View Full Version : Yes, use F4F Health Meter Toolkit - All your health meter needs

09-03-2011, 08:58 PM
My PS3 crashed with everything about this on it. I don't plan on rebuilding the project. I will see if anything can be saved, but I think the v6 will never come out.


The health meter toolkit is now two chips instead of 1, for faster loading. The health-only category is now a chip apart from the rest of it.
V1-The health is a % signal stored using feedback loops (see LBP2-Torials by comphermc)
V1-The signal can be given to a timer using the timer override to make a health bar
V2-You can make it lower or cure any amount of health, from 0.1% to 100% (using precise stored signals)
V5-You can chain meters together, combining multiple timers to display the health - up to 10000% health!
V5-It includes wireless number displays (100 - 1000 - 10000)
V4-Includes a projectile system.
V1-It includes converting logic to make your own picture-based HUD
V3-Includes sensors and tweakers for more advanced logic - not only for health systems
V4-Includes resitance settings through precise division
Best played alone, the level contains the actual giveaway and a tutorial about how to use it. This project took more than a year to build, and is the greatest thing I've ever made ! Thanks to robbit10, comphermc, the Creator's Toolkit moderators and fly_4_a_jedi, who all helped making this come true. Thanks to all contributors and to the ones who gave chips or made tutorials online so I was able to make it part of the toolkit. (PS, if you see anyone publish this, it is a fake. Only CreatorsToolkit had the right to publish a smaller version of the toolkit)

Full toolkit preview
Now outdated, this is preview of V3, many new tools have been added.
Here you can see the categories.
This is the Health Only category, with subcategories and two health value sensors to make HUDs.
On this "Basic health system" category, you have the timer override, the main chip (basic and advanced), the Adder, the cure and damage chips, the OR gates and the combiners, the projectile and the hitbox chips.
This is the status effects. Invincible, poison and refill health with time.
This here is the "no batteries" logic. This way you can use signals instead of batteries.
This is the feedback loop section, which features advanced logic for other stuff, such as currency systems, acceleration on a car, homemade counters and pretty cool stuff, but not really health related.
Here are the adders, subtract and divide
Loads of easy to use pulsers.
The compare tool, the 2-way compare tool, the triggered NOT, the signal switcher, equal tests, ON-OFF tests, pole changer and pole sensor.

There's also different emitted HUD numbers and a signal probe.


09-03-2011, 09:33 PM
Hey, looks pretty interesting, and I am interested in seeing it work.
if you are doing feedback for feedback, I would like to hear your thoughts on this level:

Thanks, and I'll get back to you soon,

09-03-2011, 09:53 PM
Looks useful, I will check it out, please give me feedback on my level too.


09-04-2011, 12:36 AM
Great work. Also, if you notice the main screenshot, that really retarded costume was made by me. XD

09-04-2011, 02:31 AM
Nice. health bars always are good. Please try my RelicWars trailer, I'll queue this

09-04-2011, 03:56 PM
Okay, I am actually meaning business now. In all truthfulness, you guys have to try this level if your a creator. This toolkit will help out you guys immensely in buidling anything that has a health bar.
I was hanging out with pivott during the time he was making this level, and I know how hard he worked on it, and trust me, this is a good quality toolkit to work with.

09-04-2011, 06:45 PM
iiavalancheii : you should place a link to the LBPCentral post of your level if you want feedback. I'll post here since you gave no link :
It was great! Special effects were simple (I would not do the hologram circle around the icy town, it was too long) and nice, it seems interesting, but all I know is that it talks about magical relics. You could show more than that. I'm waiting for the full video/game! Oh, and you should put more emphasis on the title.

