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Level Links

Archive: 15 posts


Do any of the beta players know if you can carry stuff through the level links? Or if you can take SackBots through them?2010-10-02 15:51:00

Author:
ballisticola
Posts: 157


Don't think you can.

Then again, i haven't tried, although I'm pretty sure you can't.
2010-10-02 17:41:00

Author:
trip090
Posts: 1562


if you could then, THAT WOULD BE AWESOME 2010-10-03 20:48:00

Author:
YEAH_NAH
Posts: 775


if you could then, THAT WOULD BE AWESOME

And kind of pointless in my opinion. Maybe if you need a key or something to open a door at the end of the linked level that you got from the original level, but then again you could just not allow the user to proceed out of the first level without the key, and then just include the key again in the linked level.
2010-10-03 20:52:00

Author:
Prince Pixelton
Posts: 286


No, but you could just place the same object at the start of the next level?2010-10-03 21:01:00

Author:
Nurolight
Posts: 918


Not natively, but both myself and upsilandre have developed methods of passing logic data between levels, which could be used to conditionally emit the object on the other side.

So yes, sort of.
2010-10-03 21:04:00

Author:
rtm223
Posts: 6497


So you couldn't pick something up with some Power Gloves and carry it through? You could have it there like everyone said, but you wouldn't be holding it I presume. Ah well, it's not that big a difference.2010-10-03 21:22:00

Author:
kirbyman62
Posts: 1893


Not natively, but both myself and upsilandre have developed methods of passing logic data between levels, which could be used to conditionally emit the object on the other side.

So yes, sort of.

Would you mind explaining to us how this done, oh great one?

Or even, better, would you mind posting a video of how it works?
2010-10-05 02:38:00

Author:
dr_murk
Posts: 239


I'm not sure how it really works, but...

Correct me if I'm wrong rtm (and I'm pretty sure I'm dead wrong): The logic data can be moved by using a score switch (gives points) and then passed on to the other level through the link and then by using another score switch (takes away points) in the next level.

This is one of those things that really need to be explained. Oh the possibilities...
2010-10-05 11:02:00

Author:
Unknown User


Not natively, but both myself and upsilandre have developed methods of passing logic data between levels, which could be used to conditionally emit the object on the other side.

So yes, sort of.

Howwwww!?!??!?

If energyray is correct and points carry between levels, then it is very possible. You only get (just under) 20 bits of information per player though with the 1,000,000 point limit...
2010-10-05 15:30:00

Author:
thor
Posts: 388


Not natively, but both myself and upsilandre have developed methods of passing logic data between levels, which could be used to conditionally emit the object on the other side.

So yes, sort of.

Which one passwords or stickers? Or this points thing which I haven't heard about? Is there anything that carries through the levels?

It seems strange that they would call it "A Platform For Games" when they should call it "A Platform For A Series Of Levels" All it would take is a single circuit board that governs all the linked levels.

There are other ways though. Recording everything you pick up/drop/use and then dropping the relevant sticker at the end of the level. Or use passwords instead of stickers, it might be easier.
2010-10-05 22:18:00

Author:
ballisticola
Posts: 157


There's nothing else than the scores that will be carried over to the next level (plus the contents of your pop-it and the player).

What I thought up would be to use this data transferring system to check if the player has played all, lets say ten, levels and give you a prize. Could be used for so much more than this though.
2010-10-05 22:48:00

Author:
Unknown User


In a very simple explanation with little detail here is my understanding of rtm's method:
Since only scores carry over he uses score givers/sensors to transfer different amounts of points.
Binary uses on/off to create numbers.
If a score giver is on then that binary digit is on too.
The score sensors detect what combination of these on/off signals are and are then returned to analogue (not binary).
His example in the beta is 8 lights.

The system works brilliantly, though when rtm sees this thread he'll probably copy/paste his detailed & corrected version of this.
2010-10-05 23:05:00

Author:
Jedi_1993
Posts: 1518


The points system does work roughly in that manner - you add points on in specific patterns and then detect this on the other side. The version I have, to achieve 6 bits, with retention of up to 9900 player points, is extremely complex in implementation, so I have no intention of explaining it right now (I've probably forgotten chunks of it already.

I'd genuinely suggest going and grabbing upsilandre's microchips - his method is simpler than mine, though if I get this right, I have a better facility for transferring data and points. If you aren't in the beta then I'll have mine explained before game release and I'm sure upsilandre will have his republished then too (if not I'll simply ask him for permission to reproduce).
2010-10-06 00:08:00

Author:
rtm223
Posts: 6497


The points system does work roughly in that manner - you add points on in specific patterns and then detect this on the other side. The version I have, to achieve 6 bits, with retention of up to 9900 player points, is extremely complex in implementation, so I have no intention of explaining it right now (I've probably forgotten chunks of it already.

I'd genuinely suggest going and grabbing upsilandre's microchips - his method is simpler than mine, though if I get this right, I have a better facility for transferring data and points. If you aren't in the beta then I'll have mine explained before game release and I'm sure upsilandre will have his republished then too (if not I'll simply ask him for permission to reproduce).

Well, if it's less complexed than working out different combinations of stickers, great
2010-10-06 22:42:00

Author:
ballisticola
Posts: 157


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