#2
LBP2-Torials: Video Tutorials by comphermc (Updated Mar. 31)
Archive: 409 posts
| This is a very smart way to build a health bar. It's a little complex in the middle with the math, but does make complete sense. Never could have made it myself originally but your explanation makes it so simple to build now. There has been nothing wrong with previous health bar discoveries, but this takes them so much further. I love that the community is at a stage of not just optimising logic but re-evaluating already 'discovered' ways of doing something different and completely destroying the norm. In regards to saying it's more complex than other solutions, well... yes... but only the math. The circuirty is less complex to build and the end result is cleaner and more accurate. I guess that you could think of it as the evolution of the healthbar system. I feel the need to point out that I created this exact thing a few months ago...... compher's vid explanation is nice, but it kinda skips over where the real potential of the system is, it being able to use ANY analog value, which, iirc from what Aya said, is 1.6^10 different values. I prefer 864000 since that can be achieved by just using timers, but meh. Check the sig. Been around for a while. I even made a tut for it and gave it away in a level. | 2011-06-18 01:42:00 Author: SSTAGG1 Posts: 1136 |
| I feel the need to point out that I created this exact thing a few months ago...... compher's vid explanation is nice, but it kinda skips over where the real potential of the system is, it being able to use ANY analog value, which, iirc from what Aya said, is 1.6^10 different values. I prefer 864000 since that can be achieved by just using timers, but meh. Check the sig. Been around for a while. I even made a tut for it and gave it away in a level. Sorry... I guess you could say I'm slow to evolve myself! ![]() | 2011-06-18 03:03:00 Author: Mr_Fusion Posts: 1799 |
| ...it kinda skips over where the real potential of the system is, it being able to use ANY analog value... I think that was mentioned with a timer example, albeit not for very long, but I'm guessing Comph's goal was to keep it easy to understand, so he limits the examples mostly to percentages. Pretty much everything in the vid has already been mentioned somewhere else on the forums at some point: using a feedback loop to store analog signals probably originated in this thread (https://lbpcentral.lbp-hub.com/index.php?t=52358-Analog-Memory-Cell), but Comph's video is probably easier for most to understand. There's a similar application to using feedback to make a timer display an analog value in this post (https://lbpcentral.lbp-hub.com/index.php?t=52710-need-a-solution-for-analouge-movement-of-geometry&p=803614&viewfull=1#post803614), which instead uses it to control the position of an object. The only downside of using feedback is that you almost always incur signal latency in the system. | 2011-06-18 15:45:00 Author: Aya042 Posts: 2870 |
i know i should have posted this in the Help section, but i admire you so much and thought you could give the best advice. in general, how would you begin designing a level? do you create sections and then connect them? do you create on the fly and hope for inspiration? or do you plan it all out on paper first? A 3 series tutorial would be a welcome break for those of us who are not so techno savy ![]() | 2011-06-25 19:46:00 Author: GribbleGrunger Posts: 3910 |
| Hey comphermc. These tutorials are great. I was wondering if you were involved in the recent Community Game Jam for the upcoming Move pack? More importantly, I was also wondering if you HAD a Move controller yourself? It may seem a little strange, but I figured that if you did, you'll probably be able to make some nice tutorials involving Move. One thing I've been trying to figure out myself is to sense specific players (without sackbots). I don't think it's possible (yet), but I'm hoping the new tweak to sense unspawned players might shed some light on this and help towards making this real. | 2011-07-01 03:21:00 Author: maddoggnick96 Posts: 272 |
| Speed Sensors: http://www.youtube.com/watch?v=B5ua83Lvj-E | 2011-07-01 20:32:00 Author: comphermc Posts: 5338 |
| Speed Sensors... Regarding Portal-like conservation of momentum, I used something more like this... http://i8.lbp.me/img/0f8c1add91fa8667f963c8037e760ba349a130d9.png ...to follow a blue tag, but it splits the outputs into separate vertical and horizontal velocities and transmits them via the red tags, so you can directly apply the values from the red tags to an Advanced Mover to maintain speed and direction. Bonus points for spotting the flaw in this system. | 2011-07-01 22:50:00 Author: Aya042 Posts: 2870 |
| Great tutorial and simple to follow! I sure hope that you have some good quality surge protectors at your place! I only just watched this and will re-create to check, but is it possible that the different speeds come from your thumb dominance as it may be a little harder to push directly straight to the left than it is to pull directly straight to the right? EDIT: Nope ignore me. I tried as hard as I could to keep the stick direction straight, but you are correct. You run faster to the left. Weird. | 2011-07-02 00:58:00 Author: Mr_Fusion Posts: 1799 |
| Regarding Portal-like conservation of momentum, I used something more like this... http://i8.lbp.me/img/0f8c1add91fa8667f963c8037e760ba349a130d9.png ...to follow a blue tag, but it splits the outputs into separate vertical and horizontal velocities and transmits them via the red tags, so you can directly apply the values from the red tags to an Advanced Mover to maintain speed and direction. Bonus points for spotting the flaw in this system. Bonus points eh.....hmm. These are more guesses than anything. 1) Same wall portals, stored movement information would force player straight back into portal (I imagine this could be fixed though..) 2) When player moves through a portal, the tag sensor for the movement information would have a delay in response, so you would suddenly accelerate a moment after moving through portal 3) I'm probably missing something here... Anyhow, thanks for showing that movement trap, didn't think of that before. Could definitely use it though. | 2011-07-02 01:56:00 Author: SSTAGG1 Posts: 1136 |
| You run faster to the left. Weird. From an earlier post (https://lbpcentral.lbp-hub.com/index.php?t=48523-Analog-Signal-Display&p=769127&viewfull=1#post769127)... I'd guess it's mostly the result of a bad signed integer translation. If the analog stick gives an output of 256 possible values, they'd typically be mapped as a range between -128, and +127. If MM determine the analog value by simply dividing that by 128, then you'd get a floating point value in the range -1.0 and +0.9921875. ...so your maximum speed going left should be about 0.8% faster than your maximum speed going right. These are more guesses than anything... Actually with the sensor more than the application. Since the Tag Sensor has a circular detection area, the values will be slightly lower than they should for fast diagonal motion. I made a second version which has two pieces of hologram which follow the target, each constrained to a single axis, then you can track the speed of those with a similar system to get the correct results, but it's probably overkill for most purposes. | 2011-07-02 20:28:00 Author: Aya042 Posts: 2870 |
| From an earlier post (https://lbpcentral.lbp-hub.com/index.php?t=48523-Analog-Signal-Display&p=769127&viewfull=1#post769127)... ...so your maximum speed going left should be about 0.8% faster than your maximum speed going right. Actually with the sensor more than the application. Since the Tag Sensor has a circular detection area, the values will be slightly lower than they should for fast diagonal motion. I made a second version which has two pieces of hologram which follow the target, each constrained to a single axis, then you can track the speed of those with a similar system to get the correct results, but it's probably overkill for most purposes. Ugh I never understand a word you say Aya, but I'm sure it's all genius! ![]() | 2011-07-03 00:03:00 Author: Jayhawk_er Posts: 403 |
