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Switching Wireless Logic

Archive: 5 posts


Okay, so I'm making this sort of Marvel vs. Capcom inspired level, right? I'll get to the details later. But the problem is, I want the characters to switch out with another character after they've died. There'll be multiple characters to choose from, but I don't really know where to start with this logic. It's hard to explain, but I'll try the best I can.
-I'm pretty sure I know how to make the custom character selection in the gameplay. A player can choose up to three characters, and once the first one dies, the second one switches out, and so on. Here's how I think it should go down:
EDIT: 5/15.
I've figured out a better way, with AntonyHelen's advice. Beware, ABSOLUTELY HUUUUGE wall of text ahead. And BTW, the following wall of text is the same as the one in the third post, I just copied it.

Thank you! I agree with most of your points, but making all of the possible variations of combos is the only reason why I simply emit the emitters. Because I'm going to have a lot of characters.
I think I have a way that may be a bit less complex though, and possibly save thermo space. I may have a circuit board with each circuit board for every individual character attached to the hologram that follows the sackbot. The first chosen character will probably have the same logic as before, just on a circuit board. When a blue tag is sensed, it emits a character in the designated spot. However, this time, the character selection is different.
So, each of the individual characters' circuit boards are attached to the moving hologram, right? So, behind each characters' icon, there will be logic.
I'm telling the game to notice when a character is chosen by doing the following. Each icon will have a tag. Pressing X while the cursor is floating over the icon (and sensing the tag) will send a signal saying that a character has been chosen. The tag is then disabled, preventing spamming and the messing up of logic.
Now I need to tell the game to be able to determine the sequence in which the characters are chosen. To do this, there will be yet another selector. Four ports, each except the first attached to a tag. In the "cycle" port will be an AND gate with the tag sensor that senses the tags beneath the character icons and the X output. When the game is alerted that a character has been chosen, it will cycle to a blue tag, signifying the first character has been chosen. Every icon will sense the three tags on the selectors, and they will each have circuit boards activated in case they are chosen first, second, or third. I'll get to that later. So connected to the three ports (not the first port) of the selector are three tags, labeled "first", "second", and "third". On each icon, there are tag selectors that sense these three. Now, onto what they activate.
Those three tag sensors on each icon all go to their individual characters' circuit boards over on the following hologram. Let's say Sackboy is a character (and he is). So, under his icon, he has the three tag sensors. If he's chosen first, the "first" tag is activated and the "first" tag sensor sends a signal, activating ONLY his "first" circuit board with logic that emits him in case he's first. If he's second, same thing, except with the "second" tag, "second" tag sensor, and "second" circuit board being activated. And so on.
On these "first", "second", and "third" circuit boards will be logic, of course. Let's start with the first.
When all characters are chosen and the player starts the gameplay, a tag that says "start" will be activated. There will be a "start" tag sensor on that character's "first" circuit board. Simply enough, the tag sensor is connected to an emitter that emits once. That's it.
The second is no more complex.
You know how a "death" tag is activated every time a character dies? So, in case a character, let's say Sackboy again, is chosen second, his "second" circuit board is activated. There will be a "death" tag sensor connected to his emitter. So once someone dies ONCE, he pops out.
The third is a bit different, but just barely.
Same blah bloo blee as the "second" logic, except the "death" tag sensor will be connected to a counter set to "2". Once the "death" tag is sensed twice, alerting the game that two characters have died, the emitter is activated, and out pops character 3.
So, for a game over, the same deal, but with a counter set to "3" and connected to some "GAME OVER" screen of some sort.
I think I got it! :hero: Is this one better? I personally think so, just to throw in my two cents.
2012-05-14 20:57:00

Author:
Sackpapoi
Posts: 1195


Uh, I think you are doing it right, but you are doing it the HARD! It is a lot easier than all these, but I think it would work... One thing though, why do you emit an emitter, instead of the sackbot at the first place?

There are easier logic for this... just make the same logic for all 4 players separately. So, 1 for the 1st, one for 2nd and so on...
Then by selecting a fighter icon make it to send a signal that would activate the circuit board of that fighter that would emit the fighter...
Now for the death part, u can make him activate or emit a tag right before his death. That would activate a tag sensor that would activate the second's fighter circuit board and then same for the third...

