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#1

Zelda: Ocarina

Archive: 3 posts


I was thinking about working on a level besed on Zelda: Ocarina of Time where a little 'inventory box' follows you around. You use stickers on the appropriate items to use them. For example, you use a blue ocarina sticker to play Song of Storms, which causes rainclouds to rain point spheres for a while. A tan ocarina sticker would cause the playing of Epona's Song, which would make Epona take you across dangerous terrain. You get the idea.

Unfortunately I've run into a couple of problems that as a newbie to level-making I have no idea how to deal with (other then scrapping the whole level).

#1. Though you can have several sticker switches on one item, they are limited to one use per sticker. So in the example above, you could only play Song of Storms once and all the rainclouds in the entire level would go off rather then the one you are at now.

#2. The item box is put on a ledge above the player in the back level so that the player doesn't just ride their inventory through the entire level. It still has to be kept low for the player to see it though. This severely flatlines the entire level (if you jump too high you end up on that ledge or the inventory box or hit your head on both) and takes away from the variety that the tutorial on this site recommends. There's only so much you can do without swinging or climbing.

#3. To be honest, the ocarina is the only item that is working for multiple uses anyway (and even that has to be one song each). I've tried rigging a bomb to blow away obstacles, a boomerang to attack flying creatures, a grapple hook to make a wench-platform appear. All of these just lead to excessive stickers and 1-use objects.

If I get any interest in offering suggestions I will publish the level so you can see for yourself. But to be honest I just don't know if this idea is worth saving.
2009-09-02 22:39:00

Author:
Kefkaas
Posts: 86


If you want to see an inventory at use, check out "forbidden sacrifice", don't remember the author. You might also want to check out this thread:
https://lbpcentral.lbp-hub.com/index.php?t=t=14681

As for number 1, you need to rework the sticker system so it works with one shot... basically hook the sticker up to 1 shot, make it emit a key or a paintball, which activates a key/paintball switch which 1 shots out the item you want. Its fairly simple logic.

Number 2 is the real issue. Aside from emitting it, i havent found a solution to your problem. =/ (and i've fooled around with this for a while)

As for number 3, just make seperate boxes for the songs. By picking the box, you pick the song/item. Leads to less use of stickers.

If you'd like to see my inventory, add me and i'll give you a tour.
2009-09-02 23:01:00

Author:
Burnvictim42
Posts: 3322


Wow. Thanks for the level info. I think it really helped. They put together pretty much what I was trying to accomplish. I didn't really think that I would get so excited about reworking the inventory system, but seeing someone's finished product was just what I needed.

I suppose it makes alot of sense to do each song sepperately since that's they way that they do it in the original game. It seems to be working alot better. And if I emmit a bomb for the sackperson to move rather then just cause the obstacle to explode when they activate the inventory, it seems more realistic too. Too bad sackboy can't throw a boomerang.

I'd really like to take you up on your offer for the inventory tour so I'm definitely going to add you as a friend.
2009-09-03 15:22:00

Author:
Kefkaas
Posts: 86


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