Loakum *takes a sip of grape juice* The Great Awakening is happening…. (10 Weeks ago)
gigantor21 We getting any Tekken 8 demo footage? (> 3 Months ago)
dc_coder_84 Playing Half-Life 1 with ray tracing mod on Linux, yay ;) (> 3 Months ago)
nostradamus MS-Bethesda-ABK does have some ring to it. My oh my, (> 3 Months ago)
Loakum Sony’s PlayStation Showcase was weaksauce….except for 5 great upcoming games. (> 3 Months ago)
Loakum *takes a sip of grape juice* Ah…such a good vintage. (> 3 Months ago)
nostradamus @dc_coder_84: [url] (> 3 Months ago)
Driftwood Download is now functional again on Gamersyde. Sorry for the past 53 days or so when it wasn't. (> 3 Months ago)
Driftwood Another (French) livestream today at 2:30 CEST but you're welcome to drop by and speak English. I will gladly answer in English when I get a chance to catch a breath. :) (> 3 Months ago)
Driftwood GSY is getting some nice content at 3 pm CEST with our July podcast and some videos of the Deus Ex Mankind Divided preview build. :) (> 3 Months ago)
Driftwood For once we'll be live at 4:30 pm CEST. Blim should not even be tired! (> 3 Months ago)
Driftwood More Quantum Break coverage coming in a few hours, 9:00 a.m CEST. (> 3 Months ago)
Driftwood We'll have a full review up for Firewatch at 7 pm CET. Videos will only be tomorrow though. (> 3 Months ago)
Driftwood Tonight's livestream will be at 9:15 GMT+1, not GMT+2 as first stated. (> 3 Months ago)
Or, you can get an near infinite amount of usage from both titles, by taking advantage of the user created engine present in both titles. The user generated creation tools in LBP are pretty much what most PC gamers would call a level editor. They have been around on PC shooters for almost 15 years now, and are quite popular. What Media Molecule did with LBP, was bring a level editor to a side-scrolling platformer. I do not recall that ever being done before (at least not on console), and I that really was what all the excitement was about - and rightly so, more games should have level editors; and they shouldn't be relegated exclusively to shooters and RTS. Far Cry 2 has one of the best level editors ever to grace a game, much less grace one on console. It is every bit as much as awesome as the user creation tools in LBP, and in many ways, even moreso. If only you could create a single-player experience with the Far Cry 2 level editor, instead of just multiplayer, and it may have gotten just as much attention as LBP - it certainly deserves so.
Kodu on the other hand, is more along the lines of what PC gamers would call a mod. A mod is much different than a level editor. In a mod you get a level editor, but you also get the ability to create and tweek AI, and all the interactions between the bots, NPCs and player. In almost every respect, working a mod, is every much as creating a real game. Case and point, the original Half Life and the original Team Fortress, both are completely different mods made from id Software's Quake.
With mods, you can take a given engine, and create a completely different game. With a level editor, you can customize and create your own levels, but you cannot change the timing and collisions and AI and or even the base geometry, all the things that make individually different games, unique. And that really is the comparison between LBP an Kodu. The former is a game with a level editor built in, and the latter is a complete game engine in which you can build completely different games.
As has been stated before, any other comparison going any further than that, really is not doing either product justice.
That said, as much as I enjoy toying around with Kodu, it only makes me wish more than ever, that Ubisoft Montreal would take the Dunia Engine, and the level editor from Far Cry 2, and create something very similar to Kodu with it. They have already got quite possible one of the best level editors I have ever seen in a videogame - anyone notice how much Sony's upcoming ModNation Racers borrows from the Far Cry 2 level editor? The only thing missing from that editor, is giving the gamer the ability to change all the pertinent stuff like AI and inter-character interaction. If Ubisoft were to take that engine, with that editor fleshed out in a similar fashion as Kodu, and packaged it up nice and pretty, I would actually pay full price for that.
Oh well, I guess a boy can dream.
"Blogging is like masturbating into a mirror while you videotape yourself, so you can watch it later, while you masturbate " - LEWIS BLACK (2008)
El perro, el perro es mi corazón
El gato, el gato, el gato es no bueno
Cilantro es cantante
Cilantro es muy famoso
Cilantro es el hombre con el queso del diablo!
When I was still ranging in the single digits, I was already pretty familiar with BASIC-A.. and it wasn't long after that when I was learning Pascal and C.
And I don't remember much from back then. So I reckon I was smarter.
LBP fizzled largely due to the lack of ingenuity and creativity of users. Kodu will fail more so on this front, but the opportunity to those with some ideas and the patience to impliment them will be rewarded. if people are going to compare LBP allows you to mod an existing game that is already a solid platformer wheras Kodu has no essential or refined game mechanic. On the inverse LBP is quite limited in terms of game design variety, NPC interaction, and game objectives. In this regards Kodu is many times more robust. It is only the things Kodu lacks (streaming levels together, more fine-grained/in-depth control of the most minute detail one could imagine, e.g. turn acceleration, bullet inertia, etc) cannot be expected of the first release of the tool and would skew some of the point by offering too many features making the game inwieldly.
Now that I think about it we should have some Kodu contests...
