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Why are my hologram animations not visible during online play?

Archive: 5 posts


I made a 2D fighter, made using only holograms. when a move is executed a sequencer is triggered that emits a series of holograms. The sequencer has .4 seconds per stripe, and contains emitters that are set to emit once. the emitters emit a hologram with a lifetime of .2 seconds at 2 emitters per .4 second stripe. the last emitter's hologram has infinite life and only disappears when the next move is triggered, which would contain a tag that activates a destroyer on the current hologram. my problem is those .2 secind long life holograms are invisible during online play for at least one player every time. the level works perfectly offline. i would of course assume its lag, but levels have hologram animations all the time, and .2 seconds is plenty long period of time. also wouldnt lag just make it appear late on screen?

i took great care to make sure the level plays well, like you cannot activate multiple moves at once; all moves are deactivated during anothers sequence. move damage, length of execution, and spacing allowed for a real mix up game. yet nobody can play and appreciate what i made because they cant even see when their character does a punch or kick.

i was quite pleased with how the level turned out, and very disappointed with what happens when its played online. so what could the problem posibly be? How do i fix this?
2011-10-08 19:41:00

Author:
unnatural
Posts: 51


This may be that bug where emitted objects count towards thermo even after being destroyed. Once the level overheats emitters won't work.

It was a problem during the beta but I thought it got patched. It happened in create mode too, though.
2011-10-08 19:46:00

Author:
Ayneh
Posts: 2454


yes the thermo does go up as you continue to play. but the problem occurs from the very start of gameplay and the thermo starts very low and climbs slowly. also its not that emitters stop working as one player might be able to see the animations while the other cannot. and even if you cant see it, the damage inflicted still takes place along with the blocked, or hit-landed sound effect.2011-10-08 19:55:00

Author:
unnatural
Posts: 51


Puzzling. If you were to isolate the animated hologram bit play that online and it still won't display at least then you'd know where to focus. It could be that there's too much complexity in the area or something like that. Does anyone know if the threshold for complexity errors decreases when you have 2 or more people playing a level?

It seems unlikely but I wonder also if there isn't some lag introduced when online that interferes with your interrupt system that uses tags, meaning all animations are interrupted so they don't emit.
2011-10-08 20:19:00

Author:
Ayneh
Posts: 2454


Just on a whim i decided to get rid of all the sequencers and give each emitter its own timer. this solved the issue. i honestly cannot begin to guess why.2011-10-08 22:45:00

Author:
unnatural
Posts: 51


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