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Would anyone be interested on working on a top down Legend of Zelda game?

Archive: 44 posts


I really want to make a top down legend of zelda game.

I need people good at art to create link and the area of the game. I pretty much have the know how on how to do the logic.

http://application.denofgeek.com/pics/games/zeldastyle/03.jpg

I would like other people actually interested in doing this with me.

Key thing I want if people that can make it look like it in the photo.
2016-04-23 03:08:00

Author:
venat
Posts: 715


Hi venat,

I've always been a fan of the Zelda series since "A link to the past" on SNES. I've never created a top down level, however, and my time for online playing is only spare. But maybe a little help is better than no help!

Many greetings, Jürgen^^
2016-04-23 12:23:00

Author:
CuriousSack
Posts: 3981


Hi venat,

I've always been a fan of the Zelda series since "A link to the past" on SNES. I've never created a top down level, however, and my time for online playing is only spare. But maybe a little help is better than no help!

Many greetings, Jürgen^^

I'm fine if you can just work by yourself and create stuff and summit it in.

The first we need to create is the link character and make it move around.

I just found this sprite sheet with all the actions.

http://www.wiizelda.net/images/alttp/sprite1.png

We only need the ones for walking and attacking for now.

Then add in some cameras and overlay the UI on top of the character and add some stuff for him to attack.

With a good camera and lighting we could just photo all these images in and work with the images themselves.
2016-04-23 17:31:00

Author:
venat
Posts: 715


I've never created sprites, but I think that this could be fun! 2016-04-23 17:46:00

Author:
CuriousSack
Posts: 3981


I've never created sprites, but I think that this could be fun!

I'm currecntly looking into making a game engine on lbp that designs its own area based on signals its given.

So right now I have a chess board like map and playing around with it a bit right now trying to find out what would work if I went this way.
Each square emites a floor sprite.

Right so I have 380 squares up. Double that when they actually get emited. So 380 is probably too much. I might wanna keep it around 250.
Currecntly its 20 by 18. So probably 15 by 15 in the final cut. Being 225 x2= 450 squares up.

Okay so each square will store all the floor sprites then get emited once a player crosses a zone line it would delete all the sprites and load all of them based on the next zone.

http://if.lbp.me/img/ft/58fcee1123b3d22c062311c80b674935363eec84.jpg
2016-04-23 22:20:00

Author:
venat
Posts: 715


Okay someone came forward and started working on sprites or had them already made.

These pics are from yesterday but im still playing around with it, trying to find stuff out like if I wanted to add a tree in it would take 4-6 squares.

http://i9.lbp.me/img/ft/2a946165e0aad74039467b05e1ac158b8e6e0a4f.jpg

http://ie.lbp.me/img/ft/3eee0509a693741a9e292bca1a0f2c9e6f5007b4.jpg

I don't have any zelda-isc artwork for textures yet. Been using the few I made for Rising Fire.

Little hard to say if this is the way go to. Depending on the number of emiters saving tiles it might end up being better or worse for memory. I went ahead and made it 15 by 15, removed like 3-5% thermo. Its already pretty much 5% now.

Link basically needs to be size of a single tile box.

Edit..

http://i6.lbp.me/img/ft/9d6be71a40762869d70ac788d594efad2a25dda7.jpg

Started working on some decent textures. Those corner pieces are tricky to create.
2016-04-24 22:50:00

Author:
venat
Posts: 715


I guess ill stop creating this since no one is interested in helping. 2016-04-28 05:21:00

Author:
venat
Posts: 715


Hi venat,

I would help you, but you would have to tell me, what I could do for you! If I have understood you right, then you've already found someone to do the sprites.

Many greetings, Jürgen^^
2016-04-28 09:49:00

Author:
CuriousSack
Posts: 3981


Hi venat,

I would help you, but you would have to tell me, what I could do for you! If I have understood you right, then you've already found someone to do the sprites.

Many greetings, Jürgen^^

Yeah I dont think I can get that guy to make the sprites. All he had was a picture of it. I did however find a level where the person made a actual sprite in lbp2 but you cant copy it. I will need you to create link. Make the Link to the past character sprite.

You cant try to create the sprite from scratch or find a photo of them. Each sprite will be converted into a photo to save on memory.

http://cdn.wikimg.net/strategywiki/images/d/d6/Zelda_ALttP_Link.gif

He did however gave this tree sprite away. Its gonna take be a awhile to edit out the white around the tree and convert that into a photo afterwords.


http://i1.lbp.me/img/ft/cc1a3acb1b86c63323cc30034a2dd375b0a1571f.jpg
2016-04-29 02:37:00

Author:
venat
Posts: 715


Hi venat,

I've found all I needed to do the Link sprites for you! I think we could start with the animations "walking" from different views and the sword attack of the .gif above!

Many greetings, Jürgen^^

- - - - - - - - - -

Hi venat,

I've just created my first sprite, I didn't know that this could be so much fun! Here's the result...

http://i2.lbp.me/img/ft/c22522a2af5202ed14ea3e33af2a97d725107d04.jpg

...I think I will be able to do some more this weekend!

