Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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tag/ tag label limit?
Archive: 16 posts
just out of curiousity, is there a limit to how many labels you can have for your tags? or how many labels a single color of tag can use? i just ask because i'm neck deep in logic for this level i'm making and i've been using almsot exclusively blue tags with a label for whatever function they are for. | 2012-10-13 03:03:00 Author: harbingernaut Posts: 126 |
There can be more than 40 tag labels (tested), it's possibly limitless. | 2012-10-13 15:04:00 Author: Unknown User |
I believe it is limitless. However, when you do have a large amount of tags, it can get to the point where the tag names don't appear correctly, but they still work as they should, so you shouldn't need to worry about it. When using tags, I (as many others no doubt) tend to colour-code them. eg Blue for movement, green for game logic etc etc. This might help you keep the number of tag names down! | 2012-10-13 18:44:00 Author: Ali_Star Posts: 4085 |
At 100 tags they no longer display correctly when you cursor over them. However it all works correctly, so no problems there. I probably had about 150, and there was no problem. | 2012-10-18 15:54:00 Author: ChrisF2112 Posts: 265 |
With that amount of tags, you might want to use a keyboard since you'll have to type them everytime instead of just selecting from the list. Get used to programming style naming too, to stay organized: a.b means the propriety b belongs to a (such as player.speed) gSomething would be a tag which should be used with an infinite radius on sensors (global) lSomething would be a tag to use inside its own chip only (local) a_b would mean b is a type of a (such as projectile_bomb) a(b) would mean perform "a" using the value of "b" such as hurt(damage) Combining those, you could make gShip_Destroyer.Shoot(damage) which would mean: this makes all destroyer ships shoot projectiles dealing the amount of damage sent through the tag. | 2012-10-18 17:35:00 Author: Unknown User |
Also you can reuse some since you can limit the range rather than making them all look at a huge range. I have also had well over 120 or so at one point during creation and worked fine, but if I recall correctly the list didn't contain them all correctly even though they all worked once past 100. That in itself bugged me enough and then realized I was wasting them a bit. To insure I had it a bit more lean, I made a legend of them all inside the level and added notes to help me remember what each was for. I then as mentioned above, combined color scheme with the tags to group actions with the labels. I also realized that I could reuse some as limiting the range made it possible to be a bit more generic at times rather than being quite so wasteful. | 2012-10-18 17:39:00 Author: jwwphotos Posts: 11383 |
I probably used 200-300 unique labels, all on blue tags for a level of mine. (Prompted by a large number of items requiring unique inventory tags due to ability to use from inside the inventory screen) and I doubt there is any feasible limit, you should be fine in that respect. | 2012-10-24 04:33:00 Author: Tynz21 Posts: 544 |
Any reason why you use all blue tags? Sometimes when I can't be bothered creating a new tag name, I just used a current one in a new colour. It can be a pain cycling through the tag names when you have a lot. For example, in my sackleships level, I think I had 2 or 3 tag names per grid reference (3 for A5, B6, F10 etc) for a 10x10 grid! | 2012-10-24 11:12:00 Author: Ali_Star Posts: 4085 |
None particularly, I just knew that I was going to be using a large number of tags nearly for similar reasons. Rather than try to work out a way of using colors for repeating the same sort of tag, I just gave specific labels to each | 2012-10-24 12:01:00 Author: Tynz21 Posts: 544 |
This has come up in the past and some were having problems with their tags working past 100. If you're using hundreds of tags maybe it's worth asking if you can optimise your logic. | 2012-10-24 13:30:00 Author: Ayneh Posts: 2454 |
Well the thing is, tags don't cease working properly at 100, they just cease displaying properly. You can still easily check the label by opening the edit screen. Now certainly most cases wouldn't require such a large quantity of tags, but my logic is such: the player controls a character that can pick up items off the ground. The item, when picked up, triggers a tag that emits an inventory tab displaying the item in the players inventory. This tab can then be used from the inventory depending on the nature of the item. Weapons and spells can be equipped to either the right or left hand, other items can be sold, dropped etc. So, using one color of tag probably expanded the number need quite a bit here, but it helps my personal organization by clearly stating the function each tag has. | 2012-10-25 12:01:00 Author: Tynz21 Posts: 544 |
Maybe you could assign different colours to each type of item. red= weapons, green = magic items, etc. | 2012-10-25 12:13:00 Author: Chicago51 Posts: 258 |
Interesting notion but I'd have to have a centralized tag that shows an item is equipped, be it magic or weapon. Either way though, it doesn't matter since it's fully functional, it was just an example of using a lot of tags. | 2012-10-25 22:00:00 Author: Tynz21 Posts: 544 |
But-but... You could use a positional sequencers or signal comparison, and use different signal values for each item. I would have a tag called item_cure and I would make it so 10% gives me a potion, 20% a hi-potion, 30% an elixir, 40% a mega-potion, 50% a tent, 60% a cottage, 70% an HP boost... (Kingdom Hearts items for the win!) Off course, you have to keep a list of what is what, but it saves a lot of memory and tag names. | 2012-10-26 03:51:00 Author: Unknown User |
Lol but then I'd need to do the logic and write a reference list, and then refer to the list regularly. Instead I could just waste a minuscule bit more meter and have it all simplified and easy to follow (at least for me). And anyways, being about 30 weapons all with the same tags would get outlandish confusing since each weapon has A) a ground form that gets picked up and spawns the inventory tab B) a tab form that allows equip/inequities in both hands C) a left had emitted version D) a right hand emitted version. And that's only the beginning... so for me at least, naming tags simplifies things. | 2012-11-01 04:31:00 Author: Tynz21 Posts: 544 |
Yup.. I can understand that. I had a similar issue and why I ended up making a legend in the level. I never could remember it all, plus a bit dyslexic at times and super late evenings... not the best combo for remembering things. lol | 2012-11-01 11:39:00 Author: jwwphotos Posts: 11383 |
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