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Library of Switches, Redux

Archive: 64 posts


I've completely revamped my old Library of Switches, with a new visual style and new layout. I took advantage of the added options in the full game, and opted to remake the entire level instead of republishing. I will polish it off tonight and publish it on the servers tomorrow. I'm just letting you guys know of the change and posting this thread so it's here when I publish the level.


The Library of Switches is a collection of switches I've made which accomplish different tasks, and aid you in the choreography of events in your level. They are all demonstrated in the level, and once you run through a specific demonstration, you are rewarded with a sharable(yes, you can share it) version of it to use in your own levels. Each is titled clearly, and if you go through the entire level, you should understand the purpose of each type of switch. They are very useful on their own, but they become exponentially more useful when you can use them with each other to help with more complicated creations. Here's a rundown of each type and what they do:

One Use Switch
Once this switch is activated, it, along with whatever is controlled by it, cannot be reverted to it's previous state.

On/Off Switch
This switch can be turned on and off, unlike the One Use Switch.

Multi-Input Switch
I have three flavors for this one: two inputs, three inputs, and four inputs. It is possible using the concept I've developed to have an unlimited number of inputs, but I only took the time to make three versions. If you can understand how it works after you've collected it(head into edit mode, drop the switch in, and look at all of the settings), it's very easy to recreate and suit to your needs.

Multi-Input (One Use) Switch
With this switch, once one of the inputs has been activated, it cannot be deactivated. Other than that, this switch has the same features of the Multi-Input switch: Three versions(2, 3, and 4 inputs) and unlimited is possible if you can recreate it.

Timed Switch
This switch basically adds a timer to an action in your level, which will add a time gap between a switch being activated and the action actually being performed. Just configure the piston to 2 times the time limit you have in mind(trust me) and it will work perfectly.

Realtime Speed Manipulation Switch
This switch allows you to manipulate the speed of an item(motor, piston, etc) in real time based on input from Sackboy or other things within your level, depending on the switch.

Prize Box
This is exactly what it sounds like: A box you can connect to a switch, which will then open and release the prizes contained within once the switch is activated. I was forced to break rule #1 due to the nature of this item.
There are three rules I held myself to when making these switches:


The switch must be only 1 "wafer thin" layer thick. I did this to conserve space for other things within your level.
The switch must stay in place wherever it is dropped, regardless of glue. This means all of my designs utilize dark matter somewhere. I did this because gluing frequently causes accidental problems, and this eliminates that hassle.
I must use a non-default color setting for the Magnetic Key and Magnetic Key Switches, to prevent them interfering with other Magnetic Key Switches in your level.


Now, some of these(namely the One-Use and the On/Off) can be accomplished without an external switch. However, having an external switch provides you with many more options, especially when you are using one switch(a proximity switch, for example) to control multiple items within your level. Basically, new creators might not find them drastically useful, but experienced creators may find it opens up possibilities for them(it did for me).
2008-10-29 05:25:00

Author:
ConfusedCartman
Posts: 3729


oh that is great, but for a level i am working on i need to work on a concept for a switch.

well my level is based on clocks so i am mostly using key and key trigger switches on the end of the basic hand on a clock and when it goes all the way around it does something, such as blow itself up, or trigger something else in the level and so on, i am using a lot of this, i have 2 switch issues

1. i need to have the level detonate a bumch of bombs all over the level at a certain time and i want it to be a clock bassed thing so i want it to detonate after a certain amount of times the clock hand goes around, more than 1

2. i need to create, literally a puzzle with puzzel pieces and i need a switch to open a door and release a bunch of bubbles when ALL of the puzzel pieces are in their correct places (it will be a puzzle of a sackboy)

so if you can, help me brainstorm how to pull this off

Cheers!
2008-10-29 06:06:00

Author:
RAINFIRE
Posts: 1101


oh that is great, but for a level i am working on i need to work on a concept for a switch.

well my level is based on clocks so i am mostly using key and key trigger switches on the end of the basic hand on a clock and when it goes all the way around it does something, such as blow itself up, or trigger something else in the level and so on, i am using a lot of this, i have 2 switch issues

1. i need to have the level detonate a bumch of bombs all over the level at a certain time and i want it to be a clock bassed thing so i want it to detonate after a certain amount of times the clock hand goes around, more than 1

2. i need to create, literally a puzzle with puzzel pieces and i need a switch to open a door and release a bunch of bubbles when ALL of the puzzel pieces are in their correct places (it will be a puzzle of a sackboy)

so if you can, help me brainstorm how to pull this off

Cheers!
Two things:

One, I'd be happy to help! My switches will come in handy here. I'm already thinking of ways to work this out.

