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A single player gate.

Archive: 35 posts


ive created a gate that keeps more than one person from advancing. you have to put one after every check point. im giving it out on my level "single player gate". message me the level you used it on & il play it2009-06-19 07:48:00

Author:
CENTURION24
Posts: 266


Can't you just use a no-new-players gate after the first of yours?2009-06-19 08:10:00

Author:
Loius
Posts: 342


Methinks its more something to keep more than one player in a group from being in a certain area at a time. would be good for puzzles and stuff like that if i'm correct.2009-06-19 08:47:00

Author:
Memodrix
Posts: 879


Can't you just use a no-new-players gate after the first of yours?

no. no new players gate just keeps out strangers. with this gate after every check point.you will be able to design a 1 player level. it has come in handy for my "A LEVEL THAT PLAYS ITSEF"
2009-06-19 17:20:00

Author:
CENTURION24
Posts: 266


Hey, finally got round to looking at this last night. I did try to break it failed miserably, so nice one. It's a good little mechanic you've got goning on there. The idea looks extensible to allow exactly 2 or 3 players through, or even a range of players, from what I saw. Nice work.2009-06-24 14:31:00

Author:
rtm223
Posts: 6497


A friend of mine was inspired by my single player gate. He made his own and then took it a step further by making a scale that could detect 1 to 4 players. search [guneye] hes good with mechanics.2009-06-25 08:04:00

Author:
CENTURION24
Posts: 266


omg... it works :O2009-06-25 10:02:00

Author:
Yarbone
Posts: 3036


omg... it works :O
I don't think he would have posted it if it didn't work.
2009-06-25 12:44:00

Author:
BSprague
Posts: 2325


yeah but i was totally amazed O_O2009-06-25 20:00:00

Author:
Yarbone
Posts: 3036


I came across this the day you posted the level. Very neat little gate you came up with.2009-06-26 08:50:00

Author:
Rustbukkit
Posts: 1737


I just thought of a different, albeit less graceful, way to do this. When the player(s) spawn, have an electric block of dissolve below them that stays there for the length of three deaths, and then disappears. The deaths will all be around a uniform amount of time, so no fancy proximity switch work is needed. If there is only one player, the checkpoint will have one life left. If there was more than one player, they would have ran out of lives and wouldn't be able to play.2009-06-26 20:59:00

Author:
BSprague
Posts: 2325


I just thought of a different, albeit less graceful, way to do this. When the player(s) spawn, have an electric block of dissolve below them that stays there for the length of three deaths, and then disappears. The deaths will all be around a uniform amount of time, so no fancy proximity switch work is needed. If there is only one player, the checkpoint will have one life left. If there was more than one player, they would have ran out of lives and wouldn't be able to play.

i don think that would work as well. you would only have one life.
2009-06-26 22:48:00

Author:
CENTURION24
Posts: 266


ive created a gate that keeps more than one person from advancing. you have to put one after every check point. im giving it out on my level "single player gate". message me the level you used it on & il play it

Epically easy to break... ;-;
2009-06-26 23:54:00

Author:
Mikal
Posts: 59


Epically easy to break... ;-;

no way can you pass it with 2 players . lol at the thought of you trying
2009-06-27 03:54:00

Author:
CENTURION24
Posts: 266


I just thought of a different, albeit less graceful, way to do this. When the player(s) spawn, have an electric block of dissolve below them that stays there for the length of three deaths, and then disappears. The deaths will all be around a uniform amount of time, so no fancy proximity switch work is needed. If there is only one player, the checkpoint will have one life left. If there was more than one player, they would have ran out of lives and wouldn't be able to play.i don think that would work as well. you would only have one life.
Not to mention the fact that lag would screw up your timings, you could extend it to detect presense, i.e how many deaths, but I doubt you could get it stable, and if you could you could never justify claiming it was fail safe though a theoretical analysis.


Epically easy to break... ;-;
I'd like to see that as well actually... Fancy posting a method or a video? I really doubt you broke it.
2009-06-27 13:35:00

Author:
rtm223
Posts: 6497


i don think that would work as well. you would only have one life.

