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The LittleBig Legend of Zelda Majora's Mask (Recruiting Help)
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Several months ago I started a "small" project of recreating The Legend of Zelda Majora's Mask in LBP2. With that being said, after 9 months of working on this project it has become so massive that I am no longer capable of finishing all of the programming and designing that will be required by myself Because of this I have decided to recruit others to help me in finishing this massive project If you would like to help message me either in this thread or on the PSN (same name as on here) Thanks in advance for your help | 2011-11-05 19:08:00 Author: travis54449 Posts: 52 |
ABOUT THIS PROJECT: I have been working on this project since February 2010 (even earlier if you count planning in LBP1) I have currently programmed a robust menu system that allows the player to access an item menu and equip any of the 18 items i plan to include (to either triangle square or circle) Link is capable of transforming into the 4 forms via mask (which are part of the 18 items in the item menu) The Ocarina of Time is fully programmed and includes 65 custom made songs (13 for each form) The Pictograph is programmed to pause gameplay and has over 10 different "levels of zoom" and multiple color filters (sepia, black and white, etc.) There is currently a Rupee system with a Rupee counter in the bottom left corner of the screen (currently has a limit of 200) THINGS STILL TO BE CREATED: The remaining 12 equipable items (with priority placed upon those that are obtained in the beginning of the game A menu for the Ocarina songs Programming the actions that each form of Link is cabable of (sword play, Goron rolling, etc.) I have started programming Link, he can currently roll and does a "roll jump" off of the edges of platforms possibly the sidequest realated masks a robust health system (fairly simple to do but cannot make much progress until items are finished) Tatl (the fairy) will act just as in game (turning colors to indicate things that can be interacted with, giving hints, etc.) a highly detailed 3d rendition of Clocktown for the flagship level (read as level hub) respawn mechanic (could prove difficult due to the massive ammount of logic contained in the sackbots) a sytem that allows traveling between areas via "black screen" (i have made prototypes but have not created a system that allows a follower to be moved between various zones) the actual levels | 2011-11-05 19:09:00 Author: travis54449 Posts: 52 |
POSITIONS AVAILABLE: Item creators: one for each of the items other than the 4 transformation masks, Ocarina of Time, and Pictograph Title creator: I need a highly detailed logo of the game created (a replica of the actual title in the game, minus the text Alpha testers: will take as many as are willing to provide useful feedback | 2011-11-05 19:10:00 Author: travis54449 Posts: 52 |
http://lbp.me/p/35zxjv When i say a robust menu system I mean it http://lbp.me/p/8tzm-5 The logic for the Ocarina of Time http://lbp.me/p/-w0zn0 What the Item Menu currently looks like (item names are subtitles and X does infact give info on the items) http://lbp.me/p/-w00n1 My current place holders for each form (all will likely be changed once the forms are programmed) (can anyone tell me how to post pictures form lbp.me? i tried but only got red Xes ) | 2011-11-05 19:11:00 Author: travis54449 Posts: 52 |
The Quadruple posting is not needed. You can simply edit your original post by clicking the pencil icon with the words 'Edit Post' next to it | 2011-11-05 19:30:00 Author: Spazz Posts: 484 |
The Quadruple posting is not needed. You can simply edit your original post by clicking the pencil icon with the words 'Edit Post' next to it I was posting on my ps3 at the time so they were infact needed | 2011-11-05 19:44:00 Author: travis54449 Posts: 52 |
If you need help, I could help in just about all of these minus logo creation, iff (http://en.wikipedia.org/wiki/If_and_only_if) you want the help. | 2011-11-07 01:55:00 Author: Undarivik Posts: 442 |
I am super happy to help, this is my favourite game of all time, so id love to help. I can do basically everything from design to music to logic. Ill be on tomorrow | 2011-11-07 05:07:00 Author: Clayton Posts: 181 |
Sounds quite intricate! I wouldn't mind testing once you have it playable or functional and could offer tons of feedback or suggestions. It sounds, from the way you describe it.. that its side scrolling.. I just don't see why people are making Zelda levels side scrolling when all of them but one are top-down or 3rd person.... Regardless you have sparked my interest as a huge Zelda fan and logic nut. | 2011-11-07 07:02:00 Author: Dortr Posts: 548 |
I would say that when it comes to LBP, side scrolling is the way to go for this. Top down is veeery limited, enemies are always crude, and its just not smooth, and neither is 1rst person | 2011-11-07 13:17:00 Author: Clayton Posts: 181 |
Top down is very limited? Umm only because there are 3 playable layers and no top down sackbots. Sure when it comes to LBP it may seem to be better since everyone is used to it but when it comes to Zelda.. side scrolling kinda ruins the feel and is non-traditional. | 2011-11-07 15:58:00 Author: Dortr Posts: 548 |
Top down is very limited? Umm only because there are 3 playable layers and no top down sackbots. Sure when it comes to LBP it may seem to be better since everyone is used to it but when it comes to Zelda.. side scrolling kinda ruins the feel and is non-traditional. i've decided on doing side scrolling as it allows me to build much more detailed areas as well as allowing me to use and animate sackbots (though i might do some parts in top down) oh and for those who wish to help, please message me on the psn so i can see if youre qualified | 2011-11-07 16:59:00 Author: travis54449 Posts: 52 |
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