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#1

LBP2-Torials: Video Tutorials by comphermc (Updated Mar. 31)

Archive: 409 posts


Hey folks,

I recently purchased an HD capture device which I intend to use to create video tutorials of all the neat things you can do in LBP2. I've got the device set up and working, and have started uploading videos, and have many more planned.

---

Published Videos:
LBP2-Torials 01: Sequencers (http://www.youtube.com/watch?v=wOtdqYL05DQ)
LBP2-Torials 02: Signal Addition and Subtraction (http://www.youtube.com/watch?v=6TCbjIm5kSo)
LBP2-Torials 03: Probability (http://www.youtube.com/watch?v=oVYY0z4HSq8)
LBP2-Torials 04: Sackbots, Followers, and Checkpoints (http://www.youtube.com/watch?v=_6vi1JhVmBE)
LBP2-Torials 04.5: Looking Ahead and Wizard Level Preview (http://www.youtube.com/watch?v=Qgs24bPnmbk)
LBP2-Torials 05: Health Bars and Addition Applications (http://www.youtube.com/watch?v=JXJzQrsGxpc)
LBP2-Torials 06: Menus with Pulses and Time-Independent Movie Cameras (http://www.youtube.com/watch?v=sZWWb6N0Sco)
LBP2-Torials 07: Player Counters and Wireless Signals (http://www.youtube.com/watch?v=AoksqBRw4z8)
LBP2-Torials 08: Infinite Scrolling and Wireless Signals (http://www.youtube.com/watch?v=GEplXDGqtAM)
LBP2-Torials 09: Level Linking and Looping (http://www.youtube.com/watch?v=v17JnhpDMuY)
LBP2-Torials 10: Level Linking and Data Transfer (http://www.youtube.com/watch?v=pLF_GsQmPdU)
LBP2-Torials 11: Ordered Inputs and Lockboxes Pt. 1 (http://www.youtube.com/watch?v=nCryeXkKpDQ)
LBP2-Torials 11.5: Ordered Inputs and Lockboxes Pt. 2 (http://www.youtube.com/watch?v=Yr63uFrRNS8)
LBP2-Torials 12: Working with the Extra Layers (http://www.youtube.com/watch?v=Ij--bJxovSk)
LBP2-Torials 13: Sackbot Acting (http://www.youtube.com/watch?v=IBYx49PaykM)
LBP2-Torials 14: Sackbot Automation (http://www.youtube.com/watch?v=JFVazXuQ1bc)
LBP2-Torials 15: Sackbot A.I. (http://www.youtube.com/watch?v=5bDTsD29o-I)
LBP2-Torials 16: Movie Cameras and Cutscenes (http://www.youtube.com/watch?v=s4UaPCFkfTM)
LBP2-Torials 17: Secret Counters (http://www.youtube.com/watch?v=9Ld3DNKNrV8)
LBP2-Torials 18: Sackbot Acrobatics (http://www.youtube.com/watch?v=2cwRwgjgMO8)
LBP2-Torials 19: Theck and Thack Sublayers (http://www.youtube.com/watch?v=F7cNqFRgCDw)
LBP2-Torials 20: Feedback Loops (http://www.youtube.com/watch?v=c4GaCQ1eRVE)
LBP2-Torials 21: Speed Sensors (http://www.youtube.com/watch?v=B5ua83Lvj-E)
LBP2-Torials 22: Slow Motion Effects (http://www.youtube.com/watch?v=zcY9n3_nlJc)
LBP2-Torials 23: Using the Merge Glitch (http://www.youtube.com/watch?v=a7Uc9Cs9QEs)
LBP2-Torials 24: Ledge Climbing (http://www.youtube.com/watch?v=xqxL7YDO4R4)
LBP2-Torials 25: Ladder Climbing (http://www.youtube.com/watch?v=485PTLu8ZrU)
LBP2-Torials 26: Modular Level Design (http://www.youtube.com/watch?v=1J4TX1mNY7M)
LBP2-Torials 27: Implementing Audio (http://www.youtube.com/watch?v=n4aqEVBwL04&hd=1)


Cheers!

My youtube page is available here: LBPlanetorials (http://www.youtube.com/user/LBPlanetorials)

I will update this topic when new stuff is added.

2011-02-27 01:08:00

Author:
comphermc
Posts: 5338


Great!
I have just watched the first one about sequencers, and must say that it was very informative and easily understood! Great for those who haven't grasped their potential yet..
I will check the others later, it's a bit late here in snowy Sweden...

The intro looks great BTW, no weird holo showing or anything

Edit: ohh and FIRST! Or whatever the "new" praxis is on the forums nowadays..
2011-02-27 01:26:00

Author:
Tamland
Posts: 106


I uploaded your intro to sackinima and told all of our subscribers to check out your videos! Hope you don't mind!

Hopefully you will get a great following from this as the tutorials are great! Maybe make a couple to go up on sackinima and promote your channel? I will put you in the sub-box as well so our new subscribers will see your channel.

Good luck!

Edit: It has been up for a few minutes now and you have gotten at least 12 new subscribers already.

Edit2: Err... 40 new subscribers now... O_o I didn't know so many people listened to me. xD

Edit3: 57... I better stop editing this post now. You have had almost 200 views too. Good luck again and see ya later.
2011-02-27 01:43:00

Author:
moleynator
Posts: 2914


I love your intro, it's great!

Thanks for the Tutorials, I've been wanting to study some logic

Now to get watching~
2011-02-27 02:46:00

Author:
Unknown User


No white text or anything... who are you, and what have you done with Ani?

Cheers!
2011-02-27 03:13:00

Author:
comphermc
Posts: 5338


Oh mah gawd! Adding signals together!!! How do you come up with these things???2011-02-27 10:41:00

Author:
rtm223
Posts: 6497


Oh mah gawd! Adding signals together!!! How do you come up with these things???

*cough* sarcasm *cough*

Anyway, I subbed your channel Comph! Those El-bee-pee-too-torials will be of great use to all! (lawl, Bee-Pee XD Roflmao)
When you gonna upload your next tutorial?
2011-02-27 11:54:00

Author:
TNSv
Posts: 302


Oh mah gawd! Adding signals together!!! How do you come up with these things???

I did give you credit in the description, after all...
2011-02-27 13:29:00

Author:
comphermc
Posts: 5338


Im pretty sure they Are spelt Tuorials for a reason, so I wont comment on that!

Ive been looking for this kind of thing forever! advanced logic isnt my "forte" so I really appreciate when people like you make this stuff less complicated for me!

Ill be sure to check this out now!
2011-02-27 14:34:00

Author:
grayspence
Posts: 1990


Im pretty sure they Are spelt Tuorials for a reason, so I wont comment on that!

Sound it out phonetically...

LBP2-Torials should sound like EL-BEE-PEE TWO-TORIALS, or LBP Tutorials. It's a pun.
2011-02-27 14:50:00

Author:
comphermc
Posts: 5338


You have a ridiculous amount of subscribers for how long you have been making videos for. O_o

YOur first tutorial was 18 hours ago and you have 337 subscribers O_o and most of those were in the last 14 hours or so. That is better than anything we have ever gotten! xD You might get an award on your channel if you set your channel to director. You will be near the top of most subscribed for the week already.
2011-02-27 15:11:00

Author:
moleynator
Posts: 2914


I think I subbed. Maybe. I can't really tell when you use the odd iPod interface. The only thing I watched was the intro, but it was pretty dang good. 2011-02-27 15:27:00

Author:
piggabling
Posts: 2979


You might get an award on your channel if you set your channel to director. You will be near the top of most subscribed for the week already.

How do I do that?
2011-02-27 15:56:00

Author:
comphermc
Posts: 5338


How do I do that?

On your channel go to the top where it says settings. Click it and change the channel type.
2011-02-27 15:59:00

Author:
moleynator
Posts: 2914


Very well done tutorials. I, too, subscribed and will keep an eye on this thread as well.2011-02-27 16:13:00

Author:
Unknown User


Ah, I listened to the Probability tutorial the other day. You very easy to listen to and you explain how to do things in a way that everyone can understand. I'm definitely excited to see more tutorials from you! (Especially the health bar, cut scenes, and making a menu.)2011-02-27 16:43:00

Author:
ShamgarBlade
Posts: 1010


These are great man, I had no idea you could even put tags on sequencers, or sequencers on sequencers to be honest! Thats amazing...

oh yeah and subbed.
2011-02-27 17:15:00

Author:
Krondelo
Posts: 136


These were great...and unlike the in-game tutorials my attention didn't wander and I learned a couple of things. Very polished and really well explained...you should maybe think about becoming a teacher. The adding signals/probabilty ones were very useful...in retrospect I did something quite silly to acheive a similar affect.

I don't think it matters what topic you do next...I'll most likely learn something new and useful. I would be very interested in ways to create cut scenes, especially ones w/sub-titles, camera transitions, that are skippable. Also movers...I'm sure my use of these is sub-optimal as well.
2011-02-27 17:17:00

Author:
fullofwin
Posts: 1214


Very polished and really well explained...you should maybe think about becoming a teacher.

I will graduate with a mathematics teaching degree in a few months.

--

I plan to do cutscene stuff in the future. Skipping cutscenes is something I can consider, as I have an elegant solution for it. It's possible to do it without forcing players into controlinators, even.

In the next hour or so, I should have a new video up. This will be the last one for at least a couple of days, as I have to worry about school and such. Today's lesson is on sackbots, followers, and checkpoints.
2011-02-27 17:32:00

Author:
comphermc
Posts: 5338


Sorry about the setback. Despite being told I could upload a video longer than 15 minutes, it deleted the video for being 17:03 long. I'm trying other alternatives now.

Edit: I had to upload it to my main account, which let me upload longer videos. Weeeeiiird.


http://www.youtube.com/watch?v=X4zq0QOXzbw
2011-02-27 18:46:00

Author:
comphermc
Posts: 5338


These tutorials were extremely helpul to me and very clearly explained, I subbed to your account and I will check this thread regularly! Good luck with these tutorials, and don't worry about takng your time with the videos, you've donated enough of your time to this site already. 2011-02-27 18:57:00

Author:
booXely
Posts: 654


The easiest way for you is probably splitting it into two separate parts.

I watched the other two aswell and they were great! Especially the one on addition and subtraction. Though there is something bugging me, what do you do if the sum is greater than 100%? I haven't played around with this yet and there is probably something I'm overlooking, but I can't figure it out..

Keep up the good work!
2011-02-27 19:02:00

Author:
Tamland
Posts: 106


Cool. Thanks. Very nice when folks from the community share their knowledge. One of my favorite things about LBP.

