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#1

Individual menu idea!

Archive: 10 posts


I was thinking about multi player levels, and how if it was something along the lines of a battle game, you would be able to choose a character, abilities, costume, or whatever. Since the selection screen would most likely be a camera zooming in on a physical area, I realized that it would be hard for 2 separate people to have individual windows. The way I thought to solve this was create 2 identical separate arenas, the other players in your individual area would be replicated by sackbots, so it would appear that you are all together, when in reality you are separate, this would also allow a much more individual feeling to game play, other than being stuck with your friends. I Feel this isn't the best way of doing it though, any ideas?2010-10-22 00:16:00

Author:
Unknown User


yeah this would be very simple to do menu-wise, the logic for actually selecting powerups and costumes would be slightly trickier but in no way is it impossible, but i think as long as you set the game to "versus" rather than co-op (and obivously not cut scene) you should be able to give each player their own menu and camera set up.

im not sure about this so dont quote me , but i think because in versus mode players who are off screen dont die automatically anymore, as they have their own camera following them , basically all cameras affect whatever player set them off as long as they are in the trigger zone.

about having players in seperate arenas, im not sure what you mean, is it that each player controls 4 sackbots simultaneously, but only can see one of them at once? meaning that everyone you play with can see a 4 sackbots even though they arent being controlled by their friends? i dont see tyhe pioint in this if you are playing online as you might aswell have everyone in the same screen together. also now you can make sackbots act like friends or enemies, so if a playwer is on theor own you can set a group of sackbots to join and act as friends or enemies for the level

EDIT: Remeber versus mode doesnt have to be a versus level, it just simply lends different settings to camera modes and point systems
2010-10-23 17:52:00

Author:
Skalio-
Posts: 920


I have made one of these, only to realise that in multiplayer Movie cameras dont work (even in Versus mode). I also tried using Game cameras, which dont seem to work either for some reasaon? more testing needed i will get back to you2010-10-29 15:49:00

Author:
Skalio-
Posts: 920


The separate cameras for each player worked for me though.2010-10-30 09:47:00

Author:
Unknown User


I have made one of these, only to realise that in multiplayer Movie cameras dont work (even in Versus mode). I also tried using Game cameras, which dont seem to work either for some reasaon? more testing needed i will get back to you

The separate cameras only work with online people.
2010-10-30 14:55:00

Author:
ZeroZ30o
Posts: 157


Well obviously not on the same system therefore the same screen, but im talking about movie cameras which are generally used for controlling sackbots which you would most likely use if (like i do) you think that creartinators are ugly. and for some reason movie cameras affect players who arent in their trigger zone and so multiplayer sackbot matches are not possible2010-10-31 20:54:00

Author:
Skalio-
Posts: 920


We had a bit of discussion along these lines in this thread (https://lbpcentral.lbp-hub.com/index.php?t=38381-Individual-HUDs-in-competitive-multiplayer) earlier. I like this idea and am leaning toward doing the same thing (whenever I eventually get the game). But my one concern would be that all four copies might not play out exactly the same. I know they should, but the physics simulation engine does have to do some rounding at some point, and it could possibly lead to different results in the different copies.

I know that in LBP1, if I set up some mechanics that required a lot of precision to behave correctly (read: finicky), they would often fail if the player was somewhere else in the level and they were running off camera. My working understanding is that while LBP1 simulates the entire level at all times, it simulates the bits closer to the camera frame at a greater degree of precision, perhaps to ensure they look smooth. I don't know how this translates to LBP2 and the multicamera multiplayer, but it seems worth testing a bit before commiting a level design to it.

One example test from LBP1 that comes to mind is to have a wheel mounted to a wall by a motor bolt in its center, spinning clockwise. Attach another much smaller wheel on top of that first wheel, so that the second wheel's center is near the first wheel's edge. The second wheel should spin about it's own center at the same speed as the first wheel, but in the opposite direction. Paint a horizontal line on the second wheel. If all goes well, the line should remain horizontal, because the motor rotations effectively cancel out any net rotation of the smaller wheel. But let it run off screen for a while and the horizontal line will likely be at an angle when coming back on screen. This can be even more noticeable with wobble bolts and/or at higher speeds.

Another test in LBP2 might be to have a bunch of sackbots, all simultaneously controlled by the player, traversing a chasm with aggressive ceiling grabs. I wouldn't be entirely surprised if one of the bot copies doesn't make the grab at some point, though I am only speculating.

I 'm not in the beta, but if someone who is were to test anything like this, please do post the results.
2010-11-03 01:40:00

Author:
LittleBigDave
Posts: 324


right i think ill have a go at that , if you have anymore suggestions for tests im all ears cos im rubbish with that kind of stuff2010-11-03 03:49:00

Author:
Skalio-
Posts: 920


Remeber versus mode doesnt have to be a versus level, it just simply lends different settings to camera modes and point systems

It isn't that simple... as people have associated versus level to be competitive, they do it for every versus level. So, when entering a versus level they are getting ready to pown the heck out of their competition.

Unless you spare sometimes precious description space to point it out... and it will only be visible to the game leader anyway.

Or you could tell it in the start of the level. Whatever.
...it's hard to write replies if your own opinion changes during the writing
2010-11-03 17:32:00

Author:
Unknown User


lol i understand what you mean, but maybe if you call it "blah blah blah (RPG)" the kind of people who should really be playing COD will avoid it? i dont know really im sure if people start playing a level and then dont wanna finish teyre not gonna be like "oh no i HAVE to get to the scoreboard"

EDIT: LBDave = i tried out the sackbot thing and apart from one plucky little fella every sackbot that was off screen fell to the floor, also i noticed that the angle of a wobbling item in my latest level changes slightly, even in create mode
2010-11-04 02:38:00

Author:
Skalio-
Posts: 920


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