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Asteroids [v0.95 ?]

Archive: 4 posts


Hi guys, I am loving the vast new potential we have in LBP 2 and decided to make use of the holograms and logic circuits to create a tribute to the arcade classic Asteroids from Atari.

So far I have what I think is a pretty authentic looking game with progressive levels, splitting Asteroids, remaining lives HUD and even the hyperspace teleport function. I'd love to get some feedback on what needs attention as I continue to work on things.

If you can sign in to the lbp.me site, here is the level link: Asteroids [v0.9 ?] (http://beta.lbp.me/v/0xfc)
And here are a couple of quick screenshots, sorry they don't show everything I will try to get better ones.
25100 | 25101

The main bug left in there at the moment is that if you use the hyperspace jump at the exact moment you hit an asteroid, the ship gets duplicated as it respawns from death as well as the hyperspace jump. The two operate on separate circuits and I have set them up to each deactivate the other when set off, unfortunately this doesn't seem to work if the timing is exact, any ideas? I'll attach more details below for anyone who is interested:

Hyperspace Circuit:
Controllinator input---------->|__________|---->Hyperspace Tag---->Ship Emitter
Delay Timer-------------------->|--->AND---->|---->0.1s Countdown Timer---->Destroyer
NOT gate from Lost Ship---->|__________|---->Sound
__________________________________|---->To NOT gate

Lost Ship Circuit:
Impact sensor------------------->|__________|---->Lost Ship Tag---->Ship Emitter
Delay Timer----------------------->|--->AND---->|---->0.1s Countdown Timer---->Destroyer
NOT gate from Hyperspace---->|__________|---->Sound
____________________________________|---->To NOT gate

The initial delay timers are to allow a little invulnerability upon spawning and the NOT gates deactivate the AND gates of the other circuit so both don't operate at the same time, at least that's the theory but it doesn't seem to be working.

The 0.1s timers are in place to allow the tags * sounds to function before being destroyed.

Any ideas?


Cheers,

Mik

PS- I wasn't sure where to put LBP 2 levels so sorry if this is the wrong section.
2010-10-11 11:13:00

Author:
MikLSP
Posts: 31


Looks cool, reminds me of the time I made Asteroids on PS1 in YaBasic. I had a "balloon mode" where you'd shoot the asteroids, and instead of shrinking, they'd grow until they pop

As for the logic problem, it seems it is a problem with the iterative nature of the logic solver. Certain circuits can be circular and interdependent upon themselves, such as yours. It is not always POSSIBLE to ultimately solve these logical circuits (think of a not gate plugged into itself). In real life there would be a solution based upon the physics of the semiconductors used and the signal may end up oscillating or in a half-on state. In LBP1 there is a solution based upon the timing of pistons and the physics of THAT situation.

In LBP2 the software must attempt to solve the problem, and it's presumably doing it iteratively up to a point. This causes it to give a positive signal from BOTH AND gates before turning them off again, but by the time this has happened the damage has already been done.

My solution would be to use a selector as this is FORCED to only give one output at a time, and I'm not sure of the behaviour if more than one input is activated, but it certainly won't select both. So:


__________ ___________
Controllinator input----------->| |---------------------------------------------------------->| |---->Hyperspace Tag---->Ship Emitter
Delay Timer-------------------->| AND | | AND |---->0.1s Countdown Timer---->Destroyer
|__________|---- ------>|___________|---->Sound
| ________________ |
---------------------->| |-------
| SELECTOR |
---------------------->|________________|-------
__________ | | ___________
Impact sensor------------------>| |---- ------>| |---->Lost Ship Tag---->Ship Emitter
Delay Timer-------------------->| AND | | AND |---->0.1s Countdown Timer---->Destroyer
|__________|---------------------------------------------------------->|___________|---->Sound

Consider also using "on destruction" sound objects because this will make your logic slightly neater and eliminate the 0.1 second pause.
2010-10-11 12:24:00

Author:
thor
Posts: 388


Thanks for the reply, firstly the reason there are two sounds is because they are different, one for destruction and one for the hyperspace jump.

I had to include the 0.1s timer because without it the ship is destroyed immediately along with anything on its circuit such as the tags which activate the emitter. With no timer, the ship is destroyed and never comes back.

The selector idea is good though, and I have used them already to increment the difficulty levels as well as in my other LBP2 level. I will experiment later
2010-10-11 14:28:00

Author:
MikLSP
Posts: 31


I resolved the hyperspace duplication problem last night btw. I realised that the NOT gates were only switched momentarily by the controllinator input or impact sensor. I have now simply placed a toggle switch before each NOT gate so that the input remains on until the ship disappears.2010-10-12 11:32:00

Author:
MikLSP
Posts: 31


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