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Delaying input effects - is this possible?

Archive: 5 posts


I don't own the LBP2 beta and so I'm not able to find for myself whether a particular idea of mine is possible... so hopefully you guys can give me an answer.
My idea would use a system in which you can control multiple objects in the world, but with each (apart from one) having a slight delay. For example, pressing X makes a piston fire, but will also make another fire 10 seconds later, and another fire 20 seconds later and so on. My actual idea would be more complex than this, and entail multiple different input options and commands. So my question is: is this at all possible?
(Sorry for not giving a deeper explanation of my idea, but I kind of want to keep it to myself)
2010-12-21 01:02:00

Author:
Avatar_of_Chaos
Posts: 48


You can hook the button output to timers to get this effect.2010-12-21 01:04:00

Author:
Foofles
Posts: 2278


well i don't have the beta either but since you can control multiple objects at once with the controlinator, maybe you can change one of the objects sync so it responds later than the other?2010-12-21 01:05:00

Author:
Onii55
Posts: 153


Oooh, you PM'd me about this a while back and I forgot to respond....

For the example here, to make individual events delay, it's pretty simple, you can just use timers and such like. But that would only work for a single press of x - if the player pressed it again before the 20 seconds was out, you wouldn't get echoes of both button presses. You could quite happily extend such a signal to allow for a certain number of button presses, but that's only really practical if you allow up to 5 or so.

If you want to delay some continuous input over time, you would have to record and store enough values to reproduce it again later. So for example, suppose you wanted to delay the signal from X so that it exactly reproduced what the player did after 10/20s, then you'd have to record the player input constantly. This technically requires 30 samples to be taken and stored per second. Which is a lot. Even if you drop that down to 10/s then you've still got 200 stages in your system, for each input.

It's possible, but depending on exactly what you want to do, it may be prohibitively complex.
2010-12-21 01:11:00

Author:
rtm223
Posts: 6497


Oooh, you PM'd me about this a while back and I forgot to respond....

For the example here, to make individual events delay, it's pretty simple, you can just use timers and such like. But that would only work for a single press of x - if the player pressed it again before the 20 seconds was out, you wouldn't get echoes of both button presses. You could quite happily extend such a signal to allow for a certain number of button presses, but that's only really practical if you allow up to 5 or so.

If you want to delay some continuous input over time, you would have to record and store enough values to reproduce it again later. So for example, suppose you wanted to delay the signal from X so that it exactly reproduced what the player did after 10/20s, then you'd have to record the player input constantly. This technically requires 30 samples to be taken and stored per second. Which is a lot. Even if you drop that down to 10/s then you've still got 200 stages in your system, for each input.

It's possible, but depending on exactly what you want to do, it may be prohibitively complex.

I see... I'm guessing then that trying to incorporate a complex system whereby you control a sackbot, and then have a 'past version' of yourself perform the exact same actions as before is a little too much...
2010-12-21 01:27:00

Author:
Avatar_of_Chaos
Posts: 48


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