Home    LBP Showcase / Reviews / Recommendations    Object Showcase
#1

"Portable" Inventory Concept Prototype

Archive: 13 posts


Inventory Concept
Was sick today, felt like making something along the lines of Megaman (or any 8-bit character, for that matter). I made a really short, and simple level giving examples of how this could be resourceful, and inspirational to LBP Level Creators.

This lets Sackboy use a Grab Switch to a Grabbable Surface so that he may spawn an "Inventory" so that he may complete a challenge, or solve a task. When he enters the "Menu", he may grab onto a surface that emits the "Inventory". Once at the "Inventory", he can use a Sticker to emit an available item to proceed.

Level: Sackboy's Inventory Concept by Mikal8pfun

What this is, is a grab switch inside a metal container that emits a "Inventory" (A rectangle made out of Dissolve Material). That "Inventory" contains a grid (Made out of Dissolve, covered in a White Sticker) which separates the Dissolve into 7 parts, and a Camera Zone. There is also an additional square that splits it into 8 different parts (with the Grid, 9). Each grid contains an Emitter, a Sticker Switch, a Sticker (visual representation of the item) and text (what the item is), but the individual box, the "Exit" box, dissolves the menu (which is why Dissolve is vital here).

At the moment, I have two items (as examples), the "Paint Gun" (Paintinator) and the Jetpack (Tetherless). Each Sticker Switch has the exact same settings. Once you apply a sticker to the selected box, the emitter will emit the item (i.e. Paintinator). Once emitted, you can keep selecting more items, and then close the "Inventory" via the "Exit" Button.

Note, that the "Inventory" does not float, and it is in the Second Layer. No glitches are used in here, so Media Molecule can not hinder this project.

P.S. The level keeps overheating (no clue why, the emitters are set on very, very low settings, so I had to replace a custom turret with the "Lethal Wall" to keep the thermo 3/4 filled. Stupid awesome looking turret. :C
2009-08-07 06:12:00

Author:
Mikal
Posts: 59


Is the level really overheating? Perhaps theres a bug in your level or something, because what i saw really shouldnt overheat it. I like the concept of bringing up the inventory menu- namely because its something i was toying around with for another project 2009-08-07 07:04:00

Author:
Burnvictim42
Posts: 3322


Is the level really overheating? Perhaps theres a bug in your level or something, because what i saw really shouldnt overheat it. I like the concept of bringing up the inventory menu- namely because its something i was toying around with for another project

The Inventory + Base took up 1 1/2 bars of Thermo (It's amazing, since it has 10 parts, 7 emitters, 7 sticker switches, 2 Pistons, 3 Different Materials, and Custom Shapes)

The Turret (Was removed) took up 3 1/2 bars of Thermo (Caused by Emitter Settings and Glitched Laser Sight)

The level itself took up 6-7 bars of thermo, which makes no sense at all, due to it's only 4 Materials, and all default shapes are used.

The level has about 1 1/2 bars left. I know that the level (everything excluding the above mentioned) took it all up, which made me lol. On-topic, it may have been a rewind-forward overheating bug maybe?

If you want it, you can PM me for it, I'll send it via PSN.


Is the level really overheating? Perhaps theres a bug in your level or something, because what i saw really shouldnt overheat it. I like the concept of bringing up the inventory menu- namely because its something i was toying around with for another project

Would it be better if the Menu was moving?
If it were to move, would it better to do it with Creature Brain or Pistons?
2009-08-07 08:19:00

Author:
Mikal
Posts: 59


Wow it has been a while, errrm look up the level "forbidden sacrifice" that is essentially what your trying to make but with a sticker switch which is better imo because explosions won't break the inv.

To make that though you need a rather advanced player tracker which can bring all kinds of headaches if it's your first time.

Basically the best wat to make it is to place 4 prox sensors in compass positions (Up down left right) set the radius to 180 degrees and max the area. obviously you would put this "compass" on your menu. From there make a small cart with either a motor bolt or wobble, I prefer wobble as it's more tweakable (set it past 350 degrees and it will never stop turning ) Get a 3 way switch and attach it somewhere. On the cart works for trouble shooting but can lead to problems. It's best to leave it floating on some dark. Ok now the odd part. attach two winches to the grabable part of the sponge on the switch. Set the things to backwards, it helps later. set the length short enough so that when the winch pulls down it moves the switch in that general direction. It is a good idea to use the grid for that. Don't forget to leave to extra leg room on the winch. Give it about 5 extra units of max length so when the switch moves the opposite direction the opposing winch it doesn't prevent it from happening.