Two, explaining it would be incredibly difficult. I would have much more success if you could publish your level and allow it to be copied. I would be happy to download it to My Moon and wire everything up for you. If not, I can try to explain it, but I'm not sure it would work out.
2008-10-29 06:09:00

Author:
ConfusedCartman
Posts: 3729


oh that is great, but for a level i am working on i need to work on a concept for a switch.

well my level is based on clocks so i am mostly using key and key trigger switches on the end of the basic hand on a clock and when it goes all the way around it does something, such as blow itself up, or trigger something else in the level and so on, i am using a lot of this, i have 2 switch issues

1. i need to have the level detonate a bumch of bombs all over the level at a certain time and i want it to be a clock bassed thing so i want it to detonate after a certain amount of times the clock hand goes around, more than 1

2. i need to create, literally a puzzle with puzzel pieces and i need a switch to open a door and release a bunch of bubbles when ALL of the puzzel pieces are in their correct places (it will be a puzzle of a sackboy)

so if you can, help me brainstorm how to pull this off

Cheers!
DUDE. I so totally did that!! I made a clock tower level! Whats yours? Well for that you should probably set up a key switch thing, that can drop sudenly and then shut. I did this:

0
-
-
-
-
-

0=key
-equals platforms. Everytime the switch hit 12, the platform would open for like half a second, so the key would drop down a platform, before they shut again.
2008-10-29 06:09:00

Author:
Unknown User


I'll check this out tommorow! I know how to make most of these, but the Realtime Speed Manipulation Switch has piqued my interest... I wanna know how it works!2008-10-29 06:28:00

Author:
Tyler
Posts: 663


I'll check this out tommorow! I know how to make most of these, but the Realtime Speed Manipulation Switch has piqued my interest... I wanna know how it works!
Haha, well then I won't ruin the surprise. You'll *facepalm* when you actually see it though, it's very simple.
2008-10-29 06:48:00

Author:
ConfusedCartman
Posts: 3729


Multi-Input Switch
I have three flavors for this one: two inputs, three inputs, and four inputs. It is possible using the concept I've developed to have an unlimited number of inputs, but I only took the time to make three versions. If you can understand how it works after you've collected it(head into edit mode, drop the switch in, and look at all of the settings), it's very easy to recreate and suit to your needs.


I'm guessing this one uses "OR" logic? Maybe for completeness, add a similiar switch to your collection which uses "AND" logic (I know I would use it).
2008-10-29 14:39:00

Author:
Unknown User


I'm guessing this one uses "OR" logic? Maybe for completeness, add a similiar switch to your collection which uses "AND" logic (I know I would use it).
Actually, this one uses "AND" logic. It's incredibly simple to make it use "OR" logic(simply tweak the Magnetic Key Switch and invert it), which is why I've never made another version of it. If you guys really would rather collect one than tweak the switch on your own, then I will be happy to include it.
2008-10-29 15:06:00

Author:
ConfusedCartman
Posts: 3729


Of course I'll be checking this out. My creativity level is at an all time low so it'll be a good benefit checking out the logic operations.2008-10-29 19:32:00

Author:
gevurah22
Posts: 1476


Any chance of a video?2008-10-29 20:00:00

Author:
Yarbone
Posts: 3036


DUDE. I so totally did that!! I made a clock tower level! Whats yours? Well for that you should probably set up a key switch thing, that can drop sudenly and then shut. I did this:

0
-
-
-
-
-

0=key
-equals platforms. Everytime the switch hit 12, the platform would open for like half a second, so the key would drop down a platform, before they shut again.