Many greetings, Jürgen^^
2016-04-29 09:49:00

Author:
CuriousSack
Posts: 3981


The sprite color looks wrong. It looks too light. Might just be me or that gif might be wrong.

Also looking for other people that want to help. Need people that can create sprites/pixel art.
2016-04-30 04:07:00

Author:
venat
Posts: 715


Hi venat,

the sprite color can be adjusted easily cause its on sticker panel, I will do pictures with varied brightness so that you can tell me which one is fitting best!

Have a fine weekend and many greetings, Jürgen^^
2016-04-30 06:25:00

Author:
CuriousSack
Posts: 3981


Hi venat,

the sprite color can be adjusted easily cause its on sticker panel, I will do pictures with varied brightness so that you can tell me which one is fitting best!

Have a fine weekend and many greetings, Jürgen^^

Mostly the exact color but the brightness of that color needs to be darker. Pink/Greens/ and maybe the pixels around the shield need to be black.

- - - - - - - - - -

In terms of a zelda level/game what do you wanna see? Cus I think we will be limited to only creating a dungeon and maybe little open world aspects.
2016-04-30 08:04:00

Author:
venat
Posts: 715


http://i4.lbp.me/img/ft/2040eae31c528fc4350a5f5e00830ba1d0dc550d.jpg

So that grid system isn't gonna work with the amount of detail were gonna be added in. It still a good editing tool for me to create a full zone. Will probably have to photo these huge pieces into a few photos and add collusion over top of them in the end.

- - - - - - - - - -

Yeah sorry Curious don;t work on any link sprites anymore. "Unknowncreator85" has roughly 40 sprites of link done already. Work on a bush instead.

Photo Update,

http://i6.lbp.me/img/ft/0163f94c1201602add78bded9f2437784bbf5d97.jpg

Unknowncreator85 has a bunch of link sprites done.
This has a huge amount of thermo cost and I decided to emite sprites in order to keep down thermo.
Link in the photo doesn't move or have any other sprites within the photo.
Area size has been increased.
Tiles no longer have emiters and the grid system has been removed.
Fixed the order of brick tiles.

Textures created,
Green
Pillar
Cracked Wall
Stairs
Large stone object
Leafy Grass.

Currectly working on the door texture and waiting on unknowncreator85 to be done with all the sprites.
I might redo the cracked wall & large stone object & grass.

Its gonna be tricky converting the level of detail into a few photos.

Not sure what dungeon this will be. I was thinking of Shadow Temple/Palace or something else. If the creating process speeds up we can create other dungeons and link everything on the over world.
2016-05-02 01:48:00

Author:
venat
Posts: 715


Ok, though its a lot of fun to do animated sprites and I've finished my first walking sprite of Link, I now will try to do a typical Zelda bush!

Many greetings, Jürgen^^
2016-05-02 04:20:00

Author:
CuriousSack
Posts: 3981


Photo update,

http://i0.lbp.me/img/ft/b00e62fb6fe42c7130d0d71470829b337a45eb98.jpg

So the full area size is done. Need to do more of the roof still.

Green squares are placeholders for Bushes and Red Square are for rocks.

White line on the right will trigger the zoning into the next map.

Collusion is on link and has a little logic for moving around. Hes still isn't animated yet.

Collusion is pretty much on all of the castle, not the trees yet.

Textures for doors are done and there is a black overlay for when your break the wall with a bomb.
2016-05-02 10:47:00

Author:
venat
Posts: 715


Yeah, this is already looking great! 2016-05-02 17:32:00

Author:
CuriousSack
Posts: 3981


So did some small adjustments here and there.

Changed the roof.
Changed the placement of the rock locations. (To prevent link from dropping on top of them.)
Made the area a bit bigger by removing some trees.
Did some testing with dynamic thermo.
Adjusted where the area will be in the level. (In case we're adding more over world)

Started building more map.

http://id.lbp.me/img/ft/7dd7589e94d2aa5fd2562f6708c155940fa4b024.jpg

This size of how big the level is right now and how big we can make the overworld map.
Overworld map might be 50% of this if we decide to make the load of dungeons, caverns etc in the same level.

http://i9.lbp.me/img/ft/4d9f4983f91ab6909e8508d73021eb0d6dea30e5.jpg

Dynamic thermo can be glitchy but im being careful. We can't take photos of large amounts of stuff to save on memory cus the quality is very bad and images still glitch out.

I'm still waiting on those bushes...
2016-05-03 06:18:00

Author:
venat
Posts: 715


Hi venat,

I've found two bushes in the web, one with leaves, the other with the shape of a bowl! The template for the bowl shaped bush had rather smal squares for more details, but thats not fitting to the Link sprites, so I've tried to form a bowl shaped bush by myself! I will send you the result in the evening! Please tell me once again whether I should send it in the PS4 version or in the PS3 version.