| I made a second version which has two pieces of hologram which follow the target, each constrained to a single axis, then you can track the speed of those with a similar system to get the correct results, but it's probably overkill for most purposes. Overkill? Nah. Effective? Yes! This works perfectly (well, as far as I'm concerned). Thanks. | 2011-07-03 02:40:00 Author: SSTAGG1 Posts: 1136 |
| Overkill? Nah. Effective? Yes! This works perfectly (well, as far as I'm concerned). Thanks. Well, it has its own flaws. With a single follower set to max speed and acceleration, you're measuring the distance travelled since the last simulation frame (providing it doesn't exceed the max follower speed), but with a two stage process like this, you're actually measuring the distance travelled on the frame before that, so your effective velocity readings will be delayed by a single frame. There might be a more effective method, but I kinda gave up after that, since the speed sensor in the forthcoming Move Pack should be much better. | 2011-07-03 14:26:00 Author: Aya042 Posts: 2870 |
| Shifty here. If I want to say any question about LBP2-torials, I'll pop over here, I don't like going on Comphermc's profile and posting on his visitors message tbh. Anyway, didn't know that sackboy run slower to the left kinda weired, but can't wait for move pack, I need the money for DLC plus an PS move controller that I never owned ![]() | 2011-07-04 22:24:00 Author: ShiftyDog Posts: 293 |
These tutorials have helped me understand logic much better than before. Maybe now I can create things that don't involve basic logic gates ![]() | 2011-07-05 01:40:00 Author: Night Angel Posts: 1214 |
| Hey, your LBP2 tutorials are quite useful, Comphermc! In fact, I usually download the videos to help me out with LBP2's logic, so I won't forget. =) I meant to say this much earlier, but never got around into doing so. | 2011-07-06 19:42:00 Author: Rapidkirby3k Posts: 121 |
| logic is dandy and all that, but what of the lesser mortals like myself who struggle to put a level together in the first place. lots of these tutorials are logic to be implemented in levels, what i'd like to see is a small series on simply putting a level together in the first place. anyone else agree? | 2011-07-06 19:58:00 Author: GribbleGrunger Posts: 3910 |
| Really wonderful and useful tutorials! Thanks so much for those! | 2011-07-06 22:19:00 Author: RoharDragontamer Posts: 397 |
| @cliffbo: I'd watch it, that's for sure. I always like me some level building tips. Not implying that I don't know anything about logic though. I would say that comph's tutorials have helped me understand logic better though. (quite well I must say, he's good tutorials) | 2011-07-07 08:00:00 Author: VnGamer234 Posts: 111 |
| These tutorials are the single best tool a creator can have. Thank you for these videos. | 2011-07-07 15:45:00 Author: poorjack Posts: 1806 |
I check your channel everyday, to see if anything new is upload, you need to update this topic tho ![]() | 2011-07-07 23:53:00 Author: zzmorg82 Posts: 948 |
| Yeah me too, I check this daily actually. I don't have much better things to do. | 2011-07-09 23:45:00 Author: Krondelo Posts: 136 |
| you need to update OP | 2011-07-10 11:34:00 Author: Unknown User |
If it wasnt for your tutorials i proboably wouldnt bother creating as much as i do ![]() Maybe a bit late to ask on this thread now, but ive made a mana bar in the same way that youve made your health bar, the character slowly regenerates mana and can use mana upon performing a skill. However the mana is unlimited... i can perform the skills without having the required amount of mana which kind of defeats the point of it being there, how do i fix this? : | 2011-07-15 13:16:00 Author: Jamaloop Posts: 7 |
| wire your mana timer to a positional sequencer, place a battery on the the sequencer so there is a space at the left but the battery fills the rest of the sequencer, then wire the battery into an AND gate, with the button you use for your skill, then wire the AND gate to activate the skill. the space at the start of the sequencer indicates the minimum mana required, if the mana timer is less than this space (as a percentage) the skill will not activate when you press the button, when manu gets past the space the skill will activate when you press the button | 2011-07-16 04:32:00 Author: evret Posts: 612 |
| logic is dandy and all that, but what of the lesser mortals like myself who struggle to put a level together in the first place. lots of these tutorials are logic to be implemented in levels, what i'd like to see is a small series on simply putting a level together in the first place. anyone else agree? I agree, I myself am more of a logic man. But no level can be awesome on just logic alone. | 2011-07-16 05:39:00 Author: Phazerz123 Posts: 440 |
| I agree, I myself am more of a logic man. But no level can be awesome on just logic alone. well.. thats where you come in! no one can truly help you make a level if he were to do a tutorial on making a basic level itd be pointless, cause its not your idea, its his. the logic he gives us is to show us the possibilities, the rest is up to us.. well thats the way i see it anyways ![]() wire your mana timer to a positional sequencer, place a battery on the the sequencer so there is a space at the left but the battery fills the rest of the sequencer, then wire the battery into an AND gate, with the button you use for your skill, then wire the AND gate to activate the skill. the space at the start of the sequencer indicates the minimum mana required, if the mana timer is less than this space (as a percentage) the skill will not activate when you press the button, when manu gets past the space the skill will activate when you press the button that didnt work for me i may have done it wrong though.. | 2011-07-16 10:51:00 Author: Jamaloop Posts: 7 |
| well.. thats where you come in! no one can truly help you make a level if he were to do a tutorial on making a basic level itd be pointless, cause its not your idea, its his. the logic he gives us is to show us the possibilities, the rest is up to us.. well thats the way i see it anyways ![]() that didnt work for me i may have done it wrong though..Yes I agree completely. Too all the people who complain and say " I cannot make a good looking level!" You want to know how to make one? TRY! and secondly, have some patience. | 2011-07-19 16:36:00 Author: Krondelo Posts: 136 |
| Sorry about the lack of new tutorials. It's unlikely that I'll be able to make any more until 2012. It's complicated. You may get one more, but don't hold your breath for anything beyond that. ![]() | 2011-07-22 05:55:00 Author: comphermc Posts: 5338 |
| I hope things are fine, comphermc. Your tutorials inspired a lot of my logic creations. | 2011-07-22 12:28:00 Author: hesido Posts: 166 |
| Sorry about the lack of new tutorials. It's unlikely that I'll be able to make any more until 2012. It's complicated. You may get one more, but don't hold your breath for anything beyond that. ![]() That's because school is about to start back up -__- I won't be on much during school either...... | 2011-07-22 17:31:00 Author: zzmorg82 Posts: 948 |
| Those were useful tutorials! Thanks. | 2011-07-23 14:05:00 Author: TheGoldenFlash Posts: 209 |
| I hope things are fine, comphermc. Your tutorials inspired a lot of my logic creations. I started creating again thanks to comphermc's tutorials! I used to be an all PLAY type person. Now I have many great levels out thanks to the tutorials. Not only did he inspire, but he really boosted my logic skills by a WHOLE (Insert fairly large measurement here)! | 2011-08-04 22:22:00 Author: LBP2_Tutorialist Posts: 225 |
