Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Tutorials
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Creating a Scoreboard/Counter
Archive: 11 posts
Hi there to all! In this tutorial i will explain how to make a scoreboard, using some easy logic. You'll have to pay some attention, so you won't mix things up. First you'll need to create a dark background, otherwise you'll have trouble with seeing your hologram material. Yes, you'll have to create the numbers with holographic material (for later on) about 2 small grid away from eachother. Make sure a number isn't split in different parts. We want to make a scoreboard from 0-10. Go on! Make those numbers! Small list of used abbreviations: X/O = X-Or Gate MC = Microchip Counter x/x - First x = Amount of counts it is on. - 2nd x = Max amount of counts before it activates Now add a MC somewhere close to your set of numbers (not on one of them). Open up, and make it pretty big. Add a counter 0/1 a ANTI-gate and a X/O. The Anti gate will be the zero. Hook up the counter 0/1 to the ANTI-gate and the X/O. Connect the output of the ANTI gate with Zero (the zero should be lit) and connect the output of the X/O with One. Now add 9 more counters 0/x, with x representing the hologram number. Now add a X/O gate behind each counter. Now you'll have to pay attention: Take the output of your counter 0/2 and connect it with the X/O gate BEHIND COUNTER 0/1 and the X/O gate next to you. It should look like this: http://img809.imageshack.us/img809/4673/mc1.png Now you have to repeat this step for every number: Counter output into the X/O input next to the previous counter, and into the X/O input next to the counter. Connect the output of a X/O gate to the number it represents. This number is the max counter number of the counter left from it. I should look like this when it is done. You only have to connect the activation point (Button in my case) to every counters input. Watch closely that you dont accidently connect it to the counter reset. (I didn't draw this because it's already messy this way). http://img442.imageshack.us/img442/6839/mc2d.png Now you actually have a counter with numbers.. But that is not what we are aiming for. Close your MC. Make another piece of black background. What you now have to do is place all numbers in eachother (don't glue). In play mode, only 1 number will be visible at a time. transfer the microchip from the big black background to the new background. Go to play mode and test if it works. Then go back to create. Now open your MC again, and place a switch on the ground (2-way). Connect the switch output to every counters 'reset' input. once this is done, close your microchip. Now select: Button Switch Background (MC on it) The stacked numbers And duplicate it. Now place it somewhere next to your first set of numbers. And here is your scoreboard. http://img401.imageshack.us/img401/81/scoreboardk.png Extra: You can also connect each X/O output to a [single] scoregiver. Optionally, you can connect your last counter (counter 0/10) to a game ender, to end a game at a maximum score. All of this, thanks to my awesome painting skills :3 EDIT: I made a level around my scoreboard: You'll get a half scoreboard as price, and you'll only need to duplicate it and change the input. (notes are on the MC about how to change it to your liking). lbp.me (http://lbp.me/v/wx72fp/info/) The game is a sort-off basketball, recommended for 2-4 players. | 2011-01-23 13:23:00 Author: TjoxYorro Posts: 220 |
I thought you were talking about the thing that ends the level xD I was very confused. | 2011-01-23 21:35:00 Author: kirbyman62 Posts: 1893 |
Nice writeup! Interesting approach. This could work really well for various number systems like binary, octal, even hexadecimal. I'll have to keep that in mind. | 2011-01-23 23:59:00 Author: tdarb Posts: 689 |
I thought you were talking about the thing that ends the level xD I was very confused. Uhu, this could be a little confusing indeed. I should change the title. This could work really well for various number systems like binary, octal, even hexadecimal. I have no idea what those 3 are, but im sure it works xD | 2011-01-24 17:19:00 Author: TjoxYorro Posts: 220 |
Anyone like to tell me wat an ANTI gate is :S | 2011-01-31 10:24:00 Author: xForrest Posts: 72 |
Anyone like to tell me wat an ANTI gate is :S Actually I think it is properly called a NOT gate. Read the tut, a tad confusing, but i figured it out and it is cool. I don't actually know what I'd use it for lol. | 2011-02-01 22:42:00 Author: 11204 Posts: 111 |
Even better Use a Selector http://i41.photobucket.com/albums/e289/domthybomb/20110202211159.jpg?t=1296710195 | 2011-02-03 05:17:00 Author: Unknown User |
Even better than a selector, you can use a sequencer set to position and have tags assigned to lighting up each number. This way you only need n*10 tags (and tag sensors) and 1 sequencer for 10^n numbers. | 2011-02-03 07:54:00 Author: Linque Posts: 607 |
Cool stuff. So how do you get it to compare 2 numbers to find out which is greater? Say I have a two player game with your little red buttons from the tutorial. And I jump on my button and my friend jumps on his. We both die from a deadly asteroid that came roaring out of the once sunny sky... but I jumped 8 times before getting my hot stone massage and he only jumped 3 times... And now I want a prize for my quick bouncing. How would I do that? Please help me while I look for some aloe. | 2013-01-10 04:37:00 Author: Bitter Sweet Posts: 95 |
Well, the simpliest solution I can think of is to award an equal amount of points per bounce say 10 points. SO the winner will clearly be the one with the most bounces. If you want a more complicated solution, I have something in mind, but it might not be the best solution. Wire the buttons to a counter. We're gonna call the first buttons counter signal - X and the second buttons counter signal - Y. Then place a direction combiner down, place into the + input the X signal and into the minus the Y signal. The combiner will output the difference between X and Y if the X signal is bigger than the Y signal or 0% if the Y signal is bigger or equal to the X signal. Now wire this into a positional sequencer and place a battery occupying the whole sequencer. The battery will be on if X is bigger than Y or off is Y is bigger or equal with X. Wire the battery into a score giver for player X. You could use the same setup but reverse Y with X so the second player will get the points if he's bounced more times. The only downside (or maybe upside) to this is that if there's a draw neither player will get points. WHEW that was that, mind you kids, that's what watching comphermc's tutorials out of boredom does! I think there's been a thread around here with comparing signals. By the way, great tutorial TjoxYorro! | 2013-01-10 08:52:00 Author: Frenzie Posts: 308 |
Wow, FANTASTIC!! That is exactly what I needed right down to if both numbers equal. Now I just need to figure out how to get it all to operate with keys(tags?) instead of buttons and I'm good to go. Thank you so much!!! Ok something unexpected has happened. Whichever player jumps frist becomes the positive value. It seems to be ignoring my wires in this case. Any idea why that is? | 2013-01-10 16:36:00 Author: Bitter Sweet Posts: 95 |
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