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View Full Version : Ability To Use O Button as a Command.



TheChannel
08-31-2010, 05:12 PM
I have thought up a way to be able to use O as a button, keep in mind it has limitations.

Here is a design I drew up to show you.
(My PS3 is broke so no in game shots >.<)

http://i56.tinypic.com/21kdlps.png

This is most usefull with Arcade Machines or Mechs.
The best I can think of is when u want to leave the level press O, activating the Switch that activates an emitter to kill you and also activates a Checkpoint by the End Level Point.

trip090
08-31-2010, 05:25 PM
That's pretty nifty! Thanks!

rtm223
08-31-2010, 05:53 PM
Doesn't donkey show use something like this? although i think his forces you into the back layer then detects using a spotlight... Or something. IDK.

TheChannel
08-31-2010, 06:00 PM
@ RTM223
I dont know anyone else that used this logic and if they have logic the same or something related to it, then it is purely coincidental.

Also if donkey show has a thread showing this Logic I would like to see it.
My PS3 is broke so I cant play a level.

Gilgamesh
08-31-2010, 06:20 PM
Yes, Donkey_Show uses a system similar to this (sans glass) which is based on the system I used in Strikewing, which he asked me to explain the workings of.

Mine is closer to the one shown here, but I use an emitter for the jetpack since I need to be able to reuse the Circle function. I've never bothered to make a tutorial for it though, I just explained it to people who asked. :)

This is a great image to explain it though, and I don't think there's any need to split hairs over who invented what. It's a pretty simple concept when it comes down to it.

rtm223
08-31-2010, 06:32 PM
I don't think there's any need to split hairs over who invented what

I don't think anyone was :p This would work out easier to implement than the concept I was talking about (forcing the player onto the further back layer), which was my guess at how it had been done in other places.

Gilgamesh
08-31-2010, 07:04 PM
If you want to decrease the "lag" from having to wait for the jetpack to fall down, you can also try to attach a stiff piston to it which constantly pushes down. I have an old image illustrating the idea.

http://i83.photobucket.com/albums/j294/Jirugameshi/Misc/th_Circlebutton.jpg (http://s83.photobucket.com/albums/j294/Jirugameshi/Misc/?action=view¤t=Circlebutton.jpg)

I haven't experimented with it myself though. For Strikewing, since the control box never moves, I simply fine-tuned the mag switch to detect it as soon as it was dropped.

trip090
08-31-2010, 07:13 PM
If you want to decrease the "lag" from having to wait for the jetpack to fall down, you can also try to attach a stiff piston to it which constantly pushes down. I have an old image illustrating the idea.

http://i83.photobucket.com/albums/j294/Jirugameshi/Misc/th_Circlebutton.jpg (http://s83.photobucket.com/albums/j294/Jirugameshi/Misc/?action=view¤t=Circlebutton.jpg)

I haven't experimented with it myself though. For Strikewing, since the control box never moves, I simply fine-tuned the mag switch to detect it as soon as it was dropped.

I take it you'd use a weak piston so it wouldn't pull sackboy down.

Gilgamesh
08-31-2010, 07:19 PM
I take it you'd use a weak piston so it wouldn't pull sackboy down.
Yes, sorry I forgot to mention that. :)

Though Sackboy has a surprisingly strong pulling force when equipped with a Jetpack, at least when it comes to designing a control box around it. Having the piston weaker also makes it less likely that part will break.

YEAH_NAH
09-01-2010, 08:43 AM
WOW thats pretty smart :D

Mnniska
09-01-2010, 12:18 PM
You just gace me a gameplay idea by showing that technology, thanks!

TheChannel
09-01-2010, 09:50 PM
Yea the emitting JetPacks is a good idea I never thought of.

mutant_red_peas
09-03-2010, 06:01 AM
Yeah, that's pretty good. It'll be better when everyon starts using it. BTW I made little sense of the logic OR what it does. Sorry to tell you.

Sehven
09-03-2010, 07:23 AM
This would work out easier to implement than the concept I was talking about (forcing the player onto the further back layer), which was my guess at how it had been done in other places.

I always assumed it was a layer changing thing too, until either Gilgamesh or Gevurah explained it (can't remember for sure who or in which thread). I had actually put a lot of thought into trying to figure out exactly how that would work and then I found out the real solution and facepalmed. Sadly, I have yet to find a use for this: I can't use it in my mech 'cuz, even if I managed to keep directional control, I'd lose my jump button function. I'm working on a new starfighter, though, so maybe I'll work it in. That thing about the weak piston is a nice touch.... but how would you work that with an emitted jetpack on a moving vehicle (not a separate control box)?

TheChannel
09-03-2010, 03:20 PM
@Sehven
Im not to great with complex logic but im sure you can think of something.
Of course it will add limitations but there must be a way.

ShamgarBlade
09-05-2010, 06:44 PM
Wow, I definitely see this tool being useful for robots and machines. I also think having an emitter would be great because it would allow you to use the O button more than once.

WH_Legend
09-05-2010, 07:36 PM
I agree totaly

napero7
09-05-2010, 07:47 PM
That's pretty cool, good thing I don't build such complex mechs so I don't have to figure all that stuff out.
Although it would be nice if someone would figure out how to use triangle... :p

shadow3596
09-05-2010, 07:50 PM
Thanks for the logic!!!1

nowblink
09-05-2010, 07:51 PM
http://www.lbpcentral.com/forums/showthread.php?34871-How-to-make-a-robot....

-_____- easier way.

TheChannel
09-05-2010, 07:58 PM
http://www.lbpcentral.com/forums/showthread.php?34871-How-to-make-a-robot....

-_____- easier way.

http://i53.tinypic.com/wvaatz.png