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Music Player Interface

Archive: 10 posts


Hey folks,

I'm looking to create a snazzy music player for my level that resembles a "shuffle" interface similar to shuffling through albums on an iPod. Pardon my crude MS Paint skills and blatant abuse of Comic Sans.

http://i49.photobucket.com/albums/f277/schm01978/Playerexample.jpg

The reason I chose this setup is because I want a slick interface and I don't want to use switches to activate the music due to the delay bug that occurs when doing this. Therefore, the players will spawn in a box behind the selected track to activate the sequencer tracks by proximity. There's several components I think I need how to implement, but I have no clue where to start. I'm familiar with the bits and pieces I'll need to make it work, but no idea how to hook them all together.

The concept should work something like this:

Music tracks are arranged in an array from left to right and represented by placards visible to the user (see above.) Horizontal movement on the D-pad and/or left stick shuffles between tracks. An option to exit the level will hover permanently below the selected track, and pushing down will select this option. (Do I need to add logic to make sure the selector remembers the last selected track?) The spawner, circuitry, and movers all lie on a platform behind the main track. When a user selects a new track, the platform moves, creating the illusion of "shuffling" through tracks.

I can set up a DCS and make a simple menu interface, ensuring the correct buttons go to the corresponding output. That part is easy. It's the movement part that I can't get my head around. The platform will need to move at the right speed in order to activate a key on the next placard which will allow the placard to move to the forefront. The platform then slips behind the placard, the previous placard passing another key that moves the previous placard back a layer. The platform stops at the same spot behind the next placard, and so on and so forth the user can "shuffle" back and forth between the tracks. I'm not sure how to sync the platform to move a specified length, and then coordinate that with the placards that switch layers.

I'll also need a mechanism to disable up to three joiners if 4 people decide to join, the first player being the one in control. I'm probably leaving some stuff out, but you get the idea.

Anyone care to help me tackle this one?
2011-03-30 02:55:00

Author:
schm0
Posts: 1239


The reason I chose this setup is because I want a slick interface and I don't want to use switches to activate the music due to the delay bug that occurs when doing this.

Workaround is to put all the music boxes (set to a huge trigger radius) inside microchips, and just activate one chip at a time with a selector.



I'm not sure how to sync the platform to move a specified length, and then coordinate that with the placards that switch layers.

Well, an Advanced Mover with Acceleration and Deceleration set to 100% will always move the same distance when its input goes high for a fixed length of time.
2011-03-30 17:01:00

Author:
Aya042
Posts: 2870


Workaround is to put all the music boxes (set to a huge trigger radius) inside microchips, and just activate one chip at a time with a selector.

Unfortunately, I set the trigger radius to about 4000 and still experienced the bug, although I was activating by tag sensor if that has anything to do with it.


Well, an Advanced Mover with Acceleration and Deceleration set to 100% will always move the same distance when its input goes high for a fixed length of time.It works! I was able to tweak it to be fairly accurate. However, I haven't implemented a selector switch to drive the movement just yet. How can I set it so it ignores signals once it reaches one end of the cycle or the other? In other words, the tracks will be laid out in a line... when it reaches the end it should not cycle back to the beginning or go forward, it should stop accepting input towards that end.

Also, I need to interrupt any left/right signals after the counter is set and the timer starts. Basically something to short the circuit temporarily while the platform moves to the next placard.
2011-03-31 02:12:00

Author:
schm0
Posts: 1239


Unfortunately, I set the trigger radius to about 4000 and still experienced the bug, although I was activating by tag sensor if that has anything to do with it.

To clarify, you're activating the chip, not the music box, right?



How can I set it so it ignores signals once it reaches one end of the cycle or the other?

Well, the standard solution ought to work, i.e. have a mechanism to detect when it's NOT at the left end, and AND that with the left input to disable - ditto for the right.



Also, I need to interrupt any left/right signals after the counter is set and the timer starts. Basically something to short the circuit temporarily while the platform moves to the next placard.

Something similar ought to work, i.e. have a mechanism to detect when the system is NOT in motion, and AND that with the inputs.
2011-03-31 11:55:00

Author:
Aya042
Posts: 2870


To clarify, you're activating the chip, not the music box, right?

Missed that part... It would be nice not to have to force the players to spawn behind the music box itself. I'll toss it on a microchip and see what happens.


Well, the standard solution ought to work, i.e. have a mechanism to detect when it's NOT at the left end, and AND that with the left input to disable - ditto for the right.