Many greetings, Jürgen^^
2016-05-03 07:32:00

Author:
CuriousSack
Posts: 3981


Hi venat,

I've found two bushes in the web, one with leaves, the other with the shape of a bowl! The template for the bowl shaped bush had rather smal squares for more details, but thats not fitting to the Link sprites, so I've tried to form a bowl shaped bush by myself! I will send you the result in the evening! Please tell me once again whether I should send it in the PS4 version or in the PS3 version.

Many greetings, Jürgen^^

https://media.giphy.com/media/jvPVeuUw49bAA/giphy.gif

http://nerdtrek.com/wp-content/uploads/2011/06/Zelda-Dark-World.jpg

http://umlconnector.com/wp-content/uploads/34385-Legend_of_Zelda_The_-_A_Link_to_the_Past_USA-10.jpg

Yeah only use stuff from "Link to the past" for now. If we start using other pixel artwork from other titles it will stand out.

Need the following,

Light tile Stone
Green Bush
Flower Bush
Wooden pole


Toss me ideas,

New Weapons/Objects
Legend of Zelda _________?

Other Ideas,
When you load the level you will always come out of links house.
Entering dungeons load you into a dungeon level.
Cant enter a dungeon once its cleared.
Defeating a dungeon and picking up the dungeon key gets carried over to the overworld map.
Only 2 things will not be effected by dynamic thermo, Link & all of the collusion for the game.

- - - - - - - - - -

Photo update,

http://i4.lbp.me/img/ft/fd41e8b3daec43eba035dfebcf64ff0d2c92021e.jpg

Camera size and basic UI layout done.

Dungeon Door now has a texture for opening.
Flower grass texture created.
Jumping off ledges logic done.
Placement of objects moved around.
Bunch of layer placement changes.
Everything currently has collusion.
Link's collusion turns off when he jump down ledges.
16 Hearts added.
Bomb & Arrow UI counter goes to 99.
Magic Meter added.
More details were added.
Area size increased a bit.
2016-05-04 04:44:00

Author:
venat
Posts: 715


Hi venat,

the bush tile is done now, I'm currently working on the flower, which is a little bit more tricky cause it uses hundreds of different colors! I'll send the results probaly in the evening! Tomorrow we have a holiday, so that I'll have a little bit more time!

Many greetings, Jürgen^^
2016-05-04 07:37:00

Author:
CuriousSack
Posts: 3981


Hi venat,

the bush tile is done now, I'm currently working on the flower, which is a little bit more tricky cause it uses hundreds of different colors! I'll send the results probaly in the evening! Tomorrow we have a holiday, so that I'll have a little bit more time!

Many greetings, Jürgen^^

Alright. It doesn't take long. Like 20mins to create it.

Anyway Photo Update, I been dumping a few hours of work into it.

http://i8.lbp.me/img/ft/0a8d2022a291a481240ffd117cf2f49354b11019.jpg

Added tall grass texture.
Tall grass slows down link once hes in it.
Added Light large rock texture & collusion.
Added dark large rock texture & collusion.
Redid light grass texture.
Added 3 types of fence textures.
Did some pegasus boots logic for dashing. Dash stops once the speed sensor has 0. Can trigger if Link bumps into anything.
Doors now animate open and close when Link is by it or away from it.
Cracked wall now triggers by Bomb blast tag.

Still waiting on the link sprites to be done... don't know if hes still working on it.

- - - - - - - - - -

Photo Update,

http://i7.lbp.me/img/ft/a574a022ed4e2bc3cdec53a9dd82560540cdffc6.jpg

Link can now attack in 4 directions up/down/left/right (animation) and makes sword sounds.
Hit box detection happens when link uses his sword.
Green bushes were added and now have collusion and make a sound after they're destroyed.
Fence adjustments.
Link can lift large rocks and throw them.
Placement of all green tiles removed & replaced with 1 large tile. Saved 5% thermo.
Some trees were made green.

Dashes/attacking/lifting rocks still have issues.
2016-05-05 07:04:00

Author:
venat
Posts: 715


Wow, venat, thanks a lot for letting me have a look on your map, its simply said fantastic! 'A Link to the Past' has been my first Zelda game and one of my first video games at all! I loved it and your map is almost better than the original! I'm totally enthusiastic! And to the community: here is your chance to help creating a level which will be unique among lbp3 levels.
I've found the animation of the bush cutting and the growing of new bushes and I will do them for you in the evening. I also found the sheets to the original music of the game and I will do some of them in case that you want to use OST.

Many greetings, Jürgen^^
2016-05-05 07:29:00

Author:
CuriousSack
Posts: 3981


Wow, venat, thanks a lot for letting me have a look on your map, its simply said fantastic! 'A Link to the Past' has been my first Zelda game and one of my first video games at all! I loved it and your map is almost better than the original! I'm totally enthusiastic! And to the community: here is your chance to help creating a level which will be unique among lbp3 levels.
I've found the animation of the bush cutting and the growing of new bushes and I will do them for you in the evening. I also found the sheets to the original music of the game and I will do some of them in case that you want to use OST.