ok that helps but i am going to need a lot of platforms because if the key reaches the switch too fast or if you do not make it through the level well then... Muhahahahhaaaaa
2008-10-29 23:44:00

Author:
RAINFIRE
Posts: 1101


man i cant wait to get my hands on these switches....I remember when you said you were going to do this because like now i need switches that can do all the stuff you have made. hope i can get online to play he level...right now with me trying to figureout how to make the right switch it takes me another hour haha.2008-10-30 00:09:00

Author:
OverWork
Posts: 873


i just played it and it looks like these will definitely help me with my level especially the timer one

EDIT: hey dude where is the last item, it constantly says that i have 91 percent, lol but i think the bubble drop at the end needs to get widened because some of the bubbles get stuck and they are hard to get out

Cheers!
2008-10-30 00:42:00

Author:
RAINFIRE
Posts: 1101


i just played it and it looks like these will definitely help me with my level especially the timer one

EDIT: hey dude where is the last item, it constantly says that i have 91 percent, lol but i think the bubble drop at the end needs to get widened because some of the bubbles get stuck and they are hard to get out

Cheers!
You played the old version, not the redux. Search "Library of Switches" under "ConfusedCartman". As to the extra item, that was for me in order to be able to rebuild the level in case I needed to(which I did).

If you guys can't tell, the level has been published. Make sure you're playing the right one, though, the one made by me(ConfusedCartman), not my beta account(ConfusedCartEU). Also, if you have any questions as to how to use a switch, go ahead and ask and I'll try to clear things up as best I can. They are fairly simple to understand, but if you don't, I won't penalize you for it. Ask away.
2008-10-30 02:52:00

Author:
ConfusedCartman
Posts: 3729


ok the timer switch, we just put it to twice the time that we want umm ok mine is going to be very slow lol2008-10-30 04:59:00

Author:
RAINFIRE
Posts: 1101


I could use this. I've been making my own but they're a little rough around the corners.2008-10-30 05:36:00

Author:
docpac
Posts: 601


Know of anyway to have a switch that knows if you've collected something? That would allow a sort of "inventory" system.

Tho I think that the way to do this might to be to have a dissolve block holding up a prizebubble depressing a switch. When the player gets the prize bubble the block dissolves freeing the switch which open doors and such?
2008-10-30 15:49:00

Author:
LordDax
Posts: 79


to ConfusedCartman...

thank you so much for doing this. i found your level in the beta and was worried that it wouldn't come back! the presentation of the switches was awesome. you go through and learn all about the switches in the tutorials, but going through your level it really kick starts a brain to actual uses.

you mentioned earlier about whether or not to put an "or" switch in because you thought it was a little obvious. Like I said before, seeing the application of the switches is what is so awesome, to me, about your level. I hope you put even the obvious ones in there. Giving them away is icing on the cake.

thank you so much.
2008-10-30 19:21:00

Author:
hairlessape
Posts: 12


Quick switch question. As you might have seen Im working on LittleBigMetroid. My question is in regards to using switches and hazards to recreate mobs. I just had an idea at work that hooking a sensor switch to an emmiter to "send up" Zeb's from their tubes. Hows the best way to hook that up? Sensor to emitter to Zeb?2008-10-30 19:56:00

Author:
LordDax
Posts: 79


Is it just me who doesn't get what the Multi-Input Switch actually is?
I assume all these Switches are made of 2-way, 3-way switches and not buttons, since they're called "switches"? So how do you input more "states" than there are positions (note I'm not asking for the mechanics here), is it a code-input like left-left/left-right/right-right for 2-way switches with 3 inputs?

Or is it a button-type where the number of presses determines the "state"? I made one like that in the beta, though it only really worked with a button attached. Had to link it with other stuff to make it work with sensors etc..

Anyway nice ideas, I'll definitely visit your level once I have the full game, but only after I tried to make all the switches I can come up with myself, just love making things like these ^^.


