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.
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! (:
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.
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!!
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.
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.
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.
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.
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. :)
@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
@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%?
@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.
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!
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?
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.
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?
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) =)
@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.
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.
@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
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.
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
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 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.
Good tutorial, but it won't wok for me and it seems like it not works for you either. You see, the percent doesn't match with the timer. When I did exactly like you but had 50% on the battery th time went down with 1/3. Something is wrong.
Maybe you could use this and attach a looping timer witch goes into an and gate and the other input being however you detect whether something is on, and wire that to a damage system. repeat that system to do it for each thing that takes up power. Hope this helps
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.
I've been trying to make a sideview RPG similar to Denjo92's work but it started to get a bit complicated just for myself, so I'm asking for others to help me on this to speed up this project of mine, or rather ours. Musicians are need aswell, nothings better with some original music. I do not intend or wan't hearts or attention as I wish to make this level for its playability. Keep this in mind! (I live in a PST time zone) PSN: LinkedApart
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.
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! (:
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.
the gate he used to combine all of the inputs has a "add inputs" options which makes it easier to add several dmg outputs.
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!!
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.
:) ty for help dude. Kept missing out important links like timer speed not on off sequence.
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.
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.
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.
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. :)
Absolutely incredible, again!
@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
@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%?
@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.
What did you put in the circuit board of the materials hitting you? Please tell me how to tweak it.
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!
@DJspre
LBP2torials = LBP "two"torials. The sound from saying two takes the place of the tu in tutorials.
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 love these tutorials.
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.
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?
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) =)
@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.
what does the angle snap feature do ? i mean we already have grid
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.
@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
ah, i miss the days when everyone would play lbp2, i miss those days
how do i make it go hp bar go down contiuestly until its not being touched or sencerd?
These are really helping me out :D keep it up!
Your tutorials are great subbed....
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.
To be honest, I find sackbots quite sexy to be honest, it wouldn't exactly be a bad experience.
@goldenguns4u a specific tag that that has the same coulour (and name) as the impact sensor
HOORAY! i needed this tutorial!
This is a god send, really thank you.
What do you put on the projectile so it does damage
@Smudgeurfudgemuffin The electricity was on the thin layer, so he was never in any danger.
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
can da healthbar lose health by geting hit by the paintgun plz replay
How the heck did you learn all of this? Do you take LBP classes or something?
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?
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?
Keep it up! Luv your vids!
exactly y mm ditched the cooling early version of lbp2
I want to make my hero/character to regen itself everytime like rpg games...
cn you help me how to make them...
As soon as I got all of this done my system froze.................
noob
YouPooped YourTube shut up
how do you make an over shield like in halo
use a counter. and on the logic board for the sackbot put a paintinator counter so it goes down as u get shot .
@ACCallODuty thank you very 'very' much! :D
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 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.
Yeah.... About the LBP2 plays as its sort of the same on the Vita.
How do you do something like a Game over with the hp bar?
Just connect the timer to a NOT gate, and connect that to your game over screen =}
my checkpoints glitch out with the bar
what about toping up health
Good tutorial, but it won't wok for me and it seems like it not works for you either. You see, the percent doesn't match with the timer. When I did exactly like you but had 50% on the battery th time went down with 1/3. Something is wrong.
i love your intro
@2112Addyboy yes i guess i messed up while typing sorry!
im trying to make a level im quite young it very detailed but knowone play them for some reason please someone awswer
Can you make a tutorial on how to make movies please?
the is an lbp vita if that helps
@CRUNKLYBUMXANDER ,
simple dude just add a small percentage from the battery instead of 100 percent. have fun.
SUBSCRIBED!!!!!!
Who Noticed he put it to RED HIT 3 to 30% instead of 20%
wow... epic!!!
thank you very much
My timer is always empty :S
@GetPatriotized put the tag (hit 1, hit 2, hit 3, one of those) and put it on your zombie.
I REALL LIKE INTRO SO COOLL
damn i need my dad to explain it more lol
How did you learn this stuff lol
Can you make a energy bar too
That's easy...
You were about to say health problems weren't you
niesamowite
I figured it out on my way easy instead
I know this sounds stupid but could someone play levels... my PSN is the same one I'm using now...
I wanted to make a Five Nights at Freddy's level. I don't know how to make a power bar though. Could you make a tutorial?
Maybe you could use this and attach a looping timer witch goes into an and gate and the other input being however you detect whether something is on, and wire that to a damage system. repeat that system to do it for each thing that takes up power. Hope this helps
right.
@sonofbrave Your are very very smart.
Good but more detail! Couldn't do it!
wen the health bar got all the way down, u did'nt die -_-
i knew someone would hav trouble
The multiple design is too complex. All you need to do is to tweak the or gate to add signals instead of highest input
This video was made before that option was added to OR gates in the DC Universe DLC update.
Elliot N Ah, okay. Thanks. I'd played a while back, but lost my copy. I missed tons of updates in that time.
do you have a ps3 account i need help
lol i just put a or gate with my paintanaitor and connected it to my destroyer on a sackbot then shot and killed it
boring in a way... but still, EPIC!!!
I really can't follow you lol. I guess I just need to get used to the way Little Big Planet works.
@demonskater123 hahaha
@thezombiekillerTZK hmmph i hate sarcasim
The less complicated way: get a visible counter, get a tag[s] and each raises by 1
@ColorCracked XD You mad?
received to many negative votes right...
it wont? fuck it ill just buy lbpKart
only 1 dislike!?! who disliked this
Somebody accidentally pressed the dislike button
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.
I've been trying to make a sideview RPG similar to Denjo92's work but it started to get a bit complicated just for myself, so I'm asking for others to help me on this to speed up this project of mine, or rather ours. Musicians are need aswell, nothings better with some original music. I do not intend or wan't hearts or attention as I wish to make this level for its playability. Keep this in mind! (I live in a PST time zone) PSN: LinkedApart
LBP Vita is commonly referred to as LBP3. It has all of LBP2's tools, enhanced, as well as new ones.
@wickfordboyz Practice, diligence, and the support of a large community of very intelligent people.