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#1

How Will Microchips Work...

Archive: 54 posts


So it says that you can save a string of logic into a microchip, but I'm wondering if this is just to get rid of the clutter of a ton of logic and compile it into a small object, or if it will cut back thermo also, essentially making that string of logic nonexistent to the thermo and using only the amount of thermo that a microchip itself uses...

I'm also wondering how different logic will be exactly.
Do they have premade switches that have the same functions as player-created logic gates like permanent switches, and/or switches, toggle switches, etc.?
I guess we'll find out tomorrow or later, but I wonder what everyone else thinks it will be like
2010-05-10 03:56:00

Author:
Fancy_Zombie
Posts: 226


So it says that you can save a string of logic into a microchip, but I'm wondering if this is just to get rid of the clutter of a ton of logic and compile it into a small object, or if it will cut back thermo also, essentially making that string of logic nonexistent to the thermo and using only the amount of thermo that a microchip itself uses...

I'm also wondering how different logic will be exactly.
Do they have premade switches that have the same functions as player-created logic gates like permanent switches, and/or switches, toggle switches, etc.?
I guess we'll find out tomorrow or later, but I wonder what everyone else thinks it will be like

Dude you have a good point about it but if you seen the pics carefully you can see some of the Little Big Planet 1 switches
2010-05-10 04:18:00

Author:
Arnald23
Posts: 1843


Dude you have a good point about it but if you seen the pics carefully you can see some of the Little Big Planet 1 switches

I noticed the magnetic keys, but everything else is completely new as far as I can tell.
I think it's very likely they added new switches for use in microchips and other things.
2010-05-10 04:19:00

Author:
Fancy_Zombie
Posts: 226


as far as i can tell microchips are just storage for the logic...but i think it doesnt effect thermo....but i hope im wrong and it reduces thermo...only tomorrow will tell2010-05-10 04:24:00

Author:
Shadowcrazy
Posts: 3365


I noticed the magnetic keys, but everything else is completely new as far as I can tell.
I think it's very likely they added new switches for use in microchips and other things.

Well, they said that they're including a full working calculator made with the game's logic tools built into a single microchip. So my guess is that there is a built-in system of gates, which might go by different names to make it more accessible. It seems clear that we haven't seen these yet. There has been no complex logic revealed so far. I'm expecting to see this in more detail tomorrow. Mm knows this is what a ton of creators are craving, so hopefully they'll deliver with a detailed explanation of how this is going to work.
2010-05-10 04:29:00

Author:
Teebonesy
Posts: 1937


....but i hope im wrong and it reduces thermo
I hope you're wrong too
That would be awesome if it did reduce thermo and it would allow for large amounts of logic in a level that's long and looks beautiful also lol


Well, they said that they're including a full working calculator made with the game's logic tools built into a single microchip. So my guess is that there is a built-in system of gates, which might go by different names to make it more accessible. It seems clear that we haven't seen these yet. There has been no complex logic revealed so far. I'm expecting to see this in more detail tomorrow. Mm knows this is what a ton of creators are craving, so hopefully they'll deliver with a detailed explanation of how this is going to work.
I really hope LBP2 will make it able for people who suck at logic (me) to make complex logic gates and it seems to me that there will be new tools allowing just that
I can't wait to hear more tomorrow
2010-05-10 04:32:00

Author:
Fancy_Zombie
Posts: 226


Tomorrow!!! Aaaaaaahhh... can't wait2010-05-10 04:43:00

Author:
poorjack
Posts: 1806


What's happening Tomorrow? lol I cant wait till tomorrow... whatever happens...2010-05-10 04:46:00

Author:
Shhabbazz
Posts: 746


What's happening Tomorrow? lol I cant wait till tomorrow... whatever happens...
Media Molecule will release details about LBP2, maybe videos and information!
2010-05-10 05:00:00

Author:
warlord_evil
Posts: 4193


Direct control logic. See how it looks like a dualshock?

http://farm2.static.flickr.com/1138/4594846556_9047526ccf.jpg
2010-05-10 08:44:00

Author:
Teebonesy
Posts: 1937


Thanks for the pic... I might need a 1/2 hour tutorial to work it by the looks of things... what I realy need is and, nand, not gates etc

Actually what I really want is switches that control the colour strength aspects of the lights and player proximity switches that stay on after you leave the zone then toggle off again when you get back into the zone etc etc....

no what i REALLY want is to put multiple switches onto 1 bolt/piston etc
2010-05-10 08:55:00

Author:
Strangepom
Posts: 445


The microchip is basically an icon on your desktop - click it and your logic comes up full-size. From the looks of some of the images, logic gates such as AND and OR are being included, which will reduce thermo and increase reliability. And since the logic is so small and integrated, it's so much easier to share. Think of all those tanks you see given away on LBP - the tank itself, then the vast network of logic above it. Those tanks will now be one object - the tank, and the microchip stuck to the front containing everything above.

