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Your Complex/Useful Logic!

Archive: 172 posts


Alright, well I was working on my Forrest of Frenzy Versus level today, and was messing around with a lot of logic, and to me, it seemed like lots, but I want to see the crazy things you've come up with, so just post some pictures of your logic if you want, and PLEASE try to explain it if it's something that could greatly benefit the community, thanks!2011-01-25 03:52:00

Author:
Merc
Posts: 2135


I'll get on this in a second, my logic isn't too complex though. Just have lots of it.2011-01-25 13:32:00

Author:
Emogotsaone
Posts: 1030


http://dl.dropbox.com/u/598016/LBP/Simon/APhoto_3.jpg
If you want to see it, my level simon is copyable. http://lbp.me/v/wmwkgm
2011-01-25 14:03:00

Author:
Zmathue
Posts: 62


I created Blastroid's ATM. Keypad system that will allow codes to take you to locked levels. The player is hidden and it will drop the key on their head before level linking when a correct code is entered. Is is 5 digits and supports 100,000 codes. It also causes the controller to vibrate just a little when the cursor is moved over a digit.

I use this to give access to incomplete levels to my friends and share prizes without having to do invites.

The logic is not complex but vast. So big that one chip is like 100 Sackboy's tall (Yes I just used Sackboy as a unit of measurement). If I have all the circuits open I get the message to try spacing things out.
2011-01-25 18:04:00

Author:
blastroid
Posts: 262


Merc, I hate to break it to you, but my most complex logic is probably for an incomplete side-scrolling shooter level I made in the BETA, but never published. Not a lot of logic, probably 4x8 sacks.2011-01-25 19:25:00

Author:
gamerC0LA64
Posts: 274


The logic I used for Clockworx 2 is pretty crazy. Maybe not too complicated, but there's so much of it and it's so unorganized. And there were so many wires that at one point it took me over 10 minutes to connect 19 wires, it was lagging so much. I really should have used wireless keys or something. I'll try and get a picture of it later.2011-01-25 19:46:00

Author:
Nuclearfish
Posts: 927


The logic I used for Clockworx 2 is pretty crazy. Maybe not too complicated, but there's so much of it and it's so unorganized. And there were so many wires that at one point it took me over 10 minutes to connect 19 wires, it was lagging so much. I really should have used wireless keys or something. I'll try and get a picture of it later.

Yeah, I was getting a lot of lag on the red microchip in my picture until I switched to wireless logic.
2011-01-25 21:37:00

Author:
Zmathue
Posts: 62


This isn't so much "complex" as "tons and tons of wires", but here's the circuit for my Logic Probe (http://lbp.me/v/wqzn-q):
http://i1.lbp.me/img/ft/5f17b436fe0605deb4c615830486146d0198f69c.jpg

The "trickiest to figure out how to do" of my circuits would probably go to my signal combiner (available in the same level as my logic probe):
http://i8.lbp.me/img/ft/4c8149c07c039561b8cc30e0becd109b9854bb6f.jpg
The batteries with the red blocks below are actually placed on sequencers set to "positional"; I use those to determine if a value is zero or not. The circuit nodes on their own chips let me control if a signal is passed through without altering it, basically acting as a relay.
2011-01-27 07:58:00

Author:
Balorn
Posts: 92


"Wait... what does this logic do again?"2011-01-27 08:23:00

Author:
Ayneh
Posts: 2454


I think my rubik's cube counts as complex on the logic part... I've written three blog posts about it, more to come as I make some progress

Prject cube diary - 1 (http://www.lbpcentral.com/forums/entry.php?3096-Project-cube-diary-1), 2 (http://www.lbpcentral.com/forums/entry.php?3106-Project-cube-diary-2) and 3 (http://www.lbpcentral.com/forums/entry.php?3157-Project-cube-diary-3)
2011-01-30 21:33:00

Author:
napero7
Posts: 1653


http://dl.dropbox.com/u/598016/LBP/Simon/APhoto_3.jpg
If you want to see it, my level simon is copyable. http://lbp.me/v/wmwkgm

Love your level! Is there just the one diddy, or does is change everytime you play? If it is the same one, please make more! If you have, sorry I didn't really look about your moon, I was just going through my queue.. A LBP "bop it" would be cool too!
2011-01-30 21:44:00

Author:
adalond
Posts: 84


http://i51.tinypic.com/2zflgjs.jpg
http://i55.tinypic.com/n6xk49.jpg

That's 2 pics put together, the logic itself is basic actions for my sackbot.
2011-01-30 21:54:00

Author:
Bremnen
Posts: 1800


I''l have a pic up soon!2011-01-30 21:58:00

Author:
iBubek
Posts: 682


I don't have a pic, but when the demo hits for my battle system, you'll know what i've been up too and that it has an epic amount of logic (smart logic too, not as much in the thermo department!)

You guys should also see my in game menu for my rpg. You shat bricks if you saw it. And the shat more when you saw the logic!!!.

Just sayin
2011-01-30 22:06:00

Author:
a_mailbox
Posts: 416


Simple example: my first time trying sensors, took a while but I finally got it to work the way I wanted it to.

http://i7.lbp.me/img/ft/2075c0fe81a5bb9c2ade284a067c7975a2a53428.jpg

http://i9.lbp.me/img/ft/349b8eb208b75a7cca9afef0fd97041f6edcd7c1.jpg
2011-02-06 06:45:00

Author:
adalond
Posts: 84


Alright, here's some shots from my current level in progress...

http://www.lbpcentral.com/forums/attachment.php?attachmentid=30242
Buy logic
http://www.lbpcentral.com/forums/attachment.php?attachmentid=30241
Enemy Spawner
http://www.lbpcentral.com/forums/attachment.php?attachmentid=30240
Main Menu
http://www.lbpcentral.com/forums/attachment.php?attachmentid=30239
This one would be the sackbot logic for Player 1. There's another similar for Player 2. No player 3 or 4 though.

Now that I think about it, there was another one I should of taken a picture of. Oh well
2011-02-06 07:05:00

Author:
Limesta-
Posts: 559


http://www.lbpcentral.com/forums/attachment.php?attachmentid=30242
Buy logic


This is set to buy only once right?

Can't make out the bigger pics. One thing that might help the build process. Space your logic out alittle more. If you try to pull a wire off of an output of a piece of logic, it will always take from the input of the near logic. Exaple from your enemy spawn pic: try and grab the wire from the player sensor and it will grab the wire that's on the input to your and switch. If your logic is done it doesn't matter.
2011-02-06 07:34:00

Author:
CENTURION24
Posts: 266


This is set to buy only once right?

Can't make out the bigger pics. One thing that might help the build process. Space your logic out alittle more. If you try to pull a wire off of an output of a piece of logic, it will always take from the input of the near logic. Exaple from your enemy spawn pic: try and grab the wire from the player sensor and it will grab the wire that's on the input to your and switch. If your logic is done it doesn't matter.
Yeah that would be buy once, it just triggers a door opening. Another one nearby is set to infinate, for buying health packs and other miscellaneous bits.
Oh I do space the logic out, when I am working on them. Once it's done, I figure I just get them all together.
2011-02-06 07:42:00

Author:
Limesta-
Posts: 559


http://if.lbp.me/img/ft/4efe38026f757e264f4f76bb5bc3ce68b0c7ba3a.jpg
A sackbot checkpoint system i made, explaining it in a Tutorial (https://lbpcentral.lbp-hub.com/index.php?t=48220-Basic-Sackbot-checkpoint-system.)
2011-02-07 17:49:00

Author:
Dexist
Posts: 570


A check point system is a great idea. It would be a good idea for a time trial race. Out of curiosity why do you have 6 2-way or gates that only have one input. And why are you using only 6 out of 7 inputs on your other ors.2011-02-08 20:58:00

Author:
CENTURION24
Posts: 266


I got this little thing i'd like to share. Its so a Sackbot can use Controllinator teleporters without any problems, since usually the sackbot gets right back in the controllinator when ejected.

Shouldn't be too hard for you guys to figure out without explaining. (I'm too tired to explain it, maybe i'll do it tomorrow if you guys can't figure it out)

http://i3.lbp.me/img/fl/4a32d8b44a55c77a78cdfa56dd75fd552ec5342b.jpg

I'm gonna try to improve on the a teleport and this logic a little more so the sackbots/players don't activate any tag/player sensors when teleporting.

I don't know if I'm gonna use this for my sonic project, so Sonic will always be running to the right. If I do I'll probably give the logic out as a hidden prize.
2011-02-09 07:57:00

Author:
JKthree
Posts: 1125


Good stuff jk3.2011-02-09 13:11:00

Author:
CENTURION24
Posts: 266


A check point system is a great idea. It would be a good idea for a time trial race. Out of curiosity why do you have 6 2-way or gates that only have one input. And why are you using only 6 out of 7 inputs on your other ors.

Pure for my own organisation of the logic. the middle ORs in which 6of 7 input are used, i can see immediatly what OR it is and for what it is: LIke when input X is still open, it works for checkpoint X.
and the first 2-input OR gate are again for organisation, and for later manually/advanced checkpoint activation
2011-02-09 16:19:00

Author:
Dexist
Posts: 570


http://i55.tinypic.com/n6xk49.jpg

I cannot think of an application that would necessitate that many Controlinators. It's quite over-the-top.

You know that you can have a receiver, wired to a standard Controlinator, whereupon you can intercept the signals to modify them... right?

Edit: And holy ****, I have a picture that is going to blow minds.
2011-02-09 17:34:00

Author:
comphermc
Posts: 5338


I have a picture that is going to blow minds.

please share
2011-02-09 18:11:00

Author:
Skalio-
Posts: 920


I'm at school for another couple of hours. Patience.2011-02-09 19:03:00

Author:
comphermc
Posts: 5338


Edit: And holy ****, I have a picture that is going to blow minds.

It already has *asplode*
2011-02-09 19:11:00

Author:
Morgana25
Posts: 5983


Sackbot logic. For a single snowball throwing penguin. Checkpoint and powerups not shown. There is a bit of overlap, so if anyone fancies turning that into a single picture that would be pretty kewl




http://i600.photobucket.com/albums/tt82/rtm223/Penguin%20Turf%20War/APhoto_16.jpg

http://i600.photobucket.com/albums/tt82/rtm223/Penguin%20Turf%20War/APhoto_15.jpg

http://i600.photobucket.com/albums/tt82/rtm223/Penguin%20Turf%20War/APhoto_14.jpg

---------------------------

http://i600.photobucket.com/albums/tt82/rtm223/Penguin%20Turf%20War/APhoto_13.jpg

http://i600.photobucket.com/albums/tt82/rtm223/Penguin%20Turf%20War/APhoto_12.jpg

http://i600.photobucket.com/albums/tt82/rtm223/Penguin%20Turf%20War/APhoto_11.jpg

----------------------------

http://i600.photobucket.com/albums/tt82/rtm223/Penguin%20Turf%20War/APhoto_10.jpg

http://i600.photobucket.com/albums/tt82/rtm223/Penguin%20Turf%20War/APhoto_9.jpg

http://i600.photobucket.com/albums/tt82/rtm223/Penguin%20Turf%20War/APhoto_8.jpg

-----------------------------

http://i600.photobucket.com/albums/tt82/rtm223/Penguin%20Turf%20War/APhoto_7.jpg
2011-02-09 19:35:00

Author:
rtm223
Posts: 6497


Sackbot logic. For a single snowball throwing penguin. Checkpoint and powerups not shown. There is a bit of overlap, so if anyone fancies turning that into a single picture that would be pretty kewl
I was bored, and paint did work a bit for it.
http://img51.imageshack.us/img51/4047/logicthing.jpg
2011-02-09 21:12:00

Author:
Dexist
Posts: 570


I've got you, Rich: (Edit: sniped, but I used photoshop!)

