Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Help!
#1

Reducing Thermo!

Archive: 12 posts


So last night, me and my friend were mucking around with level ideas, he suggested Minecraft, I know many people have done it before, but they are mostly grab to destroy blocks...so I made a Prototype, it worked well, I even made a mini demo- link to that here: Minecraft:LBP Edition (http://lbp.me/v/5862ge)

Yeah, so to my help question, this demo is super short, roughly 50blocks worth, and it filled the Thermo. The method i used was: A standard sackbot with a sort of cursor and mini menu attached to him, with a press of L1, what ever was showing up on the menu, would happen in the block the cursor was in. Each block (Big Grid Allignment) has an impact sensor ( to detect the cursor), a few tag sensors ( to know which thing is active) a few and gates (obvious) and then emitters ( to emi each block )

That was placed in as many blocks as the Thermo could take. Which was very low, so I was wondering, how can I make it lower? Is there a way you recommend I xould lower the complexity of every block. One way is to
Just have them emit wherever the cursor is, but that would make it lose it's fluidity..thanks in advance
2011-08-16 10:58:00

Author:
Bang126
Posts: 157


What do you mean with 'fluidity'?2011-08-16 12:17:00

Author:
Antikris
Posts: 1340


What do you mean with 'fluidity'?

Sorry, bit of a poor explanation on my part. I meant with my current set up, all blocks are perfectly aligned in grid format, but if I were to make them emit form the cursor, it would just be anywhere, not alligned. So being able to make a straight line of blocks would be difficult and mean making like towers or whatever you want a whole lot harder..
2011-08-16 12:31:00

Author:
Bang126
Posts: 157


How are your emitters set up? Now, if I'm mistaken, I apologise, but it sounds to me like you have all your block-emitting logic copypasted in each large grid square. Meaning you've probably got an absolute shedload of emitters, yeah?
My advice would be to have your emitters on a piece of hologram that follows the cursor, and have the cursor-following emitter logic (We'll call it 'The Block Placer' for short)

In other words, just have a Tag in the middle of each grid square, not a bunch of emitters. With the Block Placer, you'll only need 1 emitter in the entire level (Assuming there's only 1 player) for each type of block.

If I do happen to be mistaken, I'll be surprised. There's no way you filled the thermo with just 50 blocks from the same emitter.
2011-08-16 12:41:00

Author:
Ostler5000
Posts: 1017


You would have to have the cursor move in a grid-like fashion.2011-08-16 12:42:00

Author:
Antikris
Posts: 1340


You would have to have the cursor move in a grid-like fashion.

Not nessecarily. Just click into the grid whenever it was about to place a block. Which could be done by having the Block Placer snap to one of the Tags in each grid square just before placing the block. There would need to be a slight delay, perhaps from pressing the button, to having the block appear, but it would certainly work flawlessly.

EDIT- Although I probably should've stated this in my earlier post. My bad.
2011-08-16 12:46:00

Author:
Ostler5000
Posts: 1017


How are your emitters set up? Now, if I'm mistaken, I apologise, but it sounds to me like you have all your block-emitting logic copypasted in each large grid square. Meaning you've probably got an absolutely shedload of emitters, yeah?
My advice would be to have your emitters on a piece of hologram that follows the cursor, and have the cursor-following emitter logic (We'll call it 'The Block Placer' for short)

In other words, just have a Tag in the middle of each grid square, not a bunch of emitters. With the Block Placer, you'll only need 1 emitter in the entire level (Assuming there's only 1 player) for each type of block.

If I do happen to be mistaken, I'll be surprised. There's no way you filled the thermo with just 50 blocks from the same emitter.

Yep, 6 emitters per block, when I get back I shall create a few more methods, I knew I'd have to resort to just one set of emitters when I noticed the term shooting up every few blocks. Thanks for your help
2011-08-16 12:47:00

Author:
Bang126
Posts: 157


You would have to have the cursor move in a grid-like fashion.

That's what i was thinking too. I've built a cursor that moves in a grid pattern if you would like to have a look at it. It should b fairly easy to adapt to work with a follower.

The only real issue with that is you have to eliminate diagonal movements since they will throw your grid off. That was more easily done with controller input, but would require some signal comparison to do with a follower/tags.
2011-08-16 15:32:00

Author:
tdarb
Posts: 689


Not nessecarily. Just click into the grid whenever it was about to place a block. Which could be done by having the Block Placer snap to one of the Tags in each grid square just before placing the block. There would need to be a slight delay, perhaps from pressing the button, to having the block appear, but it would certainly work flawlessly.

Like here (https://lbpcentral.lbp-hub.com/index.php?t=61734-randomizing-objects-emitted&p=909554&viewfull=1#post909554).
2011-08-16 18:05:00

Author:
Antikris
Posts: 1340


Try spacing things out a bit.2011-08-17 00:52:00

Author:
zzmorg82
Posts: 948


Try spacing things out a bit.

That wouldn't work since he's trying to make everything match up... If he spaced it out at all, then there would be gaps in between the blocks. And that just won't do in Minecraft.
2011-08-17 01:16:00

Author:
Speedynutty68
Posts: 1614


That's what i was thinking too. I've built a cursor that moves in a grid pattern if you would like to have a look at it. It should b fairly easy to adapt to work with a follower.

The only real issue with that is you have to eliminate diagonal movements since they will throw your grid off. That was more easily done with controller input, but would require some signal comparison to do with a follower/tags.

I am sharing something called Mr.Grid Based Movinator that does not go on diagonals there is an explanation in the following thread (https://lbpcentral.lbp-hub.com/index.php?t=59299-Doc-s-Workshop-RTS-Cursor-Molvement), but you can also grab it from the stage in there as well.
2011-08-17 12:57:00

Author:
Mr_Fusion
Posts: 1799


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.