09-04-2011, 09:14 PM
Level queued up!
I'll post a review after trying it.
Please try mine : http://lbp.me/v/5k3-t5.
My thread : http://www.lbpcentral.com/forums/showthread.php?62645-Sackraider-3-Apophis-s-scepter-Part-1

09-05-2011, 05:05 PM
I need F4F since people don't heart this kind of level. Unless it is very good, giveaway levels never score high, as the only way the level gets liked or hearted is that the player comes back to heart it. Still, I hope this helps people ! I will never thank comphermc enough for the feedback loops thing. Yay !
EDIT : :( no one replied, but I replied to all... Okay, I just can't wait to get opinions :D

09-06-2011, 03:35 AM
Checked out your level and the toolkit in create mode.. Had to play it 3 times for some reason prize bubble didn't register first two times when I picked it up? it popped but didn't show in my popit in create. Man I wish I had this 6 months ago when I was struggling with my own health and damage system. I managed to get a health bar system that works reliably using very little logic but I know it has many limitations and took way to long to build! I like your idea of being able to choose individual components to build your own custom health meter and all the complicated bits are done for you. I will likely play around with it if I do an update on my own health meter because I have a hard time getting back into old logic lol.. Good job, I will heart your level later (forgot to lol) if you don't mind checking out my level http://lbp.me/v/5wm543 and give me some feedback. It has a health bar and a power-up meter which does a few different things.. Thanks!

09-07-2011, 12:45 AM
Nice level DeatH, I PM'ed you the feedback / posted on the level itself.
Good news folks ! No boos yet, some hearts and most important : Creator's Toolkit v.7.5 is out! Which means....

Free PIE?
A non-solid logic probe?
Happiness increase?
More tools?
A level link in it to the Health Meter Toolkit?

To all those questions : YES (oh, actually, we ran out of pies. Sorry guys)
A LEVEL LINK OMG!!!! I got a whole category in the toolkit and now a level link ! YAAAAAY!!!!!

And even better : I asked Mm the permission to use the wiki images they gave for a special tutorial project, and they said yes!!! (In french, my first language)
Which means : no more creating for a while. ;( don't worry, i'll update the HMT with requests. Apart from the "place more decorations" request. Sorry, but this level is about logic, not about decorations.

09-08-2011, 11:50 AM
Ok, I played this level, and even if I think that it belongs more to Object showcase than the level showcase, I have to admit that it's very well done.

I liked the fact that you're not only offering the tool, you also have sections to play with it and demonstrate the functionnalities, as well as a section explaining how it work. The step by step demonstration is clear, I've already watched all the comphermc's videos so I was aware of the feedback loop stuff and how this will work, but it was nice to refresh my memories about these aspects of logic.

The logic itself is good, and if i have to use a health bar in one of my level, i'll seriously consider using yours.

Bref, du bon boulot.

09-08-2011, 09:34 PM
O.o I didn't know we could do F4F in object showcase. In fact, I never used object showcase, so I didn't know much about it.
Thanks for the reply. I made in-game instructions because I hate giveaway levels where you don't see what you get, 'cause it's hard to rate before going to create. Give the man fish, he will be happy. Give the man a fishing rod, he will spread the happiness. Ah, poetic.

09-24-2011, 11:18 PM
V2 is out. I decided to only edit the post so I don't bump and triple-post.
If you want to feedback, I'm still open to F4F.
Oh, and at the timer I didn't know that levels went on the cool pages after X amount of posts, so sorry since I posted a lot here.

01-01-2012, 12:30 AM
Okay, I know this is triple posting, but I really want to bump it 'cause there's no way I'll get feedback by only edditing.
I really changed the level since the last time it was feedbacked here, and V3.1 should be out soon.
I've updated the first post.