Many greetings, Jürgen^^

I have given the first dungeon some thought.
Its gonna be the phantom dungeon.
First weapon you will be able to obtain the boomerang.
Boomerang will be very important for the boss in this dungeon. The boss will have a immunity to damage unless you can stun him by throwing the boomerang around him and hitting his back, letting you walking around him and attack his weak point. The boss will always face towards you not letting you get around him until stunned. During the second halve of the boss fight, he will select 1 of the 2 corners of the room and shoot a energy ball at link. Putting him in the corner of the room will protect his back. The enemy ball can be deflected by attacking with the sword and having it bounce back at the boss stunning him and moving him towards the middle of the arena. This will allow link toget a few hits on his back.

Boss arena will be a upside down "T" shape. The boss will be able to move to any of the top 2 corners during the second phase.

His main attack is 2 energy balls. One is purple that cant be deflected and one yellow one which can. He alternates between the 2 during his second phase.

- - - - - - - - - -

Photo update,

http://i5.lbp.me/img/ft/b05e4048139606e67cc8deab02e4011b2937dda4.jpg

Stone's were added and dirt under the stone was added.
Cut bushes were added.
Cut grass texture was added.
A few enemy textures we're created.
Walking currently work but link needs more logic gating the animations correctly.
Chest texture was created.
Basic Logic for health & magic bar are done.
There is a bomb icon now for UI.
2016-05-06 04:57:00

Author:
venat
Posts: 715


Update,

Spent time expanding more of the over world map.
Created a open texture version of a chest.
Changed the sound effect for cutting grass.
Cleaned up the layers and removed all the stickers on micochips.
Added a bunch of more collusion to expanding the over world.
Changed and added a few things to make the layout better.

Unknowncreator is working on some more over world textures right now.

I might have to remove the extra doors that are attached to the dungeon. Might have the player enter one way and have them load into another level just for the dungeon stuff and then come back into the over world map from links house with new items. Roughly at like 35% pink thermo.
With Dynamic thermo its pretty much 35% yellow thermo all the time. The loading block sections are kinda large so im trying to space out the over world a bit so stuff loads more evenly. There is always the option to glue everything down on the floor and break the over world into sections and just emite sections.

I'm looking into saving more thermo & thinking of a way to randomize items in the game. Something like 40% nothing, 20% heart, 15% green ruby, 10% blue ruby, 5% red ruby, 10% fairy. Different odds for everything.
2016-05-07 09:30:00

Author:
venat
Posts: 715


Not much work has been done.
Few edits.

Anyway found this online. Useful if you guys wanna create more sprites for me.

http://www.spriters-resource.com/download/7640/
2016-05-09 09:28:00

Author:
venat
Posts: 715


Hi venat,

I've finished the bush growing animation and the bush cutting animation (without gem)! Only thing: the bush cutting animation needs some thermo, maybe that the thermo costs are too high for the level! I will not be able to send it to you before thursday though.
You will get both, the pixel version and the sticker panel pic version in case that you want to change something.

Many greetings, Jürgen^^
2016-05-09 10:17:00

Author:
CuriousSack
Posts: 3981


Hi venat,

I've finished the bush growing animation and the bush cutting animation (without gem)! Only thing: the bush cutting animation needs some thermo, maybe that the thermo costs are too high for the level! I will not be able to send it to you before thursday though.
You will get both, the pixel version and the sticker panel pic version in case that you want to change something.

Many greetings, Jürgen^^

That might be an issue. Something like a bush or rock where I need to post around alot needs to be kept simple enough.
I already have a cut bush sprite. They aren't animated. Also not sure why we need a bush growing. I still wanna see it either way.
It pretty much 2 stickers for bush, the bush and the cut version under it. Hitting it destroys the block of collusion and the bush sprite together and whats left is the cut bush on screen.

I'm looking into MM Dreams right now and im nerves about creating in it. Its basically crazy amount of detail and can do in it. Which is good but even making something as lbp game can be a massive time project. So I don't know how anyone will make a big enough game in dreams or what its limitations are. I can see the dreams coming in like 5 to 8 months. Beta being in like 2-4 months and 4-5 months getting the game kinks out and ready for release. Will be fun creating in 3D. Kinda need a team of people though cus it seems you need alot of people to make something good. Probably will end up making a Zelda game or a RPG when dreams comes out.

LBP is a good stepping stone to learning how to create but when you jump into creating in 3D in LBP its alot harder. Its looks the same with dreams. Basically saying dreams doesn't look casual friendly to people that just enjoy dive in and play in lbp. Its more designed towards the creators. For that reason dreams might flop as nothing more as a devlopment tool rather then a game.

- - - - - - - - - -

Photo update,

http://ia.lbp.me/img/ft/99ae0d7840bd509143c9b7814add5a8818a3d358.jpg

http://i5.lbp.me/img/ft/325b3ddada77680943eee583d0a58cf08a77da85.jpg

Image brightness is high.

