Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Ideas and Projects [Archive]
#1

2 players level

Archive: 14 posts


i had an idea earlier about trying to make a level where 2 players get seperated at the very begining and must work togeather to get past puzzles etc. the players would be seperated from start to finish and without the 2 of them the level wont work, has anybody got any ideas of puzzles and challenges to be put into the level, or would like to help??2010-02-14 19:05:00

Author:
alimista443
Posts: 57


This sounds really interesting, I'll give it a go. Add me on PSN.2010-02-15 01:06:00

Author:
Holguin86
Posts: 875


Hmm. Very interesting. I would like to help, mostly in story. I'm supposedly good at that.2010-02-15 03:39:00

Author:
Testudini
Posts: 3262


This is something that has been done quite a bit. The only difference being the idea of them being separate for the whole level. The downside to this being that if one of them dies you would have to start right back from the beginning again as you couldn't put a checkpoint at any point after they split.

There's quite a few good player levels around that might help you with ideas!
2010-02-15 03:45:00

Author:
jackofcourse
Posts: 1494


Lol i just suggested this in your thread Jack, didn't occur to me you might have seen this already2010-02-15 16:31:00

Author:
Holguin86
Posts: 875


Hm... you say it's not possible, Jack, but I beg to differ.

You can have designated respawn areas for each player. It would take a bit of logic, but it's totally possible. Consider this: one of the players dies. Your logic would sense that one player is still alive, but the other is not. A simple AND (one input each is inverted, so it would trigger if the conditions of the AND are not satisfied) can be used to spawn an activated checkpoint for a brief 3 seconds in the area that the player died. There are additional precautions you would need to take...

1. It would be best if only one of the players is ever in danger at one time. This shouldn't be a problem... just alternate which player has to face the actual hazards.

2. You can add in additional logic (using the same sensors, just additional gates) for if both players end up in the same area... you could then open up a temporary path for one of the players.

3. You would need to explain to the players in some creative way the rules of the game. Popping should be avoided, and would potentially break the level. Sure, you can add failsafes as stated in (2), but it may be confusing.



N.B. - You may also be able to come up with a cute little respawn "pad" that a player can use to revive their fallen friend.
2010-02-15 16:46:00

Author:
comphermc
Posts: 5338


thanks for the tips comphermc! im gonna have a great time trying to make all this stuff, but atleast someone says it is possible 2010-02-15 17:12:00

Author:
alimista443
Posts: 57


Using logic to solve a complicated problem yet again, comph - nice one. I particularly like the respawn mat idea, that's really creative. This would work if checkpoints were alternated in each section. The top section would have the respawn pad, the bottom would have the checkpoint. This would save the AND gate because to make the player respawn a quick reset timer could be used, activated by the respawn pad. This quick reset timer would activate the checkpoint for 3 or so seconds, and at all other times the checkpoint at the start of the level would be activated, so if the player tries to pop they would be unsuccessful. The dangers would be in the corridor with the checkpoint. Sorted - thaks for the idea mc.2010-02-15 17:14:00

Author:
Holguin86
Posts: 875


Hm... you say it's not possible, Jack, but I beg to differ.

You can have designated respawn areas for each player. It would take a bit of logic, but it's totally possible. Consider this: one of the players dies. Your logic would sense that one player is still alive, but the other is not. A simple AND (one input each is inverted, so it would trigger if the conditions of the AND are not satisfied) can be used to spawn an activated checkpoint for a brief 3 seconds in the area that the player died. There are additional precautions you would need to take...

1. It would be best if only one of the players is ever in danger at one time. This shouldn't be a problem... just alternate which player has to face the actual hazards.

2. You can add in additional logic (using the same sensors, just additional gates) for if both players end up in the same area... you could then open up a temporary path for one of the players.

3. You would need to explain to the players in some creative way the rules of the game. Popping should be avoided, and would potentially break the level. Sure, you can add failsafes as stated in (2), but it may be confusing.



N.B. - You may also be able to come up with a cute little respawn "pad" that a player can use to revive their fallen friend.

haha I just posted in my thread that it probably is possible but it would have some limitations. I was thinking along the lines of two sackboy trackers that recognises when he isn't there (dead) and will then move the checkpoint to which ever side it needs to be on. Looks like I was in the right kind of area (ish)
2010-02-15 17:27:00

Author:
jackofcourse
Posts: 1494


This sounds like a clever design, but I think the respawn pad idea would be easier to construct, more intuitive and take less thermo. I've tried moving a checkpoint depending on whether one or the other person is dead but the player usually spawns in transit, and so falls down ... it's not failure proof, but with some of comph's failsafes it might be a winning option 2010-02-15 17:34:00

Author:
Holguin86
Posts: 875


@alimista: I'm away from my PS3 for a few days, so I won't be able to help you out for a while, but I want to see the machine you've designed to separate the players, something that may be tricky to get right.2010-02-15 17:52:00

Author:
Holguin86
Posts: 875


okai holguin, its actually a very simple but effective device, but you haft to pause at the right moment before playing the level. by the way, i sorted the checkpoint thing and im quite proud of myself, never really made anything using too much logic before, thanks for the help everyone!2010-02-15 18:25:00

Author:
alimista443
Posts: 57


@alimista: I've been away from my PS3 for a while but I've come up with some pretty good ideas for this 2 player level. How close are you to completing it? I should be able to help you out tomorrow if you still want help 2010-02-18 17:14:00

Author:
Holguin86
Posts: 875


sorry hol, ive been in wales for the past week, im only just halfway through the level, ideas/help are welcome still psn me2010-02-27 14:36:00

Author:
alimista443
Posts: 57


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.