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#1

Follower/Menu follower/idea help

Archive: 3 posts


Ok this is hard for me to explain but what I have right now is a side menu with selectable actions that follows the sackbot.

What im doing is when players are by themselfs in this multplayer game the menu will follower them.

Once there in area of each others sackbots the menus move (Follower+Tag) to the upper top part of the screen.


Well actually I cant really explain it well because im not quite sure how to do it or what I need exactly to fix it.

Lets say I have a chain. Each chain part has a tag on it. The Menu spot/chain goes on top of the screen. Everyone emites there own part of the chain with there own tag on it for there menu.

When 2+ players are on screen there chain/menu's will link up on the upper part of the screen.

When someone gets outa range they break from the chain.

Player1,Player2,Player3,Player4


Lets say player2 leaves it should look like this:

Player1,Player3,Player4,(Empty)

If someone wants to work on it with me add my PSN.
2011-07-19 08:46:00

Author:
venat
Posts: 715


It is an interesting concept and I still believe that MM should introduce a UI material that will only be visible to its owner, so we can make UI's that won't have to be seen by other players.

I would worry about the camera first because only that will warrant a context through which two player within one view can see the same UI grid. Once you have that sorted, the snapping of player's UI to their respective positions within the view grid will not be that hard.

The camera logic would have to detect that two or more players are within range of one another. In between the two most furtherst players that are within that range, the camera positions itself in the middle. It is a fixed view, so players will suddenly see a sudden transition from a view focused on them to a fixed camera that starts moving when the outermost players move as well. Try to visualize this for yourself, because it might look awkward at first: you run into range, camera zooms out with you on the edge. You see another player. He walks towards you and the camera will move slightly. He walks away again and the camera appears to slowly follow him until you are both out of each others range and the camera snaps back to personal view.

If you imagine the fixed camera viewport like a rectangle of holo, that will be completely visible during the time the camera is active, it is easier to understand. You might wanna use an actual holo shape for this purpose, and later stuff the tags on there where the UI's will snap to.

Challenges:
- You will need more than one fixed camera object, for with 4 players, two simultaneous situations can occur;.
- How will a camera object be activated and how does it know which players to track within view?
- How will it track two players within view and stay in the middle of both?
- How will it recognize that those two players are out of range and either go inactive or snap onto two other players if more than two players were within the same view?

Once you have an answer to those issues, you can have the UI's of those players signaled to snap to the tags on the nearest cam object for as long as they are within the view of the cam object.

EDIT: ignore the zooming out bit; that will never work with UI's here.
2011-07-19 12:53:00

Author:
Antikris
Posts: 1340


Not really important to add multple fixed camaras. I only need one really. When everyone leaves the leader radus the menus detache from the upper screen.

I just gotta fix how to make "Follower" Active.

Right now I have a follower and a Tag radus input.

When I get outta range the tag powers the follower but the power isnt consistant. It just turns on & off.

How can I fix that?
2011-07-19 20:18:00

Author:
venat
Posts: 715


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