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#1

Inter-level unlockables and SPEED WTF?? (Shouted with tone of desperation :P)

Archive: 7 posts


So I've been stuck on two major issues with logic setups in Create ever since LBP2 hit the shelves. This one is pretty embarassing, but here goes: how do you get things to gradually accelerate?
I mean, when you run in real life, you hardly go from standing still to sprinting at 15 km/h instantly, but with Timers, I can't make heads or tails of how the hell to get my top-down guy to do ANYTHING OTHER THAN THAT. Do you have to use the old-school "Tag-On Piston-Moves-Toward-Tag-Sensor' setup from LBP1? Because that would suck, seeing as it needs Materials - which can't be put on Circuit Boards - to work.
Or am I just a n00b with Timers?

The second problem, while not an immediate obstacle for me, has to do with unlock systems. In short, say you get enough cash and buy a bazooka in RPG level 1. Is there any way to make it so that, without direct Level-Linking, it registers that the bazooka is in your inventory in RPG level 2?
! NOTE ! I know you can just put a Sticker in a Prize Bubble and set up a place full of Sticker Sensors in every level where you can redeem your unlocked bazooka, etc., but that's crude, theme-breaking and just a generally extraneous chore. Plus, I'm talking top-down RPG stuff here, and I'd like to stay in my Controlinator, thank-you-very-much.
Is there any way around it, or do I have to wait for Mm's 'magical powers of DLC' to save the day?

I know I've blabbed on quite a lot, but if anyone can help in any way, they're going onto my Special Thanks list when I hit the big-time, for sure. So thanks (Special ones)!
2011-03-12 08:44:00

Author:
Unknown User


the first problem is easy enough. Just wire the timer up and set the mover input to speed scale. This will cause it to ramp up according to the percentage full the timer is.

Strength scale works better for simple movers since they are considered to be ON full strength with 0 speed when disabled as far as I can tell. Setting them to strength scale allows two opposite movers to be used without canceling each other out since, when off, one of them will have 0 strength resistance against the other.

There is unfortunately no current way around your second issue. Aya042 has made some good posts regarding using save codes, which is less tedious in that you don't have to leave a controllinator to use them, but it requires people to write down and enter a code for each level. There have been a few threads on things like that, but so far no one seems to have a clean and tidy solution for continuity between levels.
2011-03-12 08:53:00

Author:
tdarb
Posts: 689


You can encode game data in the player's score to transfer information between linked levels.

Every point = one rocket, every ten points = one health, every 100 points = one whatever else. Give the player points before activating the link, then have the linked level parse the information back out again.
2011-03-12 09:44:00

Author:
Loius
Posts: 342


Thanks, guys! I'll be sure to try all this stuff out
But (@tdarb) another thing, I can't get it so you stop walking/running when you let go of the stick. It just carries on moving at whatever speed it was doing when I took my thumb off. How do you get about that? (Also, it'd be nice if your speed could slow down faster than it speeds up, i.e. screeching-to-a-halt stuff. How can you get the timer to empty faster than it fills?)
2011-03-12 12:19:00

Author:
Unknown User


you could run the stick output through a NOT gate, and into the reset of the timer. That should set it back to 0 immediately when you release the stick.2011-03-12 20:03:00

Author:
tdarb
Posts: 689


If you want it to empty at a different speed than it fills but you don't want it to empty instantly (reset) then things get a little more complicated.

Wire a signal combiner into your your timer and set the timer to forward/backward. Hook a NOT gate into the negative end of the combiner and wire whatever button or thumbstick you're using to control acceleration into the NOT. It will empty at full speed (so if it's a 2 second timer, it will empty in 2 seconds) when you're not holding down the button. To get it to fill slower, you're going to need to convert your signal to a smaller percentage. The easiest way to do this is to stick a battery on a microchip and wire your button into the microchip's bottom input (the on/off). Set the battery to whatever percentage you want. If, for example, your battery is set to 50%, it will take 4 seconds for the timer to fill up but only 2 seconds to empty.

As for inter-level data, as others have said, there's nothing that can be done about it except for stickers or codes that you have to write down. The score thing will work but only if the second level is a sub-level.
2011-03-12 22:49:00

Author:
Sehven
Posts: 2188


that actually makes a lot of sense already, without having to try it out! Oh, and I sorted out my n00bishness with the stick problem, so no worries. Again, thanks to the three of you 2011-03-13 08:22:00

Author:
Unknown User


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