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Randon- Randomnier- Randomizer
Archive: 10 posts
How do you make a randomizer? I've tryed with a load of switches being tugged, moved by a piston but i cant get it to be a random order. How do you make a randomizer? Just say stuff like "set up x switch to x switch with the settings of xxxx" Thanks. | 2009-08-22 20:17:00 Author: Adam9001 Posts: 744 |
i found a great randomizer, i dont have it anymore but the idea is make a housing with three or four springs (pistons) on the floor. set the pistons to pop up at differently, now put in a couple or more blocks of materialwith keys on them. you can put different lins like / or or - to make them drop even more random (also good for delays) I made a randomizer for my stomgenerator by taking two dials on two faces set to 2 different speeds. the first one goes moderate to slow and turns the dial with a key set at the end. the key activate, for a second, the motor bolt to the other dial which is set to go rather fast to really fast. this dial has a key on it that activates 2 other switches. you could also set the switch on the first dial to Speed | 2009-08-22 20:33:00 Author: thefrozenpenquin Posts: 479 |
SLS10 has one as a prize in her boss tutorial level, just FYI. There are a lot of ways to make randomizers... but none of them will ever be true randomizers, keep that in mind. | 2009-08-23 22:22:00 Author: Burnvictim42 Posts: 3322 |
I have my twin randomizer as a prize in my "Shinan Fortress Burning Outskirts level" you can check it out if you want. | 2009-08-23 22:42:00 Author: Silverleon Posts: 6707 |
what I do for a real randomizer was adding sensor switches to change directions of blocks falling to generate the prop your doing. Wait its hard to explain.. I'll try drawing it. | 2009-08-23 22:47:00 Author: Count Posts: 315 |
There are a lot of ways to make randomizers... but none of them will ever be true randomizers, keep that in mind. I don't believe that's true. As long as Sackboy is the seed, there's no reason you can't get truly random results. | 2009-08-24 13:40:00 Author: v0rtex Posts: 1878 |
I don't believe that's true. As long as Sackboy is the seed, there's no reason you can't get truly random results. I agree, as long as it's nearly impossible for the player to replicate their movements identically each time. This is the case in most levels so it's normally not an issue. | 2009-08-24 14:01:00 Author: BSprague Posts: 2325 |
The physics have a pseudo random nature to them as well. When I experimented with randomizers I basically had these huge spinning roulette table sort of things with with a bunch of mag key holding objects flying around in it... actually it worked just like the lotto tumblers. | 2009-08-24 14:38:00 Author: Foofles Posts: 2278 |
Well, I was working on a randomizer for something, and rtm came in and awesome'd it up. I'll see if I'm allowed to share it with everyone... (No falling objects) | 2009-08-24 14:44:00 Author: comphermc Posts: 5338 |
Oh yeah, the "can we make a truly generic, application-independent, randomiser?" project. That was interesting. In honesty, making a decent randomiser in LBP should really be tackled with knowledge of the application for which it is to be used. Otherwise you end up with an overly-complex, overengineered solution, which is exactly what comphy and I did lol. I did want to add to that device to improve the seeding, but yeah I don't really have an issue with it, I'm not even sure if that will be a part of project awesome anyway. I must admit, I'm not looking forward to writing up that whole randomiser thing when the time comes. On the subject of true randomisation. Well of course you can't, but you can generate a pseudorandom sequence that is random enough and seeded well enough that I'd defy any human to tell the difference between that and "properly" random, which in the context of a computer game is all you ever need. | 2009-08-24 15:16:00 Author: rtm223 Posts: 6497 |
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