Well you can have a "don't let any new people in" post right after it, followed by a checkpoint. And to rtm223, I'll try to make a stable version, and see how it goes.
2009-06-27 13:50:00

Author:
BSprague
Posts: 2325


just tried it and i have to say it works prettly well, good job2009-06-27 18:23:00

Author:
redmagus
Posts: 667


Well you can have a "don't let any new people in" post right after it, followed by a checkpoint.
This doesn't work. The close level post just stops people joining your group. People who have run out of lives are still counted as "in the level", so they respawn at the new gate.


And to rtm223, I'll try to make a stable version, and see how it goes. I'm sure you can make one that passes every test you run on it. My point on stability is that it relies on explicitly timing something that varies due to online lag (amongst other things). Essentially I don't consider something stable if I can imagine a failure mode for it. Even if I can't force that failure to happen when testing. It's like the piggy in the middle set-reset latch (and the two chains pulling a block version as well). That block can bounce and even though I have never seen it happen, I don't trust it.

Centurion's gate relies on a simple combination of features that logically can't fail. I think.
2009-06-28 18:53:00

Author:
rtm223
Posts: 6497


This doesn't work. The close level post just stops people joining your group. People who have run out of lives are still counted as "in the level", so they respawn at the new gate.

The level would have already ended because they lost too many lives. The gate is there so that once the single player makes it through with a single life, they can't simply invite someone else or turn on a second controller. I know what the post does.
2009-06-28 19:58:00

Author:
BSprague
Posts: 2325


I just went back and re-read your original suggestion.... Turns out I hadn't quite got it right in my head. My bad :blush:

Now I think about it, the timing thing could be made more robust by having a tube you drop down first, to increase the time for 3 deaths to happen. Therefore any lag issues will become a lot less significant. It's probably a very elegant solution to the single player level issue as it's the only one I've seen that doesn't need to be after every checkpoint. Make it 2 deaths and you've got a < 3 players gate (and etc...).
2009-06-28 20:03:00

Author:
rtm223
Posts: 6497


I just went back and re-read your original suggestion.... Turns out I hadn't quite got it right in my head. My bad :blush:

Now I think about it, the timing thing could be made more robust by having a tube you drop down first, to increase the time for 3 deaths to happen. Therefore any lag issues will become a lot less significant. It's probably a very elegant solution to the single player level issue as it's the only one I've seen that doesn't need to be after every checkpoint. Make it 2 deaths and you've got a < 3 players gate (and etc...).

So my less-than-graceful suggestion may actually be useful and decently graceful? That's good to know, because I hadn't thought it out much beyond the basic "if they die too many times they have too many people" idea.
2009-06-28 20:40:00

Author:
BSprague
Posts: 2325


Well yeah, it's pretty fantastic actually. I may well be stealing it too Probably would work best to have a screen that says "this level is only suitable for one player" and then have the spawn gate and device running behind it. Then you just drop out of the bottom if there is just one player, or the level ends. Adds a bit of mystery as well 2009-06-28 21:07:00

Author:
rtm223
Posts: 6497


Hey rtm, that sounds like a very neat way of doing it... It forces the players onto the "scale" and it does something other than just kill the player.

Edit: sorry, I didn't totally understand the conversation going on, but I've got it now. Nice work BSprague!
2009-06-28 21:15:00

Author:
comphermc
Posts: 5338


I just made it, and its just after the entrance of the the lock code area in my key level, in a prize bubble. It is completely black, as rtm223 suggested to be mysterious, and should work every time.

PSN: BSprague
Level: Test Levels Key Room

EDIT: Small timing problem. Fixed.

EDIT 2: Is anyone trying this out, I've noticed a substantial increase in plays on the level, its more than doubled.
2009-06-28 21:43:00

Author:
BSprague
Posts: 2325


no way can you pass it with 2 players . lol at the thought of you trying

I just did it with 3 people.
:3
In joor face. -Woot-

Edit: I used the method that Centurion gave me (in one of his LTPI (Level that plays itself)), but the piston's weren't stiff.
I tried to break the one in his LEVEL THAT PLAYS ITSELF and it worked like a charm (didn't break) BUT two players / four got in... P2 waited and didn't go in the pit, and snook in by a small jump.
May want to fine-tune it a bit more.
2009-06-29 02:00:00

Author:
Mikal
Posts: 59


I just did it with 3 people.
:3
In joor face. -Woot-

Edit: I used the method that Centurion gave me (in one of his LTPI (Level that plays itself)), but the piston's weren't stiff.
I tried to break the one in his LEVEL THAT PLAYS ITSELF and it worked like a charm (didn't break) BUT two players / four got in... P2 waited and didn't go in the pit, and snook in by a small jump.
May want to fine-tune it a bit more.

