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Custom Healthbar Help Appreciated

Archive: 10 posts


Hello LBPC Community Im Working On A Sackbot For Upcoming Level Series But The Healthbar I Cant Seem To Get Without It Lagging To The Point Where I Cant Finish. If You'd Send Me A Invite On LBP2 So I Can See How To Do It That'd Be Very Helpful, Thanks Sym Out.2012-02-16 01:37:00

Author:
Unknown User


This is some pretty complicated stuff, but I can refer you to a Toolkit that's all about health bars. It's fast, accurate, and pretty easy to use.

Health Meter Toolkit - All your health meter needs (https://lbpcentral.lbp-hub.com/index.php?t=62776-Health-Meter-Toolkit-All-your-health-meter-needs)

If you want to make it yourself instead, you can watch comphermc's tutorial on feedback loops. It's in the tutorial sticky in the Tutorials section.
2012-02-16 01:56:00

Author:
SuddenEnigma
Posts: 70


Well It Was Helpful But Im Making A Custom Healthbar I Wont Be Using Counter For Healthbar, Ive Already Designed It Just Need To Add The Logic.2012-02-16 02:05:00

Author:
Unknown User


Both methods use Timers, not Counters. But anyway... If those don't work for you, then I'd need to have a better idea of how you want your health bar to work. If you mean you want individual symbols as health or something, such as in Legend of Zelda, then you'd use a Selector as the base. It all matters on how you want it to work.2012-02-16 03:05:00

Author:
SuddenEnigma
Posts: 70


The health meter toolkit has a logic probe in it,which will convert the health signal to a numarical display, it is in a red chip under the HUD section.

If you wait untill tomorrow (mayby a day or two later, but I can't tell for sure) version 5 will be avaliable, and it will have a wireless probe, that looks better than the current one.

This next update will be the biggest update yet. It will only add about 3 or 4 things, but they are all major, they were all built for a very complex level I have built, but we have made them work together fastly, if you want I can psn message you when the update is avaliable.
2012-02-16 03:53:00

Author:
fly_4_a_jedi
Posts: 151


I'm da pro, so come to me and i'll show you how it's made the easiest way ; )2012-02-18 13:57:00

Author:
TomBurk
Posts: 84


The toolkit is updated, and using that is as easy as hooking one output to another, and we have status effects unlimited health count, and this is all instantaneous, so I think the kit is probably faster and better.2012-02-18 14:33:00

Author:
fly_4_a_jedi
Posts: 151


Yay, someone tells someone else to use my toolkit!
I think someone once made a "round up" logic. If I can get my hand on it again, it would really help. You see, using my feedback loop system, you can wire the current health in a sequencer set to positional, and place batteries on the sequencer. Then you connect the batteries to hologram blocks. Then you have a custom HUD. The problem is that batteries aren't accurate, so 1+1+1+1+1+1+1+1+1+1 isn't exactly equal to 10. So there's a bit of lag when using a custom display. But yeah, if I get that round up chip, this would make the toolkit 100% accurate (I guess the round up is just made of a very wide and precise sequencer).

You see, the main goal of this toolkit was to make it displayable in all possible ways
2012-02-18 15:59:00

Author:
Unknown User


Pivottt, with all due respect, I've made a lot of operations using stored a.nalogic signals (this is what I call "variable value system"). I haven't detected error margins in batteries for now, but, experimenting with a.nalogic signals from timers, I noticed that analogic values from timers aren't accurate (e.g: a timer with Target Time 1.0 and current time 0.5 doesn't output exactly 50%). The error margin is little, but is there.

I still don't believe that batteries have an error margin, but I'll experiment some to be sure about it.
2012-02-18 20:15:00

Author:
SebasSBM
Posts: 159


After about 8 zeros there is like a 1134, but I don't know the exact number.2012-02-18 20:18:00

Author:
fly_4_a_jedi
Posts: 151


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