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Help with Counting! HELP!

Archive: 10 posts


Hey everyone. I need help with remembering a count, an amount of times something is done in my level. For example, if the player finds two items, then at the end of the game, they will get a different response as opposed to finding four or five items. Does anyone have an idea of how to keep track of this. Thanks for reading 2014-07-02 21:29:00

Author:
RV-2013
Posts: 153


Hey everyone. I need help with remembering a count, an amount of times something is done in my level. For example, if the player finds two items, then at the end of the game, they will get a different response as opposed to finding four or five items. Does anyone have an idea of how to keep track of this. Thanks for reading

Id use a selector. It starts on port 1. Each thing that you're counting goes into a big OR gate that triggers the cycle input of the selector. Then, for each different response at the end of the level, the selector inputs can go into individual AND gates along with whatever senses the game is over. Each and gate can trigger each different event you'd like to occur at the end.
2014-07-02 22:17:00

Author:
Tynz21
Posts: 544


Oh ya, I got this!

First the easy part you probably already know. Activate a tag each time the event happens you wish to count. A tag sensor is hooked up to a counter so it counts 1 each time your event happens.

Now for the tricky part. You need to hook the counter's output to something you can set to "positional", like a piston or a sequencer. For example, if you have a counter set to ten hooked to a piston set with a range from 0-10, the piston's input set to positional, it will extend 1 unit every time the counter is triggered to add 1. I think a sequencer will do the same thing. You still need to add logic, like an and gate for when to trigger your varied outcomes.

You can use this for a bunch of different counting scenarios. Good luck!
2014-07-02 22:56:00

Author:
one-mad-bunny
Posts: 334


Hey everyone. I need help with remembering a count, an amount of times something is done in my level. For example, if the player finds two items, then at the end of the game, they will get a different response as opposed to finding four or five items. Does anyone have an idea of how to keep track of this. Thanks for reading

I like simple. If you want to count, use counters. I also like Tynz21 selector recommendation because you only want one outcome at a time right?

Note: Depending on the length of your game, you may want to switch this recommendation with a memorizer. Although building a save system is another tutorial all together.
2014-07-03 03:36:00

Author:
Rpg Maker
Posts: 877


Tynz21 has the right idea on this

Selector; careful though, you don't want double activation, or looping
2014-07-03 10:32:00

Author:
amiel445566
Posts: 664


Thanks to all you. I think I can figure it out now. My new challenge, which I forgot to mention is getting the results after a level link. It will only be one level link and possibly 4 outcomes. Can you guys crack that nut? I appreciate all your help! XD2014-07-03 21:26:00

Author:
RV-2013
Posts: 153


Thanks to all you. I think I can figure it out now. My new challenge, which I forgot to mention is getting the results after a level link. It will only be one level link and possibly 4 outcomes. Can you guys crack that nut? I appreciate all your help! XD

Use a memorizer. There is a team picked tutorial (http://lbp.me/v/qrczwx3) that goes into this. If you dont know how to use it from there just ask. But it should be easy to use after viewing it. Its a great tutorial and the Memorizer is a very simple tool once you learn how it works.

Its basically a selector that can have any output active at any given time. What makes it cool is that you can save those outputs and place them in different levels. Once its placed in different levels, those saved inputs are still activated. The possibilities are endless.


Tynz21 has the right idea on this

Selector; careful though, you don't want double activation, or looping

Yea I read my post and realized I over-complicated an already simple idea lol
2014-07-03 22:37:00

Author:
Rpg Maker
Posts: 877


Use a memorizer. There is a team picked tutorial (http://lbp.me/v/qrczwx3) that goes into this. If you dont know how to use it from there just ask. But it should be easy to use after viewing it. Its a great tutorial and the Memorizer is a very simple tool once you learn how it works.

Its basically a selector that can have any output active at any given time. What makes it cool is that you can save those outputs and place them in different levels. Once its placed in different levels, those saved inputs are still activated. The possibilities are endless.



Yea I read my post and realized I over-complicated an already simple idea lol

If you dont have the dc comics kit though you could go old school (http://lbp.me/v/hg-2qe)
2014-07-04 07:43:00

Author:
amiel445566
Posts: 664


Thanks to all you. I think I can figure it out now. My new challenge, which I forgot to mention is getting the results after a level link. It will only be one level link and possibly 4 outcomes. Can you guys crack that nut? I appreciate all your help! XD

It'd be quite simple with the memorizer. If you lack dc comics, you'll have to use score givers and sensors because that's the only other way to transfer information from level to level.
2014-07-04 15:47:00

Author:
Tynz21
Posts: 544


It'd be quite simple with the memorizer. If you lack dc comics, you'll have to use score givers and sensors because that's the only other way to transfer information from level to level.
I do have dc pack and memorizer. I'll tackle this beast when the time comes. I'm gonna finish my level first then put this lovely cherry on top!

...PS: Sorry for my silly sayings! Thanks
2014-07-08 21:04:00

Author:
RV-2013
Posts: 153


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