@LordDax
Simlilar to this: https://lbpcentral.lbp-hub.com/index.php?t=t=3777
Put a sackboy sensor/grab switch onto an object you want to collect, which will make the object disappear once near/grabbed. For an inventory, just also link the sensor/switch to a permanent switch (e.g. those with dissolve material), which can then be linked to another mechanism or any logic gates. So if you "collect" the item, the permanent switch saves it in your "inventory".

Edit: I think it works like you suggested for the "mob spawns", sensor(or other, of course) -> emitter -> mob.
2008-10-30 20:06:00

Author:
Shiwayari
Posts: 167


lol yeah took me a sec to find the other bubble too...ill give you a hint its in the beginning. dont want to ruin the level for CC and tell yeah if it was a surprise.

the level really is awesome because of how great of a job it does at showing the swiches in action. like i said in the comments of the level (which got me a trophy )
this is going to help tons and many kudos.
2008-10-30 20:18:00

Author:
OverWork
Posts: 873


Quick switch question. As you might have seen Im working on LittleBigMetroid. My question is in regards to using switches and hazards to recreate mobs. I just had an idea at work that hooking a sensor switch to an emmiter to "send up" Zeb's from their tubes. Hows the best way to hook that up? Sensor to emitter to Zeb?

Well, it all depends on how you want them to arrive. Do you want them to infinitely spawn while sackboy is in range, or do you want them to spawn at set intervals beginning when Sackboy enters the range of the sensor? Also, if Sackboy leaves the range of the sensor, do you want the "Zebs" to continue to spawn or stop spawning?


Is it just me who doesn't get what the Multi-Input Switch actually is?
I assume all these Switches are made of 2-way, 3-way switches and not buttons, since they're called "switches"? So how do you input more "states" than there are positions (note I'm not asking for the mechanics here), is it a code-input like left-left/left-right/right-right for 2-way switches with 3 inputs?

Or is it a button-type where the number of presses determines the "state"? I made one like that in the beta, though it only really worked with a button attached. Had to link it with other stuff to make it work with sensors etc..

Anyway nice ideas, I'll definitely visit your level once I have the full game, but only after I tried to make all the switches I can come up with myself, just love making things like these ^^.

A multi-input switch has nothing to do with 2 way and 3 way switches. It allows you to hook up multiple items(say, two sensor switches) to the same switch, so the switch only activates when both are "true". For example, I made a door(end of the Library of Switches, redux version) that only shuts if all sackboys are on the other side of the door. This uses a 2 input switch. Here's an explanation and a visual aid:

When any sackboy is in the range of the inverted switch(refer to image), the door will not shut because one of the pistons in the 2-input switch will be retracted(because the sensor switch on the left is inverted). If no sackboy is in the range of the left switch, but is in the range of the right switch, then the door will shut because both of the switches are sending a "true" signal to the 2-input switch.

http://img520.imageshack.us/img520/7389/doornp3.png
2008-10-30 21:01:00

Author:
ConfusedCartman
Posts: 3729


Ah now I get it, so it's the AND operator put to use, which can be linked together. Any ideas then on how to make a switch or button that can take as many "states" (or positions) as you like, without having to place multiple switches/buttons/sensors? I think this would be really useful, but the only way I thought of until now (in the beta) , even though it works, is a little unpredictable and hard to put together for more inputs. I might have an idea, but I can't test it yet, without LBP =/2008-10-30 21:43:00

Author:
Shiwayari
Posts: 167


Well, it all depends on how you want them to arrive. Do you want them to infinitely spawn while sackboy is in range, or do you want them to spawn at set intervals beginning when Sackboy enters the range of the sensor? Also, if Sackboy leaves the range of the sensor, do you want the "Zebs" to continue to spawn or stop spawning?


Im trying to make the Zebs function much like they do in Metroid. They will spawn infinetly as long as Samus is in range, and even change direction once you jump over the spawn point. Once you are "offscreen" of their spawn pipe they stop spawning till you disturb their nest again.

