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#1

Memorizer Tweak

Archive: 4 posts


While I can think of reasons why this wouldn't work for the object saver, I think the memorizer should have a tweak option that lets you choose whose data you are loading/saving: player 1 (host), player 2, 3, 4. This would open up a lot of possibilities with multiplayer saving and it can't really break anything because it's just loading 32 (max) signals. The object saver would break things due to the location of objects and saving different objects, but the memorizer is simply signals. The only issue I see from this tweak solution is what to do with guests. The ps3 and ps4 handle guests differently but I say treat them as their own user which wouldn't have data loaded from them (though with ps3 it might force you to load data from the host player, which in that case just do that and don't save when told which would restrict some multiplayer levels in that case, but I don't believe it functions this way anyways). The main issue would be the ps3 guest situation, and even though I know this won't be added as they still haven't fixed giving the memorizer to PS4 users, what do you guys think?2016-01-05 11:34:00

Author:
koltonaugust
Posts: 1382


You can fake this really easily, also there are 100 max signals if you glitch the memorizer using a selector (you select the selector first then the memorizer using R2 selection, then ramp up the amount to 100). The degree that you would be faking it would only be limited to player number though, not to the player profile. It is possible using the player color spawning to separate the players into player 1, 2, 3, and 4 locally now. As for online saving, such as players 1, 2, 3, and 4 being on separate systems, it is impossible.

What this would mean is whoever was player 2 in the previous session would retain player 2 data upon entering, that is all that is possible for now. I would love to see player profiles maintaining data though, that would be very helpful logic-wise. I hope this gets added in!
2016-01-05 13:32:00

Author:
amiel445566
Posts: 664


I didn't realize the glitched memorizer was so easy to obtain! As for the faking it, it's great that it's an option, but putting in the work of loading everything for a very conditional saving system (must be in the same host, must be in the same order that you were last time) that most players won't understand is kind of off-putting. While only saving to the host in this sense does actually let you have multiple save profiles on a level of this style (each host is a profile), I'd rather see memorizer profiles in the settings under memorizer data.2016-01-05 17:43:00

Author:
koltonaugust
Posts: 1382


Another way that you can fake this without any limitations is to give players a 'save code' as well as saving their game data with the memorizer.

To demonstrate the idea, imagine that you want to create an RPG which players can play alone or with friends. To save data for someone playing alone is easy enough with the memorizer but let's say now the player joins their friend who hosts the game and they want to load their character to play along with said friend.

To do this, simply provide the player with a code which represents their saved data when they saved their game/character (the player will need to record this number, perhaps by taking a picture and keeping it as a sticker). When they join their friend, prompt them to enter the code to load that same data. You can also provide each player in the multiplayer session with their individual code which represents their character data and whatever else you might want to include (for example the hosts story progression data, although you may also choose not to do this) when they save the game. When each player returns to their own game, they can enter their code to update their memorizer data.

To make this work like a well-oiled machine, it's good to know that in LBP3 it is practical to store up to 26 bits per memorizor port. However, we obviously don't want to force the player to enter 26 1's and 0's. A simple workaround to this is to have the player enter 4 values between 0 and 63, each of which can be decoded into 6 bits, totalling 24 bits (you can also have them enter the remaining 2 bits by similar means if you wish i.e. a final number between 0 and 3).

Although slightly inconvenient for the player, this is actually a very versatile method for enabling multiplayer games to save progress. It even provides the opportunity for players to share their personal game data simply by sharing a code.

One concern with this method is that players may simply make up a code and skip a lot of your game if they're lucky. To combat this you can dedicate a number of bits towards being something of an authenticity key. The simplest way to convey this idea is to imagine that in all saved games for you level, the very last bit of data should always be a 1. If a player enters a code for which the last bit is not decoded as a 1, the code fails and doesn't load anything. Obviously this example still isn't very secure but by including more bits in this idea, it becomes an increasingly secure method.
2016-01-30 05:25:00

Author:
Seku
Posts: 65


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