Added: 1 year ago
From: BludgaBoy
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  • You didn't need all those timers. Put the selector in a microchip and activate the microchip after it has calculated how many mines there are.

  • Don't make everything square by square! The more edges there are, the more ridiculously quick the thermometer will rise.

  • Woah... just woah :D

    This was simply amazing. Too bad i dont have at PS3 tough :(

    You are trully tallented and i hope to see more levels like these :D

    *subbed =D

  • Woah... just woah :D

    This was simply amazing. Too bad i have a xbox 360 and not PS3 tough :/

    You are trully tallented and i hope to see more levels like these :D

    *subbed =D

  • psn was hacked if you get a letter saying send this to 15 no 20 people or els you will be nocked off dont its a hack

  • @WWEAWSOME1 That's not a hack; that's spam. Sending messages to people doesn't compromise your account :P

  • I subscribed XD

  • Tags can actually have something wired to them, so the tag emitters could have been replaced with the tags themselves.

    I suspect all those timers could be replaced with a single timer connected to the On/Off port of the microchip - then the selector chip wouldn't have needed its first input/output unused, and all the tag sensors would be activate simultaneously.

    Tag sensors can't detect a tag from the same chip, so setting a minimum detection radius was unnecessary.

  • @smariot

    This is the beta version of the level; the full version I have now is vastly different and this design doesn't reflect the final product.

    I know that tags can be activated via inputs; I learned that after getting the full game, not knowing during the beta. I can't be expected to know everything :P

    The timers are necessary for the counting of the mines in reverse order; otherwise, I get all sorts of trouble with multiple mines spawning. If it ain't broke, don't fix it.

  • this is how a kid would do an introduction like you: Aright guujs (Name) heer, end im gunna sow huw tu get a levuul liek mien. you cen pley on pc to find ut and lust play thee levul, start, ok WHAT THE FUCK ITS NOT WORKING!

  • @moviemaker310 Goats can't speak English.

  • @BludgaBoy Oh hey, i forgot something, your not good in making levels, YOUR AWESOME

  • @BludgaBoy lol.wav

  • Finally someone that show complicated stuff!!! i`ve been looking for a guy like that !

    This helps me understand logic better. Keep up with the good work!

  • I got LittleBigPlanet 2 and I tryed it out.....ITS GREAT! BTW, How long did it take to make the game?

  • Thanks, now i understant =D

  • @MrBangShe Sure am, mate :D

  • DUDE UR BRILLIANT can u add me give me ur psn mine 2 hard no 1 gets it XD

  • first of all great job on this but i also find it a little strange how you have to do all that stuff just to have a game of minesweeper honestly i dont know how you had the patience for all that

  • @ZombieKilla46 Patient is a vertue :)

  • Instead of using notes, try pressing L2 to hide whatever is covering your numbers

  • @MEUZAKisLIFE That's what I've done with my Minesweeper level in the full game (that feature is so awesome :D)

  • Do you have to press the Square??

  • @kirsty727 Yes, you have to press the Square button for a flag to appear.

  • Ohh! It's hard for us English to understand LOL

  • OK, I'm a bit confused though. How will the flag actually spawn?

  • @kirsty727 The flags all spawn from an emitter that's on the mouse, triggered by the Square button.

  • Will putting a microchip on a microchip save alot of room and thermo space?

  • @Christianite554 It doesn't take up less room or less thermo space (it doesn't matter where you put it, it's still there,) but rather just makes logic easier to manage. They do the same thing in real programming: splitting their program up in to parts, just like what I've done here with the microchips, so they can manage each part separately.

  • I think that BB described it weird. It doesn't save thermo space but it makes it so that you could put 100 gadgets on 1 small grid square, Much more compact.

  • @iHamsterInAWheel From my experience, microchips do actuallysave thermo space (a little bit, anyway;) when you have logic not on microchips, you can always see it, and it always takes up space. When logic is on microchips, and those microchips are minimised, the thermo does go down a bit (you can notice the slight drop when you minimise the circuitboard.)

