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#1
sort of an "is this possible" Question.
Archive: 8 posts
Okay this is going to be kind of hard to describe, but I'll give it a shot. Would it be possible to make holographic material visible to one player, but not the others? For instance, Lets say I made a multiplayer RTS game... If I made 4 players, each with their own HUD... when they got close enough to each other, wouldn't, for instance, player 2's HUD be visible on player 1's screen? You follow that? I mean like I can clearly see an advantage to "selective visibility" but I haven't heard anything about it... | 2011-01-12 21:09:00 Author: Madafaku Posts: 738 |
It's been asked here before, don't think anyone came up with an answer | 2011-01-12 21:14:00 Author: Radishlord Posts: 706 |
You could not set individual visualization by player (at least not in the beta.) | 2011-01-12 21:23:00 Author: RoharDragontamer Posts: 397 |
it might be but it might take a whole lot of logic if it is but i don't think kit is. | 2011-01-12 21:23:00 Author: Lgjoka2002 Posts: 538 |
You cannot do this. | 2011-01-12 21:26:00 Author: Testudini Posts: 3262 |
Doubt it. But If you wanted to do a one vs one (due to the thermo limits presented by it) there is one way to do it... Make the entire level, and then copy it so that it exists twice within the same level. Lets call these maps A and B. Now, lets say player 1 starts out on the left side of map A and B (because it was copied, he now exists on BOTH maps). We'll say that player 2 starts out on the right side of map A and B. Now, I'm going to go with the idea of using a cursor for all interface control. With that in mind, have player 1 control the cursor that starts on the left side of both maps A and B. Now, give him a camera and a HUD that follow the cursor on map A. Now, make player 1's cursor on map B invisible. For player 2, do the exact opposite. Give him a cursor on the right side of map A and B, and set his HUD and camera to follow the cursor on map B. Now, make player 2's cursor on map A invisible. What you are left with is two identical maps with only one player on each. This prevents each player's HUD from coming into contact with each other. When a player does something on one side of the map, it happens exactly the same of the other side. There are however two potential problems with this method: 1. Random logic. If you use any random logic, you'll have to make some adjustments in order to assure that the ones on map A and B work the same. Easily fixable. 2. Thermo. The biggest problem you're going to encounter is making the level small enough in order to allow two to fit not only into the physical map, but also into the thermo. Definitely doable tho. Well, it's not perfect, but it's definitely a solution to a certain amount of instances of this problem. | 2011-01-12 21:40:00 Author: dr_murk Posts: 239 |
Well that makes sense... Too bad though, a 4v4 lbp RTS game would be epic. Maybe I will try to streamline the HUDs (black and white style) and just allow the players to see what eachother is up to. | 2011-01-13 01:38:00 Author: Madafaku Posts: 738 |
you can not do this per say, but you can set each hud to a players popit colour so that no one gets mixed up!!! | 2011-01-13 04:36:00 Author: a_mailbox Posts: 416 |
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