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#1

Controlinator Up Down Reversed

Archive: 9 posts


Typing with my tablet's keyboard so sorry if I'm a bit weird... Or if the auto correct makes me sound loony.

Anyways, this same little problem has been nagging at me and on usual occasion I'd find some convoluted way around it but now I need to know how to fix it. I.was making a menu system you see, and I need to move up and down, I thought it easy enough, but then I noticed the up and down movement appears reversed.
I could not find a easy way to reverse the controls and I've been avoiding making menu systems move up and down ever since.

Which is weird, because I swear I made a profile level with the same up and down movement, I don't know, maybe I did something right then.

Now though, I really need it to just move in the right direction and stop acting like the camera on a plane simulator. Any advice? I appreciate it if so!
2014-01-28 05:39:00

Author:
Mymagic1212
Posts: 85


Ok, I take it you're using a selector to move through your menu options? (I don't think there's another method but you should be doing it that way)

- On your controlinator, attach your U/D directional output from the stick/dpad (whatever you're using) to a direction splitter input
- Then place a direction combiner (is that what they're called? The one's that are the opposite of the splitter!)
- Then connect the +ve output of the splitter to the -ve input of the combiner, and vice versa
- Connect the output of the combiner to the bottom of you selector and hey presto!
2014-01-28 09:36:00

Author:
Ali_Star
Posts: 4085


Or you could make a menu system that uses a cursor.......it looks better and it feels natural to use.

Or you can do what Ali_Star suggested, that works too.
2014-01-28 10:03:00

Author:
AmazingKittyCat
Posts: 204


FYI, if you need any more help with your menus, this was really handy for me:

http://lbp.me/v/y6ck8h

You can copy it to your moon and see how the logic works. I've used this for the basis of my past two levels, and a level that I never released. Which quite frankly, had an absolutely wonderful menu..... just a shame the logic for the rest of the level was buggy as hell!


Or you could make a menu system that uses a cursor.......it looks better and it feels natural to use.



I disagree.
2014-01-28 11:41:00

Author:
Ali_Star
Posts: 4085


Yeah, if you press up that's a positive signal which advances the selector down and vice versa. Ali's solution is a nice way to invert that.

If it's not too much of a mind **** you could just wire your menu up in reverse. I do this for my levels but then I'm OCD enough that saving 2 components makes me happy.
2014-01-28 19:40:00

Author:
Ayneh
Posts: 2454


Fun fact: Instead of using direction splitters and combiners to flip the signal, you can also use an AND gate to multiply the signal by -100%. This flips the signal in the same way.

The only reason I would suggest doing this is because you are likely already using an AND condition in the menu to allow movement, so it you set the AND gate to multiply, you can add an extra port, include the -100%, and you've sorted it! That is, with the AND gate set to multiply:

Left Stick Inputs AND Signal to enable menu movement AND -100% battery = Profit.
2014-01-28 22:10:00

Author:
comphermc
Posts: 5338


Yeah, if you press up that's a positive signal which advances the selector down and vice versa. Ali's solution is a nice way to invert that.

If it's not too much of a mind **** you could just wire your menu up in reverse. I do this for my levels but then I'm OCD enough that saving 2 components makes me happy.

I did this when I first started creating, but when you want to add or subtract inputs, its a pain to have to re-wire. I'd go with Ali's suggestion and save the logic in your popit for quick access( All your items should be categorized). Also, a general thing I recommend is placing an OR gate so that the menu would work with the direction pad and the analog stick( if its in bounds of your game design)



Fun fact: Instead of using direction splitters and combiners to flip the signal, you can also use an AND gate to multiply the signal by -100%. This flips the signal in the same way.

The only reason I would suggest doing this is because you are likely already using an AND condition in the menu to allow movement, so it you set the AND gate to multiply, you can add an extra port, include the -100%, and you've sorted it! That is, with the AND gate set to multiply:

Left Stick Inputs AND Signal to enable menu movement AND -100% battery = Profit.

That sounds pretty clever. I'll have to give it a shot sometime. I wasnt even aware the AND gate multiplies.
2014-01-28 22:34:00

Author:
Rpg Maker
Posts: 877


Aha! Thank you, I appreciate everyone's help. I think to stop myself from going with everyone's idea I'll start with the first and see if I hit any problems and go down. I really do appreciate everyone's suggestions though!


Or you could make a menu system that uses a cursor.......it looks better and it feels natural to use.

Or you can do what Ali_Star suggested, that works too.

I did make a cursor once but it was hard to see at times because I tend to want to put as many colors as I can into one space without blowing up my graphics. Besides, wouldn't it be weird to have to click a up and down menu set up when you could just move up and down? Hehe ^^
2014-01-28 23:01:00

Author:
Mymagic1212
Posts: 85


Another suggestion would be to do a sack-controlled menu, with buttons and junk. Easier to theme it to the level's gameplay. Ofc it depends entirely on the level, but I've found that in some cases just pushing buttons is more multiplayer-friendly and easier to grasp, as there's no confusion over who has control, nor that there's a menu going on.

Again, depends entirely on the conditions and isn't really relevant considering this was purely a logic question, but do consider doing it if it's relevant because I love those things
2014-02-03 07:33:00

Author:
Mnniska
Posts: 531


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