Try mine.

To use:
1. Go into the level from the post two posts above this one
2. Collect the prize bubble
3. Post the prize in a blank level and delete the original entrance already placed in the level.
4. Test in play mode. If there is one person, they will fall through momentarily, but if there is more than one, it will tell you to try again or go to the pod.
2009-06-29 02:10:00

Author:
BSprague
Posts: 2325


I checked out the level, and it had tons of two-player highscores. 2009-06-29 04:36:00

Author:
tjb0607
Posts: 1054


I checked out the level, and it had tons of two-player highscores.

how is this a bad thing? two player can finish his level, theres even a setting for it
2009-06-29 05:19:00

Author:
redmagus
Posts: 667


I just did it with 3 people.
:3
In joor face. -Woot-

Edit: I used the method that Centurion gave me (in one of his LTPI (Level that plays itself)), but the piston's weren't stiff.
I tried to break the one in his LEVEL THAT PLAYS ITSELF and it worked like a charm (didn't break) BUT two players / four got in... P2 waited and didn't go in the pit, and snook in by a small jump.
May want to fine-tune it a bit more.

if 2p does not go onto the scale the sensor will not read all players. il believe it when i see it.. oh btw i found a device someone else made. it only lets the host spawn at all checkpoints. he gives it out as a prise but i can't figure out how it works. he advertises it on the first comments of my level.
2009-06-29 08:54:00

Author:
CENTURION24
Posts: 266


Yeah I tried to do exactly what Mikal recons he did and as CENTURION says, I could not get that sensor to read unless all were on the platform. Even if it is true, it's just a case of tweaking settings (radii etc.) to fix.2009-06-29 09:32:00

Author:
rtm223
Posts: 6497


I checked out the level, and it had tons of two-player highscores.
The reason there are two, three, and four player high scores is because if only one of the players steps onto the sensor, it will be fine, and just leave the other three players on the other side. That one person can then go to the scoreboard, registering as how ever many people were actually in the level.


if 2p does not go onto the scale the sensor will not read all players. il believe it when i see it.. oh btw i found a device someone else made. it only lets the host spawn at all checkpoints. he gives it out as a prise but i can't figure out how it works. he advertises it on the first comments of my level.

That was probably me, I posted it as a comment on your single player gate level. I also posted it in this thread on the second page, but apparently my posts are invisible to everyone else.
2009-06-29 12:36:00

Author:
BSprague
Posts: 2325


is there a way to only let 2 players into the level. I mean, when you start with 4 players for example, and then decrease the amount of players to 2.2009-07-02 13:17:00

Author:
Yarbone
Posts: 3036


is there a way to only let 2 players into the level. I mean, when you start with 4 players for example, and then decrease the amount of players to 2.

You can't kick two people out, but you can make it so that if 3 or 4 people come in, they won't be able to play all together.
2009-07-03 00:52:00

Author:
BSprague
Posts: 2325


Centurion's method can be used to kick players for individual sections of a level. Why exactly would you want to do that though? TBH, not being allowed to play in a 4 on a 2-player level is one thing, but being kicked out of the group halfway through a level would really annoy some people. Me, for instance There are also some issues if one of the players die and you need 2 players in the section. The other would probably have to suicide

With Centurions method and a minor tweak, you can make the gate "exactly 2" or "exactly 3", < 3, 2-3 etc. All of these can be done by adding a single winch and a bit of tuning (I'm pretty sure on this, in my head it works). Bsprague's version will only control an upper limit, but you can modify it to make that upper limit 1,2 or 3
2009-07-03 09:18:00

Author:
rtm223
Posts: 6497


You can't kick two people out, but you can make it so that if 3 or 4 people come in, they won't be able to play all together.

guneye has a weight based system similar to CENTURION's gate, for his musical chairs level... it reads the amount of players at the start, and dictates how many "chairs" will be opening depending on wether it's 2, 3 or 4 players in the match. I'm sure his set up could be adapted in conjunction with CENTURION's, and tooled a bit to make it allow players based on how many are present.

I would love to put something like that in SEMINAL GEMINI as an alternative to using multiple button inputs.
2009-07-03 10:09:00

Author:
Unknown User


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