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#1

Player HUD question

Archive: 4 posts


I'm pretty sure I know the answer to this, but thought I would check with you fine folks... You haven't let me down yet.

I am working on a level series with a buddy and we are wondering if it is possible to have a HUD follow each player (not sackbot's). My concern is that if two players cross paths, the followers will get messed up. Has anyone thought of a work around or is this only possible with sackbots?
2011-05-23 17:47:00

Author:
KnutsoPX
Posts: 116


Well, this is probably a naive answer, but ... you could do it with controllinators too.
Of course, that is going to look ugly, since the sackperson is very obviously sitting in this gizmo the whole time.

Let's brainstorm around this. It's a cool question.

- If you don't mind the player having to hold R1 to maintain the HUD, you can use Grabinators to carry the HUD device around.

- Putting a bounding box around the players will allow you to determine if they are going to collide, allowing you to 1) push the players through each other, 2) teleport them around each other, or 3) just refuse to go through each other.
- If you go with solution #1, you can move the HUDs a predictable distance in the direction they are already moving, while simultaneously forcing the player to continue moving in that direction as well. (A bounce pad that exists for a fraction of a second?)
- If you go with solution #2, you have your pick of several "death-less teleportation" concepts in LBPC's Tutorial forums.
- If you go with solution #3, you lose a little in player liberty, but there are many possibilities here that are super easy to implement (ultra-thin walls, attached to the HUD, for example).

- Another entire class of suggestions can be formed around the concept of "discarding" the HUDs whenever each HUD's Player Sensor becomes aware of two people in a confined area. You then only need to think of a way to return each player's HUD back to them when the players leave each other's vicinity.
- The only way two players can be uniquely identified is by score. If you're not using score for anything yet, you can change the level type to Versus, and assign 1-score to any player who has lost his HUD. Sooner or later, he'll pass by a HUD-giver that subtracts 1 from his score and observes the result. A change of maximum detected score from 1 to 0 means that the player at the change location needs a HUD. This is, of course, insanely complicated, but hey, brainstorming isn't always about GOOD ideas.
2011-05-25 00:25:00

Author:
The Manx Turtle
Posts: 50


Nice ! I do understand the problem : you want the player to swim or swing and bots cant, is that it ?
I did not two days ago a hud folowing the player and it did rock. But The nice way to do it would be to make a thin wall behind the thick wall behind the player. Make it follow the player, and make the HUD follow the wall. I guess a follower set to "layerswitch" but 0 speed does still layerswitch. Make the HUD layerfollow the player, but 2D-follow the wall. If you try to cross the other player, an error occurs. Again, you'll prefer using bots unless, as I said, you have water and grappling hooks. Unless you create your own hook or water.
2011-05-25 01:10:00

Author:
Unknown User


Yeah the main problem is my level has grappling hook sections. I'm planning on letting the player select between the grabinator, grappling hook, and paintinator. I have found a simple solution for my level... Make it single player I'm still not sure how to do it with multiple players though. If I think of anything I will be sure to post it here.2011-05-25 04:44:00

Author:
KnutsoPX
Posts: 116


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