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Forcing the level to be played only by 1 person

Archive: 34 posts


I'm building my first level on LBP2, and I've got a particular concept.
The level is a platformer, a pure platformer, but it's based on speed play, so I have already figured out that it won't ever work with 2 (or more) players, not to mention that it lags a lot since it's visually heavy on the thermo.

I know that I can write "Recommended for 1 player" how much and how big I want, but people will surely try to play in 4 or 6 at the same time and that would be a big problem, since the level gets crippled, loses the fun, and last but not least works bad.

But as I said, the player himself won't have fun.

I was thinking...how can I force the presence of only 1 sackboy on the playing field if more than one player enters the level?
And...I won't ever consider the use of sackbots, since I need the quickest and most responsive controls that only a sackboy can grant


Thanks in advance for any advice.
2011-02-12 12:06:00

Author:
OmegaSlayer
Posts: 5112


I have the exact same question lol, my new level is really only suited for 1 player. Anyone have any ideas?2011-02-12 12:08:00

Author:
OCK
Posts: 1536


you can do this very easy.

1: Place a player sensor, where you level starts, set this player sensor to 2 player required.(make the player sensor range big enough to cover up the entrance of the level)

2: Hook this player sensor up to a Game Ender

3: now when ever there are 2 OR more players entering you level and thus entering the range of this player sensor, it will activate the game ender, and ends the game

How ever if only 1 player enters the level, the player sensor doesnt get activated, and nothing happens.
2011-02-12 12:11:00

Author:
Dexist
Posts: 570


you can do this very easy.

1: Place a player sensor, where you level starts, set this player sensor to 2 player required.(make the player sensor range big enough to cover up the entrance of the level)

2: Hook this player sensor up to a Game Ender

3: now when ever there are 2 OR more players entering you level and thus entering the range of this player sensor, it will activate the game ender, and ends the game

How ever if only 1 player enters the level, the player sensor doesnt get activated, and nothing happens.

I could already see people giving the level a negative review because they did not understand what happened, even if it is in the description. MM should patch to allow a level to be accessed only if there is one player. If you try to load the level a message should pop up saying 1 PLAYER ONLY! This would be ideal but until then your suggestion is the best we have I guess
2011-02-12 12:17:00

Author:
OCK
Posts: 1536


I could already see people giving the level a negative review because they did not understand what happened, even if it is in the description. MM should patch to allow a level to be accessed only if there is one player. If you try to load the level a message should pop up saying 1 PLAYER ONLY! This would be ideal but until then your suggestion is the best we have I guess

Yep so true

you can also make it a bitdifferent, to not directly end the game, but 'teleport' the 2+ sackboys to somewhere elese in your level, inwhere you explain why you only want 1 player. (since many people do not read the level description)
2011-02-12 12:21:00

Author:
Dexist
Posts: 570


But please do some spectator controllinators not gate the power of the main controllinator and and plug it to eject of other controllinator, so when player 1 sit other player will land on specting controllinators2011-02-12 12:30:00

Author:
Shadowriver
Posts: 3991


But please do some spectator controllinators not gate the power of the main controllinator and and plug it to eject of other controllinator, so when player 1 sit other player will land on specting controllinators

Actually that's what I thought about, but I need the gameplay to start as soon as the player enters the level.
The time it would be needed to let (or force) 3 players into the controllinators would TOTALLY destroy the feeling of my level.

I was thinking about a hub or something like that...
2011-02-12 12:42:00

Author:
OmegaSlayer
Posts: 5112


Oh it's a pure platformer (yea sry ), well keep in mind you may got dislikes for "Player 1 only " sign too, this how casuals works2011-02-12 12:48:00

Author:
Shadowriver
Posts: 3991


Maybe have it so you control a sackbot but with a controllinator and all 4 cntrollinators are on holo that follows the sackbot but only one controls it.

All player sensors will now work and all players will see what you see.

What Dexist said, I mentioned to PSYNTENS earlier. His level freezes after the starting movie if you have 2 or more players it freezes.
2011-02-12 12:52:00

Author:
mutant_red_peas
Posts: 516


Lol, shadow, my levels...
http://lbp.me/v/qe93n7
and
http://lbp.me/v/q4dsjs
...read OCK's comments about me being casual.

My level won't be casual, will only be a different take on what is happening on LBP2...
Too many sackbots, top downs, puzzlers, minigame, and very few FUN platformers.

