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LittleBigPlanet Vita - The New Tools, Features, Tweaks and Even More Goodies List!

Archive: 778 posts


mmm... the problem though would be that you would want to be able to judge if the shape was 'close enough' to the original shape because clearly the shapes are not always going to be drawn exactly the same each time.
Use a timer with the touch sensor input. If it is above, say, 75%, then you assume they did it well enough. It's obviously not perfect, but I have yet to see a touch system that is (for anything, phones, games, controls, etc).

Or the reverse, time how long they weren't touching the shape (since the other method would require constant changes to the timer duration for different strokes). If above 1s off the recorded pattern, then fail the stroke.
2012-08-14 06:03:00

Author:
SSTAGG1
Posts: 1136


Use a timer with the touch sensor input. If it is above, say, 75%, then you assume they did it well enough. It's obviously not perfect, but I have yet to see a touch system that is (for anything, phones, games, controls, etc).

Or the reverse, time how long they weren't touching the shape (since the other method would require constant changes to the timer duration for different strokes). If above 1s off the recorded pattern, then fail the stroke.

Great idea. I've got to be honest, this is the first LBP game I'm going to actually spend a lot of time researching and learning all the ins and outs. I know I posted a heck of a lot of tutorials up but I really didn't do it for myself
2012-08-14 07:19:00

Author:
GribbleGrunger
Posts: 3910


I did notice in the beta that you could separate the top and bottom of a scoreboard and use either to finish with...is that a glitch or will it be in the final game?

Just checked this. Only the scoreboard screen will finish the level. Are you sure that ever happened?


If you are talking about the -20 to 20 setting on materials (I think that’s the correct range), no it's just for render display priority. Essentially it will bias the z depth of the front face of the layer towards or away from the eye by the specified number of units of resolution of the z-buffer (or something like that). It does mean that you can now do some awesome stuff with layered sticker panel without the display artifacts…this is one of the new additions I am most excited about. But the material itself physically occupies the normal layers.

The technical term for the effect is z-bias, but that may be a bit misleading to what is actually happening.

When you tweak the z-bias, you will be able to see very subtle movements of the material in the z-direction (in and out). These distances are are very subtle, but are enough to give players control of effective render order or thickness. Sticker panel in LBP2 does this automatically to prevent flickering of overlapped materials, but control was opened up to the player to get more fine-tuned effects.

If we were to only use render priority, we would run into problems similar to as you would see in LBP2 when decorations will render in front of materials, but looks funny when you move the camera side to side. I think you all know what I'm talking about, even if I can't describe it correctly. That strange visual effect has been addressed in LBP PSVita.

Edit: Oh, and the effect is not limited to sticker panel.
2012-08-14 13:59:00

Author:
comphermc
Posts: 5338


Just checked this. Only the scoreboard screen will finish the level. Are you sure that ever happened?

Couldn't say for sure, the beta's over. That's what I remember happening though.
2012-08-14 14:45:00

Author:
Chazprime
Posts: 587


If we were to only use render priority, we would run into problems similar to as you would see in LBP2 when decorations will render in front of materials, but looks funny when you move the camera side to side. I think you all know what I'm talking about, even if I can't describe it correctly. That strange visual effect has been addressed in LBP PSVita.

Edit: Oh, and the effect is not limited to sticker panel.
That sounds exceptionally awesome.

Seems like there are indeed many sublayers per layer, as gribble opined, even if the differences are minor. There are tons of things that could be done with this I imagine. A one layer character, with gestures (like moving an arm) that don't interfere with the visuals. A snake who's segments don't merge, and instead pile up. You could create a fully detailed ship on just one layer using materials. Awesome

For anything not platforming, it really does make it somewhat like having 41 layers per layer (I assume it includes 0). It won't act as different layers, but it will surely look a little like it.

I have a question though, can you edit more than one object's z-bias at once? I assume that doing so (reducing it by one) will set them all to the same level rather than adjust them all back a level.
2012-08-14 14:50:00

Author:
SSTAGG1
Posts: 1136


I just wondered, how much text can you put in a 'note'? Is it limitless?2012-08-24 07:01:00

Author:
GribbleGrunger
Posts: 3910


I just wondered, how much text can you put in a 'note'? Is it limitless?

just checked, its not infinite xD didn't expect it to be! haha but you can actually put a fair amount in! And of course you can always use more than one note if need be : )

Also saw there was a lot of discussion about the Z-sorting, don't be disheartened! To be honest id probably say there was sub-layers in the game. Since everything in the game can be dephysicalised you can overlap objects with different 'position in layer' tweaks, glue 'em, re phys 'em, static 'em, leave them dephysed and just overlay a load of invisible material on top? whatever you want : ) the movement is actually quite noticeable and can definitely add a lot neat details to your level. So in answer to your previous question, you can make awesome doors! there's quite a few good ones in the story mode ;P
2012-08-24 11:21:00

