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Role-Playing Logic

Archive: 13 posts


So, for my RPG level series, Vegnigun Chronicles, I'm working on chapter 3. And I was wondering if there is any way to use the logic from the logic packs (from LBPC) to make a MP system and a recovery system. Any help is appreciated.
2010-10-31 01:34:00

Author:
Twilightoutcast
Posts: 80


I would think that the dissolve counter might work? You can use a certain amount and have however much left indicated by a stream of led lights or something. And collecting certain "MP Points" emmits more dissolve pieces, in turn raising your MP bar. I'm thinking along the lines of a HUD system somewhat. I don't know of any other way to achieve this, but poke your head around, maybe ask some logic geeks here and they may be able to help you out dude 2010-10-31 02:20:00

Author:
damaz10
Posts: 771


Thank you for your help damaz10. But how would I be able to show the LED lights if the magnetic keys on the dissolve based counter are all the same?2010-10-31 02:25:00

Author:
Twilightoutcast
Posts: 80


I would personally use double-bolted incremental bolts but that's mainly because I have an unreasonable hate of dissolve based counters 2010-10-31 02:28:00

Author:
SR20DETDOG
Posts: 2431


Is there a level where you can get double-bolted incremental bolts? This would be a cool way, but it would depend on how many incrementations the bolt has 2010-10-31 02:36:00

Author:
damaz10
Posts: 771


Is there a level where you can get double-bolted incremental bolts? This would be a cool way, but it would depend on how many incrementations the bolt has

Hmm, I'm not sure. I always just made my own since I usually had to have custom features of some sort. You could probably get them somewhere, but it would probably be better to make your own.
2010-10-31 02:41:00

Author:
SR20DETDOG
Posts: 2431


How do you make your own?2010-10-31 02:58:00

Author:
Twilightoutcast
Posts: 80


It's a bit of a process but not too long. There's probably numerous ways to make them but this is how I do it.

1. Place a piece of thick DM of any size

2. Place a piece of thin wood (2x1 Medium grid) over the DM.

3. Connect the wood to the DM with a sprung bolt (set strength to max) and place an emitter (Lifetime=∞ max emitted/at once= #of increments) on the other end of the wood.

4. Create a small thick piece of dark matter (I use 1x1 medium grid square) and place a MK in the centre. Capture this as an object.

5. Place a circular piece of thick DM and move it to the back layer. This will be your incremental bolt so size it correctly.

6. Place the piece of wood on the DM, centering the bolt.

7. Detach the wood and bring it forward. Now set it to emit the captured object positioned at the very top of the DM circle.

8. Reattach the wood to the DM circle.

9. Connect a switch to the emitter (set to one shot)

10. Unpause and proceed to change the angle on the bolt and emit the the captured objects into the circle. (If you want a bolt with ten increments emit the MK's 36? apart. 360??10=36?)

NOTE: I'm not sure if the emitted pieces are one with the circle so it's best to place another circle the same size over the top to join it all together.

I don't have time to explain how to work the incremental bolt, so if you don't know how, find Incinerator22's logic level and study his.
2010-10-31 07:22:00

Author:
SR20DETDOG
Posts: 2431


I DID IT! I finally made an MP system. Not with the incremental bolts, this was actually late last night, but now all I need is a way to recover HP. This might take some time...2010-10-31 16:24:00

Author:
Twilightoutcast
Posts: 80


So, here's the only thing I can think of for restoring HP: emitting a new HP gauge. But that would take very accurate precision. Is there an easier way?2010-11-01 01:50:00

Author:
Twilightoutcast
Posts: 80


What type of system are you using for your HP to go down? And how do you the player to gain HP (e.g. picking up an item, beating a boss etc)2010-11-01 06:43:00

Author:
SR20DETDOG
Posts: 2431


My system is using an Paintinator switch an have an emitter emit paint onto the switch. I was thinking about placing an emitter that emits the HP gauges at certain increments of the total HP as healing.2010-11-01 12:53:00

Author:
Twilightoutcast
Posts: 80


My system is using an Paintinator switch an have an emitter emit paint onto the switch. I was thinking about placing an emitter that emits the HP gauges at certain increments of the total HP as healing.

Well that would work, but, I think the easiest way would be to forgo the paint switch all together. Instead I would see if you could just use the same system you used for your MP and modify it in a way that when it hits 'empty' it performs the same function as the paint switch did.
2010-11-01 13:41:00

Author:
SR20DETDOG
Posts: 2431


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