#1
The Little Big Legend of Zelda Majora's Mask
Archive: 15 posts
So I am currently working on a new Zelda level series (based off of Majora's Mask) and I am in need of some feedback ![]() so read through what I have to say and provide said feedback/opinions ![]() ITEM MENU NOW IN BETA STAGE, CAN BE FOUND BY SEARCHING FOR: Majora's Mask Engine (Tech Demo 1: ITEM MENU) Feedback appreciated ![]() Currently done: sackbot with direct control hud-view life (5 hearts broken up into 10 halves with the ability to recover hearts with pickups/potions) hud-view magic bar (full length magic bar capable of 10 magical attacks before needing recharge (also able to be replenished at any increment with pickups/potions) item selection screen logic (highlighting object and showing name) (6x3 grid) mapping any typical item (bow hookshot mask etc.) to d pad left/down/right by player control from "start" menu (just as in the game) >>> this proved to require a fairly huge piece of logic (over 90 AND gates alone o.O) creating item icons for menu and well as d pad pictures adding name info box for each item at bottom of menu (physical, not chat bubble,displays curently highlighted item) >>> this looks quite cool now that its done ![]() adding examine/instructions for each item via chat bubble (by pressing x while in menu and highlighting said item) creating d pad button icon logic visual confirmation of item mapping >>>(requires 6 copies of each object in 108 emitters, so it took up about 15% of the thermo ![]() Currently in progress: creating mask icons ironing bugs out of my tranformation masks logic creating 3 day limit clock (with forced level fail upon time running out, possibly with moon crashing cutscene) Currently not started: creating zelda esque jump(automatic climb and jump)/grab button logic making hud-display follow player creating fairy (with same effect as those in game) making dungeon map in "start" menu logic making "start" menu pause gameplay (I have a hunch on how I can achieve this) spin attack mechanic tatl logic for providing hints when needed any of the actual levels ![]() Currently attemping to include: lock on mechanic jump attack mechanic (if I can manage a workable lock on mechanic) rupee system with actual uses such as restocking item stocks gameplay view minimap bottles deku flying actions all ocarina songs (with different instuments (zora/deku/goron/link) music sequencer versions of Majora's Mask songs ability for certain parts of my logic to be user friendly (so I could possibly offer logic as prizes) Currently not including: first person view for actions (bow, hookshot, deku bubble etc.) goron rolling actions zora boomerangs all masks other than transformation masks so thats the info for now ![]() I will update this post as more of this 'logical' beast is finished ![]() should have a working demo of my zelda engine by the end of the week ![]() >>>Current thermo usage: about 35%<<< (hoping to keep thermo usage under 50%) >>>(O.o)currently: ~25 hours into creating Zelda Engine(o.O)<<< | 2011-02-21 05:26:00 Author: travis54449 ![]() Posts: 52 |
Sounds like a great project. I'm excited to see it when it's released. | 2011-02-21 13:44:00 Author: bloomchild ![]() Posts: 74 |
I should be able to have a full fledged tech demo with nearly everything working(item menu,the items them selves, and the transformation mechanic) by Monday if no unforeseen issues arise ![]() | 2011-02-22 20:38:00 Author: travis54449 ![]() Posts: 52 |
Sounds promising, look foward to this ![]() | 2011-02-24 00:02:00 Author: Bloo_boy ![]() Posts: 1019 |
Sounds amazing. I'd love to be part of that ![]() | 2011-02-24 01:22:00 Author: kirbycool ![]() Posts: 30 |
I have other things planned for the goron/zora forms ![]() ![]() | 2011-02-24 01:47:00 Author: travis54449 ![]() Posts: 52 |
Sounds really good, I was in mind to edit my Legend of Zelda Water temple for LBP2 but it doesn't seem worth it with the few plays and hearts it has but even if I edited it out, there's no way I can handle all that tech, that's simply amazing | 2011-02-24 01:56:00 Author: Elsa ![]() Posts: 164 |
LBP2 definately made making the logic for my levels way easier ![]() and on an off topic note, I plan on creating tutorials for most of the logic I create for my levels, as all of those who have had a 'backstage' tour of my Zelda Engine have been asking how I made most of it ![]() | 2011-02-24 02:02:00 Author: travis54449 ![]() Posts: 52 |
Ah true, I just imagined you covering the bot with animated hologram made to look like a goron ball, so I guess that might look out of place. But Zora Link could only throw boomerangs, play guitar, and swim. So if theres no boomerangs and you cant swim in top down mode (sackbots cant swim anyway). Then you have me stumped on what the Zora would do. As long as it looks like Zelda, has music like zelda, and the sword works well, ill be happy. | 2011-02-24 02:06:00 Author: kirbycool ![]() Posts: 30 |
as for the swimming part I plan to utilize glass and holo material to simulate water and its not going to be entirely top down, some parts may be standard lbp view so I could better create some aspects of the game (particularly for the great bay temple) I also plan to make logic that will effectively make standard link float on the 'water' which will make zora link required when ever you need to be on the bottom of a body of 'water' | 2011-02-24 02:36:00 Author: travis54449 ![]() Posts: 52 |
and on an off topic note, I plan on creating tutorials for most of the logic I create for my levels, as all of those who have had a 'backstage' tour of my Zelda Engine have been asking how I made most of it ![]() That would be really awesome if you made a tutorial on the logic, it might come in handy for some of my levels I'd really like to know how to do health logic but it all seems so complicated perhaps in a better tutorial I might understand it more | 2011-02-24 02:45:00 Author: Elsa ![]() Posts: 164 |
ill keep that in mind when i get around to making tutorials ![]() ![]() | 2011-02-24 02:49:00 Author: travis54449 ![]() Posts: 52 |
The item selection menu is now completely done ![]() | 2011-02-24 22:50:00 Author: travis54449 ![]() Posts: 52 |
I have decided to delay my Zelda engine slightly so that I can create an introduction movie for my Majora's Mask levels. Regardless of being delayed I will still be working on this project, just not as much until I am finished with the introduction movie ![]() | 2011-02-26 06:25:00 Author: travis54449 ![]() Posts: 52 |
I have other things planned for the goron/zora forms ![]() ![]() You could create a goron ball and have goron link jump into goron controllinator. That's what I've done with my morphball and samus. Good luck in any case. Sounds wonderful | 2011-02-26 17:54:00 Author: Shadow_Wolf_1987 ![]() Posts: 108 |
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