| LBPlanetorials 22: Slow Motion Effects by comphermc I'm back. Today we are manipulating the space-time continuum! ![]() http://www.youtube.com/watch?v=zcY9n3_nlJc&hd=1 The ending is actually incorrect. Since the tag sensor detects the highest signal in the area, the 100% from a second switch will interfere. Instead. what I'd do is wireless communicate the "Grab" to just one Master Switch, which would then control all objects. | 2011-08-04 23:54:00 Author: comphermc Posts: 5338 |
Yay! Another 2Torial ![]() | 2011-08-05 04:23:00 Author: Night Angel Posts: 1214 |
| LBPlanetorial 23: Using the Merge Glitch by comphermc This will be last tutorial for a while! We're exploring a very useful glitch that allows objects and materials to be merged, in order to do some very interesting things! http://www.youtube.com/watch?v=a7Uc9Cs9QEs&hd=1 I will be back in 2012 with more tutorials... it's been fun! | 2011-08-11 22:38:00 Author: comphermc Posts: 5338 |
| Thanks for investing so much time and energy into creating these video tutorials. See you in '12! | 2011-08-11 22:54:00 Author: Ayneh Posts: 2454 |
Peace man, see you in 12!!! Oh, and be sure to feed the cats ![]() | 2011-08-12 01:29:00 Author: zzmorg82 Posts: 948 |
| Yup, hope I get to try this out 8 days later*. 6 months without ur tutorials. Does White Matter still works when it comes to creating the merge glitch and does it have to have a hole in the middle? Sweet tutorial, Now the object is like holo when this thing comes in play ![]() * This is like counting down for the 2012 Oylimpics, only longer and it dosn't serves a chucky egg to eat every morning, barely counting my chickins out there xD | 2011-08-12 01:32:00 Author: ShiftyDog Posts: 293 |
| Have a good break, Comph! Can't wait to see what you have in store for us in 2012! (or even 2011!) | 2011-08-12 05:05:00 Author: Night Angel Posts: 1214 |
| I will be back in 2012 with more tutorials... it's been fun! So long, and thanks for all the fish! | 2011-08-12 08:06:00 Author: Mr_Fusion Posts: 1799 |
Yet another brilliant tutorial ![]() Once again, thanks for all of these incredible videos Comph! I hope you will enjoy Europe. I can safely say I really like it here ![]() | 2011-08-12 18:31:00 Author: Slaeden-Bob Posts: 605 |
Yet another brilliant tutorial ![]() Once again, thanks for all of these incredible videos Comph! I hope you will enjoy Europe. I can safely say I really like it here ![]() Ha! You live in Europe it seems... and comphermc, enjoy your trip! Take pictures for the community will you? Especially if you visit MM Tower. | 2011-08-13 00:30:00 Author: LBP2_Tutorialist Posts: 225 |
| Thanks for all your tutorials.. It would be awesome if you can link all these tutorials from 20 on the first post.. My first post here.. and Thank you again.. | 2011-08-13 11:18:00 Author: Unknown User |
| Thanks for tutorials and have a nice trip! | 2011-08-13 13:58:00 Author: Domik12 Posts: 838 |
| Thanks for all your tutorials.. It would be awesome if you can link all these tutorials from 20 on the first post.. My first post here.. and Thank you again.. Done and done! ![]() | 2011-08-13 14:50:00 Author: comphermc Posts: 5338 |
Thank you very much for sharing these brilliant tutorials with us! I've learned so much from you, and I hope you have a great trip! ![]() | 2011-08-13 16:48:00 Author: Jedibrad Posts: 85 |
| i second that thanks, although 'thanks' isn't nearly enough in my opinion. i'd love to know what you do for a living | 2011-08-15 17:26:00 Author: GribbleGrunger Posts: 3910 |
| Soooo, what's the next tutorial Next Feburary? | 2011-08-15 18:23:00 Author: ShiftyDog Posts: 293 |
| Soooo, what's the next tutorial Next Feburary? this is his next tutorial: LBPlanetorial 23: How to Become A Genius | 2011-08-15 18:26:00 Author: GribbleGrunger Posts: 3910 |
| looool, I say he could do a tutorial on music making or stickering or idk... Since Topdown Glitch is here, maybe he could do a tutorial on that. but I bet Shadowriver is experimenting with these downside glitches... | 2011-08-15 19:42:00 Author: ShiftyDog Posts: 293 |
I've been watching your tutorials closely and I've learnt much from them. Thanks for all the support you give us. Enjoy Europe and see you in 2012 ![]() *bows to the sensei* | 2011-08-16 15:37:00 Author: SnipySev Posts: 2452 |
| i have done everything to the letter on the merge glitch tutorial and it just won't work. i live capture glass with a square cut in the centre and then glue white matter to it. but when it comes to deleting the white matter, it will not do it. i have a similar problem when capturing music, i can't change the instruments or add anything. do you need a particular glass? HELP! | 2011-08-17 13:24:00 Author: GribbleGrunger Posts: 3910 |
| i have done everything to the letter on the merge glitch tutorial and it just won't work. i live capture glass with a square cut in the centre and then glue white matter to it. but when it comes to deleting the white matter, it will not do it. i have a similar problem when capturing music, i can't change the instruments or add anything. do you need a particular glass? HELP! Don't live capture. It makes the object uneditable, thus preventing you from deleting the white matter. Just capture it like you had to do in LBP1. | 2011-08-17 15:43:00 Author: comphermc Posts: 5338 |
| Don't live capture. It makes the object uneditable, thus preventing you from deleting the white matter. Just capture it like you had to do in LBP1. THANKYOU! sir. and that will enable me to delete the white matter? i'd just like to take this opportunity to thank you personally for your tutorials. hope things go well on your European adventure... give MM my best | 2011-08-17 16:08:00 Author: GribbleGrunger Posts: 3910 |
| This merge glitch is very interesting. It must open a lot of possibilites for custom object creation and for incorporating objects into materials without needing any adjustments. I never had much interest in glitches like the multi-layer or theck and thack but I think I'll be exploring this one quite a bit. Yesterday I made this sci-fi-ish weapon: Stage 1: http://i635.photobucket.com/albums/uu78/SnipySev/MergeGlitch1.jpg Stage 2: http://i635.photobucket.com/albums/uu78/SnipySev/MergeGlitch2.jpg Stage 3: http://i635.photobucket.com/albums/uu78/SnipySev/MergeGlitch3.jpg Could use some decoration, I know, but I'm not much of a decorator. Let the mad science begin! ![]() | 2011-08-18 09:48:00 Author: SnipySev Posts: 2452 |
| um, are there supposed to be pictures? I agree with you on this glitch. It's wicked cool and way easier than the other method. I can't figure out how people come up with this stuff, how they figure it out. Awesome Tut Compher. I'll probably use this one the most. Thanks, and have fun in Europe and be safe. | 2011-08-18 14:55:00 Author: biorogue Posts: 8424 |
| it still didn't work Comphermc... i didn't live capture, i made a square piece of glass with a hole in it (presumably any glass or material will do) and it still wouldn't delete the white matter. i copied everything you did to the letter. what am i missing? i can delete all of it but not just the white matter. this is so frustrating because i did get it to work once by grabbing the emitted glass and constantly trying to move it. when i put the captured material down, the frame rate drops dramatically, but once i move my cursor away, it returns to normal. i'm not online so i can't just copy yours | 2011-08-18 16:33:00 Author: GribbleGrunger Posts: 3910 |
| oops, never mind. I had said just copy his, but then read that you're offline. | 2011-08-18 17:36:00 Author: biorogue Posts: 8424 |
| oops, never mind. I had said just copy his, but then read that you're offline. what if i put it in a prize bubble? would that help do you think? | 2011-08-18 17:55:00 Author: GribbleGrunger Posts: 3910 |
| no, don't think so. You've got to be missing something. Watch the vid again and make sure you did everything he said. write it down if have to. I haven't tried it myself, I was "lazy" and just copied it. I'm not home right now, or I'd try it. | 2011-08-18 18:33:00 Author: biorogue Posts: 8424 |