(Right Click -> View Image, to see large view)
http://i.imgur.com/IcJMH.jpg

My wizard and associated logic/follower:

(Again, Right Click -> View Image)
http://i.imgur.com/CtQia.jpg

---

Rich uses more space in his circuits, but I find it impressive that he did all of his in a weekend, while mine took about a week.

2011-02-09 21:39:00

Author:
comphermc
Posts: 5338


Best I've got is my menu system for my unreleased version of Doodle Jump, which took a while, but is nowhere near as impressive as some of this stuff.2011-02-09 21:58:00

Author:
kirbyman62
Posts: 1893


Here's Alucard + L&R shield pieces, his 3 other forms (that all exist inside his accompanying chipset), the demon familiar (who changes which side he follows from and the tilt of his flame spear depending on you), the wireless controlinator seat under the life/ability meters, and the following chip that manages the shapeshifting and whatever context or change corresponds to it.

http://ib.lbp.me/img/ft/f6bbcb7d2c24181f30563b4ba1f60b1a86adcc83.jpg
http://i1.lbp.me/img/ft/9a1783602a87df279a3095d7cf89c972d9a05fec.jpg
http://i1.lbp.me/img/ft/031803ffea944f8f2055e29aefbb484767ce48c8.jpg
http://id.lbp.me/img/ft/4cd8ca313fdf187e1559542c1b85343c85e8f37b.jpg
http://i9.lbp.me/img/ft/f69d77ce63d42dee0186f942a2508e3c50b4aff6.jpg
http://i1.lbp.me/img/ft/3e1820f15a4e089b091b20c0ccf3302fea8fa713.jpg

All this in an empty level and not tucked away in the shapeshifter emitters takes up 3/4ths therm... I <3 my Alucard.
2011-02-09 22:34:00

Author:
Unknown User


Derp, guess I'm gonna have to post my Fist of Craft Earth logic pics when I get back home. My stuff starts out neat initially and then I get lazy, lol.2011-02-09 22:57:00

Author:
gevurah22
Posts: 1476


You guys make me feel stupid.

Haha, good to see the inner working of levels though. Interesting stuff.
2011-02-09 23:18:00

Author:
Mr_T-Shirt
Posts: 1477


Derp, guess I'm gonna have to post my Fist of Craft Earth logic pics when I get back home. My stuff starts out neat initially and then I get lazy, lol.

Mine gets cluttered after awhile, but I try to stay OCD on it as I make it. Sometimes I'll notice wayyy after changing something that I have a chip full of logic somewhere that doesn't do anything.

If I wasn't so lazy myself, I'd try and make a visible number counter for health like you had for combos. Ugh more chips... no
2011-02-10 00:00:00

Author:
Unknown User


I cannot think of an application that would necessitate that many Controlinators. It's quite over-the-top.

You know that you can have a receiver, wired to a standard Controlinator, whereupon you can intercept the signals to modify them... right?


Having a sackbot controlled by tags?
I'm not sure what you mean by that, but i'm guessing you're saying use 2 controllinators and just wire it into the different things?
The way I did it keeps it neat and organised. (Unless I open them all up lol)





My wizard and associated logic/follower:

(Again, Right Click -> View Image)
http://i.imgur.com/CtQia.jpg

---



I don't see the need for that much stuff in the sackbot based on the actions being performed

Unless some of that's the particle effect for the beam..
2011-02-10 00:17:00

Author:
Bremnen
Posts: 1800


I was proud of making a turret that goes up or down depending on if someone is using it or not...now I feel like an idiot compared to this...My mind=Blown.2011-02-10 02:09:00

Author:
Alexxerth
Posts: 233


meh this isnt true logic but its some special effects for a WIP of mine...
http://if.lbp.me/img/ft/43f1aab416c4167976206c262a3d622303102784.jpg
2011-02-10 02:40:00

Author:
fodawim
Posts: 363


The most complex logic I've ever made was a wheel ._.2011-02-10 03:15:00

Author:
dragonember
Posts: 607


meh this isnt true logic but its some special effects for a WIP of mine...
http://if.lbp.me/img/ft/43f1aab416c4167976206c262a3d622303102784.jpg

:O why do you need that many wires? looks like you weaved yourself a giant wall.
2011-02-10 03:44:00

Author:
Merc
Posts: 2135


:O why do you need that many wires? looks like you weaved yourself a giant wall.
Its special effects that require ALOT of separate holo squares XD
2011-02-10 03:59:00

Author:
fodawim
Posts: 363


http://i.imgur.com/icGbG.jpg

It's all for this little guy: http://www.youtube.com/watch?v=yj9JgDASQ5c
2011-02-10 05:53:00

Author:
gevurah22
Posts: 1476


Holy moo that's alot of logic =O

The most logic I've made is a terrible and tiny 'dance floor' that wasn't aligned properly :/
2011-02-10 11:18:00

Author:
Retro
Posts: 104


Well here some tetris logic:

http://i7.lbp.me/img/ft/987501483fbfa5b8692013689c711b46fcd250a3.jpg

I didn't open all the micro chip since lot of them are used as AND gate substitute to reduce termo and have single element and it owuld not fit in one screen . It's not look complex since tetris is more control management problematic then logic complexity

Still looking on other people logic.... LBP1 logic still got something special in to it:

http://i0.lbp.me/img/ft/b7043b5cab14f92ec988c4e4cf98b2c26cc9f0c4.jpg

This is piston brain of my good old more logical survival game.. 1/3-1/2 of the brain to be exact Knowing how wireing worked in LBP1 you should know what wire hell was this
2011-02-11 03:16:00

Author:
Shadowriver
Posts: 3991


http://i.imgur.com/icGbG.jpg

It's all for this little guy: http://www.youtube.com/watch?v=yj9JgDASQ5c

I will give you a free cookie jar if you can actually manage to explain that to the rest of us.
2011-02-12 06:39:00

Author:
Merc
Posts: 2135


I actually did this during the beta, but I think it'll certainly fit in this thread. The first logic is actually a save/load system for an adventure game. It would see that you're at checkpoint X, have defeated boss 1, boss 3, found secret 2 etc., and spit out a 6-character alphanumeric code at save points. The code could be used at the start menu to load back to your previous point in the game. If I remember, it kept track of 16 times of day, 4 defeated bosses + 4 secret ones, 6 hidden upgrades, and like 32 loading spawns.

http://oi53.tinypic.com/3496qmf.jpg

The image is actually like 6 in game pictures cropped together.

This is the logic for what would be the character for the adventure game -

http://i56.tinypic.com/33ygsb6.png

Was actually a lot of fun to make and design (and surprisingly easy on the thermo!). But planning out an open-world adventure game/map? Not so much.
2011-02-12 09:22:00

Author:
Unknown User


Hehe you are not only who tried to make something like that (and it's not me) Well trans level data transfer is bigger issue battle neck your system or else you fit your game in one level2011-02-12 11:49:00

Author:
Shadowriver
Posts: 3991


Nice, Killer. Seems you have the common sense to organize your stuff properly and I can actually see your function at a glance & follow some of the outputs. Color me impressed.2011-02-12 14:19:00

Author:
Unknown User


Thanks. I don't think it would have been even possible for me to keep track of what means what if I hadn't kept everything named and organized though. If you're interested, I could try to explain some of it, and post the load screen/save point logic.2011-02-12 21:19:00

Author:
Unknown User


My most complex logic is a spread fire microchip that I have given away to the community, i'll upload a pic soon.
P.S It's not gonna stay my most complex logic for very long.
2011-02-12 21:26:00

Author:
TehKing21
Posts: 26


Is there a trick for taking screenshots of the game without using some kind of video capture card? I have a logic circuit that qualifies for this thread but I have no idea how to put it here...2011-02-13 18:13:00

Author:
Vandalite
Posts: 20


Is there a trick for taking screenshots of the game without using some kind of video capture card? I have a logic circuit that qualifies for this thread but I have no idea how to put it here...

-Take picture
-Press squere on picture
-Press Upload
-Go to your PC and LBP.me
-Go to your profile
-Click "Photos" on side menu
-Click same picture few times until you get to direct picture url

For example by clicking on this picture (http://lbp.me/p/ypdge1) i will get url of thta picture that is:

http://ie.lbp.me/img/ft/7ae331c3650df919c16b214daa694d2633d5e7fe.jpg

and you can easily embed it to post with tags

[img]http://ie.lbp.me/img/ft/7ae331c3650df919c16b214daa694d2633d5e7fe.jpg
2011-02-13 18:27:00

Author:
Shadowriver
Posts: 3991


Ok, so I may not be a logic guru, but I had fun making this one. I'm not going to show a screenshot of *all* the logic on my level because some of it (particularly the location-awareness circuits) gets repetitive fast. This is a circuit I built to control the strength of a fired weapon and fire said weapon using one of the l2/r2 trigger buttons.
http://ie.lbp.me/img/ft/98eae65739208e572b8191b35745ae91c9b01811.jpg

(Don't mind the two probes on the right, I used those for troubleshooting...)

I know it kinda looks like a ball of spaghetti but feel free to copy the circuit: it works amazingly well. All of the embedded circuits are simple relays with no logic except for the four to the left of the big 'or' gate. They contain a battery set to varying strengths (25, 50, 75, and 100). The reason for all the spaghetti is because I wanted this to be a 'charge' mechanic where in order to get to 100, you had to hold the control down for a moment to get there. Also, it doesn't fire until the trigger is let go (or drops under 20% output) Using this, it is possible to intentionally hold the firing strength at any of the preset points (25/50/75/100) by controlling how hard you hold the trigger.

The red-colored circuits are a reset circuit designed to let the whole thing flush out before it will allow you to start charging for another shot. The reset only takes a tenth of a second.

Here's a screenshot of the sequencer (obviously, set to positional):
http://i3.lbp.me/img/ft/813d9255d291715415045c84d7a21b89afba1a76.jpg

The final details for those interested in reproducing the circuit:
All timers are set to forward/back.
The bottom timer is set to .1 seconds. The other four set to .3 seconds.
Right now the whole thing is sitting directly on a test controllinator but i plan to stick it on its own dedicated circuit. It generates two outputs: a strength and a 1/10th second firing pulse.
The strength signal will be output while holding down the trigger so you can use it for lighting up your UI so you know how strong the shot will be before you fire.

That very last relay on the right is there to prevent a firing pulse from being sent if a charge on the weapon hasn't been built to at least the first level yet.
2011-02-13 18:55:00

Author:
Vandalite
Posts: 20


Really simple logic compared to the macrochips in there, but my biggest accomplishment up to date. This is the microchip of an elevator that closes its doors when all players are inside, goes down, stops and opens the doors.
http://i8.lbp.me/img/fl/038ba072ec72b195dd4d60b1c5b9a98d20cb0928.jpg
Known bug: If there are 2 or more players, the elevator doors will close as soon as the first player exits it, trapping the others inside.
2011-02-13 22:15:00

Author:
gdn001
Posts: 5891


Just an hour of work...

http://i0.lbp.me/img/ft/cf0dac5b1d8116e545de47ff3bc64507e0e52b56.jpg

A (possibly finished) control swapper microchip.

It lets the player of a level change the controls to whatever they want.

Change jump to L3, Grab to Square...

Just need to make an interface for it now.
2011-02-14 02:09:00

Author:
KlawwTheClown
Posts: 1106


Just an hour of work...

http://i0.lbp.me/img/ft/cf0dac5b1d8116e545de47ff3bc64507e0e52b56.jpg

A (possibly finished) control swapper microchip.

It lets the player of a level change the controls to whatever they want.

Change jump to L3, Grab to Square...

Just need to make an interface for it now.
Cool!

