...spin off from SeniorGhost's Valve Lock thread where me and rtm went nuts with LED's and counters.
Look for the levels -
FREE LED lock protection!
by me, both made with roughly the same objects and some slight modifcations.
and
Vault Lock/Level lock
by rtm223
I know rtm's about to make a counter with his method too, but altogether we should have the lock gamed locked down lock and key... lock stock and two smoking barrels... shut down like lockjaw... goldilocks and the three bears like... the lochness monster and such.

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- 0 - 9 - 0 LED locks, and 999 LED counters
Results 1 to 15 of 42
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07-08-2009 #1Sackperson Private
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0 - 9 - 0 LED locks, and 999 LED counters
Last edited by NinjaMicWZ; 07-10-2009 at 06:33 AM.
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07-08-2009 #2One bad mother folker
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will check it out xD
Well, I'm back for a while. Making some more sigs for people and such. So, just sent requests my way.
Still getting back into sig making, so bare with me a bit ^^'
Current Project(/s):
New band - Bad Mother Folkers
Level(/s) - Music/Concert related level.
Top-Shot Plane fighter game.
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07-09-2009 #3
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07-09-2009 #4Sackperson Private
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Holy H... everyone search, you especially CENTURION, go to guneye's levels and look for "Unbelievable LED Counter" - I sent him my counters, and he reworked it into an entirely self contained box... you can add numbers to it, without even connecting anything. Somehow the number boxes communicate with each other free of connections, but it's ALL hidden right behind the size of the number grid.
I haven't see the inner workings yet, but he's supposed to send me one. Said if he gets 5 stars he'll put it on share - lol, good thinking.
PSN: guneye
Level: Unbelievable LED Counter
Unreal.
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07-09-2009 #5Tarsier Level Designer
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Sweet zombie Jesus - how'd he do that?
Mm Picks: Roller INC 2 | Wizard: Chapter 1 | LittleBigPrius
Levels: New! -The Button | The Fourth Wall | The Heist: Making a Withdrawal | Rubik's Tube
Lbp.me profile: comphermc | LittleBigplanet 2 Create Tutorials: LBPlanetorials
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07-09-2009 #6
sounds very interesting
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07-09-2009 #7fun and frivolous
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You and your wordsmithery Ninja - I now can't think of any "lock" puns to add to the list! And I bet you've got a whole slew of ones you kept in reserve as well

So yeah, the version I have online is out of date. I managed to reduce thermo by 20% by getting rid of the piston array on the side - I found a neat little solution to that problem.
I also made my stopwatch timer which, if I do say so myself, is starting to look rather slick. I prettied up the numbers slightly, eliminated the increment ripple so that all digits that need to change update exactly on the second and all of the transitions now look smooth as. Bang on 4 bars of thermo for a 10-minute timer.
I'm going to add another update so each digit does the little flash every second, rather than just when it increments and if I can I'm going to get a decisecond indicator in there as well. Once that's done it will be truly awesome.
What on earth does this mean? Is there a set of numbers kept externally that it cycles through? If so... sweet zombie jesus indeed. This version does sound interesting. I think I could get mine down to 1 thin layer and one thick layer, for the whole thing and put the mechanism behind the LEDs, but it would just become impossible to work with (it nearly is alreadyyou can add numbers to it, without even connecting anything. Somehow the number boxes communicate with each other free of connections, but it's ALL hidden right behind the size of the number grid.
)
Last edited by rtm223; 07-09-2009 at 12:17 PM.
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07-09-2009 #8oogady boogady
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Wow this sounds really interesting i deffinately have to check it out.
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07-09-2009 #9fun and frivolous
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So I uploaded my timer. It counts up to ten minutes then cycles. I tried making all three digits flash in synch and it just looked bad, so that's been scrapped.
Level name "LED Stopwatch / Clock", down by africa. Icon looks like:
Ninja, you should check out the digit update sychronisation I posted in the other thread:
It's only makes a subtle differece, but you seem like a man who like detailsCode:___ TRUE -----------| | | & |-------inc_s clk --|___| ___ s==9 --o--------| | | | & |-------inc_t | clk --|___| | | ___ ---------| | t==5 -----------| & |-------inc_m clk --|___| ...etc. s is seconds, t is tens of seconds m is minutes inc_x is the 1 shot to increment x
Just swap out the clock for the counter input.