2011-02-27 19:12:00

Author:
CYMBOL
Posts: 1230


The easiest way for you is probably splitting it into two separate parts.

I watched the other two aswell and they were great! Especially the one on addition and subtraction. Though there is something bugging me, what do you do if the sum is greater than 100%? I haven't played around with this yet and there is probably something I'm overlooking, but I can't figure it out..

Keep up the good work!

Thanks. I just uploaded to my main account and will cut off the last 2 minutes on the LBPlanetorials account. The last 2 minutes are just a side note anyways, and I will just direct people to the full video.

Based on that way that we were doing addition, via subtraction, you'd have to do some extra work to handle what's called overflow, or signals that should add to more than 100%.

In essence, you start with 100 and subtract a and b. If a and b together are more than 100, then after the subtraction, you would get a negative number. The absolute value of this number is actually the tens and ones place in the sum.

Running it straight through the adder we made would start counting down from 100 once it got there. 50+70 would display as 80, rather than 120.
2011-02-27 19:34:00

Author:
comphermc
Posts: 5338


I was one of the first to watch these, nothing new to me, but useful for peopl who are logically... umm different.
Anyway, very well made, easy to understand.
2011-02-27 20:14:00

Author:
iBubek
Posts: 682


These are great tutorials. I only wish you make as many of them as you can. You are awesome as a tutor. You have a a nice control of your voice, you don't go to quickly or too slow, everything is so well prepared, you give examples and highlighting the possibilities of a given tool. Keep up the awesome work.2011-02-27 21:14:00

Author:
Stampy
Posts: 86


Mini-update: Preview of upcoming tutorials and a level I'm working on...


http://www.youtube.com/watch?v=Qgs24bPnmbk


I should really be working...
2011-02-27 22:04:00

Author:
comphermc
Posts: 5338


Excellent tutorials compher!! Really nicely presented, top notch stuff!2011-02-27 22:39:00

Author:
croissantbuncake
Posts: 572


Congratulations on 500 subscribers and over 2600 views! It is going AMAZINGLY seeing as you started yesterday!

I gotta try out Wizard!
2011-02-27 23:34:00

Author:
moleynator
Posts: 2914


Yeah, the response has been... pleasant!

Now, I feel like there's all sorts of pressure to keep cranking out tutorials, but I spent all weekend doing that instead of working on my Wizard level, or, more importantly, getting work done for my classes.

2011-02-28 00:01:00

Author:
comphermc
Posts: 5338


If you could just get one or two out a week, that's all you'd have to do. Even skipping a week wouldn't kill the people watching. There's no need you have to make 3-5 tutorials every weekend! That's crazy!

Do it at your own leisure, but keep them at this incredible quality. :]
2011-02-28 00:04:00

Author:
piggabling
Posts: 2979


I'm just amazed you lot aren't turned off by my INCREDIBLY, IRREFUTABLY manly voice. Who knew?2011-02-28 00:23:00

Author:
comphermc
Posts: 5338


I'm just amazed you lot aren't turned off by my INCREDIBLY, IRREFUTABLY manly voice. Who knew?

Haha, your voice is fine man. You certainly speak in a calm and clear manner, and you explain everything without over explaining.

HOLY COW!... your WIZARD level is amazing dude.
2011-02-28 00:39:00

Author:
Krondelo
Posts: 136


I'm just amazed you lot aren't turned off by my INCREDIBLY, IRREFUTABLY manly voice. Who knew?

I assuming you're real voice actually somewhat resembles that of a pre-pubescent chipmunk, and you've been using some high end voice changers.
2011-02-28 01:06:00

Author:
booXely
Posts: 654


If you could just get one or two out a week, that's all you'd have to do not nearly enough. Even skipping a week wouldn't would kill the people watching all of mankind. There's no need You have to make 3-5 tutorials every weekend! That's crazy! what a good person would do!

Do it at your own leisure all day, every day, but and you'd better keep them at this incredible quality. (Or you die) :]

*Ahem* I fix'd your quote.

Seriously, though. These are the best LBP2 tutorials I've seen anywhere, and you explain really well. I thought I knew loads about LBP2's logic, but you really give me some stuff to think about (ie- the dimming lamp... I would never of thought to use sounds like that). I can't wait for the next ones

Oh yeah, I was wondering... what capture device do you use? The quality is excellent.
2011-02-28 01:17:00

Author:
alexbull_uk
Posts: 1287


Haha, there really is no pressure seeing as it is using your resources and time. I wouldn't upload a video for other peoples convenience really. It depends on when I make a video to when they watch them, not the other way round! if they don't understand that people can be busy doing other stuff then they can easily be ignored.

At this rate you will end up with more subscribers than sackinima is less than 2 weeks! haha!
2011-02-28 01:26:00

Author:
moleynator
Posts: 2914


Sound it out phonetically...

LBP2-Torials should sound like EL-BEE-PEE TWO-TORIALS, or LBP Tutorials. It's a pun.

Hahaha! Very punny! I actually found out on my own right after I posted that! Clever you!
2011-02-28 02:55:00

Author:
grayspence
Posts: 1990


Very awesome and informative tutorials, subscribed.
Can't wait to play Wizard!
2011-02-28 03:08:00

Author:
Sack-Jake
Posts: 1153


I'm just amazed you lot aren't turned off by my INCREDIBLY, IRREFUTABLY manly voice. Who knew?

Only imbeciles (lawl listen to the 13-year old talking) would complain about your "unmanly2 voice. The tutorials are easy to listen to, and that's what I think is important.
2011-02-28 05:41:00

Author:
TNSv
Posts: 302


I'm just amazed you lot aren't turned off by my INCREDIBLY, IRREFUTABLY manly voice. Who knew?

If only good voice acting could make tutorials become suddenly good, maybe then the crappy LBP2 in-game tutorials would have a chance, but this way they are just a pile of bad jokes with as little info as possible. “Oh look, Movers, what do they do? They make the cow go all crazy. Hihi and it is all part of LBP ethereal charm”. They messed it up big time with that aspect of the game.

Theoretical background, practical explanations (including possible variations), and situational examples are elements that make the substance of the tutorials strong and you totally nailed it there. Man, if only the tutorials in the game were as professional as yours, it would have saved us lots of headaches during the creation process.
2011-02-28 09:04:00

Author:
Stampy
Posts: 86


I'm just amazed you lot aren't turned off by my INCREDIBLY, IRREFUTABLY manly voice. Who knew?

lol

> See; Inan
2011-02-28 10:44:00

Author:
Bremnen
Posts: 1800


Great quality, both in video capture and tutorial content!

I'm having a blast watching these so far, and they're truly helpful, without spelling everything out. It's more like: this is what you can do with the logic, have a think about how that can be useful to you. There's only so many "how to make a top down car" tutorials I can watch on youtube now . . .

Great stuff comph.

[EDIT]

I just watched your sackbot checkpoint tutorial. I've seen a couple of these now but I have to admit this is the first time I've had a hallelujah moment! The logic on this is so so simple to achieve, and it'll do exactly what I need it to for the Printz Diaries. Can't wait to make it my own! Thanks so much!
2011-02-28 10:49:00

Author:
rialrees
Posts: 1015


Very well done tutorials. I especially liked the sackbot checkpoint tutorial. I have been trying to find a way to make sackbot checkpoints. >.<2011-02-28 12:06:00

Author:
creator22
Posts: 162


Can I kindly request that you also squeeze in tricks and tips when dealing with movers?2011-02-28 12:55:00

Author:
Stampy
Posts: 86


RayWilliamJohnson sent me here.
ten points for understanding the joke.
2011-02-28 17:08:00

Author:
Unknown User


BTW, regarding the checkpoint for sackbots… I haven't tried the solutions you recommended, but wouldn't they cause problems in following cases. (If yes, what are your suggestions to overcome those problems):

1. Two or more sackbots playing, one sackbot dies, and is immediately spawned while other sackbots are still alive in another part of the level (camera issue due to the unnatural spawning, etc?)

2. Sackbot (1p) and sackboys combination (possible 2p, 3p and 4p). Wouldn't this system have to be modified to work as naturally as if having 4 (3, 2 or 1) playable sackboys, and if yes how would that be possible?

Thank you for considering these questions.
2011-02-28 17:27:00

Author:
Stampy
Posts: 86


RayWilliamJohnson sent me here.
ten points for understanding the joke.

I win 10 points. ;P

I'm just so lovely to Comphy. 626 subs.

Just so you know Comphy, when you get more subs than me, you have to give me a shoutout. Just kidding in white text.
2011-02-28 18:29:00

Author:
moleynator
Posts: 2914


BTW, regarding the checkpoint for sackbots… I haven't tried the solutions you recommended, but wouldn't they cause problems in following cases. (If yes, what are your suggestions to overcome those problems):

1. Two or more sackbots playing, one sackbot dies, and is immediately spawned while other sackbots are still alive in another part of the level (camera issue due to the unnatural spawning, etc?)

2. Sackbot (1p) and sackboys combination (possible 2p, 3p and 4p). Wouldn't this system have to be modified to work as naturally as if having 4 (3, 2 or 1) playable sackboys, and if yes how would that be possible?

Thank you for considering these questions.

1. Yes. Such a system would have taken longer to explain than my already 17 minute video. I will leave it as an exercise to you, but the idea is to make "dead" players follow around the nearest live teammate until the group reaches a visible checkpoint. If they all die, then the group will respawn. It's quite tricky, but definitely possible; just think about how actual checkpoints work and aim to replicate it.

2. I don't understand the question. Are you concerned about extra sackbots being emitted? Just disable the emitter until someone is in the controlinator. I hope that answers your question.
2011-02-28 20:41:00

Author:
comphermc
Posts: 5338


these are hands down the best tutorials i've seen yet. thank you so much sir.2011-02-28 22:48:00

Author:
Conall-Star
Posts: 157


New tutorial up now, despite me saying there wouldn't be one for a while. Today we look at health bars:


http://www.youtube.com/watch?v=JXJzQrsGxpc
2011-03-01 01:10:00

Author:
comphermc
Posts: 5338


New tutorial up now, despite me saying there wouldn't be one for a while. Today we look at health bars:


http://www.youtube.com/watch?v=JXJzQrsGxpc

Thank you. You read my mind, and provided. <3

Great stuff.
2011-03-01 01:20:00

Author:
piggabling
Posts: 2979


Cheers, mate. I only had time to touch on the basics, which is a shame.

I just realized you are also based in Michigan! Whereabouts?
2011-03-01 01:44:00

Author:
comphermc
Posts: 5338


Thanks dude your the best creator in LBP2. These are helpful2011-03-01 02:08:00

Author:
tuyyui
Posts: 175


Those are all nice and straightforward...thanks for posting them.

