Still to this day this is the best health bar tutorial. Everyone else uses counters, but this allows for a much larger range of control. I am currently using this type of system to make a tower defence level. By using a sequencer set to positional with batteries ranging from 10 - 100%, I can control the damage the "bullets" do by simply connecting a tag sensor (set to signal strength) to the sequencer. I can then connect the corresponding tag to a battery and adjust the % damage just by changing the battery %. The advantage is I can have a set of enemies that progressively get harder and harder as the waves pass without needing to have a whole bunch of emitters with the same enemy and different counters for health bars. This dramatically saves on thermometer space. (I hope this makes sense lol). This is game is old af but there is still a community around it. They have custom servers now and it has revitalized my motivation to continue making levels. Thanks again for your awesome tutorials! (:
ok... you do realise by making these tutorials you have significantly raised the bar for all creators which means awesome levels for us, by giving people the tools to make what they imagine. You sir are a true patriot to the lbp community. Im pretty sure 21690 people can make way cooler stuff now.
Thanks so much for the help, a dual-stick, or top down shooter is something i've always tried to make on LBP, but never could. Took me a while to work out my mistakes. But thanks for uploading this. VERY helpful!!
I actually just titled my impact sensor "Damage," and hooked up batteries to the tags (also titled damage) that are attached to whatever is dealing the damage. That way I could get any number of damage types I wanted without having to make logic for each. I also needed to place tag sensors on the circuit boards, that are turned on by the timer, instead of the various battery strengths. I set them to signal strength instead of closeness, so that they could pick up the signals coming in from the 'damage dealers.' I hope that this makes sense. I did notice someone who commented wondering how to implement this with about 24 different damage scales. This is the best way that I know how.
You are amazing with how you commentate the tutorials. You make it easy to listen to and learn from. Thank you! (I subbed you before I even had LBP2 b/c I knew I'd need these tutorials at some point. I'm glad I did! XD)
Thank you! Yesterday I was slowly dying trying to figure out how to make an efficient health bar because the projectile sensor cant reset and the counter was too slow, this will work perfectly. :)
Thanks a metric sack ton for these vids. Yes I am going to ape your health bar mainly because its quite easy to manage weak and strong attacks once its all set up.
Something I added to this cool health bar stuff is a health regenerator, all I did was created an OR gate put all the hit signals into it and that OR gate is plugged into a timer's reset. The timer is set to about 5 seconds and the timer is put into a microchip activation input (because percentages) and inside is a battery with 1% and that is put into the positive input in the direction combiner!
Jonathan Panda Nic idea. If you were to have Training Mode in a fighting game on LBP3 (or LBP2) then that would be completely useful, you know. Plus I will be making a fighting game on LBP3 soon.
Got the function for the number of hits needed. y = 97.1(.846)^x where x is the number hits needed and y is the battery percent with a .1 timer(subtraction timer) and round up (numbers may not be exact) To hit different hp values, multiply the original battery percent by the damage you want.
@MegaExtremest: Simple, just put a 100% health regenerators at the checkpoint. If you don't want it to refill every time, use a tag that is activated when the player respawns.
You can also make it do continuous damage by attaching the impact sensor to another timer that resets itself and connect the output to the reset input of the 1st timer. That is, if you plan on enemies following you to deal damage.
A note using signal strength is easier to see than a timer. Also you could use a negative signal and 'or gates' set to addition to cut the amount of logic considerably.
Place a invisible hologram over the area. Make sure it sticks out enough to touch sackbot. Put a dmg microchip on it like the ones in the video. One with the battery set to 1% or whatever % you want. Put a timer on the hologram next to the chip that is set to 0.1 or whatever rate you want. Set it to reset itself and turn on the damage tag that you put on the hologram. Now if your sackbot keeps standing in your Poison or whatever he will lose that dmg tag percent every 0.1 seconds.
I imagine... a paintball hitting you will activate the impact sensor and will take health away... you can shoot a paintball in create mode while paused to make the ball hold still, put a tag on it, and save it. That would assign the paintball to a certain impact sensor like he did...
@Zanmatt2g I Found out how to do it, you have to put a paint sensor on the circuit board of the sackbot and change how many paint balls you want it to take to kill it. But you can't have varying damage.