After you make the cart make a track, which is nothing but a long stretch of dark matter or several next to each other. Depending on the size it is better to have several smaller tracks if it covers the whole level.

That track will be what makes the menu follow sackboy from the left to right. Of course it isn't attached yet because the attachment is what will make the menu go up and down. This is the easiest way. Attach 3 stiff pistons and set them to a strength of 5. Now set the one on the right backward. attach the up and down prox sensors on the menu to the left and right pistons as needed and get a grab switch and attach it to the center one so it doesn't move. That makes a moving menu and you won't kill your thermo with extra emiiters. Enjoy
2009-08-08 07:24:00

Author:
Waldo
Posts: 108


Wow it has been a while, errrm look up the level "forbidden sacrifice" that is essentially what your trying to make but with a sticker switch which is better imo because explosions won't break the inv.

To make that though you need a rather advanced player tracker which can bring all kinds of headaches if it's your first time.


Oh boy, headache time! I've tried to make an advanced player tracker (before the Radius Changer). It was HELL.


Basically the best way to make it is to place 4 prox sensors in compass positions (Up down left right) set the radius to 180 degrees and max the area. obviously you would put this "compass" on your menu. From there make a small cart with either a motor bolt or wobble, I prefer wobble as it's more tweakable (set it past 350 degrees and it will never stop turning )
Oh, I get that. Sweetness.
Edit: Does the Small Cart hold the menu? O.o
Not enough detail for what to do there. Sorry!


Get a 3 way switch and attach it somewhere. On the cart works for trouble shooting but can lead to problems. It's best to leave it floating on some dark. Ok now the odd part. attach two winches to the grabable part of the sponge on the switch. Set the things to backwards, it helps later. set the length short enough so that when the winch pulls down it moves the switch in that general direction. It is a good idea to use the grid for that. Don't forget to leave to extra leg room on the winch. Give it about 5 extra units of max length so when the switch moves the opposite direction the opposing winch it doesn't prevent it from happening.
Ok, I get that, that was made with Reinheart's Player Tracker level...


After you make the cart make a track, which is nothing but a long stretch of dark matter or several next to each other. Depending on the size it is better to have several smaller tracks if it covers the whole level.

Ok, so what will the track accomplish for the menu? O.o
I'm a bit confused at this point, as I kinda want it not to affect the scenery, and invisible Dark Matter is a royal pain to find (if I lost it).


That track will be what makes the menu follow sackboy from the left to right. Of course it isn't attached yet because the attachment is what will make the menu go up and down. This is the easiest way. Attach 3 stiff pistons and set them to a strength of 5. Now set the one on the right backward. attach the up and down prox sensors on the menu to the left and right pistons as needed and get a grab switch and attach it to the center one so it doesn't move. That makes a moving menu and you won't kill your thermo with extra emiiters. Enjoy
...and where would I attach these magical pistons of which you speak? P

The only real issue I have, is about the Cart. I don't quite understand what it does, nor do I understand what it accomplishes.
It would be nice if you had some pictures, I'm more of a visual learner,
---
On a side note, you are a genius.
I still have much to learn about LBP!
Hopefully I can put this to good use, and maybe impress someone on here!

P.S. Sorry for all the questions, I'm a major newb at player tracking.
P.P.S. Learning at 3am doesn't help. xD
2009-08-08 09:17:00

Author:
Mikal
Posts: 59


I have a few ideas.

#1.
Oh boy, headache time! I've tried to make an advanced player tracker (before the Radius Changer).
Why not make the grab switch-thingy a creature that follows you arround, but is above you?

#2. Also, the Inventory could be a thin layer, so it doesn't block you.
2009-08-10 23:22:00

Author:
Drakora
Posts: 392


I have a few ideas.

#1.
Why not make the grab switch-thingy a creature that follows you arround, but is above you?

#2. Also, the Inventory could be a thin layer, so it doesn't block you.

#1) I do not know.

