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Board Game Logic?
Archive: 7 posts
Iv'e mastered and figured out my fair share of logic in my day but this is the toughest for me. I can't figure out how to make a board game with Dice and spaces. It seems to confuse me time and time again. can anyone give me the run down on how to do it Thanks! <3<3 | 2016-01-15 22:50:00 Author: Okami Posts: 44 |
Each space has a tag, and rolling a higher number will cycle the selector (that follows those tags) more than smaller numbers. EG roll a six and you will cycle six spaces on the selector, moving to a tag six spaces away. Hope this helps, but if you are unsure about any part of it, be sure to ask! | 2016-01-16 00:07:00 Author: amiel445566 Posts: 664 |
Would the selects be connected to a bot or just a part of the level? Also if i get a 6 and the board turn Like Up 3 and right 3 how would i do tht? a follower set to the 6th space will just go straight to it. | 2016-01-16 00:48:00 Author: Okami Posts: 44 |
There's a few ways you can do this especially considering your board. For the standard monopoly like board, you can use amiel's method (the selector and followers are part of the board game piece's logic while the tags are on the board). If there are branches, there are different ways to do that as well (for amiel's method I would personally make a selector for each possible path section so if there is 1 branch in the entire board and the board is circular, you would need 3 selectors (1 for the beginning section and one for each branch that then will turn on the beginning selector when finished). Personally, to avoid as many tags, I would label 2 tags, board space 0 and board space 1. Then I would have a follower that only follows above/forward for each of these tags and have each move trigger the other follower to be used. If there are no spaces forward, either trigger the user to rotate the piece (for branches) or simply turn it automatically. As for the dice, a randomiser to 6 selector slots would work and each selector slot represents a side of the die. And when the piece needs the number, give it a signal that tells it how many spaces to move. I think for this logic, pictures would help a lot, but I'm super busy this week so I can only explain concepts. | 2016-01-16 01:34:00 Author: koltonaugust Posts: 1382 |
If you use koltonaugust's method, make sure you have more than 2 tags if you have branches where you have more than 1 path. Just take the amount of max branches you can have on the map and add 1, that's how many tags you need. | 2016-01-16 02:45:00 Author: amiel445566 Posts: 664 |
Will so many tags be heavy on thermo space? :/ | 2016-01-16 06:39:00 Author: Okami Posts: 44 |
The Tags aren't what are thermo heavy. Tag sensors/followers that are ON are. If they are off, not so much. | 2016-01-16 19:01:00 Author: koltonaugust Posts: 1382 |
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