wonderful if WinUI had RAD resource for future deliveries like 3.x onwards.