Author:
Hallm3
Posts: 252


yeah, it's not a biggy. I was just curious to see how much text you could use. How is it that you are still playing LBPVita by the way? Have you got a preview copy?2012-08-24 13:21:00

Author:
GribbleGrunger
Posts: 3910


yeah, it's not a biggy. I was just curious to see how much text you could use. How is it that you are still playing LBPVita by the way? Have you got a preview copy? No its fine, I think its great people are so interested in the game And Im playing it cos I work at Tarsier Studios xD not for much longer mind, but for now anyway! : )2012-08-24 17:34:00

Author:
Hallm3
Posts: 252


No its fine, I think its great people are so interested in the game And Im playing it cos I work at Tarsier Studios xD not for much longer mind, but for now anyway! : )

Lucky you. Don't forget to remind them of the Dephysicalizer chip!


AND and OR gates have an added feature to be able to add or multiply input values. A negative value will be subtracted instead of added, and a fractional value (i.e. 0.5) will divide instead of being multiplied.

If I took a sequencer and put four batteries on it (each on one of four segments). Set the sequencer to positional. Stretched those batteries to the end of the sequencer and gave them values of 10/20/30/40%. Took the output of each battery and put them through four inputs of an AND gate, would the output of that AND gate spit out the result of how many batteries had been activated by the sequencer? For instance, if the first two bars were active on the sequencer, would the AND gate give a signal of 30%?
2012-08-24 18:19:00

Author:
GribbleGrunger
Posts: 3910


If I took a sequencer and put four batteries on it (each on one of four segments). Set the sequencer to positional. Stretched those batteries to the end of the sequencer and gave them values of 10/20/30/40%. Took the output of each battery and put them through four inputs of an AND gate, would the output of that AND gate spit out the result of how many batteries had been activated by the sequencer? For instance, if the first two bars were active on the sequencer, would the AND gate give a signal of 30%?

Percentages are of the number 1, so 10% would be 0.1, 20% would be 0.2 etc etc. Setting an AND gate to multiply then multiplies these two numbers together normally. So 0.1 * 0.2 (or 10% * 20%) = 0.02 (2%).
2012-08-24 20:01:00

Author:
Holguin86
Posts: 875


But the AND gate would now spit out a value? That's my main question really. I tried it today on LBP2 but it didn't output anything until all batteries added up to 100%. I figured as much but after reading about the change in logic, I thought I'd just check it out first. Are we seeing a different usage of AND gates here then? (forgive me I'm not technically minded) Normally an AND gate would only do something useful if ALL of the inputs had been activated and the output was triggered, but it appears now that a value can be registered from the AND gate even if the conditions of the AND gate have not been fully met... Hope you understood that2012-08-24 21:50:00

Author:
GribbleGrunger
Posts: 3910


But the AND gate would now spit out a value? That's my main question really. I tried it today on LBP2 but it didn't output anything until all batteries added up to 100%. I figured as much but after reading about the change in logic, I thought I'd just check it out first. Are we seeing a different usage of AND gates here then? (forgive me I'm not technically minded) Normally an AND gate would only do something useful if ALL of the inputs had been activated and the output was triggered, but it appears now that a value can be registered from the AND gate even if the conditions of the AND gate have not been fully met... Hope you understood that
LBP2 logic doesn't function the same way. In LBPV there's an option to manipulate an AND gate to add/multiply/require (as far as I know).
Require would be just like LBP2.
Add would just perform an addition function, including positive/negative properly.
Multiply does the same but with multiplication.
2012-08-24 22:12:00

Author:
SSTAGG1
Posts: 1136


ah, so they're actually alternative settings and they behave as normal by default! That's really handy.2012-08-24 22:15:00

Author:
GribbleGrunger
Posts: 3910


But the AND gate would now spit out a value? That's my main question really. I tried it today on LBP2 but it didn't output anything until all batteries added up to 100%. I figured as much but after reading about the change in logic, I thought I'd just check it out first. Are we seeing a different usage of AND gates here then? (forgive me I'm not technically minded) Normally an AND gate would only do something useful if ALL of the inputs had been activated and the output was triggered, but it appears now that a value can be registered from the AND gate even if the conditions of the AND gate have not been fully met... Hope you understood that

In LBP2, AND gates work by taking the smallest analog input and outputting that. (The wires might not appear to be lit up, but an analog signal is still being sent). In LBPV, you have two options for the AND gate - to take the smallest analog value (as in LBP2), or to multiply the values, which does what I described above. (And of course for the OR gate you can tweak it to output the largest analog value or to add the values).
2012-08-25 15:47:00

Author:
Holguin86
Posts: 875


So, I was making a Geiger counter and... Is there a 'closeness' and a 'signal strength' setting on the player sensor now? It would be mighty handy2012-08-29 05:36:00

Author:
GribbleGrunger
Posts: 3910


What do you mean, now? There is a closeness setting in LBP2 and the closer you are the stronger the signal. Of course that's also in LBPV. If you want a sound to repeat itself quicker just connect a player sensor to a timer set to speed and connect the output of it to its Reset input. 2012-08-29 07:19:00

Author:
Syroc
Posts: 3193


What do you mean, now? There is a closeness setting in LBP2 and the closer you are the stronger the signal. Of course that's also in LBPV. If you want a sound to repeat itself quicker just connect a player sensor to a timer set to speed and connect the output of it to its Reset input.

