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Forums - Sony Discussion - The floaty jump should no longer be a problem

Severance said:
can someone explain this floaty jump bug ? i don't know what it is actually.

It's not a bug.  It's just... a LOT of people don't like how Sackboy jumps in the original LBP... because it's well... floaty.  Slow physics like that have been universally derided since the NES days... and it can ruin a platformer for anyone who is used to the tight jumping you'd find in a Mariobrothers/Megaman/Castlevania type game.z



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joeorc said:
SHMUPGurus said:
Wow... I don't get some of you guys. Why would you want to "adapt to the jump" and use a reason like "it's part of the game, that's how they wanted it?" I mean, really? It's like saying "play football, but on ice! It's a different way to play that I force on you for no valid reason when everyone is used to the superior way of playing!"

What I'm saying here is that the core gameplay is a platformer. It should feel like a platformer. And I shouldn't have to time my jumps two seconds before you hit the corner of a platform or else you'll fall down the spikes or something. It needs to be precise. I'm glad that acceleration parameter in the character is somehow getting fixed because yes, that was the main problem in the first one, especially for completing the challenges.

For your information, I played the game for at least two months (well, tried to actually).

and it does, just because the jump physic's is not the same as say for example: Mario does make it anyless of a platformer.

the fact that it was designed the way it was make's it unique. the fact that you can now tweak the setting's in little big planet 2 for less jump physic's , mean's exactly that.

It's not getting fixed, there is now an option for you to change what you want. to you it was a flaw, to me on the otherhand i thought it to be one of the thing's i love about Little Big Planet.

with tweaking it now add's more dynamic to it.

 

Any less of a platformer... no...

a WORSE platformer.  Yes.

It's like saying having laggy imputs doesn't make a fighter any less of a fighter.  It doesn't... however it makes it a WORSE fighter.  It's not about "Playing like mario".  There are tons of 2D platformers all with different control methods.

Outside of LBP... the ones with floaty jumps have all been unviersally panned, and for good reason.  Floaty jumps mean one of two things.

1) The controls are bad.

2) The platforming involves no challenge as you have too much time to react.  It's like playing in slowmow.

It also puts a strange disconect in moving while on moving objects... and causes a number of other factors.  The fact that you can change Sackboys Physics is a HUGE win, though it will be bothersome to have to discover a good setup on your own.  LBP tends to avoid the criticism of the jumping just because of the rest of the package.

Having good and tight "non-floaty" jump physics is about as important to a platformer as accurate controls are to a FPS and low input lag in a fighting game.



Kasz216 said:
joeorc said:
SHMUPGurus said:
Wow... I don't get some of you guys. Why would you want to "adapt to the jump" and use a reason like "it's part of the game, that's how they wanted it?" I mean, really? It's like saying "play football, but on ice! It's a different way to play that I force on you for no valid reason when everyone is used to the superior way of playing!"

What I'm saying here is that the core gameplay is a platformer. It should feel like a platformer. And I shouldn't have to time my jumps two seconds before you hit the corner of a platform or else you'll fall down the spikes or something. It needs to be precise. I'm glad that acceleration parameter in the character is somehow getting fixed because yes, that was the main problem in the first one, especially for completing the challenges.

For your information, I played the game for at least two months (well, tried to actually).

and it does, just because the jump physic's is not the same as say for example: Mario does make it anyless of a platformer.

the fact that it was designed the way it was make's it unique. the fact that you can now tweak the setting's in little big planet 2 for less jump physic's , mean's exactly that.

It's not getting fixed, there is now an option for you to change what you want. to you it was a flaw, to me on the otherhand i thought it to be one of the thing's i love about Little Big Planet.

with tweaking it now add's more dynamic to it.

 

Any less of a platformer... no...

a WORSE platformer.  Yes.

It's like saying having laggy imputs doesn't make a fighter any less of a fighter.  It doesn't... however it makes it a WORSE fighter.  It's not about "Playing like mario".  There are tons of 2D platformers all with different control methods.

Outside of LBP... the ones with floaty jumps have all been unviersally panned, and for good reason.  Floaty jumps mean one of two things.

1) The controls are bad.

2) The platforming involves no challenge as you have too much time to react.  It's like playing in slowmow.

It also puts a strange disconect in moving while on moving objects... and causes a number of other factors.  The fact that you can change Sackboys Physics is a HUGE win, though it will be bothersome to have to discover a good setup on your own.  LBP tends to avoid the criticism of the jumping just because of the rest of the package.

