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Character Selection Menu on a different level [using memorizer]?

Archive: 6 posts


Is it possible to build a character selection screen [and main menu] on one level and have it remember what you chose so it will re-emit it on a different level? I'm fairly certain it's possible but I haven't really used the memorizer so if anyone has any pointers, it'd really save me time.

Basically, I've made a Marvel Free-Roam level but I finished all the geography before starting the logic, so I don't have (Thermometer) room for the menu (and important tutorial screens). I plan on including upwards of 45 playable characters including alternate skins. I only really need to emit the controllinator attached to a hologram and a follower as everything else is sorted/can be emitted with tag sensors)


Thanks in advance!

**Edit**
I also wish to include 8 categories for characters (as controllinators only have 8 colours), which is a pain as I can only allow four characters at a time - there are only four spawning stands and the thermo probably wouldn't allow any more anyway. This means the players can chose any combination of 4 categories out of 8, which I leaves 70 possible combinations of categories. Is there a way for the character emitters to automatically align with the bases? since it's too complex to do it manually. Otherwise I'll just have to have the characters emitted with uneven spaces in between them.
2014-07-16 20:30:00

Author:
wally-217
Posts: 521


It would help if you elaborated on how your menu is set up a bit more. Are you using selectors? I recommend following this tutorial (http://www.youtube.com/watch?v=sZWWb6N0Sco) and connecting each selector output to a memorizer input to store the position. As for the output of the memorizer I'll think of something later 'cause I'm feeling lazy right now.2014-07-17 16:07:00

Author:
ShadowArcticWolf
Posts: 131


Yes this is quite possible.

There are many pre made signal compressors throughout the community that will allow you to compress numerous binary signals in to one analog signal and only take you a single memorizer slot. I won't go into details how this works because it'll be a long explanation that you probably won't get from seeing it typed anyway, but easily enough you can just for each character have a signal that is either on or off, on if the character is chosen, off if not. The same labeled memorize in the second level would be paired with a decoder that turns the signals back into the on off signals they were originally, thus sensing the selected character.

You could probably fit multiple players into a single memorizer slot depending on what signal compressor you use, or you could just have a different memorizer slot for each player. You could also potentially set it up so that each memorizer slot is a character, and the signal strength in the slot will determine which player has that character. There's a lot of ways to do it honestly, it just depends on your needs.

Also, I'm not sure exactly what you mean about the controllinators. Wouldn't you just want a single controllinator color for each player that controls whatever character they chose to spawn?
2014-07-18 08:20:00

Author:
Tynz21
Posts: 544


Thank you for your help but I figured it out yesterday. The memorizer is a lot easier than I thought.

If anyone's interested: I found this level (http://lbp.me/v/x35cyn) which really helped. There was still a lot of work to do but most of it was accomplished with a generous amount of tags and tag sensors.
2014-07-18 21:10:00

Author:
wally-217
Posts: 521


Seeing as the level pre-dates the memorizer, I'm not sure that it'll be optimized for what you're trying to do. But whatever works!2014-07-19 02:53:00

Author:
Tynz21
Posts: 544


Seeing as the level pre-dates the memorizer, I'm not sure that it'll be optimized for what you're trying to do. But whatever works!

It helps you with the menu itself. The memorizer can be implemented by activating tags when a certain criteria is reached. The a tag sensor for each character is hooked up to the memorizer, then you just need to trigger which is simple.

Also you have 6,666 hearts which is amusing.
2014-07-19 14:49:00

Author:
wally-217
Posts: 521


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