A sensor emitter hook up would work I think but how would I do the switch in direction? Another sensor on the opposite side hooked to another emitter or the same one?
2008-10-30 21:48:00

Author:
LordDax
Posts: 79


Ah now I get it, so it's the AND operator put to use, which can be linked together. Any ideas then on how to make a switch or button that can take as many "states" (or positions) as you like, without having to place multiple switches/buttons/sensors? I think this would be really useful, but the only way I thought of until now (in the beta) , even though it works, is a little unpredictable and hard to put together for more inputs. I might have an idea, but I can't test it yet, without LBP =/
An unlimited input switch, you mean? Well, I can't imagine a way to make that possible, as two connector tabs cannot connect to the same item(dissolve material, motor bolt, etc). However, you can easily set up a network of 4-input switches that allow any number of inputs you'd like. For example, if you wanted 8 inputs, you could hook up one 4-input switch to a piston on a 2 input switch, and do the same with the other piston on the same 2 way switch. That would require all 8 inputs(4 from one 4-input switch, 4 from another) to be true before it activates. That's why I provided these combinations of input switches, to allow you to create a network of them if you felt the need to.


Im trying to make the Zebs function much like they do in Metroid. They will spawn infinetly as long as Samus is in range, and even change direction once you jump over the spawn point. Once you are "offscreen" of their spawn pipe they stop spawning till you disturb their nest again.

A sensor emitter hook up would work I think but how would I do the switch in direction? Another sensor on the opposite side hooked to another emitter or the same one?

You could use two separate emitters, one in one direction, one in the other. You could then hook up corresponding sensor switches to the correct emitter depending on the direction you want them to travel(left sensor switch triggers leftward-moving Zebs, and vice versa). That would accomplish it, I believe.
2008-10-30 21:51:00

Author:
ConfusedCartman
Posts: 3729


Thanks CC. Haven't gotten to my enemy placement yet in LBM, but I was toying around with it in my workshop level. Thanks for the help and it looks like this solution fits perfectly 2008-10-30 21:57:00

Author:
LordDax
Posts: 79


Thanks CC. Haven't gotten to my enemy placement yet in LBM, but I was toying around with it in my workshop level. Thanks for the help and it looks like this solution fits perfectly
No problem. Glad I could help.
2008-10-30 21:59:00

Author:
ConfusedCartman
Posts: 3729


An unlimited input switch, you mean? Well, I can't imagine a way to make that possible, as two connector tabs cannot connect to the same item(dissolve material, motor bolt, etc). However, you can easily set up a network of 4-input switches that allow any number of inputs you'd like. For example, if you wanted 8 inputs, you could hook up one 4-input switch to a piston on a 2 input switch, and do the same with the other piston on the same 2 way switch. That would require all 8 inputs(4 from one 4-input switch, 4 from another) to be true before it activates. That's why I provided these combinations of input switches, to allow you to create a network of them if you felt the need to.

I mean more like a "x-way" switch or button for any number of x. Unlimited might be a little exaggerated in that sense though.
The way I did it for example: I connected a "one shot" button to a "timed switch" which is then active for a split second. This timed switch is then connected to a motor bolt of a wheel, which has the speed set so that it will rotate a defined number of degrees, transporting a magnetic switch glued to the outside of the wheel to the next sensor. This can be set to 180? for 2 "states", 120? for 3 etc..
The problem however is that once the timing is off even a fraction of a split second, it won't work after some uses. I couldn't even tell if the one I made was infinitely usable, but it worked for at least 50 times.
I also tried to attach a switch or sensor to the timed switch instead of a button, but suddenly the timing of the wheel was completely off, even though the timed switch was working totally fine. No idea what caused this error.
What I just came up with was using an emitter and explosives to "delete" the states emitted, but I have no idea if that would actually work.
2008-10-30 22:39:00

Author:
Shiwayari
Posts: 167


i can't seem to ever get into the level anymore, it always says 'Failed to Load Level'.

Anyone else having that problem?
2008-11-03 13:36:00

Author:
hairlessape
Posts: 12


i can't seem to ever get into the level anymore, it always says 'Failed to Load Level'.