Having good and tight "non-floaty" jump physics is about as important to a platformer as accurate controls are to a FPS and low input lag in a fighting game.

a worse platformer?

that's very subjective i think based on a gamer's play style. I for one love the Play style of Little Big Planet, just because I may be in a small group that love the control scheme does not mean the game is worse than other platformer's, that's just subjective based on each gamer's Opinion.

though I can see from other gamner's perspective on how they think it is, but like i stated that's based on their own perspective. that does not mean it's a worse platformer though, maybe for them but not for everyone.

 



I AM BOLO

100% lover "nothing else matter's" after that...

ps:

Proud psOne/2/3/p owner.  I survived Aplcalyps3 and all I got was this lousy Signature.

lol worse platformer since it's not easy to adapt to some ppl :P funneh

Reminds me of some COD players, a slight change in controls in other games makes them go gaga, not much of a gamer if you can't handle that much challenge imo

ANd notice how pretty much a few individuals are whining in all LBP threads about the same things over and over again? Heck if it's corrected in the sequel, they STILL wanna whine about the 'previous' game at least, kinda transparent

I for one will pick up LBP gameplay over Mario any day, I outgrew Mario platforming way way back, felt it was more of the same every time but LBP levels offered something new for me, this innovative aspect makes LBP a better Platformer imo, hate it or love it is one of the best new IP's this gen



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joeorc said:
Kasz216 said:
joeorc said:
SHMUPGurus said:
Wow... I don't get some of you guys. Why would you want to "adapt to the jump" and use a reason like "it's part of the game, that's how they wanted it?" I mean, really? It's like saying "play football, but on ice! It's a different way to play that I force on you for no valid reason when everyone is used to the superior way of playing!"

What I'm saying here is that the core gameplay is a platformer. It should feel like a platformer. And I shouldn't have to time my jumps two seconds before you hit the corner of a platform or else you'll fall down the spikes or something. It needs to be precise. I'm glad that acceleration parameter in the character is somehow getting fixed because yes, that was the main problem in the first one, especially for completing the challenges.

For your information, I played the game for at least two months (well, tried to actually).

and it does, just because the jump physic's is not the same as say for example: Mario does make it anyless of a platformer.

the fact that it was designed the way it was make's it unique. the fact that you can now tweak the setting's in little big planet 2 for less jump physic's , mean's exactly that.

It's not getting fixed, there is now an option for you to change what you want. to you it was a flaw, to me on the otherhand i thought it to be one of the thing's i love about Little Big Planet.

with tweaking it now add's more dynamic to it.

 

Any less of a platformer... no...

a WORSE platformer.  Yes.

It's like saying having laggy imputs doesn't make a fighter any less of a fighter.  It doesn't... however it makes it a WORSE fighter.  It's not about "Playing like mario".  There are tons of 2D platformers all with different control methods.

Outside of LBP... the ones with floaty jumps have all been unviersally panned, and for good reason.  Floaty jumps mean one of two things.

1) The controls are bad.

2) The platforming involves no challenge as you have too much time to react.  It's like playing in slowmow.

It also puts a strange disconect in moving while on moving objects... and causes a number of other factors.  The fact that you can change Sackboys Physics is a HUGE win, though it will be bothersome to have to discover a good setup on your own.  LBP tends to avoid the criticism of the jumping just because of the rest of the package.

Having good and tight "non-floaty" jump physics is about as important to a platformer as accurate controls are to a FPS and low input lag in a fighting game.

a worse platformer?

that's very subjective i think based on a gamer's play style. I for one love the Play style of Little Big Planet, just because I may be in a small group that love the control scheme does not mean the game is worse than other platformer's, that's just subjective based on each gamer's Opinion.

though I can see from other gamner's perspective on how they think it is, but like i stated that's based on their own perspective. that does not mean it's a worse platformer though, maybe for them but not for everyone.

 

I can buy your opinion... so long as it's also your opinion that a fighter who has a noticeable lag between when a button is pressed and when a character does something doesn't mean that fighter is a worse fighter.

Some people may enjoy the delay afterall.

Which is the point... there are a few things that AREN'T really opinion.  A very small amount of things but they do exist.  Sure some people MAY like these things better when they are worse... just how some people may perfer a car that often has minor problems because it makes sure they get it to the garage on a regular basis or enjoy a fighter where your imputs don't always register because it evens it up that your better friends can't always hit off an awesome combo because their special moves may not register.  People can still have opinions about facts.

For Platformers it's smooth jump physics, for fighters it's move register, for FPS it's control accuracy, for Sports games it's stat accuracy... there are a few things each inherent to their own genre that aren't really an opinion anymore.



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Any less of a platformer... no...

a WORSE platformer.  Yes.