Kind of off-topic: what is that red brick material you use in the Probability video? I've been capturing stickers off the Metro BG, but that looks almost like a real material.
2011-03-01 05:42:00

Author:
Chazprime
Posts: 587


Hey there CompherMC, I have been watching your video tutorials, really outstanding .

The health bar tutorial in particular got most of my attention since I am seeking stuff like this at the moment.

Also, about the Wizard level, which I liked by the way, I saw you made an interesting feature with the magic bar, which is using three small bars making a huge bar (A feature I am looking forward to learn, because it is REALLY similar to the super meter system from fighting games, where we see the level systems that are illustrated through use of mini bars like those or numbers indicating the level).

Therefore I ask, do you intend to make future tutorials concerning this specific "level-bar" you made for the magic?
2011-03-01 08:44:00

Author:
AlvaroShiokawa
Posts: 126


i love you. these are awesome. video tutorials are the best and yours are very easy to follow and actually really useful. thank you sir2011-03-01 09:25:00

Author:
Unknown User


Genius!

Can't wait to try out these! One thing though, is it possible to use that timer based health bar setup with a custom hologram based health bar?
2011-03-01 10:28:00

Author:
croissantbuncake
Posts: 572


If you hook that timer to a sequencer and set it to positional you should be able to make your own custom healthbar by placing batteries on the sequencer and hooking them to hologram.2011-03-01 15:53:00

Author:
TheSwede
Posts: 59


Can't wait for more! I loved the Health one, it's literally exactly what I was looking for at the moment.2011-03-01 16:09:00

Author:
alexbull_uk
Posts: 1287


hi comphermc. i've been updating my 'lots of tutorials' thread with your excellent offerings, but i've put them in alphabetical order. i now feel that you deserve to have all your 'Turials' put side by side so i will sort them as such in the near future. keep them coming!!! you are incredible

edit: DONE!
2011-03-01 19:26:00

Author:
GribbleGrunger
Posts: 3910


Wow, you're pretty generous with your knowledge. Much appreciated!

And thanks for always explaining WHY you're doing what you're doing. So many tutorials skip this step, and to those of us logically-challenged, the why is the most important part.

Been meaning to look up a tut on sackbot checkpoints, but was putting it off cuz it seemed pretty complicated. But your tutorial was so clear I almost feel like I could go home from work tonight and set it up without even watching the vid again. (I'll have to, I'm sure) You're very well-spoken and a natural teacher.

I'm also working on a wizard level, so yours is pretty inspiring. The stuff I was doing with spells, etc. was pretty basic compared to what you've got going on there. Hope you don't mind if I "borrow" a few of your ideas for my own stuff. Mainly seeing the sackbot's arm rotate with the right stick as the player aims. It really adds a lot.

I'm not too keen on having a health/magic bar, as that requires a lot more planning in terms of gameplay, enemies, difficulty, etc. and I'm already spending too much time on my levels. Anyway, it might be cool to do a tutorial on how to get health/mana bars up in the top right or left corner of the screen instead of following the player. I'm sure a lot of people would prefer that aesthetic as opposed to it following the player.

Anyway, great work! Thanks again.
2011-03-01 23:49:00

Author:
ccapel
Posts: 100


Wow, you're pretty generous with your knowledge. Much appreciated!

And thanks for always explaining WHY you're doing what you're doing. So many tutorials skip this step, and to those of us logically-challenged, the why is the most important part.

Been meaning to look up a tut on sackbot checkpoints, but was putting it off cuz it seemed pretty complicated. But your tutorial was so clear I almost feel like I could go home from work tonight and set it up without even watching the vid again. (I'll have to, I'm sure) You're very well-spoken and a natural teacher.

I'm also working on a wizard level, so yours is pretty inspiring. The stuff I was doing with spells, etc. was pretty basic compared to what you've got going on there. Hope you don't mind if I "borrow" a few of your ideas for my own stuff. Mainly seeing the sackbot's arm rotate with the right stick as the player aims. It really adds a lot.

I'm not too keen on having a health/magic bar, as that requires a lot more planning in terms of gameplay, enemies, difficulty, etc. and I'm already spending too much time on my levels. Anyway, it might be cool to do a tutorial on how to get health/mana bars up in the top right or left corner of the screen instead of following the player. I'm sure a lot of people would prefer that aesthetic as opposed to it following the player.

Anyway, great work! Thanks again.

Agreed. You're very talented at teaching and I can understand everything you're saying. Thanks so much for the tutorials and it's really nice that you're sharing what you know with others.

As for your question, ccapel, try playing around with the follower "Minimum Range/radius" and see if that can change anything. This would keep it a certain distance away but probably not in the corner. Another option is to have a follower on a hologram that is as wide as the screen and as tall as it, and simply place the health bar in the upper right or left of this hologram. Actually, I think the latter may work perfectly and I'm gonna go try it out.
2011-03-02 00:01:00

Author:
WoodburyRaider
Posts: 1651


Hmm, well the hologram the size of the screen idea seems like it wouldn't work only because as the camera pushes in and
out, the hologram will come in and out of frame.

There's gotta be a way, though. I played a level the other night that accomplished this. Can't remember the name at the moment though...
2011-03-02 00:06:00

Author:
ccapel
Posts: 100


There should be a new tutorial up by 10 PM EST. I totally fumbled with the ending over a minor detail, but I'm not doing it over.

Edit: Woot! 5,000 creator hearts. Why are people hearting me? I haven't released anything in a while.
2011-03-02 00:53:00

Author:
comphermc
Posts: 5338


Because your tutorials are awesome, that's why.2011-03-02 01:06:00

Author:
Unknown User


Bam! I really need to stop making these so frequently. I didn't get anything done tonight that I was supposed to.

Menus using Pulses and Time-Independent Movie Cameras (sounds fancy!):


http://www.youtube.com/watch?v=sZWWb6N0Sco
2011-03-02 02:11:00

Author:
comphermc
Posts: 5338


You are a tutorial making machine!

Awesome as usual. Thanks
2011-03-02 02:27:00

Author:
alexbull_uk
Posts: 1287


Thanks, just what I needed, some very concise, interesting and simple to follow tutorials; not to mention professionally made. Happy sackperson here.2011-03-02 16:14:00

Author:
stuk71
Posts: 86


Brand spankin' new...

Player Counters and Wireless Signals:


http://www.youtube.com/watch?v=AoksqBRw4z8
2011-03-03 00:57:00

Author:
comphermc
Posts: 5338


Very helpful video, I was wondering how to do that. By the way, I liked the little cheer at 5:28. 2011-03-03 01:15:00

Author:
booXely
Posts: 654


MOAR? Holy cow, comph! You're gonna put all the other LBP2 Tutorial creators out of business soon!2011-03-03 02:19:00

Author:
alexbull_uk
Posts: 1287


I love these!2011-03-03 02:30:00

Author:
QuAcKeRz12
Posts: 176


Very informative. I learned a lot. Thanks!2011-03-03 13:06:00

Author:
creator22
Posts: 162


Ok so I wouldn't say that you're a God BUT I would say that You come kind of close (not really ) I feel so much smarter now that I watched these tutorials. I can't wait to show of to my non LBPC friends >: ) And then I'll point them towards you....of course ">.> These videos helped A LOT. Keep them coming I can't wait until the next one....err...bye! (Nice capture card btw. I can't tell you how annoying it is to watch giant pixels move on my screen >: ( )

[EDIT] I loled at how you were trying to figure out what you did in the past......Hehehehehehehehehe
2011-03-04 04:18:00

Author:
Amigps
Posts: 564


Infinite Levels and Wireless Signals:


http://www.youtube.com/watch?v=GEplXDGqtAM
2011-03-05 02:41:00

Author:
comphermc
Posts: 5338


The puns! They burn!

Cool tutorials, though. Really helped me there.
2011-03-05 02:44:00

Author:
Frinklebumper
Posts: 941


http://www.gifninja.com/Workspace/f1aaa92e-6376-4a16-aeed-cb33b6379e02/output.gif
Your tutorials are amazing!
2011-03-05 04:23:00

Author:
Silver39
Posts: 1703


i'm getting withdrawal symptoms.................................2011-03-06 18:26:00

Author:
GribbleGrunger
Posts: 3910


Love your videos Especially the parallax scrolling one.

edit: I am currently working on a way of using it in my first LBP2 creation. Admittedly my level is going seem like a mashup of a lot of the stuff from your tutorials, with the hope you won't be too enraged at seeing your work remade into my level /shifty. I shall of course credit you in the level xD
2011-03-07 15:03:00

Author:
Caleneledh
Posts: 15


about the parallax scrolling... how would you make it so that it scrolled in the opposite direction depending on which way Sackboy walked/ran? i mean both way scrolling2011-03-08 21:52:00

Author:
GribbleGrunger
Posts: 3910


Love your videos Especially the parallax scrolling one.

edit: I am currently working on a way of using it in my first LBP2 creation. Admittedly my level is going seem like a mashup of a lot of the stuff from your tutorials, with the hope you won't be too enraged at seeing your work remade into my level /shifty. I shall of course credit you in the level xD

Cheers, mate. Best of luck.


about the parallax scrolling... how would you make it so that it scrolled in the opposite direction depending on which way Sackboy walked/ran? i mean both way scrolling

You'd have to formulate some way of generating negative and positive signals. The best way to do this is probably to use a directional combiner.

But then from there it gets tricky. You have to worry about how to emit pieces of the scene from both sides cleanly. I'd imagine it's possible, but you'd have to set up a system for destroying the pieces manually, rather than letting the emitters handle it. Complex!
2011-03-08 23:31:00

Author:
comphermc
Posts: 5338


You could keep emitters where they are, but have holographic blocks a bit farther away that destroy the pieces. Emitters would toggle on and off depending on which way you are going, and stop when you stop. I may be able to post a picture of what I mean later.
Thanks for the infinite scrolling tutorial, I may make a parkour game using a control scheme similar to the one in an upcoming project.

EDIT 1: Wouldn't you use a splitter/splitter and combiner? A combiner needs two inputs...
2011-03-09 22:33:00

Author:
Green-Tomato
Posts: 140


Why isn't this thread already stickied? : )2011-03-12 01:11:00

Author:
Edeslash
Posts: 135


Because.......................................umm. .....................you know what? I don't know why.2011-03-12 02:12:00

Author:
Green-Tomato
Posts: 140


I was told that they don't want to sticky threads in the tutorials section because they don't want to have to worry about who is managing the stickies... or something.2011-03-12 04:39:00

Author:
comphermc
Posts: 5338


Really great tutorials, comphermc! I've watched them all on YouTube; it's like watching a good tv show Keep them coming; very helpful! 2011-03-12 08:24:00

Author:
Unknown User


Nice job on the tutorials. Im learning, So you'll make a great teacher. Heh Keep the tutorials comeing. 2011-03-12 13:37:00

Author:
mattman111
Posts: 188


Not to seem impatient or anything, but when is the 9th 2-torial coming?