Anyone else having that problem?
Yeah, it seems a lot of people have. I'll republish it and see if that fixes it.
2008-11-03 14:45:00

Author:
ConfusedCartman
Posts: 3729


thank you.

btw, are you publishing under ConfusedCartman or ConfusedCartmanEU?

thanks again.
2008-11-03 15:15:00

Author:
hairlessape
Posts: 12


I've updated the Library. It now contains one new type of switch, which is fairly unique. It allows two different inputs to affect one output, each in a different way. For example, you could set up one button that raises a piston, and another that lowers that same piston. If the piston is in it's raised state, the button that would normally raise the piston does nothing. If the piston is in it's lowered state, the button that would normally lower it does nothing. It's pretty cool, in my opinion.

Also, I've added another "Aced Level" prize. You'll have to ace the level to find out what it is.
2008-11-05 06:30:00

Author:
ConfusedCartman
Posts: 3729


awesome! i can't wait to get home!2008-11-05 13:03:00

Author:
hairlessape
Posts: 12


Does the map work again? I've been trying to access it for a couple days but it always comes up "Failed to load". I don't know what's causing that, but I don't seem to have the issue with other maps.

I'm fairly confident I could build all of these switches myself... but I'm also fairly confident that you've done a better job than I would have and I'd love to use your work and heart you for it if it's as useful as I think it will be.
2008-11-05 14:13:00

Author:
Risen
Posts: 251


Does the map work again? I've been trying to access it for a couple days but it always comes up "Failed to load". I don't know what's causing that, but I don't seem to have the issue with other maps.

I'm fairly confident I could build all of these switches myself... but I'm also fairly confident that you've done a better job than I would have and I'd love to use your work and heart you for it if it's as useful as I think it will be.
Thanks. It should be working fine, as I deleted the old one and completely reuploaded. Try it and tell me if you have a problem. If so, just add me on PSN and we'll figure a time so we can play it from My Moon.

EDIT: I just tried playing it from the servers, and it worked perfectly. You shouldn't have any problems now.
2008-11-05 14:43:00

Author:
ConfusedCartman
Posts: 3729


Awesome, I'll give it a try tonight.2008-11-05 16:37:00

Author:
Risen
Posts: 251


well... I just tried it and it seemed to almost work, but still failed. I guess i will just try again tomorrow. Maybe the failed to load option is because it's too big? Maybe break it down into smaller levels.2008-11-05 21:37:00

Author:
defleopard98
Posts: 17


I had fun playing this with you the other day but I will be checking it out again and see the new additions you have put in there. Great work Cartman 2008-11-05 23:26:00

Author:
OCK
Posts: 1536


well... I just tried it and it seemed to almost work, but still failed. I guess i will just try again tomorrow. Maybe the failed to load option is because it's too big? Maybe break it down into smaller levels.
It's definitely not too large, it takes up less than half a thermometer. I'll allow people to copy the level to their moon, so you guys can try it that way.
2008-11-06 00:35:00

Author:
ConfusedCartman
Posts: 3729


Thanks alot, CC. My friend tried out your level and said it look alright, but he didn''t get the point of switches. I'm really interested in the speed manipulation thing.2008-11-06 01:16:00

Author:
defleopard98
Posts: 17


Nope... same problem, and trying to copy it first results in a "failed to copy" message, and then it just hangs there.2008-11-06 01:55:00

Author:
Risen
Posts: 251


Nope... same problem, and trying to copy it first results in a "failed to copy" message, and then it just hangs there.
That is fantastically annoying. I've even deleted and reuploaded. Let me try to completely rename the level, delete the old copy, and reupload the new, renamed one. If that doesn't fix it, everyone who wants to try it is 100% free to send me a friend request so we can play it through My Moon. Just send me a message and I'll get back to you ASAP.

EDIT: By the way, the level is now named "Library of Switches, Redux". Just a heads-up.
2008-11-06 02:09:00

Author:
ConfusedCartman
Posts: 3729


Its all just a conspiracy. If be learn better switches then we will make better levels and make them more fun so that will CC and his friends out of business of selling their levels on the PS3 blackmarket which will leave this site unfunded so CC will have no more home or friends and he will just be a hobo sitting on the street begging for money untill a guy comes along and gives him enough money for a hotdog which he uses in knocking out the guards at MediaMolecule and stealing their PS3 and a copy of LBP to make levels to sell and starting up a site known as LBP Community to show off his crazy switch ideas, rinse and repeat.


