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Health level up logic
Archive: 5 posts
So, a while ago on here I posted about an rpg level I was working on. I'm still futzing around with it, and although it's slow going I'm making progress. Here's what I'm currently hung up on: I'm trying to work out a system to emit new, larger hp bars upon leveling up. I want my system to be able to support up to five party members. For the sake of simplicity, every party member earns experience equally, with the score representing Exp. So, with a full party, you need 5 new go bars. The actual logic here isn't that hard, and I've got it pretty much figured out. My concern, though, is that the hp bars require a fair bit of follower logic to properly orient itself at all times. No one bar takes up a ton of logic, but when you're talking about 5 bars in the level at a time and needing 30 emitters each set to spit out an hp bar for any given level. in aggregate it takes a bit of thermo. Not a totally unacceptable amount, but this is a complicated idea and I would like to be able to have somewhat elaborate art design, so the more thermo-efficient I can make things the better. So here's the solution I've got so far. Each party member has a block of holo above it at all times, and that block has the bulk of the follower logic. Then the hp bars themselves are just set to follow the block. Now all that logic is replicated only five times, instead of 150 times. There's still a liiitle more logic on the hp bars than I'd like, though. Basically, when a level-up occurs, a play-once sequencer starts up. This sequencer has 5 different tags on it, and each tag prompts a different party member to send it's hp stat to a positional sequencer. Depending on the position, an hp meter is spit out to match that party member's stat. The hp bar has 5 tag sensors on it, each of which is wired to a 1-count counter that is wired to 1 of 5 followers, each of which is set to follow one of the holo blocks. The tag sensors are triggered by the tags on the play-once sensor Alright so that was probably super confusing so lemme try and phrase it differently. The party levels up. A sequencer plays, and hits a tag. We'll call that tag 'level.' 'level' turns on a counter which represents the character's max hp. That value is sent to a positional sequencer, which spits out an hp bar. 'level' triggers a sensor on the bar, which tells it to follow the.character it was made for. I doubt that made it much clear but I dunno how better to explain it. Anyway, assuming someone can figure out what I'm talking about, is there a way to move that logic outward so that I don't have to replicate it 30 times? It'd not THAT much logic, just 5 sensors, 5 counters, and 5 followers, but like I said, I am trying to be as thermo-conscious as possible so I can go nuts on decorating. | 2011-06-22 22:32:00 Author: Speed Racer Posts: 156 |
I've got the perfect system for this. http://i1.lbp.me/img/ft/6f1f8d75e430c66e5af6d671bbf11f97590c32de.jpg The last combiner goes into a timer (0.1 max, speedscale), which then loops back into the system (the long lit up wire that goes into the combiners). The rest of it is health logic, which you might not want. In order to use different health amounts, just use an OR and selector for each health value. Late tomorrow I could put one together. The beauty of this system is that you don't need a new health bar each time, just the one . If you want me to put it together, I'll need as much info as possible (counter values for each upgrade, damage values, etc). EDIT: Nvm, you wanted 'larger' health bars, this can't do that. | 2011-06-22 23:02:00 Author: SSTAGG1 Posts: 1136 |
By "bigger" health amounts I just meant higher health values. I'm not 100% certain I'm following what's going on in that chip but it might very well be exactly what I'm looking for. Basically what I'm looking at accomplishing is a system where your hp bar grows by three points each tine you level up, to a maximum of 100 hp (I'm planning a pretty big series of levels that will be able to carry your level across them, and while realistically I'm probably not gonna end up finishing it I'd rather future-proof the system), with 1 hp being the max ho of the weakest character at the lowest level. I'd take some screenshots if my damage circuits but I won't be able to get my ps3 online until the weekend. But basically it evaluates the attacker's attack minus the defender's defense and deals that much damage to the defender. As far as actual values go, it's hard to say without having actually designed the levels yet. It'd end up being a function of the length of the levels, the density of the enemies, and how common healing items/inns are. I remember messing with a timer-based solution at one point and getting fed up with it, but I don't really remember the details of that idea. I just noticed the tutorial in you sig so I'm gonna take a look at that. | 2011-06-22 23:34:00 Author: Speed Racer Posts: 156 |
Hmm, alright, just realized this won't work very well. You have different amounts of max health active at once (for each party member), due to the design of the system showing health, different amounts of health wouldn't work. The timer displays would be incorrect. Sorry. Another option would be through scaling the damages, but that get's complicated very quickly. Your current setup is probably the best actually. | 2011-06-23 00:07:00 Author: SSTAGG1 Posts: 1136 |
Yeah and I just went ahead and actually tested it out in-game, 5o of these health bars only take up half a notch on the thermo, so I think I'm gonna be just fine. It Probably would have made a whole lot more sense to actually look into that before writing all that up. Oh well. | 2011-06-23 00:32:00 Author: Speed Racer Posts: 156 |
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