@Rodrigo00 i am pretty sure he used holograms for the projectiles since holograms in my experience one trigger impact sensors with other hologram material
It's not mentioned: If you copy your red hit 1(for example) Then change the tag to say Blue and name it Health(The name is irrevelant) then wire it to the positive of the directional combiner then it will add health back to your health bar. (assuming you have for example a block of material with the match tag) =)
@Mrtommie96 It's not his fault. Mm just didn't make it properly, otherwise both would be 50%. When they made the game, they probably made it mainly for kids. So they didn't bother to be too accurate.
@Zanmatt2g I think what i'll do is finish the level the way I said, and then afterwards try and tinker with it and get it to work the way you explained
@therandomchannel78 impact sensor, include touching, possibly require tag if you wanna be mor proficient and make it not dissapear if anything hits it, just ur sackbot wich has a tag, and connect it to a destroyer.
@Michael0114PS3 so basically x is a variable in which u substitute any number; in in this case, u put in how many hits you want it to be till the timer reaches 0 i could help more if i knew the early stages of what? Functions? variables? equations? exponents? multiplication?
@LBPlanetorials Thank you for this video!!!! I really needed a health bar if i make a level with this...I did exactly like you but anyway. I do a level with this health bar and i give credits to you. It will have some stuffs from your tutorials. But i give credits to you.
im using this and bending it to my needs making a jak sackbot that can turn into a darkeco jak and it has a eco bar that runs out over time and as you use the abilitys and can be refilled by waiting as normal jak
I know this it has been two years but you could also make the regen for the eco higher or lower depending on the environment. It's how his powers work in universe
@LBPlanetorials: Okay, that was nice, I was wondering how to make a precise counter, but there's one thing you didn't say: If you put the "damage battery" to 20%, it means you can only take 5 of those hits? If 10%, 10 hits? I need this to be precise, and if I make a boss I would need to make the player die at the 4th hit. So it would be 25%?
@sonofbrave I have this problem too. i tried redoing it a couple times and still ended up with that result. since i'd like an exact number of hits to kill the sackbot, i'd like a solution to the problem as well
I'm trying to do an inFamous level and am stuck on incrementing and decrementing energy based on which power is used, as it is in the game. Also, I am trying to figure out how to increment energy (as with the energy drain in game). Would you be able to explain that if possible? Thanks in advance and keep up the great work!
Is there a way to make it so that health is regained slowly instead of instantly? Thx in advance! And great tutorials btw =D they really helped me a BUNCH
Ok so I get how this works.But let's say that when I pick up the health bar,I dont want it to just stay there,I want it to go away when picked up.How do I do this?
I got this to work but when i wire the second timer to a destroyer, my player controlling the sackbot dies and is ejected out of the controlinator, and the sackbot unharmed and the bar refills, any help?
I found 1 problem with it though: If you get hit multiple times by the same projectile at once, you would end up getting hit as if only one of them hit you. Kind of a problem for my shotgun type weapon :P
Hey Compher, This is really helpful, but i've got a dilemma. I want to know if there is a way to make it so that paintinators lower the health, instead of having something emitted. I put quite alot of time into a lvl and if there is no way to make paintinators lower health bars, then it'll kinda suck. If you could reply that would be helpful so that I could know if I should move onto another project yet or not.
Anyone wanna explain the initial timers' setting to me? The ones reset by the impact sensors. I don't get why their outputs are inverted and stuff. Thanks in advance.
i tested this out a while ago after seeing this video and when i set the battery for 10%, the timer goes down (about) 3/4s of the way of 10%, so instead of 10 hits to 0, i need more than that. is there any way to fix that or do i have to do simple calculations every time i want to create accurate decrements?
Hey, I'm programming an enemy's hp, the level I'm making is 4P with 8 sackbots to choose from. I've noticed with my logic, if two bots were to attack the enemy at the same time it would only register for one, how would you handle this situation? Ideally I want it to add the attacks of any players attacking simultaneously.
I want to make a health bar with a similar application, but I want it to be a digital timer. I know it is probably the same as a normal timer, but I can't get my head around it.
Broken Shovel Just brainstorming, You could try emitters. I'm thinking if you built a sequencer, gave it over 100 units or sequences or whatever, and put an emitter at each point, 1% emitter at unit 1, 50% at 50, etc like he showed us in the sequences video, that could work. Whenever the char took damage the sequence would fall to the requisite position at which place your respective emulator would be present displaying the proper digital percentage. It's very analog and seems like it'd take a crapload of time, but it seems do'able, in theory. I'm a novice still learning myself and there's probably a much more streamlined method of doing this, so take all this with a huge grain of salt.
