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LBP2 - Improvements

Archive: 24 posts


The Random Generator Switch

I think one of the main problems for creators that I myself
also find a problem is the lack of a random number generator. The reason that media molecule should definitely develop this idea is because even if you do manage to make a random generator if you have it installed on a machine that is constantly being emitted, the machines will all do the same things because your machine will generate the same sequence of random numbers for each one. In my level fighter Jet challenge level you can see that i managed to successfully make a random number generator for the heights of the enemy planes that works with the fighter jets that are continuously being emitted, but I know that this is something that media molecule definitely need to look into for LBP2 as to make a successful random number generator is very hard.



PS. play my level Fighter Jet Challenge to see what i mean

Also please rate 5 stars if you think this thread is useful

Akaash1
2010-05-25 16:46:00

Author:
Unknown User


No worries, the Microchip can solve that! Well, I hope so. 2010-05-25 17:55:00

Author:
DaSackBoy
Posts: 606


There should be a specific switch with tweakable options, such as Minimum, Maximum and Average Randomization Values for the switch to go active. They have the simple ANDs and ORs and such, or at least there has been such speculations... not sure if it is 100% confirmed.
The Microchip is only a place to create your logic to. The calculator, for example, would have to have all that logic IN the microchip. It just reduces Thermo space.
2010-05-25 18:06:00

Author:
Unknown User


yeh coasterfreak1235 i agree2010-05-25 19:10:00

Author:
Unknown User


I think MM mentioned something about a randomiser switch or something in an interview/video somehwere2010-05-25 19:35:00

Author:
Unknown User


Um... they already said the DO have a randomizer object in LBP2 m8, so hooray, your wish is granted! 2010-05-25 19:37:00

Author:
Silverleon
Posts: 6707


problem solved2010-05-25 20:06:00

Author:
767
Posts: 123


Random switch= Dumb idea. All you need is a few pistons and a sensor switch -.- Why not have them make snow to ?2010-05-25 20:50:00

Author:
Unknown User


Random switch= Dumb idea. All you need is a few pistons and a sensor switch -.- Why not have them make snow to ?

Nonsense!

All you need for a randomizer is a circle of dark matter, nothing more, not even them fancy piston or sensors ye speak of, everyone knows that!
2010-05-25 21:11:00

Author:
Silverleon
Posts: 6707


Random switch= Dumb idea. All you need is a few pistons and a sensor switch -.- Why not have them make snow to ?

well that would not be truely random and would be noticable if you had it working throughout the level. I'm glad they're bringing in a randomiser chip. I hope you can set and weight the outputs .
2010-05-25 21:13:00

Author:
R0GUE--Elite
Posts: 118


Random switch= Dumb idea. All you need is a few pistons and a sensor switch

Doubletime, can I just suggest you don't bother purchasing LBP2 and go sit in a cave with the other trolls. You are obviously completely blind to the simple fact that the improved and extended logic tools will allow for greater things from every creator out there, even the absolute cream of the LBP logisticians. I feel sorry for people like you with your lack of imagination
2010-05-25 22:29:00

Author:
rtm223
Posts: 6497


Well said, Any new switch to save us time and thermo is a great idea. Especially for creators who aren't exactly the best yet. It will (or should) give us a higher grade of levels because more people will be able to make them. And the people who are pro can go higher and take LBP(2) To a whole new level. So more people will be actually playing levels over than just creating because the content will probably be higher quality and a lot more fun. and if the creators who aren't so good enjoy it. they will improve and pretty soon we will have a lot more awesome creators. And a LOT more awesome levels. Heres to the grand future of LBP 2010-05-26 12:15:00

Author:
fruitmanlolli
Posts: 151


No worries, the Microchip can solve that! Well, I hope so.

Microchip only compress elements you will be able to the same without it, but without space saving
2010-05-26 15:50:00

Author:
Shadowriver
Posts: 3991


Random switch= Dumb idea. All you need is a few pistons and a sensor switch -.- Why not have them make snow to ?

Please ignore this guy he hates sackbots and water!!!
<------- Best smiley ever!
2010-05-27 08:09:00

Author:
Jovuto
Posts: 2345


Please ignore this guy he hates sackbots and water!!!
<------- Best smiley ever!

Um... Joruto, no offence here, but you do realize you're not much different if you just follow his posts to simply say that and not contribute to any of the threads you say that at, right?
Heck, i think its even worse!

So....um...yeah, you should try and contribute rather than just stalk and bash on someone...


Back on topic.

Like i already said, randomizers are actually a good addition to LBP2, heck it would be grat for LBP1
I mean all "randomizers" aren't really random, and follow a certain pattern, no matter how complez, not to mention they "reset" every time you replay the level.

So in short, randomizer object = good
2010-05-27 09:02:00

Author:
Silverleon
Posts: 6707


aren't really random, and follow a certain pattern

Unless you have inputs from speed proximity sensors into them. In that way they will not follow a predetermined pattern as the players input will be taken into account and that will vary from play to play.

Even if you don't do this, if you can create a pattern that is impossible for a human observer to determine (which is easy) and then vary the starting point of that pattern (also easy), then you will have a random function every bit as good as the one that will be provided to us (all it's going to do is have a "random" generator with a seed value based upon time of day, most likely).

However, the reduction in thermo & build time / easy of customisation / reduction in real estate all makes it a lot of win.
2010-05-27 09:42:00

Author:
rtm223
Posts: 6497


Oh?
I see!
Yes yes you're right, i completly over looked the "player" factor on some randomizers.
Well, at any rare, the main point of my post was that random generators are a good idea and Joruto stalking and bashing doubletime wasn't.
2010-05-27 09:47:00

Author:
Silverleon
Posts: 6707


Once upon a time there was a randomizer triggered by 3 150 paintball requiring switches. I think it's a great way to random things! Or use the Motion Sensors.2010-05-27 18:50:00

Author:
Unknown User


guys these are all great replies but you guys still have overlooked the fact of an object being emitted that it would follow the same random pattern as the one before it (not including proximity switches or emitted machines that take factors from a constantly working randomizer.2010-05-28 20:24:00

Author:
Unknown User


Sorry, explain more? 2010-05-29 11:28:00

Author:
Unknown User


emitted randomness2010-05-29 15:50:00

Author:
Unknown User


So I did understand it! Emitted randomness could be useful in logic, but a random chip does it with less thermo. In the EDGE article, I'm pretty sure Alex (or someone) confirmed the randomizer chip! 2010-05-29 15:58:00

Author:
Unknown User


emitted randomness

you can get emitted randomness you just need to activate the emitted randomize with a randomizer that was emitted with it, then set that one of with a randomizer,,, wait

Seriously though this will be a very helpful tool for LBP two.
2010-05-29 16:00:00

Author:
robotiod
Posts: 2662


yeah randomness is impossible to get without a proximity sensor this is logic. And to make almost randomness is extremely hard to do.2010-05-29 17:40:00

Author:
Unknown User


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