Edit: Also, the 8th 2-torial isn't in the OP
2011-03-12 14:34:00

Author:
Tomeh999
Posts: 763


Not to seem impatient or anything, but when is the 9th 2-torial coming?

Edit: Also, the 8th 2-torial isn't in the OP
Yeah, man! What a slacker! Sheesh!
2011-03-12 14:41:00

Author:
v0rtex
Posts: 1878


Fiiiine!

Here's the 9th tutorial: Level linking.


http://www.youtube.com/watch?v=v17JnhpDMuY

It's significantly less complex, but I'm very busy for the next couple of weeks.
2011-03-12 20:39:00

Author:
comphermc
Posts: 5338


!!!! Better than nothing! I think I'll watch it now 2011-03-12 20:44:00

Author:
Littlebigdude805
Posts: 1924


Why didn't you leave part 2 as a sub level? Now it's broken... 2011-03-12 20:56:00

Author:
Doopz
Posts: 5592


Heh, really? Nice.

I guess I'll have to fix that then.

Edit: okay, works now.
2011-03-12 20:58:00

Author:
comphermc
Posts: 5338


LBP2 101 with Comphermc. Class is in session. 2011-03-13 06:40:00

Author:
Silver39
Posts: 1703


... but I'm very busy for the next couple of weeks.

Whoa whoa whoa! Don't let your personal life get in the way of our learning! We pay a hefty tuition to attend this class, and we want our money's worth!

Really though, these are great, and the name is quite clever. It's not quite as accurate a name as say, "Awesome Tutorials Of Awesome Awesome-ness....Squared", but that's a bit wordy. What makes these tutorials even more relevant to me is that they not only teach you how to do some of things you know you can do, but they also show things that I never even knew were possible, like this latest one.

Thanks, and keep up the good work!
2011-03-13 07:26:00

Author:
nextlevel88
Posts: 149


Why isn't this thread already stickied? : )

well it effectively is. if you look in my Tutorials thread, they are all there.
2011-03-13 17:39:00

Author:
GribbleGrunger
Posts: 3910


Comph, I saw you published a level called "Data Transfer" and you said in the description that it is for a tutorial. Does that mean we get another 2-torial tonight?2011-03-13 19:24:00

Author:
TNSv
Posts: 302


That was the plan, but I hit a wall. The data transfer mechanism only seems to work with 1 player. If I add in more players, score givers don't work properly. I don't yet have a workaround and I can't find any documentation of others with the same issue.

I could just publish the tutorial for one player and leave a note that I don't yet have a solution for more than one player. I dunno. I spent too much time on it and probably won't be able to do it tonight.


well it effectively is. if you look in my Tutorials thread, they are all there.

Which confuses me, to be honest. Why does it make sense to update a thread with all of the things that are posted directly below it? I don't get it.
2011-03-13 20:02:00

Author:
comphermc
Posts: 5338


Which confuses me, to be honest. Why does it make sense to update a thread with all of the things that are posted directly below it? I don't get it.

think about in six months time when a lot of threads are buried. Shadowriver video tutorial is on page 5 now for instance and getting burried by the day. my thread keeps it current. also, some of the tutorials are from other sources not related to LBPcentral. threads like yours will keep on running, but i can't differentiate because of that, otherwise it wouldn't be the complete list. i'm also updating this thread over at another forum (not LBP related) that advertises LBPcentral constantly

over 120 video tutorials and about the same amount of written tutorials has to be good
2011-03-13 20:11:00

Author:
GribbleGrunger
Posts: 3910


Hmm sounds interesting.. Can you extract the thousands, hundreds, thousands, etc. by them self? Then it shouldn't be that hard to assign one number to every player.. You will not be able to save that much data but some..
Unless you use a solution that is closer to the alghoritm that I'm working with (which is close to be practical ).. But try to cover that in a 15min tutorial ;P
2011-03-13 20:55:00

Author:
Tamland
Posts: 106


Why does it make sense to update a thread with all of the things that are posted directly below it? I don't get it.

If you recall, we decided to do something similar with the LBP1 Tutorials forum, i.e. since there's far too many quality tutorials to stick them all, we had a single thread The Definitive List of Guides and Tutorials (https://lbpcentral.lbp-hub.com/index.php?t=34071-The-Definitive-List-of-Guides-and-Tutorials), and stuck that.

No-one's actually gotten around to doing a thread like that for the LBP2 section, so in the meantime, cliffbo's thread is the closest thing there is, which is why it's stuck.
2011-03-13 20:57:00

Author:
Aya042
Posts: 2870


blimey, i do hope if mine eventually gets unsickied, it's not deleted!? i've spent hours looking for those tutorials on Youtube.2011-03-13 21:06:00

Author:
GribbleGrunger
Posts: 3910


Hmm sounds interesting.. Can you extract the thousands, hundreds, thousands, etc. by them self? Then it shouldn't be that hard to assign one number to every player.. You will not be able to save that much data but some..
Unless you use a solution that is closer to the alghoritm that I'm working with (which is close to be practical ).. But try to cover that in a 15min tutorial ;P

There is a definitive limit to how much data you can transfer. I had a lengthy discussion here (http://www.littlebigplanetarium.com/topic/201-level-links/page__view__findpost__p__1526) on the matter, and you are only allowed 16 bits of data.
2011-03-13 21:29:00

Author:
comphermc
Posts: 5338


Comph, if you are having problems, can you please explain why it isn't working for multiple players. I might be able to help with it a little bit.

Possible Problems and Solutions

1 - Each player is given the points = to the point giver.
Easy - Set point giver to Only this Player (Or whatever it's called)
2 - When using it as Only this Player the points are split between every player.
Not as Easy (But not Hard) - Set level to Versus, and use a player sensor to give the points out to the first player. Use a Counter and a NOT Gate to only allow one player to receive the points.

Can't think of any other problems that may occur right now, but if you are experiencing something different, please explain.
2011-03-14 01:47:00

Author:
Tomeh999
Posts: 763


The issue is not with giving points, but taking away points. Since I allow the players to move freely between levels, I give them points when they are just about to link to a level. It then reads, interprets, and deducts points when they enter a level. The problem is the deduction. First, I'll provide a little bit of context.

In the little sample level I have set up, there are 5 lights which can be toggled on and off. When the player leaves the level through a link, I use score givers to give out points according to which lights have been toggled on. The points are broken down as such:


Light 1 10 points
Light 2 20 points
Light 3 40 points
Light 4 80 points
Light 5 160 points

Thus, if I turn on lights 1, 3, and 5, there are 210 points awarded when the player links to the next level. That part is quite easy and it works fine. The reason that points are set up this way is because of the nature of how lights can be combined. Lights 1-4 can only sum to 150 points. If you have 160 points or higher, light 5 must have been turned on.

The problem is decoding the data.

If I enter the next level with 210 points, I start a check from the highest point value:


Do I have 160 points? Yes. Trigger light 5 and deduct 160 points. 50 points remain.
Do I have 80 points? No. Go to next step.
Do I have 40 points? Yes. Trigger light 3 and deduct 40 points. 10 points remain.
Do I have 20 points? No. Go to next step.
Do I have 10 points? Yes. Turn on light 1 and deduct 10 points. There are no points remaining.


Such a system is able to correctly interpret the data transferred.

This is again trivial using a sequencer, and in fact it works regardless of which lights you trigger. The problem, however, is that the subtraction does not work properly with more than one player. With two players, entering the level with 210 points gives 55 points remaining, which tells me something interesting: it is deducting half of the amount that it should. Note: I tried it with each setting on the score giver (just you and everyone). No change. See the spoiler for breakdown:


Do I have 160 points? Yes. Trigger light 5 and deduct 80 points. 130 points remain.
Do I have 80 points? Yes. Trigger light 4 and deduct 40 points. 90 points remain.
Do I have 40 points? Yes. Trigger light 3 and deduct 20 points. 70 points remain.
Do I have 20 points? Yes. Trigger light 2 and deduct 10 points. 60 points remain.
Do I have 10 points? Yes. Turn on light 1 and deduct 5 points. 55 points remain.


Now, I tried a hacky solution where I'd deduct twice as many points if there were 2 players. It got closer but still failed. I didn't have time to test what was going on, as I had to republish the levels each time I wanted to test something new, and my online partner was getting annoyed.

Three players gave even wilder results but I don't remember the exact numbers.

---

In principle, the system works well. Implementation is currently crap. If I can't figure it out, I will just do the tutorial and stress that it only works with 1 player.
2011-03-14 02:26:00

Author:
comphermc
Posts: 5338


If you send me the stuff as an object I can play around with it and get back to you, don't worry, I won't publish it as my own. Also, I can get on tomorrow, so I can look at it relatively early, especially since my spring break starts tomorrow. I hope you trust me enough to help you, and if you do, I hope I can help.

If you don't have time to send it, tell me and I'll create my own.

Also, don't think that sending it to me is a waste of time, logic has always been my strong point, and I always try many different attempts to make sure that something works.
2011-03-14 02:38:00

Author:
Tomeh999
Posts: 763


I'll just make the level copyable. Copy two of them and link them back and forth. Make one a sublevel of the other.

PSN: comphermc
2011-03-14 02:41:00

Author:
comphermc
Posts: 5338


Wow, I'm surprised you're actually going to let me do this

Alright, I'll add you're PSN tomorrow in the morning and I'll get started on the logic then too.
2011-03-14 02:47:00

Author:
Tomeh999
Posts: 763


And again - thanks. Some fantastic stuff here to give creators a head start - or jump start a level idea. Especially for those of us who didn't get a beta invite and are still a bit behind.

What a gift for creators.
2011-03-14 03:18:00

Author:
CYMBOL
Posts: 1230


Hm... I might have gotten multiplayer working for data transfer. I need a guinea pig...2011-03-14 03:26:00

Author:
comphermc
Posts: 5338


Eureka! I got it working. The levels are on the servers, but I can't get a tutorial up tonight.2011-03-14 03:51:00

Author:
comphermc
Posts: 5338


I made a sackbot checkpoint!!!

It works it works it works!!!!!!!!!!!!!!
2011-03-14 04:35:00

Author:
tomodon246
Posts: 624


There is a definitive limit to how much data you can transfer. I had a lengthy discussion here (http://www.littlebigplanetarium.com/topic/201-level-links/page__view__findpost__p__1526) on the matter, and you are only allowed 16 bits of data.

