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#1

Forced Single Player

Archive: 9 posts


I'm surprised that this isn't already implemented, it's the sort of thing that's so obviousl that I'm genuinely convinced that it -is- implemented and I've just missed it somewhere. You can set a "Single Player" tag to your level but 1-4 players can still enter and, for some levels, this can break them.

My level (https://lbpcentral.lbp-hub.com/index.php?t=49913-Life-An-Experiment-in-LittleBigCellularAutomata) currently will only function with a single player as that is all that it was designed for. I've since discovered that a second player will simply fall out of the level, which I did not anticipate (this being my first level), and am now working on a quick fix. This will stop my level from breaking, but I should be able to set a game to "single player" and prevent more than one person from entering at a time to prevent this from happening at all.

What do you think?

EDIT: Oops! Seems I've put this in the wrong section (I meant for it to go into the suggestions for LBP 2!). Is there any way I can move it?
2011-02-19 13:00:00

Author:
Unknown User


Something you could do, is set a player sensor, to if it sensors 2+ players, it ends the game. I used a different method in my level, where if there are 2+ players, it brings up a screen telling you it's a single player level. The player then needs to ensure they are alone to continue.

Have a look around the forum though - I'm pretty sure there area some similar topics around this area which could give you the answers you need.
2011-02-19 16:41:00

Author:
standby250
Posts: 1113


That's a very good idea, actually. My current solution is to literally trap the other players in a box to prevent them falling out of the level, it's not ideal to say the least!2011-02-19 17:07:00

Author:
Unknown User


I think the most friendly idea would be to stick players 2-4 into a controllinator on a piece of material set to follow the actual player, so they can at least spectate.2011-02-19 17:57:00

Author:
Speed Racer
Posts: 156


That's probably what I would do, but my level is only as large as one screen and only contains a single immobile camera. The player spawns behind the level and immediately enters the controllinator. Other players can still watch even though they are trapped behind the board.

I may use controllinators just to stop them jumping around and spoiling the atmosphere!

These are just workarounds, mind you, I genuinely think that media molecule should implement some kind of "player limit" setting.
2011-02-19 18:51:00

Author:
Unknown User


But would be nice if they implment it in the way that oter playes can spec, insted of forceing people kick friends from pod.

Also i hope people will use it with mind, i seen a lot of "player 1" levels that are fully playebale on co-op or can work with just few tweaks
2011-02-20 03:36:00

Author:
Shadowriver
Posts: 3991


^ Agreed.
most levels just set that "1 Player" sign up as an excuse to not work as much on the level.
give it just little more work then they work fine. tho there is the real 1 player only levels.
like where level has 1 bot as main controlled character. this is where the option to
set 1 player mode where others can only spectate would be useful. but really it's not to hard to mess with.
most 1 player levels work fine by putting spectators on holo that follows player. *mew
2011-02-20 03:47:00

Author:
Lord-Dreamerz
Posts: 4261


Something you could do, is set a player sensor, to if it sensors 2+ players, it ends the game. I used a different method in my level, where if there are 2+ players, it brings up a screen telling you it's a single player level. The player then needs to ensure they are alone to continue.


*turns controller off*
-start game-
*turns controller back on".

2011-02-20 04:39:00

Author:
PPp_Killer
Posts: 449


I've decided to trap the players in controllinators at the start, then release player 1... you can use movie cameras in place of game cameras, and players won't time out off screen... logic on hologram following player1 toggles between cameras & follow player/follows tag back to checkpoint when killed...2011-02-20 05:55:00

Author:
Unknown User


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