01-02-2012, 10:02 AM
Hi Pivottt, firstly thanks for the feedback you left on my level 'beam me up' I appreciate the positive feedback! I played your level yesterday and thought what you had come up with was really interesting. To be honest im not a massive tech head so i cant really give you any feedback on the workings of what you have created but would it be worth demonstrating how it works in your level so instead of just explaining it and giving it away could you also show an example of how players could use it? Just an idea. :)

01-02-2012, 09:04 PM
The level used to be walking to read and portals to sections, but I decided to make a menu so I could make it a video - because the old tutorial wasn't good after the logic changes. It's simpler to build. I did it 'cause I were building the logic more than the level, and I'm bad at art so my levels look lame. As soon as I have time, I'll take it under account ^^
I remember I had good comments about the try-it here... Though there are many tutorial chips in the logic itself to try in create mode. I'll do it, but for now I'm quite busy with something... (http://i3.lbp.me/img/ft/9235bced441a8f608fb64c16a64f7b5fd1c20252.jpg)

01-04-2012, 09:15 PM
It will take some time for me to fully understand what's going on in these circuits :-D

Thank you very much for sharing this if i built a level with health meter usage i will definitely use this :)

Br Bumblebee

01-10-2012, 01:31 PM
Thanks for feeding back on my level, much appreciated!
I checked out the latest version of this level and was impressed by your grasp of the technical side of things (having said that I'm a complete techtard and can easily get stuck inside a revolving door for hours!) I liked the orginality of using menus rather than the usual walk all grab/press button tutorial style. I will experiment with the gifts as they looked very clever but something got lost in the communication and having played the level I couldn't understand what they did (never underestimate the idiocy of the LBP community like me!) Maybe if you could add some small demonstration via an animation or cutscene to further illustrate what the gizmos do?

01-10-2012, 09:33 PM
Well, there's a video of how the inside of the chips work, but I guess I'll have to add a new menu option where you can actually control a projectile and health meter with the chips from the toolkit to show how helpful the toolkit is. Thanks for that, I guess it's not clear enough! (I guess the level tutorial probably scared the people who don't understand logic. easier tutorials are inside the toolkit itself actually, where you don't look at the insides of the chip. I'll have to make a playable part)

EDIT : V4 out now, it's a full new level !

01-22-2012, 03:01 AM
I generally don't need help with logic, so I'll throw out my general feeling of this.

Excellent. The logic is clean and makes sense, your tutorial should help quite a few creators get a handle on some more complex concepts of logic. I would say you know your stuff pretty well.

Now.... health meter without death is futile. You need to put it in a level where the player is running around screaming with tons of little monsters after him.

01-22-2012, 02:05 PM
Really good tutorial, easy to understand and not too complicated, also the areas where you can demo the logic are a nice touch as well. Nice clean look. which is a good thing for tutorials. Hearted and will check out the logic when I can!

01-25-2012, 02:04 AM
Thanks! I wasn't sure about the new tutorial. I also was in a rush at the end when making the test room. I might re-publish later with a 4-player test minigame. I don't know why I keep doing it, but I always end up publishing too soon. (lol, I worked 6 months on this before publishing the first version ^^)

01-29-2012, 10:56 PM
Thanks for the feedback of Cybernetic Adventures Omega. That's a pretty useful level. It has ways to use a health meter, and the tutorial is well described. I think some areas of the level could use some decorations and additional materials to make the level look better. Great job on the tools. I will use them in the future just to see how it goes.
VISUALS: 3.5/5
SOUND: 4/5

01-30-2012, 10:41 PM
Thanks, you are the 250th player to my level! I guess I could add some decorations since I've been asked for this multiple times. And I guess I could get some points by making a game with the toolkit to show it to the players! Thanks for noticing the music ^^ It took hours to reproduce this part of the Popcorn song. I think I'll make a Pokemon game soon. I just have to! Unless there are too many good ones out online allready.

02-28-2012, 12:46 AM
Hey Pivottt, THANKS!! This is really excellent work. Very polished and user friendly and soooo helpful!

I haven't read this whole thread, so apologies if this is repeated feedback...

Some notes say something like "set the timer to correspond..." but I found it a little hard to be sure which timer was being referred to. I will hunt down specific examples if you like. I rememeber the digit segment display being one.

