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Thermo Issues

Archive: 11 posts


Hey guys, I know this has been posted before but the suggestions to reduce it don't really apply to my level (at least what I've read so far anyway).

At the moment I have a very simple level design. It's effectively a large box with a top down bot which is controlled by the player inside of it. The level itself is entirely static, however the thermo is overheating with this setup. The problem seems to be coming from the number of microchips I have on the level. I'm currently using 1 microchip, copied repeatedly over a grid. I've been trying to think of a better way of doing this, but using this grid layout seems my only option for what I'm trying to achieve. I'm using emitters fairly extensively in my level as well, I'm not sure how badly this effects the level overheating? I can't emit and destroy parts of the level as it all needs to be on screen at the same time.

I guess my question is, would cutting down the amount of logic in the microchips help much or is it a case of deleting as many microchips as possible? And is there a way to setup emitters more effectively? Any tips for reducing the thermo would be very much appreciated!!
2012-07-15 19:14:00

Author:
Mopkins
Posts: 123


I couldn't say what is affecting your thermo as it's hard to gauge from a thread, (honestly it's hard enough to gauge it in create mode), but I would suggest that optimizing the logic in your microchips would help it, maybe not a huge effect, but it would help nonetheless, the amount of logic present in your level seems to be what take up a large chunk of your thermometer, try reading this if you haven't : https://lbpcentral.lbp-hub.com/index.php?t=16840-Comprehensive-Thermo-Overview-and-Guide also try reading over the wiki about the thermometer: http://wiki.lbpcentral.com/Thermometer Hope that helps you out in some way 2012-07-15 19:34:00

Author:
damaz10
Posts: 771


Could you explain why you need all of this logic? Maybe there is a better way to do what you have set up.2012-07-15 19:47:00

Author:
Wolffy123
Posts: 406


Thanks damaz10 I'll have a quick read over those now.

As for why I'm using all this logic, I'm trying to recreate bomberman. I've done this in one of my first levels I made with no problem, but I've been wanting to improve it ever since I've got better at using logic. If you're familiar with the map layout of bomberman you can probably picture what setup I've got for the grid. On each grid square I've got a microchip with 4 emitters for the individual players bombs, and corresponding logic so it knows which player has placed the bomb. Each of these bombs then emits the explosion visuals. Sorry if that doesn't really make sense, it's so hard to explain without showing it!

I'll read through those threads in the mean time anyway to see if I can find anything useful.
2012-07-15 20:00:00

Author:
Mopkins
Posts: 123


..On each grid square I've got a microchip with 4 emitters for the individual players bombs...

As soon as I read you had a large number of Microchips in a grid pattern I predicted that line coming.
Instead of having multiple identical emitters copied all over the place, you're far better off only having 1 emitter and having that emitter move around. Whether that means having the Emitter on the character/vehicle that creates the bomb, or on a separate invisible object that moves around emitting things on the fly is up to you. Either way, the fewer emitters you can get away with, the better.
2012-07-15 20:16:00

Author:
Ostler5000
Posts: 1017


Instead of having multiple identical emitters copied all over the place, you're far better off only having 1 emitter and having that emitter move around. Whether that means having the Emitter on the character/vehicle that creates the bomb, or on a separate invisible object that moves around emitting things on the fly is up to you. Either way, the fewer emitters you can get away with, the better.

My issue is the objects need to be emitted on the grid. As the player is free to move, if the emitter were to follow/was on them the bombs could be emitted off grid. I could place a follower on the bombs set to follow a tag I place on each grid square? Not sure if that would work. Do you have any suggestions?
2012-07-15 20:22:00

Author:
Mopkins
Posts: 123


My issue is the objects need to be emitted on the grid. As the player is free to move, if the emitter were to follow/was on them the bombs could be emitted off grid. I could place a follower on the bombs set to follow a tag I place on each grid square? Not sure if that would work. Do you have any suggestions?

You could either have the Bombs move themselves onto the Grid after being emitted, like what you suggested, or you could also have players emitt one invisible object that then moves onto the grid and emitts the bomb. If you're doing the latter - Followers always move towards the nearest Tag, and a tiny Tag Sensor radius will more or less always get things emitted dead-on, so it's really reliable.
2012-07-15 20:30:00

Author:
Ostler5000
Posts: 1017


a tiny Tag Sensor radius will more or less always get things emitted dead-on, so it's really reliable.

Assuming this is true, then this may be the key to getting my level to actually work! I managed to get the level to work just now by reducing a bit of logic and deleting a few things, but the thermo is so full that there's an awful amount of lag. I'll have a play around with the emitters and bombs and hopefully that will solve it. I'll let you know if it works. Thanks!
2012-07-15 21:03:00

Author:
Mopkins
Posts: 123


You could either have the Bombs move themselves onto the Grid after being emitted, like what you suggested, or you could also have players emitt one invisible object that then moves onto the grid and emitts the bomb. If you're doing the latter - Followers always move towards the nearest Tag, and a tiny Tag Sensor radius will more or less always get things emitted dead-on, so it's really reliable.
you could do away with the tags altogether and have a bit of holo following the player using grid based movement, meaning you wouldnt need any logic on the level itself. it would only need some rather basic logic for it to work too. for example- if player is to the left of holo AND player is certain distance from center of holo then move 1 grid space to the left etc. then u would emit on the side the player is facing/last direction moved. I can put together some pics of the logic i'd use if anyone is interested
2012-07-16 08:24:00

Author:
evret
Posts: 612


I always do the slice and dice then take a picture of it then undo the slice and dice and use a stciker instead it really heps in areas where people do not tend to look at


http://littlesigplanet.com/sigs/profile/xHuRbUrTzZ/sites_lbl/0/sig.png (http://lbp.me/u/xHuRbUrTzZ)
2012-07-27 15:08:00

Author:
Unknown User


you could do away with the tags altogether and have a bit of holo following the player using grid based movement, meaning you wouldnt need any logic on the level itself. it would only need some rather basic logic for it to work too. for example- if player is to the left of holo AND player is certain distance from center of holo then move 1 grid space to the left etc. then u would emit on the side the player is facing/last direction moved. I can put together some pics of the logic i'd use if anyone is interested
Yeah, one pulse to an adv mover with a speed of 30 moves exactly one large grid space. 15 for med grid, 7.5 for small grid. Make sure you use a selector to filter the input though, since it only works in one direction at a time. Eg: Moving diagonally ruins the effect.

You definitely don't need all those emitters/tags/etc. Make one grid piece for each player with their own bomb, then have it move around to where the player is on the map. It would be even easier if you just had grid-based movement for the players.

As for photos, they are very easy to publish. Upload them from your 'my photos' section of your stickers/deco menu, then go to your LBP.me page and click on your image. Copy the image location, then paste it in the URL when inserting an image.
2012-07-28 01:53:00

Author:
SSTAGG1
Posts: 1136


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