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#1

Why don't things work like they should?

Archive: 4 posts


I love little big planet but there are a few things that drive me absolutely nuts! How bout anyone else? Here's my rant feel free to correct me if I'm wrong about anything.

Why do movers make objects float? No really why is this? If I wanted it to float I would put an anti-grav on it! It is so frustrating trying to get a simple object to move back and forth but stay on the ground while doing it. Actually it is impossible using movers am I right? And why aren't randomizers random? And why do they treat 2 different outputs run to circuit nodes as the same output? That makes it impossible to have 2 sequencers hooked up to a randomizer and have one reset when the other comes on. But I wouldn't even care if movers on a sequencer didn't continue to output even when the sequencer is on an inactive microchip! Isn't that the whole point of a microchip? So you can turn on or off all the logic contained on that microchip? All I really want is for an object to move back and forth, at a random range of speeds and direction (left or right), at random intervals, and not float over uneven ground. Is that asking too much? Why can't I do this? I feel like I've wasted soooo much time with workarounds for things like this and I'm into my game for well over 1000 hours and still can't figure out stuff like this even though I've done tons of waaaay more advanced logic. And off topic but while I'm at it.. why are there 5000+ new levels published every time I turn on the game? These can't all be quality original levels worth playing, so what are they? No wonder people only play MM picks and "cool" levels.
2011-09-10 08:26:00

Author:
Death_with_an_H
Posts: 72


Why do movers make objects float? No really why is this? If I wanted it to float I would put an anti-grav on it! It is so frustrating trying to get a simple object to move back and forth but stay on the ground while doing it. Actually it is impossible using movers am I right?

Because movers basically override the physics of an object. If you have 0 acceleration vertically, and 0 horizontally, you basically have something standing still.

here's a little trick with advanced movers. If you apply a small negative signal to the up/down input, it will always try to go downwards. If you need to jump, just ovveride it with a positive signal. A direction combiner with a low signal battery on the negative will do the trick. Just apply your positive(up) signal to the positive input on the combiner.



And why aren't randomizers random? And why do they treat 2 different outputs run to circuit nodes as the same output? That makes it impossible to have 2 sequencers hooked up to a randomizer and have one reset when the other comes on.

Nothing in computers is truly random. It's all just some big calculation based on a seed value. The seed is generally some point on the clock. in LBP the seed appears to be the last save point.

You can connect single randomizer outputs to multiple inputs.. Hook the outputs of the randomizer to circuit nodes (or inverted NOT gates), and run that output to as many spots as you like.



But I wouldn't even care if movers on a sequencer didn't continue to output even when the sequencer is on an inactive microchip! Isn't that the whole point of a microchip? So you can turn on or off all the logic contained on that microchip? All I really want is for an object to move back and forth, at a random range of speeds and direction (left or right), at random intervals, and not float over uneven ground. Is that asking too much? Why can't I do this? I feel like I've wasted soooo much time with workarounds for things like this and I'm into my game for well over 1000 hours and still can't figure out stuff like this even though I've done tons of waaaay more advanced logic. And off topic but while I'm at it.. why are there 5000+ new levels published every time I turn on the game? These can't all be quality original levels worth playing, so what are they? No wonder people only play MM picks and "cool" levels.

I'm not super familiar with sequencers, so I don't know. I do understand your frustrations though. Some of this stuff makes little sense sometimes. All we can do is ask questions here. More often than not, someone jumps in to help
2011-09-10 09:03:00

Author:
tdarb
Posts: 689


It sounds like your movers are set to 100%, are at least very high in both accelleration or decelleration.2011-09-10 10:02:00

Author:
croissantbuncake
Posts: 572


Although randomizers can be quite handy when they produce the same patterns making easier to memorize the level's obstacles, i was always wondering why they didn't provide the option to randomize it through playstation's internal clock (maybe even down to date setting), considering if this was done to 1/1000 of second will be very hard to produce the same pattern on any machine any given time. :/2011-09-10 12:58:00

Author:
zupaton
Posts: 167


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