| no, don't think so. You've got to be missing something. Watch the vid again and make sure you did everything he said. write it down if have to. I haven't tried it myself, I was "lazy" and just copied it. I'm not home right now, or I'd try it. i watched it about ten times and did it to the letter. am i right in thinking there are only two ways of capturing because Comphermc said 'like you did in LBP'. am i missing a way of capturing? there is the live capture with the emitter and then the normal capture tool. neither work. could you let me know if it works when you get hope ![]() | 2011-08-18 18:46:00 Author: GribbleGrunger Posts: 3910 |
| i watched it about ten times and did it to the letter. am i right in thinking there are only two ways of capturing because Comphermc said 'like you did in LBP'. am i missing a way of capturing? there is the live capture with the emitter and then the normal capture tool. neither work. could you let me know if it works when you get hope ![]() I have no idea. You should be able to delete the white matter. If you really want, you can make it in LBP1! | 2011-08-19 02:01:00 Author: comphermc Posts: 5338 |
| yeah, I'll give it a try tonight and see If I can do it. Sucks you aren't online. I know what that is like. When I first got LBP1 I didn't have high speed internet out here in the country. I didn't get online till about 8 months after I had the game | 2011-08-19 02:02:00 Author: biorogue Posts: 8424 |
| Hey there. Just dropped in to say that these tutorials all really helped me a lot, and I appreciate the effort you've put in to each and every one of them. Keep up the fantastic work, and I can't wait to see what you bring to us in 2012. | 2011-08-19 03:03:00 Author: littlebigmeteor Posts: 396 |
| I just did it and it worked for me. I don't know what you may be doing differently. When you try to delete the white matter are you just clicking on it or are you box selecting it? | 2011-08-19 04:07:00 Author: biorogue Posts: 8424 |
| Thanks for all those wonderful tutorials! I now have the right to show off that I know how to use every layer glitch. Couldn't have done such a thing without your tutorials... | 2011-08-19 06:24:00 Author: LBNinja Posts: 204 |
| I have no idea. You should be able to delete the white matter. If you really want, you can make it in LBP1! it just wouldn't do it no matter which way i did it. i found a work around though i did it in white matter and then used the material changer!!! a hundred clicks later and i'm sorted | 2011-08-19 13:20:00 Author: GribbleGrunger Posts: 3910 |
| cool, well at least you got it. It's a really cool tool. I've been trying a whole lot of different things with it. The possibilities are endless. | 2011-08-19 15:33:00 Author: biorogue Posts: 8424 |
| cool, well at least you got it. It's a really cool tool. I've been trying a whole lot of different things with it. The possibilities are endless. it's incredibly versatile. anything and everything have been through this glitch now, i feel like a kid with a new toy! oh the joy | 2011-08-19 15:41:00 Author: GribbleGrunger Posts: 3910 |
| Just watched the slow motion effect, great stuff. That will fit in very nicely for an upcoming level I have. Thanks for sharing! | 2011-09-05 17:01:00 Author: CYMBOL Posts: 1230 |
| I recall from the tutorial on merging objects that comp emitted 100 pieces of glass to make the tool but noted that the effect began somewhere in the region of 93 pieces. I did some testing yesterday and found the effect began for me with only 42 pieces of glass emitted. Can anyone verify this? It significantly reduces the lag you'd otherwise encounter. | 2011-09-05 22:14:00 Author: Ayneh Posts: 2454 |
| I recall from the tutorial on merging objects that comp emitted 100 pieces of glass to make the tool but noted that the effect began somewhere in the region of 93 pieces. I did some testing yesterday and found the effect began for me with only 42 pieces of glass emitted. Can anyone verify this? It significantly reduces the lag you'd otherwise encounter. nice one, i'll try 50 tonight when i get home and find out. it would be nice to be able to reduce the lag, although it's not that bad really | 2011-09-06 18:34:00 Author: GribbleGrunger Posts: 3910 |
| LBPlanetorials 24: Ledge Climbing by comphermc Climbing ledges is a staple of platforming games, so why not LBP? http://www.youtube.com/watch?v=xqxL7YDO4R4&hd=1 | 2011-09-06 22:18:00 Author: comphermc Posts: 5338 |
Really.... You give out my ace in the hole. :/. lol. I was hoping to be the first to release an edge climb I recently 'perfected' (nothing is ever perfected) mine about 2 months ago. But I guess I'll need a new thing no one has seen before... My edge climb is slightly different, I'd like to show it to you sometime. It may have an aspect you may like to add to your climb. Although its very smooth already. ![]() | 2011-09-08 04:48:00 Author: bmoney2310 Posts: 187 |
| LBPlanetorial 25: Ladder Climbing by comphermc It's a loooong video, but you'll learn how I made a bot climb a ladder! Sorry for the quality, I had to notch it down for the upload. ![]() http://www.youtube.com/watch?v=485PTLu8ZrU&hd=1 | 2011-09-09 00:34:00 Author: comphermc Posts: 5338 |
| About your ledge climbing one, i swear. I made my bot ledge climb to before i even saw, this tut. You did yours very similar to my version of it too. very neat. | 2011-09-09 01:40:00 Author: fighterwindplus Posts: 403 |
| Awesome videos as always Comph! I hope you get to go to Europe soon too ![]() | 2011-09-09 10:39:00 Author: Slaeden-Bob Posts: 605 |
| Climbing ledges is a staple of platforming games, so why not LBP? I saw an earlier version of this demoed by Evret a few weeks ago, and was impressed with the elegance. It looks as if you have taken it a step further and at the same time the use of holo makes it even easier to re-use! | 2011-09-09 12:24:00 Author: Mr_Fusion Posts: 1799 |
Awesome! I'd never figure out most of this stuff alone even if I got trapped in a desert Island with nothing to do but playing LBP for the rest of my life. I'd probably just make an SOS level that wouldn't get noticed enough because the logic in it didn't work ![]() | 2011-09-09 13:58:00 Author: SnipySev Posts: 2452 |
| LBPlanetorial 25: Ladder Climbing by comphermc It's a loooong video, but you'll learn how I made a bot climb a ladder! Sorry for the quality, I had to notch it down for the upload. ![]() http://www.youtube.com/watch?v=485PTLu8ZrU&hd=1 Whooa! 21 mins? this is starting to feel more like a TV show then a Tutorial! xD PS: I really like this Ladder Climb and Ledge Climb... But as I'm also am thinking of entering the LBPC4 contest this month myself like you already did... it feels a tiny bit odd to use logic made by someone who also entered in the same contest... So I question myself If I want to use them or not... Hmm. Sigh, wish MM had gave us these kind o things as real tools to make it little more easy on everyone. Hmhm... it's little hard to pick what I want to do... as I don't got much time to think about this kind of stuff... Hmhmhmmm... think I'll sleep on it. *mew | 2011-09-10 04:15:00 Author: Lord-Dreamerz Posts: 4261 |
| I saw an earlier version of this demoed by Evret a few weeks ago, and was impressed with the elegance. It looks as if you have taken it a step further and at the same time the use of holo makes it even easier to re-use! that was based on the one comphermc made while i was being a bad back seat driver in create mode with him ![]() | 2011-09-12 08:03:00 Author: evret Posts: 612 |
that was based on the one comphermc made while i was being a bad back seat driver in create mode with him ![]() lol, I should say that when I mentioned the updates to the local space cam you left me in create mode with it... oh the evil plans of ransom I had... until I left without saving. Next time Gadget. Next time. | 2011-09-12 09:45:00 Author: Mr_Fusion Posts: 1799 |
I'm not a huge fan of using glitches in LBP, and that's just because normally there's always a way to do things "normally", although sometimes harder, but I do like those challenges ![]() However today I really needed to use the extra layers, and got around to following the Extra Layers tutorial, and it all worked perfectly So thanks a bunch Comphermc ![]() | 2011-09-12 13:55:00 Author: MonarioBabii Posts: 128 |
