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Mega Storage - Store thousands of objects in one Popit Slot

Archive: 26 posts


Some of you may know my project called the Creator's Toolkit. Recently I updated it and added something to it called Mega Storage. I believe this deserves a seperate thread.

The Mega Storage chip allows you to store anything - yes, ANYTHING - into a chip. Not only chips or things you can normally put on chips, but also physical objects (things you place in a level, for example something made out of material or a Community Object) and stickers. Thanks to PokeBall-Boy for the original idea.
It also has a section for jotting down ideas. It has unlimited writing space.

The Mega Storage chip is separated into 5 Categories - Ideas, Stickers, Items, Chips, and Music. Ideas has 30 chips with each chip containing a note to jot down an idea into, and you can easily expand the Ideas section to have over 100 chips (or rather, as many as you like) for writing ideas into.
Stickers contains 30 chips to store stickers ONTO - You have to put the stickers onto the surface of the chips themselves, NOT their circuitboard. Then, to retrieve your sticker, you simply hover over that chip and press L3 to copy the sticker and hold it in your hand. Then you just place it anywhere you like. Imagine the use for custom color stickers! Again, this section can be expanded to hold as many stickers as you like.
Items contains 30 (yes, also expandable to as many as you like) chips that can hold PHYSICAL ITEMS, that is, objects that you can place into a level such as objects made from materials or community objects or any other object you made or collected. It does this using Emitters, and NOT gates as an interface to allow you to spawn these objects by simply inverting the NOT gate.
Chips contains plenty of space to store your microchips onto.
Music contains plenty of space to store your music onto.

You can get it by playing my level called "Creator's Toolkit - Lots of Logic and Tools in ONE chip". Next to this tool, there's many other great tools in there created by various creators.
Here is it's thread in the Level Showcase: https://lbpcentral.lbp-hub.com/index.php?t=51345-Creator-s-Toolkit-Lots-of-logic-and-tools
And for discussion about the tools inside and suggestions on what to include: https://lbpcentral.lbp-hub.com/index.php?t=48053-Creator-s-Toolkit-A-toolkit-full-of-tools-that-make-creating-faster-and-easier.
2011-04-16 08:37:00

Author:
robbit10
Posts: 450


wow this sounds really... epic!2011-04-16 14:40:00

Author:
Clivefan11
Posts: 106


wow, what a grand idea. definitely going to check this out. thanks2011-04-16 14:46:00

Author:
biorogue
Posts: 8424


wow, what a grand idea. definitely going to check this out. thanks

Great idea...
And biorogue, I love the Manny avatar!
What ever happened, have you wondered, to Manny's sequel?
2011-04-16 15:36:00

Author:
Unknown User


Sounds ok, but I prefer creating categories my Popit and sorting objects within them. 2011-04-16 17:30:00

Author:
Nurolight
Posts: 918


What a superiorly neat idea! This is a Titan of usefulness!

I've started my own "notebook" lvl, where I first experiment with the switches, then keep them in functioning way. It would take me forever to make such a collection!

Having your Toolkit, I will have more time for working on entourage of my levels. Being more of a decorator then a mastermind, I find your toolkit extremely handy and useful.

Can't wait to get back to a game to find, look through and heart your priceless level.

Thank you so much, robbit10!
2011-04-16 17:36:00

Author:
Unknown User


Cool. I am liking this chip idea. 2011-04-16 18:37:00

Author:
Godzilla
Posts: 224


Golly! I'm exploring this Toolkit right now, and it looks like from now on I'm gonna have way much more fun creating, then I had before. All those things wouldn't even come to my mind as possible.

Also, I would like to notice, that all of the texboxes are written in an excellent laconic way, easy to read and comprehend.
2011-04-16 20:31:00

Author:
Unknown User


ill be sure to check this out. i have been to your creators toolkit before and its great, some of the chips i got from you level i use pretty much everyday.2011-04-16 23:56:00

Author:
Unknown User


@Clivefan11, biorogue: Thanks ^^

@Tinochka: Glad it helps so much.

