View Full Version : The Meter Toolkit

08-02-2012, 03:37 AM
I've built with the help of fly_4_a_jedi a set of chips on LBP2 which is called the health meter toolkit. In there you can find things to build health or energy meters based on feedback loops. I will certainly rebuild it for the Vita, but it will less put accent on health meters but on all meters in general, hence the new name, the Meter Toolkit. icons, names of chips and categories will change. Also, the toolkit will be way smaller, so you get only and only the meter tools and not all that unrelated logic I give in the HMT as of now. So here's a list of chips I plan making.

- The Meter Memory
This chip is a feedback loop which includes an operation input and a current stored value output.

- The Battery Pulse
This chip will turn any digital 1 signal into a specific percentage given by the battery inside it. Use it to increase or decrease the amount of the meter by pulsing a signal into the Meter Memory.

- The Analog Pulse
This chip is the Battery Pulse without its battery, so you can put a sensor or a stored signal instead.

- The Timer Override
This chip is simply a combiner with names. It allows you to display a signal on a timer.

- The Meter Set (unless I find a better name)
This chip will set the stored value to a specific amount. For example, you can set the health of a player to 75%. Just use the battery inside it to chose the value to give it. Any negative value will set the meter to 0. There is also a battery-free version.

Now here's a fact about numbers stored in LBP2: they aren't precise. A battery isn't even precise. Five times 1% isn't equal to a 5% battery in LBP2. This is caused by the way signals are stored in the memory. It caused the whole compare tool system to break, and could affect the amount of health a player had over time by a very small amount. In order to fix it, we used probe logic (thanks to evret) in order to round up the value every time. It's still not equal to the battery equivalent and you can't use precise signals because of this. However, you may want to build meters over 100% if you make RPGs, such as bosses with 10000 health points. To do so you can either remove the rounder system from the memory chip, or combine multiple stored signals together. Both options are or will soon be in the toolkit (it's been so long since the last update I don't even remember which one is online). However, if signals aren't stored the same way in the vita, which I hope but don't think, I won't need to rebuild a rounder tool, which means I wouldn't need to add the chain-able meters, but more options regarding precise signals.

There would be more chips such as "pulse p% every s seconds" to lower or increase health over time, temporary invincibility and so on. I have many ideas for games on Vita, and this project took almost all my gaming time when I were very active on it, so I plan on making it smaller and quickly, so I can then use it myself to make levels. Often I search for chips online just to discover how they are made, then I delete them because I find it faster and easier to build my own logic, but I've been using the toolkit myself even if I know how it works. Fly_4_a_jedi also helped a lot making logic and finding new ideas for the toolkit, and testing it in his own levels.

So, what do you think ? You can always look at the LBP2 post in my signature, but be aware that the current online version may still have bugs, we plan on publishing a final v6 over the next weeks, but of course, comments should go here if they are about the Vita port, so it doesn't bring back to old F4F thread.

09-16-2012, 07:46 AM
timers can be set to positional on lbpv

09-16-2012, 08:08 AM
Im not sure if such pack is needed in the LBPV because of the new tools.
There is the memorises that allows to to store ihe input signal(s) - and actually even save them, so you can use them when the level restarts later. Or even in completelly different level! (just give it a same tag a and you can access the value in multiple levels)
And Im ont 100% sure, but I believe the timers can be set to positional. Showing the input value.
And there is also native "add" (also also multiply) function for two signals.

So if Im correct, it is very easy to change, store and display the health meters this time. You can actually even use the Note to show the value itself.

09-18-2012, 02:33 AM
awesome! I have no clue how to build a working hp meter XD

09-18-2012, 06:39 AM
Just use a timer or counter (depends how you want to substract the value) - change the color to red, visibility to yes and change the size (you can change the rate ratio in the setting to make it longer).
Then you can set it to positional and sent in the value of the HP itself. (this one neds more logic on creating the input signal)
Or just set it to backwards and sent in the inputs signal whenever you want to decrease the value. (this one is easier)

09-21-2012, 05:02 PM
I'm not sure if this is a completed level or not so I've left it in the [LBPV] Ideas and Projects forum. If you've published this one I'll move this thread to the showcase forum (http://www.lbpcentral.com/forums/forumdisplay.php?158-LBPV-Level-and-Object-Showcase) - let me know. ;)

09-28-2012, 02:15 AM
Okay, I'll reply to each of you one by one (and note that I got LBPV on the 25th)
@Evret: I noticed it by looking at the forums, and I had fun testing it. It's great because you can still make it gradually change to the health, or you can make it instantaneous.
@Agarwell: The memorizer itself is only useful for its level-transfer purpose, since we were able to make memory cells in LBP2. I didn't know that LBPV would have those new options when I posted this at the time, and I did realize how easy it now is to make these health meters now.
@Taffey - I'll probably post my own level showing a tutorial, but making it into a toolkit is totally out of the question since it's too easy. I just wrote it into a full tutorial there. (http://www.lbpcentral.com/forums/showthread.php?74408-Feedback-loops-and-health-meter&p=1046349&viewfull=1#post1046349)

10-29-2012, 06:48 PM
Epic toolkit! Based on your design, I've built a health system with a few neat extra features. One such feature is that I can add weights to signal values, meaning the same trigger can have different results. An easy way to explain this is with a level I'm working on, which is an arena-type level that uses different tanks which all have different armor values (so a higher armor value would receive less damage from the same projectile vs a tank with lower armor value). Using the same system, I've also come up with an "armor-piercing" effect in the logic, so some weapons can always inflict a minimum % damage on another tank plus its base damage value. (If anyone wants this logic, feel free to send me a message on PSN)