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New Logic Ideas

#1
I have an idea for five new logic tools that would really help out in level creation, along with one new world customization feature to help deal with bugs.

My first idea is a signal comparator. This would easily test for a userset equal-to or greater-than or less-than amount between two input signals.
My second idea is a tool to tell X,Y,Z position and another tool to place an item in a particular X,Y,Z location. This would probably be used with memorizers to keep everything in the same place next time you play a level.
My third idea is a tag setting for tags to affect entire objects, allowing tag sensors to become active as soon as any part of an object enters them.
My fourth idea is the same as my second but gets and and works with angle values rather than positional values.
My fifth idea is for a gameplay setting for sun position,  so if you have a top down game you can have the sun face directly down on you, allowing players to fix lighting bugs in their games.

Please add these, Sumo!
 
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#2
Hmmm... Not bad ideas! Thumb up from me!
[Image: drawsig.php?level=q1dt82s&bg=fv11&f=9&l=8]

Please check out this level!
 
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#3
Cool ideas! I always disliked it, that the sun (in Unity3D it's called Directional light) couldn't be changed to custom values. You have some backgrounds, but thats it.

What I also disliked were the limitations. The problem is, that many different stickers and decorations fill the thermometer really quick.
[Image: lzwotx78.jpg]
 
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#4
(06/23/2017, 20:17)BenSmart112 Wrote: I have an idea for five new logic tools that would really help out in level creation, along with one new world customization feature to help deal with bugs.

My first idea is a signal comparator. This would easily test for a userset equal-to or greater-than or less-than amount between two input signals.
My second idea is a tool to tell X,Y,Z position and another tool to place an item in a particular X,Y,Z location. This would probably be used with memorizers to keep everything in the same place next time you play a level.
My third idea is a tag setting for tags to affect entire objects, allowing tag sensors to become active as soon as any part of an object enters them.
My fourth idea is the same as my second but gets and and works with angle values rather than positional values.
My fifth idea is for a gameplay setting for sun position,  so if you have a top down game you can have the sun face directly down on you, allowing players to fix lighting bugs in their games.

Please add these, Sumo!

1. Signal comparator.
I have already seen this logic somewhere.
I think it was made by Enigma.
Unfortunately i dont know the tweak names therefore i cant explain the logic. ("+/-(something)tweak")
Basically it subtracts two signals and compares the sum for difference.


2. Position indicator.
I like this idea. I have no ideas how to use this, but this should be really useful since there is no layer depth indicator.
Layer depth indicator would be something that i covet for.
Depth indicator would help for sensing agro for example.

3. Tag tweak for attached materials.
Nice idea. Unfortunately likewise tweaks are buggy sometimes.
I hope for this update and bugfix.
That would save using multiple tags or one additional big material that covers the whole group.

4. Moving objects to an angle in 3D.
I dont belive that they will add this for materials but i really hope for this.

Since this rotator already exists for the sackthings and is rather illogical, they could patch it a bit.
I would like to set the head to toe axis of the sackthing in two angles for horizontal and vertical angle like everything else in LBP. (Also posible to invert so you can see feet first. To look from down on sackboy)
Additionaly he would have then the three different turning movements that are based on the basic head to toe axis.

Material rotating will probably exist only in 2D.
Use the joystic-rotator for this task.
Since you have to define the angle, you will have to set a chip for every needed angle or if possible, you can combine the joystic-rotator with the "+/-(something)tweak" that is set on anglify and collect the input via gyroscope/angle sensor.

5. Sun positioning.
This is easy solved.
Set the sun off and put a invisible material with player follower and a led light source on it.
Set the radius very large and (important) set the fog off.
Alternativ, you could use material tweak with shadow turned off for every piece of material, but that would be a huge drag.

______________________________________________

If i could change the game, i would patch following stuff:

1. Player sensor should explicit sense player by slot. Player 1, 2, 3 or 4.

2. Broadcast chip should be able to send to specific player or all player at once.

3. Controlinator should be able to let in or receive signal only from specific player.

4. Spawnpoint should be patched so the spawned creature always spawn.
That includes also the logic and tags in it.
It works only for the first time for me.