Something similar ought to work, i.e. have a mechanism to detect when the system is NOT in motion, and AND that with the inputs.

Yeah, figured that one out while mulling it over in my brain. I'm just now beginning to translate the concepts into LBP2 logic terms. It's taken a bit to get used to, but it really blows my mind when I think of how powerful the new logic actually is. The possibilities of creating game mechanics with the tools in LBP2 are exponential compared to LBP1.
2011-03-31 22:47:00

Author:
schm0
Posts: 1239


Why not simply move your platform with followers? Have a labelled tag behind each of your music boxes, and on your platform place a selector, each port wired to a follower to follow a specific tag. You can then wire the d-pad or left/right stick controls straight to the selector, and the selector will choose a follower - as long as the followers on your platform and the tags behind your music are in the correct order, your platform should step evenly along the line and position itself exactly behind each track.

You can then use this logic to control the in/out movement of your tracks, and the stop-at-end condition, pretty easily and centrally.
2011-04-01 02:15:00

Author:
Holguin86
Posts: 875


Why not simply move your platform with followers? Have a labelled tag behind each of your music boxes, and on your platform place a selector, each port wired to a follower to follow a specific tag. You can then wire the d-pad or left/right stick controls straight to the selector, and the selector will choose a follower - as long as the followers on your platform and the tags behind your music are in the correct order, your platform should step evenly along the line and position itself exactly behind each track.

You can then use this logic to control the in/out movement of your tracks, and the stop-at-end condition, pretty easily and centrally.

I tried that for a bit, but wasn't able to get them to work properly... I was doing something wrong but since I deleted it and got it to work with movers I can't really tell you what I had set up. However, what you describe sounds like it would still require the player to hide behind the tracks, which I am successfully avoiding with using the movers and a camera.

Would this concept work without placing the follower directly behind the placards?
2011-04-01 02:36:00

Author:
schm0
Posts: 1239


You place the tags behind the music, which would be invisible. All the followers are on your moving platform, and the selector chooses the tag to follow by selecting a follower on that chip. The issue of hiding the player is solved too, if you put them on an invisible controlinator - or is that not your problem?2011-04-01 08:58:00

Author:
Holguin86
Posts: 875


You place the tags behind the music, which would be invisible. All the followers are on your moving platform, and the selector chooses the tag to follow by selecting a follower on that chip. The issue of hiding the player is solved too, if you put them on an invisible controlinator - or is that not your problem?

Well I've been able to successfully wire in interrupts and "bookends", which prevent the player from interrupting movement or going past the last track. So far it's been working. I'd like to experiment with followers though, as they will probably be necessary for some sort of game mechanic I'd like to develop in the future.

I understand the concept well enough, it would just take a bit more tweaking and redesign at this point. However, the advantages of doing a selector with followers might outweigh actual movers because I wouldn't have to worry about acceleration, distance, or speed. I could adjust the distance between placards without having to worry about making sure the platform stops at the right spot. Would you be able to wire in a layer-switching tool to push the selected object to the foreground dynamically, or would you have to wire it in to each selector output? Right now, the platform pushes the selected music track placard forward and backwards by proximity, which is the effect I am going for. In other words, the previously selected placard stays in the forefront until just after the platform moves out of range, then switches back a layer. (Followers might also fix my camera issue below.)

My biggest problem now is the game camera. No matter what I do it seems to hover halfway between my controlinator and the specified camera angle. I can't get it to work right at all. It's currently wired to the "controlinator active" output and set to on/off. Theoretically, when I get in the seat, it should flip to the camera view. Instead, it ends up halfway between the two.

Finally, I need to ensure the first player takes control of the music player interface, and any joiners get sidelined to controlinators with no interaction. Is there a way to do this effectively?
2011-04-01 13:53:00

Author:
schm0
Posts: 1239


My biggest problem now is the game camera. No matter what I do it seems to hover halfway between my controlinator and the specified camera angle.

Use a Movie Cam instead.


Finally, I need to ensure the first player takes control of the music player interface, and any joiners get sidelined to controlinators with no interaction. Is there a way to do this effectively?

Well, you can pull all four players into Controlinators, but it's not clear how to reliably ensure that whichever one actually controls the interface actually gets populated, nor whether the "first player" to pulled into a Controlinator is necessarily the host of the game.

It might be safer/easier to just allow all Controlinators to control the music player. If you really don't want that to happen, then you'll need some sort of priority-switching mechanism to keep track of which player entered first, and pass control to another player should they leave the game.
2011-04-01 17:04:00

Author:
Aya042
Posts: 2870


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