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The Little Big Legend of Zelda Majora's Mask

Archive: 41 posts


(I apologize in advance as I am posting with my PS3 (IE6 FTL)) with that said... expect a wall of text... Now then, on to the actual post I have been working on a 'small' logic engine for my version of The Legend of Zelda Majora's Mask for a while now (since February) and I am finally in the final stages of the behind-the-scenes logic... in this level series I plan to totally recreate the game so far the logic I have created is capable of: equiping any item to triangle square or circle, transforming link into each of his various forms(by equiping and using the mask (just like the actual game)), 'picking up' rupees and displaying how many you have (with a limit of 200), and a health system that has a dynamic 'hit box' (each form is a different size), and finally the 72 hour clock (which I have made capable of defining time requirements(like NPCs acting diffent based on the time and day)) wall o' text aside I hope to have this series' intro level out soon

EDIT:

PUBLIC ALPHA OUT NOW
2011-06-27 19:49:00

Author:
travis54449
Posts: 52


What still needs to be done: making the actual items themselves(bow firing and what not)(check post 9 on page 2 for updates), the first level , upgrading costumes and hud display, non-digital 3 day clock, all non-Link NPCs, sword logic, magic logic, possibly item stock logic (how many arrows you have and what not), shield logic, gameplay pause logic (have in different level just need to add it to this logic) and music (and anything else I'm likely forgetting)2011-06-27 19:50:00

Author:
travis54449
Posts: 52


as this level series is getting quite complex (logic wise, you can see a partial picture on my lbp.me) I have decided to ask for some help with the following: Basically any music from the beginning through the first temple (woodfall), excluding termina field and song of healing as I have those.2011-06-27 19:51:00

Author:
travis54449
Posts: 52


Feel free to reply if you have questions or would like to help 2011-06-27 20:10:00

Author:
travis54449
Posts: 52


wow not a single reply or question in 4 days? 2011-07-02 08:51:00

Author:
travis54449
Posts: 52


Sounds interesting, and is this top down, or whhat?2011-07-02 09:45:00

Author:
fighterwindplus
Posts: 403


Hey trav how are you going with music so far... I might give you a hand in that area if you still need?

Cheers
2011-07-02 10:44:00

Author:
Unknown User


I will help with the HUD. If you want to see my HUD making skills then check out this http://www.youtube.com/watch?v=GHLfQfEvlLE
Heres the real game HUD http://www.naboo.org/pyts.cache/pic.63423.jpg
2011-07-02 18:42:00

Author:
keanine
Posts: 114


Sorry for taking so long to reply (was away from home for the last few days) as for the perspective, I currently plan to work in the standard LBP camera angles, for the music I still need a lot of songs (in particular the ocarina songs), and as for the HUD, I'm still in the process of programming the hearts and magic bar so the HUD is still in a rough condition. (though the Rupee counter is fully finished)2011-07-07 00:16:00

Author:
travis54449
Posts: 52


Ok, I'm pretty good at copying music, so I'll see what I can do. I've got the house music from one of my previous canceled levels (If only you were making Ocarina, I've already got kokiri forest too)2011-07-07 07:29:00

Author:
keanine
Posts: 114


I'll likely do OOT after I (eventually) finish Majora's Mask (I did a few OOT levels in LBP1(not exactly the greatest quality) so I'd like to eventually upgrade my LBP1 levels ) I'll probably even Implement my Majora's Mask Engine so that the OOT levels also play like the real thing oh and feel free to send me a friends request if you want to see what I've finished so far. (PSN is same as LBPC name)2011-07-07 08:24:00

Author:
travis54449
Posts: 52


If I were you, I would NOT do a side scrolling zelda. Not to sound like a negative nancy, but side scrolling looks kind of cheap when you are trying to do a project like this. Zelda, even the 3rd person ones, are essentially top down as they are not huge on platforming. It would be best to look up the maps online, and try to recreate them. Just a suggestion...2011-07-07 18:13:00

Author:
poorjack
Posts: 1806


I actually thought about that when I started this project back in February and while most of the 3d zeldas don't have much for platforming, Majora's Mask actually has a rather substantial ammount of it .Not only things like Deku Link using Deku flowers and Zora Link swimming but, also the temples and areas before the temples. (every temple is several floors tall and uses multi-floor rooms and then theres issues like the fourth temple being turned upsidedown at will for its latter half) and it's also much easier to animate 5 different sackbots when you consider that I currently have 18 items to deal with (possibly more if I decide to include bottles, non-transformation masks, and key items )2011-07-07 22:56:00

