Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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pokemon
Archive: 7 posts
hi, does anyone have any ideas on how to make a pokemon level on LBP2 please ??? | 2011-03-13 17:04:00 Author: LITTLEBIGMANKYLEO Posts: 1 |
Well what are you trying to do? I've made a few Pokemon levels. | 2011-03-13 19:35:00 Author: lemurboy12 Posts: 842 |
You mean actually recreate Pokemon? Other than the lack of "cookies" its pretty easy. | 2011-03-13 19:52:00 Author: Kern Posts: 5078 |
hi, does anyone have any ideas on how to make a pokemon level on LBP2 please ??? You mean like, step by step? The level up system would be a pretty complicated logic piece. Not to mention recalling 'mons caught, seen, and the levels or moves they have been taught individually. There's also natures, EVs, and IVs. The intense number of different items would also be an issue. You'll need to learn how to multiply and divide damage for type advantages... There are a lot of things to keep track of for that kind of level. Depending on how many generations you want to cover you'll have a lot of sprite making to do or just general carving and stickering characters (both front and back) with lots of different moves to make effects and animations for. You've got a lot of reading to do. Good luck. | 2011-03-15 01:04:00 Author: DigiOps Posts: 111 |
Btw did you guys hear the producer of pokemon died in the tsunami in japan, I don't know if it's true. I sure hope not D: | 2011-03-15 01:35:00 Author: fireblitz95 Posts: 2018 |
well lets start with the pokedex. you'll probably want a selector with the same amount of inputs as you have pokemon with one extra for null. create a tag for every single pokemon in the game you are making. make each unique to the species. next cerate one tag sensor for every tag you just made and connect them to the selector inputs. create an inverted or gate with the same amount of inputs as tag sensors and hook that to the null position on the selector. This will make the input reset itself to the off position when there is no pokemon being caught. now for every pokemon you will need to create a chip that will keep track of how many of it you have caught. For this, hook the output of the selector, which will turn on when a pokemon is caught, to a series of counters set to have a capacity of 10. One will be your ones, another your tens and so on. connect the outputs of each to it's reset and the count of the next in the chain. every time you catch 10 the ones place will reset and the tens will move up one. If I remember correctly, even partially filled counters will output a partial signal, so this can be used to give data back to the user. | 2011-03-15 02:15:00 Author: Inferno Posts: 58 |
Now, for the menu. The easiest way to do tis would to include an inverted tag sensor on all objects that contain logic so that when you "pause the game" the menu is emitted and everything stops moving. I'm not entirely certain how you can let players save their game where ever they want while keeping all the pokedex data and such, but everything else can be accessed through wireless communication between already made sub-menus. Wild pokemon can be don by having "tall grass" be outlined with tag sensors set to 90 degree angles so that everything in the area will set of a randomizer connected to a chip to spawn pokemon. For battles, you can use a movie camera to sen the player's eye elsewhere so that the current field of view is unobstructed. Damage can be calculated by simple adding and subtracting of values. Super effective or critical hits can just have the damage done be added to itself for twice the damage. attacks that aren't very effective will just have normal damage minus an output from another chip that generates half of that value by only having half as a maximum. Experience can be handled by connecting a speed scale timer to a selector's cycle input and having multiple chips inside that that will turn on when each level is active. the chip will contain a tag sensor so that it can tell when the opponent has fainted, connected to a battery placed on a chip so you can turn it on and off. every pokemon will have two timers and a tag connected so that the tag turns on for a set amount of time which will give the exp meter a set amount of experience specific to the pokemon defeated. rare candies can be done by connecting an or gate to the selector's cycle with the exp meter connected to one and the tag sensor for the candy for the other. then do the same thing for the reset on the exp meter so that it will reset when the candy is used. Edit: you know what, I may as well make something with this since I already know what to do... | 2011-03-15 02:36:00 Author: Inferno Posts: 58 |
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