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I need help with Logic.

Archive: 9 posts


Im trying to make a minigame level like a boardgame, where in each of your turns you can roll a die and move to up to 6 spaces, but i have no idea how. whats a good way to do this?2011-07-07 20:56:00

Author:
Cactii
Posts: 426


Im trying to make a minigame level like a boardgame, where in each of your turns you can roll a die and move to up to 6 spaces, but i have no idea how. whats a good way to do this?


Well randomizing the die would not be too difficult. You could even "weight" a certain outcome using comphermc's probability method here. (http://www.youtube.com/watch?v=oVYY0z4HSq8) An easy way to "roll the die" would be to have 6 overlapping holograms that you control with a selector. Then have a randomizer hooked to each input. Rolling the die will trigger the randomizer, and when it stops, output a value allowing the player to move.

As for the movement, if you want to move according to a grid, there's a good tutorial here (http://www.youtube.com/watch?v=ncZn9tXwVbI) by SilverScorp.

That's the basics... What the squares do and how the game plays is up to you
2011-07-07 21:04:00

Author:
shane_danger
Posts: 283


I have seen many attempt to pull such a feat off but very few have succeeded. http://lbp.me/v/y77kqv That makes use of a 'grid' which would be similar to your level which probably include a 'grid' where the tiles of the game are invisible holograms which all have tags on and 'cursor' follows them as each of the 100 tags are hooked to the selector (10x10 grid) and the tag activates when the 'cursor' is at the right point on selector ('cursor' has follower in centre point, that follows each of the tags)... That would be my method, anyway... still with me?

EDIT: ^ Ah-ha! Just what I said... (Grid wise) but a lot less complex
2011-07-07 21:24:00

Author:
Malamo999
Posts: 107


I think my Grid Movement tutorial could help you.


http://www.youtube.com/watch?v=ncZn9tXwVbI
2011-07-07 21:50:00

Author:
ScorpSkull
Posts: 92


You do not need to hook a tag in each tile to a selector, you can use what scorpskull's has shown (requires no external wiring for moving), or my selector method that requires less connections.

Each tile would have its own logic, and would 'talk' to neigbour tiles using signaling (whatever method you use) so you don't have gazillion of wires hanging around, and it would be easy to scale up and down.
2011-07-07 22:03:00

Author:
hesido
Posts: 166


I think my Grid Movement tutorial could help you.


http://www.youtube.com/watch?v=ncZn9tXwVbI

I was hoping you'd reply

I had linked to your tutorial in my post!
2011-07-08 01:55:00

Author:
shane_danger
Posts: 283


I think my Grid Movement tutorial could help you.

This is an excellent tutorial, and I'm glad someone else linked to it. I find myself linking to your tutorials all the time, I was worried that people might think I was getting paid to do it!

On that note, I used your method, and tweaked it slightly to not go on diagonals as well as pause between moves. You're quite welcome to the logic as I see it as just an extension of your own.
2011-07-08 07:04:00

Author:
Mr_Fusion
Posts: 1799


You do not need to hook a tag in each tile to a selector, you can use what scorpskull's has shown (requires no external wiring for moving), or my selector method that requires less connections.

Each tile would have its own logic, and would 'talk' to neigbour tiles using signaling (whatever method you use) so you don't have gazillion of wires hanging around, and it would be easy to scale up and down.

Yeah, I know, but what would prevent them from going outside the grid, eh?
2011-07-08 10:13:00

Author:
Malamo999
Posts: 107


Yeah, I know, but what would prevent them from going outside the grid, eh?

All you would have to do is limit the available choices for movement (which I'm assuming would be up, down, left, and right) to whatever squares are adjacent to your current position. Wouldn't be too hard, could just tag sensors to detect where an available square would be.
2011-07-08 23:02:00

Author:
shane_danger
Posts: 283


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