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#1

Tips for making level multiplayer friendly

Archive: 8 posts


Hi, since I'm nearing the end of my 1st level and moving onto my 2nd sub-level I was just wondering what tips people have for making your level multiplayer friendly. Having more then one person playing in your level?

So far all my sensors and movie cameras are set to 'require all player: 'NO' or require 1 player to trigger things, so no one can walk past them and miss things.

:eek:
Sorry I accidently posted this in the LBP1 section before I realised.
2011-06-17 14:44:00

Author:
LittleBigDes
Posts: 920


Something that annoys me often is when playing with friends and first me, then my friend trigger the same movie sequence or dialogue after one another. You can avoid it by placing a one-shot counter in between a sensor and the following action, so it can be only triggered once.

Another thing to keep in mind: will obstacles allow for more than one player to pass? For instance, if a bridge collapses after one player passes, chances are the other players are still on the other side. Worst case, the player with a head start walks out of the screen, blows up and now the entire party is stuck on the wrong side of the bridge.

Can players cheat a puzzle or obstacle if more than one player is present? For instance, the presence of a Grabinator may enable one player to grab another and throw him over an obstacle, bypassing it. You may want to take extra measures that prevent this.

This is to make your level multiplayer-proof, but if you want to make it really multiplayer-friendly, add bonus features that award players in a group; like the puzzles and obstacles in story mode that demand more than one player. For replayability and more fun it is always great to have such optional sections in your level.

If instead of a platformer level you are making something of a whole different kind, you may want to look into the logic that you are using: do score givers award the right player? Is every player in charge of his own controlinator?
2011-06-17 14:53:00

Author:
Antikris
Posts: 1340


Something that annoys me often is when playing with friends and first me, then my friend trigger the same movie sequence or dialogue after one another. You can avoid it by placing a one-shot counter in between a sensor and the following action, so it can be only triggered once.

.....

This is to make your level multiplayer-proof, but if you want to make it really multiplayer-friendly, add bonus features that award players in a group; like the puzzles and obstacles in story mode that demand more than one player. For replayability and more fun it is always great to have such optional sections in your level.

...?

I already have the one-shot counter attached to everything, I also find triggering the same scene etc very annoying. I may add in a 2x player section for extra point bubbles and possibly the logic/set pieces I've used or as an acing bonus.

So far my obsticles allow for more than one person once they've been triggered, with check points before and after each one.

Thanks, I will go over my levels once it's all done.
2011-06-17 15:05:00

Author:
LittleBigDes
Posts: 920


So far my obsticles allow for more than one person once they've been triggered, with check points before and after each one.

I am not sure whether it will work this way for checkpoints but maybe if you use a player sensor, hooked to a 1-shot counter and wire that to a checkpoint, that only the latest activated checkpoint will count as the active checkpoint. This would allow for cp's already passed not to activate a second time - for instance by a fellow player lagging behind.
2011-06-17 15:28:00

Author:
Antikris
Posts: 1340


Some levels just won't work if you allow more than one person in them, so you could have one of those posts that don't allow any more players to enter the level once activated directly under the entry point. That doesn't help when there may be a group of players entering the level from the outset, but it's an option.

I know your post is to try and embrace multiplayer, but I thought I'd share it. =)
2011-06-17 16:30:00

Author:
Xaif
Posts: 365


Some levels just won't work if you allow more than one person in them, so you could have one of those posts that don't allow any more players to enter the level once activated directly under the entry point. That doesn't help when there may be a group of players entering the level from the outset, but it's an option.

I know your post is to try and embrace multiplayer, but I thought I'd share it. =)

I did think about that, but I thought it may be unfair to groups of sack people :/
2011-06-17 17:25:00

Author:
LittleBigDes
Posts: 920


I am not sure whether it will work this way for checkpoints but maybe if you use a player sensor, hooked to a 1-shot counter and wire that to a checkpoint, that only the latest activated checkpoint will count as the active checkpoint. This would allow for cp's already passed not to activate a second time - for instance by a fellow player lagging behind.

Well I know that in other levels I've played my partner has died whilst doing the same obstacle and I've gone back to checkpoints to get him in again. Then if it happens again I just make sure I get through the obstacle without dying so when I hit the next check point he spawns back in without completing that same obstacle I just did. It's sort of cheating but it's not a game breaker. But if you place a checkpoint to far in they get to miss out on the section between. In the testing phase I will ask people what they think about my check point placements.

UPDATE: Any tips for settings on using 'game' cameras, never got what local space means for 1 or up to 4 players?
2011-06-17 17:32:00

Author:
LittleBigDes
Posts: 920


in the original LBP, game camera's tracked the player nearest to any unactivated checkpoints. i would assume that is still the case with LBP2.
if so, then checkpoint placement must take that into consideration for multiplayer compatibility.
2011-06-18 05:28:00

Author:
sellfcon
Posts: 79


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