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Getting a Memorizer to Give Points Back?

Archive: 8 posts


Is there a way to return a score without having to deal with the binary system of numbers? With the binary it gets very messy and is quite frankly asking for a glitch to occur to people.2012-10-09 05:13:00

Author:
koltonaugust
Posts: 1382


i assume by binary, you mean a system where each of the 7 digits of the score are used as selectors and the integrated into a memorizor which then (upon initial spawn or... something) implements the amount?

if so, then i have no clue... to my knowledge, there is no way of giving players score amounts back unless you use very complicated logic systems (by very complicated, i mean to those who don't deal w/ logic often)
2012-10-09 06:15:00

Author:
a_mailbox
Posts: 416


One way would be to use a score-sensor set to a higher value than anyone could achieve in your level, for instance 1000000. That sensor will output an analogue signal based on "your-current-score/1000000".
So you wire that score-sensor into a memorizer to store its analogue value.

To give back points you'd activate a score-giver set to the same high number, and input type to "scaled every second" with the output from the memorizer as the analogue scale factor, and hook it up so only gives points once.

I'm not sure, but getting it to trigger while having such a low analogue signal might be messy and require that logic setup where you wire a binary-1&analogue-0 signal together with the memorizer-analogue into the score giver. (I think I've seen an explanation of how to set that up in lbp2 here on the forums somewhere).

(Also before giving back the stored points you might want to activate a score-giver with a huge negative value to make sure the player have 0 points before giving the stored ones).
2012-10-09 18:31:00

Author:
sportbil
Posts: 23


I feel like I'm just gonna stick with binary since the other option is taking too long to figure out (it works only with large numbers). This unfortunately means my level will not autosave since doing a binary check of score involves subtracting your score. Fortunately, it is an RPG so it's not that big of a deal since RPG fans are used to that kind of thing.
EDIT: Here's what I ended up doing (the most straight-forward thinking approach but definitely not the most user friendly. This scoring system can go up to 1048575)
http://www.lbpcentral.com/forums/attachment.php?attachmentid=42241&d=1349840931
2012-10-10 03:31:00

Author:
koltonaugust
Posts: 1382


Woah, that's a crazy cool solution, looks complicated though.

I tested and built the thing I talked about above. It seems to work, I'm not sure what you mean that it will only work with big numbers though, it should be accurate with small numbers too (forgot to test with lower increments than 10points though)

The setup in this screenshot would give me the stored points every time I entered the level.
http://www.lbpcentral.com/forums/attachment.php?attachmentid=42250&d=1349867845
42250


Infinite-range player sensor turns on the yellow chip once for 1frame which will trigger the score giver.
The battery is set at 50% and the logic in the yellow chip "zeroes" the analogue signal while keeping a binary 1 signal that can activate the score-giver.

The score giver is set to scaled every second and 1000000, the score sensor that goes into the memorizer is also set to 1000000.

The red buttons were just for testing, the left one to give some points, the right one to save the score in the memorizer.
2012-10-10 12:28:00

Author:
sportbil
Posts: 23


i posted a thread in the tutorial section that covers this LINK (https://lbpcentral.lbp-hub.com/index.php?t=74697-Save-system-for-score-and-checkpoints-(1-player-only)2012-10-10 18:33:00

Author:
evret
Posts: 612


i posted a thread in the tutorial section that covers this LINK (https://lbpcentral.lbp-hub.com/index.php?t=74697-Save-system-for-score-and-checkpoints-(1-player-only)

Nice one, I didn't know that the score sensor could output signals >1.0, that's so much nicer than my "stripping out the unwanted analogue signal" to trigger the score giver.
2012-10-10 20:42:00

Author:
sportbil
Posts: 23


I'm definitely going to replace my system with that. I think what had happened before was I hadn't set a few of the elements right because i thought i had already set them but in reality it was in the copy of my world i did it. Thanks so much for the tutorial though! I think everyone wanted to know how to use the memorizers like that! I had just assumed binary would be involved because of LBP2 memorisation of switches through scoring into linked levels.2012-10-11 02:53:00

Author:
koltonaugust
Posts: 1382


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