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#1

Help on a very confusing problem.

Archive: 13 posts


Example. Let say money, I want to know if it is possible and how do I make a working currency system. Like I collect 10 coins and then I can get a chair worth 10. Then my money is at 0. and what if I had 10 coins then bought a lamp worth 5 coins. I would have 5 coins left

Is it possible to get this done?

Thanks
2010-07-01 18:16:00

Author:
Unknown User


If I were you, I would use a bank tube, where when you get a certain # of coins, that number gets emitted into a tube, where they are counted, and then when you go to buy something, it dissolves a certain amount of your money. Add me on PSN if your having trouble understaing what I'm talking about, because I'm not the best at explaining things 2010-07-01 20:48:00

Author:
nitewalker11
Posts: 222


I sorta get what you mean but I can use a bit more explaining.
I'll add you on PSN =D
2010-07-01 20:52:00

Author:
Unknown User


I might be ale to make you something I'll see I have to be on LBP and experiment.2010-07-02 03:52:00

Author:
koltonaugust
Posts: 1382


Another alternative option, although I haven't actually created it as a currency system, would be to use double bolted incremental bolts (one rotates clockwise to gain credits and the other rotates counter-clockwise to lose credits). To me they would seem a better option.

And theoretically you could have a maximum of 360Cr which is the simplest route.

Or you could use multiple sets of incremental bolts.
For the first incremental bolt 1 increment=1Cr, for the second incremental bolt 1 increment=10Cr, for the third incremental bolt 1 increment=100Cr and so on. Resulting in a mximum of whatever you want.

Now I haven't actually tested this in LBP and unfortunately can't since I currenty have no PS3 but it seems completely possible from my prior uses of incremental bolts.

If you want to try this method just let me know and I'll explain it in more detail.


If I were you, I would use a bank tube, where when you get a certain # of coins, that number gets emitted into a tube, where they are counted, and then when you go to buy something, it dissolves a certain amount of your money. Add me on PSN if your having trouble understaing what I'm talking about, because I'm not the best at explaining things

Although this would work, once you start to get quite a few blocks of dissolve stacked on top of each other they begin to bounce which would result in incorrect readings. Unless I'm mistaken in how you tube works.
2010-07-02 04:34:00

Author:
SR20DETDOG
Posts: 2431


Although I don't entirely understand how the above works I think I might be able to try to create this for you TheChannel2010-07-02 06:22:00

Author:
koltonaugust
Posts: 1382


Dissolve with an attached mag key and mag switch (of a different colour, wired to itself) would work better in this situation I think, despite its bounciness. Why you would need dissolve is because there has to be some sort of checking mechanism, that checks to see how much money is in the tube before it is dissolved. For example, say you had ten credits, and you wanted to dissolve five of them. A check is made for a mag key, 5 spaces up the tube. If there is a mag key there, we know there is at least five credits in the tube. Pistons with attached mag keys of a different colour follow up to dissolve all credits under the check, if the check's result is true. If the check's result is false, there are not enough credits in the tube for the transaction, and no credits are dissolved.

As for the fine-tuning of the check and the dissolver mechanism, checks exist at all levels of credits (eg at 1, 2, 10, 30 etc). If the check's result is true, it moves a mag key into position for a very short amount of time which is detected by all the dissolvers underneath. These dissolvers move out to dissolve the required number of credits by activating the switches on the dissolve blocks, then move back quickly so as not to dissolve extra credits falling from above.

Hope this helps! (though it's more likely to just confuse you )
2010-07-03 08:18:00

Author:
Holguin86
Posts: 875


Yea the above just confused me =S
Thanks KoltonAugest I will contact you
2010-07-06 03:40:00

Author:
Unknown User


Sorry if it sounds confusing.
It's actually not all that complicated, I'm just not the best at explaning things.
If you do want to try it though, I'm more than happy to better explain how it works and how to build it.
2010-07-06 04:56:00

Author:
SR20DETDOG
Posts: 2431


Although this would work, once you start to get quite a few blocks of dissolve stacked on top of each other they begin to bounce which would result in incorrect readings. Unless I'm mistaken in how you tube works.
To prevent bouncing, have your tube as balls rolling down an incline slope. The friction of the slope reduces bounciness.
2010-07-06 12:01:00

Author:
Tntnnbltn
Posts: 10


The above post makes sense.
And SR20DETDOG From what I read it sounds like you want me to make an Abacus (Google it)
altho I could be way of from how an abacus works =S
2010-07-07 17:36:00

Author:
Unknown User


There might be some tutorials somewhere for this. It seems like a topic that would have been discussed already.2010-07-08 03:32:00

Author:
koltonaugust
Posts: 1382


It does but I absolutly suck at searching Forums2010-07-08 03:50:00

Author:
Unknown User


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