PS: That image above is the control panel for a direct control seat. Basically, when your sackboy jumps into it, your controller reverts to the differing control scheme assigned by you to this control panel. So instead of holding R1 to accelerate, you can press X instead, or shoot with Square, and steer with the sixaxis. It makes for much better control schemes - especially for tanks, which will no longer need tons of grabswitches in obscure locations.
2010-05-10 14:46:00

Author:
Holguin86
Posts: 875


id like to know how you get out of the seat though. itll probably be click r3 or l3.2010-05-10 19:57:00

Author:
ADS_LEGEND
Posts: 140


Direct control logic. See how it looks like a dualshock?

http://farm2.static.flickr.com/1138/4594846556_9047526ccf.jpg

Note that it also have SixAxis motion detection outputs in middle :>
2010-05-10 20:12:00

Author:
Shadowriver
Posts: 3991


id like to know how you get out of the seat though. itll probably be click r3 or l3.

Look on shot... R3 is missing
2010-05-10 20:14:00

Author:
Shadowriver
Posts: 3991


Look on shot... R3 is missing

At the same time, so is down with the D-pad and right with the D-pad, so I don't think it's necessarily clicking L3. Maybe it's something the creator controls, so if the creator doesn't want you leaving something (like a car in a race level) then you need to stay in that thing for the duration of the level, or until a certain point in the level.
2010-05-10 20:22:00

Author:
qrtda235566
Posts: 3664


At the same time, so is down with the D-pad and right with the D-pad, so I don't think it's necessarily clicking L3. Maybe it's something the creator controls, so if the creator doesn't want you leaving something (like a car in a race level) then you need to stay in that thing for the duration of the level, or until a certain point in the level.

No, note at the shot that arrows on D-Pad, they both direction arrows, same as analog sticks, i suppose this will work as 3-way switch in direction mode with inclusion of speed mode since analog sticks, L2/R2 and motion detection in PS3 controller returns analog data (from -1 to 1), also all buttons except L3/R3 Start Select are pressure sensitive, i don't know how this will apply. also keep in mind that D-Pad for PS3 is like separate buttons (you can note that by connecting Ps3 controller to PC)

As for locking player i think this might be only 1 variant of outputs, i hope that D-Pad will also return data for each direction, as i said they work like separate buttons
2010-05-10 20:33:00

Author:
Shadowriver
Posts: 3991


Note that it also have SixAxis motion detection outputs in middle :>

Where did you obtain that image, good sir?
2010-05-10 20:50:00

Author:
alexbull_uk
Posts: 1287


I wonder if the microchip containts default logic in it, like the permanent switch, or the delay switch. Maybe a randomizer. Would be quite cool.2010-05-10 20:50:00

Author:
moonwire
Posts: 1627


Ask Teebonesy, he posted the shot2010-05-10 20:56:00

Author:
Shadowriver
Posts: 3991


This is how logic gates are presented in real life logic schematics:

http://www.windowsnetworking.com/img/upl/image0041217511658265.jpg

They might be used in game ;]

XOR is gate that work like OR but when both inputs get 1 it will output 0
NOT is inverter

Note that on one of screens you see switch similar to OR symbol... it might be it ;]
2010-05-10 21:02:00

Author:
Shadowriver
Posts: 3991


Please avoid double posting, shadowriver. It would be better if you editing a previous post instead of making two of them.

Thanks!
2010-05-10 22:30:00

Author:
comphermc
Posts: 5338


Look on shot... R3 is missing

lol I didn't even notice that at first
Interesting... it might be used to get out of the seat, but I think it's likely that we get to map that function ourselves.
Only time will tell


I wonder if the microchip containts default logic in it, like the permanent switch, or the delay switch. Maybe a randomizer. Would be quite cool.

I really hope so
They have advertised that logic stuff will be made much more accessible in LBP2, so that could mean that they have switches with functions like and/or, permanent, delay, etc.
2010-05-11 02:56:00

Author:
Fancy_Zombie
Posts: 226


If it works anything like Wiremod in Garry's Mod for PC, then I'm going to have a blast with this.