The main sequencer of a movie I made *cough* http://lbp.me/v/xsj7pe
http://if.lbp.me/img/ft/e7fe835e3884f99378a46d60d1205716218d96bf.jpg
http://ib.lbp.me/img/ft/97b22299a11d817804a07c95cac90f7348c27a8b.jpg
http://i6.lbp.me/img/ft/b9606056fabffaa613e5ed0ba4eccf279411e362.jpg
The ending is actually a seperate sequencer because I hit the max length of that sequencer XD
2011-02-14 03:46:00

Author:
fodawim
Posts: 363


I didn't open all the micro chip since lot of them are used as AND gate substitute to reduce termo and have single element and it owuld not fit in one screen .

I tested this, and a microchip actually uses more thermo than an AND gate. Significantly more, in fact. I think the only way you could start to get savings is if you started getting close to a dozen AND gates, all sharing a single common input, THEN it might be better for the thermo to use the chip enable.
2011-02-16 23:31:00

Author:
Tygers
Posts: 114


http://ie.lbp.me/img/ft/23ef26247a4de5b2b411f3f757f9be3007f467cc.jpg
Ship logic for the player controled ship in the top down shooter level i'm working on. The pieces to the right are emitted at key points. (the ship changes). The pieces to the left are animation logic.

http://ib.lbp.me/img/ft/eabeda36478ed8919aa8c51b3f86bb5ecafa7243.jpg
AI for one of the enemy ship types.

http://i5.lbp.me/img/ft/295aa31fc52639ce698924ec35cb5197f43907cd.jpg
Shield animation logic.

opened sequencers on above animation logic.
http://ie.lbp.me/img/ft/b4ebde25f8b357df21dc305a8798b97442ce0dbb.jpg

-

Considering i knew nothing about boolean logic untill i got into LBP2, i'm pretty chuffed with my work so far XD
2011-02-17 15:19:00

Author:
Epicurean Dreamer
Posts: 224


Incinerator22 showed me how to make a real song.

http://i6.lbp.me/img/ft/c66b5baae22e0ed928b977f54a92e3fed076ada9.jpg
2011-02-18 02:23:00

Author:
warlord_evil
Posts: 4193


Well, here's my very first LBP2 logic system (seriously, got the game and searched here for analog addition, ended up making this mess during the first 24 hours, then spent 48 fixing it....)

Top Left:
http://img109.imageshack.us/img109/2402/topleftlogic.jpg
Top Right:
http://img694.imageshack.us/img694/6481/toprightlogic.jpg
Bottom Left:
http://img707.imageshack.us/img707/2658/bottomleftlogic.jpg
Bottom Right:
http://img823.imageshack.us/img823/8509/bottomrightlogic.jpg

At the corner of each image, you'll see the same microchip, gives a sense of scale. The whole thing takes up more than the entire screen when fully zoomed out.

This is the logic for a tower defense level.

What is shown is the turret placing, pricing, detecting, and upgrading logic, as well as the turret logic and camera zoom.

(EDIT: Variable Damage as well, it's hard to see but it's on the far right)

The cursor detects whether a turret is present.
If yes, detects upgrades on turret, and adjusts upgrade system to match that of the turret.
Upgrades can then adjust turret properly.
All costs scale in price.
Resets when no turret in range, and then redetects upgrades when turret is found.
Upgrades consist of 5 different types (damage, range, rate of fire, special, status effects) with 5 tiers each.
The system is completely debugged (surprisingly)

Probably easier to use a sequencer for some stuff here, but meh.
2011-02-18 07:16:00

Author:
SSTAGG1
Posts: 1136


[removed for space saving]

24 hours?!

I want your brain
2011-02-18 08:08:00

Author:
Epicurean Dreamer
Posts: 224


My most complex logic was a..... button. Yes, I barely use ANY logic in my levels. (Not that I'm a good creator, though.)2011-02-19 16:15:00

Author:
DominationMags
Posts: 1840


http://i5.lbp.me/img/ft/315e5a74253a27e3fb70393f705bedd26ae5e0a0.jpg

The basics for my BIT.TRIP BEAT demake. In case you don't know it, it's basically Pong versus a machine gun.
If anyone knows a better way to make a combo system than I made at the controlinator's bottom, please tell me :/
2011-02-20 17:40:00

Author:
Unknown User


I made this little thing earlier this evening. I thought you guys might be interested in, cause it could save you some thermo space.

http://i1.lbp.me/img/fl/b31987c7700eec05d62d2b53f1db7ad2299a035f.jpg

What it is is a holographic follower that follows the player (Right circuitboard), and there are "Spawn points" (Left circuitboard) for the objects you want to appear placed around the level. When the player/bot gets within range (just before the player can see that spot on the screen) the holographic follower homes in on that spawn point and quickly emits the object before the player sees it. (The emitter is set to infinite time, destroy oldest when max emit, and max emit to whatever you will have most on the screen, most cases around 5-10, The emitted objects hold a tag that turns off the spawn points tag to prevent the follower from staying at that spawn point) Then when the object gets destroyed by however it usually does (in my example when the bot with the blue tag passes by it) the spawn point is destroyed as well.

tl:dr version: Instead of having 40 some of your own animated-thermo-eating point bubbles or whatever (in my example Sonic Rings) on your level. There only by a fraction of what you have in the level on at a time, saving you quite a chunk of thermo space. (Unlike LBP1, most emitters don't take up thermo space unless they are active) I had around 30 of the same 2 objects throughout the level that took a lot of space. Now only about 5 total from both objects appear in the level at the same time, This took off at least 15% of my thermometer.

The picture is actually an outdated version of what i made, I was trying to get the holographic follower to do 2 objects at the same time but couldn't so I just splitted it up into 2 different holographic followers and added an extra OR for them to find the player/bot if he/she dies

EDIT: I might make a video tutorial on this. I'll bet people could really use this, that and I would love to try to go for the "See What I did there" Secret pin
2011-02-21 06:37:00

Author:
JKthree
Posts: 1125


^ That system is almost exactly what I needed to create, lol. Only difference is I've got 6 of the spawners, and about 40 emitters, some of them hooked up to randomisers. Used for my gigantic space map which has several star bases, enemies, asteroids, stars, etc.2011-02-21 09:59:00

Author:
SSTAGG1
Posts: 1136


The logic for my level continues! These are all one big set of logic for a vehicle I'm building at the moment...

http://ic.lbp.me/img/ft/d9c6ef88c8039ff539b21104e9375f150040263f.jpg
2011-02-21 21:26:00

Author:
Vandalite
Posts: 20


Logic based around the sims interface

http://ic.lbp.me/img/ft/5dc86b9059cccee0631ad715437016be0e75fd23.jpg

A level I just published but forever tweaking it to get it working properly. In theory most of this logic could double with more players, keeps track of all needs/skills and gives points plus it has a day/weather cycle.

Try it if you want to
2011-02-21 22:23:00

Author:
PerfectlyDarkTails
Posts: 269


My level has some pretty simple logic, but its quite a lot, pic soon2011-02-24 01:21:00

Author:
m4tr1x35
Posts: 50


It kills me a little bit that I re-implemented a selector using crazy amounts of logic in order to add wrap-around functionality and then it occurred to me the following day that I could just have added 2 states to the selector to output back into the selector.2011-02-24 03:42:00

Author:
Unknown User


The selector comes with wrap around functionality....2011-02-24 09:16:00

Author:
rtm223
Posts: 6497


Just after the second day of LBP 2's release, I was making myself a logically-complex UFO (complex for me at least ) and it used 3 controlinators for 3 players. Without even realizing it, I created a custom "chip" on it that I haven't been able to reproduce, even after looking at my logic (at least until a week afterwards after asking my computer tech. teacher about logic gates). After drawing out the logic, I was finally able to reproduce it and store it all into one chip. It's fairly hard for me to explain logically, but I will use my UFO as an example. The chip basically has 7 inputs & 2 outputs (3 from controlinator activation & 4 for output activation, 1 for 2 controlinators and 2 for 1 controlinator). The chip allows the 1 controlinator, pilot of my UFO, to activate side-guns on the UFO if no gunners are present but, if a gunner is in one of the other controlinators, control of that side's output is given to that side's gunner (my UFO actually has 4 guns, 2 on each side for each gunner, which would require 2 of these chips). The 7th input is actually the "active" input of the chip, which would make it so that the gunners cannot fire if the pilot is not present. I don't know if anyone has already made a chip for this, but I couldn't find any after extensive searching (or at least any being shared). I'm sure there's more applications for this chip than just to activate weapons and isn't restricted to 3 controlinators, especially since I used it to modify a friend's 2-controlinator helicopter (which worked perfectly, since it had 2 different weapons). If anyone wants this chip, you can add my PSN ID: "Shuriken_Star"2011-02-24 23:57:00

Author:
Shuriken_Star
Posts: 114


(Thinks of plan to beat everyone's logic.) (Plan is: Put random logic on a microchip, connect all the logic randomly and then appear smart. ) Hehehe! >:-D (Random logic turned out to be self-destruct button for LBP2 D: )2011-02-27 21:19:00

Author:
creator22
Posts: 162


http://i1.lbp.me/img/ft/8f141bbe5c1a6e0c0422bbf1ab26619c7b2ded52.jpg

what it is is a shooting turret that fires plasma when the ship (the player on a controllinator) is in range. if the player destroys it with its electricity shooting abilities the player gets 100 points. This is featured in my upcoming level: Virus!. See signature for details.
2011-02-27 23:29:00

Author:
DominationMags
Posts: 1840


I did impossible logic :

http://id.lbp.me/img/ft/f8d5bc857eaea1df8fad780ee6e52a311fe2b885.jpg

It happened moved that sequencer to microchip, when i hide it wires become invisible, captured still have that glitch
2011-02-28 10:57:00

Author:
Shadowriver
Posts: 3991


I haven't done much logic yet, but I did make a really simple "Hatless Creatinator" effect, using a circle of hologram, then making it follow the sackbot as fast and as close as possible, then using the look at rotator so it will point at players, and finally an emitter to fire the projectiles (in this case, fireballs)

I know that's really basic compared to the other stuff in this thread, but I just wanted to share it (:
2011-03-01 08:59:00

Author:
Matimoo
Posts: 1027


I have a fully functioning LBP1-2 Music randomizer, that features every track in the game at the press of a button Of course, its just a counter set to 1 and a randomizer hooked up to each of the inputs of the music tracks, but it took 5 minutes, and im proud of it 2011-03-02 00:05:00

Author:
grayspence
Posts: 1990


Not like it would help, but another way to make the toggle switch is to make a selector set to 2 ports, attach whatever the input is to the cycle input of the sequencer, and attach one of the sequencer's outputs to whatever is toggled. 2011-03-04 01:06:00

Author:
L1N3R1D3R
Posts: 13447


Not only that, you can use it as a set-reset switch too ;]2011-03-04 20:05:00

Author:
Shadowriver
Posts: 3991


This isn't as complex as some of the other logic here, but this is a timer I made. It can count up to 99 hours 59 minutes and 59.9 seconds, and has a reset button:
http://i7.lbp.me/img/ft/0b7e16b9a71893109b81d04e6311dd453e0ce0ea.jpg

Then, from that, I made this 12-hour digital clock. It even has an AM/PM switch and a flashing colon :
http://i2.lbp.me/img/ft/6e25ade6c00c5ecd888674aee0dee6f5d0083e3b.jpg

EDIT:

And here's a GH/RB clone I've been working on. It's not finished yet, but the base is set. I just need to add a sequencer to set the order of the notes and put some music to it. Oh and I'm left handed, by the way. So that's why the colors are in the order they are in. It works with a guitar controller too:
http://if.lbp.me/img/ft/c8f4c4f7b7946c12097dc662b4fde59ead673f05.jpg
2011-03-08 13:08:00

Author:
maddoggnick96
Posts: 272


@maddoggnick96 that timer seems more complex from timers that i usually build, hmmmmm... it has any other functions it has except count time in one direction? or it's just using sperate timers for hour minute and so on? if that 2nd then is it synced right?2011-03-08 16:39:00

Author:
Shadowriver
Posts: 3991


@maddoggnick96 that timer seems more complex from timers that i usually build, hmmmmm... it has any other functions it has except count time in one direction? or it's just using sperate timers for hour minute and so on? if that 2nd then is it synced right?