No, no, no, please no sakbots.
2011-02-12 12:55:00

Author:
OmegaSlayer
Posts: 5112


Ok, so no sackbots......

How 'bout......

There's hidden doors shortly (but not too soon) after each checkpoint and if there's 2 or more players the doors close so you can't go through.

So players can spawn to the checkpoint but can't go anywhere IF there's 2 or more players. So it's retry or turn off controller.
2011-02-12 13:24:00

Author:
mutant_red_peas
Posts: 516


Lol, shadow, my levels...
http://lbp.me/v/qe93n7
and
http://lbp.me/v/q4dsjs
...read OCK's comments about me being casual.

My level won't be casual, will only be a different take on what is happening on LBP2...
Too many sackbots, top downs, puzzlers, minigame, and very few FUN platformers.

No, no, no, please no sakbots.

I didn't say you level will be casual XD i fact they are the one who say that level is ntr fun for some reason, for example lag. Just saing you won't avoid dislikes one way or another.
2011-02-12 15:07:00

Author:
Shadowriver
Posts: 3991


I'm addicted to dislikes
So...any other idea?
Please? :blush:
2011-02-12 16:20:00

Author:
OmegaSlayer
Posts: 5112


Maybe use the ol' Close Level gate at the start, and before the gate there's a big door which stops you from passing, and if there's only 1 player the door stays open. Of course the Close Level Gate needs to be a while after the door and maybe even a checkpoint just to be sure. 2011-02-12 18:36:00

Author:
mutant_red_peas
Posts: 516


You might also consider making the level into a kind of relay race, where, when one player dies, the next one gets a turn.

Either way, I think the spectator plan might be more user friendly than the "just go away" plan, not to mention it gets more people looking at the good parts of your level, hopefully leading to more plays. Otherwise you're just being a party pooper for possibly 4 players, none of whom are going to have reason to heart or like your level, whereas you could have one play through and 3 people wanting to come back later.

Here's how I would handle spectators, and how I would modify that to support the relay race idea:

The entrance to the level drops the players onto a piece of invisible holo that has four DCS so as to capture all players. Once every player is mounted, which should happen near instantaneous as the levels opens, you eject player 1 and keep his DCS in eject mode so he can't be remounted. (This requires some logic using player sensors to count the number of players on the level and compare that to activated DCS to know when to eject player 1.) The holo has a player follower mover with a small minimum radius, so it will seek out and follow player 1. If this is done right, it should be that player 1 is running solo in the first half second or so of the level starting, and all his friends are following along as spectators.

I'd really encourage you to have him initially run past a rather huge sign saying basically "1 player only, other players can only watch" or something like that. This way the game play is not slowed down, and everybody still knows what's going on, and the player 1 party leader can abort the level if he doesn't want to keep his friends stuck watching. I've been on levels that used the spectator idea but with no such sign, and players got annoyed because they felt kind of hijacked and player 1 was too busy running and jumping to really pay much attention, and everybody grumbled afterward.

If the player can die with no checkpoint on the screen, you'll have to do something to get the spectators back to the last checkpoint. You might be able to kill them all off and repeat the same process as the level entrance, but there's a small chance that a different player would end up active and player 1 would become a spectator. I would probably instead put a tag on the active checkpoint and put a tag follower on the spectator's holo with some logic so that, when no player is in the player follower's range, the checkpoint tag follow kicks in and whisks the holo there, where player 1 can respawn and the holo will then resume following him. (With multiple checkpoints you'd need to make sure only the active checkpoint's tag is activated.)

For the relay race idea, after you whisk the holo back to the checkpoint, you'd have player 1 spawn into his DCS (by turning off the eject signal on it) and then you'd eject the next player, using a selector to cycle through them so that each respawn rotates new player into play.

If you'd like me to help you with the logic for all this let me know. I might just use this idea myself one of these days.
2011-02-12 21:35:00

Author:
LittleBigDave
Posts: 324


Improving on what he said, there's 4 invisible controllinators on an invisible piece of holo. Each controllinator has a NOT gate and the controllinator input is its input. The NOT gate output goes to an OR gate with to ports, and the controllinator input is connected to the other port.

Now it pretends there is a player in the DCS and the things are invisible. Once all the OR gates are activated, player 1 ejects.

