Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Ideas and Projects
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Save States
Archive: 6 posts
Hey Guys, I've been thinking this over for a while. I'm no Little Big planet whiz for sure but, I have a passion for creating my own worlds and I work around my lack of know how to build things. One thing that has been bugging me is this: I've taken on another project to recreate a "similar" game to "Creatures" on the PC. Some of you may remember it and for those of you that have not had the privilege of playing creatures, it was a similation game where you could breed and grow your little "Creatures" called Norns and they would learn. There would be strange devices that you would learn to use, teach your Norns to use and when to use them; plug them into eachother to create advanced machines. Being a person who thrives on creativity of course I built a flying death barge. Which brings me to my whole reason of posting. Has anyone ever successfully built a "Save state" system that would allow you to save your data on a Created world? I've got as far as entering a code that would alter the world when you enter it to "load" the part of the game you were up to, using selectors and emitters and tags but... The system necessary would be enormous, to save every tiny detail. You would have to build tiny invisible grid with thousands of emitters programmed to spit out certain objects that were in place. If anyone smarter than I am could think about this problem and tell me what they think and if they might be able to construct something like that. Let me know. ^_^ In-fact writing this post has inspired some more ideas to climb over this wall. I'm eager to see what you come up with. Have a great week! -James | 2012-01-28 17:49:00 Author: Unknown User |
Has anyone ever successfully built a "Save state" system that would allow you to save your data on a Created world? I've got as far as entering a code that would alter the world when you enter it to "load" the part of the game you were up to, using selectors and emitters and tags but... The system necessary would be enormous, to save every tiny detail. A code-based system is pretty much the only way, which means you can only have as many discrete states as there are discrete codes. I built a prototype ages ago for a 40-bit system using 8 characters (letters and numbers) at 5 bits per character, giving 240 (approximately 1 trillion) discrete states, but the thermo cost for the code entry system was huge. There is one additional thermo optimization I can think of, which is to put the code entry system into a different level, and transmit the data to a sublevel using a combination of Score Givers and Score Sensors, but this limits you to around 1 million discrete states, corresponding to the number of possible unique scores you can have in a single player game. | 2012-01-28 18:16:00 Author: Aya042 Posts: 2870 |
Ah I see. Yeah that was what I was thinking. How much percentage are we talking with thermo cost? | 2012-01-29 18:08:00 Author: Unknown User |
How much percentage are we talking with thermo cost? I forget exactly. Maybe 25%, but it's kinda meaningless since it depends on the exact implementation as well as how much of the thermo is shared with other parts of the level. | 2012-01-29 19:34:00 Author: Aya042 Posts: 2870 |
Aya how does the Score count system work with the level transmit? I can't wrap my head around what you meant, I'm not sure how to accomplish that | 2012-01-30 08:02:00 Author: Unknown User |
There are a number of tutorials, for example: http://www.youtube.com/watch?v=pLF_GsQmPdU | 2012-01-30 11:48:00 Author: Rogar Posts: 2284 |
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