Basically there's a bunch of built-in microchips and gates used for several things, and wiring them together via inputs/outputs produces different results, much like real microchips.

For example: You have a simple door that you want to open via a button on either side of the door, so you wire each button into an "or" chip's inputs, and the chip's output goes to the door's hydraulic controller to open the door if button one or button two is pressed.

It can get significantly more complicated than that, but that's just an example to show how it works.
2010-05-11 03:21:00

Author:
xero
Posts: 2419


I hope that it works like events from Blockland, an example.

OnPlayerTouch > (target) > self(the target) > disappear

like wiremod, it becomes much more complex. But thats the basic idea.
2010-05-11 03:41:00

Author:
Karkle
Posts: 11


As for the earlier points about inputs/outputs, I don't think they're going to be an issue. When maximised, the microchip's logic can be hooked up just like normal logic, but the connections are maintained when the microchip is minimised.2010-05-11 08:29:00

Author:
Holguin86
Posts: 875


As for the earlier points about inputs/outputs, I don't think they're going to be an issue. When maximised, the microchip's logic can be hooked up just like normal logic, but the connections are maintained when the microchip is minimised.

I'm hoping I/O still shows up on the minimised view of the microchips tbh, as connection points for inputs and wires for outputs. That way, when you share them and they will be much easier for someone else to just drop into their creations.

Also, I really want them to be nestable, even if it's only to a couple of levels, but I'm expecting that this is a little beyond what they are going to supply us with.
2010-05-11 09:00:00

Author:
rtm223
Posts: 6497


Ask Teebonesy, he posted the shot

blizzard_cool was the one who hunted that picture down. flickr link with more from the series (http://www.flickr.com/photos/48949920@N03/sets/72157623906173733/)

The interesting thing to me about the photo is that we're not seeing any wiring at all. Maybe it's another clutter management thing - you don't see a wire until you select the specific button to be tweaked? Then we might see a cable going from the X button to the wheel motorbolts for example.
As for pressure sensitive, the same way a mag switch can be set to "speed", maybe when you're setting a button to an action, you have the option of setting it to "pressure sensitive"? And if you wire it to a digital output, the pressure-sensitive option is just greyed out.

Also, Alex Evans in a recent interview gave a couple examples of what a button might be set to - one was a wheel on a vehicle, and one was "super jump". There may be certain presets that a sackboy or sackbot can do that can be set on buttons - jump, super jump, grab, carjack. Just some random examples.
2010-05-11 09:04:00

Author:
Teebonesy
Posts: 1937


Microchips are nestable - you can have microchips within microchips within microchips, according to a G4 interview with Alex Evans.2010-05-11 09:17:00

Author:
Holguin86
Posts: 875


Microchips are nestable - you can have microchips within microchips within microchips, according to a G4 interview with Alex Evans.

Yeah that's right, I noticed that too! I mean why not? It's a simple solution to a major problem - the problem of filling your level up with complex logic. Give a simple option to keep that stuff invisibly compacted into a tiny object and... I mean why not? Complex microchips within complex microchips.

I'm sure we'll see some circuit boards eventually where, you open them up from a microchip, and the board is just COVERED in more microchips. Few other switches, just more microchips.
2010-05-11 09:22:00

Author:
Teebonesy
Posts: 1937


Microchips are nestable - you can have microchips within microchips within microchips, according to a G4 interview with Alex Evans.

Yeah I just saw that on the other thread. That is just perfect from an engineering stance, exactly the same as how you'd design systems IRL. This makes me very happy.
2010-05-11 09:42:00

Author:
rtm223
Posts: 6497


I'm dying to know how they'll actually work. I'm betting it isn't just a hiding place for the same kind of logic we build now (with all the moving parts), but I'm wondering what the other options are. I mean the advantage of building all our own logic is that we can build pretty much anything. Need a gate that requires all of 5 inputs as well as any one of an additional 3? We can build an implied logic gate with a 5-way AND gate on one side and a 3-way OR gate on the other side (I realize many won't understand what I just said... don't worry about it). Like, you can always add inputs to a gate just by throwing on another piston/winch.

What do you suppose will be the equivalent in the new logic? Perhaps AND and OR gates that you can hook as many inputs to as you'd like? The funny thing is that I often don't fully understand how the logic works, but I'm still able to build it* (it's the same for math: I'll sometimes figure out the answer but have no idea how I did it and then I have to go through all the steps to solve the problem... just to arrive at the answer I already had). Hopefully I'll still be able to muddle through it with the new system.