  • This is crazy! I understood how it all worked, and props man, but I can't help wonder if they should have introduced a small scripting system for people to use. I once programmed minesweeper in C++ in just a few hours, I imagine this took a lot longer than that!

  • add me name is Mr_MonkeyMan im called brad :D PLAY IT TO SEE WAT LIKE YEAH

  • add me name is Mr_MonkeyMan im called brad :D

  • @LBPryan Seeing as I don't know this person and I don't have them on my friend's list, you probably haven't seen my PSN at all :P

  • @LBPryan I don't add anyone on the PSN or help anyone in-game because I don't have the time. Sorry. I can answer written questions if you send me them, but I won't be helping you in-game.

  • I have an idea! The microchips that are on the empty boxes should be on material with a destroyer on it. Then when all the blocks are in place, have them dissapear. Then It could get rid of all the block spawning logic and bring the thermo down by a lot. I don't know if it would allow you to make a bigger grid, but it would probably run smoother if it doesn't already run perfectly.

  • This video makes me want to play Minesweeper. I haven't played any version of LBP yet, but from the look of this, I can tell the level creator is really in-depth. Great job!

  • And also, what's the point of the selector on the second microchip? You could just make it so that the higher the # of mines touching that square, the shorter it takes for them to emit (just by a tenth of a second or something). The other emitters would activate, but the first one would be blocking, and they would not spawn.

  • @R4o4b4e4r4t4 That's not how it works. Without the selector, they would ALL spawn, one on top of the other, and that would create huge problems for the thermo, as well as the wrong number being displayed.

  • @BludgaBoy Then emitters must've changed a hell of a lot since LBP1, and I really don't see why they would change that.

  • @R4o4b4e4r4t4 I don't know either (doesn't make sense to me either really) but changed are to be expected seeing as it's a new game.

  • What happens if there IS an 8? (Da da dum dum)

  • @R4o4b4e4r4t4 Then a 7 will come up. It only happens once in ever 6,000 plays according to probability theory, so not many people are ever going to have that error.

  • can u wire that same switch to all those microchips using the multiple-object-select function while holding a wire?

  • this game is gonna be so restricting ... look at the thermometer :'(

  • @AlmightyPivotLord It's WAY less restrictive than LBP 1, let me tell you. The only reason it's high is because I have HEAPS of logic and emitters, far more than the average level has.

  • @BludgaBoy ok good to know because in LPB1, the thermometer breaks if you have 3 emitters and its epic BS

  • @AlmightyPivotLord Well, it depends rather highly on the settings for the emitter (mainly the maximum that can be emitted at any one time) but yeah, those emitters hogged the thermo something awful.

  • your smart

  • one word: complicated

  • Awesome. Keep up(loading) the good work :)

  • that's sick logic right there.

  • The ability for sensors to require a minimum number of tags is HUGE for me, reducing one repeating part of a level I've been planning from 8 sensors and 34 logic gates to just 3 sensors and 3 gates. Now I just need to find out if it's more thermometer-efficient to build a D-Latch using 6 NOR gates or to somehow incorporate the toggle chip... I'm guessing the gates due to the additional logic I'd need to make the toggle behave like a D-Latch, but who knows.

  • Could you hook up a destroyer to an entrance to create a survival challenge?

  • @R4o4b4e4r4t4 With the logic that's available (especially the Game Ender) there are far easier ways to make survival challenges, and sticking a Destroyer on the entrance could lead to players not entering the level. Having just tried it, it doesn't seem to destroy entrances anyhow.

  • @135o1 dont get worried cause u dont c much FPS dont u n shooters r part of arcades witch some people r doing + there wont be crap survival levels like bomb or shar since they appear the most often + this gives EVERYONE a chance 2 release what they wanted 2 create... like a few people created a birds eye map or game n thts from LBP 2 so was the 3D shooter that was created in LBP2 all the way to LBP 

  • omg soo complicated compared to the first one

    i found it confusing enough before

    looks like it'l take some getting used to

  • When i get this fucking game, i will scream, insert the disk, then play through all the levels, then i will build a little 8 bit computer, programable, of course.