Author:
travis54449
Posts: 52


No way! Majora's Mask? best game I ever played! I have to see this!2011-07-07 23:17:00

Author:
LBNinja
Posts: 204


True with the upside down portions of the 4th temple. I guess that would be a bit tricky in top down so I say if you are going to do this as a side scroller then, take use of all the layers. Back and foreground, and make a lot of Metroid style vertical exploration in the areas surrounding the town. Zelda is all about the overworld after all, and if you cant do any exploring, it might as well be wand of gamalon.2011-07-07 23:29:00

Author:
poorjack
Posts: 1806


Attention to detail is my primary focus for this level series (and I've been forming out a method through which I can implement non-linear gameplay (such as revisiting clock town after beating various parts of the series to partake in the various sidequests that exist within the game)) the only downfall of which is that it'll require loads of level links and a robust code system to store all of the variables like time, story progress, rupees, and unlocked items :/ (I can program this but I would like to find a way through which to bypass what would likely be a 10 character code)2011-07-07 23:47:00

Author:
travis54449
Posts: 52


oh and while I think of it, Clock town may end up being top-down with side-scrolling building interiors as I want to finally use my dynamic time logic in a level where it's needed (It allows for different interactions with anything based upon the 'time' that the logic outputs (basically just like the NPCs in the actual game)) and with the nifty Bombers notebook I could even match the game's scripting right down to the minute 2011-07-07 23:56:00

Author:
travis54449
Posts: 52


Sooo, I was working on my version of the Pictograph and something rather unexpected occured while I was programming the logic. It turns out picture cameras can't be triggered by logic >.< Don't suppose anyone knows a work around for this? (other than using the popit or pausing)2011-07-08 21:12:00

Author:
travis54449
Posts: 52


Sooo, I was working on my version of the Pictograph and something rather unexpected occured while I was programming the logic. It turns out picture cameras can't be triggered by logic >.< Don't suppose anyone knows a work around for this? (other than using the popit or pausing)

Have the logic turn on a tag and hook up the camera to a tag sensor
2011-07-08 21:17:00

Author:
Flamento
Posts: 352


Have the logic turn on a tag and hook up the camera to a tag sensor

The problem I see with that solution is that snapshot cameras have no logic input or output
2011-07-08 21:23:00

Author:
travis54449
Posts: 52


Put it on invisible holo and have the logic emit that2011-07-08 21:26:00

Author:
Flamento
Posts: 352


I like this idea. I've played almost half of the original (still need to beat the second boss) and I want to see how this turns out. As for the Zora thing... good luck with that. I know sackbots can't swim, so I want to see what you do with that. Sounds like a challenge that's worth it.2011-07-08 22:07:00

Author:
Unknown User


I have some tricks up my sleeves when it comes to water (and quite a few movers/impact sensors XD)

oh and that method proved to have worked flamento (though it oddly didn't work last night >.>)
2011-07-08 22:55:00

Author:
travis54449
Posts: 52


Pictograph (Fully)
Deku Mask (Transformation)
Goron Mask (Transformation)
Zora Mask (Transformation)
Fierce Deity Mask (Transformation)
Ocarina of Time (Songs charted minus sound)
2011-07-09 01:16:00

Author:
travis54449
Posts: 52


Possibly have all the exterior maps be top down, and have the interiors and dungeons be side scrolling like Adventure of Link? (The game wasnt that bad, people...)2011-07-09 04:47:00

Author:
poorjack
Posts: 1806


this could potentially be possible but i'd have to make 5 months worth of logic work in two perspectives, which would take a fair ammount of effort 2011-07-09 06:45:00

Author:
travis54449
Posts: 52


Sounds like this could be pretty snazzy. Will be keeping my eye on this.2011-07-09 19:43:00

Author:
Veyneru
Posts: 115


I have decided to open my ALPHA level for my Majora's Mask Engine and I do so with an important purpose. I plan to simply state what the Engine can do and then leave figuring out the controls to the player (my goal is to measure how intuitive my controls are) with that said I will open the level shortly 2011-07-14 10:36:00