I don't see canned support for detecting multiple simultaneous projectiles when some might have different damage strengths. It looks to me like with the current logic, 3 bullets and a grenade hitting you at once would be registered as 4 grenades when using the projectile handling. This is easy enough to address given all your ground work (different color channels and adding signals), but if you're looking for suggestions for further enhancement, that might be one.

And lastly another suggestion might be support for a hologram health bar that combines segments and fading. So if I want to use a bar to represent health, and I don't want to use a timer/counter for it, I might use a bunch of pieces of sticker panel or holo sections side by side. But there's a limit to the practicality of that I'd think, so maybe I only want to use 5 or 6 or 10 pieces, but for each piece I want to use the dimmer setting to fade it out slowly as that range of health is lost. I've built such a thing now (again, thanks to all your ground work) but the idea in general seems like something that might find a place in the HUD section. I'm happy to share my design, though I'd not be surprised if you could come up with better.

And once again, Thanks! I really appreciate all the work you put into making and sharing this.

02-28-2012, 02:50 AM
The hud thing you described is in the kit. I don't remember the name, but I know there are two versions. They take a signal and split it into 10 (it is the biggest chip other than probe logic). If you were to use the limiter you can make max health 60, then use the signal thing connected to hologram material. If you want me to show you what I mean I should be on sometime tomorrow.

02-28-2012, 07:32 PM
The hud thing you described is in the kit. I don't remember the name, but I know there are two versions. They take a signal and split it into 10 (it is the biggest chip other than probe logic). If you were to use the limiter you can make max health 60, then use the signal thing connected to hologram material. If you want me to show you what I mean I should be on sometime tomorrow.

Thanks fly, for the feedback and offer to help, and thanks for your contributions to the kit too, I saw your name on a few things. It's really a nice kit.

I saw the chips you mentioned, but if I understand correctly they round the health signal into one of 10 levels, so I can get yes/no as to if the player's health is in the 50's (or, with the other chip, 50's or higher), but I can't use it for gradual dimming of that health segment holo as health drops from, say, 59 down to 51. (I'm actually more interested in a slow heal over time effect, but same idea.) Or maybe it does this and I just missed it?? I was leaving max health at 100 and routing multiple ranges (like 50's & 60's) into one holo so maybe I just butchered the signal. In any case I've got it working now for my own purposes, and if the kit doesn't already have this and you want to see what I mean, I'm happy to meet up to show you some time.

02-28-2012, 07:40 PM
Regarding the projectile handling, if I understand correctly, there's currently a known limitation when two player/objects are near each other (within the bullet.damage tag sensor radius). If one gets hit, they both register damage. Could this not be avoided by sub-chiping the bullet.damage tag sensor stuff on the projectile target chip and then having that sub chip activated only by an additional impact sensor that checks for collision with a bullet.damage tag? This way, I'd think, only the player/object that was touched would register damage, and one close by but behind it wouldn't tag sense the bullet.damage.

02-28-2012, 08:23 PM
I do agree with the bullet tag thing, we would just need to use a pulse to accept the damage, but really I have never used that tool so I don't know exactly what it does.

For the dimming you can just connect the current health to a piece of hologram, and use the other tool in conjunction by using and gates. This will check to see if the piece is on, and it will pass the percent through.

02-28-2012, 08:28 PM
Idea: for the bullet thing use impact sensors on the bullet, and you can use that to see which player it is colliding with. Whenever a player is impacted it turns on a tag to send a signal to the player it hit only (using different color tags). We could use the same collector, just adjust the tag colors.

I can show this, and try to get it in the kit, however the creator does not like using many tags.

02-29-2012, 06:42 PM
It looks to me like with the current logic, 3 bullets and a grenade hitting you at once would be registered as 4 grenades when using the projectile handling.

I was wrong about this. The kit works fine for this as is, and in fact the simplicity and accuracy of this handling of different damage strengths (simultaneous hits from bullets and grenades) is one of the best things about this area of the kit IMO.

