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Doc's Workshop - RTS Cursor Molvement

Archive: 20 posts


Doc's Workshop (http://lbp.me/v/2m4w83)
That Doc Brown sure cooks up some crazy stuff. I wonder what he has for me today?

Just a small Logic Level Giveaway stage, with a level hub. But there is a few things to play with.


http://i0.lbp.me/img/ft/0a0345c3beda7a3b26568535d39b9121fb419c24.jpg
http://i2.lbp.me/img/ft/6e2232ea3d0626aa0e65c85078c8f93cc6d652b2.jpg


Mr. Cursorator - An RTS style cursor

It's a basic interruptor circuit that will move the cursor with the Right Stick, if you input on the Left Stick, the bounding box will move, and it will move the cursor at the same speed also. Simple. If you are moving the screen (the bounding box) it turns of control of the cursor input. It works in principal and could see it work in an RTS.

I really though that people would already have made this, so yeah. I didn't do much to it, just pulled it out of the stage I built it for and made it shareable.

It is rough as the Move pack will change it I guess, and I have seen other more advanced systems that track a sackperson using positional movement. The idea does come down to a very simple interrupter circuit

http://i5.lbp.me/img/ft/3b5d810162fae701a641ad0e8aeae39570e3bc26.jpg

As I said, it's pretty rough but check it out and make it better!



Something I built to combat a huge amount of wiring. Its an extension of the idea of using multiple controlinators set to receive to make wireless circuitry for complex objects. I like it because it helps with tracing wireless signals, but I am still working on efficiency. As it may work better replacing each wireless sensor with a Controlinator with only one button output.

http://if.lbp.me/img/ft/b2f619772796807cd941c0e88150ec0617884ba8.jpg

It's worked well up to this point but it does depends on the needs. I plan to test it more to see if I can make it more configurable as you do need to change colours if you want to use more than one for multiplayer individual objects, and it fills up your tag name list with a heap of messy hex code.





Great Scott! When building my DeLorean I wanted the player to jump into it and then have the car dissapear and re-appear... so I had to work out a way to get a sackbot to enter a DCS when I wanted them to and then exit the same way. I also wanted the seat to be allow a sackperson to use it also.

My original design was based around sensors that detected when a player or sackbot approached the controlinator, and forcing the seat to lock on eject until you pressed triangle. Then reset and lock onto eject when triangle was pressed again. It worked well, but was pretty messy.

Also if a sackbot (controlled by a following seat) and a normal player approach at the same time it got a bit random.

I abandoned the prototype but it still exists in my stage Temporal Experiment 1- Object Test (http://lbp.me/v/zm7bt5), but I just made a new system that behaves much more intelligently and you can grab it from Doc's Workshop (http://lbp.me/v/2m4w83).

It's called Mr. Door Handler, because, as I mentioned it was built for my DeLorean and is what controls the door and entry into the car.

The final result: A sackperson or sackbot can get into and out of any controlinator. Even if it is set to [not visible in play mode]. The sackbot will disappear and reappear just like a sackperson does.

http://i7.lbp.me/img/ft/597050ebf8f96252cbe61d44d002eed594ea0ded.jpg

The final result is pretty far from the original, although the concept remains unchanged.

There is a selector that toggles between two behaviour chips, which are set exactly the same, except one is set to allow the sackbot to enter a DCS the other isn't.

The Tag Sensor is inverted and will lock the selector to the top option (don't enter) until you approach the radius of a controlinator that has the tag on it. The DCS on the circuit board is set to receiver and is the same colour as the normal following player chair. It has Triangle connected to the selector cycle input.

This means that if you press Triangle while in the range of a controlinator; the behaviour chip changes to the one that allows the sackbot to use the chair.

The other chip on there emits a flashing icon above the sackbot's head to prompt you to press triangle to enter the seat. It turns itself off if you are in the seat.

This may be already known and I'm sorry if it's old news, but I spent ages searching for this solution and never found a solution anywhere close to what I wanted to acomplish.




Mr. Grid Based Movinator

Grid Based Movinator. Somewhere in the past or maybe the future, I saw people are asking, (https://lbpcentral.lbp-hub.com/index.php?t=59287-Grid-Based-Movement) and the Tutorial (http://www.youtube.com/watch?v=ncZn9tXwVbI) by Silverscorp (the best I found on the matter) missesd some key things that result in a slightly flawed system.

I built on this logic to make it a little more robust.

http://i1.lbp.me/img/ft/c11203156aa1dfc1b6db13166a067bd2a4246db0.jpg

This is the layout of the Mr. Grid Based Movinator. There are three chips the longest contains movement logic, and it is conected to a simple pulse timer that turns the chip on and off.

If you change the time of this timer it will alter the pause between grid moves. It may require some trial and error to get it lined up how you want it to behave.

http://ib.lbp.me/img/ft/02b5a3545dc893af49fb0d978ba45dc4e435db38.jpg

This is the logic inside the longest chip. It splits out into two separate inputs, one for the Left Analogue Stick the other for the D-Pad's respective Up/Down and Left/Right movement.

http://i8.lbp.me/img/ft/1d89d48863fa2ba94b22672953e88d5a23bd1c7e.jpg

This is the rotation logic, pretty standard fare, its just a selector hooked up to R1 to cycle through gyroscope orientations.

