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The Legend of Zelda Sight of Shadows

Archive: 224 posts


The Legend of Zelda Sight of Shadows.

Lens of Truth will play a important role mid way into the game.

Your goal is to explore the game and clear all the dungeons that give you tools to enter other dungeons. Once you have all the boss trophies it will allow you to access the final dungeon of the game. It plays like any top down Zelda Game.

Fan made game using assets from link to the past and new creations by our Zelda Team.
The game is currently still in the works.

What you can expect is a semi large over world map level that includes up to 7-8 sub Dungeon levels with bosses and equipment that carries over to the other levels.

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

If you like to join our Zelda team we are looking for help.
Looking for people that are good with logic & willing to work creating things with squares/pixels.

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

http://i5.lbp.me/img/ft/d256729fd28db03bc576075aa9454f6f9ff21479.jpg

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

- - - - - - - - - -

_________________________

Status Update.

So im back after a 4 week break, sorta been busy with other things. I am willing to dumb my time into this again.
Been doing testing with zoning logic and loading in rooms. As of right now having issues with triggering the follower on Link to move to spawn points when the room is emiting. I'm assuming its probably a Binding/Gravity thats triggering while loading is happening.

After the 4 weeks I haven't touched base with the team yet. Sorry. Hopefully they didn't stop working on whatever they were working on.
Which was some enemies sprites and some unfinished things with the over world map that still needed to be added.

Before I took a break I was working on adding in a bunch of things that we're missing from link and adding in commands and bug fixes for almost everything and sound effects and alot of testing and testing making sure stuff didn't get too glitchy. (I need help with these bugs if someone would like to help make the game much smoother then how it currently is and maybe clean up my logic if its all over the place.)
I did some sound/logic/emiting/item spawning-hearts and etc last time I was going hardcore into this.

So there is this kinda thermo issue im having where im not completely sure whats the best way to handle it.
Have all thee item emiters on link or have 1 emiter or a bunch of emiters on each Pot. When Link lifts the pot it randomly drops a item like a heart or a ruby. Right now I just having it as 1 emiter per pot and its always will be the same pot = the same item or completely nothing. Which I think might be the right way to do it since I seen other fan made Zelda games run into issues with players unable to obtain health since it was random. But 1 emiter per pot is alot of emiters overall. Which has me thinking how do I emite these items off link to locations where I want them and they wouldn't glitch out. I could add a follower to the hearts where when link lifts a pot a heart gets emited and moves at the location of where the pot was. Once the heart follower is at the location where the tag is the inverted tag senor will sense that the heart is on top of it and turn off the tag, preventing any other hearts or items from overlapping each other when more then 1 is up.

This is kinda the annoying bug and thermo saves I need to do in order to fit everything in. This and I gotta apply it to everything in the game from bushes, grass, enemies, pots, rocks etc. I'm still in the works on merging a bunch of trees together into a single image to save on thermo on the over world map.

SEMI PRE BETA INFO
-----------------
This isn't a full beta of the game but phase 1 of the finished beta of the game. We will be releasing 3 parts of a Beta each time we complete sections of the game.

Beta 1/ Forest Region + Shadow Temple
Beta 2/ Water Region + Water Temple
Beta 3/ Mountain Region + Fire Temple

There will be more dungeons of the game that will not take massive amounts of space on the over world map like the first 3 do.

So we're roughly 2-3 from releasing the first phase of the Beta. We probably will not include caverns or fully access to the town buildings since its actually alot of work to design the insides of these and include NPC dialogue. Phase 2 & 3 shouldn't be as time consuming since most of the logic will be done by phase 1. Still a great deal of work none the less.
2016-06-22 12:55:00

Author:
venat
Posts: 715


Amazing! This jaw dropping . Man... makes me think all those times I used to spend on the LBP series . Almost makes me wanna come back 2016-06-22 14:43:00

Author:
gurren009
Posts: 2592


Status Update,
(LInk Ver.2.9)

(What is this version checks? My way of keeping track & showing the progress in images of the game. This has been added 5-6 weeks ago. Everytime I add something to Link or fixed something I add a .1 to it.)