I did mention it does deci-seconds, right? From left to right, the selectors are:
- Deci-seconds (10 digits)
- Seconds (10 digits for the singles space and 6 for the tens space)
- Minutes (Same as seconds)
- Hours (2 10 digit selectors for both the single and tens spaces)

Then on the bottom, there's a timer all the way to the left and the rest are counters. The timer counts to 0.1 seconds. The toggle switch on the bottom is to turn it on/off. The AND gate has the toggle and the reset button set into it, so if the timer is running and you hit the reset button, it will turn off the timer. The OR gate next to it checks for either the start/stop button or the AND gate. Finally the OR gates next to the timer and counters checks for whether the reset button is pressed or if the timer/counter is full.

That's a full run-down of how I went about it. I never really thought of any easier way to do it. I didn't intend to go through what I did and optimize it. I just figured "make it and leave it". That would be a good habit to gain though. Now that I think about it though, I could put the first output of the selector into the cycle input of the next without having to use the extra counters. I think I might do that now. Sorry if this was all obvious to you.
2011-03-09 03:00:00

Author:
maddoggnick96
Posts: 272


Well i usually do selector chaining to build counter display and as it is counter it allows to build timer

http://www.youtube.com/watch?v=jSC08HofR4k
http://www.youtube.com/watch?v=rvjzKhLMR9w

If you add extra digit on beginning and set timer to 0.1 you should get deci-seconds.
2011-03-09 16:03:00

Author:
Shadowriver
Posts: 3991


http://images.orkut.com/orkut/photos/OgAAAILVWSi8JUyQylNIOezLVQihYX5eu9Pz9eGgClba1MwJAm YNbG-XjmEpI9lgeJ9njj5zHDeQBeW2LLUlaN6bRO8Am1T1UFvJAvyBO k0DwrqRuYZCQZDX0kza.jpg

this is the logic from my Sackarmor (of my level SN! Building 2) its not complex as many of other logics around here i guess!

well, the top chip, is for the hologram used to hold the sackboy, and to make the spinable aim, this way the sackbot can shot some elements, at the right, is the controlinator, and some validators to use the shots (like, need to press L2 + Left Stick circle, triangle or R1) the central one, is about the sackboy, some of his behavior (sleeping when off, and active when using) and the left chip. is about the overhating ssytem, if you shot too many times repeatedly, the Sackamor overheat, and you need to wait for the cooldown!

well, i made another one, called Sackarmor 2.0 , its wayyyyyyyyyyyy more complex than this one, and so **** complicated, its hard to explain, because its does a lot of things, its something like 4x bigger than this one, i made it just for fun, and i placed it, on my level called "The Sackarmor 2.0 - cool sackbot for free!" i gonna place some screens of its logic as soon as i get home!
2011-03-09 18:38:00

Author:
Unknown User


My most complex, nothing much, but I'm proud of it. It makes it so you have to shoot the targets in a certain order. The Microchip in the far right isn't relevant.

http://img535.imageshack.us/img535/6415/supercoollogic1.jpg

So, um, yeah >.<

EDIT: At the guy above me (Tochjunin), you can take higher quality photos using the in-game camera and uploading it to lbp.me or Exporting it to the HDD
2011-03-09 21:05:00

Author:
kirbyman62
Posts: 1893


oh really? i dont mess with the photo camera too much, thx for the tip!2011-03-09 22:58:00

Author:
Unknown User


vell this is some of my works, i puts 4 of my most cool inventions i guess

http://images.orkut.com/orkut/photos/OgAAABuGBgZLFt2YSA7a5AHkO6jjKTc3rfdhmNSOLq2x3kHc12 6O6ahUbPF5ihRg_f81z6W0jxLwyqFsuD6IwqiPlicAm1T1UPmO-a50KsmeARIUX4tqg1UJqBag.jpg

this is i made for my level (Into The Temple REMAKE) its a butterfly who follow you and keep flying around you, it fly around a red tag too if any one is present (he priorize the sackboy)

http://images.orkut.com/orkut/photos/OgAAAC-Xyb-BoM8dOledbjIXgQVHXTaEiJzT67xVeyKF4tgTCGFdhV4uDyjIr vrgtrak5AnZvWjY8xHvw2MOvxnjMzoAm1T1UGxmllMdG_l_wRy gtBJuGN6jZSio.jpg

this one i made for a basketball level for my friend (Basketball 2 [1-4 players]), i made this one on base of the sackarmor, it can double jump, and around the stage you can pick powerups, like long jump, speed up, untouchable (you cant be grabbed) and flame (you will be set on fire and can burn your adversaries.

http://images.orkut.com/orkut/photos/OgAAACduz2HZliS563BlVo-9LrZiX1Et-wbM6wV6OE3DSBSBrXdzdF4lCMNAhTnYkxXRjCZd9j-uZQoy-5oSqrbXXusAm1T1UKBSMSuniuEer4TKCwOXnrv7oz2S.jpg

this is what i call "DJ Box" well, actually i was really bored playing a "workshop" with my friends, and made this one,i think it is pretty funny, you can put sackboys inside and they bounce really fast, and, the "DJ" will be on the controlinator, the DJ can change de music, with the button can play piano, and he can spin and move around, change the colors. is just for fun

http://images.orkut.com/orkut/photos/OgAAAM_MW0rSlTz2o1QNprPYsSKcoKwFxkpQZ1fbfvyfAgHQKQ 33O4ai7X9b3d_gAMfTs4lksoZ_ryVPNC6bXaCU1GEAm1T1UIyq OzUwbq8i_pZE3qZvv1KSVQg3.jpg

this is my best creation, i call it "Sackarmor 2.0" well, its hard to explain how its works, bacause lots os chips everwhere with lots of logics, well, i can tell, it does all what sackarmor 1 does, and he can jump nonstop, he can fly, he can turn in fire, or eletricity, he can shot missiles, and have a shield barrier who hold any incoming missile, he can shot a ball who emits a signal, this way missiles will follow this signal instead of anything else, he can do the S shots, (its a bigger version of normal shots) and do the X shots, its like a special move, like rain of fire, and thunder tempest
the hard part, is, that the hologram (where the sackboy stay) dont have any whire atached to the sackbot, its all remote, this way, the sackbot always reborn by a emitter, so, the sackbot is immortal.
by the way you can have it for free in my level, and see the logic by yourself ("The Sackarmor 2.0 - Free cool sackbot with powers!")

so, i have some other stuff, but i not gonna waste time for you guys anymore! lol
2011-03-10 01:20:00

Author:
Unknown User


Here is my most most spacetaking logical circuit:
http://www.lbpcentral.com/forums/attachment.php?attachmentid=32042&d=1299794454
It is an Analog-to-digital converter (https://lbpcentral.lbp-hub.com/index.php?t=52525-Digital-value-functions) converter based on the prinsiple that sequencers have a positional input. It basicly converts analog signals to BCD-code, so that I can combine it with my Seven Segment Display (https://lbpcentral.lbp-hub.com/index.php?t=52525-Digital-value-functions) which is also some of my most complex logic.
http://www.lbpcentral.com/forums/attachment.php?attachmentid=32043&d=1299795110
The seven segment display simply displays BCD-code as a viewable decimal number. The seven segment display needed the most planning and use of different logic combination, while the Analog-to-digital converter where the one which created most lag while editing.

And everything is white, because I can.
2011-03-10 22:13:00

Author:
MoareAI
Posts: 13


Just made a ridiculously simple (for what it is) damage system that can use healths of 1-30000, damage of 1-10000, with health reset to max option. The pic also show the projectile used to cause the damage. See here (https://lbpcentral.lbp-hub.com/index.php?t=53169-A-New-Damage-System!-Advantage-in-variability-but-hard-to-display-*Now-with-pic*) for a little more explanation on how it works (I'll have a tut soon that explains it better).

http://ic.lbp.me/img/ft/98cd75ade813e3cabef217f3e727511d301d37a7.jpg
2011-03-18 08:17:00

Author:
SSTAGG1
Posts: 1136


Here is my currently most complex logic. Well i thought it was until I saw some of those lol.

It's a binary based bank system for a tower defense level.

http://i135.photobucket.com/albums/q149/tbradt/lbp/lbp2%20complex/All2.jpg

The left row is my tower/enemy stuff, the other row is my binary math/bcd converter/bcd circuit (with exploded views of the components)

I didn't take a closeup of the BCD converter, but basically it does what is said. Tygers designed the MCs on it (mine weren't well optimized at all), so i don't really have a lot of work to show there anyway.


http://i135.photobucket.com/albums/q149/tbradt/lbp/lbp2%20complex/Moneysubtract.jpg

that's the logic for the towers. the top MC is there to check to make sure you have enough in the bank for the tower you chose (this has still not been optimized, so there are a few extra parts in it for testing)



http://i135.photobucket.com/albums/q149/tbradt/lbp/lbp2%20complex/binstorageadder.jpg

This is the heart of it all. the top row of microchips are basically the same thing as the one exploded but they are looped back on themselves to become a persistent storage that is then represented in the tags. The tag sensors are the various build/damage operations.



http://i135.photobucket.com/albums/q149/tbradt/lbp/lbp2%20complex/bcd.jpg

This is the BCD logic, there are four of these attached to my binary to BCD converter. Each has a set of score givers on them so when the level is over i can transfer the bank to the player score.



http://i135.photobucket.com/albums/q149/tbradt/lbp/lbp2%20complex/grid.jpg

and just for giggles, that is my cursor grid movement MC complete with border detection and long press movement. If you hold the direction button there is a brief pause then it starts stepping rapidly in that direction until you release. If it hits the edge of the game board, or restricted area, it will no longer move in that direction.
2011-03-18 21:44:00

Author:
tdarb
Posts: 689


@tdarb - you most certainly create the cleanest looking circuits. 2011-03-21 20:15:00

Author:
Shanghaidilly
Posts: 153


I'm still poking away at my competitive dodgeball level using vehicles and figured i'd include an updated version of that vehicle logic code:
http://i3.lbp.me/img/ft/053302e1a98a008937c7d349508b900bfb30b71a.jpg

Green circuits:
top-left: Out-of-bounds detector - Detects when vehicle is about to cross a line it shouldn't, and will generate repelling force, stopping vehicle before it goes over the line
Middle-left: Player selector - There's gonna be four of these vehicles, and this circuit is the only hardcoded thing in them. This will select which of the four players this particular vehicle is.
Bottom left: This controls the health display of the vehicle. Lights blink very quickly when health changes, and indicates period of invulnerability. When down to 1 hitpoint, last health bar blinks slowly.
Bottom: Vehicle-ball interaction circuit - Contains the sensors, tags, and control circuitry for grabbing the ball. also activates the 'overload' circuit (just to its right) if more than one ball gets 'caught'.
bottom right: This is the main circuit on the actual ball. The ball itself provides the movement force when it's thrown, so the circuitry for passing the firing signal and strength gets kinda crazy.
Middle - Main control circuit for outer ring. also houses impact detector.
top right - Sub-cuircuit used for controlling firing strength and firing pulse.

The big blue circuit in the middle: The controllinator! Contains the OOB detector, player-select, light controller, and firing-control circuit boards, and handles all the interactions between them and the detector/control circuits placed on the outer ring.

