BG1, PRELOAD BG2, PRELOAD

ConfusedCartman

Library of Switches

Rating: 3 votes, 5.00 average.
Since we have a new Blog feature now, I figured I'd start it off with a bang. My current project is the Library of Switches, which I got up and running before the beta ended. It's still up, and I have no plans to remove it, so if you're interested you might want to take a gander. I've been updating it as much as possible, but obviously I run into other things that call my attention. Here's what I've got so far(which you can collect to use yourself if you'd like):
One Use Switch
Once this switch is activated, it, along with whatever is controlled by it, cannot be reverted to it's previous state.

On/Off Switch
This switch can be turned on and off, unlike the One Use Switch.

Multi-Input Switch
I have three flavors for this one: two inputs, three inputs, and four inputs. It is possible using the concept I've developed to have an unlimited number of inputs, but I only took the time to make three versions. If you can understand how it works after you've collected it(head into edit mode, drop the switch in, and look at all of the settings), it's very easy to recreate and suit to your needs.

Multi-Input (One Use) Switch
With this switch, once one of the inputs has been activated, it cannot be deactivated. Other than that, this switch has the same features of the Multi-Input switch: Three versions(2, 3, and 4 inputs) and unlimited is possible if you can recreate it.

Timed Switch
This switch basically adds a timer to an action in your level, which will add a time gap between a switch being activated and the action actually being performed. Just configure the piston to 2 times the time limit you have in mind(trust me) and it will work perfectly.

Prize Box
This is exactly what it sounds like: A box you can connect to a switch, which will then open and release the prizes contained within once the switch is activated. I was forced to break rule #1 due to the nature of this item.

Realtime Speed Manipulation Switch
This switch allows you to manipulate the speed of an item(motor, piston, etc) in real time based on input from Sackboy or other things within your level, depending on the switch.
There are three rules I held myself to when making these switches:

  1. The switch must be only 1 "wafer thin" layer thick. I did this to conserve space for other things within your level.
  2. The switch must stay in place wherever it is dropped, regardless of glue. This means all of my designs utilize dark matter somewhere. I did this because gluing frequently causes accidental problems, and this eliminates that hassle.
  3. I must use a non-default color setting for the Magnetic Key and Magnetic Key Switches, to prevent them interfering with other Magnetic Key Switches in your level.


Now, some of these(namely the One-Use and the On/Off) can be accomplished without an external switch. However, having an external switch provides you with many more options, especially when you are using one switch(a proximity switch, for example) to control multiple items within your level. Basically, new creators might not find them drastically useful, but experienced creators may find it opens up possibilities for them(it did for me).

I plan to add more after launch, but that's all I have for now. I plugged the site in the level description and added a little logo of ours(it's a swinging sign I made with our site logo stamped on). I mean, I made this for you guys, so obviously I want to show us off a little. Hopefully a couple of you can check the level out before the beta ends.

I also plan to add some conversion switches. I'm not sure which ones are possible, but I'll make as many as I can. Here's the list of the ones I hope to complete:
On/Off to Directional Conversion Switch

On/Off to Speed Conversion Switch

On/Off to One Shot Conversion Switch

Directional to On/Off Conversion Switch

Directional to Speed Conversion Switch

Directional to One Shot Conversion Switch

Speed to On/Off Conversion Switch

Speed to Directional Conversion Switch

Speed to One Shot Conversion Switch

One Shot to On/Off Conversion Switch

One Shot to Directional Conversion Switch

One Shot to Speed Conversion Switch
That's it for now, I'll post again if I add something new or I have an epiphany regarding the level. Be sure to let me know what you think in the comments, and if you have suggestions, don't be afraid to let me know.

Comments

  1. Marino's Avatar
    You walked me through this and taught me how everything works, and I was amazed. When launch hits and more people see your switches, they will all be as grateful as I am now. I really like the layout of the level and how we can view the mechanics of every switch, so nothing is hidden from our sight. This is a great model for all future submissions to the [URL="http://www.lbpcentral.com/forums/showthread.php?t=3035"]LittleBigToolbox[/URL]!