As you can tell, I'm bored to death.
2008-11-06 02:12:00

Author:
defleopard98
Posts: 17


I see the new map with the new picture and name, but still no luck in loading.
I sent you a friend request just now. I'm having issues connecting to my friend, too, so maybe it's something on my end? I don't know... I played other maps and with other people just fine a few days ago.
2008-11-06 02:24:00

Author:
Risen
Posts: 251


i also havent been able to get into it
i just get the failed to load message even when i try to copy it to my moon
2008-11-06 02:46:00

Author:
in_the_flesh
Posts: 13


Thanks for the help yesterday. I'm impressed that you'd go out of your way to help me get access to these like you did. A heart for your level and another for you!

I'm at a complete loss to explain the loading problems... hopefully today's server work will fix it.
2008-11-06 13:40:00

Author:
Risen
Posts: 251


i still couldn't get in last night around 9pm EST.

i was wondering if any of the following could be causing problems?
1. our region? i'm in Florida.
2. i have been in the level before and got the switches, I wonder if there is some kind of conflict since I have some of the switches in my goodies bag? i was going to delete them all and then try to load it but i didn't want to loose the ones i have. lol.

grasping at straws here I know. I'll try again tonight, if you don't mind I might request send a friend request to you, it'll be from kleerkoat.

thanks for all this, and sorry for being such a pain. ;-)
2008-11-06 13:51:00

Author:
hairlessape
Posts: 12


i still couldn't get in last night around 9pm EST.

i was wondering if any of the following could be causing problems?
1. our region? i'm in Florida.
2. i have been in the level before and got the switches, I wonder if there is some kind of conflict since I have some of the switches in my goodies bag? i was going to delete them all and then try to load it but i didn't want to loose the ones i have. lol.

grasping at straws here I know. I'll try again tonight, if you don't mind I might request send a friend request to you, it'll be from kleerkoat.

thanks for all this, and sorry for being such a pain. ;-)
It's all good. I'll play with you later today when I get back from school.
2008-11-06 14:18:00

Author:
ConfusedCartman
Posts: 3729


yea i still havent been able to get to your switch level lol2008-11-06 14:34:00

Author:
thegibbie
Posts: 25


I've been trying to load it for the past few days and it fails every time.

I saw a couple hours ago your "new" one renamed "...Redux", but that also failed. Tried copying to my moon and it failed there, too, and then locked up the game. Must be a pretty awesome collection.

Is it possible you built it with something unique to the beta build? I noticed a lot of the beta-created levels had trouble loading when the game first went live...
2008-11-07 06:28:00

Author:
soniCron
Posts: 1


After working with these, I wanted to discuss the 'two-input / one action' type, where you might have a button that opens a door and a different button to close it. Your implementation doesn't take into account what happens if both switches are activated. When this happened, the switch literally broke under the stress. Might there be a different design that could be used?

As an initial thought, perhaps the switch looks like an inverted "V" and the key is attached to circular shape. Each piston would extend so that the circle would tip over to the other side and roll down, but when both pistons extended it wouldn't get crushed in the middle as it would be sitting in the corner. This design would introduce a slight time delay though from gravity... so you might want to see if there's another idea that will work instead.

So far the other switches have been very useful and easy to use. Thanks for providing them!
2008-11-07 13:43:00

Author:
Risen
Posts: 251


After working with these, I wanted to discuss the 'two-input / one action' type, where you might have a button that opens a door and a different button to close it. Your implementation doesn't take into account what happens if both switches are activated. When this happened, the switch literally broke under the stress. Might there be a different design that could be used?

As an initial thought, perhaps the switch looks like an inverted "V" and the key is attached to circular shape. Each piston would extend so that the circle would tip over to the other side and roll down, but when both pistons extended it wouldn't get crushed in the middle as it would be sitting in the corner. This design would introduce a slight time delay though from gravity... so you might want to see if there's another idea that will work instead.