Pretty much spent more time increasing the size of the area and placing more stuff down.
Not completely sure yet but might be creating region areas. Forest Region/Desert Region/Mountain Region etc.
Basically the map we're working on right now is the forest region. When link crosses into a zone it will delete the current region and load up the next region. This may work the same if link goes into a cave or a dungeon.

Currently we're just working on creating the forest region.

Forest Region Places

Link's House
Dark Palace
Town
Cave

Forest region is pretty much the Northwest of the map. Link's house being the middle of the map, The loading point for starting the game.
As of now other pathways into other regions are blocked off. These paths require items to access them or basically a update to make the game more open at the start of the game when other regions are ready. But I want the first dungeon of the game to be easy to find so some gating is required to push the player to the Dark Palace.

The Boomrange will probably not be the first item link obtains. Mainly because there are some Big Heart puzzels already in the game that require the boomerang to obtain. Its also requires link to obtain the Silver Gloves early on so he can access other parts of the over world map.

After this the boomerang will either be a side weapon earned after sometime clearing the first dungeon in either the town or under a rock in a chest or be a main weapon in the second dungeon.

Dungeon 1=Silver Gloves, Large Heart Piece
Town=Bomb Bag=30
Town=Boomerang
Town=Bottle
Forest Region= Small Heart Piece, Small Heart Piece/Will require Gold Gloves to access.

Forest Region Enemies,

Bee
Green Slime

Dark Palace

Bat
Red Blob

I would like to avoid having to save items after obtaining them. Example. Pick up a key, zone out and zone back in, pick up the same key. Now I have 2 keys. I basically want to create it where there isn't any saving logic required on my end really. Which is easier said then done. I might end up not having the item reappear after obtaining it or might not have any keys in the game.

Dungeons will probably get there own level mainly because 1 region already reaches around 50% thermo when its out. Plus I want house/building areas/caves to load within the same level.

http://i8.lbp.me/img/ft/808f71defb442f328664467ba552da4e452d9985.jpg
2016-05-10 05:20:00

Author:
venat
Posts: 715


photo update,

Alright there has been alot of changes to the area that aren't shown in any of these photos.
There are rivers of water.
There are more hills.
Dark Palace only has one actual door now.
Dark Palace Cracked wall has moved to one of the locations where a door used to be.
Small Stone Rock has been completely redesigned.
Link's door has a open animation.

Alot of sprites were created. Inside Link's house is in the works.
Sprite that get emited from link are now more controled. There is still logic issue with link's sprites.
Floor flowers have been redesigned and now animate.

http://ia.lbp.me/img/ft/c2a2d4f40e56e5ced0dee29f078a23dd5050886f.jpg

http://i3.lbp.me/img/ft/ca3cf820df05fac0510f2ec20e23409a068df1fe.jpg

http://id.lbp.me/img/ft/eed7d82949799ef79018e3c09acfe68afa3ad552.jpg

http://i6.lbp.me/img/ft/fa6db562cb6b2501c41ae614e0361356573f5ed5.jpg
(This Puzzel/area has changed alot. Photo is just to show off the heart piece)

http://i9.lbp.me/img/ft/9299ed8f16338ca59b93d452f861e65796d01049.jpg
Houses are just placeholders right now.
2016-05-11 07:39:00

Author:
venat
Posts: 715


Fantastic, venat, next week I'll have some holidays and then I can do more stuff for you! Happy creating, Jürgen^^2016-05-11 08:00:00

Author:
CuriousSack
Posts: 3981


photo update.

Some dungeon textures done

http://id.lbp.me/img/ft/e5d53bc435af51c3a706cbcba962a2916ffe85ed.jpg

some textures for overworld and dungeons.

http://ia.lbp.me/img/ft/bca5e2f883b0e9d1b35fe81b8cdcdbfdd344e1b0.jpg
2016-05-12 06:07:00

Author:
venat
Posts: 715


Nothing creative was done on my end. I have been working on logic.

Link walking/standing sprite gating is better.
Sprites for carrying, standing/walking is done.
Some sprite gating for using sword/carrying/walking/standing combinations.

Right now sprites don't swap correctly when your holding down X. Causes the other sprites to not appear and doesn't emite the attack sprite. Basically makes your invisable.

I basically merged 3 versions of link. Basically taking all the best pieces of logic that run better then others.

Looking into a Menu System and selecting an item. Might pause all the enemies and link once the menu is up.
Did some logic towards bombs.

http://id.lbp.me/img/ft/4ed3f8016f951ce71c993bf764bca340082c0011.jpg
2016-05-14 09:27:00

Author:
venat
Posts: 715


Have you guys been making any progress? Its starting to feel like im the only one work on it now.

Also I need more people to help with logic. I'm not really good with just working by myself on it.

