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LittleBigPlanet 3
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Logic purposely broken?

Archive: 5 posts
2015-07-16 23:04:11 / Author: amiel445566
This message is meant to be heard by the logic community and affiliates of Sumo Digital

This is my deep frustrations about recent patches to logic. One change in particular was the worst out of all of them. Sumo Digital, for what reason was possibly good enough that all percentages above 100% in the analog system were removed from use? Now tons of logic (1/3 of mine in particular) and tons of levels are now useless because of this one change. I hope that this message can get to Sumo Digital in the hopes that this can be changed back, because a change like this is enough to cripple the effectiveness of logic in levels to a significant degree.

If anyone can get in touch with Sumo Digital in any degree, or if anyone knows why this is happening, please convey this message, or reply to me to alleviate my confusion from this issue.

While I'm ranting about problems with logic, here are some things that we would like:

(*)0 latency ADC (analog to digital conversion, such as the 0.0 second timer set to speed scale in LBPV)
(*)Division (a perfect place would be the XOR logic piece)
(*)Accurate and non-latent tags/tag sensors (they have lots of latency, and their accuracy is abhorrent)
(*)A way to type numbers into input areas such as in LBPV
(*)Expansion of counter limit
(*)Fix AND gate +/- issues (OR gate works well, just the AND gate)
(*)Fix small memorizer issues, like save input requiring constant input for 2 ticks instead of 1
(*)Access to certain tools from deep hardware/software access, like time, date, and CPU usage (to adjust performance in levels)
(*)(This one is a bit of a stretch for feasibility) Some kind of programming language implementation for LBP, so that we can use code alongside LBP logic
(*)Global tag labels (such as player name, system using, etc.)
(*)More player data (1,2,3, and 4 player for controllinators, score givers/sensors, player sensors, impact sensors, etc)

I hope this gets somewhere
2015-07-16 23:04:11
Author:
amiel445566
Posts: 127

2015-07-17 04:07:18 / Author: Co-baseball246
It's possible to make player specific logic in LBP 3, there's a tutorial on it somewhere on YouTube. It could prove useful for your player data section.
2015-07-17 04:07:18
Author:
Co-baseball246
Posts: 48

2015-07-17 08:20:57 / Author: nerd_dog
that 0 latency conversion you were talking about is pretty easy in LBP3 actually. nodes now have an input on the bottom of them that acts as an on/off input. the signal passing through the main path stays the same.

and yes. I've seen a fair share of ruined logic because of this 100% signal cap. would be nice if they would at least change this back for levels that are broken because of this.
2015-07-17 08:20:57
Author:
nerd_dog
Posts: 1483

2015-07-21 22:36:49 / Author: Tynz21
I made a thread about the signal cap when lbp3 came out. I was livid.
2015-07-21 22:36:49
Author:
Tynz21
Posts: 89

2015-07-22 01:05:36 / Author: Co-baseball246
There is also the filter that works somewhat, but it obtained by ways of a giveaway of Dev logic.
2015-07-22 01:05:36
Author:
Co-baseball246
Posts: 48
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Posts: 37945 • Threads: 4847 • Members: 3878  • Archive-Date: 2019-04-15

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