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#1

Problem with Sprite Logic

Archive: 8 posts


Hello everybody. I'm in the early stages of creating an original 8-bit styled platformer with LBP2. Below is a picture of my current setup for moving my character left and right. My hologram block moves correctly, and my animations are firing off just fine, but I'm having trouble making only one sprite light up at a time. This is my first attempt at this type of level with the lbp editor, so forgive me if I'm making a stupid mistake, lol. If you have any questions, please ask, as I'm sure the picture doesn't give near enough information for me to get an answer.
36169

EDIT: Woohoo, I finally got it working right, and I can finally move on to actually designing the level!
2011-08-18 20:00:00

Author:
Unknown User


it's going to require more logic than just that, buddy me on psn
my psn is over to the left. and tell me your psn on the thread so i know who it is.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=36169&d=1313693495
2011-08-18 22:08:00

Author:
sonofbrave
Posts: 107


My psn is DeadH34d711
I'll add you as soon as I log in again, thanks.
2011-08-19 00:18:00

Author:
Unknown User


the logic for a two-way sprite animation is pretty simple. i have done four wy animations, so if you need help, i could wire one up in like 10 uninterrupted minutes. contact me at iiavalanchei 2011-08-19 04:00:00

Author:
Unknown User


Just wait until the Move update in September. You can make animated stickers and place it on a new material so you only see the sticker. Change between the animations using a selector, make your more complex logic, and voila! you have a retro character.2011-08-19 15:16:00

Author:
L1N3R1D3R
Posts: 13447


The problem is with your selectors. Out of the two outer ones, there will always be more than one output, lighting up more than one frame. You want to wire something to the lower input of the microchips to tell them when they should be on. This should be the desired outputs on the first selector. Wire port one to the right animation microchip and port two tot he left animation. You can try that. Although, there might still be problems.2011-08-19 16:12:00

Author:
Unknown User


Thanks for the help everybody! I'll add you today iiavalancheii.2011-08-19 16:53:00

Author:
Unknown User


Instead of connecting your AND gates to the timers, connect them to the on/off node on the microchip holding the appropriate sprite logic. That should shut everything off on the chip.

If you do that, you will also need to add a "not moving" sprite to the mix so that there is a neutral sprite for when there is no input from the controller. Just run both of your AND gates into an OR gate, then through a NOT gate and to your neutral sprite.
2011-08-19 17:45:00

Author:
tdarb
Posts: 689


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