| They should sticky this post, since it's referred to by so many people. | 2011-12-28 11:40:00 Author: Brannayen Posts: 438 |
| It's already "stickied" it's in the main LBP Tutorials section. LittleBigPlanet 2 Tutorials and Games (https://lbpcentral.lbp-hub.com/index.php?t=46908-LittleBigPlanet-2-Tutorials-and-Games) | 2011-12-28 18:14:00 Author: biorogue Posts: 8424 |
| Ah comphermc, you saved my lbp career (please make it so he sees this post, please make it so he sees this post). I've watched the feedback loops tutorial, and I realized it could be useful for health meter logic if only there was a way to override timers... which you did later in the tutorial ^^ so I were happy, because since LBP2 is out or so I've been trying to make the perfect health meter system, and timer-based ones didn't attract me because of their lack of precision (timer lag). So I rebuild all the logic I had done with this system, and improved it over time. Now the health meter toolkit is at V3, after a year of work. I got some help for it, used loads of guides to create this toolkit which allows to make health systems with ease. There's even logic that can be used anywhere in it, not only for health meters. I can't thank you enough for these tutorials, and I can't wait to get new ones! (I'm not a good creator, I'm pretty good with logic - I know 3/4 of lbpfolks say this when they... ahem... but I'm proud of what I did). So thanks ^^ | 2011-12-29 22:45:00 Author: Unknown User |
| (please make it so he sees this post, please make it so he sees this post). Oh, hi there... ![]() | 2011-12-30 18:24:00 Author: comphermc Posts: 5338 |
| I will be back in 2012 with more tutorials... it's been fun! So it's 2012... any idea when we can expect some new tutorials? can't wait to see them | 2012-01-11 19:37:00 Author: Madafaku Posts: 738 |
| I would guess that the new tutorial will be Vita related. | 2012-01-15 08:19:00 Author: Mr_Fusion Posts: 1799 |
| I re-watched the whole series. Always greater than the day before ^^ | 2012-01-17 01:09:00 Author: Unknown User |
| I'm too lazy to go back through all these pages to see if this has been asked. The beginning sequence in the tutorials is pretty dang cool, but how the flip is that sackbot walking on the electrified letters and not getting electrocuted? | 2012-01-19 19:41:00 Author: biorogue Posts: 8424 |
| It's a major guess here... and I could be very wrong... but maybe a layer of invisible light/dark matter? to act as a barrier between them? The only other way I know is to electrify the sackbot themselves..... maybe an indestructible tweaker but I never tested that with sackbots tbh... The only way you'll know for sure is if comph tells ya I suppose! | 2012-01-19 22:21:00 Author: rialrees Posts: 1015 |
It's comphermc's sackbot. It just bends the physics of craftworld ![]() | 2012-01-19 23:41:00 Author: SnipySev Posts: 2452 |
| nah, it's just the thin layer in front of the letters that is electrified, not the thick layer he is walking on | 2012-01-20 01:23:00 Author: evret Posts: 612 |
| You beat me at answering. And yes, it has been asked before, perhaps it wasn't here but on the youtube comments though ^^ Can't wait to see what comphermc does with the muppets tools. Finally walking on ceilings will be so easy! | 2012-01-22 03:42:00 Author: Unknown User |
Yes, it was indeed a thin layer of electricity. Sorry for the delayed response! ![]() As for everyone asking when I will start tutorials again, sadly you'll have to wait a bit longer. I'm still in Sweden working on the LittleBigPlanet game for the Vita, and my recording equipment is back home in the States. I've started compiling ideas for tutorials for when I return. In response to the idea of Vita tutorials, I would love to, but I'm not yet sure how to accomplish video capture from the device. I haven't got a retail Vita with which to play around with, and I likely won't have one until I move home. Luckily most tutorials I have planned will apply to both versions of the game, so you Vita creators can still follow along. If anyone manages to find more information about capturing video from a Vita console, please let me know. I'll ask around at the office, but I'm not sure anyone will know. On a related note, I have considered tutorials on the following (to help me remember): Implementing Sound Design Modular Level Design Grid-based Movement Optimization Gameplay Motifing and Flow Advanced Selector Trickery Player ID and Player Color Outsmarting the Grid I have other tutorials in my head that would be specific to the Vita, but I can't really disclose what they'd be about. As always, if you have tutorial ideas, share them here. | 2012-01-22 09:01:00 Author: comphermc Posts: 5338 |
| I'd like to see "Outsmarting the Grid" and "Advanced Selector Trickery" first. | 2012-01-22 22:50:00 Author: synchronizer Posts: 287 |
Ha, you read in my mind synchronyzer! I really like selector logic. Modular level design would be great too. As for outsmarting the grid... do you mean doing stuff like squares that are smaller than the grid but still grid-fit ? I had trouble with that when building a PSP with theck buttons on it ![]() Well, I also just got minecraft, so I will have something to do before the Muppets pack ! | 2012-01-23 02:40:00 Author: Unknown User |
| Is outsmarting the grid the third Tron movie? | 2012-01-23 06:25:00 Author: Mr_Fusion Posts: 1799 |
| Awesome to hear you're still around comphermc! =D As for new tutorial ideas, would a music sequencer tutorial work? You know, with complex logic being involved? | 2012-01-23 23:13:00 Author: Rapidkirby3k Posts: 121 |
| I would love to see the grid one. I realy dont know what its about, but I think putting in the mini grid would be very helpful to alot of people. If you dont know what im talking about: http://i8.lbp.me/img/fl/2c81ce5ee94955695095aee1b0f0086ce9243d22.jpg http://ie.lbp.me/img/fl/44e0661bbf9978e9776dc633acfd8737ede039e5.jpg As you can tell from these, small details can be put in without guessing. EDIT: The Level is mine, but the bottom pic is from my friend Jedi_brad Im glad that your going to look at level design, I was waiting since you started these. | 2012-01-24 01:58:00 Author: Unknown User |
| I'm too lazy to go back through all these pages to see if this has been asked. The beginning sequence in the tutorials is pretty dang cool, but how the flip is that sackbot walking on the electrified letters and not getting electrocuted? Can't a Sackbot be electrified? I'd figure its like fire. Put a danger tweaker set to fire, and the Sackbot doesn't get hurt by fire. Assumed it was the same thing for electricity. Oh, whoops, I was responding to an old post, looks like it was answered, haha. | 2012-01-24 03:12:00 Author: CYMBOL Posts: 1230 |
| stop pressurising the guy people. he was good enough to give of his time freely for many months and i'd prefer it if he approached a second batch of excellent tutorials without feeling he was obliged to do it. take as long as you like, sir. | 2012-01-25 09:25:00 Author: GribbleGrunger Posts: 3910 |
| I would love to see the grid one. I realy dont know what its about, but I think putting in the mini grid would be very helpful to alot of people. If you dont know what im talking about: http://i8.lbp.me/img/fl/2c81ce5ee94955695095aee1b0f0086ce9243d22.jpg http://ie.lbp.me/img/fl/44e0661bbf9978e9776dc633acfd8737ede039e5.jpg As you can tell from these, small details can be put in without guessing. EDIT: The Level is mine, but the bottom pic is from my friend Jedi_brad Im glad that your going to look at level design, I was waiting since you started these. How is this done? | 2012-01-27 03:55:00 Author: synchronizer Posts: 287 |
I would absolutely love to see game play planning and flow as a main priority. Its gotta be one of the most important things in building a level, and I'd love to learn from the professionals. ![]() | 2012-01-28 04:17:00 Author: grayspence Posts: 1990 |
