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Curiosities about LBP2 level editor's logic structure
Archive: 5 posts
It seems that MM based the LBP2's logic structure on number 100: maximum number of inputs in AND/OR/XOR/Selectors=100; If you make more than 100 Tag Labels, a bug happens - The names are not well displayed in the Label option; the maximum score objective for Score Sensors was 100.000 in previous versions - they fixed it with an update; now there's no limit for it... 100s everywhere!! O_O | 2012-01-09 05:36:00 Author: SebasSBM Posts: 159 |
Well at least the limit of things are not 9s.... I always hated on games when something maxes out at like 99. just 1 point away from 100... bugs the hell outta me. *mew | 2012-01-09 07:18:00 Author: Lord-Dreamerz Posts: 4261 |
Are limits depends on number of bits they used to describe logic in to data, 100 is more natural number then maximum numbers of specific data types (like 256 of byte for example) so they limit it this way.... ofcorse thtas only my guess ;p | 2012-01-10 05:11:00 Author: Shadowriver Posts: 3991 |
I just thought it was because it treats a signal as an analogue percentage. Which is why -100 and 100 are both treated as 'on' | 2012-01-10 06:33:00 Author: Mr_Fusion Posts: 1799 |
I just thought it was because it treats a signal as an analogue percentage. Which is why -100 and 100 are both treated as 'on' Any number can be scaled to any number by rounding, but you might be right with point giver limit, it made for easy understanding, still nothing stoped them to set 1.000.000 point limit suince score limit is 4.000.000 | 2012-01-10 16:12:00 Author: Shadowriver Posts: 3991 |
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