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#1

Player-specific level entry points

Archive: 8 posts


Know how players all spawn from the same entry point or check point? Well, what if they introduced a new object or setting that allows you to spawn specific players at specific points? Say for example you have a versus shooting level and you don't want players all spawning from the same spot but instead you want, say, the corners to be the spawn points. You place four of these player-specific points in the intended spawning spots and set each one to one of the four players. Now, each player has a different entry point for the level instad of being forced to generate from the same point.

And since we're talking about player-specific settings here, I'd like to share other player-specific ideas as well:

Player Sensors: Player Sensors set to detect only a specific player. This is different from sensors set to detect a certain number of players.

Controllinators: For player-controlled Sackbots and vehicles. Can be used remotely or directly.

Camera View: The camera can be set to include all players on the same screen, which is the traditional Little Big Planet camera, to split the screen to allow players to separate from each other, and to provide each player a standalone screen viewed only from their TV. This setting can also apply to Camera Objects.
2011-06-27 09:00:00

Author:
Brandon
Posts: 106


I haven't fiddled with multiplayer or "normal" levels, but the ideas sound good.

For online multiplayer, player specific movie cameras should be allowed (if it isn't, already), movie cameras give you so much control. However, split screen is a major feature, I don't think it could be implemented in a patch. Maybe for LBP3? :=)
2011-06-27 17:12:00

Author:
hesido
Posts: 166


Awesome idea! I've always wanted split screen!2011-06-27 20:40:00

Author:
Loafsy
Posts: 68


I give support for Split Screen play.2011-06-28 03:44:00

Author:
Cronos Dage
Posts: 396


I had SOME success with 4 gates powered by 4 separate batteries on a sequencer set to 0.1 second per square. You get the 4 gates turning on and off in quick succession. It DID spawn 3 players at 3 separate gates playing AT HOME. I didn't try ONLINE and not with 4 players. I think there is a "Unspawned Player Sensor" with the Move Pack. Maybe a more savvy creator than I could make something with that.2011-06-28 23:13:00

Author:
Astralith
Posts: 6


There is a very, very simple fix for the specific entries gates.

1 - Place a neutral start point, covered, and in pitch darkness, also a sound changer, with the SFX turned down. You could do this by Creating an inverted tag sensor, connected to a permanent switch, this permanent switch is connected to a 'Global Lighting' and 'Audio' tweakers, that make it pitch black, and soundless.

2 - Have four controlinators that are set to auto enter (also, connect their 'Power Button-the section where the PS Button should be- to the eject input), with the the area they are entered covering the start gate. Place them in the certain areas. This will transport each individual player to wherever needed.

3 - Now, have either a timer that activates when you entered (started using the perma switch.) Set it to about 5 secs ( enough time to let each player to spawn and move to the appropriate area). Connect timer to new global and audio tweakers, that are set to your choices.

And you're done. I thought of this method while sat here, not tested, so if it doesnt work, sorry Also, this only works for the start gates, dont know how to make it for checkpoints. But if its a versus level, its unlikely the player will need to respawn! If you want further help, add me
2011-06-29 15:53:00

Author:
Bang126
Posts: 157


could you not use the controllinator teleportation? i believe sehven used this in his recent Star Wars Jedi Level, but you stayed in the sackbot.2011-07-03 15:06:00

Author:
flyinhawaiian
Posts: 357


For the checkpoints, if you're controlling Sackbots, than you could have the controllinator on an invisible hologram following each sackbot (different per person). Each sackbot gets its own checkpoint (there's other places to learn how to make a sackbot checkpoint). This means that the sackbot can only come out of their own specific checkpoint. And you follow them on you're invisile DCS. This idea also came to me while I was sitting here and therefore has not been tested, but I'm pretty sure it should work, unless you're not using sackbots.

I really like the idea of having player specific sensors, and cameras. I really hope to see some of these player specific ideas implemented in the future.
2011-07-03 20:09:00

Author:
BobtheYoungFish
Posts: 56


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