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#1

How to have your level identify multiple players.

Archive: 13 posts


Ok so when you start the level, have your sackboys start in a light cardboard box. The box is here so your sackboy/girls dont jump and mess up the physics. Anyway the box will be on a cardboard platform with a very very very sensetive spring underneath it. So sensetive, the weight of a sackboy could alter it....
anyway on the cardboard platform you'll have a sensor key tuned down all the way to the point where it practicly has to be touching the receptor to activate. You will then have four sensor switches on a wall next to the platform, evenly spaced out. So when you have one sackboy, the platform will push down to only the first receptor. With two sackboys, it pushes even farther. With a third sackboy, it will compress even more. get what im saying? Now then. The receptor of the key will be atached to a piston with a left and right setting. The <-,-> symbol under settings of the piston. Set the piston on about 5 seconds. Then on end of that piston will be another key switch of a diffrent color. And at the bottom is the receptor. So when the first key switch is down, it will make the piston go down slowly, and once that piston hits its receptor, the box will launch up, or disappear or whatever you want it to do. I know this is really confusing, but mabye ill get a vid up or something.
2008-11-17 23:18:00

Author:
Unknown User


Yeah, I don't see what you're trying to convey here. Perhaps just having a regular Magnetic Switch and Key as different colors could do the trick. And have a MM-type setup as in the regular levels for a 2 Player game. But if you can get a vid up, I'll see what's up.2008-11-17 23:24:00

Author:
Night Angel
Posts: 1214


I get it and it's genius That way you have things set up differently in your level depending on how many players enter the level. I.e. if 3 sackboys enter, specific parts of your level that require you to know how many people are playing can bew activated appropriately right from the start. I like it, I'm actually favoriting this page incase I forget 2008-11-17 23:31:00

Author:
KAPBAM
Posts: 1348


thats the thing tho, mm didnt make diffrent levels for diffrent amount of players. Just think of a scale. You put an apple on it and the needle on the measurer goes up yeah? You put another apple on, and it makes the needle go farther. What Im saying is use this system to measure sackboys weight, then your level will be hooked up to the sensor keys on the needle, so it adjust to your players.2008-11-17 23:32:00

Author:
Unknown User


Couldn't you just have 4 different entrances with mechanisms similar to those the story mode levels. Like where three people have to stand on a switch and one goes thru to let the rest in etc.. for each number of players? Your idea is far more complicated, (And much more engineerily cool I must say) and would be hard to impliment because of players running and jumping, even inside of a box.2008-11-18 21:25:00

Author:
T-Money645
Posts: 2


Well I know that mm never did it like that. I want players to be somewhat baffled with how it adjusted to them. With out them knowing. And if the sack people try jumping it would just make them stay in the box longer, cause they gotta wait five second in one spot so the piston with the sensor will slowely move up to open the box. When they jump they move away from the sensor, causing the piston to go back down.

Basicly if they keep jumping, they'll never get out of the box.
2008-11-18 22:44:00

Author:
Unknown User


I see what you mean now, Stuff. And it sounds really cool. If you can get this working well, I can't wait to play it.2008-11-19 00:15:00

Author:
Night Angel
Posts: 1214


What if a player joins later???

I suppose you could try to fit that no-entry-post in your cardboard box?
2008-11-19 00:23:00

Author:
Unknown User


What if a player joins later???

I suppose you could try to fit that no-entry-post in your cardboard box?

lolz. Good point. Mabye right after the box, cause i really doubt that anyone would join right then and there. still its possible.
2008-11-19 00:27:00

Author:
Unknown User


The problem wouldn't be the player joining right then and there, but after the box, as they will have passed the player identifier. Then you'd be in the postion of too many players, right?

Also, what happens if a player leaves???
2008-11-19 00:30:00

Author:
Unknown User


Also, what happens if a player leaves???

Then they shouldn't have been hanging out with that doosh!



xD lol I've been watching too much Family Guy!
2008-11-19 05:24:00

Author:
KAPBAM
Posts: 1348


To avoid players joining ever, simply start the level in the air, and have the no-entry post pass on the way down. No way to avoid players leaving though.2008-11-19 05:28:00

Author:
BassDeluxe
Posts: 984


The problem wouldn't be the player joining right then and there, but after the box, as they will have passed the player identifier. Then you'd be in the postion of too many players, right?

Also, what happens if a player leaves???

well then have they will pass through a no-join gate after the box, and then they will hit a spawn point. Remember people who join dont just appear out of thin air. lol.
2008-11-19 13:47:00

Author:
Unknown User


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