| LBPlanetorials 26: Modular Level Design by comphermc Hey, look-at-that! It's been six months, but I haven't forgot you all. My fiancee finally let me use the TV, so I'm here to present the 26th LittleBigPlanetorial (or LBP2-Torial). It's all about building levels in discrete chunks for faster motifing and rearrangement. Any questions, just ask: http://www.littlebigplanetarium.com/topic/3408-littlebigplanetorial-26-modular-level-design/ http://www.youtube.com/watch?v=1J4TX1mNY7M&hd=1 | 2012-03-25 02:33:00 Author: comphermc Posts: 5338 |
| that was great compher! I picked up a few new tidbits and for that, I thank you. I like the new opening sequence as well. I really like that trick with the extending the sticker panel to keep the object on grid. | 2012-03-25 02:58:00 Author: biorogue Posts: 8424 |
| I picked up a few new tidbits and for that, I thank you. Mission Accomplished. I like the new opening sequence as well. Tack. (http://wiki.answers.com/Q/What_does_'tack'_mean_in_Swedish) | 2012-03-25 03:02:00 Author: comphermc Posts: 5338 |
| I've watched all of your tutorials and I can say that this was one of my favorite ones. This is something that will help for making levels in general, and its definitely something that a lot of creators should use. If you do more of these, I'd really love more tutorials like this one that focuses more on organization. I think a problem that a lot of creators have (me included), is what happens behind the scenes. I cant count how many times I've had to unglue everything just because I forgot something, or I wanted to add something else. | 2012-03-25 03:30:00 Author: DreJ1212 Posts: 240 |
Awesome! A very helpful and easy to follow tutorial, modular design is something I always strive for and this have given some extra helpful tips ![]() | 2012-03-25 04:06:00 Author: Mr_Fusion Posts: 1799 |
| Something tells me you liked the "static" material option on vita ^^ | 2012-03-25 05:31:00 Author: Unknown User |
| Something tells me you liked the "static" material option on vita ^^ Yes! When I first started on the project, the static tweak wasn't working, so we did it this way. ![]() | 2012-03-25 13:13:00 Author: comphermc Posts: 5338 |
I like tutorial #26 a lot since it puts a lot of focus on creating a comfortable ('comphertable' ) and practical environment for creating. Compare it to building a drydock in order to build a ship.As some levels may contain more and more complex components, the next step after this tutorial is to outfit a red sticker panel with an emitter that is linked to a complex object that is positioned offscreen; you can duplicate the emitter panel and spread it around your level, but you can tweak, maintain and expand the object that it emits in a central place. You may need to relink the object to the emitter, though, once you duplicate an emitter panel. And if the complex object is thermo-intensive and you are running short, you can even wire logic (i.e. a player sensor) to those emitters to have it only spawn when it needs to be there; the object itself of course also needs to despawn when reverse conditions are met. | 2012-03-26 16:05:00 Author: Antikris Posts: 1340 |
| brilliant fella, glad to see you back i actually do this already but i then glue it when i'm satisfied with it. so, what's this like on thermo? is it worth just leaving as is and not glue at all? i also agree that a few more tutorials like this would be more than welcome | 2012-03-27 01:49:00 Author: GribbleGrunger Posts: 3910 |
| is it worth just leaving as is and not glue at all? When doing a final optimization and performance pass, it's definitely beneficial to remove the tweakers and glue the things that it makes sense to glue. Careful, though, as it's really easy to miss something! | 2012-03-27 02:28:00 Author: comphermc Posts: 5338 |
Another great tutorial. I created a lot of my last level this way without really thinking about what I was doing, I'll have to be more cognizant of this from the start. Like Gribble I also glue sections together at the end. The advanced glue tool makes having to un-glue far less scary. ![]() | 2012-03-27 03:39:00 Author: fullofwin Posts: 1214 |
| When doing a final optimization and performance pass, it's definitely beneficial to remove the tweakers and glue the things that it makes sense to glue. Careful, though, as it's really easy to miss something! another thought struck me about this method (providing you don't ever glue) is that it lends itself more easily to the emit and destroy method of making bigger levels. on Vita, this method would almost seem a must | 2012-03-27 16:31:00 Author: GribbleGrunger Posts: 3910 |
| Hmm this last Tutorial is useful for newer creators i suppose. it's something I learned long ago on my own. it only makes sense when you think about it to make everything as easy re-editable as you can so you can go back and change stuff any time any place without a headache. *mew | 2012-03-27 19:04:00 Author: Lord-Dreamerz Posts: 4261 |
| Well, I've been creating for a long time and I never had the idea of not gluing at all. Perhaps that's cause my levels are all minigames ^^ I guess I'll be using this in the future, very good! | 2012-03-28 00:18:00 Author: Unknown User |
| Your tutorials are great, thanks, it's very helpful | 2012-03-28 11:06:00 Author: Unknown User |
| @Comph Before you learned about Modular Level Design - did you just glue everything together? My create style is to make sections and prototypes, i start making everything in white matter, and then i change the materials according to my palette theme. btw. This tutorial is great! I have updated my PLCC3 level, so everything (almost) is modular and is just to be copied, relocated and placed ![]() Thanks comph! | 2012-03-29 15:47:00 Author: Jauw Posts: 484 |
| LBPlanetorials 27: Implementing Audio by comphermc Man, this tutorial was a pain in the BUTT! Just when I was about to upload it, I realized that it was captured at about 15% of the normal video quality, prompting me to re-record. At any rate, here is my quick overview of Audio Implementation. The tools that we got from the Move Pack update are extremely helpful in this regard. Cheers! http://www.youtube.com/watch?v=n4aqEVBwL04&hd=1 | 2012-04-01 01:54:00 Author: comphermc Posts: 5338 |
| Hey Compher, another great vid. You have taught me so much through your tutorials and I thank you. I think I said that last time but never hurts to pat you on the back again as you deserve it. I do have a question though. First, I am logic illiterate so please excuse this question if it sounds a little, or a lot, newbish. In the vid you are setting the door up to play a sound at the top and a sound when it hits the bottom. To do this, you have added another speed sensor wired into a 3 port selector with the 3rd port wired to the second port that is wired to a sound. ??? would it be simpler to use a tag and tag sensor instead? door reaches either top or bottom where a tag is located and tag sensor senses tag and plays sound. I understand the first speed sensor and the rotation sensor on the rotating platforms. I never really got those until now. Thanks. | 2012-04-01 04:22:00 Author: biorogue Posts: 8424 |
| Hey Compher, another great vid. You have taught me so much through your tutorials and I thank you. I think I said that last time but never hurts to pat you on the back again as you deserve it. I do have a question though. First, I am logic illiterate so please excuse this question if it sounds a little, or a lot, newbish. In the vid you are setting the door up to play a sound at the top and a sound when it hits the bottom. To do this, you have added another speed sensor wired into a 3 port selector with the 3rd port wired to the second port that is wired to a sound. ??? would it be simpler to use a tag and tag sensor instead? door reaches either top or bottom where a tag is located and tag sensor senses tag and plays sound. I understand the first speed sensor and the rotation sensor on the rotating platforms. I never really got those until now. Thanks. yes, but that wouldn't be modular. you will notice that anything he makes with the sensors is easy to move and connect. this follows on nicely from his modular approach to designing levels in vid 26 | 2012-04-01 17:40:00 Author: GribbleGrunger Posts: 3910 |