UPDATE: I added a Chips section and a Music section, for storing your microchips and music into.
2011-04-17 06:53:00

Author:
robbit10
Posts: 450


I'm now using this idea to carry around a level pallet. I use that following LED, set it up as a small yellowish LED, and moved the follower position so it sits like a light bulb above my head. I attach the logic I'm working on, as well as stickers.2011-04-17 10:38:00

Author:
Mr_Fusion
Posts: 1799


@Mr_Fusion: Great! Glad it's so useful and that you've customized it a bit

More news about the Toolkit: Soon, i'm gonna take the best tutorials from LBPCentral and put them, as written tutorials, INTO the toolkit! With credit to the original authors and a link to the original thread, of course
2011-04-17 11:04:00

Author:
robbit10
Posts: 450


Sounds ok, but I prefer creating categories my Popit and sorting objects within them.

Imma go with this too, but it still sounds really good, I like the objects idea (I presume you can use the emmitter's function to pick an object to emit so you don't have to save it to the Popit), sounds useful ^_^
2011-04-17 12:22:00

Author:
kirbyman62
Posts: 1893


@kirbyman62: Yep, you can do that. I didn't even think of that one! That is a nice extra feature ^^2011-04-18 00:03:00

Author:
robbit10
Posts: 450


great idea, thanks robit im tired of deleting stuff everytime i wanna save something lol2011-04-18 00:47:00

Author:
Distinct-Creator
Posts: 198


@Distinct-Creator: Why do you delete stuff every time you want to save something? Your My Objects bag can handle a LOT of objects... it will just get a little glitchy with too many objects (which is the case with mine. Deleting an object, for example, makes the entire list jump to a different position)2011-04-18 06:44:00

Author:
robbit10
Posts: 450


Soon, i'm gonna take the best tutorials from LBPCentral and put them, as written tutorials, INTO the toolkit! With credit to the original authors and a link to the original thread, of course

Hmmm... I wonder... Can you also spawn level links somehow?
2011-04-18 07:17:00

Author:
Mr_Fusion
Posts: 1799


Yes, probably, but they'll only work in play mode.2011-04-18 16:59:00

Author:
robbit10
Posts: 450


Hm... the touted ability to "Store Thousands of Objects" is a bit deceptive.

Since you are using emitters, you are actually locking out these objects to anyone but the original creator. Once captured and emitted, they are given ownership. If you choose to use the "Live Emit" feature, where you capture the object using the emitter, the objects become uneditable by everyone, creator included.
I have a hard time believing that you don't have enough profile space to suit your needs, but even then - there is a better solution.

Make a second profile. Back up your profile and copy it over to this profile.

Anytime you need something in this "Profile Storage," just turn on a second controller, and nab it from the other profile. Adding more objects to the profile is a simple matter of turning the controller on and capturing them. That said, I have yet to run into any issues with running out of profile space, and in fact, I'm having a giddy time making custom categories in the materials bag to keep everything organized (and doing so is quicker and handier than emitting them each time - I never have to leave pause mode).

One thing you've shown with this is how to be extremely organized. That's what impressed me the most. I can't say I will ever use the toolkit, and I have my own systems in place to expedite the create process (except maybe that controller mesh object - which is not a decoration, mind you). At some point I'll make a video showing how to stay organized in a manageable fashion, but now I'm digressing.

Anyways, I'm not sure I had a point. Emitters are limiting. Just a heads up.
2011-04-19 00:40:00

Author:
comphermc
Posts: 5338


Wow man, what an excellent idea the storage chip is......i'm off to try it out for myself
I actually got hold of your creators toolkit last week, but forgot all about the storage chip..........but rest assured i'll be filling it up shortly. One question though......can i send a filled storage chip to friends & share all my items in one fell swoop, so to speak? lol
2011-04-19 00:48:00

Author:
Unknown User


Since you are using emitters, you are actually locking out these objects to anyone but the original creator. Once captured and emitted, they are given ownership. If you choose to use the "Live Emit" feature, where you capture the object using the emitter, the objects become uneditable by everyone, creator included.

Yowch.. I didn't realize this. I thought only unsharable objects, when captured into an emitter, would be uneditable. Still, it can be used to share large packages of objects to people, though the objects won't be modifyable - but if i'm correct, they'll still be tagged sharable if they had been sharable before. I'll just have to write into the instructions that they must not use the Live Emit feature because that'll make their objects uneditable.