I was fiddling with a score giver set to double my score (score sensor : 10 pts -> score giver : 10 pts / second (scaled) ), and got up to 4 million points. That's an extra bit or two, if I didn't just encounter some weird bug.
2011-03-14 05:12:00

Author:
Loius
Posts: 342


There is a definitive limit to how much data you can transfer.... you are only allowed 16 bits of data.

Definitive? 19 bits, if you're sticking with the 1 player limit of 1,000,000

Pretty sure upsilandre got the extra score for heading up into the >1mil score range for multiplayer, so realistically the limit is 21 bits.


16 isn't bad though
2011-03-14 10:07:00

Author:
rtm223
Posts: 6497


I watched some more of these today. compher is the bob ross of logic2011-03-14 10:49:00

Author:
Unknown User


"We're just going to make a happy little AND gate over. Now isn't that a nice AND gate? Yes it is..."2011-03-14 10:52:00

Author:
comphermc
Posts: 5338


The issue is not with giving points, but taking away points.

IIRC, the output of a Score Sensor is an analog value, equal to (player score / target score), so (in theory) you could just run that through an ADC to decode. Similarly you could encode with a DAC using a scaled Score Giver. Accuracy may be a problem though.

There is (or at least used to be) an oddity with Score Sensors, in that they're capable of producing analog values greater than 100%, although I wouldn't rely on this in the long term.
2011-03-14 12:00:00

Author:
Aya042
Posts: 2870


IIRC, the output of a Score Sensor is an analog value, equal to (player score / target score), so (in theory) you could just run that through an ADC to decode. Similarly you could encode with a DAC using a scaled Score Giver. Accuracy may be a problem though.

The issue was that it was dividing the amount to be taken away into a fraction so that it could give an even share to all players. I don't know why it did this, and it was independent of the "just you" and "friends" setting on the score giver.

The solution was to just make four different decoder chips and activate the one that matches with the number of players in the level. The subtraction amounts needed to be doubled for 2 players, tripled for 3 players, and quadrupled for 4 players. I tested it with 3 players and it seemed to be working fine.
2011-03-14 13:06:00

Author:
comphermc
Posts: 5338


Well, looks like I don't need to do anything then
When do you expect the video to be up?
2011-03-14 13:55:00

Author:
Tomeh999
Posts: 763


Sometime between now and April. 2011-03-14 15:51:00

Author:
comphermc
Posts: 5338


This is so awesome!!!!!2011-03-15 17:54:00

Author:
Unknown User


Sometime between now and April.

I demand that you make the tutorial before my birthday as a birthday present!!! D :<
.........
2011-03-15 22:17:00

Author:
Amigps
Posts: 564


Thanks comp these videos are really informative. I read rtm's posts on his blog about adding and subtracting but didn't understand it until I watched your stuff.2011-03-16 00:33:00

Author:
Ayneh
Posts: 2454


I demand that you make the tutorial before my birthday as a birthday present!!!

Here you go! Don't spend it all in one place...

Today I show the basic idea of data transfer between linked levels. If you notice, I just barely squeaked in under the 15 minute cap! I need to learn to shut my noise hole. I thought this one turned out well, despite my twice calling a score giver a sensor!


http://www.youtube.com/watch?v=pLF_GsQmPdU

Cheers!
2011-03-16 02:35:00

Author:
comphermc
Posts: 5338


Thanks! (Even though it's not my birthday...)2011-03-16 03:43:00

Author:
Green-Tomato
Posts: 140


I need to learn to shut my noise hole.

False. Youtube needs to increase the time-cap, solely for these videos.
2011-03-16 06:31:00

Author:
nextlevel88
Posts: 149


comphermc, thanks for doing these. I'm learning so much. I made a level on my moon dedicated to these tutorials and have been following along, and it's been really fun! I hope you're planning on doing a lockbox/button combination tutorial. Nevertheless though, I'm sure you'll make something great. Also, your Wizard level seems really good so far.2011-03-16 18:58:00

Author:
maddoggnick96
Posts: 272


I hope you're planning on doing a lockbox/button combination tutorial. Nevertheless though, I'm sure you'll make something great.

Was thinking of doing it tonight, actually.
2011-03-16 19:54:00

Author:
comphermc
Posts: 5338


You also said that you barely scratched the surfaceof the health logic applications...
Could you do that after the lockbox tutorial? Tomoraw? :3
2011-03-16 19:55:00

Author:
TNSv
Posts: 302


Tomoraw? :3

Heh, probably not! I have a lot going on right now. I graduate in a month or so, though.
2011-03-16 20:02:00

Author:
comphermc
Posts: 5338


what?
no cave, boat or temple tutorials?

:/ wish adipose was around, could push out some better visual tutorials

(good stuff btw comphy!)
2011-03-17 19:56:00

Author:
Luos_83
Posts: 2136


what?
no cave, boat or temple tutorials?

:/ wish adipose was around, could push out some better visual tutorials

(good stuff btw comphy!)

What happened to adipose and his tutorials? They were really good. Does he still play LBP?
2011-03-17 22:19:00

Author:
CYBERSNAKE
Posts: 280


New tutorial up, in two parts. Cave tutorial coming soon (never).

Ordered Inputs and Lockboxes:


http://www.youtube.com/watch?v=nCryeXkKpDQ


http://www.youtube.com/watch?v=Yr63uFrRNS8
2011-03-18 02:11:00

Author:
comphermc
Posts: 5338


Yay more videos.

One thing I would be interested in is counting up and down and displaying that as a number using either holograms or emitted numbers.

Say I wanted to display hitpoints above my character and to be able to add and subtract from them or otherwise manipulate them, or maybe displaying the number of items, points, bullets, lives, etc, they have.
2011-03-18 02:33:00

Author:
Ayneh
Posts: 2454


Yay more videos.

One thing I would be interested in is counting up and down and displaying that as a number using either holograms or emitted numbers.

Say I wanted to display hitpoints above my character and to be able to add and subtract from them or otherwise manipulate them, or maybe displaying the number of items, points, bullets, lives, etc, they have.

Have you checked Shadowriver's video tutorials on counters and timers? They explain that pretty well. Go to the LittleBigPlanet 2 Tutorials and Games thread that's stickied at the top of the Tutorials forum and look for Selector-based Counter/Timer Display Parts 1 & 2.
2011-03-18 07:52:00

Author:
nextlevel88
Posts: 149


Hey can you make a tutorial on atmospheres and anything to make a awesome looking level.2011-03-19 21:40:00

Author:
tuyyui
Posts: 175


Hey comphy,
would we able to re-create my cave-tutorial?

Nobody whips em out faster than me ,
and since so many still think its a good tutorial (on which i totally disagree.. and adi is not around) I would really like to redo it.
If I had the arms/time/money to record stuff myself I would do it myself.
2011-03-20 21:04:00

Author:
Luos_83
Posts: 2136


Have you checked Shadowriver's video tutorials on counters and timers? They explain that pretty well. Go to the LittleBigPlanet 2 Tutorials and Games thread that's stickied at the top of the Tutorials forum and look for Selector-based Counter/Timer Display Parts 1 & 2.
No I hadn't seen those, thanks for pointing me in the right direction. <3
2011-03-20 21:29:00

Author:
Ayneh
Posts: 2454


Hey comphy,
would we able to re-create my cave-tutorial?

Nobody whips em out faster than me ,
and since so many still think its a good tutorial (on which i totally disagree.. and adi is not around) I would really like to redo it.
If I had the arms/time/money to record stuff myself I would do it myself.

Where is Adi?
2011-03-20 21:42:00

Author:
TNSv
Posts: 302


Hey comphy,
would we able to re-create my cave-tutorial?

Nobody whips em out faster than me ,
and since so many still think its a good tutorial (on which i totally disagree.. and adi is not around) I would really like to redo it.
If I had the arms/time/money to record stuff myself I would do it myself.
Please make it again if i only had a video camera then could just send it to you. To bad your arms are messed up i hope compherimic read your post. Also what happen to Adi
2011-03-20 21:48:00

Author:
tuyyui
Posts: 175


Adi's real life got the best of him, hes working so much atm its insane.2011-03-22 17:46:00

Author:
Luos_83
Posts: 2136


Hey can you make a tutorial on atmospheres and anything to make a awesome looking level.

I think it's something that you need to learn by yourself, since atmospheres and awesome is subjective manner. Try play with lights and global setting, you might like fogginess effect and making spotlights ;]
2011-03-23 04:40:00

Author:
Shadowriver
Posts: 3991


I think it's something that you need to learn by yourself, since atmospheres and awesome is subjective manner. Try play with lights and global setting, you might like fogginess effect and making spotlights ;]

You know like what Adi and Luos was making little tips and all that.
2011-03-24 00:13:00

Author:
tuyyui
Posts: 175


I've watched all of them and I'm learning allot. I had no idea about live capture or that tags can be controlled by logic. The infinite scrolling was so helpful because I have 2 levels that are using it. I did 3D infinite scrolling back in LBP 1 and hated having to go back to the old system...thanks Comp, this system is so much better 2011-03-26 21:18:00

Author:
hungryhippo
Posts: 76


Latest tutorial: Working with the Extra Layers. It's not a novel idea, but I feel like I simplify some things with my own version of the cascade.


http://www.youtube.com/watch?v=Ij--bJxovSk&fmt=22
2011-03-27 18:05:00

Author:
comphermc
Posts: 5338


Also, its good to note that the Theck and Thack glitched materials help overcome the thin back layer...
I didn't know about the grid letting you move the layers...that's so helpful...I got a copy of the level which all the layers are editable... great
2011-03-27 18:36:00

Author:
hungryhippo
Posts: 76


love your tutorials, this one i'm really gonna play with. anyone who knows of user created lvls that use this glitch can you pm me i would love to see it's possibilities in action.2011-03-27 21:32:00

Author:
Flaming-Wreckage
Posts: 54


Yeah, the grid trick is great. In general, your way of working with the layers seems so much cleaner than what I've been doing. Thanks for sharing it, Compher!2011-03-29 20:02:00

Author:
Alic
Posts: 81


Very very good tutorials!

Keep them up as I think many people including myself find them very informative, helpful and easy to understand


p.s. I can't wait to play your full wizard level and I really want to play and see your next appenture science level
2011-03-31 17:35:00

Author:
Unknown User


Your intro works great with YouTube's new April Fools feature, 1911 Mode

Also, great videos, very easy to follow and goes into a lot of detail.
2011-04-01 17:48:00

Author:
kirbyman62
Posts: 1893


hey comphermc, been watching a few of your tutorial vids and they are great, easy to follow and understand. I'm just impressed with the intro to them. I have a question. Seeing how i'm logically challenged, in your 2nd tut, "Signal Addition and Subtraction," what is the practical application for this? At the end of that tut you said in the next one you would cover the practical side of it, but the next tut is Probability with Randomizers. I just need to understand how and why I would implement this in a level.