Allergic2StupidAchoo I play on LBP3 now so I dont use MCs anymore I use the Broadcast MC so it get a little bit more... Modulated. But thank you so much you are a pretty good novice cause it worked.
Still to this day this is the best health bar tutorial. Everyone else uses counters, but this allows for a much larger range of control. I am currently using this type of system to make a tower defence level. By using a sequencer set to positional with batteries ranging from 10 - 100%, I can control the damage the "bullets" do by simply connecting a tag sensor (set to signal strength) to the sequencer. I can then connect the corresponding tag to a battery and adjust the % damage just by changing the battery %. The advantage is I can have a set of enemies that progressively get harder and harder as the waves pass without needing to have a whole bunch of emitters with the same enemy and different counters for health bars. This dramatically saves on thermometer space. (I hope this makes sense lol).
This is game is old af but there is still a community around it. They have custom servers now and it has revitalized my motivation to continue making levels. Thanks again for your awesome tutorials! (:
ok... you do realise by making these tutorials you have significantly raised the bar for all creators which means awesome levels for us, by giving people the tools to make what they imagine. You sir are a true patriot to the lbp community. Im pretty sure 21690 people can make way cooler stuff now.
OMG THANK YOU SO MUCH! I've been going crazy to find a way to reverse the timer as to heal it. But because I found this, thank you.
Thanks so much for the help, a dual-stick, or top down shooter is something i've always tried to make on LBP, but never could. Took me a while to work out my mistakes. But thanks for uploading this. VERY helpful!!
Feels like I'm taking a math class all over again. Thanks Comp!
ah, i miss the days when everyone would play lbp2, i miss those days
I actually just titled my impact sensor "Damage," and hooked up batteries to the tags (also titled damage) that are attached to whatever is dealing the damage. That way I could get any number of damage types I wanted without having to make logic for each. I also needed to place tag sensors on the circuit boards, that are turned on by the timer, instead of the various battery strengths. I set them to signal strength instead of closeness, so that they could pick up the signals coming in from the 'damage dealers.' I hope that this makes sense. I did notice someone who commented wondering how to implement this with about 24 different damage scales. This is the best way that I know how.
You are amazing with how you commentate the tutorials. You make it easy to listen to and learn from. Thank you!
(I subbed you before I even had LBP2 b/c I knew I'd need these tutorials at some point. I'm glad I did! XD)
After these years i have see best intro in yt and lbp من بعد كل هذه السنوات اصدم ب افضل دخول للمقطع في اليوتوب و افضل دخول في لعبة ليتل بيق بلانت 💔
Thank you! Yesterday I was slowly dying trying to figure out how to make an efficient health bar because the projectile sensor cant reset and the counter was too slow, this will work perfectly. :)
Thanks a metric sack ton for these vids. Yes I am going to ape your health bar mainly because its quite easy to manage weak and strong attacks once its all set up.
Something I added to this cool health bar stuff is a health regenerator, all I did was created an OR gate put all the hit signals into it and that OR gate is plugged into a timer's reset. The timer is set to about 5 seconds and the timer is put into a microchip activation input (because percentages) and inside is a battery with 1% and that is put into the positive input in the direction combiner!
Jonathan Panda Nic idea. If you were to have Training Mode in a fighting game on LBP3 (or LBP2) then that would be completely useful, you know. Plus I will be making a fighting game on LBP3 soon.
the gate he used to combine all of the inputs has a "add inputs" options which makes it easier to add several dmg outputs.
Got the function for the number of hits needed.
y = 97.1(.846)^x
where x is the number hits needed
and y is the battery percent with a .1 timer(subtraction timer)
and round up (numbers may not be exact)
To hit different hp values, multiply the original battery percent by the damage you want.
@MegaExtremest: Simple, just put a 100% health regenerators at the checkpoint. If you don't want it to refill every time, use a tag that is activated when the player respawns.
your tutorials are pure awesome
:) ty for help dude. Kept missing out important links like timer speed not on off sequence.
Absolutely incredible, again!
You can also make it do continuous damage by attaching the impact sensor to another timer that resets itself and connect the output to the reset input of the 1st timer. That is, if you plan on enemies following you to deal damage.
A note using signal strength is easier to see than a timer. Also you could use a negative signal and 'or gates' set to addition to cut the amount of logic considerably.
@wickfordboyz Practice, diligence, and the support of a large community of very intelligent people.
LBP Vita is commonly referred to as LBP3. It has all of LBP2's tools, enhanced, as well as new ones.
I think these are the best videos ever :D haha Keep up the great work!!!