I have a hard time believing that you don't have enough profile space to suit your needs, but even then - there is a better solution.

And you are correct, most people don't need expansion of profile space because they can keep capturing and capturing their objects and their My Objects bag seemingly won't ever get full (I don't know what the limit is, but there doesn't appear to be one).



Make a second profile. Back up your profile and copy it over to this profile.

Anytime you need something in this "Profile Storage," just turn on a second controller, and nab it from the other profile. Adding more objects to the profile is a simple matter of turning the controller on and capturing them. That said, I have yet to run into any issues with running out of profile space, and in fact, I'm having a giddy time making custom categories in the materials bag to keep everything organized (and doing so is quicker and handier than emitting them each time - I never have to leave pause mode).

This is great! Have you made a tutorial on this yet? Everyone must know this trick, it'll surely be very helpful.
About categorizing objects, I agree.. It is great. But there is one bug currently, where if you have too many objects and you delete one of your objects, your popit jumps to a random position and you have to navigate back to the category where your objects were, in order to delete one again.



One thing you've shown with this is how to be extremely organized. That's what impressed me the most. I can't say I will ever use the toolkit, and I have my own systems in place to expedite the create process (except maybe that controller mesh object - which is not a decoration, mind you). At some point I'll make a video showing how to stay organized in a manageable fashion, but now I'm digressing.

Glad you got at least something out of it . Thanks for telling me that the controller mesh object was not a decoration.. I wasn't entirely sure WHAT it was, because it was somewhat like a decoration except that it has a center square as movable material, and you can't use the sticker tool on it like other decorations. I decided to just call it "decoration" because I thought the main thing people would use it for was to decorate their levels - or show how to control their games.


Hm... the touted ability to "Store Thousands of Objects" is a bit deceptive.
Why? You can store thousands of objects, but they just won't be modifyable for other people - if I get what you are saying correctly? Of course, the more objects you store, the laggier the game becomes when you open up the chip. But that's simply a matter of separating the Item Storage chips into different container chips or categories.



Anyways, I'm not sure I had a point. Emitters are limiting. Just a heads up.
You made your point about emitters quite clearly, thanks for the heads-up

By the way, i've seen your tutorials and objects and levels and have long been a fan of your work. You are masterful with logic and therefore I wanted to ask you, if you want to contribute anything to the Toolkit. I'm sure you have some brilliant stuff that could really help the community. Also, I hope you don't mind, I put your extra-layer tool in the Toolkit - with credit to you, of course.

P.S. In a new update for the Toolkit, i'm going to include a few tutorials and links to the best tutorials on the web, including LBPCentral's Tutorials section and comphermc's channel (LBPlanetorials)

---

@Broonba: I expected the storage chip to keep objects intact and modifyable, but apparantly as comphermc said, when you send objects through Mega Storage, they become unmodifiyable for anyone except yourself.
In other words:

YES: You can send lots of objects through Mega Storage
YES: They'll still be marked sharable if they were sharable before, and are thus usable in their creations
NO: People won't be able to modify your objects
2011-04-19 13:17:00

Author:
robbit10
Posts: 450


This is great! Have you made a tutorial on this yet? Everyone must know this trick, it'll surely be very helpful.

Not yet, but it's in my head for a future video tutorial. It's not complex, so I will probably combine it with organization tips.



Glad you got at least something out of it . Thanks for telling me that the controller mesh object was not a decoration.. I wasn't entirely sure WHAT it was, because it was somewhat like a decoration except that it has a center square as movable material, and you can't use the sticker tool on it like other decorations. I decided to just call it "decoration" because I thought the main thing people would use it for was to decorate their levels - or show how to control their games.

Think of it like a lightbox or the candle flame. They are mesh objects, which mean that they don't have physical presence, but they are still able to be placed on any surface.


By the way, i've seen your tutorials and objects and levels and have long been a fan of your work. You are masterful with logic and therefore I wanted to ask you, if you want to contribute anything to the Toolkit. I'm sure you have some brilliant stuff that could really help the community. Also, I hope you don't mind, I put your extra-layer tool in the Toolkit - with credit to you, of course.