This next question will prove just how logically challenged I am. Why add and subtract all the outputs that, for example after all the math is done comes out to 30%, when you can just use one battery set to 30% in the first place? I don't get it. Why have three batteries doing what the one can do?

I'm so inept with logic that I usually just fool around with stuff for an hour and make things way more complicated than it has to be. I'm glad you're doing these tutorials for us, it has really helped, esp. the extra layer one. wow, that really made it easier for me.

p.s. love your levels too, my favs were the aperture science ones
2011-04-02 04:10:00

Author:
biorogue
Posts: 8424


Check out the tutorial on Health Bars. I use it extensively in there.2011-04-02 13:48:00

Author:
comphermc
Posts: 5338


I watched the extra layers tutorial, but the cascade that I found in the extra layers resource level is locked, selecting it selects the entire thing. Would you please update the level with an unlocked one?2011-04-02 18:44:00

Author:
Arkei
Posts: 1432


Okee dokie.

Edit: done
2011-04-03 01:51:00

Author:
comphermc
Posts: 5338


helloooo, would you have any idea how to make a character similar to the SKYRIM game? i have tried several times and when i swing the sword, the character rotates like 100 mph lol , any advice?2011-04-03 14:33:00

Author:
TheLittleSoAndSo
Posts: 181


Got up this morning, got my coffee, booted up the comp and no new tutorial. I'm going through withdraw now, need my hit comphermc. 2011-04-03 19:08:00

Author:
Flaming-Wreckage
Posts: 54


subbed, very well done. helped alot2011-04-04 05:56:00

Author:
Distinct-Creator
Posts: 198


Got up this morning, got my coffee, booted up the comp and no new tutorial. I'm going through withdraw now, need my hit comphermc.

I'm at my parents' house until this weekend, as thus don't have access to my recording equipment. This actually means I'm almost done with my Wizard level. Woot! I had everything set up to record a tutorial on Saturday, but I was sick and sniffly. I couldn't get through the whole thing without making pathetic noises!

On that note, I have a few ideas for the next one, but want some input on where to go. These are sequences of tutorials:

Stickering
Color
Gradients/Shading
Custom Stickering

Atmosphere
Urban
Space
Swamp
Cave

Sackbots
Animations
Automation ("recorded" actions without sackbot recordings)
A.I. (simulated enemy intelligence)

Movie
Making a cutscene
Making a movie

I need to pick a sequence and run through the topics within before moving to the next sequence, and I figure I might as well ask what you guys want to see first.
2011-04-04 13:36:00

Author:
comphermc
Posts: 5338


Grrr....Ummmmmmmm A.I., Automation, or space/swamp atmosphere maybe? Those are some of the ones people often need help with.
IMHO Automation and A.I. sound the coolest though. Thanks CompherMC!

EDIT: I skipped the last part . Since you want to do one sequence at a time, I suggest you go with sackbots.
They will probably be the most difficult to teach, but have fun with it! I'd love to see what kind of out-of-the-box ideas you (hopefully) have in store for us!

Atmosphere would be my second choice.
2011-04-04 13:46:00

Author:
Green-Tomato
Posts: 140


Ok, so what I was looking for is which sequence you'd prefer. It sounds like you'd prefer the sackbot sequence.

+1 vote for that, then.
2011-04-04 13:47:00

Author:
comphermc
Posts: 5338


Yep, and thanks for giving us an option to pick what we want! Great job with the tutorials so far!2011-04-04 13:52:00

Author:
Green-Tomato
Posts: 140


Yeah - I'd have to agree: Sackbots, then Atmosphere. Thanks!!2011-04-04 14:00:00

Author:
v0rtex
Posts: 1878


i'll third that, sackbots2011-04-04 14:58:00

Author:
biorogue
Posts: 8424


Yeah - I'd have to agree: Sackbots, then Atmosphere. Thanks!!

What he said... So, fourthed.

And thanks!
2011-04-04 15:34:00

Author:
nextlevel88
Posts: 149


yes, I also agree with them. so fifth vote for this.2011-04-04 15:51:00

Author:
frexy18
Posts: 62


How about tips on creating moving mechanical parts it machines. Logic and mechanical movements are my personal weakness. Either way, sounds like you have some good ones coming up. Much appreciated - thanks for all the hard work. (Looking forward to Wizard).2011-04-04 18:27:00

Author:
CYMBOL
Posts: 1230


Make it six for sackbots woot!! 2011-04-04 23:30:00

Author:
Amigps
Posts: 564


I don't really care in which order you record the sequences, comphermc. I'll watch them all and learn a lot of 'em anyways
The upcoming topics sound great though! Can't wait for my next portion of LBP education ^_^
2011-04-05 11:33:00

Author:
Unknown User


I really love your videos comph, and so far I have learned at least 1 or 2 new tricks in every single one of them.

The order in which you do the next ones aren't really that important to me - I'm sure they will all be very helpful

I also think you should keep your original idea of having a Holographic Material guide as one of the videos. Perhaps as an extension of/prequel to the Stickers video? (The incredible potential when combining stickers and/or decoraitons with Holographic Material is still unknown to many people I feel...)

Anyways thank you for these great contributions! I'm always looking forward to your next video

Cheers!
2011-04-05 11:58:00

Author:
Slaeden-Bob
Posts: 605


I'd personally love to see your tips for fancy stickering skills, but anything is cool by me, and I have a keen interest in all of the sequences you have planned.

Really looking forward to Wizard!
2011-04-05 14:00:00

Author:
rialrees
Posts: 1015


could you perhaps make a tutorial on how to make your own backgrounds/backdrops?2011-04-08 19:14:00

Author:
GribbleGrunger
Posts: 3910


WOW. just so you know the pedigree of this here fella. MUST PLAY!

Comphermc: Wizard (http://www.youtube.com/watch?v=2ddgJvc4yas&hd=1)
2011-04-10 16:01:00

Author:
GribbleGrunger
Posts: 3910


Yeah - I'd have to agree: Sackbots, then Atmosphere. Thanks!!

Exactly what I was going to say, so sixthed, or seventhed or whatever
2011-04-10 16:25:00

Author:
kirbyman62
Posts: 1893


Your votes have been (unanimously) tallied. Sackbots it is.

Here's the first one, on Sackbot Acting. Some of this may be common knowledge, but not all of it. Cheers!


http://www.youtube.com/watch?v=IBYx49PaykM
2011-04-10 19:35:00

Author:
comphermc
Posts: 5338


Have you ever seen Mr. Sunshine? You sound just like the owner's son. lol

Nice tut. I never really messed with the animations much, but now I don't have to mess with them as a much.
2011-04-10 20:11:00

Author:
Devious_Oatmeal
Posts: 1799


i've redone my Tutorial thread to reflect how awesome you are Comphermc2011-04-10 20:27:00

Author:
GribbleGrunger
Posts: 3910


Some great stuff there compher! Thanks especially for the statue trick, I would never have guessed that to be how it was done.2011-04-11 00:01:00

Author:
croissantbuncake
Posts: 572


Ooh nice to have my suspicions confirmed regarding the animation selection. (I'm always happy to find out someone else does something the same way as me, gives me the warm fuzzies.) Didn't think about using acting animations for interaction / custom skill activation though. Looking forward to the next installment for some more handy dandy tips!2011-04-13 03:56:00

Author:
rialrees
Posts: 1015


I would have had this out sooner if I hadn't found a groove with a new level. I hope you can all forgive me one day... Sackbot Automation:


http://www.youtube.com/watch?v=JFVazXuQ1bc
2011-04-18 11:29:00

Author:
comphermc
Posts: 5338


Thanks comphermc for these tutorials. I always learn something that helps out with my new levels 2011-04-18 11:52:00

Author:
Unknown User


Thanks so much for the Sackbot tutorials so far. I'm having trouble managing a project of my own, and I think your tutorials will give me a reason to continue working.
Thanks
2011-04-18 22:50:00

Author:
Green-Tomato
Posts: 140


Your tutorials don't just teach ya how to do stuff, they inspire ya to try stuff. That's great. Thanks again.2011-04-19 00:40:00

Author:
nextlevel88
Posts: 149


Thank you for these tutorials, they are all brilliant and have vastly improved my knowledge on the creation tools.

LBPlanetorials is, by far, the best LittleBigPlanet tutorial series on YouTube. The commentary is precise, helpful and detailed, so people don't get lost in whatever is going on on-screen and the whole thing is presented very nicely. I absolutely love this series! Unbelievably spectacular work, comphermc!


On a side note: Will you be my math teacher too?
2011-04-19 08:29:00

Author:
galacemiguel
Posts: 179


Your tutorials don't just teach ya how to do stuff, they inspire ya to try stuff. That's great. Thanks again.

This is so true...I just finished making a pair of respawning sackbots you can switch between using L2 and R2 with your respawn logic for a bare skeleton...awesome...
2011-04-19 08:34:00

Author:
EvilWuun
Posts: 152


total noob question (i just got a PS3 by the way! yay) but couldn't you make the tag that is second from the end turn on when you touch it and then turn off when the sackbot jumps? and repeat of course2011-04-19 19:55:00

Author:
GribbleGrunger
Posts: 3910


total noob question (i just got a PS3 by the way! yay) but couldn't you make the tag that is second from the end turn on when you touch it and then turn off when the sackbot jumps? and repeat of course

There are many others ways that it could have been achieved, he was simply demonstrating one
2011-04-20 22:51:00

Author:
Nurolight
Posts: 918


Haven't really gotten into sackbots much, but I'm sure those tutorials will save me lots of time. As always, thanks for sharing.2011-04-21 05:31:00

Author:
CYMBOL
Posts: 1230


Hey folks. Here is the last in a three-part series on Sackbots. This one is about basic Sackbot AI. Hope you find it informative. Hopefully this will be the last one I have to do on this old computer!


http://www.youtube.com/watch?v=5bDTsD29o-I
2011-04-22 16:27:00

Author:
comphermc
Posts: 5338


Awesome tutorial! I found it really easy to follow, and it will help me quite a bit. Thanks! 2011-04-22 16:45:00

Author:
Green-Tomato
Posts: 140


Awesome tutorial, Comphermc! I'll probably work through this myself when I get home from work tonight! Thanks for putting these together!2011-04-22 19:08:00

Author:
EvilWuun
Posts: 152


Hey comph! I can't tell you how helpful your tutorials have been this past week. I've been working on a new level and have re-watched episodes 4, 5, 8, 12, 13, 14, 15 in order to create what I have in mind without compromising anything due to lack of know-how. My level is now looks, runs, and plays smoother than I could have asked for! I wouldn't have a level if it weren't for these tutorials Keep up the good work!2011-04-22 20:22:00

Author:
Littlebigdude805
Posts: 1924


Great tutorial! Cant wait to see whats coming next!2011-04-24 19:31:00

Author:
mattman111
Posts: 188


Thanks for the detailed sackbot tutorials. I say that the automation go pretty well with the acting. Acting alone would be rubbish, because you have to record again every time you place him/her somewhere different. Like he/she currently running to the left, jump on the platform and somewhat do the random air guitar and carry on running to the left, however, timing would be included.