#2) The inventory is a thin layer. Lol.
Though, come to think of it, I kinda want the player to be frozen, when the inventory is activated!
2009-08-11 05:05:00

Author:
Mikal
Posts: 59


You can make it so once the inventory is activated there is a sensor that deactivates it if the player moves away. This way there could also be an easier way to exit the inventory.2009-08-11 06:43:00

Author:
Roanoake
Posts: 166


You can make it so once the inventory is activated there is a sensor that deactivates it if the player moves away. This way there could also be an easier way to exit the inventory.

Have you ever played "Megaman 9"?

I'm trying to make it like the Sub-Menu, where you can select weapons there.
You can't move during it, and the menu takes up the whole screen.

Maybe I might have to compromise...
2009-08-12 07:41:00

Author:
Mikal
Posts: 59


After i bring up the menu i can't really do anything.....

Edit: I get it now, you could have told people they needed to use stickers.......
2009-08-13 14:31:00

Author:
Comet Wolf
Posts: 99


granted it has been nearly a week I'll see if I can simplify what I'm saying. You will have to excuse any difficulty in clarity, It's 4am here and it was probably very late when I did my original post.

Think of it like this.
The menu is a permanent item in your level, the track sits HIGH above your level where it isn't visable. You devide it in sections because it is easier on the thermo. It is better to have a couple of long tracks then an entire level spanning piece of dark matter. You won't need to make it invisible because it is out of sight in the first place.

The cart holds the menu. and is along a track that is above your level. A cart is the most stable way to have a tracker that has to go long distances.
The cart is what moves your menu horizontally while the pistons move it vertically
o=o





The pistons are between the cart and your menu


(MENU) <----

Get it?

Basically the designs doesn't have you emit an object that emits other object (thermo vacuum right there). And since your using stickers you have to stop to do anything in the first place.

Now for the menu to come and go as it pleases? that is a rather difficult if not impossible but I assume it can be done if I am not wrong about sticker switches.

Sticker switches can be modified to where their radius can be expanded to cover different objects. I.e as long as the sticker is in view then the menu can be opened. with this you would have to modify your menu by adding a small piece of dark matter so that it can be emitted and "float" like other menus in games. Instead of having the player tracker house the menu it would have to have just the core "compass" and a sticker switch and an emitter that emitts the menu. The sticker switch would be a 1-shot emit for your menu.

There are two problems with this design though.

1. you would have to build your level in a way that en ENTIRE THIN LAYER cannot be disturbed regardless of what is around it. so that

a. the emitter can follow you, and can't get caught u in the level and break.
b. the menu can actually be emitted. people aren't that bright in levels sometimes and will quit your level if all they have to do is move three feet for the menu to emitt. But A lot of players don't build level and know that fact.

2. Your tracker will be somewhat noticeable. With a little bit a creativity you could make that to your advantage. (As anoying as she is think of a little navi following sackboy, but instead of pestering you with information [which is possible to add as well btw] she gives you some sweet *** guns )

I hope this helps out.

EDIT: I forgot to add, look up my level "how to make better machines" there is a sniper crosshair that uses the flying player tracker design that I'm talking about.
2009-08-14 09:23:00

Author:
Waldo
Posts: 108


Wow. Nice to know a lot of problems I've had with my own inventory are actually solvable. I'm still not sure I understand how pistons will help the inventory box move up. I started out with the sticker system for my own inventory as well, but I had to make a new inventory box every time I wanted the same sticker to be used again.

Also one of the big problems I've found so far with emitting things is that you can't emit a switch unless it is attached to the object that is emitted. So if I want an object like a key to open a door rather then blow it up, how do I work that if the key is emitted?
2009-09-03 16:32:00

Author:
Kefkaas
Posts: 86


Wow. Nice to know a lot of problems I've had with my own inventory are actually solvable. I'm still not sure I understand how pistons will help the inventory box move up. I started out with the sticker system for my own inventory as well, but I had to make a new inventory box every time I wanted the same sticker to be used again.

Also one of the big problems I've found so far with emitting things is that you can't emit a switch unless it is attached to the object that is emitted. So if I want an object like a key to open a door rather then blow it up, how do I work that if the key is emitted?

You'd emit a key with a magnetic key, and the door has the detector
2009-09-05 15:43:00

Author:
Sunrise_Moon
Posts: 469


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.