The sad part is, it's not quite done yet. The 'mechanics' of the vehicle are working now, but I still have to add circuits for game-flow control and signalling, and these circuits are just for the vehicle and ball. There's a whole slew of circuits already embedded in the game field itself, although the main game-control circuit is mostly empty, so i havn't included it yet.
2011-03-22 06:28:00

Author:
Vandalite
Posts: 20


@tdarb - you most certainly create the cleanest looking circuits.

Thanks. Untidy circuits bother me. My cursor grid circuit still bugs me because it just looks insanely cluttered to me.
2011-03-22 11:16:00

Author:
tdarb
Posts: 689


This heap of logic controls the slot machine on one of my levels, "The Industrial Slots"

http://i.imgur.com/B6hIF.jpg (http://imgur.com/B6hIF)

Starting from the left side of the picture, in a clockwise direction:
---------------
- Game sequencer, which controls how the game proceeds (you push the button, the game spins the dials, and dispenses the winnings, if any).

- Dial spinner/randomizer, which starts spinning the dials when a signal is received. It also makes sure that all dials stop on a picture (or a tag, which varies per picture), not inbetween of any.

- 4 demultiplexers for winnings (checks whenever there is 2 or 3 of any specific picture, and outputs a signal accordingly)

- OR gates for emitters, most messy circuitboard of all (winnings vary on which pictures the wheels stopped at, and how much the player had bet on them)

- Coin microchip, has a material modifier (removes friction, which was a real problem with the mechanics), and a tag sensor for destroying the coins.
----------------
Not shown is the coin logic, which basically makes sure that only one coin a time comes through, checks if the picture had any winnings/dispenses more coins accordingly, and finally destroys the coin. Also, the electrified hologram prevents players from jumping in and glitching the entire system up

############

My recently-retrofitted elevator system, on the very same level:

http://i.imgur.com/BTlW1.jpg (http://imgur.com/BTlW1)

The circuitboard on the left controls the basic floor logic - it checks whenever the elevator is on a floor, and stops it if required (no signal = stop on the nearest floor). It also controls the doors (doors do not open until the elevator has stopped, and they do not open to walls). Previously, the mechanism was manually controlled by a set of levers, but now it is controlled by a automatic call system.

The mechanism in the center uses tags & a look-at-gadget to find out in which direction it is suposed to go. The picture doesn't show the floor selector circuitboard, which ensures that no multiple tags are active at the same time. There are several switches which can be used to call the elevator/make it go to a specific floor.

The circuitboard on the right makes the elevator stop smoothly. Previously, the elevator just harshly stopped on its position, making objects jump in the process. This circuitboard ensures that the elevator doesn't move too harshly when starting from/stopping to a floor
2011-03-22 21:29:00

Author:
OrwellianStuff
Posts: 90


Sooo you guys are going to hate me, because i setup my logic in the general direction all the activity is going


http://i6.lbp.me/img/ft/9c62edf2afac2fed1fed7aa8207df37bdcf6dc4b.jpg

This is the most basic enemy in my RPG game. Basically the red tag switch (Revenge) goes to XOR gate connected to the randomizer in the middle, and that randomizer picks one of three characters to attack--which goes to another microchip with more randomizers for different attacks, which are tied to different sequencers for each attack, and microchips to regulate how much damage a character receives based on what armor is equipped and the characters DEF stat

The XOR gate to the left of the randomizer are for abilities like taunt because the enemy will be enraged and attack whatever character you want them too. Keeps them off the mages. Then there are other things that are tied to the XOR switch like canceling turn abilities.

The microchips on the side as you can see are different tags for different weapons, and a bunch of variables that judge how much damage the character does based on thier current weapon and ATK power. The other tags are variables for attacking characters that are not dead and receiving turns based on if other enemies are dead.

So yea, i am making a more accessible version, and this is only the first half of the chip...it would take a bunch of time to accurately explain it all but its basically the different actions/decisions the enemy will take.
2011-03-24 02:21:00

Author:
Rpg Maker
Posts: 877


Sooo you guys are going to hate me, because i setup my logic in the general direction all the activity is going


http://i6.lbp.me/img/ft/9c62edf2afac2fed1fed7aa8207df37bdcf6dc4b.jpg


OMG!! How can you do anything with that?

The description sounds like it is really good, but that picture is gonna give me nightmares lol
2011-03-24 04:42:00

Author:
tdarb
Posts: 689


@Rpg Maker, hohoho good to see someone with messy logic as i do ^^2011-03-24 04:44:00

Author:
Shadowriver
Posts: 3991


Sooo you guys are going to hate me, because i setup my logic in the general direction all the activity is going


http://i6.lbp.me/img/ft/9c62edf2afac2fed1fed7aa8207df37bdcf6dc4b.jpg


And I thought my circuits were messy, because they are usually very tightly packed + split onto several circuitboards in several locations.. That looks completely incoherent to me (it's very hard to see where each of the wires is going).
2011-03-24 14:47:00

Author:
OrwellianStuff
Posts: 90


Yeaaaa its like my sloopy handwriting, only i can read it lol If you follow the wires its very hard to read actually.

Its sort of like a huge cycle, so its tough to keep it clean without the wires eventually crossing each other a bunch of times, since most gates are going to more than one input they are activating. But needless to say i could be a bit more organized, which is why i gotta spend the full day just sorting out my logic for others to view and not give them "nightmares" lol
2011-03-24 17:57:00

Author:
Rpg Maker
Posts: 877


http://ib.lbp.me/img/ft/31b38187a86f063957877a317b132579bd5607e0.jpg

This is the logic for my key locker. The logic at the bottom is for the numbers, the logic at the top for controls and events.

http://i3.lbp.me/img/ft/1437625d897b1a32e3ede2c8e8a38ff1f5830b36.jpg

This is the logic for the boss battle in an upcoming level of mine. Only half the logic is shown in this picture, as the boss relies on a plethora of tags below it.
2011-03-26 13:10:00

Author:
FlipMeister
Posts: 631


I don't know if anyone has made one already but, since I couldn't find any, I created directional OR, XOR, & AND gates. They are able to take in positive or negative signals and relay that signal to the output. In the case of the +/- AND gate, it requires both inputs to be either + or - & its output becomes that signal. I haven't tested any of the gates to see if they can work with analog signals, but I'd have to guess that they couldn't. I'm currently making a level to demonstrate and give away these logic gates, as well as some of my other useful logic, and it should be finished fairly soon. If anyone wants them before I publish my level, you can add my PSN ID: "Shuriken_Star" (& be sure to put "LBPC" into the message so I know where it's from)2011-03-29 20:45:00

Author:
Shuriken_Star
Posts: 114


Sooo you guys are going to hate me, because i setup my logic in the general direction all the activity is going


http://i6.lbp.me/img/ft/9c62edf2afac2fed1fed7aa8207df37bdcf6dc4b.jpg



He he he! Awesome! Looks like my logic before I started using nodes..

But.. Doesn't this lag like crazy when editing??
2011-03-29 20:56:00

Author:
Discosmurf
Posts: 210


He he he! Awesome! Looks like my logic before I started using nodes..

But.. Doesn't this lag like crazy when editing??

It did, i spent a full day putting everything in microchips--which wasnt fun. It still lags whenever i open the microchip--the battle chip's length is almost half the height of the entire level closed. I started using notes too but i eventually just switched to naming every microchips, since putting down notes, due to lag, is annoying and tedious with it freezing for 30 seconds every time i want to place something down lol
2011-03-29 22:02:00

Author:
Rpg Maker
Posts: 877


Here's my whole Sackbot X - Flame Jungle level in create mode. Not all of the logic is open. I opened up Sackbot X and enemy logic to the top of the picture.

http://linque.pp.fi/LBP/LBP2/Sackbot_X_Logic/flame%20wolf%20logic.jpg

right click & view image to see the image in actual size
2011-04-01 18:56:00

Author:
Linque
Posts: 607


Does music count?

http://i6.lbp.me/img/ft/7e6cbeb72cc7166a2451b9ca64340b2ea0562385.jpg
2011-04-02 00:09:00

Author:
Mr_T-Shirt
Posts: 1477


Here's my whole Sackbot X - Flame Jungle level in create mode. Not all of the logic is open. I opened up Sackbot X and enemy logic to the top of the picture.

"Image was too big to put in quote"
right click & view image to see the image in actual size

OMG, that looks incredible!
How many microships are it? I think more then 50!



Does music count?

http://i6.lbp.me/img/ft/7e6cbeb72cc7166a2451b9ca64340b2ea0562385.jpg


OMG too. How do you call the musics? They look pretty good!
2011-04-06 21:13:00

Author:
yoda97yoda
Posts: 121


I've published a level for my directional logic gates! Lbp.me code: "zt459g" (extra custom microchip included)2011-04-08 05:39:00

Author:
Shuriken_Star
Posts: 114


My sackbot has its own popit.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=32934

You can win this to see how it works in my level https://lbpcentral.lbp-hub.com/index.php?t=48600-Super-Sackbot-Including-popit
2011-04-10 16:37:00

Author:
springs86
Posts: 785


The most complex logic I've ever made was a wheel ._.

LOL that made me chuckle
2011-04-16 23:43:00

Author:
Unknown User


The logic for my Sudoku Level (http://lbp.me/v/z1-56v) was very simple, but took a very long time due to the lag that happens when there are too many wires coming in and out of one microchip.

http://i5.lbp.me/img/ft/345a784676d048f88f4ab33295c0018e0bfea932.jpg
http://i9.lbp.me/img/ft/98958030a563bd248100609432c5aeaa5ade7cba.jpg
http://i2.lbp.me/img/ft/6e24e4c0cb6ced322e61af25b3ec6f2116bfaf50.jpg
http://i1.lbp.me/img/ft/541d9627bf68a68c07b79cb79b91265a3984d53c.jpg
http://i6.lbp.me/img/ft/57699b64af8f7575cd08a17bb1d3cdd0554cf0c0.jpg

And the lag was so bad that some wires started disappearing!!
http://i0.lbp.me/img/ft/9f00f1e596c56c81953a30356bcc7af1f1a27528.jpg
2011-04-17 10:38:00

Author:
Skalio-
Posts: 920


While certainly not as crazy as some of the other stuff I've seen here, this....


http://i1038.photobucket.com/albums/a463/Evilwuun/APhoto-1.jpg
...allows me to have two sackbots that I can switch between with R2 and L2, have follow each other or stay put with triangle, and best of all, respawn (and pop by holding L1 if they get stuck)! Granted, at this point they also have a level forming around them, as well as looking entirely different...red and blue is played out if you ask me...
2011-04-22 10:06:00

Author:
EvilWuun
Posts: 152


The logic for my Sudoku Level (http://lbp.me/v/z1-56v) was very simple, but took a very long time due to the lag that happens when there are too many wires coming in and out of one microchip.

http://i5.lbp.me/img/ft/345a784676d048f88f4ab33295c0018e0bfea932.jpg
http://i9.lbp.me/img/ft/98958030a563bd248100609432c5aeaa5ade7cba.jpg
http://i2.lbp.me/img/ft/6e24e4c0cb6ced322e61af25b3ec6f2116bfaf50.jpg
http://i1.lbp.me/img/ft/541d9627bf68a68c07b79cb79b91265a3984d53c.jpg
http://i6.lbp.me/img/ft/57699b64af8f7575cd08a17bb1d3cdd0554cf0c0.jpg

And the lag was so bad that some wires started disappearing!!
http://i0.lbp.me/img/ft/9f00f1e596c56c81953a30356bcc7af1f1a27528.jpg

