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#1

Health Meter Toolkit

Archive: 32 posts


Post on this F4F post if you want to give feedback. This subject here is too old, I won't update it. (https://lbpcentral.lbp-hub.com/index.php?t=62776-Health-Meter-Toolkit-All-your-health-meter-needs&p=921511&viewfull=1#post921511)

Hi there, this is the Health Meter Toolkit, a single chip with all your health meter needs. The Health Meter Toolkit uses comphermc's clever feedback loops tutorial to make a powerful and precise signal health system. Since it doesn't work using timers or counters to store the signal, it is fast and accurate. I've been working on this for more than a year, so don't judge my level by the number of plays.

Here's a preview of what you'll see in the toolkit :
http://i9.lbp.me/img/ft/68995bb5ec28e833de0f80e0bf385c1c22abb0d4.jpg

And a picture of the new level :
http://id.lbp.me/img/ft/a4db7013389e09435abf45b492feb368b7ad7ea7.jpg

One of the tutorial (as you can see, it uses a timer to display the health, but not to count it) :
http://id.lbp.me/img/ft/8dde7386cb76f2d6aa3efd3c01becde53080b921.jpg
2011-08-02 22:02:00

Author:
Unknown User


This looks very cool. I am actually messing with some stuff that may be useful, but it's a very different idea to what you have here. I started with the FB system but am trying to make it scalable. So percentages stay as percentages not units... That probably makes no sense, but it's early days still.

Will be looking forward to more on your toolkit!
2011-08-02 22:29:00

Author:
Mr_Fusion
Posts: 1799


Hun? Percentages stay as percentage not units ? I dont get it, but my system uses %, but since I have feedback loops, I can make .1% signals, so I can have up to 1000 hp saying 1 hp is .1%2011-08-03 00:01:00

Author:
Unknown User


Yeah, I'm not explaining it too well, but 5% is always 5%... I'm tinkering with making that variable. Ahhh like... Damage in an RPG... the monster does 5% damage if you are level 1, you hit level two and the 5% scales to 4%... and your 100% full health goes from 100HP to 150HP... But both are still 100%.

Sorry as I said doesn't really make too much sense yet, but I have something kind of working and it is not to disparage your work if I get it working and its decent you can add it to the kit
2011-08-03 03:46:00

Author:
Mr_Fusion
Posts: 1799


Hey I think I found a fix to the over 100 damage problem. I will explain online later.2011-08-03 17:09:00

Author:
fly_4_a_jedi
Posts: 151


Lol, I already had the fix when I told you, I just didnt want you to use the broken logic on big projects AND to correct your rpg fighter (yeah, fly_4_jedi made chips for the toolkit so he has it - well a version of it).

By the way, the resist chip (shield next to fire on picture) lowers the effect of any damage when active, so you can place many resist chips in a row and use a selector to tell the level of player. When level changes, the next resist chip activates instead, making the player resist more. But then if you want player to resist only some attacks (suc as in element-based games) you'll have to look deeper in the logic. I could make that possible : the resist chip for only certain damages... but again, this is like adding, you never know how much damage chips the player has, so you cant build a resist chip with a fixed number of inputs.

The chip is getting bigger (no pic sorry) and will soon have a logic probe chip, thanks again to teamwork and fly_4_a_jedi - and patience, hooking over 100 batteries to or gates... I'm not sure about when I'll publish it, as I am crafting for the LBPC3 right now, but unless it is a super-duper cool theme I wont take part of LBPC4 so I'll have time next month. So it should be ready before the end of summer.

I know how to multiply (just add a signal multiple times) but how can you divide in LBP2? Anyone ?
2011-08-04 02:14:00

Author:
Unknown User


I have already used to resist chip to only work on certain attacks. The system I am using has skill points, so I have magic, and physical defense. I think that probe was impressive, and it is one of the only things I have built that works on the first time.2011-08-04 03:06:00

Author:
fly_4_a_jedi
Posts: 151


I have a devide chip you can have, the number the signal is to be devided by has to be set in create mode but it's accurate.2011-08-04 03:28:00

Author:
evret
Posts: 612


Use our new logic probe to find a way to change what it divides by. PROBLEM SOLVED.2011-08-04 03:30:00

Author:
fly_4_a_jedi
Posts: 151


Lol randomness ftw2011-08-04 06:01:00

Author:
evret
Posts: 612


Lol randomness ftw
Indeed.

Nice work with the health kit. I'd offer some of the status effects I had like burned and crippled, but it looks like you've got everything nicely covered. I like the stickers as well. What exactly are the '?'s for though? Just a MC with info on how it works?
2011-08-04 06:14:00

Author:
SSTAGG1
Posts: 1136


This is in the Creators Toolkit?2011-08-04 06:45:00

Author:
LBP2_Tutorialist
Posts: 225


At slow counter based version with broken heal...2011-08-04 06:48:00

Author:
fly_4_a_jedi
Posts: 151


Sounds pretty advanced, can't wait to try it out!2011-08-04 22:28:00

Author:
keanine
Posts: 114


It isn't that hard to use. The notes are good enough to understand it. At first I did have a problem understanding it, but after a few minutes it is easy.2011-08-04 22:33:00

Author:
fly_4_a_jedi
Posts: 151


Yeah, it seems hard but there is soooo much text in it you just will understand it. It uses feedbacl loops as i showed. The version in the creators toolkit is waaaaaay smaller and broken, cant wait to give a better one to the admins.

