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Top Down (Multiplayer)
Archive: 5 posts
2015-07-27 05:32:45 / Author: Nick930930
Hey everybody. I'm working on an adventure that features "Top-Down" level HUBs. I'm using the top down microchip provided by "BagHeadInc" but it only recognizes a single player (Player One). Player Two and any subsequent players are ignored entirely. I can easily just make the adventure single player only... but where would be the fun in that? I'm sure there's still plenty of split-screeners out there that would like to enjoy this level with their friends.
Here's a link to the exact microchip I'm using. https://lbp.me/v/qtw70fj/trailer?p=1&l=12 I edited the microchip slightly for my level to disable the ability to "Jump" as I did not need that. The animations and movement for BagHead's top-down microchip are fantastic and look great, but I can't figure out how to make it work for more than one player. Can anyone help? |
2015-07-27 05:32:45
Author:Nick930930 Posts: 15
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2015-07-27 05:57:03 / Author: amiel445566
I could take a look at it if you want, just add me and I'll join you soon
IGN: LOOKaUserame Also, this may be pertinent if you are considering my help. I'm -8:00 GMT |
2015-07-27 05:57:03
Author:amiel445566 Posts: 127
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2015-07-27 14:14:08 / Author: Nick930930
If you can, can you visit the level I provided and just take a look at it and let me know what I would need to do to make it work for multiple players? The microchip is provided in that level.
I'd rather not bother with trying to connect with each other since the game still struggles with playing with online players. Still haven't managed to do that 4 player level in the adventure mode XD |
2015-07-27 14:14:08
Author:Nick930930 Posts: 15
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2015-07-27 16:04:41 / Author: Nick930930
I figured it out!!!
Using BagHeadInc's microship, I modified the main microchip itself and set it to work for "All Players in Range" + detect "All Players" not just lead. The only downside to this is that since all players have a specific layer they stand on, Player 2 appears to be floating off the ground a tiny bit. Doesn't seem like there's any way to fix this problem other than add in a bunch of sackbots to replace players 2-4, and honestly I don't see that being necessary. Maybe later down the line. I also noticed that occasionally Player 1 or Player 2 will lose their animations and start sliding across the ground in an ugly way. Only way to fix it is to respawn/hover. Not sure what is causing it, but it happens only occasionally. |
2015-07-27 16:04:41
Author:Nick930930 Posts: 15
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2015-07-27 20:25:08 / Author: amiel445566
Glad you figured it out, not sure what could be causing those minor bugs. I'd look for logic inside of the broadcast microchip that has player detection, like player sensors, or controllinators such that they need to be changed to closest player or to whatever is suitable to your needs with the chip.
Also I wanted to check out the microchip in person as you said you changed it to suit your needs, not sure what you might have done to change the microchip in the first place, but it's great you figured it out |
2015-07-27 20:25:08
Author:amiel445566 Posts: 127
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