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#1

How to make a shop!

Archive: 14 posts


This is really pretty straightforward, if you want people to be able to buy different items using points in-level.

First, make a "buy menu" with several sticker switch panels on it. Give each panel a microchip as well as a sticker switch. Put a score sensor on the microchip, and connect it as one input to a two option "and gate". The other input will be the sticker switch.

Make the outputs of the "and gate" fire an emitter to release what you just bought, and the other a "score giver".

Set the "score sensor" to however many points you want the item to cost, and the "score giver" to the same amount, but negative, so it will take away that many points.

Now you're done!
2011-01-24 18:00:00

Author:
Unknown User


Now make one with a dynamic menu and a currency and you Win! haha..2011-01-24 18:20:00

Author:
Krondelo
Posts: 136


This doesnt work, because if you have 0 points, and select an item, it will still give you the bought item. Your score wont go negative, but stay at 02011-01-24 18:28:00

Author:
TjoxYorro
Posts: 220


Intesting idea though.2011-01-24 19:02:00

Author:
CYMBOL
Posts: 1230


This doesnt work, because if you have 0 points, and select an item, it will still give you the bought item. Your score wont go negative, but stay at 0

Just add in a score sensor and an AND gate, and if you don't have enough points, the sensor won't trigger, hence not giving you a free item.
2011-01-24 19:22:00

Author:
Dialgax07
Posts: 94


Or create a digital display and put the currency in there- then you'll get extra brownie points for technicality 2011-01-24 19:27:00

Author:
Weretigr
Posts: 2105


Or create a digital display and put the currency in there- then you'll get extra brownie points for technicality

But that would take up more thermometer.
I think point bubbles are a pretty clever and efficient way of having a currency, especially now that there are score givers and score sensors. I'll be using it in an explorable RPG-type town I'll be making soon.
2011-01-24 19:30:00

Author:
TheZimInvader
Posts: 3149


Yeah, I like the idea of an RPG setting where the currency is score bubbles. Awesome tutorial, I may use this sometime!2011-01-24 20:32:00

Author:
ChazFox
Posts: 132


i have an LBP1 level that uses point bubbles as money.2011-01-24 21:17:00

Author:
artise
Posts: 353


I already pointed out that you need a score sensor AND a sticker switch. Somebody wasn't reading very carefully...2011-01-25 01:39:00

Author:
Unknown User


I already pointed out that you need a score sensor AND a sticker switch. Somebody wasn't reading very carefully...

No i wasn't, sorry :3
2011-01-25 07:31:00

Author:
TjoxYorro
Posts: 220


Sounds good, i would test it for bugs, though2011-02-21 03:22:00

Author:
Unknown User


A completely logic based one can be done by using the DCS.
Use a selector and put up/down or left/right to 'toggle' back and forth between options. Have each selector output activate some lights or holo to display which one is chosen. Use X (or whatever) instead of the sticker switch.

Put output through an AND gate with the score sensor. AND output goes to whatever it is your activating through the purchase, and a score changer.

There you go, a completely logic based store.

If you want to keep the feel of your level, and not have your sackboy sitting in the DCS, just put use a transition (fade to black, teleport, etc) to go 'into' store. Have a sackbot inside the same as the player, and keep DCS hidden. Then when you 'exit', send player back to the store entrance using the same trick.
2011-02-21 03:47:00

Author:
SSTAGG1
Posts: 1136


This doesnt work, because if you have 0 points, and select an item, it will still give you the bought item. Your score wont go negative, but stay at 0

I haven't tested it out, but couldn't you just have a score sensor that checks that the score is not 0?
2011-02-21 05:41:00

Author:
Unknown User


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