Also been thinking of adding in something like a mirror or hourglass item to re spawns all enemies, trees, return to the start of the dungeon.
Basically a tool that makes it easier to farm cash and maybe let me create smaller a smaller over world without link running outta stuff to cut down.
2016-05-16 06:17:00

Author:
venat
Posts: 715


Hi venat,

you're not the only one working on your project, I've started to give in some of the OST, the first title has been "Dark World", the next one will be "Kakariko Village". I will send you the musicsequencers tomorrow and the bush cutting sprites too. For more sprites tell me what you want me to do!

Many greetings, Jürgen^^
2016-05-16 10:07:00

Author:
CuriousSack
Posts: 3981


Hi venat,

you're not the only one working on your project, I've started to give in some of the OST, the first title has been "Dark World", the next one will be "Kakariko Village". I will send you the musicsequencers tomorrow and the bush cutting sprites too. For more sprites tell me what you want me to do!

Many greetings, Jürgen^^

Yeah don't do the dark world. There is already a level with it im pretty sure. Probably Kakariko too.
Adventure music & dungeon music I need.

We're just using assets from link to the past. Not remaking it. I wanna make this its own Zelda game of sorts. Not sure yet what its gonna be. Tossing around names like Mirror of Shadows or thinking of a item being a mirror or boss items being shards of a mirror. Thinking of making Lens of Truth maybe. Can turn on objects and enemies.

Photo update,

http://i1.lbp.me/img/ft/ac196d11735b112d12e10c129b54a7b815bf93c4.jpg

Control Logic works for selecting items and pressing X. Some logic was done for hearts and pretty much laying out more of the menu. I might end up getting rid of the # of bombs and arrows in the menu system also cus I might be displaying the menu system over link where you can see his MP/health/bombs/arrows/ruby above the menu screen.
Blue grid im still thinking of having the dungeon map being displayed there or might change it back to display the names of items selected on the cursor.

Boomerang
Bow
Bomb
Empty Bottle
Fairy
Green Bottle
Red Bottle
Blue Bottle
Lamp
Hookshot

And the last one being something new. Not sure what it will be.

Iron Gloves
Gold Gloves
Boots
(Maybe Flippers for swimming) Considering over hailing bit of the map. Might end up adding large body of water.

- - - - - - - - - -

Photo update,

http://if.lbp.me/img/ft/cefc2e21ea2226c06ddae19f873952bdae72a96f.jpg

Arrow icon done
Ruby icon done
Gold gloves done
Flippers done
Boots done
Hookshot done
Bow done
Lantern done
Lens of Truth done
Magic Stone done
Boss items done

Will probably remove the MP bar or change it where it auto heals quickly after you use it.
With that said I will be removing Green & Blue Bottles. Removed a bottle because its always too over powered to have more then 2 in a Zelda game. Creating the sprite for lens of truth took me long.

I might be lowering the number of hearts in the game to something like 10-12 being the cap. Start off with 4 hearts.

- - - - - - - - - -

Boarder around the menu has gotten some work.

Changed the bottom right of the area. Had toget rid of background trees.
Stuff was starting to not display correctly when I started to add more stuff in the level.
Instead of trees there is water. Deep water to prevent the player from going out of bounds.
2016-05-17 16:40:00

Author:
venat
Posts: 715


photo update,

http://i9.lbp.me/img/ft/7d9b5133664032c3165c258da5753dde63d2a6d7.jpg
Water in front of links house. Had to get rid of a bunch of trees, Stuff started to not display correctly. Saved more thermo on this anyway.

http://i4.lbp.me/img/ft/954fe45840941b44608a86d78756807097ec4847.jpg
Menu more colorful. Item icon on the top right changes when you equip. Menu System moves up and covers links sprite when you press Triangle. Also goes down away from links sprite. Controlnator gets turned off for links sprites/controls when your in the menu system and the same for controling links sprite.
There is 3 controlnators in the logic now for swapping controls.
Number of hearts when down from 16 to 10. Heart length is larger.
Mini map appears in the menu. Not sure if I want this still.
Fixed a bug where the menu system would float away if you were running forward with link and went into the menu.

Its gonna be tricky doing the logic for the bottles. Empty bottle x2, Bottled Fairy x2, Red Potion x2, and maybe Bottled Bee x2.

http://id.lbp.me/img/ft/56d07a396e1b22aef9a3551ce95cd997225d1fd5.jpg

Roughly first step outta 3 is started for carrying and throwing objects.
2016-05-22 00:12:00

Author:
venat
Posts: 715


Created the sprite textures for the lamp pot looking thing and stairs for the dungeon this morning.

http://i6.lbp.me/img/ft/936df3362293b37389962251891234111d07057d.jpg

- - - - - - - - - -

photo update,

Basic layout for a dungeon room was done.
Corner walls we're created. Railings preventing link from going was created.

http://i5.lbp.me/img/ft/03523d0882ca9db142bd6e8f5cd13874d0a0d3c9.jpg

New houses we're created and the doors have open animation. Stone floor was merged into one large photo. Rock walls we're replaced with a different colored version. The large rock and tree was removed. Rock wall corner & upward piece was done & added. Collusion was added to all the houses and trees in the town area.

