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How to make a menu

Archive: 3 posts


Making a menu in LBP2 isn't always that easy, especially if you're new to logic, and so I made this tutorial hoping that it'd be a bit more straightforward!
This menu will have 3 options:
1 = Start
2 = Music On | Off
3 = End

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Making the layout
To start off your menu, you'll need to have a background for it. In front of this background will be the options for the menu, so the user can cycle through it. This can be any material, it just has to be right at the back.

After doing so, you will have to add in the text. This is most commonly done with the hologram material, but depending on how you want the user to cycle through it (ie either the text changing colour or something on either side of it, such as the pointing hand in the Final Fantasy games)

You'll also need a movie camera for this, and make sure that the popit controls are disabled and the time on it is set to '∞'.

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The Controllinator

A controllinator is the most important thing in any menu.
Make sure that it is set so that the user enters it automatically, and also set the radius to 1000.
This way, once they've spawned, they'll immediately go to the controllinator and to the menu.

Once you've opened it up, you'll need to put in a selector, and change the amount of ports to 3. You can either assign the D-Pad or the analog sticks to it, and to do this, you'll need to select one of them, and connect it to the bottom of the selector, so it's set to 'cycle'.

After doing so, you will need to add in 3 AND gates for each of the ports.
An AND gate will only be active once both of it's inputs are active, and so it's inputs will have to be the selector and the X button.

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Each Seperate Option

Start
To start the level, you will have to add in a 'Destroyer' and connect this to the first AND gate. You will also have to connect the AND gate to your checkpoint where you'll want the user to start in once they've selected 'Start'.

You will also have to connect the first 'selector' to the hologram (which is what the user will be selecting on the menu). From here, you can change what colour the text or shape will be once the user has cycled on it.

Music ON | OFF
This one's a bit more complicated than the others, as you'll need to have a second selector.
This second selector is connected to the first AND gate, (as its input) and will only have 2 outputs(for on and off)
For the user to cycle through this, you should assign the 'cycle' to the D-Pad.
The first output(on the second selector) will be connected on the 'ON', and will be connected to your music.
The second output(on the second selector) will be connected on the 'OFF', and will be connected to a blank music sequencer

The output on the first selector will be connected to the hologram for 'music', and the first AND gate, which should also have the 'X' button connected to it.

End
For the 'end', you will have to add an AND gate, and connect the first selector and the 'X' button to it.
The AND gate will then be connected to 'Game Ender'. (I think that's what it's called)


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I tried to make this as straightforward as I could, and it was from the top of my head, so let me know if anything's wrong


I hope it helped!
2014-08-16 13:44:00

Author:
alieninators
Posts: 19


Good tutorial, maybe you can also add to solve the inverted left stick problem when you connect the up/down analog sticks, is to get a direction splitter and direction combiner. Once you get them out, you connect the positive to the negative, and negative to the positive.2014-08-16 16:10:00

Author:
Darthvadre11
Posts: 134


Thanks!!
I totally forgot about that
2014-08-16 16:31:00

Author:
alieninators
Posts: 19


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