So far the other switches have been very useful and easy to use. Thanks for providing them!
I've definitely been tossing ideas around in my head. I'll let you guys know if I come up with an improved version.
2008-11-07 14:30:00

Author:
ConfusedCartman
Posts: 3729


I've been trying to load it for the past few days and it fails every time.

I saw a couple hours ago your "new" one renamed "...Redux", but that also failed. Tried copying to my moon and it failed there, too, and then locked up the game. Must be a pretty awesome collection.

Is it possible you built it with something unique to the beta build? I noticed a lot of the beta-created levels had trouble loading when the game first went live...

Im guessing he has redone it from the beta, so I dont think it could be that. Try going on with someone else loading the level then inviting you when in.
2008-11-07 15:58:00

Author:
moleynator
Posts: 2914


I was finally able to get in by myself, but now whenever I activate the One Time switch (the first one) everything comes unglued. Funny though, I was able to get farther into the level with everything unglued than we got yesterday. xD2008-11-07 18:23:00

Author:
Cloud
Posts: 74


I was finally able to get in by myself, but now whenever I activate the One Time switch (the first one) everything comes unglued. Funny though, I was able to get farther into the level with everything unglued than we got yesterday. xD
Are you serious? My god, this level is starting to be a pain. I'll go fix it. >.<
2008-11-07 22:25:00

Author:
ConfusedCartman
Posts: 3729


Are you serious? My god, this level is starting to be a pain. I'll go fix it. >.< It's still falling apart after the re-publish. Maybe something's wrong with the servers? I have no idea how activating a switch, which is not even glued to anything, would cause the entire level to fall apart. 2008-11-07 22:35:00

Author:
Cloud
Posts: 74


It's still falling apart after the re-publish. Maybe something's wrong with the servers? I have no idea how activating a switch, which is not even glued to anything, would cause the entire level to fall apart.
I fixed everything, saved, tested, and it worked. So I published and went back into edit mode, and it did the exact same thing as before. I said "screw it", wiped out the whole level, and just made a new level that awards you the switches without all of the explaining. Things start to fall apart when the thermometer hit halfway, so I opted to do this instead. If you guys have any questions regarding how to use the switches, don't hesitate to ask. Sorry it had to be so drastic, but there wasn't really any other solution.
2008-11-07 23:41:00

Author:
ConfusedCartman
Posts: 3729


I tried to enter your level and I also got a failed to load level error. It was named "Library of Switches, Redux". Is that the "fixed" one without explanations arleady or did you not publish that one yet? I really hope MM will not take forever to fix all these problems <.<2008-11-09 15:18:00

Author:
Shiwayari
Posts: 167


I tried to enter your level and I also got a failed to load level error. It was named "Library of Switches, Redux". Is that the "fixed" one without explanations arleady or did you not publish that one yet? I really hope MM will not take forever to fix all these problems <.<

Yeah I've not been able to get into this level either, not even once
2008-11-09 20:40:00

Author:
dorien
Posts: 2767


I tried to enter your level and I also got a failed to load level error. It was named "Library of Switches, Redux". Is that the "fixed" one without explanations arleady or did you not publish that one yet? I really hope MM will not take forever to fix all these problems <.<
Nope, people seem to have issues with it and I have no idea how to fix it. Feel free to send me a friend request, I would be more than happy to run you through it.
2008-11-09 21:04:00

Author:
ConfusedCartman
Posts: 3729


Its a shame, some good pre-made switches would be VERY useful in level-making.2008-11-09 21:35:00

Author:
cursedbalcomb
Posts: 16


Its a shame, some good pre-made switches would be VERY useful in level-making.
Add me and we'll get the switches through My Moon.
2008-11-09 22:01:00

Author:
ConfusedCartman
Posts: 3729


Ok thanks!2008-11-09 22:07:00

Author:
cursedbalcomb
Posts: 16


I tried loading this yesterday, and it seems it's down again.2008-11-12 15:11:00

Author:
Chazprime
Posts: 587


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