*I'm not claiming to be a genius: I do end up asking for help on logic systems now and then, and Rtm's blogs on logic blew my mind, so I've still got a ways to go.
2010-05-11 10:49:00

Author:
Sehven
Posts: 2188


No, it seems that they are providing functional components, which can then (optionally) be packaged up into "microchips". It's likely the functions will be direct ports from electronics, as the vast majority of LBP creators will be familiar with these already. So we will see ANDs / ORs etc. as the base components from which a network may be created and then compacted into a microchip. I'd also expect to see other common devices, such as latches, perms, delays etc.

My primary concern with this is that, with the current system, electronics paradigms are extremely limited (due to latency and thermo considerations) and this has led a lot of people to move towards far simpler designs by going back to LBP first principles, which in many cases allows simpler construction that the electronics counterparts. This is also what led to the implied logic / shared inputs etc. techniques. After the reboot, we are going to have to make some annoying choices. Do we stick with a simpler mechanical solution, or go with a highly convoluted electronic solution. The latter will likely take advantage of vastly reduced thermo, but give us a massive hit on development time.

I'm also hoping we are provided with a few high level, plug-and-play functions, like randomisers / counters / etc. as these are prime examples of things that are complex to construct out of logic gates (compared to mechanical implementation), and could be made as very specific devices by the devs with very little processor overhead (read:super-low thermo). Having said that, expect microchips to be available in the community quite quickly if these are not provided by MM. I think the push towards this new style logic will be met with far more shared community items that can be dropped into creations, much like standard IC chips and IP cores are provided by companies in the real word.

There will also be plenty of stuff that just makes no sense to create with the new style, so anyone seriously into their logic is likely to find themselves integrating mechanical and electronic solutions in new and inventive ways to achieve all manner of effects (think about the posibilities of emitting and demitting microchips)
2010-05-11 11:17:00

Author:
rtm223
Posts: 6497


There will also be plenty of stuff that just makes no sense to create with the new style, so anyone seriously into their logic is likely to find themselves integrating mechanical and electronic solutions in new and inventive ways to achieve all manner of effects (think about the posibilities of emitting and demitting microchips)

If I could think of a specific example that would need an electro-mechanical solution, it would be much easier to wrap my head around what you said here.

I would have no idea where to begin in constructing something like an incremental bolt counter using electronic components. I used one as a sort of tug-o-war counter (I believe you might have posted in that thread) and recently used one for my new mech's double jump (it's getting close to completion): I set it so that the rockets would fire for 3 seconds when the player triggers a jump, and then, if they trigger it again, it'll add 3 seconds to whatever is left on the timer, with a max of two jumps (that one was TOUGH to figure out: used an inc bolt and a wierd application of your mutex switch).

That's the kind of thing that's got me a little concerned heading into lbp2. I see the moving parts and it all makes sense, but I'm not so sure I'll be able to do the same stuff with microchips. On the other hand, I LOVE the idea of squashing my mech's logic network onto a single microchip while, at the same time, cutting down on latency and thermo. And that's not even counting how many of the logic functions won't even be necessary with the new tools (I'm about 95% sure I accurately identified a gyroscope object that will force the object it's attached to to remain upright).
2010-05-11 12:09:00

Author:
Sehven
Posts: 2188


I would be cool if we also able to tweak parameters inputs so users of our chips can tweak it, it would reduce number of same chips just with different set-up



User Tweak Inputs
|
v
Wire Inputs--------->Circuit-------------->Wire Outputs


That would be perfect model
2010-05-11 12:27:00

Author:
Shadowriver
Posts: 3991


Actually thinking up a direct hybrid solution would be tricky without knowing what exactly is available, but I genuinely think that there are quite a few highly creative logic minds out there that will come up with some really crazy stuff.


That's the kind of thing that's got me a little concerned heading into lbp2. I see the moving parts and it all makes sense, but I'm not so sure I'll be able to do the same stuff with microchips.