  • Thanks for the behind-the-scenes / tutorial. I love LBP1, but I could never get into the create mode myself. I really think LBP2 is going to change that with logic and sackbots, however.

    Being able to script / program (in a limited fashion, granted, but with so much charm) is going to make a huge difference for me in terms of having more ways to create.

    I totally agree I don't want to see the end of platforming levels, but I know we'll see some amazing levels as well as new game types.

  • You know why im worried about LBP 2 because if people ONLY CREATE SHOOTERS OR OTHER GAMES NOOOOOOOOOOOT PLATFORMERS then well the will loose what LBP 1/2 really is!

  • @135o1 *buzzer sound* LBP 2 has been advertised by MediaMolecule as a platform for games; it is DESIGNED to let people make levels that aren't just platformers. And besides, heaps of awesome levels in LBP 1 weren't platformers either. LBP 1 and 2 are not "just for platformers", they never have been and they never will.

  • @BludgaBoy Well thats true but im afraid people will stop making platfromers and there will only be a few!

  • @135o1 Well, look at it this way: many of the platformer creators from LBP 1 will get LBP 2, and their experience lies in creating platformers, so they'll probably continue creating platformers in LBP 2. I can almost assure you that there will be plenty of platformers in LBP 2 (there are quite a few good ones in the beta).

  • Perhaps you should put all the other logic on microchips. The emitters and mover on the mouse, the end game logic, and the logic on the covers. I'm sure it would cut down on some of the thermo

  • @TheXRealXBrapp That would take extensive redesigning that doesn't need to take place (every single square would have to be modified). If anything, that would take up MORE on the thermo due to the fact that I'm introducing microchips. It would be cleaner in Create Mode, yes, but other than that it wouldn't make much of a difference. If there's space for logic where I want to put it, I won't use a microchip. Just my view though.

  • Instead of emitting a tag from the mouse you should just put a tag on the mouse and AND the tag switch with the X on the controlenator then connect that output to your destroyer. It should save you some thermo.

  • @Zmathue I can't understand what you're saying. I can't connect anything on the mouse to the destroyers on the squares because the squares are only created when the player enters the level, so the mouse and the squares can't be connected like that. That's why I used the tags. It doesn't take up that much thermo anyway.

  • Really cool lvl, I love to play minesweeper in my pc and now I can play it in Lbp 2! Do u think u can make a battleship style lvl? Where two players can place their ships and explode their opponents ship, using the new split screen co-op. I really do hope I get invited to the usa beta so I can play awesome lvls like this one, and also attempt to make my own lvl (my lvl will be an utter fail =( ).

  • @Lbproxify There is no split screen co-op. There is a Versus level type, where if you're playing online with multiple people, each player has their own screen, but no "split screen." I don't think I could make that type of level anyway :P

  • excellent

  • OMG IT TOOK YOU LESS THEN 2 DAYS TO DO THAT OMG IM TOTALY GETTING LBP 2 I WAS THINKING should I? BUT THEN I THOT HECK YESH!

  • @135o1 It didn't take me less than 2 days; it took 30 hours spread across several days.

  • Amazing work man, and thanks so much for explaining! Best Beta explanation I've seen on youtube so far. :) The only flaw I notice is that if you have *less* mines you have an opportunity to get a higher score. Higher numbers should give more points, in my opinion!

  • @TheWolfLucario Yeah, that is an issue, but until I figure out a way for the game to give out an exact number of mines, it's a minor discord. I've been thinking of ways to make it an exact number of mines, but I'd have to heavily redesign the logic.

  • @BludgaBoy Thanks for your reply, and also for all the tutorials/examples you've posted! Good luck with your projects. :D

  • Awesome video/level, do you know about how long this took you to make?

  • @Retromation I can't say for sure, but I worked on this iteration of the game for days at a time. I'd say about 30 hours in total, if I were to make an estimate, was the time I spent from start to finish with all the experimentation I did.