Morgana won't be happy.
2011-04-22 17:58:00

Author:
Ayneh
Posts: 2454


The electronics for my Leopard 2 (https://lbpcentral.lbp-hub.com/index.php?t=53007) tank:

http://www.lbpcentral.com/forums/attachment.php?attachmentid=33578&d=1304279081
2011-05-01 20:47:00

Author:
Ayneh
Posts: 2454


This is Malices Logic in my V3 game.. not too ridiculous I guess but my characters heat up the thermo quite a bit due to having roughly 50 emitters on them each... most other vices have the same logic aside from the 3 skill chips on the right (green, purple and navy chips) Some of this is a little embarrassing because I know theres easier ways to do some of the things inside.. just thought Id share.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=33539
2011-05-14 06:10:00

Author:
Dortr
Posts: 548


Thought one of my recent inventions would be worth enough for this. This people-moving machine is controlled by a sequencer, which then controls what operations are executed in which order, and also ensures that operations do not overlap/do any other unwanted things. It is intended to transport people around the level, both horizontally and vertically

First, all logic chips I could find quickly (main controller, sequencers w/global tags, sound effects, motor controller with tag switches+speed governor, piston controller #1, as far as I remember, I never wrote any formal plans for this *) :

[*It backfired once today - I had to hunt out a small but very problematic logic fart; elevator shakes when going down->tags trigger even when not intended->causes the sequencer stop to release when it's not supposed to->goes out of sync->crash to the wall breaking the cabin physically when the motor starts running with the cabin still down->cursing when I have to rewind all the way back]

http://i0.lbp.me/img/ft/5502159a21b306db21adc7529e06542182880c37.jpg

Pan on the main controller chip, this is the heart of the system (probably a bit easier to understand, if you can read from wires) :

http://id.lbp.me/img/ft/1dd5d1fe7e6c36a858995964c885dd5dcb3cd066.jpg
2011-05-19 20:30:00

Author:
OrwellianStuff
Posts: 90


I made a kind of pacman, but the player being made out of hollogram, I had to create my own path system. At the end, the system was slower than the player, so it would go through walls. I fixed is : as soon as you are inside a wall, a follower grabs you to the last intersection. It makes a 2-frame bounce everytime you hit a wall head-first, but it looks great. But the pain was to place a chip of 3 tags on every intesection of the maze

I just finished a complex health system. For now it has only 10 max health, may change it to 100...
It took 3 hours to build it, can't wait to send it to the Creator's toolkit !

Here, see my pictures... http://lbp.me/u/pivottt/photos
2011-05-25 01:23:00

Author:
Unknown User


In the levels I make I just cannot find a way to use THAT much logic ._.2011-05-25 04:22:00

Author:
DominationMags
Posts: 1840


Then you don't think about interactivity in your levels ;] thru if you do platfromers then less logic is natural2011-05-26 13:41:00

Author:
Shadowriver
Posts: 3991


i think rpgmaker should show us the freakin crazy *** logic i saw a while ago. i fainted and just said i was on brb :/2011-05-29 08:43:00

Author:
nerzdadestroyer
Posts: 1527


http://i6.lbp.me/img/ft/9c62edf2afac2fed1fed7aa8207df37bdcf6dc4b.jpg

Tidy that up with nodes! I can't tell where each wire is going.
2011-06-16 15:56:00

Author:
L1N3R1D3R
Posts: 13447


OMG my old monster chip! I forgot i posted this lol

You dont follow the wires in this logic. See how some of the gates and switches are facing a certain direction? Its not as complicated as it looks and most of the wires were going in multiple directions. I know it like my backyard, but i imagine its pretty hard to read looking at it. That said its really old and my logic is a lot more organized now.

@ nerdz Nah, i dont feel like explaining it all, Think i confused enough people lol
2011-06-16 18:59:00

Author:
Rpg Maker
Posts: 877


For giving score points in Frootaloot, I used a 100-port selector with each input being connected to a tag sensor, each one requiring 1, 2, 3, ..., 100 keys. It was THE most boring thing to connect up, and unusually tricky too, seeing that the selector turns invisible if you're not zoomed out enough.

Some other complex logic I used was in making a 4-bit multiplication machine.
2011-06-17 11:53:00

Author:
Unknown User


http://ia.lbp.me/img/ft/a5ae1f6fd82ba1ff85d90fee5fe8948d87f520f8.jpg

The logic for my vertical shooter's ship (and its follower; most of it is on the follower). I don't think I have it all open even, but the framerate started to become dangerously low.
2011-06-19 17:41:00

Author:
Antikris
Posts: 1340


Wow.... there's some horribly complex stuff on here. I thought the logic I have for the level I'm currently making was quite complex.... but not compared to this.

4 questions:

1) How do people go about their logic? Do you know exactly what you want to do from the start, or do you start simple and build on it?

I go with the latter. For example, in my Checkers level, I started thinking.... right, how do I select a piece and get it to move. How do I get a piece to capture another? What about King pieces.... multiple capturing, compulsory capturing..... etc etc. I kept finding breaks, so I had to keep adding more logic to prevent it. Was really worth it for those 11 plays I got

2) Do you microchips not get very laggy?

My microchips are less complex than a lot of these, but I still get to the point where connecting one piece of logic to another can become a real chore because of the huge amount of lag.

3) Does organising your microchips via nodes make it less laggy?

4) Does making your logic pieces different colours make it more laggy?
2011-06-22 09:13:00

Author:
Ali_Star
Posts: 4085


My microchips are less complex than a lot of these, but I still get to the point where connecting one piece of logic to another can become a real chore because of the huge amount of lag.
If you construct your logic on a piece of cardboard before placing it in a microchip you can avoid lag altogether. ^_^
2011-06-22 10:07:00

Author:
Ayneh
Posts: 2454


If you construct your logic on a piece of cardboard before placing it in a microchip you can avoid lag altogether. ^_^

Hmmmm. I actually did that with my first piece of "improvised logic" in my first level. It wasn't complex at all, it was a game of Lights Out. I only did it because I didn't really know about microchips at the time. I'll post pics when I get back home, I thought it was complex at the time...... how wrong I was . Still proud of it though, at least I proved to myself that I could come up with ideas on my own.

I don't think it would have been useful for my Checkers level though, since each black square of the board has a microchip on it, with loads of logic inside, and I was changing it constantly (I'd change it one one square, then just paste it over the others).

There is another hindrance, in that it takes out the fact that you can activate/deactivate your microchip.

I shall take your advice into account though.
2011-06-22 10:26:00

Author:
Ali_Star
Posts: 4085


The other annoying limitation about it is you can't place nodes outside microchips, and I'm not sure what happens to nodes you've already placed if you move circuitry from a microchip to a piece of material.

When you get to the point where a microchip freezes for 5 seconds at a time when you try to edit it though it's pretty much a necessity.
2011-06-22 11:04:00

Author:
Ayneh
Posts: 2454


I'm pretty sure I have placed a node outside of a microchip before.

Yeah, the freezing can get very annoying. When you're trying to connect a wire to an AND gate (with one wire already connected), it can be incredibly frustrating. Because when it's frozen, you're tentatively holding the left stick to move the wire about half a centimetre, and you keep flippin' missing the input!

Maybe you can move some logic onto another microchip within the microchip (lets call it..... Insacktion, or even Inchiption ), to free up some space and reduce lag, but I tend not to do this if there's no other benefit to putting it on a chip. This is mainly because on another thing I'm working on (which will be part of a puzzle mini-game level if I ever get round to it), I moved some logic onto a chip..... didn't change any of it, and part of it stopped working for some unknown reason. It worked again when I took it off the chip (there was no input into the "activate input" of the microchip btw).
2011-06-22 11:17:00

Author:
Ali_Star
Posts: 4085


1) How do people go about their logic? Do you know exactly what you want to do from the start, or do you start simple and build on it?

For something as complex as what I am making (and there is way more outside of the screencap), I cannot just start with something random and then try to make it work together. I thought about the basis for most things a long while and developed basic concepts for this in a separate crater. I still do that. I am basically developing a logic framework that I can design my level within: systems for counting scores, lives, ammo, death, respawn, firing, impact, enemy generation and A.I., projectile A.I., powerups, U.I., background generation, sound effects, music... I can go on. There is a fabric keeping this together that keeps this together and although not perfect, I keep improving it and the end result as a whole gets better by it.

Advice? Get the hard things out of the way first. Starting a level, try to think of the most difficult challenge you will run into and develop concepts for dealing with that. Not only will it reveal the constraints of your level, it will hopefully also push you into finding the structure that will make your level work.

Get into communication in between logic via tags and tag sensors. Don't wait. Do it! The sense will come in time.
Recognize subprocesses, stick them onto separate chips for various advantages (of which one is organization).
Understand ana.log signals, continuous signals, pulses and framerates.
Making logic event-based should be your first choice, prescripting it from a sequencer second.
Sandbox stuff in order to test. Do it on another crater in isolation of other factors and when put into the bigger picture, test for the widest range of variables you can come up with.
Be your own worst critic. Revise everything. Learn from your mistakes.
Document! You don't want to come back a week later and not be able to understand your own work anymore. Give chips and sequencers titles, use sticky notes, colors and stickering.
Learn from others. The best ideas are seldom your own.
Don't add features before you have fixed weak points.
Forget deadlines. Publish when it is finished.
2011-06-23 12:27:00

Author:
Antikris
Posts: 1340


I'm pretty sure I have placed a node outside of a microchip before.
Can you explain how? :o

That'd be really useful.
2011-06-23 18:18:00

Author:
Ayneh
Posts: 2454


i love logic. i might post my most complex logic here. be prepared for the most logic on screen you have ever seen.2011-06-23 20:54:00

Author:
nerzdadestroyer
Posts: 1527


Can you explain how? :o

That'd be really useful.

I might be wrong.... and if I was right, it was probably by accident..... or I might have tried to place a node and failed..... my memory of the event is a bit fuzzy. It was a long time ago to be honest.
2011-06-23 23:32:00

Author:
Ali_Star
Posts: 4085


http://i1.lbp.me/img/fl/531c4f14a1b7c410e3007881cf37dbca1deaabd3.jpg

Totally not complicated.
2011-06-26 22:09:00

Author:
Cactii
Posts: 426


Can you explain how? :o

That'd be really useful.

I believe you can just clone one from inside a microchip with L3.
2011-06-26 23:29:00

Author:
Aya042
Posts: 2870


I believe you can just clone one from inside a microchip with L3.
As well as move them from the MC to another surface. You can't 'create' nodes directly on a non-MC surface though.
2011-06-27 11:16:00

Author:
SSTAGG1
Posts: 1136


As well as move them from the MC to another surface. You can't 'create' nodes directly on a non-MC surface though.

Yeah, that's true. I actually tested it yesterday.


For something as complex as what I am making (and there is way more outside of the screencap), I cannot just start with something random and then try to make it work together. I thought about the basis for most things a long while and developed basic concepts for this in a separate crater. I still do that. I am basically developing a logic framework that I can design my level within: systems for counting scores, lives, ammo, death, respawn, firing, impact, enemy generation and A.I., projectile A.I., powerups, U.I., background generation, sound effects, music... I can go on. There is a fabric keeping this together that keeps this together and although not perfect, I keep improving it and the end result as a whole gets better by it.

Advice? Get the hard things out of the way first. Starting a level, try to think of the most difficult challenge you will run into and develop concepts for dealing with that. Not only will it reveal the constraints of your level, it will hopefully also push you into finding the structure that will make your level work.

Get into communication in between logic via tags and tag sensors. Don't wait. Do it! The sense will come in time.
Recognize subprocesses, stick them onto separate chips for various advantages (of which one is organization).
Understand ana.log signals, continuous signals, pulses and framerates.
Making logic event-based should be your first choice, prescripting it from a sequencer second.
Sandbox stuff in order to test. Do it on another crater in isolation of other factors and when put into the bigger picture, test for the widest range of variables you can come up with.
Be your own worst critic. Revise everything. Learn from your mistakes.
Document! You don't want to come back a week later and not be able to understand your own work anymore. Give chips and sequencers titles, use sticky notes, colors and stickering.
Learn from others. The best ideas are seldom your own.
Don't add features before you have fixed weak points.
Forget deadlines. Publish when it is finished.