It's like saying having laggy imputs doesn't make a fighter any less of a fighter.  It doesn't... however it makes it a WORSE fighter.  It's not about "Playing like mario".  There are tons of 2D platformers all with different control methods.

Outside of LBP... the ones with floaty jumps have all been unviersally panned, and for good reason.  Floaty jumps mean one of two things.

1) The controls are bad.

2) The platforming involves no challenge as you have too much time to react.  It's like playing in slowmow.

It also puts a strange disconect in moving while on moving objects... and causes a number of other factors.  The fact that you can change Sackboys Physics is a HUGE win, though it will be bothersome to have to discover a good setup on your own.  LBP tends to avoid the criticism of the jumping just because of the rest of the package.

Having good and tight "non-floaty" jump physics is about as important to a platformer as accurate controls are to a FPS and low input lag in a fighting game.

So does that mean games like Loco Rocco are worse games than Mario?  They have floaty physics too and are pretty well reviewed.  What about Kirby or Super Princess Peach, and Klonoa?  I just thought those games were different and that's what made them worth playing. Regardless,  all games with floaty physics have not been universally panned. It appears that having "non-floaty" jumps physics isn't about as important to having a good platformer as you would like it to be.



nitekrawler1285 said:

Any less of a platformer... no...

a WORSE platformer.  Yes.

It's like saying having laggy imputs doesn't make a fighter any less of a fighter.  It doesn't... however it makes it a WORSE fighter.  It's not about "Playing like mario".  There are tons of 2D platformers all with different control methods.

Outside of LBP... the ones with floaty jumps have all been unviersally panned, and for good reason.  Floaty jumps mean one of two things.

1) The controls are bad.

2) The platforming involves no challenge as you have too much time to react.  It's like playing in slowmow.

It also puts a strange disconect in moving while on moving objects... and causes a number of other factors.  The fact that you can change Sackboys Physics is a HUGE win, though it will be bothersome to have to discover a good setup on your own.  LBP tends to avoid the criticism of the jumping just because of the rest of the package.

Having good and tight "non-floaty" jump physics is about as important to a platformer as accurate controls are to a FPS and low input lag in a fighting game.

So does that mean games like Loco Rocco are worse games than Mario?  They have floaty physics too and are pretty well reviewed.  What about Kirby or Super Princess Peach, and Klonoa?  I just thought those games were different and that's what made them worth playing. Regardless,  all games with floaty physics have not been universally panned. It appears that having "non-floaty" jumps physics isn't about as important to having a good platformer as you would like it to be.

Er... none of those games you listed actually have floaty physics.

They have tight jumping that allow a floating game options.  I'm not sure if you've actually played any of those games, but you can find plenty of videos on youtube that can show you the difference... or if you happen to own one or more of them... you should play one... then play LBP.  It'll explain a lot.  Either way, not really worth argueing.

This may actually get me to pick up my copy of LBP for the first time in forever, just in the knowledge that a better game is out for which I can use the content on.  Looking foward to it.  Probably will hold off getting Games Factory on PC and instead just pick up LBP2.

This is a good thing.



SHMUPGurus said:
Wow... I don't get some of you guys. Why would you want to "adapt to the jump" and use a reason like "it's part of the game, that's how they wanted it?" I mean, really? It's like saying "play football, but on ice! It's a different way to play that I force on you for no valid reason when everyone is used to the superior way of playing!"

What I'm saying here is that the core gameplay is a platformer. It should feel like a platformer. And I shouldn't have to time my jumps two seconds before you hit the corner of a platform or else you'll fall down the spikes or something. It needs to be precise. I'm glad that acceleration parameter in the character is somehow getting fixed because yes, that was the main problem in the first one, especially for completing the challenges.

For your information, I played the game for at least two months (well, tried to actually).

Or it could be like this:

You guys are used to playing rugby, and when asked to play football, you complain about the rules.

LittleBigPlanet is not Mario.  It's not Megaman or Castlevania (in response to Kasz's comment).  It's LittleBigPlanet.  The point of LittleBigPlanet isn't to make Mario level clones.

My friend's little brother (11 yrs old) loves LittleBigPlanet.  Maybe it's because he isn't a jaded old gamer who grew up with Mario and demands that everything play like Mario.  Maybe we (because I'm also not a big fan of the floaty jumping, although the game did grow on me eventually) need to learn to be more open minded about what a platformer can be like.

Or maybe we're right, and my friend's little brother is an idiot who doesn't know a good platformer if it hit him in the head, and the controls are terrible and it's a sorry excuse for a game.



bobobologna said:

Or it could be like this:

You guys are used to playing rugby, and when asked to play football, you complain about the rules.

