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Random battles for an RPG

Archive: 20 posts


I wonder how to change from the Sackbot on the world map to a fight scene on another place. Is there a way to change from one controlinator to another or to change what the receiver should be?2010-12-02 10:09:00

Author:
Chrree
Posts: 554


yeah its no problem, even if its 1 controlinator on 1 side of the level that transports you to a controlinator on the other side of the level,
it can be done with just a little logic pretty easy :3 *mew
2010-12-02 11:30:00

Author:
Lord-Dreamerz
Posts: 4261


There's no need to teleport, remote controlled controlinators have unlimited range. Just set up two receivers to the same frequency (colour), but put them on a microchip. Using the microchips' on/off input on the bottom you can control which one of the receivers should be active.2010-12-02 11:35:00

Author:
Rogar
Posts: 2284


There's no need to teleport, remote controlled controlinators have unlimited range. Just set up two receivers to the same frequency (colour), but put them on a microchip. Using the microchips' on/off input on the bottom you can control which one of the receivers should be active.

Umm...
that still sounds like teleporting to me, as your talking about going from 1 DCS to the next if im reading you right?
and what your talking about is pretty much what i was meaning, like i said, she can get what she wants pretty easy
with some basic logic, but you did go in to more detail about it. =P *mew
2010-12-02 13:32:00

Author:
Lord-Dreamerz
Posts: 4261


I'm a bit confused. Don't I have to put the reciever for the Sackbot on it's circuitboard to control it?2010-12-02 13:38:00

Author:
Chrree
Posts: 554


I'm a bit confused. Don't I have to put the reciever for the Sackbot on it's circuitboard to control it?

oH your talking about Sackbots?
well thats another story, but also easy,
thats lots of ways you could do this, like 1 you could just delete and emit a new sackbot when your in a new place.
or 2 you could just force the player in to a new transmitter DCS for
when your in battle, basically you'd go back and forth
from different transmitter DCSs that control different sackbots,

well thats two easy ways to do what you said anyways. :3 8mew
2010-12-02 13:47:00

Author:
Lord-Dreamerz
Posts: 4261


What I was suggesting is having the player in just one transmitting controlinator, remaining in it the entire time. Then you'd have two receiving controlinators, one on the world map sackbot and one on the battle sackbot, and depending on which mode you're in, you enable the receiving controlinator in the one or the other (using microchips like I explained earlier).2010-12-02 13:52:00

Author:
Rogar
Posts: 2284


What I was suggesting is having the player in just one transmitting controlinator, remaining in it the entire time. Then you'd have two receiving controlinators, one on the world map sackbot and one on the battle sackbot, and depending on which mode you're in, you enable the receiving controlinator in the one or the other (using microchips like I explained earlier).

Ah i see, well now i understand what you mean, i missed when she said sackbot the first time somehow =P
but yeah what you said is best, at first i was thinking she was meaning taking a normal non bot player
from one place to another for some reason. xP
2010-12-02 13:55:00

Author:
Lord-Dreamerz
Posts: 4261


I made a receiver and a transmitter out of one controlinator at the same time with two different colores and it works. Now I just need to add a randomiser and it should work just like in an RPG.

Without starting a new thread there is something else I'd like to know. Is there a way to make a menue pop-up and disappear by pressing a button? I thought of a emitter but that wouldn't work properly I guess. Maybe that's what the backpack is for when we have the final game.
2010-12-02 13:56:00

Author:
Chrree
Posts: 554


Emitter is possible, I use one for the grow/shrink effect. You'll probably want to put a follower and gyroscope on it for when the player moves or is moved.

Another option is hologram that's switched off and on.
2010-12-02 14:00:00

Author:
Rogar
Posts: 2284


I made a receiver and a transmitter out of a one controlinator at the same time with two different colores and it works. Now I just need to add a randomiser and it should work just like in an RPG.

Without starting a new thread there is something else I'd like to know. Is there a way to make a menu pop-up and disappear by pressing a button? I thought of a emitter but that wouldn't work properly I guess. Maybe that's what the backpack is for when we have the final game.

Backpack?
and a Menu? if its made out of holo i think it should be fine as holo just like gas can go anywhere,
you just make logic to activate when whatever button is pushed that emits the menu...

or just make it like your battle takes you to a another place that be just for it. *mew
2010-12-02 14:02:00

Author:
Lord-Dreamerz
Posts: 4261


**** that's so much work and when I have the game I have to do it all over again. >_< Well thank you I will try what you said.

One thing I forgot about the random battles. There should only be battles when you move your Sackbot. Any idea how to do that?

@fumetsusozo
Ya as far as I remember they mentioned a backpack for the final game.
2010-12-02 14:09:00

Author:
Chrree
Posts: 554


Yes it should only when it moves

For randomizing you will need to use timers, but how to build that depends how you made movement system
2010-12-02 14:20:00

Author:
Shadowriver
Posts: 3991


**** that's so much work and when I have the game I have to do it all over again. >_< Well thank you I will try what you said.

One thing I forgot about the random battles. There should only be battles when you move your Sackbot. Any idea how to do that?

@fumetsusozo
Ya as far as I remember they mentioned a backpack for the final game.

Hmm i've never heard of it, and i talk to a lot of people,
but i don't know,

Anyways about random battles for when only your moving, 1 idea is to have a counter that works like this,
to have a invisible holo wall being emitted right on top of your bot and when he walks past it a logic on bot
sees the wall is not on top and a count goes up on the counter while at the same time a new holo wall is emitted,
hmm you'd also need a randomizer somewhere in the logic so the battles be random.... guess you need more then 1
Walk counter that the randomizer reads different everytime >.>
2010-12-02 14:21:00

Author:
Lord-Dreamerz
Posts: 4261


why dont you have a set amount of places in your level where a battle can start from , then put a randomiser into them, and randomiser in a microchip, then activate the microchip whenever the player moves by putting DCS outputs of thumbsticks into the activate microchip input2010-12-02 14:34:00

Author:
Skalio-
Posts: 920


Or you only start random battles when one of the world map controlinator's left analog stick outputs is active.2010-12-02 14:39:00

Author:
Rogar
Posts: 2284


Well I had the idea to connect the two direction outputs of the left analogstick to an And Gate and to connect that to a randomiser but there is another problem. When I randomly change between receivers to have random battles how to make it only change back to the worldmap when the battle is over? With the randomiser it would go back in the middle of the fight.2010-12-02 14:49:00

Author:
Chrree
Posts: 554


umm well that depends on how the battle is going to play out really, for example if you have 10 areas where a battle can start from and you have one battle scene for each of the 10 areas make a OR switch with 10 inputs and put a inverted tag sensor in each battle area that detects when the enemy is dead, put these into the OR switch and the OR switch through a selector which turns on the world map camera and the controls for the world map. If this is confusing , since i know im not very good at explaining logic then you can just add me and ill show you what im on about next time im online PSN= Skalio-2010-12-02 15:32:00

Author:
Skalio-
Posts: 920


so you want diffrent enemy sets? :> why not just emit them in random ;] you would need to use wireless logic for target selection and enemy control overall, but this is something that can be solved out.2010-12-02 15:45:00

Author:
Shadowriver
Posts: 3991


I needed a break from LBP2 yesterday because my head was buzzing. So much logic just for something simple like that and I still have trouble doing it. Well let's hope it will work properly today.

@Skalio-
Ok I'll add you next time I'm online.
2010-12-03 10:32:00

Author:
Chrree
Posts: 554


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