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Ye olde grab and release switch.

Archive: 10 posts


alrighty, I have made this switch for a level i am working on.

-(its a horrid level, but I want to at least make one full level if only to soothe my A.D.D. riddled ego)-

But I'm thinking that i can trim it down from its current form. The object is displayed in "Gnomish Emporium - Grab & Release switch" if you want to take a look. It is actually a much improved version of the one that is currently in my level, but it still suffers from a few problems like the fact that its kind of bulky and cant be re-sized.

any ideas, thoughts, suggestions, or caffinated beverages would be helpful.

(PSN is memodrix)
2009-06-13 04:20:00

Author:
Memodrix
Posts: 879


...never shop @ Gnomish Emporium. They are grossly overstocked and charge an arm and leg more than their competitors... oh and Welcome!
*whatya mean it's not pertinent?* I just wanted to wish him luck on his first real thread... I'll stop by to do some shopping as soon as possible.
2009-06-13 04:46:00

Author:
Gravel
Posts: 1308


Hey, welcome to the forums.

Some tips for you:
1. Give a description of what your device does. I can think of at least 5 different interpretations for the term "grab and release switch" (as it turns out, none of them were right ).

2. Pictures. For some reason, even in the object showcase and even when the object is a logic system, members here prefer pictures. I personally think that pictures of logic systems are as useful as a chocolate teapot but meh...


Anyhoo, I had a look and rebuilt your switch from first principles, based upon the hideous diagram below (should have used visio but couldn't be bothered):

http://i600.photobucket.com/albums/tt82/rtm223/Holdandrelease.gif
(P is a permenant switch)

Components used:
1 piece of Dark Matter,
2 pieces of polystyrene,
1 mag key,
2 mag switches,
2 pistons,
1 chain,
1 grab switch - (I actaully used a push button but basically 1 input switch)

I think this is simpler than your version, I'm not sure, but it is a completely different design so that in itself might interest you. I've uploaded it to my levels as "hold and release switch" (copyable, PSN rtm223) if you want to have a look.
2009-06-15 18:30:00

Author:
rtm223
Posts: 6497


Awesome. i'd go take a look at it now but i really, really need sleep. Thanks for the info too. I'll keep it in mind (or lack thereof) from now on.

off to bed now.

EDIT:

I have to concede to your infinite wisdom, sir. it is much more simple, now that I have taken the thing apart. with a little fiddling I bet I can shrink that one down too. Hats off to ya, and thanks. it actually gives me an idea. for a different way to do it with a wobble bolt (I seem to have taken to them...) but i'll have to tinker and see if it works.
2009-06-15 18:37:00

Author:
Memodrix
Posts: 879


I checked out your level. 3 Stars for effort

Anyway, i think rtm223 has the idea
I thought i might thank you because you gave me an idea for my motion go cart!

I couldn't bother commenting on your level about that though... since I'm really... really SLOW at typing on the PS3 and can't handle long sentences >.<
2009-06-16 03:22:00

Author:
snowyjoe
Posts: 509


I'm sure you can shrink it down a little by having a dissolve-based, or emitter based P-switch, but then you need an additional grab switch. Unless you have something else in mind that I haven't thought of?

Personally I prefer the chain / piston P-switch because it takes directional inputs (or on/off actually) and is simple to reset if you accidentally trigger it - you don't have to worry about creating new pieces of dissolve and rewiring them and you don't have to worry about object overlay from infinate life emitters noshing on your thermo... but as I say, personal preference.
2009-06-16 10:59:00

Author:
rtm223
Posts: 6497


I've just updated it with my latest idea. it ends up using one directional input to do everything. still gives the ability to have an action when you grab and another when you release.

In total it uses:
3 magnetic key switches
3 wobble bolts
4 pieces of dissolve


It can be shrunk down to a little bigger than one square of the small grid and still works fine.

its a little over complex i suppose, but it gets the job done.

I suppose you are right about preference, if it was nice, clean, and simple it wouldn't be fun to tinker with . I'll try and post a pic in just a second, if I can manage to get my ps3 to play nice....ah, here we go:

http://www.lbpcentral.com/forums/picture.php?albumid=514&pictureid=4524
http://www.lbpcentral.com/forums/picture.php?albumid=514&pictureid=4526
http://www.lbpcentral.com/forums/picture.php?albumid=514&pictureid=4525

EDIT: I should point out that the yellow key switch is purely extranious and only serves if you want a light or something to happen when you flip whatever switch you use to run this thing to the "on" state. it could be cleaned up a lot by not having it at all.
2009-06-16 11:29:00

Author:
Memodrix
Posts: 879


Looks good. Here's mine:
http://www.lbpcentral.com/forums/picture.php?albumid=448&pictureid=4133
The two dark matter blocks on the right side and the one on the left were just for testing the outputs. They aren't actually part of the logic. I also have a black box version. However, it's not actually that difficult. It's basically 2 RS latches with a couple AND gates and a timer. These are set in parallel so it has .1 sec timings.

This one does a little bit more than grab and release. It is both a one shot and a timed grab and release switch with one extra input designed for the specific application.

Basically, this is going into a flying machine I'm putting together. The grab switch is for shooting the weapon.

In the initial state it fires one shot every time you grab the switch. If you collect a weapon power up it begins firing a double shot and the potential for a 'bomb' attack becomes available. The bomb attack occurs by holding down the grab switch for at least a second and then releasing. This does a super attack and resets the switch to the initial state (until you collect another power-up).
2009-06-18 13:09:00

Author:
dcf
Posts: 468


I see a "who can make the most complex control system from a single grab switch" competition coming .....

Oh, thought I responded to this:

if it was nice, clean, and simple it wouldn't be fun to tinker with .
Nooooo, you make it nice clean and simple, then you make more nice clean simple things and start bolting them all together until you have a monster Thats where the fun comes in... Or maybe it's because I've been trained to think like that, who knows?
2009-06-18 13:16:00

Author:
rtm223
Posts: 6497


Oh dear, that sounds like a challenge. two, actually.......

EDIT: I took your advice and bolted two of my toys together, both are available as prizes in my grab and release switch level.

now the grab and release switch is hooked to an 8 input OR switch that i am using on the tram level that i am building. Madness! Pointless!! (head a'splode) that could actually make a nice co-op stage now that i think of it....

Might end up making a co-op stage one day, if I can think of anything good to do with it.
2009-06-18 18:38:00

Author:
Memodrix
Posts: 879


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