Since the OR gate will always be active anyway due to the NOT gate, player 1 will stay ejected and may infact never get in.

2011-02-13 08:04:00

Author:
mutant_red_peas
Posts: 516


And...if I allow the player to enter the level only through a hub level with a door that opens only with one player?
I don't care much about likes/dislikes and hearts, but I care that the level plays and it's played properly.
OCK had a glimpse and he understood my reasons.
And I feel blocked in building it until I solve this problem, because if I can't prevent the level to be played in multi, I must rethink it from scratch...
2011-02-14 08:56:00

Author:
OmegaSlayer
Posts: 5112


I'm interested in this topic, and decided to try a multiplayer challenge at the start of the level if x2,x3,or x4 players (kills the microchip that enables single player path). Anyone know if the scoreboard registers as multiplayer if the other players leave before you cross the scoreboard? Or vice versa if a local player 2 joins? I may have to make the minigame scores higher for multiplayer so the scores are clearly distinguishable at the end, and single players can't cheat, right? or emit a 2p detector w/ a game ender during single player segment? Is this the best idea for single player platformers?2011-02-14 09:01:00

Author:
Unknown User


Improving on your HUB thing, at the start of the level, there could be a close level gate which is practically over the checkpoint and closes as soon as you spawn.

However some mean people may just go around trying to break your level and invite someone once they're through the door and they'll spawn once you go through the link.

Hopefully Mm will introduce something like that.
2011-02-14 09:43:00

Author:
mutant_red_peas
Posts: 516


Hopefully Mm will introduce something like that.

No, MM won't do anything that discourages multiplayer, just read whatever you can INTO the game and you'll understand.
2011-02-14 10:38:00

Author:
OmegaSlayer
Posts: 5112


It definitely sucks.
I guess i'll have to build a spectator option for my level too. :/

At least give us the option to tell the difference between each player MM..
2011-02-14 10:43:00

Author:
midnight_heist
Posts: 2513


Actually this thing is bugging me a bit.
Finally with LBP2 there's the chance to make what you dreamed in LBP, but the forced multiplayer can mess everything.
Insane lighting can be managed easily, vertex count can be used really better to work on shapes, every logic is easier...
It seems that in the end, everything works well for movies, top downs and whatever, except to make a fast paced and/or intricate old style platformer.
2011-02-14 12:11:00

Author:
OmegaSlayer
Posts: 5112


But please do some spectator controllinators not gate the power of the main controllinator and and plug it to eject of other controllinator, so when player 1 sit other player will land on specting controllinators
How do spectating controlinators work?

Will they follow the camera of the 1st player or do they have their own cameras...?
2011-02-14 12:40:00

Author:
Ayneh
Posts: 2454


Actually this thing is bugging me a bit...
I'm not following how that spectator idea falls short of accomplishing what you want. I'd agree that it's a bit more cumbersome than you might like, but I also agree with you that your goal of discouraging multi-player is somewhat against the grain of what LBP was built for.

By the way, with players possibly adding in late through whatever means, you'd want those spectator controlinators to have a max trigger radius and auto-capture set. I do think dropping into the level through a close game gate sounds prudent as well, though I'm not sure what kind of trickery an ambitious tomfooler can do with turning off and on controllers.

To the question about which scoreboard you end up on(1P, 2P, etc), I think it is triggered by the max players ever present in the level, not by who crosses the finish line. It's easy enough to test though, and if you do so please post back with the results.

Ayneh: The spectator controlinators are not a built-in game feature, we're just talking about building some controlinators for the other players on a piece of holo and having them follow the main player around. So they would end up sharing player 1's camera view, which is really always the case anyway unless it's a versus level.
2011-02-15 20:52:00

Author:
LittleBigDave
Posts: 324


The problem for the spectator seat is that I need those 2-3 seconds to have the players to enter the seats.
I make you an example, not what happens in my level, but to give you an idea.

IDEAL gameplay: The player spawns in the level and IMMEDIATELY a boulder falls behind him, rolling toward him.

With controller seat: The players enter the level, 1or 2 or 3 players enters the controllinators, the other reach the area where gameplay starts or dies and gets teleported, then a a boulder falls behind him, rolling toward him.

Not the same thing, then, as I said, cameras and lights can't follow all the players well, and the lag, already with 2 players is consistent.