  • make a level with sackbots or the rpg version of it rlly want 2 see those or without gravity

  • @dakidwholiketoplay There are plenty of levels with Sackbots; go look them up if you want to see them. I'm not at your whim as to what levels I make :P

  • @BludgaBoy i just wanted 2 know more things of what sackbots are capable of and srry if this annoyed u

  • @dakidwholiketoplay It's ok (I stuck the ":P" there just to let you know I was being light hearted), but your comment made it sound as if you were making demands. With all the beta videos that have been released, you'll have no problem finding what you're looking for with a few searches.

  • @BludgaBoy oh well are you still gonna make a tutorial for your other level not demanding just suugesting

  • @dakidwholiketoplay What other level? This is the only full level I've made in the beta thus far; I may make another and go behind the scenes with it too, but for now it's just this level.

  • @BludgaBoy no i was asking will you make another behind the scenes for your other level its in your channel asteroids

  • @dakidwholiketoplay That's not my level, another Beta participant made that.

  • wow that looks really hard to do is there still tutorials that teach you how to do stuff

  • @blackburningdevil1 Yep, there sure are. Without them, I wouldn't have been able to make this level.

  • this is amazing! you sir blew my mind!

  • nice job bludgaboy. Hopefully I'll have enough money to buy lbp2.

  • At 9:44, what would happen if you connected a switch to the input at the bottom of the selector? In other words, what is that input for, as opossed to the ones on the left?

  • @TheXRealXBrapp That moves the selected output on the selector up by 1: for example, if the 5th one was selected, and a switch was activated and connected to the bottom of the selector, the 6th one would be selected. You can do that over and over to move the selector along manually by one each time.

  • @BludgaBoy Oh cool. Thanks!

  • @BludgaBoy Not to annoy the crap out of you, but what do the extra inputs on the microchip and timer do? I'm just curious cause I'm planning out my logic for a level when it comes out.

  • @TheXRealXBrapp For the microchip, all inputs coming in to the microchip externally are hooked in to the left, and all the outputs going somewhere outside the microchip come out on the right. This works in the same way for the timer: input's on the left, output's on the right.

    The bottom input on the microchip is the on/off switch for it; if it's turned on, the logic on the microchip will work. The input on the bottom of the timer resets the timer back to 0 when activated.

  • you, are, smart

  • I is gettin this game pre ordered but it coming out in January now insteaded of November!!!

  • Great job man and thanks for the info about the logic.

  • Confusing!

    Im getting this game!

  • How long did it take you to figure out the logic before you built this?

  • @furonguy42 A LONG time; it took many, many hours of thinking, watching tutorials and experimentation before I got that right. I had to manually replace all the microchips at least 10 times.

  • Very intersesting! It's a little disappointing how full the thermo was though...

  • @TheXRealXBrapp Yeah, but with all those microchips, and with all the emitters, it's understandable.

  • Hey in your opinion is this more of getting used to it or is it hard to use?

  • @grievous549 It's WAY easier to use than LBP 1 Create Mode, for me anyways. With all the new logic, it just makes things so much easier, as the logic items are already there rather than you having to create them manually.

  • Thank you for showing this, I'm interested in seeing all the new logic tools available and this has expanded my knowledge on a few.

    Great level, can't wait to play it sometime in the future, I just hope I can get into a beta now that the game has been delayed.

  • what did you used to record this footage its crispy clear

  • @alfiealpha I used a BlackMagic Intensity Pro capture card.

  • That was simpler then I thought

  • I totally get it. it's actually very simple.

  • why dont you play your level for us

  • @engrule2010 I have recorded 3 playthroughs of the level and combined them in one video, which is a video response to this video.

  • i understand this. I UNDERSTAND THIS! Yay.

  • WoW Thats Complex

  • This reminds me of the first time I saw the behind the scenes of LittleBigCalculator. Bravo man

  • @stevoisiak I was in awe when I watched that video; all the way to the top of the level, just pistons, magnetic keys and dark matter, all to program a simple calculator. Crazy...

  • @BludgaBoy Imagine how much simpler it must be in LBP2. XD

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