ASIDE: My confusion was based on my misunderstanding of how tag sensors requiring multiple tags handle analog values. They don't just return the strongest tag signal in range (as the wiki had led me to think - now corrected). If they are set to require N tags, they will return the analog value of the Nth strongest tag in range. So a sensor requiring 3 tags, when in range of four tags with signals of 10%,20%,30%,40%, would return 20%. That's a pretty nifty bit of built-in logic in the tag sensor!

02-29-2012, 06:58 PM
Idea: for the bullet thing use impact sensors on the bullet, and you can use that to see which player it is colliding with. Whenever a player is impacted it turns on a tag to send a signal to the player it hit only (using different color tags). We could use the same collector, just adjust the tag colors.

I can show this, and try to get it in the kit, however the creator does not like using many tags.

The thing with player-specific channels (if I understood you correctly), is that you have to keep all the separate color-specific logic sorted and updated. And it gets even harder if we're talking about damage taken by 50 bad guys instead of 4 players. To address the same concern, I'm finding it pretty easy to just use an impact sensor on the player, in addition to the one of the bullet. So bullet detects impact and broadcasts damage value (per the kit), and now player simultaneously detects impact and is only then listening for damage values in that frame. The listening ranges are very short of course, so the only time this can cause a problem is if two players are very close together and both being hit in the same frame. (So both are listening to all bullets in range, including some that hit the other player.) Even then, a bullet would only incorrectly damage the additional player if it impacted pretty much between the two players, given the short listening range for bullet damage on either player. And bullets from bad guys might never impact right between two close together players, they'd typically hit a player on the outer side not shielded by the other player. (Unless the players are shooting each other!) So far I'm happy with this behavior, especially as it adds minimal additional logic to my increasingly bloated circuit boards. :-P

03-01-2012, 09:55 PM
Nice, I were hoping for feedback on this sensor. It was built to make sure that getting hit by multiple projectiles at the same frame works. Problem is you would need to have a multiplier on each damage chip and multiple damage sensors to trigger the multipliers (so detecting 3 impacts with bullet.10 would deal 3 times 10% damage). Off course, that would be really long and painful to build. So I though, how could I use fewer tags. And then there came the idea of having one tag and place the damage chip inside the projectile. I just used a similar logic in the "goodies giver", in misc logic category of the Health chip. However, I didn't use multiple sensors, as I don't think you will collect multiple health packs. If the player is, let's say, a dragon or a giant snake, the projectile system becomes useless, since the radius would need to be way to big. But for sackbots, it's not a big problem.

I'm glad you liked it. I had to work so much on understanding how those sensors worked. I even found out something while working. If you want to know which object is the closest to you, you can use a tag sensor set to proximity on all objects and one on you. Then you have to transmit the proximity you receive through another tag. Then all objects detect that signal's strength and compare it with the one from the proximity sensor. If the distance between A and closest to A is equal to distance between B and A, then B is closest to A. I just liked it that you detected proximity of an object and sent it back to the object. Fun with sensors ^^

EDIT : haha, fly_4_a_jedi is right, I do prefer using as few as I can. That's what I hate when I find logic online, when they give names like "health", "fire" or "jump". Don't use common words, use complex ones you are sure nobody used, like "hmt_health", "bullet_fire" or "player1.jump". I like to use _ instead of spaces, and "." to show ownership, just like in programming.

03-01-2012, 11:41 PM
Awesome stuff. I fully agree about verbose tag names and funny you should meantion your use of "." as that particularly pleased me as well. (I had been doing the same here lol - I'm a programmer as well - and it makes it so much easier to find the right label in my list later too.) I really think the biggest shortcoming of your kit is the bland advert for it in your signature. This level should be getting more plays me thinks.