http://i6.lbp.me/img/ft/b362a842e8ac431bd9654c3152e0a75ae1adcafd.jpg

Witch Hut was added to the forest.

http://i6.lbp.me/img/ft/f565921f174d3df7a246fb48de7ec500f5286e99.jpg

Links house was adjusted and rock walls around links house were adjusted and changed. Water in the forest region has a wave animation sprite.

http://i0.lbp.me/img/ft/9401512873db13fa02deca3728b4e0ae7d487e4e.jpg

Few trees were deleted and collusion changed. Truth Stone sprite was added to the area.

http://ib.lbp.me/img/ft/75b2842eb515c1e9063d92dc505828fc03071c48.jpg

2 Houses we're created but there is no room for them yet. Might save them for another region.

http://ie.lbp.me/img/ft/e3e3f8e2f5b6cb0ea5e3ece239165a959d797ab3.jpg

I'm going to be looking into ways to save more thermo. Probably merging 6 Trees into a single photo & merging the out outside of the first dungeon and make that a single photo also.

Some sprites of link using his bow and & enemies for the dungeon are in the works.

http://i6.lbp.me/img/ft/2d62685103bc0f96bf9afa747c6d8e2d33fd7768.jpg

Slime sprite enemy/Door sprite with some key opening logic/Triforce artwork was done.
2016-05-26 04:28:00

Author:
venat
Posts: 715


So I been looking around in Zelda lore for a title for Zelda game.

Has something to do with the sheikah dark magic. So far been juggling a few titles around but nothing that really sticks so far.

I already know a good villain for the game and its related to the theme of the game.

http://vignette1.wikia.nocookie.net/zelda/images/5/5a/Wizro.png/revision/latest?cb=20140610203353

I been playing around with merging trees into one photo to save on thermo but I keep losing the quality of the photos. I'm going to keep playing around with it. It should lowered the thermo cost by 5-8% if I do it.

Will be fun trying to create a good looking set of sprites for this enemy for the end of the game when we get there.

Right so after few testing this is the best quality I got when I converted the front of the dungeon into 2 photos. Doing all this saved like 6% thermo. Removed something like 4-5 kinds of stickers and around 70-80 stickers used to build it. If I start doing all the trees I might be able to hit 30% thermo for the whole level. If I use my group of trees stickers removes 8 stickers and around 60 corners. I keep trying to find a good quality but its hard toget one outta this game.

http://i1.lbp.me/img/ft/1f1a20a7b277f7cba2cd90a8823ed11b04384258.jpg

With some copying of the photos and overlapping them I got a blur effect. I might keep it in.

http://ia.lbp.me/img/ft/bfabee2b289a420828a40d127f4d266d7d766f40.jpg
2016-05-28 02:54:00

Author:
venat
Posts: 715


Some basic enemy logic was done.

Enemy movement is randomly up/down/left/right without going after link.
Going to use this for stuff like wandering around enemy logic and for simple stupid enemies like slimes.
For some reason the collusion on these enemies keep breaking through walls when the game lags or something.

Bow animation sprites are done and they are on the the Link controlnator. Arrows still need to be added and there is still some Gating working for other attack sprites and logic still needs to be added for making sure Link has enough arrows to use the bow sprite.

Dungeon designs and layout has been done for the most part. Collusion in all the current walls are done. Some enemy logic was done just for this dungeon. Door gates were created and bit of animation was done for it.
2016-05-31 05:49:00

Author:
venat
Posts: 715


Been playing the witcher 3 lately. I did do some research on how many rooms are normally in a dungeon. Its between 19 to 21 rooms. This includes the boss room.

I'm roughly at 8 so far and was planning on creating up to 16. So I guess I will have to make a few more extra rooms. I thought I could have all the rooms up but the stickers are glitching out even at like 12-20% thermo. I will be able to just emite rooms as link moves room to room. I try to make every room important but after looking at how the actual game has it its okay for me to just add some hallways or very simple puzzels. The bow will be the first dungeon item. Lamp will be given at the very start of the game and boomerang will be a optional weapon. I been thinking of adding Bow shooting mini game where there is 3 prizes based on the players score. 3-6hits=boomerange or iron gloves. 10= heart piece.

- - - - - - - - - -

Throwing logic is finished. Has this delay/bug in it though. Not sure if its fixable. Took me awhile to get it to even work. Had to adjust logic on the pot and link for bunch of different things. How you walk with thew pot, how you toss the pot, tossing pot does damage, collusion turns on when you lift it, pot destroys when you throw it. preventing other animations during lifting, preventing animations while carring. I had issues where the top menu system would trigger sprite preventing logic/tossing logic for lifting objects.

Brought in my zoning logic and spawning areas logic from Rising fire but all the tags/sequencers need to adjusted to there correct spawn addresses.

