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  1. #61

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    Quote Originally Posted by fluxlasers View Post
    I've found a pretty simple way to solve the rotation problem, i.e. where sackboy faces the back when there is no input.

    Attach the Up/Down output of the stick to an OR gate (set to ADD) and connect a battery (Set to -1%) to the other input of the OR gate, then connect the output of the OR gate into the Direction Combiner.

    Now when there is no output from the stick there will be a -1% signal going into the direction Combiner which will output 50% - making your sackboy face forward.

    This seems to work fine even when there is slight movement from the stick.
    Nice work that works real nice! Much better than my fix. I didn't realize the slight pressure on the left stick messed up the facing.

    Any ideas on jumping logic? There needs to be an impact sensor to stop the walking animation. But the big thing is getting the jump to work every time the x button is pushed.

  2. Thanks!


  3. #62

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    You can use the game's jump physics for the jump height (provided your horizontal movement isn't controlled by a Mover set to 100%), but you may want to dampen the directional control to match the air steering.

    Instead of using impact sensors (which could be problematic if you're close to a wall) the best solution is to use the State Sensor - set to detect Jumping for the upward motion and Falling for the downward motion.

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  5. #63
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    The problem I'm having is between layer jumping. If you make some blocks to jump on and scatter them through the layers for sackboy to jump on, it feels natural to run to the front or back of the platform before jumping. But if the player does this they are no longer in the "layer lock" zone. They are actually between layers and the jump won't trigger. Since there is no way to disable player controls, as far am I know, I'm not sure how to add jump logic that will be consistent. Between layers it would work, but in normal layer the jump would multiply right?

    And thanks for the state sensor tip!

  6. #64

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    Without seeing and analysing you logic system it's difficult for me to give you a definitive answer to your problem.

    You could maybe use a broadcast chip that covers the area of the top of the platform (including one layer in from and one layer behind) so that when a player enters the zone they are pushed into the correct layer. For example, if they are in front of the platform and jump up then when they enter the broadcast chip zone they will be pushed back so they land on top of the platform.

    If you find that your In/Out Movers that control sackboy's Z position interfere with the In/Out movers that push sackboy then you may have additional problems. However, I'm sure there will be a solution that works with your logic system, it just might take a bit of trial and error to find it.

  7. Thanks!


  8. #65

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    Is there a way to make the character stay facing the direction they were last moving in, instead of flipping back to facing the screen as soon as you let go of the analogue stick?

  9. #66
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    There has to be. The first thing that comes to mind is to have a feedback loop right before the rotator, but with all these new logic tools there might be am easier way.

  10. #67

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    Quote Originally Posted by one-mad-bunny View Post
    There has to be. The first thing that comes to mind is to have a feedback loop right before the rotator, but with all these new logic tools there might be am easier way.
    You're right, I've just made the logic to do it. You need feedback loops to store the analog values from the stick when you detect the stick is being released.

    It's a bit complicated to explain here exactly how I detect the stick being released, but you basically compare the current analog value and compare it with the value from the previous frame. If the difference is above a certain threshold limit then it stores the values in the feedback loops. Then, when it detects the stick moving again it resets and starts to use the new values.

    It's still not perfect when moving at slow speed, but I think with a bit more tweaking I can get it working better.
    Last edited by fluxlasers; 12-07-2014 at 11:04 PM.


  11. #68

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    Quote Originally Posted by razk View Post
    Is there a way to make the character stay facing the direction they were last moving in, instead of flipping back to facing the screen as soon as you let go of the analogue stick?
    Having a go at Flux's suggestion I ended up with this method.



    Obviously the sequencer is set to positional and the place of the battery will define the stick's dead zone.
    Some nodes are mirrored to make the circuitry easier to understand... mostly for me. lol


  12. #69

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    Could someone make a tutorial video for the movement please? I dont seem to be getting anywhere haha

  13. #70
    Junior Sackperson one-mad-bunny's Avatar
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    Quote Originally Posted by zupaton View Post
    Having a go at Flux's suggestion I ended up with this method.



    Obviously the sequencer is set to positional and the place of the battery will define the stick's dead zone.
    Some nodes are mirrored to make the circuitry easier to understand... mostly for me. lol
    I like the simple solution to a complex problem. I did have facing issues though when I was running (especially left) and quickly let go of the left stick. Not sure if I had a setting wrong. So I played around with it for an hour and came up with something more and less complex at the same time. I used a signal probe and studied the signals. The sequencer wasn't fast enough to turn off. So I replaced it with an inverted not gate which solved the facing problem and made another... Now a slight pressure on the left stick wouldn't trigger the not gates so the player would move without turning. I couldn't fix both at the same time so I got rid of one problem by getting rid of slow movement by using a gameplay tweaker. I must say I am very happy with the results.