I also like your idea about proximity checks using the tag sensor, and funnily enough I was actually just having "fun with sensors" in that area myself. Your idea could also be used to identify the 2nd closest, 3rd closest, etc, since the closeness mode follows similar behavior to signal strength mode, and that could be help some fun game play (like the second closest player to the boss takes damage over time, so players have to keep resorting themselves to have a chance to heal! Ha!) However the downside of closeness mode, and the bit I was actually just playing with, is that it seems like the sensor scales it's 0-100% output over the distance of 100% R (R=Radius) down to 25% R. Once a tag is within 25% R, the sensor redlines at 100%. So let's call this first sensor S1 with a range of R1. I want to add a second tag sensor S2 whose range R2 = 25% R1. And then if we could do the math of S = (75% * S1) + (25% * S2), I think this S value would be a much more accurate sense of the distance within the overall range R1, even within 25% R1. The thing is I'm not yet sure of an efficient way to perform this formula in LBP2 logic. Perhaps you have an idea? Also, it would still redline at 100% anywhere within 6% of R1, but you could possibly add a third sensor to improve upon that still, with R3 = 25% * R2, and S = (75% * S1) + (18.75% * S2) + (6.25% * S3), and then be accurate down to 2%. I think.

Also, regarding the projectile sensor system you made, is there any reason not to have the target sensing impact as well, and only activating the damage tag sensors in the frame in which it senses an impact? So this way both projectile and target "handshake" via mutually detected impacts, and only then does the damage get recorded. This seems to me to have potential to greatly reduce the false positive readings when target sensor ranges overlap. Situations like the long snake target seem less problematic then. Even without that, couldn't a snake have multiple projectile target sensors (your chip) along it, with non-overlapping coverage, and just add up the sensed damage? (Rather than one chip in the snake's mid-section with a giant radius.)

03-02-2012, 09:47 PM
Regarding my last post about getting more accurate readings with closesness mode on tag sensors, I ended up using Pivottt's division chip (also part of this increasingly handy health counter tool kit) to achieve what I wanted, and it worked great. However it's a bit complicated, and I then realized that if I just set the minimum distance to 0.1 the sensor output properly scales over the entire range! It doesn't "redline" at 100% upon reaching within 25% of the max range setting like it does with minimum = 0.0. The only downside now is that within 0.1, it would output 0% (aka Off), so a second sensor with min = 0.0 and max range = 0.2 (not just 0.1) and OR'd with the first sensor, takes care of this.

03-03-2012, 05:10 PM
True, I had to use the 0.1 trick with sensors in the past. I lost you in the S1 times R2 and whatever... I'm in a hurry, so I can't take the time to get it for now. The divide chip was given to me by evret - though he was building it by memory, so I ended up looking at rtm's blog to fix it, and I then made it work with negatives. It's sad that it lags with loads of numbers because of timers, but at least we can divide by 10 using division by 90 so I'm happy. As for the sign, the older ones were prettier, using Portal textures and images, but the bad quality of this site's signature image hosting made it all blurry. I'll make a new one soon, using my own font! Yeah, I made a font!

EDIT : I made a new sigpic, but uploaded it to imageshack and it makes a way better quality file. Not a massive change, but it looks less... rushed ? Since I have time, I'll try to understand what you meant... Oh, I get it. Unfortunately, the only way to multiply by fractions seemed to be using physical solutions, so it's not precise. You don't need a 0 to 0.2 sensor, I guess your character is bigger than this, unless when dealing with hologram stuff. For the projectile logic not handshaking... I just thought it was a big too much, I mean there's a delay for every confirmation and I thought "if someone wants to be that precise, they are probably intelligent enough to build one". :P Remember that when I started this project, it was only because nobody talked about feedback-loops-based health meters. I never planned making it THIS big, it was supposed to be just one chip in the Creator's Toolkit. But it grew so much that I thought "hey, this should be a toolkit instead of a built system, so they can build their own with it." Then I made more and more chips, discovered comphermc's tutorial about feedback loops, restarted the whole logic with it (it worked with counters back then ^^) and then published it. That's more than a year ago!