The dungeon isn't the correct size so it was smaller then it should of been for link's sprites. I already adjusted 2 rooms to the correct size. I will adjust the others and create more rooms once I work out that zoning logic works. I will have to do some save logic also for keys and puzzles. I did some testing with the slime enemies and they seem to sometime clip through the walls and between the pots.

I did some more dungeon layouts just for getting the zone logic setup. I think I have 19 rooms so far maped out. Still gotta make them.

- - - - - - - - - -

Worked on animating the gate open and closing and staying open and keeping the zone sensor on and off.
Also tweeked picking up the pots more. They throw better but there is a chance where you will pickup 2 pots at the same time or it wont toss it.

The gates open now when you step on a pad or push a statue on it. No statue has been created yet. Version update has also been added and I changed the placement of the magic bar. The magic bar will probably be smaller.

http://i5.lbp.me/img/ft/d256729fd28db03bc576075aa9454f6f9ff21479.jpg
2016-06-03 03:58:00

Author:
venat
Posts: 715


I just finished doing on health bar, hearts the player picks up, tossing/smashing pot sound effects, picking up hearts/magic/rubies/pots sound effects, logic with the magic bar and health bar. Menu system closing sound effects, selecting items in the menu system sound effects. Sound effects for opening gates and steping on switches, Green Hyrule Guard enemy is halve done so far. Created sprite for lamps when they are & aren't lite. Some logic with shooting arrows. Also some logic for adding up arrows by digital power signals. (Basically means 1+5+20+100 instead of just +1+1+1+1.) Its halve done though.

I wanted toget alot of logic done on these common items like pots done first before I start saving all rooms.
2016-06-04 04:33:00

Author:
venat
Posts: 715


Photo Update,

http://i2.lbp.me/img/ft/b22635c1c847344896e8430b7fbd36404af224c4.jpg

Close text/Triangle sticker added to menu.
Dungeon wall lamp sprite created
Dungeon wall lamp sprite lighting animate.

Bow controls finished

Bow stops if it hits a wall and makes a sound effect.
Shooting the bow makes a sound effect.

Bombs are done.

Bombs blast animation done.
Timer extended for not picking up bombs.
Bombs are emited on link's spot.
Bomb emiting and blasting sound effects added.

Fire Lamp controls finished. Fire animation still needs work.

Pots emite items once you lift them rather then after tossing and smashing the pot.
Some extra logic was added for pot throws to deal more damage.

In the works,

Link's spin attack animation/logic.
Death animation effects for enemies.
More work on UI/controls/patching bugs.
Item icons & picking up # amounts.

Photo was me just emiting a bunch of bombs out and watching them blast in a row for fun.

Adjustments to all wall collusion in the game needs to be done to apply to the arrows and probably the hookshot later when I get around to it.
2016-06-07 08:58:00

Author:
venat
Posts: 715


I need to find ways to recruit more people on this project. It has been mainly just me doing the work this week. There is a number of tasks that need to be done and I have been overwhelmed with other parts of the game. The logic is consuming most of my time.

The game needs more help to simply put it.

What I need are people that can create sprites from the game.
Also need someone that can help me quite often with logic. This includes making your own logic on things in the game.
Sprites that need to be done:

Grey Square block.
Entrance doorway sprite for the dungeon.
Enter doorway sprite for the dungeon's boss room.
Town NPC characters
Windmill fountain.

Inside rooms:
Bow Mini Game room.
Witches Hut
Shop
Library
House
Inside of Links house

Cavern walls.
Cavern Floor
Cavern Doorway

Angled Rock walls for the hill.
------------------------------------

Logic,

(Following needs to be done with # power signals)
For picking up keys
Obtaining Rubys
Obtaining Arrows
Obtaining Bombs
Obtaining Arrows
Obtaining Hearts
Obtaining Fairy
Using Red Potion
Using Bottled Fairy
(Most of the logic is already done, what I need you guys to do is is make the tag trigger = a #)
Also needs to make sure these actions don't go off when there isn't any ammo there.

Help fix bugs.
Link attacking triggering while he is already doing one action. Example is hes carrying a bomb and is able to use his sword.

Once all of the following is done, need to work in a Save function for obtaining items.
-----------------------

Enemies

Need someone to setup enemies. I already have a good logic applied to this but I need someone to continue updating their enemy's AI as I finish with different actions with Link. (I will give you a enemy to start off with and I will inform you what needs to be added.)
--------------------
Finishing a bunch of things with different objects logic/LInk's Logic/Game logic right now.
Once the logic is in good testing order I will have to update all the assets of regions 1 over world.
This basically means I need to replacing all the bushes, stones and other that were gonna get remade to save a ton of thermo(Trees).
2016-06-27 08:04:00

Author:
venat
Posts: 715


Hi venat,

I'm totally enthusiastic about your creation so far! This will become an extraordinary good Zelda level for LBP. I nearly can't wait to see the finished result!

Many greetings, Jürgen^^
2016-06-27 09:39:00

Author:
CuriousSack
Posts: 3981


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