Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Suggestions
#1
So how would this work?
Archive: 12 posts
Say you want a level where the player plays as a sackbot. How would you get a sackbot to respawn at a checkpoint as smoothly as a sackboy? Would there be some sort of feature for this? | 2010-07-07 02:55:00 Author: Darth Posts: 186 |
Thats a issue that i was thinking also, it's same as emitted object can be connected to already existing connection in play mode issue | 2010-07-07 02:59:00 Author: Shadowriver Posts: 3991 |
you could have a checkpoint hovering over an emmiter so when sackboy arrives at the checkpoint he is forced into a dcs which is on a sackbot that has been emmited when the previous sackbot dies | 2010-07-07 03:35:00 Author: buddy_hamster123 Posts: 376 |
Come to think of it, the minigame at the E3 presentation with the bumper cars had players seemingly spawning in the cars... | 2010-07-07 03:41:00 Author: Darth Posts: 186 |
It's likely those sackboys spawned underneath the gameplay platform and were forced into the bumper cars, then pushed into position. | 2010-07-07 03:56:00 Author: Vertrucio Posts: 119 |
It's likely those sackboys spawned underneath the gameplay platform and were forced into the bumper cars, then pushed into position. That's what I thought...And this will probably be a very helpful method when the game comes out. | 2010-07-07 05:12:00 Author: Night Angel Posts: 1214 |
I would make your sackboy die when the sackbot does then emit a new sackbot infront of a checkpoint (not necessarily a sackboy checkpoint) linked to another DCS which is also spawned. When the player is spawned from the checkpoint placed above where the DCS is spawned (this should all hidden so the player never actually sees their sackboy), they will be forced into it and continue playing as a new sackbot. when your sackbot passes another checkpoint, it will activate another checkpoint for your sackboy and another emitter to spawn a new sackbot. you could even have each sackbot checkpoint contain the checkpoint for sackboy in a little box. Doing this would also stop the camera from looking at the checkpoint that your sackboy being spawned from out of the level (if you know what I mean..). | 2010-07-07 15:30:00 Author: R0GUE--Elite Posts: 118 |
Come to think of it, the minigame at the E3 presentation with the bumper cars had players seemingly spawning in the cars... In the E3 demo players spawned beneath the arena inside a new bumper car anytime they died. These cars were controlled by direct control seats as they had both a boost ability (X) and where steered using the left thumbstick. We don't yet know how they managed to spawn the correct color car for each player, but as the players died the new cars were spawned and lifted up onto the battlefield. | 2010-07-08 18:45:00 Author: Trader Sam Posts: 92 |
In the E3 demo players spawned beneath the arena inside a new bumper car anytime they died. These cars were controlled by direct control seats as they had both a boost ability (X) and where steered using the left thumbstick. We don't yet know how they managed to spawn the correct color car for each player, but as the players died the new cars were spawned and lifted up onto the battlefield. I'm pretty sure vacuum material can be set to change to the colour of a sackboy's popit. I think its done by linking it to a DCS or maybe its done via proximity to the vacuum material(?). | 2010-07-08 19:07:00 Author: R0GUE--Elite Posts: 118 |
I don't think that my popit changed color, but I was a bit too busy trying to beat my friends to check. I will say though that the grappling hook is awesome and it's tons of fun to hook it onto one of your fellow sackboys. | 2010-07-08 20:26:00 Author: Trader Sam Posts: 92 |
One thing I'm interested in knowing is just what methods LBP2 has to track individual players. I'm pretty sure all those bumper cars are the same, being emitted ahead of time for newly spawned players to immediately fall into. That's assuming there isn't a way to force players to spawn inside something besides just sticking the seat in front of the spawn point. However, the light on each of the bumper cars is different depending on the player. The same is true with the background of the rocket arena level. There's obviously some things that let the game treat individual player separately somehow. I'm hoping such player tracking isn't limited to competitive modes, same for separate screens, since there's a lot of ways I could use those. | 2010-07-09 15:19:00 Author: Vertrucio Posts: 119 |
Guys... i think i solved that issue https://lbpcentral.lbp-hub.com/index.php?t=30166-Multi-channel-wireless-logic-the-new-light-over-mag-key-switch | 2010-07-10 22:20:00 Author: Shadowriver Posts: 3991 |
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