Feedback loops makes a loop between a combiner and a splitter. You can add and subtract from this signal loop. (god, perhaps i got an idea...) and this is a health meter logic!
How to override a timer ? Set to speed scale, hook a combiner to it, then hook the timer to the negative of the combiner. Now if the timer signal is greater than the positive signal it will go down, if it is smaller it will go up and if it is equal it stops. Set timer to max 0.1s and voil?! Now you have a decent way to make a meter.

Now read my signature to know why this will wait.
2011-08-05 01:54:00

Author:
Unknown User


The only time I can be online you are off... this is not effective at all.
Also, yes that has to mean something.
2011-08-05 02:19:00

Author:
fly_4_a_jedi
Posts: 151


Wow, my neck hurts waaay less today. It feels like if there was jelly in it. Whatever, I'm going to need you fly_4 cause the outputs of the probe are not in order. And what does probe mean ? (google translating....) Oooooh, that's what it means. Logical. And I need a chip which divides health by a certain number. Lets say I want A/B it is okay if B must be chosen in create mode, but A must be the current health so it is a variable. Please join me anyone and psn mail me if you have the logic. Oh, and it doesnt have to work with negatives, health is never negative.2011-08-05 20:36:00

Author:
Unknown User


I can't help today, but Mayby tomorrow night.2011-08-05 20:44:00

Author:
fly_4_a_jedi
Posts: 151


Lol, I already had the fix when I told you, I just didnt want you to use the broken logic on big projects AND to correct your rpg fighter (yeah, fly_4_jedi made chips for the toolkit so he has it - well a version of it).

By the way, the resist chip (shield next to fire on picture) lowers the effect of any damage when active, so you can place many resist chips in a row and use a selector to tell the level of player. When level changes, the next resist chip activates instead, making the player resist more. But then if you want player to resist only some attacks (suc as in element-based games) you'll have to look deeper in the logic. I could make that possible : the resist chip for only certain damages... but again, this is like adding, you never know how much damage chips the player has, so you cant build a resist chip with a fixed number of inputs.

The chip is getting bigger (no pic sorry) and will soon have a logic probe chip, thanks again to teamwork and fly_4_a_jedi - and patience, hooking over 100 batteries to or gates... I'm not sure about when I'll publish it, as I am crafting for the LBPC3 right now, but unless it is a super-duper cool theme I wont take part of LBPC4 so I'll have time next month. So it should be ready before the end of summer.

I know how to multiply (just add a signal multiple times) but how can you divide in LBP2? Anyone ?

The problem with using different sets of 'resistance' chips to emulate an increase in hp (?) is the scaling is at fixed intervals and you are restricted to a fairly limited set of integers as defined by how many chips you have hooked into the system and what the arbitrary settings you have within the chips. This is the reason i have usually stayed away from this approach in scaling Stats/HP in RPG styled games.

It is theoretically possible to create a system involving much higher granularity by using a combination of sampling, division and multiplication, where the HP and character atributes scale dynamically as the character levels, which in turn instructs any enemy logic (through division/subtraction) how much its 'true value' is down scaled before effecting the HP register of the character.

Further-more the base enemy's 'damage output' calculation can also be defined dynamically by a scale proportional to stats within the main character logic, prior to any resistance calculations. Meaning, all of the actual calculation figures are formed as the sum of various arithmetic processes based on the characters attributes (analogue registers), which will be increased in game through repeated use of certain abilities and/or a basic arbitrarily defined 'leveling' integers.

E.G. For every use of X skill a pulse will increase the stored value in an analogue register (representing said skill), when enough of a set of defined skills have been used (through another register being increased also) when this register is filled it will trigger 'level up', which will pulse the stored values of all of the registers representing the different skills into a set of 'master' registers representing the sum arithmetic, that the damage/ability use calculations are based on, the new values being pulsed into these on level up will scale these registers at a rate proportional to the use of said skills. Dynamically scaling HP/abilities in an emergent manner in correspondence with how the character is played.

This same system (dynamic value definition) can be used to signal the logic within enemies as they spawn to dynamically set their input to the damage calculation based on the characters level, this removes the need to set arbitrary 'level this much' logic triggers in the main character logic, as everything is worked out and evolves dynamically based on a set of initial conditions, and also removes the need to have different sets of enemies spawning as the game progresses, if the character returns to a previous area, the enemies spawning will automatically scale their stats proportional to the level of the character.

Food for thought
2011-08-05 21:35:00

Author:
Epicurean Dreamer
Posts: 224


Wow. Thanks for the advice! I don't make this toolkit for super-advanced RPG games, and even if I get your point, that would be long to build. Plus the fact that I don't know how to divide in LBP.