Remember of course that you don't need to use the new solutions for everything. Obviously there are clear benefits to using the new tools where you can, but it's going to be a learning curve for most, and I'm certain that many applications will be easier to design using what we have now, and certainly easier to debug (due to moving parts, as you say). It's something that comes with practice though, and remember that if (as I suspect) they will largely be mimicking digital electronics, there is so much info out there to use as reference.
2010-05-11 12:28:00

Author:
rtm223
Posts: 6497


Looks like I need to learn more about digital electronics, huh? *cracks knuckles*2010-05-11 12:48:00

Author:
comphermc
Posts: 5338


Looks like I need to learn more about digital electronics, huh? *cracks knuckles*

You already know some by LBP1 logic
2010-05-11 12:56:00

Author:
Shadowriver
Posts: 3991


Definitely looking forward to this. Remember our old conversations on the subject rtm223?2010-05-11 15:14:00

Author:
dcf
Posts: 468


To answer the question about saving thermo, I'd be surprised if it wouldn't, as sackboys, -girls and -bots can't interact with the stuff inside microchips. And I definitely won't be happy if I'm wrong.2010-05-11 16:58:00

Author:
Chamion B
Posts: 124


As i hear microchip content will be only explorable in editor mode2010-05-11 17:55:00

Author:
Shadowriver
Posts: 3991


I'm also hoping we are provided with a few high level, plug-and-play functions, like randomisers / counters / etc. as these are prime examples of things that are complex to construct out of logic gates

I think a randomizer and calculator have been confirmed by Mm already.


I'm about 95% sure I accurately identified a gyroscope object that will force the object it's attached to to remain upright.

Cool! Where did you see that?
2010-05-11 19:17:00

Author:
Rogar
Posts: 2284


http://www.newsoftheworld.co.uk/multimedia/archive/00111/lbp2b_516x516_111781a.jpg

This looks like a rudimentary walker vehicle. Notice that the legs each use a motor/wobble bolt and a regular bolt. The leg parts are perfectly upright despite the awkward mid-climb position and there being nothing to hold them upright. Note the shiny new object just above the sound objects that resembles an atom or a gimbal. There being nothing else present to explain their perfect upright positions, and a gyroscopes resemblance to a gimbal, I'm betting that the object is a gyroscope object and can force an object to remain upright. It may even be tweakable: let the object lean either direction 5 degrees.... but that's pure speculation.

[edit] I'm also betting that there's another gyro object inside the microchip to keep the body upright.
2010-05-11 19:29:00

Author:
Sehven
Posts: 2188


Ow, I even remember looking at that picture and thinking it would work a lot better if only we had some kind of gyroscope tool. How stupid am I!?

That thing is brilliant!
2010-05-11 20:00:00

Author:
Rogar
Posts: 2284


Excellent observation on the gyroscope. I think you've nailed it.2010-05-11 22:42:00

Author:
dcf
Posts: 468


There being nothing else present to explain their perfect upright positions, and a gyroscopes resemblance to a gimbal, I'm betting that the object is a gyroscope object and can force an object to remain upright. It may even be tweakable: let the object lean either direction 5 degrees.... but that's pure speculation. MAybe it'll be a strength on it. So strength 10 is pretty much solid, but strength 5 gives a certain amount of give? I can imagine that system being very useful. Regardless of tweakability, the tool itself will be fantastic!


[edit] I'm also betting that there's another gyro object inside the microchip to keep the body upright. Sounds about right, else you'd topple.... although, if those three parts were all vertical, woudn't that "walker" be unable to walk? Oh wait, you could actually *struggles to work out the mechanics in head* Yep, it would work. This of course, indicates that quite a lot might be able to go into the microchips to reduce therm (global settings etc., possibly?)
2010-05-11 22:52:00

Author:
rtm223
Posts: 6497


This of course, indicates that quite a lot might be able to go into the microchips to reduce therm (global settings etc., possibly?)

I'm betting that most any switch/object (object meaning emitters and stuff, not 3d mesh objects) could fit in a microchip. So emitters, sounds, magic mouths (or a new talking tool), gyros, water switches (dunno' about water switches since their location affects how it reacts to water), GLT's, spaceship tools.... what's a spaceship tool?

Another theory of mine (and at least one other person came to the same theory: Teebonesy maybe; can't remember for sure) is that the object in this next pic that looks like a little spaceship has something to do with flight.

http://www.meristation.com/EPORTAL_IMGS/GENERAL/juegos/PlayStation3-Plataformas/47/IMG2-cw4be3e2bb30144/littlebigplanet2_013.jpg

It would appear that each of the microchips (there are 11, but only 5 are open) on the floating snake/caterpillar there contain a blue mag key, a spaceship object, and that other object with the 4 arrows. I'm fairly confident that the spaceship handles flight. I also suspect that the object with the arrows has something to do with movement: perhaps taking the place of a piston cornerstone rig (the kind used for sack trackers) to move something up/down/left/right. It could be used to create the slithering animation. Admittedly, I'm not as confident in this theory as I am about the gyro and the spaceship.

