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Individual HUDs in competitive multiplayer
Archive: 16 posts
Not sure if this has been discussed before...has anybody found a way to have individual HUDs in competitive mode, so that each player just sees their own information, and can't see each others? | 2010-10-22 21:32:00 Author: LittleBigDave Posts: 324 |
Sackbots with tags and then HUD elements followers if follower get specific player option you can do it with players, if not you can still use players follow but you need to avoid contact between them | 2010-10-22 22:16:00 Author: Shadowriver Posts: 3991 |
That won't stop other players from seeing each other's HUDs, unless I'm missing something.... | 2010-10-22 22:19:00 Author: rtm223 Posts: 6497 |
Yeah, I wanted to allow the players to interact with each other, but not see each other's HUDs. I'm not in the beta, but the ideas I was toying with in my head, none of which completely satisfies, are these: 1) Let all players see all HUDs, but post bogus HUD data in each one that changes randomly, and give the player a button to make the HUD show the accurate info. So only the player would know when their personal HUD was showing them their accurate data. This doesn't really hide the data, but perhaps it obfuscates it enough that players might as well ignore each others HUDs. 2) Flicker camera views between the game play area and a personal HUD view cam. Maybe if this could be done at high speed, the images would blend together. But I'm not sure how good looking it would be, or if the engine would handle it well. 3) Replicate the entire game play area multiple times in the level, including sackbots for each player. So each player really sees their own personal view, but it is the same as everybody else's with the exception of the HUD. But it might be hard to ensure that the physics was behaving _exactly_ the same in each view, and it would limit the play area to at most 1/4 the full level (if supporting 4 players). 3) Give the player a button that switches their camera to another view that only shows them this HUD data, at the expense of not letting them see their avatar while viewing this private data. (So that's not really a heads up display at all...) | 2010-10-22 22:36:00 Author: LittleBigDave Posts: 324 |
So... is there a material that only a specific player (that you choose) can see? I guess that don't exist :/. I'm not sure of it, but nobody talked of it so... | 2010-10-23 10:58:00 Author: ZeroZ30o Posts: 157 |
I don't believe there is a way for only one person to see their own HUD. If it shows up on one player's screen, then anyone who can see that player in their screen will also see the HUD. It's probably just best to get some sackbots, attach different tags to each, and have the HUD follow specific players, like what ShadowRiver said. Just something along the lines of a health bar or something... EDIT: After looking at your 3rd idea, that would work, but only in versus mode. Also, physics are constant across the whole level space, so I don't see why they'd be different. | 2010-10-23 15:25:00 Author: piggabling Posts: 2979 |
The replication of level in multiple places falls down slightly when you remember that gameplay cameras follow the sackperson, not the sackbot. So you would have to have the player following the sackbot around, which would require you to hide the sackperson (on a piece of hologram on the back thin layer for example. | 2010-10-23 15:45:00 Author: rtm223 Posts: 6497 |
can movie cameras be triggered by individual players in competitive mode or does it change the view for everyone? | 2010-10-23 15:50:00 Author: Deftmute Posts: 730 |
can movie cameras be triggered by individual players in competitive mode or does it change the view for everyone? I would absolutely love to know the answer to this! At the moment I'm trying to make a competitive level where each players gets their own customized camera view, which tracks their own remote-controlled DCS vehicle. But I'm not sure it's even possible for different cameras to be activated simulatneously... :/ | 2010-10-23 17:21:00 Author: Tig-W Posts: 106 |
why not put HUDs to follow sackbots which are set to use owners costumes so it looks like you have your HUD following the player, but it will not be messed up by going near other sackbots as long as you set different tag colours to the followrs and s.bot circuitboards | 2010-10-23 17:36:00 Author: Skalio- Posts: 920 |
The replication of level in multiple places falls down slightly when you remember that gameplay cameras follow the sackperson, not the sackbot. So you would have to have the player following the sackbot around, which would require you to hide the sackperson (on a piece of hologram on the back thin layer for example. Do you know if movie cameras could be used as an alternative to gameplay cameras in order to avoid that problem? | 2010-10-23 19:24:00 Author: Tig-W Posts: 106 |
the easiest way to make a camera that follows a controlled sackbot is to use a movie camera set to be activated by player entering the DCS | 2010-10-23 22:01:00 Author: Skalio- Posts: 920 |
the question is, would each player actually have their own camera or would it pan everyone to the last movie camera activated. | 2010-10-23 22:13:00 Author: Deftmute Posts: 730 |
Sorry, I know this is kind of off topic, but how do you even make a HUD? For example, if I wanted the players in an rpg level to be able to see the spell they have selected at all times, is there a way for me to put hologram material in the top right corner that stays there even as the player moves around the level? Thanks | 2010-10-26 02:57:00 Author: macy_11 Posts: 21 |
yeah easyily, just using a follower on the hologram will make a HUD, and by sticking the follower onto other attached pieces of holo you can change where on the screen the HUD is EDIT: also i noticed that Ppp_killer's level Virtual Combat has a capture the flag game in which each player gets a arrow above their head pointing to where the flag is, same concept could be used to develop a HUD | 2010-10-26 17:54:00 Author: Skalio- Posts: 920 |
and in answer to deftmute yes every player sees the movie camera once its been triggered regardless of whether they triggered it or if they are in the trigger area | 2010-11-03 03:53:00 Author: Skalio- Posts: 920 |
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