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#1

Multiple Sackperson Detection

Archive: 9 posts


I thought of this design last night, it's actually pretty simple. Say you're making a story level and you want to have some dialogue that refers to the players. Since you don't know how many sackpeople are playing, you end up having to make an assumption. This may just be as simple as saying "Intruder detected" instead of "intruders detected," which isn't that big a deal, but in some cases the wrong assumption can sound very misinformed. This is a simple contraption that can solve the problem.

It works by taking advantage of the "require all" toggle on a sensor switch. Place two sensor switches, with the same activation radius, directly in front of one another in the level. Set only one switch to "require all." If a sackperson walks into their radius, the switches will disagree only if the sackperson is not alone!

To complete the device so you can refer back to this information, you need to attach an AND gate and a permanent switch. Invert the "require all" switch, and attach both switches to an AND Gate. Now the AND gate will activate only if the player is in a group. Attach the result of the AND gate to a permanent switch, which will create a permanently activated switch if the lead player is in a group. Using this switch you can instance characters in the level with proper dialogue.

Obviously it's not perfect, but assuming the sackparty doesn't change after the start, you should be alright. You could dynamically update your information at every checkpoint, if you'd like to remain accurate. Another approach could be to combine every character with this device, so the first person to enter their speech radius will determine the correct magic mouth to use.
2009-02-18 16:46:00

Author:
Lokno
Posts: 68


What happens if two Sackpeople enter the radius at the same time? Contrary to real world physics... two Sackpeople can occupy the same location at the same time.

I had actually considered doing a method like this by making a kind of "weight" detector. I assume that two Sackpeople weigh twice as much as a single one... so it should be possible to rig something up.
2009-02-18 16:49:00

Author:
Gilgamesh
Posts: 2536


What happens if two Sackpeople enter the radius at the same time? Contrary to real world physics... two Sackpeople can occupy the same location at the same time.

I had actually considered doing a method like this by making a kind of "weight" detector. I assume that two Sackpeople weigh twice as much as a single one... so it should be possible to rig something up.

Certainly it's possible, but I'm willing to guess that generally one player will enter before the other, and with some speedy pistons you should be able to get the right answer. Also, it would help to make the device a front layer-only entrance, so that the players will naturally form a line.

Weight may work, tell me how that goes. This is the simplest approach I could think of.
2009-02-18 17:14:00

Author:
Lokno
Posts: 68


You could have 4 tubes, and add sensor switches in them, to a big AND switch.

You can then not only see if it's 1 / multiple, but you could see the actual number.

If i make sense.
2009-02-18 17:31:00

Author:
ThommyTheThird
Posts: 440


You could have 4 tubes, and add sensor switches in them, to a big AND switch.

You can then not only see if it's 1 / multiple, but you could see the actual number.

If i make sense.

I'm not sure I totally follow you, but it sounds like it could be easily tricked by unexpected movement.
2009-02-18 17:42:00

Author:
Lokno
Posts: 68


No i mean four tubes that fall straight down. SO when you enter one, you can't get back and trigger another one. The only way you could trick it, is by jumping in 1 tube all at once.2009-02-19 13:37:00

Author:
ThommyTheThird
Posts: 440


No i mean four tubes that fall straight down. SO when you enter one, you can't get back and trigger another one. The only way you could trick it, is by jumping in 1 tube all at once.

That makes sense. You would need to make it so players couldn't jump into the same one. Or, you could use one tube, and just increment your count each time a sackperson falls through.
2009-02-19 18:11:00

Author:
Lokno
Posts: 68


A weight sensor is a great idea, you could do something with a spring and some magnetic keys. Force the players to wait a few seconds in a room (with spikes on the ceiling to discourage jumping and measure the weight .2009-02-20 09:56:00

Author:
Wyth
Posts: 263


I've implemented my original idea in the OP, and works like a charm. There where some fears that it could be tricked, but I highly doubt it, as I tried multiple times with two sackpeople and couldn't get past without setting it off.2009-02-22 01:43:00

Author:
Lokno
Posts: 68


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