An interesting thing about this pic is the lack of any wires. Either the objects shown don't need wires to function or the wires simply haven't been added yet. I'm curious as to how the spaceship object would work: does it handle flight and the directional movement? Obviously, the control seat would need to be tied to it if that were the case. Perhaps it simply frees the object from gravity and the other object handles movement?

I really wish Mm had given us a screenshot of a finished microchip that actually does some logic.
2010-05-12 00:16:00

Author:
Sehven
Posts: 2188


Good News!!
the LBP2 site has some good info, and has some info (http://www.littlebigplanet.com/en-us/2/)

LittleBigPlanet allowed you to string together vast piston-fuelled logic systems to control your bosses,vehicles, puzzles and machines. We’ve taken that system and simplified it to save on effort, space,thermometer load , and allow for far more advanced setups.
I think that useing them will reduce thermo

and sorry if this has been said
2010-05-12 01:03:00

Author:
Unknown User


An interesting thing about this pic is the lack of any wires. Either the objects shown don't need wires to function or the wires simply haven't been added yet. I'm curious as to how the spaceship object would work: does it handle flight and the directional movement? Obviously, the control seat would need to be tied to it if that were the case. Perhaps it simply frees the object from gravity and the other object handles movement?

I really wish Mm had given us a screenshot of a finished microchip that actually does some logic.

I have a theory on that and it's most likely how it works

Microchip absorbs all abilities of elements (switch, key,relay etc.) inside it. It mean if you put green key inside microchip, all green switches outside will react to that microchip. You can put red and blur key then blue and red switches will react on that microchip, put emitter inside it and plug to red switch inside microchip and red key will be close to microchip it will emit object

In other word microchip packs all elements what ever they connected or not to one point it's like archive containing the files, get it?

This to mysteries elements might not need connection to anything to work, but apply there abilities to microchip.
2010-05-12 01:26:00

Author:
Shadowriver
Posts: 3991


That's not really what I was asking. Presumably, if you stuck an emitter into a microchip, it would stillneed wires to tell it what to do. Otherwise it would just run all the time. What I meant when I said that I wanted to see a finished chip, is I want to see one with all the wires and stuff: I want to see AND gates and all that stuff.

As for the two objects not needing wires, I think I said that. I said they either don't need wires or they just haven't been wired yet.
2010-05-12 02:43:00

Author:
Sehven
Posts: 2188


Oh sorry for misunderstanding

Gates probably semi-ready, they have it but they don't want to show because they are not final.

Talking about wires, on pic that you post, note they are stiff probably to be more readable also at the beginning thing shaped as D-Pad... isn't this direct control seat?
2010-05-12 03:17:00

Author:
Shadowriver
Posts: 3991


yup. It seems that dcs's can be set up either for sackboy to ride in or to operate via remote control. Not sure which was the case here. On one hand it wan in a kinda' sloppy spot, indicating it would be set to invisible and then operated by rc. On the other hand, it's just a demo, so a sloppy seat might be understandable.2010-05-12 03:33:00

Author:
Sehven
Posts: 2188


LittleBigPlanet allowed you to string together vast piston-fuelled logic systems to control your bosses,vehicles, puzzles and machines. We?ve taken that system and simplified it to save on effort, space,thermometer load , and allow for far more advanced setups.

I imagine they've added a lot of pre-made functions to make building logic much easier for those of us who just aren't good at it and for those of you who are, I'm sure you'll be able to make some extremely complicated, awesome things
And those of you who are very logic-savvy, don't forget you can share your microchips full of all of your amazingly advanced setups and AI's straight to the community using LBP.me
2010-05-13 00:57:00

Author:
Fancy_Zombie
Posts: 226


I think that picture up on the thread (post 47) shows quite a bit of info. Here's my interpretation. The snake-like object is supposed to be composed of pieces that move up and down, psuedo-randomly. Each microchip has 3 objects on it. I'm guessing that the middle object is the randomizer. It works like a roulette wheel with the magnetic key above it. The lower object is probably the movement object that gets used to program movement paths. So these work together to make a snake that wiggles randomly.2010-05-13 03:04:00

Author:
dcf
Posts: 468


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