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A Hope for Homestuck (Advanced Logic Inquiry)

Archive: 5 posts


Hello everyone! Niro here, and today i have some scary- and very troubling logic to think about. Im not even sure if its possible, easy, thermally low or all of the above. But here's the dilemma. Me and my friend are creating a homestuck level to fully throw the webcomic into a game-like experience.

http://i6.lbp.me/img/ft/b16ab2ba8ebbed78ead99d6e19fa006021230fef.jpg

As you can see we have John and Rose done.
And i've established the logic for their various walking animations [more awesomeness over.....there v]

http://i1.lbp.me/img/ft/1a1f4e32691f85c32e10229fe1251f6bd66f69dc.jpg

Buuuuttt, as if that was complicated logic already..theres an even more worse situation i have to think about. The "Stack System Data Modi". -____-


[I]For those who haven't played homestuck the stack system is a type of inventory where you have only a certain amount of slots you can fill. Once the inventory is full and you attempt to equip another item, the last item in your inventory will eject. Furthermore- you can only use the first item in your inventory. The item that is in top of the "stack".

-It'd be nice to have this complicated system of horrendously annoying bells and whistles, but i can compromise. The question is how? If this stack system isn't possible what type of inventory can I implement to give a challenge for the player?
2014-07-20 16:15:00

Author:
Mikell Williams
Posts: 9


The stack system certainly is possible! Now I don't have my ps3 in front of me right now so I can't really experiment, but I can tell you for sure that it is possible but (probably) annoying to set up. Possibly thermo-heavy too but it's probably not too bad. I'll try and figure something out for you later today.

EDIT: I'm thinking the easiest way of avoiding as much thinking as necessary (basically a cheap shortcut) is to actually move the inventory slots themselves. Then only the last one becomes a nuisance. Saving would take just a bit more logic but I'd rather deal with that then the inventory switching idea.
2014-07-20 20:49:00

Author:
koltonaugust
Posts: 1382


Perhaps a queue-based emitter system that scrolls inventory slots? When the slot reaches the end it is moved out of the inventory's "range" and is destroyed... Thats good thinking! Ill see as well what i can do from that. Feel free to pm or add me if you have more discoveries on that.

Right now im thinking that each inventory (captchalogue) card is within an index of emitters, when the card is emitted it will be programmed to follow each inventory slot via selector (slot 1;slot 2;slot 3) etc.

Each card naturally follows slot 1 at first. But With each selection of an object.. A tag sensor cycles the selectors and the inventory card therefore follows into the next.

So for example...when "hammer" is selected. It will be emitted into inventory by the index. The card will automatically follow slot one at first. Upon second selection, say.. "Arms" the selector will then be cycled, and hammers will be told to follow slot 2. As the newly selected arms is pre programmed to follow slot 1. And so forth.
2014-07-20 22:41:00

Author:
Mikell Williams
Posts: 9


I know roughly how you would do this because I've made 3-4 different inventories before and this is much the same with a slight twist. You're on the right track with what's been said so far, so I imagine you'll get it yourselves, but if you need assistance send me a message on panel saying so.2014-07-20 23:34:00

Author:
Tynz21
Posts: 544


I've just thought of a way without LBP and a way to explain it . Have the inventory slots labeled with a tag (let's call it 'Inventory&apos and let's pretend we have 5
[][][][][] <--Like so right?
Now each item is derived from the Object class. Meaning its core inventory function is the same. Now the basics of the Object class is if there is an inventory tag without an item tag attached to the left, follow it. Now you might have to fiddle with followers here if you use all the same tag. For easier followers you might want to label the inventory slots 'inventory0' and inventory1'. Like so
[0][1][0][1][0]
Same concept applies it, still checks for inventory slots, it just checks for both.
Now what would happen with the following setup? Assume X is the object.
[X][][][][X]
it should do this right now.
[X][X][][][]
Good. Now we need to find out what to do if the object is used. I would emit a tag that says 'delete' very quickly. It should destroy the object. It should look like this immediately
[][X][][][]
then
[X][][][][]
Now what happens if it is full?
[X][X][X][X][X]
Well the last object will be replaced so it should fall out like so (O is new object)
[X][X][X][X][X]O
[X][X][X][X][O]
Now in order for this to work, if the object doesn't detect an inventory slot immediately to its right, it is the last in the queue. So if an item pops up there, it should drop itself onto the floor and delete itself from the inventory. This is done with a few tag sensors.

And that should be your inventory system. Sorry I didn't give you screenshots. It should be easy enough to follow with the diagrams though.
2014-07-22 10:51:00

Author:
koltonaugust
Posts: 1382


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