I can maybe throw some stuff in there, but I'm not sure what you want. I have multiplication and division chips, but division is far from optimized.

As for the layer tool - since it's a captured object, it's actually unusable by other people, which is a bummer.
2011-04-19 13:50:00

Author:
comphermc
Posts: 5338


Think of it like a lightbox or the candle flame. They are mesh objects, which mean that they don't have physical presence, but they are still able to be placed on any surface.

...or indeed an emitter or a controlinator, and most of the things on the "Gadgets" page have this property. Some also share the property of being things you can place on a microchip's circuitboard (like the water bubble captured from the Water Beta), and some don't (like the Magic Eye).
2011-04-19 16:04:00

Author:
Aya042
Posts: 2870


@comphermc: Weird, why is the object emittable then? It can be emitted and then falls down to the ground slowly.. multiplication and division sounds good, and an Addition chip from you would also be really nice. The layer tool in the Toolkit is actually usable, it is a fixed version that is editable.. though i'll need to see if it is still editable when emitted by another person.
EDIT: Just tested it and yep, you were right.. The layer tool is uneditable . Guess i'll have to remove it or look for a fix.
EDIT2: I think I found a solution! I can emit score bubbles.. Sure, it's a bit of a hassle.. but I think it will work!
EDIT3: Nope.. even from a score bubble, it's still uneditable

P.S. I need some beta testers, too many bugs are passing by my sights. Anyone want to volunteer?
2011-04-19 18:12:00

Author:
robbit10
Posts: 450


I actually started making a "Computer" that would've did this function primarily, but i realized i could make it do other things, lulz. (Sadly kinda ditched it for a bit.)2011-04-20 06:16:00

Author:
Unknown User


@comphermc: Weird, why is the object emittable then? It can be emitted and then falls down to the ground slowly.. multiplication and division sounds good, and an Addition chip from you would also be really nice. The layer tool in the Toolkit is actually usable, it is a fixed version that is editable.. though i'll need to see if it is still editable when emitted by another person.

Hey, Robbit. About the Extra Layer Tool...

I'm pretty sure it was your version that introduced me to the concept.
Then, I found out it didn't work, and went to Comphermc's level to get the original prize bubble ... which also didn't work. Bleah.

Then, I went around asking my friends for a copy, and all of them had glitched versions.
This actually got rather funny, since some of them weren't even aware of the tool's original purpose, and were using it to smack each other over the head (even while in free-float mode).

Finally, in determined and mad frustration, I took one copy of the tool, and then started attaching destroyers to it.
Eventually, I'd produced 50 levels worth of copies, and had assembled them back into my own working layer tool, which of course saves just fine for me.

Net result of all this blathering exposition is that even though the emitted portion of the toolbox is a "failure", any shared object, or any Live Emitted object, can be broken up into its components with destroyers, and then reassembled.

*****************

@Comphermc,

Since we're on the subject, there's another feature of shared and emitted objects that, once again, saves them from being Completely Useless, and I discovered this one by virtue of your Fonts Level.

P.S.: Thank you very much for creating the fonts level. LBP2 was in dire need of more fonts...

Anyway, back on topic. What people have been noticing with your fonts is that there's "no way" to break out just one "E", or what have you, from the group, because when you select a sub-portion of them, and push the triangle button, the whole thing goes poof.

Also, it'd be a royal pain in the keester to use the destroyer technique that I just mentioned to Robbit. There are just too many letters for too many fonts, to make that job enjoyable.

So I was lucky to find that, if you take a square of new material, and paste it right onto the shared/emitted object - such that the new material envelops the object entirely; it all has to be on the same layer, mind - then the old object guts an object-shaped hole in the new material. So .. the first time I did this over your Omnes font, I suddenly had a cookie sheet with 26 letters, available to me. (Had to bugger about with the inscribed "holes" in letters, like O's and A's, but that was no biggie.) LBP got a little snarky at me too, since the resulting object was "too complicated". Boo hoo, LBP. I didn't see it complaining about complication when I was actually trying to get that pin...

Creating inversions of objects in this fashion is a pretty quick way to produce separable copies, and will likely prove useful to an innovator like yourself, in ways I can't think of yet.
2011-06-01 11:35:00

Author:
The Manx Turtle
Posts: 50


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