Now, the point is:
Can I create the game I want, how I want, with the pace I want? Or should I always care about cute friendships, cutesy and what MM wants to push down my throat?
Not that I don't care, or I wouldn't have started a thread, and I don't even care about bad ratings, but only that who wants to enjoy my level can do it in the best way, respecting even my creator's decisions.
2011-02-16 09:32:00

Author:
OmegaSlayer
Posts: 5112


Fact is there is a whole slew of things that ruin levels in multiplayer.
Cameras, holo followers, lag, etc.
Simply adding a "one player only" option would fix all of them.
I'd much rather create a great 1 player level than compromise and make a average multi-support level.
2011-02-16 10:44:00

Author:
midnight_heist
Posts: 2513


Fact is there is a whole slew of things that ruin levels in multiplayer.
Cameras, holo followers, lag, etc.
Simply adding a "one player only" option would fix all of them.
I'd much rather create a great 1 player level than compromise and make a average multi-support level.

Got my point!
Variety is even a 1 player only level...especially since everyone is making versus levels and challenges today...I really find hard to find cool platformers in LBP2...I can't recognize the DNA of the game anymore...
2011-02-16 11:11:00

Author:
OmegaSlayer
Posts: 5112


The problem for the spectator seat is that I need those 2-3 seconds to have the players to enter the seats.


It would be done automatically upon entry and underway in under a half second. Everybody would crammed into the same spot, so there wouldn't be camera issues.

It sounds like you've made up your mind, and certainly just saying "1 player only" alleviates your burden, but since you're breaking out the bold text, I gotta say that the idea that MM is pushing anything down your throat here seems pretty far off the mark to me. People have pulled off everything from 8-bit remakes to first person shooters, many of which aren't especially cutesy.
2011-02-16 12:30:00

Author:
LittleBigDave
Posts: 324


I'm with OS on this. I'm currently trying to build a non-scrolling 2D platformer, so bringing a 2nd player into the mix won't work at all. Since I can't really be bothered trying to figure out some complicated workaround, I've just decided to wire a close-level post and put up with the bad ratings from those who ignore the '1 Player Only''. It's not ideal though and certainly not the first time I've felt forced into a box by seemingly unnecessary limitations.2011-02-16 12:57:00

Author:
Kiminski
Posts: 545


It would be done automatically upon entry and underway in under a half second. Everybody would crammed into the same spot, so there wouldn't be camera issues.

It sounds like you've made up your mind, and certainly just saying "1 player only" alleviates your burden, but since you're breaking out the bold text, I gotta say that the idea that MM is pushing anything down your throat here seems pretty far off the mark to me. People have pulled off everything from 8-bit remakes to first person shooters, many of which aren't especially cutesy.

It's not that quick, the camera would forcingly have an hiccup, and...really...shall I say it? I don't want to cope with it.
Why do I have to search a workaround that weights on my thermo instead of simply build and have a restriction?
I am willingly to take my responability heart/likes-dislikes, without problems, just to build what I planned, and make it work flawlessly for the player.
And, yeah, quite made my mind, since I love platforms and as I won't ever tire to stress enough, there aren't many cool pure platformers around.
2011-02-16 13:09:00

Author:
OmegaSlayer
Posts: 5112


Wait, what is the issue with the level again?

And also, yes, I want to see some more of the platforming goodness which made LBP1 great.

I actually don't like all the new stuff they've made available. Some of it's good but some of it... isn't.

I'm making a platformer as well, just using things like grapple hooks and mechanisms and things platformy.
2011-02-16 16:58:00

Author:
mutant_red_peas
Posts: 516


couldn't Mm just lock the levels when a group of players is detected in a pod? also, why can a local player bypass the close level post? I don't want to figure out how to keep people from plugging in a 2nd controller and trying to force them into a DCS/Game ender...whatever. It shouldn't be that hard to grey out the play box before starting a level...2011-02-18 11:25:00

Author:
Unknown User


can't you just set the level to single player instead if multiplayer? You know on the page where you can change the level to 'cutscene' and 'versus' isn't there also 'single player'?'2011-02-18 11:33:00

Author:
Hallm3
Posts: 252


can't you just set the level to single player instead if multiplayer? You know on the page where you can change the level to 'cutscene' and 'versus' isn't there also 'single player'?'

No. But there should be. The only other option is 'cooperative'.
2011-02-18 11:47:00

Author:
Ninja_Gnome23
Posts: 198


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