Author:
travis54449
Posts: 52


I have decided to open my ALPHA level for my Majora's Mask Engine and I do so with an important purpose. I plan to simply state what the Engine can do and then leave figuring out the controls to the player (my goal is to measure how intuitive my controls are) with that said I will open the level shortly
Just added it to my queue.
2011-07-14 17:41:00

Author:
Veyneru
Posts: 115


I have recently began integrating my Ocarina of Time logic into my Majora's Mask Engine. With that said, I'm terrible at making custom music and in need of some help when it comes to the 12 ocarina songs. If you're willing to help, message me on the PSN for details (Proper credit will be given and I'll help you with some logic in your levels if needed )2011-07-14 23:22:00

Author:
travis54449
Posts: 52


Hey travis54449,

As I can see, this thread hasn't been really active in a while (a week or so) so I do not know how much progress you might have made so far and where you're at. You also might not have been on LBPC. Anyways, I recently posted another Majora's Mask project idea on this forum and I have a question**

First of all, my level would not a re-creation of the game. It's just to "vivify" the popular Tower of Babel theory and add a lot more depth to it. I'm gonna make it very similar to how a real Zelda game works, like how you're making this level. I was just wondering if you'd be willing to maybe collaborate? Being how similar our projects are.

I totally understand if you don't want to, but I was just wondering.

Other than that question, this looks really really promising and I can't wait to play it. I especially like that you're recreating the clock with the different schedules and events (that was my favorite part of the game).
2011-07-23 15:42:00

Author:
kuppokid
Posts: 79


i saw your thread a few days back (nice use of the extra layers ) and while I'd like to collaborate, my Majora's Mask Engine is much too unorganized (and complex) to share. But with that said I can definately help you out with logic should you run into problems (Message me on the PSN for best results)2011-07-26 04:31:00

Author:
travis54449
Posts: 52


since I'm logged on.... Don't suppose anyone could help me upload some content pictures? (am currently without reliable PC and cant upload via PS3
send me a message on the PSN if you're feeling heloful
2011-07-26 04:42:00

Author:
travis54449
Posts: 52


i saw your thread a few days back (nice use of the extra layers ) and while I'd like to collaborate, my Majora's Mask Engine is much too unorganized (and complex) to share. But with that said I can definately help you out with logic should you run into problems (Message me on the PSN for best results)

Thanks for the offer! I was thinking more along the terms of smaller things, I understand how logic is hard to copy and plus I would feel like a lazy mooch. Basically I was just wondering if you could tell me how you work with your scenery (top down). I'll ask on PSN so its more... uh.. confidential? I don't know but I will ask there.And

Thanks again though!
2011-07-26 14:28:00

Author:
kuppokid
Posts: 79


Just a message to pump some life back into this thread while I prepare a public alpha level (and yes I do mean alpha and not beta as my Majora's Mask engine still has loads of work left to be done) with that being said I'll post an update when I open the level 2011-08-26 08:48:00

Author:
travis54449
Posts: 52


I just published the ALPHA for my Majora's Mask engine. Please keep in mind that it is incomplete (but capable of more than you can immagine )
oh and i purposefully didn't leave directions as I wish to test how intuitive my controls are.
2011-08-27 04:06:00

Author:
travis54449
Posts: 52


I'll try out the Alpha later and let you know what I think.2011-08-27 12:17:00

Author:
Veyneru
Posts: 115


1. Entering the Menu no longer makes sounds. Solved
2.
3.
2011-08-27 21:35:00

Author:
travis54449
Posts: 52


Hey! Guess who just got all the Ocarina songs and the Bremen march made! join me next time your online and i'll give em to you. also, what do you want next.2011-08-28 22:30:00

Author:
keanine
Posts: 114


I have decided to work on the Flagship level (read as level hub) for this level series. I'm planning on having this level be modeled after the 'load file' screen in the actual game (except there will be a password system which will take you to each level)2011-08-29 08:00:00

Author:
travis54449
Posts: 52


Thanks to Keanine I now have no less than 65 custom made ocarina songs to add to my engine (13 for all 5 forms) and just because i felt like it, I've decided to give Fierce Deity Link an instrument of his own, the piano.2011-08-29 23:34:00

Author:
travis54449
Posts: 52


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