Pwn'd by Phaethon360.
LittleBigPlanet's primary flaw was it was too difficult to find the good levels that did exist, at least initially.
XBL/PSN: deftangel. Views are my own and not representative of my employers. Boulets aren't the end of the world, you will get over them! Reading and constructive discussion classes are available, enquire via PM
LittleBigPlanet's primary flaw was it was too difficult to find the good levels that did exist, at least initially.
"Blogging is like masturbating into a mirror while you videotape yourself, so you can watch it later, while you masturbate " - LEWIS BLACK (2008)
http://www.eurogamer.net/articles/kodu-game-lab-ar...
http://www.eurogamer.net/articles/kodu-game-lab-ar...
** Yes We CAN!! **
Kaz Hirai - Sony
"We don't provide the 'easy to program for' console that [developers] want, because 'easy to program for' means that anybody will be able to take advantage of pretty much what the hardware can do" LOLOLOLOL!!
El perro, el perro es mi corazón
El gato, el gato, el gato es no bueno
Cilantro es cantante
Cilantro es muy famoso
Cilantro es el hombre con el queso del diablo!
** Yes We CAN!! **
Kaz Hirai - Sony
"We don't provide the 'easy to program for' console that [developers] want, because 'easy to program for' means that anybody will be able to take advantage of pretty much what the hardware can do" LOLOLOLOL!!
El perro, el perro es mi corazón
El gato, el gato, el gato es no bueno
Cilantro es cantante
Cilantro es muy famoso
Cilantro es el hombre con el queso del diablo!
** Yes We CAN!! **
Kaz Hirai - Sony
"We don't provide the 'easy to program for' console that [developers] want, because 'easy to program for' means that anybody will be able to take advantage of pretty much what the hardware can do" LOLOLOLOL!!
Take a bath!? Get a bike!
Mods, stop changing my SIG! I'm going to end up banning you!
As for specific objects having classes of options the point of the game is to program and they give you a variety of objects for each class. There is a dozen objects that can accomplish the design goals you mention.
Sure, it would be nice to have more options, clearer syntax, more objects, etc. e.g. the FPS camera is wonky, not having an object that is more affected by friction and gravity (like a ball a player can control), etc does pose some problems but some of the stuff people are doing is very cool. Like any language you have to think it through and have a creative idea.
Pwn'd by Phaethon360.
Take a bath!? Get a bike!
Pwn'd by Phaethon360.
The goal of Kodu should, and probably is, to make game creation easy as pie and fun. I just feel a lack of some basic things If, then and else branches that could easily ahve been implemented and made a lot of stuff easier.
Oh and i you ahve a lot of experience with it, how do you spawn in enemies? I want to spawn enemies at a certain point and have them behave in a certain way straight off the bat, how do i do stuff like that?
Take a bath!? Get a bike!
I feel that way with Blogger at this point. A brilliantly, awesomely accessible thing but ultimately when your vision is grander than the scope of the tools it just becomes a nuisance.. and what's worse? You've learnt absolutely nothing!
I do feel that starting from scratch is an endeavour I'd never embark on with regards to game development, but there are far better "engines" around for PC if you really want proper creative freedom and learn something in the process.
http://modeseven.blogspot.com | Dominic and Simon - dyanamic games blog duo!
The goal of Kodu should, and probably is, to make game creation easy as pie and fun. I just feel a lack of some basic things If, then and else branches that could easily ahve been implemented and made a lot of stuff easier.
Kodu is, from their own mouths, first and foremost a programming tool aimed to teaching children the concepts of programming as well as game design. It is immediately accessible through a intuitive programming language where basic tasks can be assigned quickly. But it is a design and programming framework--you don't only control the game, you are responsible for programming it as well.
They may have been able to appeal to people with your taste better with having a slew of complex pre-fabbed games and toolsets so you could "mod" what you want, but that isn't the point: it is a creative pallet where you the user define and design the world (within the limits of the framework of course).
Pwn'd by Phaethon360.
Kodu is exactly the opposite. Where Kodu fails is that it is a $5 game made by 6 people and it is ment to (a) excell at being a visual programming framework aimed at all levels of users and (b) jack of all trades, ammendable to all sorts of basic genres. Kodu, within the limitations of the framework (basic graphics, rudimentary code limited to 6 pages per object, limited assets, limited controls over control inputs, no linking together of levels, and so forth) you DON'T have that fat man in the way. You can do whatever you want immediately: SP, 1v1, coop, 2v2, 3v1, 4 player free for all in all sorts of game styles and concepts.
What Kodu requiers, though, is creativity and problem solving. Something "mods" pretty much don't require because the designers already figured those issues out.
Pwn'd by Phaethon360.
I think Kodu is fundamentally flawed and downright deceptive in a way. It's like learning how a computer works by trying to figure stuff out from Windows' interface.
http://modeseven.blogspot.com | Dominic and Simon - dyanamic games blog duo!
Mods, stop changing my SIG! I'm going to end up banning you!
Lebato: wow, someone else that actually thinks braid is overrated. Hallelujah.
Take a bath!? Get a bike!
Mods, stop changing my SIG! I'm going to end up banning you!