    I'm loving this new blog format btw! :arg:
  2. Snrm's Avatar
    very useful indeed

    the switches are probaly the one thing i dont understand in LBP well but this changed it!
  3. docpac's Avatar
    Great subject. I've been planning to make some custom switches of my own and this helps out greatly. I want to have in my levels only custom switches right down to the actual lever that is pulled. I love this game.
  4. mongoose7's Avatar
    Very good. Good for newbies.
  5. werty131's Avatar
    it's locked
  6. Gilgamesh's Avatar
    Um... this blog post was made back in 2008. I'm pretty sure the Logic Pack, Incinerator22's Logic Workshop and other more recent logic levels will cover anything you might need logic-wise.
  7. Phazerz123's Avatar
    this Reminds me of an Old story.............zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz . Great Level probably.
  8. mutant_red_peas's Avatar
    ...Yeah..... I found all these in a logic collection level.... I forgot the name though.

    If you want some new switches, go through all the original story levels (particularly the later ones [Metropolis, Temples and Wilderness most notably] as they include better puzzles which means better logics).
    Back to the levels, if you play through the Media Molecule story levels rather helpfully left quite a lot of the logics for their puzzles visible so people like ConfusedCartman can come along, spot them and tell this whole community about his findings, all in a days work.

    An example of this is a x2 in Metropolis (don't know which one) where Player One presses switch changes direction of a piston (visible and not permanent) so it activates a magnetic switch and makes a fan spin allowing Player 2 through. Then as P2 (now referred to as P1 for Player 1 and P2 as Player 2) goes through the fan they can press a switch which activates a permanent switch which allows a delightful block fall and keep the magnetic key permanently activated and also allowing P1 off the switch and through the (permanently activated) fan and voila! they have completed Part 1 of that particular x2 puzzle.

    Part 2 requires less logic and works like this:

    P1 jumps onto the platform.
    P2 can move the platform across via wheels on a block (directional) using the switch that is left near the checkpoint.
    P1 has another switch (directional) on their platform that controls the platform height via piston.
    P1 and P2 must work together to manoeuvre.....? (how do you spell?) Anyway, carrying on, work together to ----- the platform through the gas, across left, up, across right and to the prizes.

    The point of this long/basic explanation that everyone knows is to show that when Media Molecule decide to make the logics visible, they open up many new opportunities for budding young logicians, be it beginner, intermediate or advanced. They allow people like ConfusedCartman to go and make logics for everyone. Basically, woo-hoo! Logics!

    CUT! Ok, what was that like?
    Director: Absolutely awful.
    SHUT UP, you couldn't do better and you wrote it.
    Director: You went on and on along in your speech which grew very repetitive after a while and you just confirmed facts people had already found out and confirmed.
    OH YEAH? WELL YOU'RE SCREWED!
    Director: you're FIRED.
    You're retired so HA.

    Sorry, talking to myself again.
    If you read all this, you either like reading or you're so bored you read every word on this blog.
    Thanks for reading if you did, thanks for trying if you didn't.

    Oh, great. Another 3 lines.
    Director: You said another line.
    So did you.
    Director: So did you.
    Oh, great... This'll go on forever, or 4EVA for you slang users.....
    Director: Another line....
    You said another, also stop saying them or we'll run out of material!
    Director: Material?!
    ...... sigh...... We're screwed...
    Director: YOU'RE screwed.
    Yeah but I'm your manager so if I'm screwed then you're double screwed. Anyway I'm bored so see ya LBPC!
    Director: See ya, directing career... down the loo.....

    Uh..... also is this some kind of LBPC record for longest self-talking session? If so, someone had better not beat it for AGES.

    Sorry for the ramble......
    W00T! My first ramble!
    Updated 09-26-2010 at 07:37 PM by mutant_red_peas