| would it be simpler to use a tag and tag sensor instead? door reaches either top or bottom where a tag is located and tag sensor senses tag and plays sound. I understand the first speed sensor and the rotation sensor on the rotating platforms. I never really got those until now. Thanks. This is the way I would have done it in the past but it keeps everything so self contained... It's really clever using the move logic like this. Something I never really thought about, but like a lot of Compher's tutorials it makes a lot of sense once it is explained so clearly. | 2012-04-02 12:30:00 Author: Mr_Fusion Posts: 1799 |
| Implementing Audio... Kinda strange behavior from the sound objects. Most rising-edge-triggered components won't activate if they have an "on" signal when the level begins, so you'd figure the same would be true of sound objects set to "Play Once or Toggle", but it ain't. Still, for the impact noise case, it seems you can invert the speed sensor, and feed the output via a self-resetting counter to get the same effect as the selector, for a marginally lower thermo cost. | 2012-04-02 13:36:00 Author: Aya042 Posts: 2870 |
| Still, for the impact noise case, it seems you can invert the speed sensor, and feed the output via a self-resetting counter to get the same effect as the selector, for a marginally lower thermo cost. Of course I didn't cover everything it protects against. This will solve the issue of a sound playing if the microchip is enabled after being disabled or if the object is emitted within earshot. You can of course use your method if you let it activate before disabling/emitting, but I prefer my simulation time to be at zero in all cases, so I avoid letting things trigger prior to Play mode. With the selector method, you don't have to consider any special cases. It just works. | 2012-04-02 15:48:00 Author: comphermc Posts: 5338 |
| It's really clever using the move logic like this. The Move Patch logic additions are in general great for adding "polish" to your levels. Using the three new Sensors; audio and visuals are very easily linked and/or enhanced ![]() Edit: But I suspect Comph will showcase more of these nice little flourishes in his upcoming tutorials ![]() | 2012-04-02 17:51:00 Author: Slaeden-Bob Posts: 605 |
| somebody give Comphermc a medal already! his video tutorials should be included in any new LBP2 special edition bundles that come out towards the end of the year | 2012-04-02 18:14:00 Author: GribbleGrunger Posts: 3910 |
| Haha, you could make a max-2 counter and instead of making the counter reset itself, make it lower 1 to itself with a combiner. This way the first time you trigger it, it won't work but then every trigger will ^^ But yeah, with emitting and all, selector also takes less memory. I like selectors too, since they made me discover comphermc. I searched for help online and found his tutorials. And then I found out "oh, this is the website which made the logicpack from LBP1, LBPCentral..." | 2012-04-02 23:59:00 Author: Unknown User |
| Haha, you could make a max-2 counter and instead of making the counter reset itself, make it lower 1 to itself with a combiner. This way the first time you trigger it, it won't work but then every trigger will ^^ But yeah, with emitting and all, selector also takes less memory. I like selectors too, since they made me discover comphermc. I searched for help online and found his tutorials. And then I found out "oh, this is the website which made the logicpack from LBP1, LBPCentral..." I never thought of that method. But I like the 3-gate selector one: replaced the much more convoluted construction on the enemies in my level to save me a counter, a NOT gate and an AND gate per instance. With at moments two dozen or more instances on the screen at once, that starts to make a difference. | 2012-04-03 00:35:00 Author: Antikris Posts: 1340 |
| I never thought of that method. Somewhat related, but not necessarily... have you ever had a case where you've got one input going to a series of AND gates so that the second condition is determined by the state of a selector? It's not immediately obvious, but we've all done this: http://if.lbp.me/img/ft/f6f7f6789b658707bff361ce6eb11538d41cbc77.jpg But I hate that. It seems sloppy and the wires are a mess, so invented a way to replace all the AND gates: http://ib.lbp.me/img/ft/bbb33f69586676fd71c85348481e4c916a3cf21c.jpg This is quite similar to a potentially common method of enabling a microchip with pass-through wires to the outputs, but it's better in that it updates on the same frame, so pulses can be sent to the NOT gate for pulse outputs on the network. The idea is that the NOT gate will hold the second selector in its 5th state, which will always win since it's the lowest. When the NOT gate is activated, the active signal from the first selector is able to pass through the second. It's like a signal dam, and it works VERY well! Then, once you start playing with selectors into selectors, you can toy with hierarchical toggling (where the cycling through of outputs can have options be added or removed over time): http://i9.lbp.me/img/ft/ca9534a4618828325844216ff403973b66db6cf9.jpg In this case, you have to think upside-down from normal selectors, in that the lowermost ports will always be present, and the uppermost are added as you disable the pass-through microchips. This is pretty special case stuff, but I've used it twice now. A perfect example would be a menu system where one option isn't accessible right away. Another is cycling of player turns based on the size of a party (number of players determines how cycling should work). In addition, you can use it for general cleanliness, as shown with handling the messy wiring of randomizers. Here is the randomization system for my Shape Shift level: http://i7.lbp.me/img/ft/d4736c1f4e668fc405ced5c685b3663f1770fd25.jpg That combines several selectors in place of AND gates and does so in a way that I can easily interpret all these months later.1 The short of it is that I am incredibly passionate about selectors being used in creative ways, and I'm sure you'll all see these techniques popping up in later tutorials. I have plans to do a whole tutorial on Selector Trickery, but I'm not sure anyone really cares! ![]() Cheers! ![]() --- 1 What's happening here is that the main randomizer is running on the left-most microchip at all times, as quick as it can. This way the seed is never the same, since the level is player-initiated. I had several rare objects that I didn't want appearing as often as the other pieces, so I set up a separate randomization chip in the middle, which is triggered if either of two outputs is triggered from the main randomizer. It was a 2/27 probability, which is sufficiently rare. You should recognize it as a variation of the second picture posted above. All the emitters are housed and organized in the right-most microchip. Now, normally this would be a huge mess of wires, so it was necessary to solve for the level to work (and my sanity). | 2012-04-03 01:22:00 Author: comphermc Posts: 5338 |
| ...we've all done this: http://if.lbp.me/img/ft/f6f7f6789b658707bff361ce6eb11538d41cbc77.jpg Speak for yourself. ![]() Oh, wait... Seems like overkill having to have all those tags/sensors, when something like this would work... http://i9.lbp.me/img/ft/d998389e1e6c4a2f659d6042cbb1cb66673b950b.png ...that is you get the randomizer (in "Override Pattern" mode) to continually generate its pseudorandom pattern, and only sample the value when you need it. As long as there's some entropy in the sampling time, you'll get a different pattern every time. Bah. Coulda saved me a whole bunch o' gates here. ![]() | 2012-04-03 02:34:00 Author: Aya042 Posts: 2870 |