    Thanks for posting that picture. It really helped me figure this out!
    Last edited by one-mad-bunny; 12-09-2014 at 02:50 AM.

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  15. #71

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    No problem mate. You are welcome. :)
    I am not good at logic so this is why I try to find simple solutions so I can understand them later when I revisit them. lol

    Funny fact. Both my joy pads are infected tending to push right by themselves so it's quite hard if not impossible to test them at fast release speeds. lol
    Signal prob? I hope You know that by pushing R2 in any output gives a label with a diagram of the output itself overtime.
    I'll check later if I can get somewhere just for the shake of it but probably we will need Flux's advanced frame by frame check circuitry or someone more advanced. ;)

  16. #72
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    No I didn't know that R2 trick. I knew it told material properties and such. I never tried it on a output. Thanks!
    I used the probe so I could watch in real time what happened as I moved the left stick. Like I said, I'm happy with the results. I'd post a pic but there are so many tweaked settings I think it would just confuse most of us. I'll put it up though if anyone wants to see it.

  17. #73

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    Well, after figuring out that by going the traditional road, of checking the joypad's output and relying on the data it produces combined with its built in dead zone, will render any attempt to control those data too complicated for my short span memory, I thought... "why not let the darn LBP itself handle this for us?", and so I came up with the following:



    Although it's inside the pad it totally ignores any input of it and instead uses speed sensors. "Eat this Miyamoto!" lol

    The GREEN sensor is speed 4 and direction left/right and obviously serves as the left/right input of pad.
    The RED sensor is speed 4 and direction in/out. While obviously serves the in/out movement (up/down of pad), it's signal needs to be inverted so it can replicate the inverted up/down pad's movement. That's what the direction splitter/combiner err... combo inside the red box does. The combiner is set just to combine inputs.
    The YELLOW combiner inside the white box is the usual suspect that angle-ify's inputs (thanks to fluxlasers for pointing out its purpose)
    The circuit in the white box generates the signal that will be used for the character rotation
    The BLUE sensor has speed 0.1 to 0.3 (higher numbers reproduce bigger dead zones but at the risk of moonwalking animation at slow speeds), direction set to all and replaces the sequencer of my previous post while the rest remain as is.
    Hope this will help. :)
    Last edited by zupaton; 12-09-2014 at 06:08 PM. Reason: New findings


  18. #74

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    The only thing that bugs me with this Anglefey-ouput option on the combiners is the complete lack of joystick deadzone. The first time I felt it was during Sumo's Yeti level. My PS3 joysticks are kinda getting old and wobbly, which made platforming a bit tedious...
    HP/MP restored !
    But you're still hungry.

  19. #75

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    Quote Originally Posted by Rovelius View Post
    The only thing that bugs me with this Anglefey-ouput option on the combiners is the complete lack of joystick deadzone. The first time I felt it was during Sumo's Yeti level. My PS3 joysticks are kinda getting old and wobbly, which made platforming a bit tedious...
    The Yeti level was a top down level and used normal rotators to rotate the player. Direction Combiners set to "Angle-ify Inputs" are not use in that level.

  20. #76
    Junior Sackperson one-mad-bunny's Avatar
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    While we are on the subject, why is it that a slight pressure on the left stick sends enough signal to make sackboy sneak, but not enough to trigger logic like a "not gate" while a battery set as low as 1% will activate the same logic. You know how easy this would all be if that slight signal would turn on logic like that. I know it will work on a positional sequencer, but that is too slow.

    Also, about the dead zone. My fix for this was a game play tweaker. Basically I made it so the player can't move at all until enough signal comes from the left stick to trigger my "not gates" , which is a slow walk. But that walk speeds into a run and the facing works flawlessly.

  21. #77

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    This honestly should've been included as a simple straightforward feature... Not to complain or anything, but it seems more complicated than it has to be.


    Formerly LBPfan92


  22. #78

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    Quote Originally Posted by one-mad-bunny View Post
    While we are on the subject, why is it that a slight pressure on the left stick sends enough signal to make sackboy sneak, but not enough to trigger logic like a "not gate" while a battery set as low as 1% will activate the same logic.
    That's because the not gate looks at the digital component of the signal, and the movement takes the analogue component. The stick output has a kind of deadzone in its digital output, so it won't turn on until 30% or something. You can define your own thresholds with a sequencer set to positional.

  23. #79
    Junior Sackperson one-mad-bunny's Avatar
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    Quote Originally Posted by Rogar View Post
    That's because the not gate looks at the digital component of the signal, and the movement takes the analogue component. The stick output has a kind of deadzone in its digital output, so it won't turn on until 30% or something. You can define your own thresholds with a sequencer set to positional.
    Yes this works in some cases, but we would need the signal from the sequencer to instantly turn off, but it kind of slides off and I think the negative signals confuse it or at least they confuse me.

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