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mini game logic

Archive: 8 posts


Hi Sackfolk, does anyone have any basic mini game with logic they've made and would like to share.

I was planning on putting a couple of very simple yes/no mini games within my latest level Sacksbyville (https://karting.lbp.me/v/wgsz) but even simple logic stumps me.

Thanks in advance
2014-08-05 07:49:00

Author:
Scorpio1357
Posts: 460


I don't have any logic in packages that I can give away but I do have my knowledge. If you want help, just send me an invite. If I don't reply I'm not online. It should be a five minute job.2014-08-05 08:53:00

Author:
blacksackman
Posts: 234


Like blacksackman, I don't have anything already made, but if you got some ideas as to what kind of minigames you were thinkin about, I would love to theory craft logic ideas with you.2014-08-06 01:06:00

Author:
StJimmysAdiction
Posts: 388


Thanks. What I had in mind was a spinning wheel with two colours. The player activates the wheel (or maybe it's already turning) then presses a button on controls and the wheel stops. Dependent on the colour it stops on will determine whether the player wins or loses. Sounds simple enough, but I can't figure out how to make this random or more importantly how to determine how the logic would recognise the colour it stops on.2014-08-06 07:19:00

Author:
Scorpio1357
Posts: 460


Maybe this will help - maybe not- Different color Tags on wheel and very small circumference area for Tag Sensor(s) to pick-up a signal?

You need logic that will only activate after the wheel is activated once and Stops spinning. Suggests a Counter. Tag sensors could be plugged into inputs of a Selector with the Output for each of the Selectors Inputs to activate score giver/ prize, etc. Hope it gets you thinking in the right direction or a Sackpeep with more experience can add to what I'm suggesting.
2014-08-06 14:21:00

Author:
MaxxAmmo
Posts: 82


Thanks. What I had in mind was a spinning wheel with two colours. The player activates the wheel (or maybe it's already turning) then presses a button on controls and the wheel stops. Dependent on the colour it stops on will determine whether the player wins or loses. Sounds simple enough, but I can't figure out how to make this random or more importantly how to determine how the logic would recognise the colour it stops on.

That shouldn't be too difficult. Place a tag on the stationary part (the arrow/indicator), and two tag sensors, one on each color, set to cube with the size the same as the diameter of the circle (so that the center is a straight line splitting the two tags sides). Just attach the output of the tag sensor to whatever you want to happen. Will require an AND logic to factor in the wheel stopping (probably from the output of the rotator).

As for activating/deactivating the rotator, I see two routes:
1) when you get close (player sensor?) the controllinator's special controls are available (AND logic). You can use Transmitter/receivers hooked up to the buttons you want (say, press square, it transmits and activates a counter, which turns on the rotator, and when you press X, it transmits and resets the counter to turn off the rotator, which would also link into the AND logic for the rotator stopping for a win/lose). On the deactivate, you can also put a randomizer (say, on set to .1 min/max, and off set to 5 max 2 min) to add some randomization for when it stops.

2) You can have it work as a one time activate that goes for a random amount of time. When you activate it (either through controlinator prompt or a sensor or what-have-you) it activates a randomizer with something like 6-10 seconds on time. You would need to work it to only activate once per attempt. The most solid way, albeit somewhat complicated, would be a feedback loop to turn the randomizer off after the randomizer isn't on anymore. The output of the randomizer would plug into a timer, set to forwards/reverse and .1s, which plugs into the rotator, but also into a counter and a NOT logic. The counter (set to 1) and the NOT plug into an AND. In front of the randomizer is another counter (set to 1), which is activated by however you want to activate the system, and plugs into the randomizer to turn it on. The feedback loop (counter and NOT system) plugs into the reset of the randomizer's counter. The activation would also plug into the reset of the feedback counter. This should work that, when you activate it, the counter ticks up, the randomizer turns on, which is on for the random time, which activates the timer to activate the rotator, which also activates the feedback counter, and when the randomizer goes to off mode, the timer goes down, stopping the rotator, and through the NOT gate, resets the initial counter to completely shut the system down. This would require another activation to start the whole system over.

Just a couple ideas. Hope they make sense.
2014-08-06 14:44:00

Author:
StJimmysAdiction
Posts: 388


Superb, works like a charm St J.
I'm okay with simple logic, but this, albeit simple enough after I'd looked at it, just baffled me. Thanks buddy!
Now off to how to incorporate it into the game AND make sure you get a mention on the credits
2014-08-07 14:50:00

Author:
Scorpio1357
Posts: 460


Superb, works like a charm St J.
I'm okay with simple logic, but this, albeit simple enough after I'd looked at it, just baffled me. Thanks buddy!
Now off to how to incorporate it into the game AND make sure you get a mention on the credits

Additional logic added as I don't think I mentioned it had to know the colour when it STOPPED turning. Obviously your logic was spot on but the tag sensors were sending a signal each time they passed the tag. Have added a connection from the NOT gate output to the tag leaving it switched off until the wheel stops, where it switches on, the tag sensor recognises it and sends out the signal. Also I've added a counter from the timer output to count to 4 (so the player gets three spins), connected to a destroyer, which gets rid of all the logic (it's all on a piece of forcefield material).
2014-08-08 18:21:00

Author:
Scorpio1357
Posts: 460


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