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#1

Limit number of players?

Archive: 13 posts


As the title says, is it possible to limit the number of players allowed to enter a created level? I don't want people teaming up on my one-player creation.

Also, what is the 'shareable' option used for when tweaking scoreboards?

Thanks guys
2011-01-26 22:11:00

Author:
Bovrillor
Posts: 309


You can simply attach a player sensor (set to "require 2 players" and "require all") to a game ender switch. If 2 - 4 players are detected in your level, the level will end automatically, and they won't be able to "mess it up"

Regarding "shareable" it simply means if people will be able to send the objects awarded at the Scoreboard to other players or give it away in prize bubbles.
2011-01-26 22:16:00

Author:
Slaeden-Bob
Posts: 605


You can simply attach a player sensor (set to "require 2 players" and "require all") to a game ender switch. If 2 - 4 players are detected in your level, the level will end automatically, and they won't be able to "mess it up"

Regarding "shareable" it simply means if people will be able to send the objects awarded at the Scoreboard to other players or give it away in prize bubbles.


I'd imagine I'd have to set the activation radius on the player sensor to something huuuuge.... but nontheless a great idea, much appreciated

My level actually has the entrance self-destruct once you've taken a few steps, and there's no checkpoints since it's a survival challenge. I presume nobody else would be able to join once it's destroyed?

Ahh so that's what shareable does... useful to know.


I've not been able to get a single multiplayer game on the go yet, so I should probably ask - does multiplayer function the same as LBP1? i.e. everyone has to stay on the same screen together?
2011-01-26 22:29:00

Author:
Bovrillor
Posts: 309


Even if they do team up on your creation, the scores are accounted in groups. Like, high scores are in sets of High 1 player score, high 2 player score, etc.

As far as entering a level, no. But you can mark your level as single player. It should deter a lot of groups from playing.
2011-01-26 22:33:00

Author:
RSQViper
Posts: 302


Even if they do team up on your creation, the scores are accounted in groups. Like, high scores are in sets of High 1 player score, high 2 player score, etc.

As far as entering a level, no. But you can mark your level as single player. It should deter a lot of groups from playing.


Not too worried about the score, since players 2-4 wouldn't actually be able to move around my level anyway... I just don't want them ruining the experience for player 1, or creating bugs in my level lol.

The Player Sensor->Game Ender trick seems to work, though I've found if you enable 'Require All Players' it over-rides the 'Players Required' setting and causes the game to end with just a single player. No trouble though, just turn it off

Thanks guys Love this community!
2011-01-26 22:41:00

Author:
Bovrillor
Posts: 309


You can have three controlinators set to "enter automatically", attach them to pistons or followers, etc. and if two players are detected, send one controlinator to suck up a sackboy, if three players are detected send two controlinators and so on. You will have to use three different sensor switches, set to 2 required, 3 required and 4 required.

Otherwise, use Slaeden-bob's technique
2011-01-26 22:47:00

Author:
Weretigr
Posts: 2105


Maybe you could place a Player Sensor at the Level Entrance, and have the sensor activate a "Closed Level Gate"? I don't know if this would react fast enough to lock out players 2-4 though...
And destroying the Entrance should work just fine, but you might have to listen to the constant "No lives left" alarm for the duration of the level?

When it comes to shared screen in multiplayer the answer is; That depends...
Unless you set the level to Competitive (rightmost page in the Tools Bag in Create Mode), the rules for sharing the screen are the same as LBP. When you use Competitive game mode, each player will be able to have their own screen.

EDIT: Dayne's idea of allowing players 2-4 inside the level but locking them in invisible DCS's seem very clever and clean. If they do not interact with player sensors and such this way, I think this might be the best way to go
2011-01-26 22:48:00

Author:
Slaeden-Bob
Posts: 605


Destroying the entrance doesn't seem to activate the alarm, thank god. I think there has to be at least one entrance/checkpoint in the level to emit the alarm sound - heh.


What I've done is create a 'lobby' area at the start, kind of like a story level would have. If a player triggers the game to start, the entrance is destroyed, preventing access. If there are multiple players in the lobby, a 'game end' is triggered. Not pretty I guess, but I presume it works.

Dayne, your idea sounds cunning. The idea being to trap players 2-4 in a seat that does nothing, right? Kinda like those lifts in the demo level... from what Bob says, I presume I'd need to set it to 'competitive' so that player one isn't stuck looking at the prisoners lol. (or alternatively, set the game camera to track player 1's vehicle, and not require all players to activate?) BTW Bob, that info is priceless. The tutorials really ought to have mentioned more of this stuff.
2011-01-26 23:00:00

Author:
Bovrillor
Posts: 309


Exactly. Don't forget to disable the popit though!

One thing that could make it more interesting for the other players would be to give them certain powers that could distract player one a little, and that could produce a few laughs.

And I'd stick the controlinators on holograms with followers that follow p1, otherwise the others will be stuck not looking at anything, and that just wouldn't be fair.
2011-01-27 00:10:00

Author:
Weretigr
Posts: 2105


I agree with DayneOram about just letting other players spectate. Like in that Zelda level thats up on Mm picks. Just have a small start lobby where one player gets in the controlinator and plays and the others get in the remaining controllinators and spectate! Thats what I'm doing on mine anyway. I havent really touched the cameras yet so I'm not sure how to do it but I'd say it's pretty simple2011-01-27 02:33:00

Author:
Dangerlove
Posts: 88


Exactly. Don't forget to disable the popit though!

One thing that could make it more interesting for the other players would be to give them certain powers that could distract player one a little, and that could produce a few laughs.

And I'd stick the controlinators on holograms with followers that follow p1, otherwise the others will be stuck not looking at anything, and that just wouldn't be fair.

That last bit is genius!

I'll have to have a good look at this Zelda level methinks...
2011-01-27 14:43:00

Author:
Bovrillor
Posts: 309


I'd imagine I'd have to set the activation radius on the player sensor to something huuuuge....

If you use that "no more players allowed to join" sign pole right after the spawn checkpoint, then you won't have to worry about more players joining in the middle of the level. The player sensor trick then only need to cover the area around the spawn checkpoint.
2011-01-27 15:37:00

Author:
Antikris
Posts: 1340


One thing that could make it more interesting for the other players would be to give them certain powers that could distract player one a little, and that could produce a few laughs.

A floating spectator platform following player #1. That is a great idea! With some baskets of throwable fruit.
2011-01-27 15:40:00

Author:
Antikris
Posts: 1340


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