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View Full Version : Analog To Digital Conversion (improved since LBP2)



LittleBigDave
09-25-2012, 08:24 AM
This was a little gem comphermc pointed out back in March (http://www.lbpcentral.com/forums/showthread.php?67819-LittleBigPlanet-Vita-The-New-Tools-Features-Tweaks-and-Even-More-Goodies-List!&p=992323&viewfull=1#post992323). I'm just reposting because it's both (a) very cool and (b) completely undocumented. (And because it just took me 10 minutes to dig up and the original post so I could remember how it works! :p)



Alrighty, another mini-feature that I've just tested and confirm is in the game: Timers can now be used to detect an analogue signal.

For anyone technically inclined, you surely know that if you wanted to convert an analogue signal to digital, you'd have to use a sequencer (or a sackbot), which is "slow" (or inefficient) as for as LBP is concerned. Enter timers.

There was currently no behavior specified for when timers had a 0.0 timing setting. Our lovely technical lead made the call that a 0.0 timer set to strength scale should now solve the above problem. The timer will be completely empty for as long as there is a negative or no signal going to the input, and will completely fill when the incoming signal is positive. This is of course all done in one frame.

This is a very minor update, but it's quite useful for advanced creators, and we don't make note of it anywhere in the tutorials. I figured this was as good a place as any to let you guys know about the change, so you can start utilizing it from day one.

pivottt
09-25-2012, 12:22 PM
Nice! That'll be useful. I didn't like the fact that my health logic rendered a random digital signal. Now I can make it 1 when alive and 0 when dead :D

Chazprime
09-25-2012, 12:53 PM
That is an awesome new feature, and in case anyone gets confused, they've changed the attribute 'Strength Scale' to 'Positional' in the final game.

LittleBigDave
09-25-2012, 08:13 PM
That is an awesome new feature, and in case anyone gets confused, they've changed the attribute 'Strength Scale' to 'Positional' in the final game.

It's actually the "Speed Scale" setting that you need to use for this analog to digital feature.

megaplanet60
02-20-2013, 08:41 AM
awesome thanks