I don't think it requires much discussion around how it works, but ask questions if you have any!




There are a lot of tutorials out there for this, but I created an extra layer for flying games and the like. There is a 'Out of Bounds' warning linked to a timer that will destroy the craft if you stray off of the screen too much.

http://i8.lbp.me/img/ft/fb895e5e17b13ac3512a193cd6fc9b468c66d2d9.jpg
2011-07-04 12:40:00

Author:
Mr_Fusion
Posts: 1799


Wait, isn't that... Doc?!

- Marty!!

Wow, Doc. That's heavy!
2011-07-04 13:48:00

Author:
Antikris
Posts: 1340


Heavy... There?s That Word Again? ?Heavy?. Why Are Things So Heavy In The Future? Is There A Problem With The Earth?s Gravitational Pull?

I should mention Antikris that there is a hover board in the stage, that uses an activate/deactivate 'nearest player' Controlinator, that I had almost worked out before I read your thread about the nuances.

When I say almost I was coming home from work and thinking... hmmm I wonder if I could put it on a Microchip to reset it, I read your post on my iPhone and went 'yep, looks like it will!'
2011-07-05 10:39:00

Author:
Mr_Fusion
Posts: 1799


That red light on the wall, where do you get it.2011-07-05 12:39:00

Author:
Jakeamorris25
Posts: 72


I think you get it from the Incredibles pack.2011-07-05 18:33:00

Author:
synchronizer
Posts: 287


Yeah, its called: Police Car Light and it is from The Incredibles pack, but I have modded it a little and set a LED inside of it so its sticks out more because of the bulb and it becomes tweakable.2011-07-06 02:36:00

Author:
Mr_Fusion
Posts: 1799


Great Scott!

When building my DeLorean I wanted the player to jump into it and then have the car dissapear and re-appear... so I had to work out a way to get a sackbot to enter a DCS when I wanted them to and then exit the same way. I also wanted the seat to be allow a sackperson to use it also. It needed to behave as close as possible to a 'normal' controlinator.

I have updated the original post with my solution. You could say that this is what makes time travel possible... well one of the things anyway.
2011-07-06 11:55:00

Author:
Mr_Fusion
Posts: 1799


I have updated the original post with my solution. You could say that this is what makes time travel possible... well one of the things anyway

When this thread hits 88 updates per hour we are going to see some serious s**t.
2011-07-06 12:26:00

Author:
Antikris
Posts: 1340


Played the level and the design and objects given are really cool, a really nice and easy application to have a grid based movement in a controlinator and a fairly easy way to get a sackbot to enter a controlinator, be sure to check this level out guys 2011-07-07 21:24:00

Author:
damaz10
Posts: 771


Updated the level with more badly named objects!

Be sure to check out Mr. Cursorator... it's not that great.
2011-07-24 03:33:00

Author:
Mr_Fusion
Posts: 1799


Wow thanks that was useful!2011-07-24 08:04:00

Author:
TheGoldenFlash
Posts: 209


Some good little tutorials here the Mr. Cursorator looks very interresting. I shall test some of these out.2011-07-24 11:32:00

Author:
Lordwarblade
Posts: 761


looks awesome, GJ!!!2011-07-24 16:27:00

Author:
zzmorg82
Posts: 948


Just tested some of the stuff yesterday and i have to say that the grid based moveinnator is exactly what i have been looking for, for one of my projects. Great job.2011-08-13 22:51:00

Author:
Lordwarblade
Posts: 761


Hmm, for my RTS it's just a advanced mover. I'll obviously need to make the bounding box.2011-08-14 04:47:00

Author:
Unknown User


Just tested some of the stuff yesterday and i have to say that the grid based moveinnator is exactly what i have been looking for, for one of my projects. Great job.

Im intruguied, I hope that I can have a sneak peak at it!


Hmm, for my RTS it's just a advanced mover. I'll obviously need to make the bounding box.

Debatable... The bounding box makes sure you can't zip off of the screen and I think it works but my design is really a rough concept I have seen some more efficient RTS cursors as well as a very sweet looking drag-able select box.

I hope that the creator of such will share them when he is ready, as his design is far superior than mine.
2011-08-14 13:48:00

Author:
Mr_Fusion
Posts: 1799


hmmm, drag-able select box aye? sounds interesting, didn't think it was even possible.2011-08-14 13:58:00

Author:
evret
Posts: 612


Yeah... this reminds me I do have some half built logic that will detect when the chip is surrounded on all sides, probably not useful, but it may work nicely with something of this nature.2011-08-14 14:12:00

Author:
Mr_Fusion
Posts: 1799


SSTAGG1 could make a box select He told me how to do it but I didn't want one :/2011-08-14 15:04:00

Author:
Unknown User


Yeah... this reminds me I do have some half built logic that will detect when the chip is surrounded on all sides, probably not useful, but it may work nicely with something of this nature.

i've already got that sorted, the drag box works better since you seen it too. been looking into making my own rts, but i'll probably get bored with it like i do with most of my projects
2011-08-14 20:42:00

Author:
evret
Posts: 612


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