03-04-2012, 08:25 PM
So yeah, my S1 and R1 business was wasteful overkill. I just didn't realize until after that that weird behavior with tag sensors hitting 100% at 1/4 range was only for 0.0 setting. 0.1 is a much better workaround. I wasn't using holo but I did have the sensor and tag converging in different planes, so I needed the additional 0.2 sensor. (Otherwise I agree it's not needed.)

I made a new sigpic

Looks better! If I'm honest I'd say the small text is a little hard to read, at least with the white on orange. And I think the link text area of the sig should work as a link, if that's possible. Don't mean to nitpick, just want the kit to get clicks.

For the projectile logic not handshaking... I just thought it was a big too much, I mean there's a delay for every confirmation

Not sure what you mean by delay for every confirmation? I'm sure you have a better understanding here than I do, but in my limited fiddling, it seemed like a bullet impact sensor on the target chip was all I needed to avoid nearly all false positives when two targets were near each other during a bullet hit. The mutual impact between target and bullet happens in same frame.

But yeah, I understand you don't want to bloat the kit. I'm just throwing out ideas because I'm interested in this stuff and excited to have your kit to play with!

03-04-2012, 08:42 PM
:) I don't have the kit in front of me, so I can't say about the projectile thing.
As for the signature, there's two ways to make an image there
1) Using SIGPIC - bad quality, allows links
2) Using an image host - better quality, doesn't allow links
I wanted to use html to make the area of the link clickable, but html isn't allowed here.

Here, I inverted the pictures - well I just remade them actually
Left one is hosted, less text so it's nice for the eyes. Right one is a SIGPIC, so the quality is hurt a bit, and I said "click here" so people click on this part :P

EDIT : I just learnt about IMGLINK tag instead of IMG tag, which allows links on images. -_-

03-05-2012, 09:21 PM
Nice! I fully appreciate the extremes you go to to achieve the results you're after.

03-05-2012, 11:07 PM
Haha! I had time in front of me while waiting for Single Player Commands for Minecrafr 1.2.3. Thanks for the comments, I really like when I feel that what I do is useful, so I do my best to follow what people say to me! By the way, I only learnt half-way through the project that after a certain amount of comments, a level gets to the cool pages of this site. So I just wanted to say, sorry since I kinda abused commenting on the first page. It's just that I kept updating, but one one replied... But then I reached cool pages thanks to fly_4_a_jedi and you talking, so I'm now at... :love: 307 plays!!! Over 1/3 liked, over 20% hearted! Yay!!!!!

Evret the genius made me a round up logic, which doesn't even take any time to get triggered - I mean, not even a frame of delay! For now it rounds up as soon as it's over a % (so 4.1 becomes 5) but unless he has a better solution, I just subtract 0.5 from the input so now 4.1 becomes 4 and 4.9 becomes 5.

As soon as he replies to me, I'll be able to make a system with a built-in roun-up. This way it works with number and picture displays perfectly. Versions without the rounder will stay there, in case you still want to use signals smaller than 1%, but that's not as precise.

EDIT : by the way, if you are searching for examples, some levels by fly_4_a_jedi were made using the toolkit. He was my beta-tester, bug tracker, idea giver and main user. Seriously, I have to thank this guy a lot for all he did for the toolkit. Try out his levels, he deserves it!

03-06-2012, 01:04 AM
Yeah as the rest of te chip relies on comparing to battery strengths that's probably the easiest way, as long as you split and only take the positive after the subtraction.

03-06-2012, 01:09 AM
By the way I haven't been on Lbp lately, and only one of my published levels use it, but I will finish the demo soon.