Yeah comph got me hooked on selectors quite a while back, I think I over-use them now just coz I love em so much ![]() | 2012-04-03 02:43:00 Author: evret Posts: 612 |
| hell, what will you be able to do with the selectors on the Vita! | 2012-04-03 07:25:00 Author: GribbleGrunger Posts: 3910 |
Yeah comph got me hooked on selectors quite a while back, I think I over-use them now just coz I love em so much ![]() just as an example i was working on a chip last night that has 4 inputs, 16 outputs and 23 selectors......... anyone care to guess what it's for?!? ![]() | 2012-04-03 08:27:00 Author: evret Posts: 612 |
just as an example i was working on a chip last night that has 4 inputs, 16 outputs and 23 selectors......... anyone care to guess what it's for?!? ![]() A password entry system. Move left and right for cursor position, up and down to change characters. 16 character slots (assuming you are using an analog signal for each slot). | 2012-04-03 08:54:00 Author: Antikris Posts: 1340 |
just as an example i was working on a chip last night that has 4 inputs, 16 outputs and 23 selectors......... anyone care to guess what it's for?!? ![]() PS4 's CPU? | 2012-04-03 09:48:00 Author: zupaton Posts: 167 |
| A password entry system. Move left and right for cursor position, up and down to change characters. 16 character slots (assuming you are using an analog signal for each slot). PS4 's CPU? lol, nah it sorts the order of the 4 inputs based on analog strength from strongest to weakest and outputs it digitally. for example the first four outputs indicate 1st place, so the one that represents the strongest input would be active, then second strongest will activate the output that represents it in the next four outputs and so forth. | 2012-04-03 09:57:00 Author: evret Posts: 612 |
| hell, what will you be able to do with the selectors on the Vita! Most notably this... The Player ID mode allows you to feed it a player signal and it will select one of four different ports, depending on which player activated it. This allows you to implement different logic for specific players, something which could not be done reliably in LBP2. lol, nah it sorts the order of the 4 inputs based on analog strength from strongest to weakest and outputs it digitally. So what are you using to do the ADC? Sequencers? | 2012-04-03 11:06:00 Author: Aya042 Posts: 2870 |
| The Player ID mode allows you to feed it a player signal and it will select one of four different ports, depending on which player activated it. This allows you to implement different logic for specific players, something which could not be done reliably in LBP2. i thought there was other features though that weren't player specific? a new logic setting or two? edit: there's just one and i don't know whether this would allow for more options really. Increment mode behaves much like Selectors do in LBP2, although they can also be set to not cycle if you want, i.e. once it increments to the bottom, it won't increment back to the top. | 2012-04-03 11:10:00 Author: GribbleGrunger Posts: 3910 |
| So what are you using to do the ADC? Sequencers? nah, I hate sequencers. the chip is on a sackbot with anti grav tweaker (would be hidden outside level) so i can use controlinator inputs. L2 and R2 send digital within the same frame it recieves any analog signal (not 0%) the chip i mentioned captures the input and refreshes the output every 6 frames in a verses level i'm working on i made a custom score system that runs allong side the in-game score system so i could use the data with this chip to display current rankings etc and have certain powerups/handicaps aimed at the winner/loser etc | 2012-04-03 11:19:00 Author: evret Posts: 612 |
I have plans to do a whole tutorial on Selector Trickery, but I'm not sure anyone really cares! ![]() I think you should! ![]() http://ie.lbp.me/img/ft/91e5b03c0d27a353a1e7f1bd040c6cdd250d5585.jpg Hey, you can only be in the credits of my level once, alright!! ![]() | 2012-04-03 19:50:00 Author: Antikris Posts: 1340 |
Gah... That thing comph made with selectors!! Moar!!! | 2012-04-10 17:46:00 Author: Unknown User |
| The short of it is that I am incredibly passionate about selectors being used in creative ways, and I'm sure you'll all see these techniques popping up in later tutorials. I have plans to do a whole tutorial on Selector Trickery, but I'm not sure anyone really cares! that's just cruel | 2012-04-10 20:38:00 Author: GribbleGrunger Posts: 3910 |
| Must...develop....basic...knowledge.... (first).... | 2012-04-11 03:22:00 Author: Night Angel Posts: 1214 |
| Must...develop....basic...knowledge.... (first).... Agreed. May I suggest Gameplay Pacing and Replayablity? Only suggestions! ![]() | 2012-04-12 03:06:00 Author: grayspence Posts: 1990 |
| Replayability is based on the survival factor of the level, the side quests, the challenge, the mood and the general originality of gameplay. Sometimes adding a simple race gate can quadruple the plays you get. | 2012-04-12 23:26:00 Author: Unknown User |
| The site was down, so I couldn't post this when it went live, but... LBPlanetorials 28: Measurement and Speed + Grid Movement by comphermc Ahh, this one was such a pain-in-the-butt! I kept changing my mind on what was important to talk about, since this is a pretty technical tutorial. I hope I've filtered it down to the most important stuff regarding distance and speed. If you have further questions, please let me know below! http://www.youtube.com/watch?v=pprtsFtQ8ik&hd=1 | 2012-05-05 13:25:00 Author: comphermc Posts: 5338 |
| very interesting, i didn't find it boring, in fact I understood it all! haha And it was a lot more straightforward than other tutorials on the subject : ) thank you very much, it'll definitely come in handy! | 2012-05-05 14:05:00 Author: Hallm3 Posts: 252 |
True! Most grid-movement tutorials seemed so hard to follow. I didn't learn a lot this time, but I learned something incredibly useful! You see, the next project I want to make is a board game, so I kinda needed this... ![]() Though I might wait for LBP Vita to do this. | 2012-05-05 17:42:00 Author: Unknown User |
| Yepers very well explained at a good pace | 2012-05-06 00:14:00 Author: Mr_Fusion Posts: 1799 |
| another excellent tutorial, though it did hurt my brain a little bit. | 2012-05-08 12:33:00 Author: biorogue Posts: 8424 |
| I was experimenting with something a while back using grid movement, using a sackbot to push a block. I tried numerous methods, but the block always seemed to go off grid. The block was pushed by the sackbot holding onto it, as the block was moving, the sackbot kept hold of it. I tried moving the block using movers, and tags, but it still wouldn't work accurately. Dunno if this tutorial would help (can't watch it at the moment)? | 2012-05-08 15:40:00 Author: Ali_Star Posts: 4085 |
| You would need to tell an invisible holo to move using the grid and make the sackbot push the block towards the holo, and when the block is at the right spot, trigger a follower so it's pixel perfect. | 2012-05-08 22:31:00 Author: Unknown User |
| Yeah, I went back to it last night, that's pretty much the method I used. Such a simple idea, can't believe I didn't try it earlier! | 2012-05-09 08:55:00 Author: Ali_Star Posts: 4085 |
I miss you compher <3 Will you be back on Vita? Hope so!! LBPVitorials ![]() (Why didn't they allow video output from vita...) | 2012-08-13 03:46:00 Author: Unknown User |
| Comphermc always comments in his videos after he's recorded it, so hopefully, if he does do a LBPVita series, he won't have too much trouble setting it up to get the best picture possible. But a video out would be better! | 2012-08-13 21:33:00 Author: GribbleGrunger Posts: 3910 |
LBPCentral Archive Statistics
Posts: 1077139
Threads: 69970
Members: 9661
Archive-Date: 2019-01-19
Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.
LittleBigPlanet 2 - 3 - Vita - Karting 

kinda weired, but can't wait for move pack, I need the money for DLC plus an PS move controller that I never owned 



