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#1

4 player character selection screen?

Archive: 5 posts


I see alot of levels with 4 player selection screens and im creating a super smash bros type game, all is good with the actual game but it lacks presentation. Im unsure of how to make a 4 player selection screen. I made assasins creed sackelations, and it got over 4,000 plays, but it had no character selection. If theres any tutorials on youtube just give the link 2011-12-27 18:30:00

Author:
lilballer22
Posts: 63


sorry i can't help but i'm looking for the exact same thing right now!!! 2011-12-28 05:25:00

Author:
harbingernaut
Posts: 126


Take a look through silverscorp's videos I think he has something to help. Comphermc has a tutorial about making menus also, and think that the concept is pretty close to what you need.

Instead of one moving colour you need four, as well as a way to denote which player is which colour, setting holo or sticker panel to 'player colour' will help a little, unless players are the same colour. There is no fool proof way of dictating who will be player 1 but a Sackbot on screen set to player costume with a colour icon beneath them would help.
2011-12-28 06:33:00

Author:
Mr_Fusion
Posts: 1799


For each active controlinator: a horizontal and a vertical selector laid out on a chip. Each containing the number of gates as there are character selection slots on that dimension. Say, you have a grid of 3 x 4 characters to select from, then your horizontal selector has 3 gates, your vertical one has 4.

Add X number of 3-port AND gates to that chip; X stands for the number of selectable character; for example, 12. Wire horizontal selector outputs and vertical selector outputs to the AND gates so that each gate represents a grid position and receiving the horizontal and vertical input that corresponds with its grid 'coordinates'. For instance, the top-right grid space is output #3 on the horizontal plus output #1 on the vertical selectors.

Stick a toggle switch and a receiving controlinator (for that player) onto the chip, set the toggle to OFF. Wire its output to the deactivation input of the controlinator. Wire the X-button (or whatever you like your player to use to confirm their character selection) to the toggle input; now, after a player has made a choice and hits X, the toggle will turn ON, will turn off the controlinator (so the player cannot change their selection anymore).

The same controlinator, you wire the L/R output of a stick to the cycle input of the horizontal selector and the U/D output of a stick to the cycle input of the vertical selector. Wire the Active output of the controlinator to the remaining third input of all of the AND gates; this will make sure there is a player ownership signal that goes in in order to make the holo pieces display the player color.

Wire all the AND gates to holo squares laid out ina grid, set to player color.

This setup is a start; you can extend it if you like: no continuous movement, not having the player exit the grid on the left and enter it on the right, etcetera.
2011-12-28 16:51:00

Author:
Antikris
Posts: 1340


thanks all of you for your help ill try this out later 2011-12-31 01:03:00

Author:
lilballer22
Posts: 63


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