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Score Display Unit

Archive: 6 posts


Hiya guys,

I've been working on a tycoon style level, where score is equivalent to your current money, and for my statistics screen I need to display the player's current screen. I'm not bad at logic, I made my own signal probe a while ago before my profile became corrupted and lost my data, so I'm familiar with these kinds of system.

However, the method I was considering was incredibly logic intense (taking up a silly amount of thermometer space), and as this is only a small part of the level, I thought it might be wise to see if any of you logic boffins had a simpler method?

Thanks very much.

-Nick.
2011-04-26 18:04:00

Author:
Unknown User


Hiya guys,

I've been working on a tycoon style level, where score is equivalent to your current money, and for my statistics screen I need to display the player's current screen. I'm not bad at logic, I made my own signal probe a while ago before my profile became corrupted and lost my data, so I'm familiar with these kinds of system.

However, the method I was considering was incredibly logic intense (taking up a silly amount of thermometer space), and as this is only a small part of the level, I thought it might be wise to see if any of you logic boffins had a simpler method?

Thanks very much.

-Nick.

Hi Nick,

I developed a score counter for a friend for one of his levels. it wasn't that complex. it could also count up and down (for spending points).

the digits were holograms attached to a sequencer, pretty basic. so the sequencer 1 - 10 were digits 0 - 9 respectively.

Then we had score givers and sequencers working together. So for example if you scored 50 points, we had a score giver, then a sequencer with five batteries in succession hooked to an OR gate, going to a direction combiner's positive input. Then the direction combiner went to the sequencer's cycle input.

To handle going from 90 - 100, I had a system set up so that the output from the direction combiner was hooked to a direction splitter (sounds redundant, but you'll see). the direction splitter (+) was hooked to an AND gate. Then if the selector hits 0 (sequencer output 1), that output from the selector was also connected to a reverse output, .1 second timer's reset switch (current time set to .1). I tried using a pulse switch with a 1 increment counter that reset itself, but the output went too fast and it didn't always work. the output from that timer was hooked to the AND gate. then that AND gate output went to another direction combiner's positive input, which went to the next digit's selector input, and so on and so on up to 1 million.

to count backwards, you do the same steps, but using the negative outputs instead of the positiver where applicable, and using the 9 output (selector output 10)

You COULD hook the output from the OR switches directly to the AND gates (that come after the direction splitters) but using the combiners and then splitters keeps it cleaner (at least how I had organized it).

Good luck to you and I'd be interested to see how you work the logic. Sorry for the long post.
2011-04-26 21:11:00

Author:
shane_danger
Posts: 283


Aha... Right a tad confusing. I've come to a blockage pretty quickly, score sensors can only detect 10s not single units. This is incredibly annoying. Any way I could divide the signal output by 10? I know how to multiply and accentuate signals but not divide. 2011-04-27 17:08:00

Author:
Unknown User


It sounds a lot more confusing than it is. The microchips actually have very few logic connections.

As for the score, not that I know of. the smallest score you can earn is 10... however, when you die, the game takes a certain percentage of your score... at least it seems like a percentage. I'm not sure how that happens.
2011-04-27 17:22:00

Author:
shane_danger
Posts: 283


Or you could try and use some form of ana.log logic but I can't give you any hints on that since I don't know about that stuff.

But maybe the amount of points (in 10s) changes the positional input on a sequencer and batteries correspond to outputs (digits). Or something. I've seen something like this in an LBP2-Torial, so maybe check those out again?

2011-04-29 10:48:00

Author:
mutant_red_peas
Posts: 516


Aha... Right a tad confusing. I've come to a blockage pretty quickly, score sensors can only detect 10s not single units. This is incredibly annoying. Any way I could divide the signal output by 10? I know how to multiply and accentuate signals but not divide.

I figured out how to do single digit scoring! I'm going to post a tutorial later today.

edit: link to the tutorial. (https://lbpcentral.lbp-hub.com/index.php?t=55954-Single-Digit-and-Percentage-Scoring!) i will post pics when it's possible to do so again.
2011-04-29 16:23:00

Author:
shane_danger
Posts: 283


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