Place a invisible hologram over the area. Make sure it sticks out enough to touch sackbot. Put a dmg microchip on it like the ones in the video. One with the battery set to 1% or whatever % you want. Put a timer on the hologram next to the chip that is set to 0.1 or whatever rate you want. Set it to reset itself and turn on the damage tag that you put on the hologram. Now if your sackbot keeps standing in your Poison or whatever he will lose that dmg tag percent every 0.1 seconds.
I love these tutorials.
I imagine... a paintball hitting you will activate the impact sensor and will take health away... you can shoot a paintball in create mode while paused to make the ball hold still, put a tag on it, and save it. That would assign the paintball to a certain impact sensor like he did...
the opening 25 secs is epic! :D
This is a god send, really thank you.
These are really helping me out :D keep it up!
@Zanmatt2g I Found out how to do it, you have to put a paint sensor on the circuit board of the sackbot and change how many paint balls you want it to take to kill it. But you can't have varying damage.
@Rodrigo00 i am pretty sure he used holograms for the projectiles since holograms in my experience one trigger impact sensors with other hologram material
It's not mentioned: If you copy your red hit 1(for example) Then change the tag to say Blue and name it Health(The name is irrevelant) then wire it to the positive of the directional combiner then it will add health back to your health bar. (assuming you have for example a block of material with the match tag) =)
@Mrtommie96 It's not his fault. Mm just didn't make it properly, otherwise both would be 50%. When they made the game, they probably made it mainly for kids. So they didn't bother to be too accurate.
@Zanmatt2g I think what i'll do is finish the level the way I said, and then afterwards try and tinker with it and get it to work the way you explained
@Smudgeurfudgemuffin The electricity was on the thin layer, so he was never in any danger.
HOORAY! i needed this tutorial!
thank you! now my level will be alot more smooth!
Your tutorials are great subbed....
@kelvind09 it snaps an object to go a certain degree of an angle 5 - 90
@therandomchannel78 impact sensor, include touching, possibly require tag if you wanna be mor proficient and make it not dissapear if anything hits it, just ur sackbot wich has a tag, and connect it to a destroyer.
This is amazing, thank you so much.
@Michael0114PS3 so basically x is a variable in which u substitute any number; in
in this case, u put in how many hits you want it to be till the timer reaches 0
i could help more if i knew the early stages of what? Functions? variables? equations? exponents? multiplication?
@DJspre
LBP2torials = LBP "two"torials. The sound from saying two takes the place of the tu in tutorials.
its nice done that his remembering everything i can remember i got stuck.
@LBPlanetorials Thank you for this video!!!! I really needed a health bar if i make a level with this...I did exactly like you but anyway. I do a level with this health bar and i give credits to you.
It will have some stuffs from your tutorials. But i give credits to you.
Keep it up! Luv your vids!
@goldenguns4u a specific tag that that has the same coulour (and name) as the impact sensor
Don't feel bad, nobody plays my levels either. Everyone is too busy playing "Shark Survival" for the billionth time in a row.
im using this and bending it to my needs making a jak sackbot that can turn into a darkeco jak and it has a eco bar that runs out over time and as you use the abilitys and can be refilled by waiting as normal jak
I know this it has been two years but you could also make the regen for the eco higher or lower depending on the environment. It's how his powers work in universe
@ACCallODuty thank you very 'very' much! :D
@LBPlanetorials: Okay, that was nice, I was wondering how to make a precise counter, but there's one thing you didn't say:
If you put the "damage battery" to 20%, it means you can only take 5 of those hits?
If 10%, 10 hits? I need this to be precise, and if I make a boss I would need to make the player die at the 4th hit. So it would be 25%?
this helped me so much! thanks!
@sonofbrave I have this problem too. i tried redoing it a couple times and still ended up with that result. since i'd like an exact number of hits to kill the sackbot, i'd like a solution to the problem as well
I'm trying to do an inFamous level and am stuck on incrementing and decrementing energy based on which power is used, as it is in the game. Also, I am trying to figure out how to increment energy (as with the energy drain in game). Would you be able to explain that if possible? Thanks in advance and keep up the great work!
use a counter. and on the logic board for the sackbot put a paintinator counter so it goes down as u get shot .
Is there a way to make it so that health is regained slowly instead of instantly? Thx in advance! And great tutorials btw =D they really helped me a BUNCH
Ok so I get how this works.But let's say that when I pick up the health bar,I dont want it to just stay there,I want it to go away when picked up.How do I do this?