Now, how to make the changing between the 1st and second...
Let's say you have 6 fighters, named A,B,C,D,E, and F.
you will make all the combinations for the 1st 2nd and 3rd...
For example:
1 circuit bord will be A,B,C
another will be A,B,D
another C,A,E
and so on...
that's 120 combinations
So, to make it clearer...
If a player chooses the fighter C 1st, then the combinations will get 20 (CAB,CAD,CAE,CAF,CBA,CBD,CBE,CBF,CDA,CDB,CDE...)
Then let's say he picks A 2nd then there will be 4 left (CAB,CAD,CAE,CAF)
and finally he picks F, then the circuit board the will activate is CAF
then you will copy all this logic 4 times (each for each player)

P.S. I know it sounds a lot but it's not and it doesn't need a lot of time to make (you just copy paste, and since the game is based on Marvel vs. Capcom, then you won't have to worry about thermo and stuff)...

I know there is an easiest way but I would need to test it in create mode and I don't have the time to open playstation these days... :
Hope this helped you out
2012-05-14 23:44:00

Author:
AntonyHelen
Posts: 127


Thank you! I agree with most of your points, but making all of the possible variations of combos is the only reason why I simply emit the emitters. Because I'm going to have a lot of characters.
I think I have a way that may be a bit less complex though, and possibly save thermo space. I may have a circuit board with each circuit board for every individual character attached to the hologram that follows the sackbot. The first chosen character will probably have the same logic as before, just on a circuit board. When a blue tag is sensed, it emits a character in the designated spot. However, this time, the character selection is different.
So, each of the individual characters' circuit boards are attached to the moving hologram, right? So, behind each characters' icon, there will be logic.
I'm telling the game to notice when a character is chosen by doing the following. Each icon will have a tag. Pressing X while the cursor is floating over the icon (and sensing the tag) will send a signal saying that a character has been chosen. The tag is then disabled, preventing spamming and the messing up of logic.
Now I need to tell the game to be able to determine the sequence in which the characters are chosen. To do this, there will be yet another selector. Four ports, each except the first attached to a tag. In the "cycle" port will be an AND gate with the tag sensor that senses the tags beneath the character icons and the X output. When the game is alerted that a character has been chosen, it will cycle to a blue tag, signifying the first character has been chosen. Every icon will sense the three tags on the selectors, and they will each have circuit boards activated in case they are chosen first, second, or third. I'll get to that later. So connected to the three ports (not the first port) of the selector are three tags, labeled "first", "second", and "third". On each icon, there are tag selectors that sense these three. Now, onto what they activate.
Those three tag sensors on each icon all go to their individual characters' circuit boards over on the following hologram. Let's say Sackboy is a character (and he is). So, under his icon, he has the three tag sensors. If he's chosen first, the "first" tag is activated and the "first" tag sensor sends a signal, activating ONLY his "first" circuit board with logic that emits him in case he's first. If he's second, same thing, except with the "second" tag, "second" tag sensor, and "second" circuit board being activated. And so on.
On these "first", "second", and "third" circuit boards will be logic, of course. Let's start with the first.
When all characters are chosen and the player starts the gameplay, a tag that says "start" will be activated. There will be a "start" tag sensor on that character's "first" circuit board. Simply enough, the tag sensor is connected to an emitter that emits once. That's it.
The second is no more complex.
You know how a "death" tag is activated every time a character dies? So, in case a character, let's say Sackboy again, is chosen second, his "second" circuit board is activated. There will be a "death" tag sensor connected to his emitter. So once someone dies ONCE, he pops out.
The third is a bit different, but just barely.
Same blah bloo blee as the "second" logic, except the "death" tag sensor will be connected to a counter set to "2". Once the "death" tag is sensed twice, alerting the game that two characters have died, the emitter is activated, and out pops character 3.
So, for a game over, the same deal, but with a counter set to "3" and connected to some "GAME OVER" screen of some sort.
I think I got it! :hero: Is this one better? I personally think so, just to throw in my two cents.
2012-05-15 15:59:00

Author:
Sackpapoi
Posts: 1195


http://i92.photobucket.com/albums/l37/Corporeal/d01a86a0.jpg

When the player has chosen a character send either a high or low signal to individual counters held in microchips. 4 counters that are either on or off can store 16 possible states. If you need more space each additional counter will double the number of possible states.

Advance the selector by 1 so the next microchip can accept input from the player, until all 3 microchips have received input at the character select screen.

When the match begins, set the selector back to port 1 and load the data held in the first microchip off to something that will decrypt the state held in the counters and emit the character. Each time a player's character dies advance their selector by 1, so the next character they selected is loaded. When the selector reaches the 4th port it means they've used all their characters, so they've lost.
2012-05-15 17:44:00

Author:
Ayneh
Posts: 2454


Ya!!!! I think it will work! And it's obviously better way to make it!
Good job. Send me a message when you publish the level, so I can play it!
2012-05-15 20:22:00

Author:
AntonyHelen
Posts: 127


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