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Another way to pass data between levels...

Archive: 3 posts


Not sure if this is the right place for this. It's not a tutorial at this point, really, and I'm not asking for help making it. Rather I'm asking if people would think it would be useful.

I've been thinking about the idea of passing data between linked levels. It occurred to me there is one bit of data that can be modified, read, and is persisted between levels. That is the score.

I have a proof of concept score reader, which can accurately read any value of the score up to the max of 4 million points. Creating something to modify the score would not be terribly difficult. Even combining the two, so it can read the score, round it out to however many bits it needs, and modify the score as needed, would not be difficult.

So I have all the theoretical pieces to be able to pass up to 10 bits of information. It's not a whole lot, and it seems like it has a lot of downsides. It's slow (The score reader can take a couple seconds to produce an accurate reading for scores over 100,000). It messes with the scoreboard, since now part of the score is data. (It could be subtracted on the other side of the level link, or before the end of the level, but that still leaves the score rounded off.) It means the player gets some random number of points as they leave a level to enter the next, and potentially lose a random number of points as they enter a level. (Random to the players perception anyway.) And to be honest, 10 bits isn't exactly huge.

Does anyone think they would actually want to use something like this?
2011-02-28 00:25:00

Author:
Tygers
Posts: 114


Does anyone think they would actually want to use something like this?

Both rtm and upsilandre created prototype versions of this during the beta, but I don't think either actually used them for any practical application.

IIRC some people use a very simplified version of this, based on whether the player has any score at all, to determine which spawn point they start from in a level.
2011-02-28 00:29:00

Author:
Aya042
Posts: 2870


I'm not surprised, I had a feeling someone had due to a side note in rtm's multiplication/division blog post. (Which is partly why I haven't actually gone to the point of a proof of concept.) However my search-foo had failed in finding any mention of it. And the fact that I also found no discussion of analog signals >100% (Which I found in playing around with this idea to begin with) also made me wonder how much this had been explored. Since the score sensor only goes up to 100,000 that means special treatment is needed for any score higher than that.

The downsides just seem too great for such a small storage to be of much utility. (Though I lied about just 10 bits... Theoretically it could store and read any score up to 4 million, but anything over 10,000 becomes a pain to set, and score givers only go in increments of 10, for 1000 possible values, roughly 10 bits.)
2011-02-28 00:43:00

Author:
Tygers
Posts: 114


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