5. Spawnpoint should be able to differ between players and allow only the specific player to spawn.
(I know that there are already solutions for this but i would feel better if you can tweak it properly in the options of the spawnpoint without using colors or whatsoever but set THE PLAYER 1, 2, 3 or 4. Also it would prevent other to spawn if the game is only for one player designed but allow them to behold what happens)

6. Enabling the camera to twist a little further so third person top dawn levels are possible without using glitched stuff.
(I understand that LBP is not meant to be able for first person games so it must not go that far down but little bit more would be great)

7. Official top/down tweak would be very helpfull for people that are not skilled with logic.
It should include strafe movement on left stick and turning on right stick.
I was working on my own top/down logic, but i was always unhappy with results of jumping.
I was forced to use some roundabout ways to solve the facing/pressing against the floor.
I wanted to keep the gravity always on and had to make a bumper that will stop the movement from trying to press against the background.
This is no smooth solution if you need fifty constructs or 2d mapping or whatsoever for it to work properly.

8. Local angle tweak in the angle sensor.
Did you ever try to point your hands in top/down levels and were wondering if they show somewhere else?

9. Patching the angle of the tag sensor.
The tag sensor works buggy. Put the angle on 5% and move the tag back and forth.
The sensor will bug like hell and rapidly turn on and off even if the tag is always in the range.
I uploaded this on youtube way back.

10. placing objects inbetween the layers and picking them should work properly.
If the object is inbetween the layers and you pick it with the popit cursor, either it will move to the nearest layer or it will distort entirely.
In case of the rail, it will brake and disappear. (ALWAYS for the first pick. After rewind, it will work)

11. Collision tweak is buggy and cant change the state on the fly.
If the collision is on, and you turn it off while collision is given, it will ignore the change and stay materialized.
(Or reversed. Had often this bug happen)

12. Transparent tweak should be able to dimm via input from timer.

13. Controllinator should be able to overwrite the sackboy.
This way you could change the inputs like using R2 to jump and x for special action like using a gui.

14. Finally the last thing that would evolve the LBP to a new level.
LET THE SACKBOTS BE ABLE TO USE POWERUPS!!!!!!
This would give the sackbots some new cool looks.
Imagine making an adventure about wizards and wanting them to wear wizard staffs.
Or letting them wear swords and nunchakus in feudal Japan level.
Bazukas and mgs.....
I admit i would use this in some depraved way against the game rules but why not?
Imagine having a huge pirate ship in the background with plenty canons.
Those canons would be on the helmets from sackbots that you dont see because of the planks.
(I dont know the name of this powerup that you wear on the head)
They will point on you while shooting.
Or using a huge helicopter looking powerup.
The sackbot would be small as posible in the background holding this huge copter.
He would point the helicopter depending on movement and you would have a 3D turnable enemy boss.
The possibilities are endless.

15. Ramps that works in top down as staircases.


There is plenty more but this should be enough for now.
Have fun creating, playing and sharing.
[Image: c4b5e3970c103c9bdcb89c9aba350144ccdc15fe.jpg]
 
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#5
Thank you for feedback. Lots of good ideas! I'll just clarify though that 4 is just normal x angle, not dealing with depth. I should have said that earlier. But all of your ideas are pretty awesome. Mind if I add them to the original post? You still get credit.
 
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#6
Feel free to add it.
I dont care about credit either.
Have fun creating playing and sharing.
[Image: c4b5e3970c103c9bdcb89c9aba350144ccdc15fe.jpg]
 
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#7
Mmh a signal comparator would make creating selection control structures much much MUCH easier.
 
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#8
Many nice ideas, Psmerga!

I don't use sackbot in my topdown projects, because it's harder than a simple sprite.
[Image: lzwotx78.jpg]
 
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