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#1

How do you make a menu

Archive: 4 posts


Just a menu. Yeah I know its probably a stupid question but on LBP2 all ive been using is LBP1 logic mostly so I need to learn the new stuff lol. But im creating a really lon level with like 5 parts and I want a menu at the beggining so you could either choose to play, watch credits, or select what section you want to go to.2011-06-21 04:38:00

Author:
Unknown User


Antikris actually posted a pretty good description of how to make a menu a couple days ago:


Howcome you are not using 3 selectors with 3 gates each? One selector for each row. You then wire each selector's #3 gate to an inverted OR gate and hook that up to an AND gate. Split your controller signal and wire the horizontal + bit into the same AND. Its output goes into a directional combiner (+) in front of the cycle input of each selector. You do the same for gate #1 of all selectors combined with the horizontal - signal, into the - input of the combiner.

That accounts for horizontal movement.

Vertical movement is pretty simple too: you use a 4th selector, 3 gates, that represents the rows; similar to the horizontal confinement logic above, you now apply that to the vertical signal. Each output of this selector activates a separate microchip that hosts the selector that represents each row (the ones from the first paragraph).

If you stick self-resetting 1-shot counters in between the splitted controller signals, then the player have to let go of the buttons to move step by step (and he will be able to actually select the middle options).

Hitting X will simply toggle a toggle switch; have this switch led to two AND gates and stick the vertical and horizontal controller signals before split into there as well, so that when the toggle switch is off no controller signal gets through to the rest of the logic. The currently selected grid block will however still be lit up. If you want to switch to ON by cross and to off using circle, use a 1-shot counter instead of a toggle switch; X sets it, O resets it.

Duplicate this logic for each player, think hard about how you display a selection (I'd use a player colored cursor box) and there you go.

EDIT: you can even opt for making the cursor holo material and set its OFF state to player color but less bright. Hook the toggle switch (or 1-shot counter) to the cursor. Now player can see the difference between a movable cursor and one that is stuck after a selection has been made.
2011-06-21 04:55:00

Author:
shane_danger
Posts: 283


Also take some time out of your creating to check out comphermc's turorials (https://lbpcentral.lbp-hub.com/index.php?t=51232-LBP2-Torials-Video-Tutorials-by-comphermc), as well as the silverscorp's (https://lbpcentral.lbp-hub.com/index.php?t=55145-Biggest-YouTube-LBP2-Tutorial-channel) ones.

It's worth watching most of them because a lot has changed. But this (http://www.youtube.com/watch?v=sZWWb6N0Sco) one in particular should help with getting your head around menus.
2011-06-21 08:50:00

Author:
Mr_Fusion
Posts: 1799


Follow M.r Fusion's advice. The reply of mine that shane quoted is for a grid-like menu, such as a character selection screen in a Street Fighter game, divided into rows and columns. It sounds like you are looking for something simpler.2011-06-21 09:19:00

Author:
Antikris
Posts: 1340


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