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Versus: Picture in picture

Archive: 15 posts


Hi, I would like to know if it's possible to create a "Picture in picture" system in a versus level. A rectangle would appear in the bottom corner of your screen in which you could see the other player who is not in the same room as you. 2011-04-21 23:13:00

Author:
montana_9268
Posts: 10


As far as I know this is not possible in the game...2011-04-21 23:56:00

Author:
shane_danger
Posts: 283


Why would you exactly need that?2011-04-22 00:55:00

Author:
Unknown User


I could see some applications for this...though I'm not sure it's possible. You could se events happening off screen without it causing any sudden camera movements. lol2011-04-22 01:09:00

Author:
Unknown User


Well, this could be useful for many things. The first use I would make of it now would be for some co-op action so that both players have a great amount of space and layers to complete their part of each scene/sequence, and you would need to be synched with your partner, that's where a PIP system would come in handy 2011-04-22 01:25:00

Author:
montana_9268
Posts: 10


im not sure if you could do that..
try posting in the suggestions

hmm... what if u used a movie camera and have it switch off to whichever player (using sackbots)
2011-04-22 03:40:00

Author:
sonofbrave
Posts: 107


Hi there. Alas, its not possible to do the picture-in-picture effect.
However...
There's a way to pull of a similar effect, I will try to get on later tonight and explain how (or post it as a tutorial. Sorry for sounding mysterious, just gotta head out now.

Sorry I havent got a chance to reply till now.

You can do a split screen to a degree, although its not really split screen but a trick with positioning things. There are alas, a lot of restrictions and it may be simpler lust to make a different style of gameplay/camera setup.

Anyway my friend- heres my idea.

First start a blank level and make it VERSUS (to give each player thier own view). Next, create a small room, center top of the level (This will be a little room withe the entrance gate in it but nothing else- so as the level begins all player will spawn here).

THE FIRST MAP-P1M1
Now make a very small map (say 4 rooms wide by 2 floors high) and position it below the starting room to the left. This will be player ones map to move around and explore.

THE SECOND MAP -P2M1
Next, make another map (4 rooms by 2 floors again) but change the layout of the rooms. This will be player 2's map to explore. Position this map to the left of the first map, but leave a maps distance between the two of them.

THE THIRD MAP-P1M2
Select and higlight the whole first map and copy it. Paste it directly below the second map (so it looks like the second map has 4 floors.

THE FORTH MAP-P2M2
Select the entire second map, copy it and place it directly below the first map.
So essentially now you have player ones map over a copy of player 2's map, and player 2's map over a copy of player one map.

THE PLAYERS SACKBOTS
Starting with player one. setup a player controlled sackbot (with holographic block/control seat/tag/follower setup). set the DCS on the players holograbphic block to automatically enter and its radius to 5000.0. This sackbot should have a GAME CAMERA on him set to folllow player-0%, Set this game cameras zone to be larger than map P1M1 and P2M2 (think of these maps as both under the one cameras view), set the cameras view to encompass both these maps area (this will be the view player one sees ingame) Place the sackbot on the bottom floor leftmost room.
Next, copy player ones sackpot and place this duplicate in the same position (bottom floor, leftmost room) on map P1M2 (as its a copy of player ones map- remove the camera from this duplicates basechip though). THats player one done.

Now copy the process exactly to make player 2's sackbot, except, this time position player 2's sackbots camera to focus on the P2M1,P1M2 area, and also place player 2's sackbot on the bottom floor, rightmost room of map P2M1, and player 2's duplicate sackbot at bottom floor, rightmost room.

Sorry if this is a confusing explanation. I will finish with a diagram that may help explain.

HOW IT WORKS
Both players spawn at the entrance. Because bot sackbots have DCS's that are set to be a huge range and covering the entrance gate, player one enters sackbot one automatically and player 2 enters sackbot 2 automatically. When player one enters his sackbot, the game camera on this sackbot shows the view of P1M1 above P2M2
and this vbiew is locked. This sackbot is under player ones control and can move round his map P1M1, but also, his duplicate is positioned at the same position on map P1M2
and as both these sackbots are set to recieve remote control from the same control seat, they will both move in exactly in sync and as both these maps are exactly the same, player ones duplicate sackbot is preforming the same actions on the other map.
Vice versa, Player 2's sackbot on map P2M1 is preforming the same motions on map P2M2.
So you can see on player ones view a copy of player 2's map under player ones original.
So player one is seeing player 2's sackbot copy on player 2's map copy, and vice versa for player 2

-------------SACKBOT-------------- -------MAP LAYOUT------
Player 1 Player2 P1M1 P2M1
Player 2 copy Player 2 copy P2M2 P1M2


I hope thats not to long winded and hope it helps and makes sense
2011-04-22 14:36:00

Author:
Sean88
Posts: 662


Holy crap the only reason this would be applicable really is to solve local split-screen! Why has no one stated this!
plus what ^ he said doesn't even make sense to me... or throw the thermo in a volcano... Theres no way to do any kind of slit-screen.. online multiplayer only..for most versus games..
2011-04-28 04:36:00

Author:
Dortr
Posts: 548


I think what Sean88 is describing is a sort of minimap system more than PIP, but would have the same effect. Everything would have to be exactly to scale, however. Any miscalculation even in the slightest detail would result in the actions not lining up perfectly. but still, a great idea.2011-04-28 04:50:00

Author:
shane_danger
Posts: 283


Thanks Shane
It does work, bot as Dortr says, Its probably more hastle than its worth. My idea would maybe suit a mini-game where you just used small maps. Its just food for thought guys. And some part of it might be useful. :-)
2011-04-29 00:07:00

Author:
Sean88
Posts: 662


Sorry if I was mean earlier.. it is a great idea. I thought about it and it may be possible to make a "radar" type thing using a similar method.. but any hud icons that snap to a screen would be visible.. and in a funny location to all players 2011-04-29 05:47:00

Author:
Dortr
Posts: 548


Hi, sorry I couldn't reply before. Thanks for your replies Sean88 I'm not sure I understood everything but I will try what you said and I'll let you know if I manage to figure it out 2011-05-05 21:09:00

Author:
montana_9268
Posts: 10


lol, Dortz, your fine. Mate, everyone has thier opinion, and i took no offence at all buddy. Your right in a lot of ways too. Its an idea that works, however at the same time, there are a lot vof limitations to this method. Sorry, everyone if my idea was confusing, i tried to explain it well

Sorry, i noticed a slight problem with my explaination. The last part should be:-

-------------SACKBOT-------------- -------MAP LAYOUT------
Player 1...................Player2 P1M1................P2M1

Player 2 copy.....Player 1 copy P2M2................P1M2
2011-05-09 11:33:00

Author:
Sean88
Posts: 662


Hello I tried but something went wrong... and I don't know exactly where, so nothing is working as it should. If you already created it for yourself, it would be cool if you could show it to me one day when you're online.2011-05-23 12:59:00

Author:
montana_9268
Posts: 10


Yes, I don't think it is possible. Online is probably the best method. Although, I bet you could somehow make a map with a radar on it, but not the actual sackboy running around.2011-05-23 14:57:00

Author:
DominationMags
Posts: 1840


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