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player-controlled emotions in sackbots
Archive: 4 posts
So I'm making a level where the player will be controlling a sackbot version of his sackboy, so I can replace his stuffing with microchips. But i'd like the player not to have to be aware of this. Yet one immediate sign is that he can't control his face. Is there a straightforward way around this? | 2011-01-29 02:29:00 Author: LittleBigDave Posts: 324 |
A few people made some logic to acheive this in the beta, not sure if any exists in LBP2 atm. Most likely possible though. | 2011-01-29 03:54:00 Author: midnight_heist Posts: 2513 |
I haven't tried this yet, but I was planning something similar. The basic idea is to map the direction pad of the controllinator to logic circuits that will switch the active sackbot circuit. This should let the player change the sackbot's emotions. The circuit would require ~16 counters and the same number of OR gates and 4 selectors. Have 4 'happy' counters. Set the maximum counts to 1, 2, 3 and 4 respectively. Attach an OR gate to each reset (you'll eventually want 4 inputs). Map the controllinator directional up button to all four counters. When the first one fills active the first happy state, when the second one fills activate the happier state and when the third fills activate the happiest state. The last counter's output is linked to the OR gates, so it resets all the happy counters (including itself) and puts the sackbot in the neutral state. The selector circuit is used to ensure that only one sackbot emotions is turned on at a time (with priority given to the higher counter number). You'll also want an OR gate with four inputs going into each reset, rather than wiring the resets directly. This basic premise gets repeated for all the emotions. Once you've got all 4 emotions created in this manner, you're almost done. You only need to replicate the player's ability to return to neutral at any time by pressing a different direction than sackboy's current emotion. Just wire each directional input to the 12 OR/counter resets for every counter except the ones for that emotion. To continue the happy example, we wire the left, right and down d-pad controllinator buttons to OR gates of the happy counters. Now pressing any direction other than up OR hitting up again when in the happiest state should return the sackbot to neutral. I'll try it out sometime this weekend and see if it works or if I'm missing something. | 2011-01-29 04:26:00 Author: dcf Posts: 468 |
I know it was ages ago since this thread started but just incase you still haven't figured it out i've made one that works exactly like sackboys emotions without any faults, so msg me on psn (wally-217) if you eant it. I only ask that if you use it on a level you leave credit. | 2011-08-24 21:32:00 Author: wally-217 Posts: 521 |
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