To be honest, I find sackbots quite sexy to be honest, it wouldn't exactly be a bad experience.
I got this to work but when i wire the second timer to a destroyer, my player controlling the sackbot dies and is ejected out of the controlinator, and the sackbot unharmed and the bar refills, any help?
How do you make so if you keep on touching it it will keep on constantly damage you? Please help i need to know! Or any help please!!!!!
I found 1 problem with it though: If you get hit multiple times by the same projectile at once, you would end up getting hit as if only one of them hit you. Kind of a problem for my shotgun type weapon :P
Yeah.... About the LBP2 plays as its sort of the same on the Vita.
Hey Compher, This is really helpful, but i've got a dilemma. I want to know if there is a way to make it so that paintinators lower the health, instead of having something emitted. I put quite alot of time into a lvl and if there is no way to make paintinators lower health bars, then it'll kinda suck. If you could reply that would be helpful so that I could know if I should move onto another project yet or not.
woot i can alwasy trust u man to give me the tut i need
Anyone wanna explain the initial timers' setting to me? The ones reset by the impact sensors. I don't get why their outputs are inverted and stuff. Thanks in advance.
how do i make it go hp bar go down contiuestly until its not being touched or sencerd?
Is there anyway you can set a speed scale timer to a specified percentage using a battery!
i tested this out a while ago after seeing this video and when i set the battery for 10%, the timer goes down (about) 3/4s of the way of 10%, so instead of 10 hits to 0, i need more than that. is there any way to fix that or do i have to do simple calculations every time i want to create accurate decrements?
@zolatofu
It decreases the health each time the zombie hits it,not the longer it "hits" me.
Hey, I'm programming an enemy's hp, the level I'm making is 4P with 8 sackbots to choose from. I've noticed with my logic, if two bots were to attack the enemy at the same time it would only register for one, how would you handle this situation? Ideally I want it to add the attacks of any players attacking simultaneously.
what does the angle snap feature do ? i mean we already have grid
i love your intro
What did you put in the circuit board of the materials hitting you? Please tell me how to tweak it.
can you show the way you made the shells?
I want to make a health bar with a similar application, but I want it to be a digital timer. I know it is probably the same as a normal timer, but I can't get my head around it.
Broken Shovel Just brainstorming, You could try emitters. I'm thinking if you built a sequencer, gave it over 100 units or sequences or whatever, and put an emitter at each point, 1% emitter at unit 1, 50% at 50, etc like he showed us in the sequences video, that could work. Whenever the char took damage the sequence would fall to the requisite position at which place your respective emulator would be present displaying the proper digital percentage. It's very analog and seems like it'd take a crapload of time, but it seems do'able, in theory.
I'm a novice still learning myself and there's probably a much more streamlined method of doing this, so take all this with a huge grain of salt.
Allergic2StupidAchoo I play on LBP3 now so I dont use MCs anymore I use the Broadcast MC so it get a little bit more... Modulated. But thank you so much you are a pretty good novice cause it worked.
hey this is a dumb question but how did you get the sackbot to be invincible to electricity in the intro? thanks! great videos btw :D
what if I want more than 100 damage? what do I do then? Just make it so they get hit twice by a 100 damage attack?
exactly y mm ditched the cooling early version of lbp2
thank you very much
I have a problem.
I have my health bar ready. But if I hit the hologram with 1 loop done nothing! Can anyone help me?
wow... epic!!!
@CRUNKLYBUMXANDER ,
simple dude just add a small percentage from the battery instead of 100 percent. have fun.
How would I apply this to a zombie instead of a projectile?
What do you put on the projectile so it does damage
I've never seen anyone who knew how to spell like you!
can da healthbar lose health by geting hit by the paintgun plz replay
LBPlanetorials, I got a question for you. Will this Health Bar work on Fighting game or no?
do you know how to do the same for ammo? and could you make a tutorial please :)
@2112Addyboy yes i guess i messed up while typing sorry!
SUBSCRIBED!!!!!!
now im using a counter cuz im lazy and its easy but im using a paintinator as the weapon your sack bot gets
I REALL LIKE INTRO SO COOLL
why couldn't you just put the hit logic on the sackbot? it would still work
let me think i was on the end of the "hitting" torial
and i thought health pack oppisite!
what about weak health packs
the is an lbp vita if that helps
how do you make an over shield like in halo
As soon as I got all of this done my system froze.................
noob
YouPooped YourTube shut up
what about toping up health
niesamowite