If AI sacks cannot switch layers, then layer shifter would be included.
2011-04-24 20:21:00

Author:
ShiftyDog
Posts: 293


Thank you so much comphermc. You've taught me many great things that I didn't know before, and it helps out both simplifying my logic and adding new features :32011-04-25 04:30:00

Author:
Sonik42
Posts: 76


A big Thank you to comphermc. I look forward to these tutorials and I have implemented a great deal of your tips and tricks into a level I have been working on since LBP2 hit the shelves. I am a very casual creator/player but I have learnt so much from watching your videos, even when your tutorial is not something I am directly working on I'm still learning from the way you explain, navigate and create within LBP2.

Awesome job
2011-04-27 19:17:00

Author:
stuk71
Posts: 86


comphermc! i've finally got LBP2 and am currently going through your tutorials. i have to say, you are brilliant, but a tad complex here and there for me (at the moment). have you ever thought of contacting MM and offering to make a nice glossy tutorial book with them? i'd buy it and i'm sure many others would too. on another note: how the hell did you get so good? is it just practice? cos i hope so

on another note... i'm useless at playing games and simply want to create. how can i get all the unlockables without acing all the levels?
2011-04-28 18:31:00

Author:
GribbleGrunger
Posts: 3910


New video tutorial: Move Cameras and Cutscenes. Four more until the 20th video!


http://www.youtube.com/watch?v=s4UaPCFkfTM
2011-05-05 21:53:00

Author:
comphermc
Posts: 5338


Nice tutorial, comphermc but all this already said in the Mm tutorial!
I also made a tutorial about Movies/Cutscenes.
It would be cool if you could check it out.
2011-05-05 23:02:00

Author:
ScorpSkull
Posts: 92


Nice tutorial, comphermc but all this already said in the Mm tutorial!
I also made a tutorial about Movies/Cutscenes.

Yeah, I saw your youtube comments.

It's funny you should say that, because I had never played the in game tutorials. No bother, I believed you and checked them out.

Simply, none of this stuff was mentioned in the in-game tutorials. I don't know what you are on about, but Mm didn't talk about putting cameras on sequencers, nor did they talk about the "track player" setting. Both of these things were the focus of my video, which should be completely novel to someone who has only learned via the in-game tutorials. Savvy?

Edit: I watched your video. If these were redundant concepts to the Mm tutorials, then why were you ignorant of using them in your own video?
2011-05-06 01:30:00

Author:
comphermc
Posts: 5338


hey i think the baterry didn't light up due to you still having the lvl paused2011-05-06 04:53:00

Author:
Unknown User


hey i think the baterry didn't light up due to you still having the lvl paused

Yep, that's what I said in the youtube comments. I'm not going to re-record for that gaff, though.
2011-05-06 05:33:00

Author:
comphermc
Posts: 5338


Yep, that's what I said in the youtube comments. I'm not going to re-record for that gaff, though.

What?!?!?!? You're not?? Where's the QA on this?!

Just kidding Great tutorial btw!
2011-05-06 16:28:00

Author:
Tamland
Posts: 106


ComphermC, you seriously should be thinking of getting in touch with someone higher up. you can see how many tutorials i've put up and i can say without fear of contradiction, yours are by far the best. perhaps you don't know how good you are? i know that you get a hell of a lot of praise from everyone on this forum and, trust me, else where, but i don't think you understand how well you explain things and how clearly you demonstrate things. or perhaps you do! we need a nice glossy book on everything LBP2 and perhaps an accompanying disc with all your tutorials on it. contact MM with the idea and see what comes of it

oh, and any chance of some on Movers in general? please, please, please don't stop at 20!!
2011-05-06 18:41:00

Author:
GribbleGrunger
Posts: 3910


I totally agree with Cliffbo. Your tutorials are the best i've watched yet. (& i've watched hundreds)
They are extremely easy to follow & understand.......even to a total beginner like me
Please keep making more man (How about one for making something walk.....AT-ST ish)
I tried using the rotating ball with legs bolted on method, but it's quite limited, not to mention fiddly as hell (to get a body to fit without the ball catching on it & getting jammed)

EDIT - I changed the "thin" legs to "thick legs" (1 layer) & it has dramatically improved my options for which type of body to use. Using the thick legs, the "ball" can be hidden by using a thin layer on the "outside edge" of the body.
Dunno if that made much sense to anyone lol
2011-05-07 19:49:00

Author:
Unknown User


Great tutorials! I saw your wizard preview and was hooked. Unfortunately, I can't get youtube to work right now, but I'll be back on following them soon. By the way, did you ever make a video on how to do the acrobatic jumps and rolls. And do you have a video on how to record animations like slaps and activate them on command?2011-05-08 04:22:00

Author:
TREMIC1
Posts: 263


**respect**2011-05-08 04:54:00

Author:
Distinct-Creator
Posts: 198


This isn't tutorial related but, just out of curiosity, what does comphermc mean?2011-05-08 09:02:00

Author:
Jakeamorris25
Posts: 72


This isn't tutorial related but, just out of curiosity, what does comphermc mean?

I think it's his second name.
2011-05-08 21:53:00

Author:
CYBERSNAKE
Posts: 280


I think it's his second name.

Yeah that could work.
2011-05-09 12:35:00

Author:
Jakeamorris25
Posts: 72


Secret Counters:


http://www.youtube.com/watch?v=9Ld3DNKNrV8

Sorry about the sound quality. I'm going to have to figure something else for voice recording.
2011-05-12 23:30:00

Author:
comphermc
Posts: 5338


I'm sure I'll love this one as much as I love your other tutorials! 2011-05-12 23:33:00

Author:
Night Angel
Posts: 1214


Videos like these are just part of the reason why you're my favorite creator!
I can't wait for more
2011-05-13 02:02:00

Author:
UberOrbPS
Posts: 290


Hey compher, just watched videos 16 and 17.

I love your tutorials! ^^ This is my first time watching them.

Learned a lot. I plan to check out the others when I can. I tend to avoid messing with too much technical stuff in my levels, but your tutorials made me feel a little more confident. Also I had no problem hearing what you were saying in last video. Quality seemed fine. Very clear and easy to understand. Keep up the great work. ^_~
2011-05-13 02:11:00

Author:
Hana_Kami
Posts: 393


Keep em' coming. 2011-05-13 02:43:00

Author:
Maxi
Posts: 1176


Again a nice tutorial
but it's actually easier to not invert the Tag Sensors and then connect all of them to one Selector.
Same result with less wires.
2011-05-13 03:53:00

Author:
ScorpSkull
Posts: 92


"I added a few things to it. A little murder scene aaaaaaaa" - lol

Didn't know you could do all that with cameras on sequencers. Actually seems like you have more control doing it that way, or it's just easier to reorganise stuff without individually tweaking everything. Good stuff.
2011-05-13 06:35:00

Author:
Ayneh
Posts: 2454


I must say I really enjoyed (chain) watching these. There's a lot of nice little tricks I didn't even know about in there.2011-05-14 06:08:00

Author:
Bluetonberry
Posts: 9


Ha! I used the randomizer "probability" set up to make all my status effects! ..but I have heard that since the randomizer follows a pattern its slightly off.. or is that just at the beginning of the sequence? Well... it seems to work right most of the time.
btw.. i was mispronouncing Comphs name until I heard him say it in a video ...
2011-05-14 20:22:00

Author:
Dortr
Posts: 548


ok, i'm struggling with Holo animation and i just noticed you put 10 holos (while lit) on top of each other! can holos occupy the same space without deleting the one prior to it? if so, do you have to create them first and then pop them on top of each other?

a nice tutorial on holo animation would be most welcome
2011-05-15 15:33:00

Author:
GribbleGrunger
Posts: 3910


To place holo on top of another piece of any material, move it where you want it, then just deselect it. (Press Circle)2011-05-17 02:07:00

Author:
Green-Tomato
Posts: 140


your doing a great job!2011-05-23 23:18:00

Author:
Unknown User


Hey guys, sorry about the delay! New video is now available, on sackbot acrobatics. This includes the much-demanded sackbot roll, and also a dive animation. Hope you like it!


http://www.youtube.com/watch?v=2cwRwgjgMO8
2011-06-04 20:06:00

Author:
comphermc
Posts: 5338


Hey guys, sorry about the delay! New video is now available, on sackbot acrobatics. This includes the much-demanded sackbot roll, and also a dive animation. Hope you like it!


http://www.youtube.com/watch?v=2cwRwgjgMO8

yay new video FTW!
2011-06-04 20:18:00

Author:
Arnald23
Posts: 1843


I also made a tutorial about a Sackbot roll.

I?ll also do make more of these. Including Flying, Flips, Double Jump, Double Flip Jump and more!


http://www.youtube.com/watch?v=te1qoDYKrT0&feature=channel_video_title
2011-06-04 21:52:00

Author:
ScorpSkull
Posts: 92


I also made a tutorial about a Sackbot roll.

I?ll also do make more of these. Including Flying, Flips, Double Jump, Double Flip Jump and more!


http://www.youtube.com/watch?v=te1qoDYKrT0&feature=channel_video_title

Shameless advertising?
2011-06-05 00:40:00

Author:
Silver39
Posts: 1703


Another video: Theck and Thack Sublayers


http://www.youtube.com/watch?v=F7cNqFRgCDw&hd=1
2011-06-05 19:38:00

Author:
comphermc
Posts: 5338


Wow! That was quick... not that its a bad thing!

EDIT: Just one thing I noticed - instead of using the 'Rod' technique, you could just have a sort off T-Square shape and used that to align the corners. Either works
2011-06-05 19:43:00

Author:
Nurolight
Posts: 918


EDIT: Just one thing I noticed - instead of using the 'Rod' technique, you could just have a sort off T-Square shape and used that to align the corners. Either works

Sure, either will work.
2011-06-05 20:01:00

Author:
comphermc
Posts: 5338


I remember that from LBP1.
I didn?t know that you could do so much with it but I don't work with glitches so I never really came across this one.