Sometimes I use tags to communicate between chips, not if it's just a matter of connecting 1 wire though.
Analog signals still confuse me a little :/
By "event based", do you mean when completing an action (turning on a switch etc) activates the logic? If so, that's what I do most of the time.
Yeah, I use another crater for testing, music etc.
I'm constantly revising my ideas if I see faults with them. One of my main weaknesses is my presentation, that's for sure. The level I'm currently making is better presented than my previous 2, so I am making some progress in that extent.
I do have that problem where I'll do some logic, then I'll come back to it at a later date and think "How the heck did I work that out??"
I wouldn't be anywhere if I didn't learn from others! It's the main reason why I registered on this forum.
I do have a tendency to take a break from doing one section of my level, and move onto another for a bit. I only do this when I know what I need to do on it..... but just can't be bothered at the current time. There is a lot of tedious-ness involved in creating the main section of my current level, so it was nice to take a break from it every now and then.
Yeah, I don't worry about deadlines. My current level is pretty much done, but I'm in no rush to get it out.


Ok, here is some logic from my LittleBigCheckers level:

http://img69.imageshack.us/img69/245/aphoto1e.jpg (http://imageshack.us/photo/my-images/69/aphoto1e.jpg/)

This is the logic that goes on every checkers piece. For example, the top 5 boards are for when a piece is made king.


http://img192.imageshack.us/img192/8588/aphoto2js.jpg (http://imageshack.us/photo/my-images/192/aphoto2js.jpg/)

This is the logic that goes onto every black square of the board. The problem I had is that the game could get a little laggy. Would anyone know of any way I could have made it less laggy? As you can see, I rely a lot on tag sensors which would be related to the square it is placed on. I couldn't think of any other way, other than to have one microchip per black square.

EDIT: As you can see, my logic boards are very messy
2011-06-27 12:36:00

Author:
Ali_Star
Posts: 4085


This is probably my most complex logic. On the left: the logic of main square that is always entered. On the right: the logic of a "side square". There are actually 3 "side squares", but all of their logic are the same. http://tinypic.com/r/2vnoxv7/72011-07-08 15:52:00

Author:
L1N3R1D3R
Posts: 13447


Some logic from my "You Sunk My Sackleship!" level.... a Battleships remake:

http://img32.imageshack.us/img32/2575/aphoto1u.jpg (http://imageshack.us/photo/my-images/32/aphoto1u.jpg/)

This is what is placed on every square of the board. The green tags/sensors relate to the Sackleships themselves, the yellow sensors relate to the cursors. The purple tags are linked to the "soundboard". The blue and pink tags/sensors are switched (colour wise) for the opposition player. They relate to the grid reference eg A1, C5 etc. Changing all those was very tedious indeed!



http://img228.imageshack.us/img228/2261/aphoto2s.jpg (http://imageshack.us/photo/my-images/228/aphoto2s.jpg/)

This is the logic for the lives counter.



http://img195.imageshack.us/img195/5886/aphoto3r.jpg (http://imageshack.us/photo/my-images/195/aphoto3r.jpg/)

This is the logic to change whose turn it is, as well as the game ending conditions.



http://img192.imageshack.us/img192/1622/aphoto4.jpg (http://imageshack.us/photo/my-images/192/aphoto4.jpg/)

This is the logic for the Sackleships themselves. I've posted 2 to show the slight difference between even-sized ships, and odd-sized ships.
2011-07-09 15:33:00

Author:
Ali_Star
Posts: 4085


"Soundboard"!!!

That's it, that is exactly the idea I needed to solve a critical problem with the sound effects overload in my level. Thanks!
2011-07-12 16:01:00

Author:
Antikris
Posts: 1340


"Soundboard"!!!

That's it, that is exactly the idea I needed to solve a critical problem with the sound effects overload in my level. Thanks!
Ooh, I like this idea as well. It'd also reduce the thermo use afaik, since sounds usually take up quite a lot more thermo than other tools.
2011-07-12 19:49:00

Author:
SSTAGG1
Posts: 1136


Well, the reason I had a sound board was because the sound effects in my level are local. Since there are 2 Sackleships boards (1 for each player), each player would hear different sound effects. eg when player 1 fired a shot, he'd hear a missile sound effect, player 2 would hear a "whistle and explode" before his square was hit. I used to have the sound effects on the actual board squares, in place of the purple tags, but it made the effects in the far corners in the board very quiet, so I changed it and put a soundboard in the middle of the Sackleships board.2011-07-13 08:50:00

Author:
Ali_Star
Posts: 4085


Well, the reason I had a sound board was because the sound effects in my level are local. Since there are 2 Sackleships boards (1 for each player), each player would hear different sound effects. eg when player 1 fired a shot, he'd hear a missile sound effect, player 2 would hear a "whistle and explode" before his square was hit. I used to have the sound effects on the actual board squares, in place of the purple tags, but it made the effects in the far corners in the board very quiet, so I changed it and put a soundboard in the middle of the Sackleships board.

Why not turn the local option on sound effects off then?

The problem I am having is that in some situations too many effects go off at once (explosionsss! by Michael Bay!) which corrupt the quality of the (custom) music.
2011-07-13 15:45:00

Author:
Antikris
Posts: 1340


I didn't want to have the sound effects set to global. Because it wouldn't make sense for my opponent to hear me "firing my missiles"..... if you get what I'm saying

I had the opposite problems with music and sound effects. The custom music and the large amount of logic was effecting my sound effects, so I had to remove the custom music for the "arena" area, still kept it in the intro section though.
2011-07-13 20:01:00

Author:
Ali_Star
Posts: 4085


I didn't want to have the sound effects set to global. Because it wouldn't make sense for my opponent to hear me "firing my missiles"..... if you get what I'm saying

I had the opposite problems with music and sound effects. The custom music and the large amount of logic was effecting my sound effects, so I had to remove the custom music for the "arena" area, still kept it in the intro section though.
Each sound effect you can adjust to be either global or positional. Just set all but those 'secret' sounds to global.
2011-07-13 21:14:00

Author:
SSTAGG1
Posts: 1136


Each sound effect you can adjust to be either global or positional. Just set all but those 'secret' sounds to global.

All my sounds are local.... that's what I'm saying. But instead of having 100 (one per board square) of each sound effect, I just have 1, and have a tag sensor connect to it. The way I originally did it made some of the sound effects really quiet because of their position in relation to the player/camera (which remain static). I used a soundboard so all sound effects (local to that area) were of the same volume.
2011-07-14 07:27:00

Author:
Ali_Star
Posts: 4085


An Uber UFO I made:
http://ic.lbp.me/img/ft/85ce640bdb71e3e2a0e28eaedee7ec0bf0d0aa1d.jpg

I was making a Wipeout HD sort of level, including airbreaks and powerups, and here's the logic for a ship:
http://ic.lbp.me/img/ft/7fc0287933d35308aee6f0eadec3562cb0859f36.jpg

And my remake of the Portal 2 Gels:
http://i3.lbp.me/img/ft/be3846da7f81d50b889fbd2508504ed44e10f43b.jpg
2011-08-03 14:18:00

Author:
RabidJellyfish
Posts: 130


Wow... my logic rarely ends up as complex as most in this thread. However since the title includes "useful" logic as well, I figured I'd contribute.

My most useful logic so far would have to be my "perfect" sackbot emotion chip. All emotion chips I've encountered didn't have the neutral position that you get with your sackperson when going directly from happy to sad or vice versa and from angry to scared etc.
http://i6.lbp.me/img/ft/d8640baabf91d9709b0854fae4e70c6e468bf564.jpg

I have a password lock as well. Only 4 letters long, and it's not set up with a password in the picture.
http://ie.lbp.me/img/ft/cfe1295214ac836b0b636a37e22ca64dba58c130.jpg
2011-08-15 13:29:00

Author:
Unknown User


This is the display system for my multiple level FPS alien shooter type game. This handles all 8 weapons, 5 grenades, rotary selector, movement and borders, health and damage, special powers and some of the game logic as well. It takes up about 1/10th of the therm by itself. This isn't nearly all microchips open just as many as I could fit without overlap. I think there are about 1000 logic components but I haven't really counted. All the logic is necessary but there might be some redundancy as I'm much better at making efficient logic now than I was when I started. One day soon I plan to really clean it up but only if my levels start getting too full.

http://i2.lbp.me/img/ft/a52ffc1659b8904fd7cf977160504de34a9359b4.jpg

Here are a few of the many alien invaders planned for the full game. There will be more plus boss characters if I have the time..

http://ie.lbp.me/img/ft/dae0eda7e11acbd3741b4c51750f63e8e59b0b77.jpg

For now I have a 1 or 2 player co-op playable training level where you can see this game in action! http://lbp.me/v/5wm543
2011-09-09 00:11:00

Author:
Death_with_an_H
Posts: 72


http://img2.etsystatic.com/il_570xN.239771390.jpg
what the christ is going on in this thread how does this even work
2011-11-05 20:30:00

Author:
Unknown User


http://www.google.com/imgres?q=that%27s+a+good+question+let+me+mullet+ov er&um=1&hl=en&rls=com.microsoft:en-us:IE-SearchBox&biw=1024&bih=588&tbm=isch&tbnid=zOzk7CEqzxDHOM:&imgrefurl=http://dogs.icanhascheezburger.com/vote/page/1554/&docid=19QoUW59l9cHLM&imgurl=http://ihasahotdog.files.wordpress.com/2010/12/65d31a17-03f2-45c3-9959-84c5f92fae1a.jpg&w=400&h=266&ei=2uO5ToCYGJOFtgfgrOSeBw&zoom=1&iact=rc&dur=312&sig=104977309453756936148&page=1&tbnh=99&tbnw=149&start=0&ndsp=19&ved=1t:429,r:2,s:0&tx=95&ty=69
'Nuff said.
2011-11-09 02:23:00

Author:
Undarivik
Posts: 442


Lol, on page 8, long time ago, I posted about my health logic (I was happy and it was a 3 hour work).
1 year later, I've been almost only working on this ^^ Picture proof (note that half the chips are closed, cause I got tired of opening them...)
http://i8.lbp.me/img/ft/df81a1adc30fb826a3fbf1de538b41dc0c67f364.jpg
And this picture is actually very old, it's way bigger nowadays ^^
I can't thank comphermc enough for the feedback loops tutorial which is what made me like logic in LBP so much! I used it to build an easy to tweak health meter system (link in signature) and it is wonderful !
2011-12-18 23:25:00

Author:
Unknown User


Not so long ago, I made an analog differentiator; its output is equal to the rate of change of its input:

http://i7.lbp.me/img/fs/1f7d53b373a917af9ec418a9ad729b07a3aca514.jpg

P.S. Sorry, about image size, lbp.me's choice, not mine.
2012-01-21 14:12:00

Author:
TheBeardyMan
Posts: 26


http://i51.tinypic.com/2zflgjs.jpg
http://i55.tinypic.com/n6xk49.jpg

That's 2 pics put together, the logic itself is basic actions for my sackbot.