LittleBigPlanet is not Mario.  It's not Megaman or Castlevania (in response to Kasz's comment).  It's LittleBigPlanet.  The point of LittleBigPlanet isn't to make Mario level clones.

My friend's little brother (11 yrs old) loves LittleBigPlanet.  Maybe it's because he isn't a jaded old gamer who grew up with Mario and demands that everything play like Mario.  Maybe we (because I'm also not a big fan of the floaty jumping, although the game did grow on me eventually) need to learn to be more open minded about what a platformer can be like.

Or maybe we're right, and my friend's little brother is an idiot who doesn't know a good platformer if it hit him in the head, and the controls are terrible and it's a sorry excuse for a game.

At bolded: Funny you mention this, because it is EXACTLY after some people made Mario clone levels that people started to mention how the jump felt weird and out of place.

At the rest: Whatever they were trying to do with the jump mechanics, well I guess it works for certain people that never experienced the good old classics of the genre, but for the rest, that's why I'm here I guess! It just feels weird to go back after playing the defining games that made the genre in the last couple of years. Don't blame me, blame the companies that spoiled gamers like me, haha. This is why I'm okay with them giving the choice to have tight jump physics or not (we only need to see what's the default setting for the single player levels).

By the way, about your last paragraph, no one mentioned that LBP was a sorry excuse for a game. I'm not saying the floaty jump is a game breaking stuff. It's just that for people that want more out of the game (like I mentioned, the challenges), well they can find a nasty surprise! And please people, stop telling me to learn how to jump LBP style! I've been playing games for I don't know how long and I've played games with worst mechanics than LBP's jump, and I can assure you that I don't suck at games. I adapt really fast to new mechanics, but don't come and tell me THIS is a feature, that's all. I completely agree with Kasz when he says there are opinions about stuff and then there's obvious stuff. I wouldn't have said it better in his post.

Last thing, about your friend's little brother, I would actually be curious to hear what he thinks of the classic platformers if he ever plays one. Maybe he wouldn't want to go back after playing them.



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Why is Bionic Commando Rearmed 2 getting so much hate? We finally get a real game and they're not even satisfied... I'm starting to hate the gaming community so f****** much...

Watch my insane gameplay videos on my YouTube page!

Kasz216 said:
nitekrawler1285 said:

Any less of a platformer... no...

a WORSE platformer.  Yes.

It's like saying having laggy imputs doesn't make a fighter any less of a fighter.  It doesn't... however it makes it a WORSE fighter.  It's not about "Playing like mario".  There are tons of 2D platformers all with different control methods.

Outside of LBP... the ones with floaty jumps have all been unviersally panned, and for good reason.  Floaty jumps mean one of two things.

1) The controls are bad.

2) The platforming involves no challenge as you have too much time to react.  It's like playing in slowmow.

It also puts a strange disconect in moving while on moving objects... and causes a number of other factors.  The fact that you can change Sackboys Physics is a HUGE win, though it will be bothersome to have to discover a good setup on your own.  LBP tends to avoid the criticism of the jumping just because of the rest of the package.

Having good and tight "non-floaty" jump physics is about as important to a platformer as accurate controls are to a FPS and low input lag in a fighting game.

So does that mean games like Loco Rocco are worse games than Mario?  They have floaty physics too and are pretty well reviewed.  What about Kirby or Super Princess Peach, and Klonoa?  I just thought those games were different and that's what made them worth playing. Regardless,  all games with floaty physics have not been universally panned. It appears that having "non-floaty" jumps physics isn't about as important to having a good platformer as you would like it to be.

Er... none of those games you listed actually have floaty physics.

They have tight jumping that allow a floating game options.  I'm not sure if you've actually played any of those games, but you can find plenty of videos on youtube that can show you the difference... or if you happen to own one or more of them... you should play one... then play LBP.  It'll explain a lot.  Either way, not really worth argueing.

This may actually get me to pick up my copy of LBP for the first time in forever, just in the knowledge that a better game is out for which I can use the content on.  Looking foward to it.  Probably will hold off getting Games Factory on PC and instead just pick up LBP2.

This is a good thing.

Yes I have played all those games listed and I feel their jump physics are floaty.  And I have played Loco Rocco followed immediately by LBP.

No one is arguing that them allowing more types of gameplay is a bad thing, only that just cause you didn't enjoy LBP's signature gameplay doesn't mean that it is bad.  Different strokes different folks.

P.S. Lot's of 3D fighters have input delays.  It's how combos and buffering works.  I don't believe anyone thinks VF or SC are worse fighters because of it.  It actually offers a deal of variety,strategy and depth that would have been there otherwise.