But using this to move materials through the Hamster Tubes could be useful
2011-06-05 20:15:00

Author:
ScorpSkull
Posts: 92


Another video: Theck and Thack Sublayers...

The strange smear behavior of your thack block is nothing to do with it being thack, it just needs a texture realignment. The copy in the Goodies level works fine.

As for using a rod to align - can't you just matchange one of the things to hologram?
2011-06-06 15:50:00

Author:
Aya042
Posts: 2870


As for using a rod to align - can't you just matchange one of the things to hologram?

Clever girl!
2011-06-06 15:58:00

Author:
comphermc
Posts: 5338


is it possible for you to do a tutorial on recording punches,,kicks and creating a combo system?2011-06-07 04:55:00

Author:
wait wtf
Posts: 853


Clever girl!

Wait, but it has Sackboy up there.
2011-06-07 13:28:00

Author:
Jakeamorris25
Posts: 72


The strange smear behavior of your thack block is nothing to do with it being thack, it just needs a texture realignment. The copy in the Goodies level works fine.

Sorry, which level is that you are referring to?
2011-06-11 05:25:00

Author:
Mr_Fusion
Posts: 1799


Best tutorials on LBP2 logic and basic Things to know.
i barely knew how to PLACE a sackbot, now im making them do backflips. Thanks alot compermc ^_^
2011-06-11 06:16:00

Author:
Unknown User


Sorry, which level is that you are referring to?

There's a link in my sig.
2011-06-11 14:27:00

Author:
Aya042
Posts: 2870


nice theck and thack tutorial comph very informative, but i would have liked you to talk more about the grabbable properties of theck - i havent done much experimenting since the beta but i thought that there had been some new issues with grabbing theck. Good tutorial though cant wait for more. 2011-06-11 17:11:00

Author:
Skalio-
Posts: 920


Clever girl!

"Oh, ah, that's how it always starts, but later there's running...and screaming"

I have an alternative to your ordered inputs...mostly because I'm very stubborn and like to work stuff out myself But I still love your tutorials

I did have an idea using emitters, but that was so stupidly complexed (and was never going to work) that I gave up And this popped into my head

So to start we need some switches. I've gone with RED, BLUE and GREEN (same colours as the tutorial), with grab switches, pretty simple.

http://i465.photobucket.com/albums/rr19/ballisticola/01a.jpg

Next, we need TAGS (same colours or just labelled to match, which is what I did). To go with these we obviously need TAG SENSORS one for each. Now you should have red, blue and green tags and the sensors to match. These sensors go into a SEQUENCER.

http://i465.photobucket.com/albums/rr19/ballisticola/02a.jpg

Set the sequencer to 0.1 seconds a Stripe, Start/Stop and No Loop. And place the tag sensors in the order you need, with each one in the middle of each stripe. I've gone with the same order RED, BLUE and GREEN (to make it simple). Set the sensors to NOT (Invert Output - YES), this is important. Also you need a BATTERY at the end to activate what you want.

http://i465.photobucket.com/albums/rr19/ballisticola/03a.jpg

Now, get a MICROCHIP and place inside it, 2 OR gates, a SELECTOR and a TIMER (as well as your tags).

http://i465.photobucket.com/albums/rr19/ballisticola/04.jpg

Connect your switches to the selector and the outputs to the matching tag (DO NOT put the sequencer inside the microchip, it won't work, that just to show the connections). Now connect your switches to one of the OR gates and the output to the timer. Set the timer to 0.1 and Start Count Down. Connect the timer to the sequencer.

All that's left is to connect your tag sensors to the other OR gate and the output to the timer and sequencer RESET. And connect the battery to what you want to activate. Everything is ready.

Grab the Red switch, this will activate the Red tag and at the same time the sequencer will move forward 0.1 seconds. Because you've got the right one, the sensor will not activate the sequencer reset. If you grab Red again or Green, the sequencer will move forward 0.1 still, but because the Blue tag is NOT on, the next sensor will reset the sequencer and the timer (which would have carried on moving from the start for 0.05 seconds).

You can simply change the order of the sensors or how many, as well as the number of switches, they just need matching tags and sensors. And of course you can have a 0-9 combination lock if you like
2011-06-11 22:53:00

Author:
ballisticola
Posts: 157


Feedback Loops! This is a long one... bring a snack (and maybe catch a light nap)!


http://www.youtube.com/watch?v=c4GaCQ1eRVE&hd=1


http://www.youtube.com/watch?v=k0sbxogAcDo&hd=1
2011-06-16 23:34:00

Author:
comphermc
Posts: 5338


Sublime, I watched in awe.2011-06-17 00:24:00

Author:
hesido
Posts: 166


Again a nice tutorial!
I just had one question the whole time I watched it:

Why?

Why using such a complex system to create a health system for example. Don?t get me wrong this is really advanced and cool logic and you can make a lot of crazy things with it BUT why would you make a health system with it when you can also make one with some counters? I mean most people don't see the logic behind a health system when they play a level. Also explaining something like this to a player when they play the level is not fun for everyone.
I would make keep a health system as simple as possible for the players. A system that explains itself like the ones in the story levels.

Anyway great tutorial!
2011-06-17 02:02:00

Author:
ScorpSkull
Posts: 92


The main issue with this design for a health system is that it can really only be used to display one amount of health afaik. The only way to achieve separate health values is by scaling each signal based on the target health. For a setup with 100 health and 50 health, you simply need to double the damage and healing done to the 50 health unit, but as you get more obscure health values, this becomes quite difficult, and typically not worth it.....which isn't really an issue because....

Again a nice tutorial!
I just had one question the whole time I watched it:

Why?

Why using such a complex system to create a health system for example. Don?t get me wrong this is really advanced and cool logic and you can make a lot of crazy things with it BUT why would you make a health system with it when you can also make one with some counters? I mean most people don't see the logic behind a health system when they play a level. Also explaining something like this to a player when they play the level is not fun for everyone.
I would make keep a health system as simple as possible for the players. A system that explains itself like the ones in the story levels.
... this setup is really only useful for boss battles, since you can achieve a fairly ridiculous range of health (864000 using values based on an X/86600.0 timer). It's actually very similar to the amount of logic required for a typical speedscale timer setup. For counters.....ugh. Sure they are quite simple, but if you're going to make a rts or td or anything else for that matter, different damage amounts are very nice to have (which is arguable easier to do using timers than with counters).
2011-06-17 05:32:00

Author:
SSTAGG1
Posts: 1136


Again a nice tutorial!
I just had one question the whole time I watched it:

Why?

Why using such a complex system to create a health system for example. Don?t get me wrong this is really advanced and cool logic and you can make a lot of crazy things with it BUT why would you make a health system with it when you can also make one with some counters? I mean most people don't see the logic behind a health system when they play a level. Also explaining something like this to a player when they play the level is not fun for everyone.
I would make keep a health system as simple as possible for the players. A system that explains itself like the ones in the story levels.

Ok, explain to me how a counter system can achieve the following:

I want a health system where I can receive damage from different attacks. Let's say there are 3 attacks: A, B, and C.

Attack A does 2.5% damage.
Attack B does 5% damage.
Attack C does 9% damage.

There are also 2 ways to refill health: 100% restore and 50% restore.

...you can't. However, solving this problem is trivial with the system I've shown.

Additionally, you can create a complex currency system, were it would be expected that different items have different cost.
2011-06-17 17:02:00

Author:
comphermc
Posts: 5338


Feedback Loops! This is a long one... bring a snack (and maybe catch a light nap)!

Regarding the Player Sensor + Selector combo, you're not actually converting analog to digital - the Selector just ignores the analog component of the signal, and the digital 'on' is based on a threshold value from the Player Sensor. So you're actually just using the Selector to convert digital 'on' to analog 100.
2011-06-17 17:06:00

Author:
Aya042
Posts: 2870


Regarding the Player Sensor + Selector combo, you're not actually converting analog to digital - the Selector just ignores the analog component of the signal, and the digital 'on' is based on a threshold value from the Player Sensor. So you're actually just using the Selector to convert digital 'on' to analog 100.

It's the same thing as connecting the NOT state of the sensor to the selector's 1st port, but this looks a bit more fancy
2011-06-17 18:23:00

Author:
hesido
Posts: 166


Additionally, you can create a complex currency system, were it would be expected that different items have different cost.

Interesting. I do have a couple of suggestions for tutorials, not only for me, but for others who struggle at creating some things:

-The currency system you talked about (As low-therm and versatile as possible)
-A combo system for a sackbot with animations and hit detection :3 (again, low-therm and versatile)
-A working top-down system
-Complex, moving, shifting, transforming environments
-Hologram animations
-Complex boss fights :3

You don't have to do these exact tutorials, of course. These are just suggestions, but I would appreciate if you could. Especially the currency sytem and holo-animation.
2011-06-17 19:20:00

Author:
TNSv
Posts: 302


I've already made exactly what comphermc described for a cash system a few weeks ago. Range of 1-10000, instant cash change, any change amount possible. It's very useful, and takes up only a minor part of the thermo. It's in my logic level for anyone interested. They're actually fairly simple to make, once you get past the actual numeral display (which is quite a lot, actually...)

I'd be interested to see a pop-up menu system, with tabs and other pop-up menus. Could make a level feel like an actual game.
2011-06-17 19:57:00

Author:
SSTAGG1
Posts: 1136


I've already made exactly what comphermc described for a cash system a few weeks ago. Range of 1-10000, instant cash change, any change amount possible. It's very useful, and takes up only a minor part of the thermo. It's in my logic level for anyone interested. They're actually fairly simple to make, once you get past the actual numeral display (which is quite a lot, actually...)


Really? So it's in the same level as your health logic, right?





I'd be interested to see a pop-up menu system, with tabs and other pop-up menus. Could make a level feel like an actual game.

I'm actually planning to do something like that in a level series that I'm currently sketching out. I'll make some concepts when I get back home and try to remember to let you know how it turns out
2011-06-17 21:50:00

Author:
TNSv
Posts: 302


Just realized that this is perfect for my upcoming RTS level.2011-06-17 22:41:00

Author:
Willman4
Posts: 170


This is a very smart way to build a health bar. It's a little complex in the middle with the math, but does make complete sense. Never could have made it myself originally but your explanation makes it so simple to build now.

There has been nothing wrong with previous health bar discoveries, but this takes them so much further.

I love that the community is at a stage of not just optimising logic but re-evaluating already 'discovered' ways of doing something different and completely destroying the norm.

In regards to saying it's more complex than other solutions, well... yes... but only the math. The circuirty is less complex to build and the end result is cleaner and more accurate.

I guess that you could think of it as the evolution of the healthbar system.
2011-06-18 01:33:00

Author:
Mr_Fusion
Posts: 1799



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