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#1

Something that is quite pitiful

Archive: 16 posts


Basically i built a level in which you choose a character from a detailed character menu at the start. The latest version is sitting in my moon, and when i played i online with someone i realised it is completely multiplayer unfriendly. I was under the impression that all types of camera (Game, Movie and Snapshot) would affect the player who triggered them individually from other players if the level type was set to Versus. I now realise after playing my level that this is not the case. This is very disappointing to me, since i thought that we could now create multiplayer games in which players could find their own paths around or work seperately from each other (off screen from each other), it appears that this isnt possible since movie cameras affect every single player in the room despite who triggered them and who is in the trigger zone. Is Mm planning on changng this? i think it would be ery useful to me and a lot of other people trying to do similar things. thank you2010-10-29 15:54:00

Author:
Skalio-
Posts: 920


I totally agree, I may have missed something but the same problem's happened to me recently. Same with speech bubbles, I wish each player could have their own.2010-10-29 16:16:00

Author:
Oddmania
Posts: 1305


Its is just a bit of a let down after i thought that you could for example make a level where all the players go off on seperate quests individually and then meet up at the end, it also means that sadly you cant have different players controlling different sackbots at once because the camera always follows the sackbot that triggered it last 2010-10-29 16:25:00

Author:
Skalio-
Posts: 920


Its is just a bit of a let down after i thought that you could for example make a level where all the players go off on seperate quests individually and then meet up at the end, it also means that sadly you cant have different players controlling different sackbots at once because the camera always follows the sackbot that triggered it last



Holy carp, good thing you told me this. I planned on making a Deathmatch level where each player would control a Sackbot... So that's not possible? Do we really have to put the player inside the character (like in all the top-down levels) ?

Or did I misunderstand your post...? I mean, even with several cameras, with one in each Sackbot's brain?
2010-10-29 16:30:00

Author:
Oddmania
Posts: 1305


This is pretty pitiful, hope they fix it up.2010-10-29 16:37:00

Author:
talbot-trembler
Posts: 1114


Well unless someone works out a way of having a game camera that follows the sackbot instead of movie camera system that we use already, then no. Unless someone from Mm sees this post then we might have to use complicated sackbot logic and make our levels 1 player with sackbot enemies.... THIS WOULD KILL COMMUNITY SO BAD!!!2010-10-29 16:38:00

Author:
Skalio-
Posts: 920


THIS WOULD KILL COMMUNITY SO BAD!!!

Exaggerating much?

This is a bit of an issue and it's been mentioned all over the place, with various solutions proposed by all manner of people - pretty sure MM are aware of it by now, though whether they have had time to modify it is questionable - it's a feature enhancement, rather than a bug. Luckily, feature enhancements like this are the kind of thing that could always be added as a tweak later on, even if it doesn't make release (which it could still do I guess), so fingers crossed on that one
2010-10-29 16:50:00

Author:
rtm223
Posts: 6497


Remember, split-screen can quadruple the rendering workload.2010-10-31 05:40:00

Author:
estevangz
Posts: 57


^^ I wouldn't care.

We needz teh splitz screeen!
2010-10-31 05:55:00

Author:
Frinklebumper
Posts: 941


Split Screen is only ok for local playing, its a bad idea for online play, everyone having there own screen is best,
i hate playing in a little box on the Tv~ =P

but they do need to fix it so only a player in the Cam's zone sees what the Cam is set up to show...
kinda dumb it does not (>.>) *mew
2010-10-31 06:29:00

Author:
Lord-Dreamerz
Posts: 4261


Why not just set a thin piece of holo on the very back layer, attatch the controlinator that will control the sackbot, and put a follower on it, then just put different tags on the different sackbots which the tags will follow.

As far as I "think" when the player's on thin holo on a controllinator, he can pass through the thin layer (as long as he doesn't leave the controllinator of course. )

Unless you're not planning on having any scenery Bg to cover the player of course.
Altho you could put the player's in something to follow offscreen above or bellow the sackbot too.

Or just use 2 layers and leave the very last one for the player or something.


Hope that helps!
2010-10-31 06:45:00

Author:
Silverleon
Posts: 6707


Problem with split-screen is fact that in this mode game need to render sometimes twice of objects then normally do same goes with memory as result, sadly PS3 is already pushed quite high with the game. It general problem in most of PS3 games, this is why Xbox 360 got it but PS3 don't2010-10-31 14:01:00

Author:
Shadowriver
Posts: 3991


Why not just set a thin piece of holo on the very back layer, attatch the controlinator that will control the sackbot, and put a follower on it, then just put different tags on the different sackbots which the tags will follow.
Ive tried this and otherr solutions, but none of them are as good looking or as satisfactory using a camera, a few people have been talking about this all over the place so hopefully someone at Mm will pick up on it
2010-10-31 20:47:00

Author:
Skalio-
Posts: 920


I think that if Mm were to introduce splitscreen, it should:
Be for players on the same screen (Not online friends, they keep their own screen)
Use the splitscreen method for Lego Indiana Jones two. If the players get too far apart, then it splits the screen, then merging them when in close enough proximity.

As far as the movie cameras are concerned, they're designed to work like that, use gameplay cameras for individual players. (And make sure the level is set to verses of course )
2010-10-31 23:29:00

Author:
Jedi_1993
Posts: 1518


I think that if Mm were to introduce splitscreen, it should:
Be for players on the same screen (Not online friends, they keep their own screen)

Yes


Use the splitscreen method for Lego Indiana Jones two. If the players get too far apart, then it splits the screen, then merging them when in close enough proximity.

I'd rather not, that could get pretty irritating trying to create in a way that makes it so it doesn't constantly flash between them all the time, how would you know what the boundary is for it to split?

I didn't really have any plans for Vs. levels and stuff, but I can still see this affecting people. I'm sure the awesome haxorz that is the LBP community will find a way around it though
2010-11-02 19:20:00

Author:
kirbyman62
Posts: 1893


The problem is that i was going to use this for not only versus levels but for co-op rpg levels aswell, versus was just the game mode that would work best with it2010-11-02 19:38:00

Author:
Skalio-
Posts: 920


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