03-06-2012, 03:53 AM
Nice! Thanks guys! I'll make a round-up tool which works with negative (pretty simple, just a question of testing before rounding, if negative just set the output negative and voilą (lol, using french words in english always sounds - writes? - funny, since I speak french as first language)

Sorry if I'm not easy to understand, it's midnight and I just watched 2h of minecraft french videos. Funny, I am too scared of monsters to play so I watch videos. I'm a failure ^^
If only they could disable the endermen... And I prefered when eating gave you health back instead of food points. Sorry, out of subject (is there an acronym for out of subject in english? OoS looks weird :P )

03-06-2012, 04:16 AM
The level is in V0.1!!! This is after 2 hours of work, so it is not the best, but I was supposed to build something like this for you a long time ago.

That being said this is something different than anything I have done so I am happy with it, and I will make plenty of updates, because the game is easy to add to.

Ship Saver V0.1 (http://lbp.me/v/envmwf)

Edit: I forgot to add a score board,but that is fixed. Spawn times decreased, because at a low level sometimes it would take 4 seconds for an enemy to spawn.

03-06-2012, 06:13 PM
for as lond as possible
Just a typo in the level description. I'll go play that as soon as I can! Thanks, this means I will be able to post a link to it at the end of my HMT 5.3 when I publish it - later today probably.

I was supposed to build something like this for you a long time ago.
I didn't take the time to do it since I just got the Vita and minecraft 1.2.3 came out. If I really wanted a demo, I would have done it. What I mean is that I'm happy you made one, but don't feel obliged to do so. But I've also been working a bit on a top down fighter while you weren't there, before my school exams.

03-06-2012, 08:51 PM
I wanted to do it because I have never built a shooter. It will be improved over time, but the basic part is done, hence the 0.1

03-31-2012, 04:16 AM
Hi guys! Here's a little post to talk about the next update, v6. First, I just made a crappy picture while discovering gimp.
Now with the update. V6 should come out in April (EDIT: or not... -_- maybe this month), I can't tell when. Everytime I tell a date, I end up changing it, so saying a month gives me time. I play a lot less LBP since I have school projects, minecraft, skyrim and a social life - although people could argue on that point. The update will fix lags with the round-up tool, the HUD, the displays and more. It will split the kit in many chips, since it's so big it makes the game lag when it's only two chips. Some useless chips will be removed, new display tools made by evret and me will be there, some new non-related pieces of logic, bug fixes and sticker changing...

The 3 things to remember:
- Now there are many chips instead of two;
- Now the health is always rounded to a %, rounder tool is inside the chip. If you wanted to use signals lower than 1%, you may use the meter chains instead, or just use the old chips, they will be in the misc category;
- There will be new categories such as Currency (gold pieces for me), Magic (fireballs ftw), Energy (why... do we... have to... run...*cough), Potions and Lives (storing HP in inventory items).

Those will consist of the same tools allready there, but with different names and icons so you don't confuse them with the health meter part. I'm doing this since people told me: hey, people don't know it's useful for more than health. Saying "and more!" doesn't mean a lot.

[B]EDIT : Hey, another edit! Yeah, Fly_4_a_jedi helped me *ahem* make probes for the toolkit (by ahem I mean he did it all by himself) so the toolkit is almost ready :D Still have to make a probe-free version of the Unlimited Main Chip. If only I could get my hands on a capture card which isn't 200 bucks, I'dd make videos about how to use the HMT. Well, soon may be tomorrow, depends on TV access. Else it'll wait longer, school's coming and I got to learn Visual Basic :D

08-25-2012, 10:55 PM
You could ask someone to record with you. If you find a youtube person, message them, and they might record for you.

08-28-2012, 01:45 AM
Yeah, I'll go in the happy gadders when the toolkit is published perhaps. I could wait for the Vita game though, and make them myself using a camera. I wouldn't film my TV because then nobody would watch the tutorial. Yeah, I plan on porting a part of the toolkit to Vita, but only the meter-related chips.

08-15-2013, 04:30 AM
Great stuff, too bad about the v6. Do you plan on working on other similar projects in the future ?