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Quick question regarding keys

Archive: 12 posts


Just a quick question that has to do with keys, if I am making a lockbox and entering the right combo gives you a key, will someone who gets the key be able to see the level even if it is a sub-level, or will it still be hidden to them?2011-12-10 20:03:00

Author:
dogcity999
Posts: 86


I think if they get the key it becomes visible to them. You could just lock it instead.2011-12-10 21:35:00

Author:
craigmond
Posts: 2426


...will someone who gets the key be able to see the level even if it is a sub-level...

Depends what you mean by "see". Sublevels never appear on the Craft Earth for anyone other than their publisher, but there's probably a way for someone else to view their details.

The only way they could play a sublevel is if you published a level which contains a link to it - it's not possible to link to another user's sublevel... well... you can, but the level link badge will always appear locked, even if you have the key.
2011-12-11 16:40:00

Author:
Aya042
Posts: 2870


What I need is for it to work like if someone enters the correct password they an then go to another level and copy it, but I want to avoid having a whole bunch of locked levels that are visible everywhere2011-12-11 18:44:00

Author:
dogcity999
Posts: 86


You could create another profile to hold your locked levels, just to avoid having them clutter your planet. Then players could collect a key and go through a level link to the copyable level.2011-12-11 19:56:00

Author:
Pookachoo
Posts: 838


Wait, if I were to give a key and then link them to the sublevel, would they be able to copy it after they played it?2011-12-11 21:53:00

Author:
dogcity999
Posts: 86


No, because they never appear on the earth. I have a lock box that links to a sublevel that is named differently etc. All comments and plays go to the lockbox stage. If you pause it while in the second level you have the option to replay or go back, but they are the only options.2011-12-11 22:05:00

Author:
Mr_Fusion
Posts: 1799


Wait, if I were to give a key and then link them to the sublevel, would they be able to copy it after they played it?

Depends.

If the level isn't marked as copyable, then I don't think it's possible to copy it via the client at all.

If the level is marked as copyable (assuming that's possible for a sublevel) then it might be possible to access the copy option via a more obscure method.

Either way, there's no encryption on the LBP client/server protocol IIRC (and even if there is, it's still not totally secure), so I wouldn't be surprised if someone who was prepeared to reverse-engineer the protocol could do anything they liked, including copying, editing and deleting anyone's levels - the "level moving bug" already proves it's possible for another user to manipulate your levels.
2011-12-12 11:42:00

Author:
Aya042
Posts: 2870


The only way they could play a sublevel is if you published a level which contains a link to it - it's not possible to link to another user's sublevel... well... you can, but the level link badge will always appear locked, even if you have the key.

I have been experimenting with this for my next big level and my testers report that the level links in my title screen hub are locked until they acquire the key for it. I give the player a key for each next sublevel as they complete one. Back in the title screen hub they can skip ahead and continue where they left off when they return another time. Each sublevel automatically connects to the next on completion and as they acquire the key right before that, this works as well.

It is problematic testing this oneself as a creator, since as you create the sublevels, you always have unlimited access to them, even when locked. I use a secondary account to test it myself, as well as asking friends. Another limitation is that you will need published levels in order to test this. You can have a hub on your moon with links, but a level link can only link to published (sub) levels.
2011-12-13 10:56:00

Author:
Antikris
Posts: 1340


So I should make my lockbox link to a menu of sorts to choose a unlocked stage from as well as giving the key to the correct level?2011-12-14 03:05:00

Author:
dogcity999
Posts: 86


So I should make my lockbox link to a menu of sorts to choose a unlocked stage from as well as giving the key to the correct level?

Since the only way anyone could actually play the sublevels is via your lockbox level (assuming it's the only one of your levels which links to them) then locking the sublevels is unnecessary.

All you need to do is have the sublevel link badges in an inaccessible part of the level, and trigger the appropriate one with a wire when the player has entered the correct code.
2011-12-14 09:02:00

Author:
Aya042
Posts: 2870


So I should make my lockbox link to a menu of sorts to choose a unlocked stage from as well as giving the key to the correct level?

You'd give them the key first, then present the menu. Else the level links remain locked.

Also, if you display a custom menu, I recommend displaying level links next to the options; there is no way for logic to retrieve the status of a level link (whether it is locked or not). When the player sees a locked level link next to the option, at least he has a clue as to why selecting the option doesn't do anything.
2011-12-14 09:03:00

Author:
Antikris
Posts: 1340


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