Whaa......wha.......WHAT?!
2012-01-28 16:59:00

Author:
Cobaltor
Posts: 222


I've recently built a "terrain scanner" that scans ahead (approximately 16 big grid squares) and displays the forward terrain on a 16x32 screen. The scanner can be set to scan ahead in multiples of 16 big squares, effectively increasing its maximum range, and rewrites on the screen left-to-right. The scanner can only scan as fast as the fastest pulser can change the selector controlling the screen, so it will work best for levels with slower player/screen movement. Even though I haven't completed it yet, I'm also working on another scanner based on this one but more specialized. I'm planning to build it specifically for a side-scrolling level, which will be able to scan up to a speed of 15, which can work as a kind of "preview" of what's coming next in the level. Of course this isn't limited to just scanning terrain so it can be set to pick up tagged objects as well. If anyone wants to use this scanner in their level before I publish it (which may be a while) send me a message on PSN or leave a comment on my LBP profile (click lbp.me link under my name).2012-01-31 23:58:00

Author:
Shuriken_Star
Posts: 114


>attempt to make simple sprite
>???
>http://oi39.tinypic.com/2vm6mfd.jpg
2012-02-10 01:23:00

Author:
Unknown User


>attempt to make simple sprite
>???
>http://oi39.tinypic.com/2vm6mfd.jpg



*gulp*
2012-02-10 02:44:00

Author:
Cobaltor
Posts: 222


I have on thing to say about this thread:http://www.google.com/imgres?um=1&hl=en&client=firefox-a&sa=N&rls=org.mozilla:en-US:official&tbm=isch&tbnid=aCUM3ALs2Ny_yM:&imgrefurl=http://weknowmemes.com/2011/12/mother-of-god-meme/&docid=zhWmmEyk7o7LpM&imgurl=http://weknowmemes.com/wp-content/uploads/2011/12/mother-of-god-meme.jpg&w=550&h=425&ei=X3s1T6vxJKnb0QGtoby5Ag&zoom=1&iact=hc&vpx=232&vpy=212&dur=1979&hovh=197&hovw=255&tx=114&ty=218&sig=111629224608224226511&page=1&tbnh=141&tbnw=176&start=0&ndsp=21&ved=1t:429,r:1,s:0&biw=1143&bih=687
http://www.google.com/imgres?um=1&hl=en&client=firefox-a&sa=N&rls=org.mozilla:en-US:official&tbm=isch&tbnid=aCUM3ALs2Ny_yM:&imgrefurl=http://weknowmemes.com/2011/12/mother-of-god-meme/&docid=zhWmmEyk7o7LpM&imgurl=http://weknowmemes.com/wp-content/uploads/2011/12/mother-of-god-meme.jpg&w=550&h=425&ei=X3s1T6vxJKnb0QGtoby5Ag&zoom=1&iact=hc&vpx=232&vpy=212&dur=1979&hovh=197&hovw=255&tx=114&ty=218&sig=111629224608224226511&page=1&tbnh=141&tbnw=176&start=0&ndsp=21&ved=1t:429,r:1,s:0&biw=1143&bih=687http://weknowmemes.com/wp-content/uploads/2011/12/mother-of-god-meme.jpg
2012-02-10 20:28:00

Author:
flyinhawaiian
Posts: 357


Heres one of my battle characters, the light from the chips block out a lot of it, I probably should have used front view, but teh...considering its duplicated three times, its pretty useful once one of them is done.

http://i4.lbp.me/img/ft/f44b3ae7001e4bd8c315d11d392912aee97dbf93.jpg
Can you find me? lol
2012-02-24 00:40:00

Author:
Rpg Maker
Posts: 877


The logic for the secrets in my level "Futile Factory (http://lbp.me/v/bj6tfj)":

http://i47.tinypic.com/bf0ras.jpg
2012-06-29 15:59:00

Author:
L1N3R1D3R
Posts: 13447


Some pictures from "Project Simpleton":
http://id.lbp.me/img/fl/06d458cc9b2ff9e85a320c5919284ecb247c40ed.jpg
http://i8.lbp.me/img/fl/c781782acb52e5ca81c108623579de675ce091f0.jpg
http://i3.lbp.me/img/fl/2a36552d475fda7ae60bda9d196e828dc90334ee.jpg
http://i7.lbp.me/img/fl/cb72a7e2bdeab56fb347c3eb6fcc276e9f5e853d.jpg
http://i1.lbp.me/img/fl/6213dd7fd6675f42569489c4dc53fa92e75e811f.jpg
http://ie.lbp.me/img/fl/2ae638540361093943efa2083d48ed95c50bf8cb.jpg
In case you didn't already know, it was a project where I tried to make all the advanced logic gadgets using only logic gates, batteries, and microchips.
2012-07-02 02:25:00

Author:
Kalawishis
Posts: 928


My boss fight from the level in my signature.

http://i2.lbp.me/img/ft/302df598bb26d00e8f5862b8e4040f05882eb484.jpg
http://ib.lbp.me/img/ft/c8b863e2d5cb2466b93e06456201fe17f181fe06.jpg
http://i4.lbp.me/img/ft/684fea5f752991f6e230aa2820074dbe2c6c055d.jpg
http://i2.lbp.me/img/ft/5f237898268c98d931f46c230e545807631c136c.jpg
2012-11-26 02:54:00

Author:
aar2697
Posts: 143


Here's an emotion sensor I made today:

http://ia.lbp.me/img/ft/eca12648ccc7d73e1dfe69556d0c843bfd78415b.jpg
2012-12-14 22:09:00

Author:
maddoggnick96
Posts: 272


http://i1.lbp.me/img/ft/951eb63ffdb581cdaee80c9c256d3c1adb3f3f35.jpg

Old logic for my level hub before it failed. What it does: whatever level you have selected in the "mini-menu", the wormhole will take you to that level.
2013-05-21 22:36:00

Author:
L1N3R1D3R
Posts: 13447


Do Vita levels get any love here?

http://ie.api.vita.lbp.me/img/ft/8be7be2e96118309b91da052df752a748d70b394.jpg

http://ic.api.vita.lbp.me/img/ft/d1c069ef456d76cb786b3ddef6ab18ea6b86567a.jpg

http://i2.api.vita.lbp.me/img/ft/7b247df33ed63b44cd93d4ae78f4cc4d3e22dc92.jpg
2013-05-28 13:06:00

Author:
Kalawishis
Posts: 928


Do Vita levels get any love here?

http://ie.api.vita.lbp.me/img/ft/8be7be2e96118309b91da052df752a748d70b394.jpg

http://ic.api.vita.lbp.me/img/ft/d1c069ef456d76cb786b3ddef6ab18ea6b86567a.jpg

http://i2.api.vita.lbp.me/img/ft/7b247df33ed63b44cd93d4ae78f4cc4d3e22dc92.jpg

What does it do?
2013-06-09 04:52:00

Author:
Jonarrthan
Posts: 310


It's most of the workings for my levels. It's rather hard to explain. Here's the thread for it (ADVERTISING YEAH)!
https://lbpcentral.lbp-hub.com/index.php?t=79013-(LBPC10)-The-Time-Controlinator
2013-06-09 06:14:00

Author:
Kalawishis
Posts: 928


Right,
So I plan to make an rpg, and in this rpg I have players choose whether to play or spectate, and I also allow you to create a character, changing hair, eyes, class, and such. Give it a try I spose, its hard to explain without you just playing the menu showcase http://lbp.me/v/bn5bg7


As for my images... enjoy?

http://i7.lbp.me/img/ft/30724b87b6a5f45acefee4ae52d82be23a841a23.jpg
http://i5.lbp.me/img/ft/615a4f60dad23337e20f3e4810db139c93402ff2.jpg
http://ia.lbp.me/img/ft/f1a7e9db9b441f481e57c41f840b62619c068868.jpg
http://id.lbp.me/img/ft/48da12718868ed119031f8f888729e30ddeec39e.jpg
http://i1.lbp.me/img/ft/94129b660b991dd657ec9b12b01bccc418442978.jpg
http://id.lbp.me/img/ft/26d235276a6aaa632d9ab76be55d21df24c9635f.jpg
http://i4.lbp.me/img/ft/7e4a24995917a20d617e75e123067101cf3446a8.jpg
http://ib.lbp.me/img/ft/8bb39921bbdd77f95ca4d904804dc7db408f8843.jpg
http://ic.lbp.me/img/ft/0ec244704bcc088ce73a35d83e64f9021ef10e8f.jpg

Sadly i wasnt able to show you all the logic, wire lag gets heavy the deeper i go
2013-06-09 07:03:00

Author:
Unknown User


Some logic for my racing level, to come out (hopefully) by december:

http://i1.lbp.me/img/ft/ec17d644c9a184ce5a62d62e041cca5b9fe6169f.jpg
2013-11-01 04:30:00

Author:
Kalawishis
Posts: 928


Not as epic as some others here but some logic from various games of mine.

Checkers AI and Normal Play logic

http://ie.lbp.me/img/ft/82ea91e0ef33c9aad084e1e30c9e6f517ef8b870.png

This is how each piece on the board is aware of other pieces surrounding it.

http://ie.lbp.me/img/ft/90ef8840a91a208929e7eedc809cc9f768867481.png

Astrobots player logic

http://ib.lbp.me/img/ft/a8b7cf65e5b2fedb4f56cceee15f69e64f531645.png

Jumplympics (Create Mode Game)

http://i4.lbp.me/img/ft/f6489b298b257db612f27751674af300d7d1e7e1.png

I usually try to keep things as simple as I can, but I'm sure there are a lot of things that I could simplify with like...signal-based logic or whatever. My philosophy is, if it works, then who cares? lol
2013-11-01 16:44:00

Author:
comishguy67
Posts: 849


When I see all these epic pictures, I realize I'm just a beginner!

Anyways, I was looking for a similar thread in the Vita forum, but couldn't find it. I hope there is not problem if I post some Vita pictures here, after all, it's about LBP logic.
I must say I'm a mess organizing my logic... I'm still learning how to make neat microchips, but at least I can remember how it works.

http://oi62.tinypic.com/1z14o52.jpg

This is the (almost finished) logic for a bilingual (english-spanish) touch-based circular music selector featuring 12 songs, high and low volume, mute option, random and ordered playlists, repeat options, music data display (image, song and compositor's PSN ID), and a "visit!" button that links to the galery of the song's compositor (only shows when a sequenced song is selected). It has some basic visual effects and it's plugged into a memorizer so it will remember your settings each time you play the level. It is just one of the menus featured in the main menu of the level, although other menus aren't too complex. Here's a picture of the music selector in play mode:

http://oi61.tinypic.com/dylrgm.jpg

EDIT: Part of the same level. A "Konami code" controllinator with some useful features (autoreset... and others)

http://oi62.tinypic.com/b5jl9z.jpg


I usually try to keep things as simple as I can, but I'm sure there are a lot of things that I could simplify with like...signal-based logic or whatever. My philosophy is, if it works, then who cares? lol
Totally agree!
2014-06-29 05:54:00

Author:
Mac-fox
Posts: 30


Well, on side of complexity, this isnt very amazing, but with concept and simplicity of the concept, I think its a win

Modularly shiftable fire damage (amount of fire "pulses" and their damage)

EX as below: 6 pulses, 10 damage (timer set to .5) 10, 10, 10, 10, 10, 10

Hope you can read my handwriting

http://www.lbpcentral.com/forums/attachment.php?attachmentid=48396&d=1404365125
2014-07-03 06:26:00

Author:
amiel445566
Posts: 664


Hope you can read my handwriting


I struggle to read my own handwriting at times when I do my notes. If I create another level I'll have to post a few of them..... might have to blur out any unsavoury language though.
2014-07-03 09:20:00

Author:
Ali_Star
Posts: 4085


This is the best comperssion I was able to make with the aide of coolman100 (whom made it function from 26 to 32 bits, and greatly improved everything that already existed)

Well, here it is!

http://id.lbp.me/img/ft/37d13f97d50e5b1d15a9e1b0cd7c0657b8346320.jpg
2014-07-07 02:22:00

Author:
amiel445566
Posts: 664


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