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07-09-2009 #10
There is no realistic way you can just drop another box on the end to make it more digits, you need to connect at least one wire. The only way would be to have an emitter drop something into the next box over, but then you would need them all to be lined up exactly like that. I'm going to assume there is one wire that you connect from box to box to make it count up the next digit.Holy H... everyone search, you especially CENTURION, go to guneye's levels and look for "Unbelievable LED Counter" - I sent him my counters, and he reworked it into an entirely self contained box... you can add numbers to it, without even connecting anything. Somehow the number boxes communicate with each other free of connections, but it's ALL hidden right behind the size of the number grid.
I haven't see the inner workings yet, but he's supposed to send me one. Said if he gets 5 stars he'll put it on share - lol, good thinking.
PSN: guneye
Level: Unbelievable LED Counter
Unreal.
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07-09-2009 #11fun and frivolous
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SO that's what he meant by adding digits. Well yeah that's just gonna be a case of a key or something on the lefthand side to indicate rollover. Have a switch on the RHS. Decouple the connection that way. Thats not too difficult.
In fact the timer key is what would be emitted to indicate rollover, assuming he is mimicking ninjas mechanic. Each digit just "looks" over to the right for it's timer.
Shrinking the whole mess down to that small a size is the very very impressive part. As I said I think I could do it with mine, but it'd be nasty and I'd probably give up halfway through...
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07-09-2009 #12
hey ninja i saw your lock yesterday, pretty cool. I noticed the threeway switch but the numbers always increase no matter which way i pulled it. You probably noticed this as well. Anyways have you thought about making it go in both directions.
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07-09-2009 #13Sackperson Private
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I've got one that goes both directions, but it just cycles through manually and is a pain to stop on numbers. The mag key that turns on the wheel activates a "power" switch which just tells it to turn for a split second. If I had it on directional, it would reset every time the key goes away. There probably is an awesome way to do it though.
I dunno. I haven't checked it out yet, but his wording was that they talk to each other. If it works how I think it does than number grids tell other number grids what number they should be on.There is no realistic way you can just drop another box on the end to make it more digits, you need to connect at least one wire. The only way would be to have an emitter drop something into the next box over, but then you would need them all to be lined up exactly like that. I'm going to assume there is one wire that you connect from box to box to make it count up the next digit.
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07-09-2009 #14Tarsier Level Designer
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Unfortunately, his rating dropped below 5 stars (for stupid people who don't understand the complexity of it). I don't think we'll ever get to see it
lol.
Mm Picks: Roller INC 2 | Wizard: Chapter 1 | LittleBigPrius
Levels: New! -The Button | The Fourth Wall | The Heist: Making a Withdrawal | Rubik's Tube
Lbp.me profile: comphermc | LittleBigplanet 2 Create Tutorials: LBPlanetorials
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07-09-2009 #15
Here is how I think it is implemented if you can just drop boxes next to each other.I've got one that goes both directions, but it just cycles through manually and is a pain to stop on numbers. The mag key that turns on the wheel activates a "power" switch which just tells it to turn for a split second. If I had it on directional, it would reset every time the key goes away. There probably is an awesome way to do it though.
I dunno. I haven't checked it out yet, but his wording was that they talk to each other. If it works how I think it does than number grids tell other number grids what number they should be on.
[SPOILER]
xxx
xxx = LED Box
xxx
o = Emitter
< and > = Directions
So it has to work with emitting if the entire structure is enclosed.
Each box looks like this:
xxx
xox
xxx
When it is on 9 and someone presses the trigger again, it emits some sort of object with a magnetic key on it to the left of it, and then changes back to 0.
xxx xxx
x0x < x0x
xxx xxx
This means that each box has two means of input, user and from other boxes. They may filter into the same method (ex: the grab switch is linked to an emitter that does the same thing) or it may just be two totally different things.
But then this would mean something else. This means if someone dares to go to 999 and hit it again, something will drop beside the last box, unless they configured it to only send if there was a box next to it, which is really only the matter of a magnetic key switch aimed in that direction.
[/SPOILER]
If anyone feels like counting to 999 on it, it may show what I'm explaining, and if not, they implemented an AND switch to make sure that there was a box next to it before counting up a new digit.
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