I was talking about the settings being available for the player sensor itself. or did I just miss them on the player sensor? I'm sure I checked.

edit! It automatically detects closeness. I had no idea
2012-08-29 07:23:00

Author:
GribbleGrunger
Posts: 3910


New interesting LBP vita gameplay from PAX 2012:


https://www.youtube.com/watch?v=Ptr9lJJT0Lo
2012-09-02 09:47:00

Author:
Domik12
Posts: 838


Can we change the fonts in the points bubbles and turn off the sounds effects so that we can add our own? That would be handy2012-09-02 17:14:00

Author:
GribbleGrunger
Posts: 3910


Can we change the fonts in the points bubbles and turn off the sounds effects so that we can add our own? That would be handy

How do you mean fonts? like when the 2x multipliers come up? If you mean that, no there isn't a way to change that. Thinking about it, I've never tried in lbp2 but is a point bubble like a water droplet? can you put a sound on one set to activate on destruction and have it 0% volume? dunno, I'll have to try it next time Im on : )

There is an option to completely turn off UI though, so no lbp related UI like scores and stuff come up on screen, if you're wanting to make something totally void of anything lbp that is!
2012-09-02 22:24:00

Author:
Hallm3
Posts: 252


How do you mean fonts? like when the 2x multipliers come up? If you mean that, no there isn't a way to change that. Thinking about it, I've never tried in lbp2 but is a point bubble like a water droplet? can you put a sound on one set to activate on destruction and have it 0% volume? dunno, I'll have to try it next time Im on : )

There is an option to completely turn off UI though, so no lbp related UI like scores and stuff come up on screen, if you're wanting to make something totally void of anything lbp that is!

Now THAT'S just what I wanted to hear!!! God Bless you Tarsier

I can use the notes for scores if I want different fonts anyway!!
2012-09-02 23:12:00

Author:
GribbleGrunger
Posts: 3910


Doesn't seem like its as much of an upgrade as lbp1 to lbp2, but it still seems nice
Excited about memorizor
2012-09-03 00:42:00

Author:
Unknown User


Then again, it's rather huge compared to LBP PSP. It's all about perspective. 2012-09-03 15:13:00

Author:
Rogar
Posts: 2284


Doesn't seem like its as much of an upgrade as lbp1 to lbp2, but it still seems nice
Excited about memorizor

Well it's not suppose to be LBP3,It's amazing they brought LBP2 to a handhold and then they added more stuff...



By the way talking about the "slowdowns" of the beta,I also had a lot of slowdowns when selecting materials or tools from my popit,sometimes the tiny loading circle on what i selected would go on for 10 seconds before it would let me use what i selected.
2012-09-04 12:01:00

Author:
ythyth
Posts: 400


Oh my god! I can't believe nobody told me earlier. We can now add signals with OR gates, if I did understand. That means making health meters out of feedback loops will become a joke, and I can make this in no time! (oh wait... With that setup, I guess I can't tell the overflow if the result would be over 100... Mmm, I guess the old Not-combiner-splitter-not will still be useful when chainning meters - but I don't think I'll put this to use anyway)2012-09-25 16:42:00

Author:
Unknown User


With that setup, I guess I can't tell the overflow if the result would be over 100... Mmm, I guess the old Not-combiner-splitter-not will still be useful when chainning meters - but I don't think I'll put this to use anyway)Don't forget that you can now use notes to display the signal strength of any input. Not sure if that truly helps with what you're doing but it sure is a handy little feature. I have a note on pretty much every single one of my circuit boards for testing purposes. Really convenient.2012-09-25 17:37:00

Author:
Taffey
Posts: 3187


Oh my god! I can't believe nobody told me earlier. We can now add signals with OR gates, if I did understand. That means making health meters out of feedback loops will become a joke, and I can make this in no time! (oh wait... With that setup, I guess I can't tell the overflow if the result would be over 100... Mmm, I guess the old Not-combiner-splitter-not will still be useful when chainning meters - but I don't think I'll put this to use anyway)

I'm doing overflow like this:

https://dl.dropbox.com/u/202325/add%20with%20overflow.jpg

(Also, just so nobody didn't tell you, you can multiply signals with the AND gates. :-) )
2012-09-25 22:07:00

Author:
LittleBigDave
Posts: 324


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