I have a giant problem. The Nnull gate (made with a 2-inputs selector with second output hooked to its own 1st input) is supposed to change any signal that is not 0 into a 100% signal. The problem, it doesn't work when you connect a combiner to the input. The selector doesnt work. Is this an error in the game or what ? Cause this means my comparison tool is broken. I could just change it for a sequencer based one, but I prefer selectors.
2011-08-07 18:50:00

Author:
Unknown User


I have a giant problem. The Nnull gate (made with a 2-inputs selector with second output hooked to its own 1st input) is supposed to change any signal that is not 0 into a 100% signal. The problem, it doesn't work when you connect a combiner to the input. The selector doesnt work. Is this an error in the game or what ? Cause this means my comparison tool is broken. I could just change it for a sequencer based one, but I prefer selectors.
Uhm, to convert any non "0" analog value to 100, just use positional sequencer with battery over entire length. Also, why the bias against sequencers?
2011-08-07 18:59:00

Author:
SSTAGG1
Posts: 1136


Uhm, to convert any non "0" analog value to 100, just use positional sequencer with battery over entire length. Also, why the bias against sequencers?
the sequencer method has one frame of latency
2011-08-07 20:50:00

Author:
evret
Posts: 612


the sequencer method has one frame of latency
Doesn't a selector have that as well? Maybe I'm mistaken. Anyhow, 1 frame doesn't make much of a difference unless your logic is overly complex. I used to have issues with timing until I just adopted more simple methods of making things.

Afterall, hardly anyone notices how incredible the logic you've made is when playing it.
2011-08-07 20:56:00

Author:
SSTAGG1
Posts: 1136


Yeah, now I know that tools transmit both digital and analogue signals, and that two batteries sent two "1" signals so the combiner did 1-1 so the selector didn't move as it reads the digital signal but does not convert analogue into digital. Problem solved.

I didn't know there was a 1-frame delay with sequencers. The only thing is that almost every chip from the toolkit used the Nnull gate, and now I'll have to replace them all. AAAAAAARG! But does anyone know how to divide?

And for the 1-frame delay, I only had a problem with my pacman game, pacman can only turn when at a corner. The problem is that the time it would stop was 1-frame delayed, so it would pass through walls a bit and stop moving. I fixed this by making pacman follow the closest corner when no corner is detected. Now I know how to limit hologram movement, so it wont be a problem! For a 15 years old kid (at the time, now 16) I were quite good. Now just thinking about how much i learned since back then... wow.
2011-08-09 17:31:00

Author:
Unknown User


LAST NEWS! I finally met ZeusInTraining under the CreatorsToolkit account. Looks like it is a hard job to add all logic to the toolkit. I helped him by posting instructions about the walkthrough glitch. He allready had the tool in the toolkit (not-gate wired to itself and to a destroyer set to "break") but the description was wrong. So I wrote that you can : paste the chip on an object, freeze the game, delete the chip, copy the object, unpause the game and voil? ! The original object dissapears, but the copy doesn't. One great thing about-copy pasting is that it resets the lifespan to endless. The copy is now walkthroughable.

But this is not the main thing I had to say. The main thing is that I gave him a small version of the Health Meter Toolkit !!! It includes :
-The Main Chip: the one that keeps the signal looping
-The Cure Chip: the one that adds to the signal
-The Damage Chip: the one that lowers the signal
-The Red Or Gate: just a red or gate used to combine damage chips
-The Timer: just a visible timer set to max 0.1 s and to speed scale. Can be used to display the current health
-The % to fraction chips, which send wireless signals (I might make a wired version too, for creators who have too many tags)
-The tag sensor list for the % to fraction chips
-The signal override, to change the health to a certain number
-LOADS of instructions

I also gave him my Absolute Compare Tool and my 2-Way Compare Tool. (Tells which is bigger between 2 signals or if they are equal - the 2 way version takes negatives into account) which will be in the signal tweakers (even if I would this it is a sensor).

As soon as I get phort's signal display tweaked for me, I'll publish the level, which is in construction (yes, the level itself, saying how the chips work). There will be a link to the creators toolkit in my chip, and a link to health meter toolkit in his. Yay!
2011-08-11 20:17:00

Author:
Unknown User


Can I have the finished product for my new level project?
I'm gonna make it an action RPGbased on FFVII:Advent Children but with gameplay like Kingdom Hearts and this health meter looks useful.
2011-08-18 01:45:00

Author:
Unknown User


If you want to see it in action the lbpc2 level I made uses it. Just search for me on Lbp.me. Also I will help with logic on your level when I can but I can early be online.2011-08-18 02:03:00

Author:
fly_4_a_jedi
Posts: 151


The toolkit will be out in less than 3 days. See first post, just edited it. YAY!2011-09-01 03:12:00

Author:
Unknown User


Let the probe integration begin2011-09-01 03:25:00

Author:
fly_4_a_jedi
Posts: 151


OUT NOW !!! See first post.2011-09-03 21:44:00

Author:
Unknown User


V2 out now, see first post2011-11-06 14:35:00

Author:
Unknown User


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