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#1

Character Selector

Archive: 12 posts


This would be used in fighting game mainly but the logic could be applied in many other ways so I guess I just jump right in!

Step 1:

First you will need to make symbols out of hologram for however many characters you are going to have align these in rows and columns, now decorate them and place a controlinator down.

Step 2:

You will now need to make two selectors and an AND gate for every character align the AND gates as the same pattern you have placed out your character symbols. The selectors will indicate which row and which column you are on so you need to make one selector have the same number of outputs as there are rows and the other the same number of outputs as there are columns.

Step 3:

Now you have to imagine your AND gates are the characters so if you have 4 characters which would equate to 2 rows and 2 columns you would connect row one column one to the first AND gate row one column two to the second AND gate now you move down a row and repeat the same process. As you can tell this part is hard to explain.

Step 4:

Now to add movement, your selectors should now be able turn on each hologram individually but you won't be able to test this unless you change the selectors selection so you need to make two direction splitters and two direction combiners. Next you should connect one of the direction splitters outputs to the corresponding inputs on the direction combiner repeat the same process for the other set of direction splitters/combiners.

Step 5:

Connect the D-pad up/down in to one of the direction combiner/splitter combination and then connect this into the row selector, do the same with the other one except use left/right output and connect it to the columns selector.

Step 6:

Now you need the ability to emit the selected character and remove yourself form your seat so you can move to the character, so what you need to do it make an equal amount of AND gates as there are already. Next you should connect the old AND gates into the new AND gates this should follow the same pattern as the old ones, now connect X into the empty AND gate inputs.

Step 7:

This gives you the ability to perform a certain action when you are over the character you want to select in this case you want to emit the character so make emitters set to one shot and unlimited life time. Connect the new AND gates to the emitters the correspond with the picture of the character now it should emit the character you have highlighted when you press X over it.

Step 8:

The final step you know need to make an OR gate with the same amount of inputs as there are AND gates, connect the new AND gates to the inputs of the OR gate and then connect the OR gate to the Eject input of the controlinator. Hook up cameras to suit and your done.

Tell me if you want more tutorials, I like to prove my worth
2011-01-18 21:50:00

Author:
MasterCreator
Posts: 464


I don't understand step 4. If you split a directional signal, and then combine it again, that would do... nothing, right?2011-01-19 11:47:00

Author:
Rogar
Posts: 2284


I don't understand step 4. If you split a directional signal, and then combine it again, that would do... nothing, right?

Well this could be expanded to row/column limiter
2011-01-19 11:56:00

Author:
Shadowriver
Posts: 3991


I don't understand step 4. If you split a directional signal, and then combine it again, that would do... nothing, right?

I always thought that if you didn't do this it could only produce a positive output not a positive and negative output, if this were the case you would only be able to move in on direction so you would only be able to move up which is functional but not as convenient as being able to move up and down.

Suggestions for my next tutorial?

Was thinking about doing menus inside menus but it would talk far to long to type i really need recording equipment but I can't shell out much for it.

So yeah if your gonna suggest something make sure it not like how to make a costume or something, suggest ideas about single components of a level that are mainly logic related. Probably to much to ask but oh well.
2011-01-19 18:35:00

Author:
MasterCreator
Posts: 464


I always thought that if you didn't do this it could only produce a positive output not a positive and negative output, if this were the case you would only be able to move in on direction so you would only be able to move up which is functional but not as convenient as being able to move up and down.

A signal from sticks/d-pad/tilt sensors/3-way switch is bidirectional
2011-01-19 18:39:00

Author:
darkphoenix
Posts: 97


I always thought that if you didn't do this it could only produce a positive output not a positive and negative output, if this were the case you would only be able to move in on direction so you would only be able to move up which is functional but not as convenient as being able to move up and down.

Fact that direction splatter works means it's already bi-directional
2011-01-19 19:11:00

Author:
Shadowriver
Posts: 3991


I can't judge the validity of this method as I don't have the game yet, but this (if it works) will be useful for my level series (It will have a fighting minigame at the end. Additionally, the majority of the levels will allow you to choose from a few characters at the start)

A question, for the levels in my series, I intend for the player to choose a character to play as, and the rest are (different sackbots to the playable version of the character) AI, how would that work? (So for example, say there were characters A B C D and E. The player chooses B, and so A, C, D and E should appear as AI characters.etc)
2011-01-19 19:38:00

Author:
Matimoo
Posts: 1027


Yeah that'd be quite easy to do you'd just need a series of OR gates to emit the characters depending on what you chose so A would go into B,C,D,E and B would go into A,C,D,E well this depends on the circumstances if you were to have multiple AI enemies dotted around the level I would probably make something s little more complex. If you can't manage send me a message and I'll try see what I can do, I'm not that great at understanding others work though.

1 person out of 202 found this useful
2011-01-19 20:32:00

Author:
MasterCreator
Posts: 464


@Matimoo i dont have the game but i think this could work, have the AI set up and then have another controlinator attach to its chip and have it set to reciever, the controlinator sackboy is in to set to transmitter and when you do your select lets say for example that L1 changes who you control it will activate a tag and the tag associated with that character will activate its reciever controlinator and you should then have control of it and then be able to go to another character and it will change back to its AI settings. well thats a theory anyway lol
when is friday here its taking so long!!!!!!!!!
2011-01-19 20:44:00

Author:
artise
Posts: 353


Very useful.
Especially since it can be multi-purposed.
Doesn't have to select characters. Yes, very useful.
Thank you for making it for us.
2011-01-19 21:06:00

Author:
firstar
Posts: 47


Very useful.
Especially since it can be multi-purposed.
Doesn't have to select characters. Yes, very useful.
Thank you for making it for us.

yes its 2 axis selection ;] used it on my level dialer at beta for keypad


http://www.youtube.com/watch?v=grl2jjPhZz8
2011-01-20 00:55:00

Author:
Shadowriver
Posts: 3991


yes its 2 axis selection ;] used it on my level dialer at beta for keypad


ihttp://www.youtube.com/watch?v=grl2jjPhZz8

Have an "i" before "http"!





http://www.youtube.com/watch?v=grl2jjPhZz8
2011-01-20 02:52:00

Author:
Cauan-XV
Posts: 491


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