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Thermo Friendly Character menu?

Archive: 5 posts


Firstly, I'm not inactive, I've just been hard at work with my Marvel project. I have just under 80 characters made which are more-or-less ready to go, however, I have encountered the problem I had the first time round (in LBP2), there's too many characters. In lbp2, I resorted to grouping characters into groups of 16 (or two columns), otherwise, I would have had to use ridiculous amounts of logic/tag sensors. The thing is, that menu was for all players, selecting 4 characters at a time.

http://ib.lbp.me/img/ft/e4bceb38933ee9af50812a92a3c32378c5cf13e2.jpg
For reference, I'm basically emulating the character menu in Lego games, so each player will have their own. The rightmost column can be ignored for now and is a spare (which I will change so that the bottom row becomes spare (or at least, half of it)) for future characters (taking suggestions btw). Each character icon has a tag that activates when you select it, which would trigger the sackbot emitter (yes, I'm still using sackbots), but I need it to:
- Emit the character when the initial tag is triggered
- Re-emit the character when it is killed (or the 'kill' tag is activated, which is the same tag on all characters)
- Disable all other emitters when one character tag [Microchip] is activated

Some characters have alt versions (i.e. Iron Man) which use the first four colours on a tag to distinguish them, the idea is that the second four can be used for player 2's menu. These cycle in the same way they do in any Lego game. The only way I can see this working is by having an extremely complex grid of OR gates that deactivates microchips for other characters when one is in use (which is why originally, I restricted it to only four groups of 16). Is there a more efficient way of doing this as the thermo pushes quite high (Dynamic) in certain spots already (which I will optimise, hopefully).

Oh and, I think it'll be easier to use a selector to navigate instead of tags/sticker material, even though I'd lose an [y] axis for navigation, It'll probably be more efficient as the menu spawn where the player is, which could be anywhere.

Thanks for reading.

Tl;Dr
I need a way for it to only emit one character at a time, given that there's 84 characters overall (or 7056 different combinations) and it has to be thermo efficient (and wireless)
2015-09-17 20:55:00

Author:
wally-217
Posts: 521


You could put the emitter for specific characters on their own blocks of sticker panel and once selected they trigger a follower that goes to the checkpoints and emits the character when in position.2015-09-19 00:42:00

Author:
one-mad-bunny
Posts: 334


I'll just throw in some options that i think may (or may not) help you.

- Make them squares, circles may have more effect on the thermo due to their many corners :star:

- Put the characters in 'folders' (Heroes, Villians, Males, Females, Creatures, X-men, etc.)

- Remove the unnecessary characters

- Try making a character menu like Smash Bros

- Use the dynamic thermometer so the character menu will be the only thing visible at the time :star:

- Use the opacity tweaker to dim the ones that aren't scrolled over by the player

- Have the entire character menu be one large photo (may be VERY low quality)

Hope these helped!
2015-09-19 21:41:00

Author:
JAMARK1
Posts: 33


I think I've got a working solution now, thanks.

I set a counter to 1 with the character token tag as the input and a "menu" tag to reset, which resets all microchips when the menu is emitted. The counter is hooked to another microchip with an inverted "player" tag, which is already on every sackbot, set to the sackbot emitter. Each token has a microchip and the selector on the menu activates the selected chip, thus activating the tags.



- Make them squares, circles may have more effect on the thermo due to their many corners :star:
- Try making a character menu like Smash Bros
Hope these helped!

Back in LBP2, I used squares instead but I think it looks better with circles. I might play around with this after I've tested it. Thanks.
2015-09-20 23:55:00

Author:
wally-217
Posts: 521


Back in LBP2, I used squares instead but I think it looks better with circles. Thanks.

Yea, it kinda does look best with circles for what your doing.
I only use squares because it looks organized, and its easier for me to see the person in them.

Good luck with your project!
2015-09-21 23:27:00

Author:
JAMARK1
Posts: 33


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