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#1

Player Counter?

Archive: 16 posts


Is it possible to make a player counter in LittleBigPlanet? I need one because if two people were to lay my level rather than only one, they could easily get the highest score. So, any player counter's out there?

Edit: Problem solved. Thanks for your help everyone!
2010-05-26 20:51:00

Author:
Sunrise_Moon
Posts: 469


It's possible, not exactly easy though.

I think it's done with weight. If you have a platform on a spring, if you get it just right,you can make it so it's only strong enough for one player to stand on.

The next poster will explain in much more detail.
2010-05-26 20:57:00

Author:
Doopz
Posts: 5592


I would think that the mgs spotlight would come in handy for some kind of usage in making a player counter, not quite sure how, but I believe in it!2010-05-26 21:19:00

Author:
damaz10
Posts: 771


So, any player counter's out there?
Honestly, I'm yet to see a player counter that is effective, untrickable and inobtrusive. However, considering the nature of your problem, I don't see why you need one:

I need one because if two people were to lay my level rather than only one, they could easily get the highest score. 2 player scores are recorded separately from 1 player scores, so all the multiplayer groups will not dominate your leaderboard
2010-05-26 23:28:00

Author:
rtm223
Posts: 6497


I was just about to say what rtm said. Mm did that specifically so people who can only play by themselves won't get decimated by 2-4 players. Also for the most part I'm not excessively dedicated to getting the highest score, and I'm sure this applies to a lot people. It's all about the gameplay, I could absolutely suck at a level and barely scrape by with any points at all, I'll still enjoy a level.

As for a player counter, I'm not sure there's ever going to be way to know how many players are playing at once.
2010-05-27 01:02:00

Author:
ElementalPenguin
Posts: 83


Honestly, I'm yet to see a player counter that is effective, untrickable and inobtrusive. However, considering the nature of your problem, I don't see why you need one:
2 player scores are recorded separately from 1 player scores, so all the multiplayer groups will not dominate your leaderboard

I completely forgot about that! Thank you!



I was just about to say what rtm said. Mm did that specifically so people who can only play by themselves won't get decimated by 2-4 players. Also for the most part I'm not excessively dedicated to getting the highest score, and I'm sure this applies to a lot people. It's all about the gameplay, I could absolutely suck at a level and barely scrape by with any points at all, I'll still enjoy a level.

As for a player counter, I'm not sure there's ever going to be way to know how many players are playing at once

I know exactly what you mean, but it'd be stupid for their to be a race where you can easily cheat to get the highest score.

Thanks for your input/help everyone
2010-05-27 01:58:00

Author:
Sunrise_Moon
Posts: 469


I can only think of a limited solution, and it's quite tacky. Make a platform with a strong spring that goes down to a certain point with two sackboys on it. And put the mag key/switch on that tiny spot, and make it so the platform has to stay RIGHT there for 5 seconds, so you can't jump and make it trigger. And make a door open when it's right. That way, it'll take a considerable amount of effort to "trick" the system and people won't bother to try the level alone.2010-05-27 05:11:00

Author:
KablooieKablam
Posts: 364


Could you somehow use the "require all" setting on an inverted prox switch to prevent the car from moving with more than one player in it?2010-05-27 12:22:00

Author:
Ungreth
Posts: 2130


Could you somehow use the "require all" setting on an inverted prox switch to prevent the car from moving with more than one player in it?

I couldn't. Unfortunately, it wouldn't really change anything
2010-05-27 13:38:00

Author:
Sunrise_Moon
Posts: 469


Like Doopz said, weight is probably the most accurate technique to player counting. A platform-like apparatus held up by two springs will expand and retract when pressure is directed to the platform, more Sackpeople the more kenetic force can be delivered.

Under this platform will be a spoke with 4 magnetic keys, the keys will react with their matching magnetic key switches the lower the spoke gets caused by the pressure directed above. The magnetic key switches will branch out to a display series resulting in your uber Player Counter!
2010-05-27 16:45:00

Author:
PoD CREW
Posts: 268


Under this platform will be a spoke with 4 magnetic keys, the keys will react with their matching magnetic key switches the lower the spoke gets caused by the pressure directed above. The magnetic key switches will branch out to a display series resulting in your uber Player Counter!

...which is then promptly ruined when the players decide it's fun to jump up and down on it.

The topic of player counting has come up a number of times before. Some people assert than when players spawn from the level entrance, that there's always a slight delay between each one, so putting the entrance off the ground and forcing the players to drop thru a narrow shaft, past a sensor switch which feeds one-shot pulses into some sort of pulse counter device will work, if tweaked correctly.

I've never actually tested it myself, but it's another possibility.
2010-05-27 17:16:00

Author:
Aya042
Posts: 2870


A player counter which counts players into a level will not be effective if you have checkpoints in your level - there is nothing at all to stop the extra player(s) respawning, and you woultn't be able to use Aya's method here. LBP2 will likely have level options which allow you to specify the number of players needed to play a level. And like rtm said, multiplayer leaderboards are separated so the scoreboards aren't skewed towards multiple players. There are methods of separating players in a level - a method I nearly made a level out of - but to prevent all but one player playing is pretty much impossible.2010-05-27 18:09:00

Author:
Holguin86
Posts: 875


Aya, read my post. I could work in theory.

And Holguin, you might have forgotten about it because of its recent neglect in levels, but there is a device to stop other players from spawning.
2010-05-27 19:35:00

Author:
KablooieKablam
Posts: 364


A player counter which counts players into a level will not be effective if you have checkpoints in your level - there is nothing at all to stop the extra player(s) respawning, and you woultn't be able to use Aya's method here.

Oh. I figured it was pretty obvious you'd have to put a close-level post in the shaft right under the entrance, and another checkpoint at the bottom of the shaft, which should (in theory) prevent any miscounting. The real issue is whether or not there's sufficient time between each player spawning to allow the counter to work.



Aya, read my post. I[t] could work in theory.

Might work, but would be a tad annoying to force the players to stand still for five seconds.
2010-05-27 20:18:00

Author:
Aya042
Posts: 2870


The closed level gate prevents people from joining your party, and so any counting / player restriction mechanism will not prevent party members from respawning later.2010-05-27 20:36:00

Author:
rtm223
Posts: 6497


What about something like comphermc's corrupted conveyor belt emmiter that kicked everyone but the main player?

Though that wouldn't work if the main player had more than one controller.
2010-05-27 20:40:00

Author:
Incinerator22
Posts: 3251


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