Bug fix:Holding X no longer disappears link.

Link can now do a spin attack.
(As of right now sound effects need to be added in and some controls gating while the spin attack is going off)
Death smoke animation has been created for enemies.

There is still quite a great deal of work that needs to be done. Will need to apply the spin attack damage type to pushes and grass and enemies. Before doing all that I need to know that link is complete or i might need to adjust more stuff later. Right logic isn't all the way done for enemies. Will need to add 4-6 damage # times per enemy. Sword attack/Bow/Bomb/Spin Attack/Pot throw~Rock throwing
Going to be working on holding sword power up for the sword spin attack.
I will also look into Pots more and stop the sword attack animation from going off while link is holding a pot.

Dungeon Statue/Green Guard sprites/Inside of Link house is being worked on the side also.
2016-06-23 07:56:00

Author:
venat
Posts: 715


Status Update
(Link ver.3.4)

http://i7.lbp.me/img/ft/c27828a548ab7d8c0560e2bf9ae94f0e4c99e5e5.jpg


Lots of stuff added.

Power up sound effects & sword drawing happening when holding X for spin attack (letting go unleashes the spin attack)
Some delay Gating was added also to prevent other animations going off while doing the spin attack, while holding X link will be able to walk around but the movement speed will be slower. Unleashing a spin attack uses 1 magic point.
(Magic cost Gating still needs to be added for spin attack)
Spin attack sound effects was added.

When Link attacks normally with the sword it he will randomly yell.

Some adjustments to links collision was done while loading from room to room.

Logic from the boomerrange is done.
Sound effects were added while its thrown.
Link can move the boomerange to another direction while its already out.
Boomerrange gets destroyed if it retouches links hit box.

- - - - - - - - - -

Another status update.
Link ver.3.7)

Can now use the hookshot tool in 4 directions.
Hooktshot can pull link forward on top platforms or grab items. Also has the ability to stun enemies like with the boomerange.

http://ib.lbp.me/img/ft/72b306fe35f522b8e846fc5a736f01d7821ed990.jpg

http://id.lbp.me/img/ft/a9d344faaee2d81907efe92dfb7c2c1cba105a14.jpg

Photos of me testing the out the feature making sure the range was good enough.

Took me awhile to make this one cus it was a bit tricky add/deleting chains/pulling link forward/gating controls movement/gating other hookshots being fired while one is already is out. There is some issues with it still. Also gotta add in sound effects. Just created a flame sprite for the lantern also.

So most of the tools are done now. There is 4 tools left 2 bottles and summon elemental and lens of truth. All of those don't any controls really, they just get emitted out.

I'm thinking of making the magic bar recover a bar like every 5-10secs and getting rid of magic potions/magic bottles.
2016-06-25 06:58:00

Author:
venat
Posts: 715


Another status update.
(Link ver.4.1)

Boomerange throwing ranged has been made smaller. This has been done to make the hookshot more useful for grabbing items far away. Also to adjust where it can be used to grab heart pieces.

Hookshot has grabbing/chain sound effects.
Links collusion turns off while hookshot is pulling link forward.
Link moves much faster while being pulled forward.
Bug fix where link's movement speed was too low because of new logic.

Hookshot is almost fully done. There is major bug with it still which could break the level. Shouldn't be too hard to fix. (Needs more control Gating)
2016-06-26 10:53:00

Author:
venat
Posts: 715


Status update,
(Link ver.4,5)

Some logic has been done with collecting add & subtracting rubies.
Found more bugs to fix with the hookshot. Can no longer open the menu or hold down the spin attack while the hookshot is in motion.
Fixed a issue where the spin attack wouldn't cause damage. This had to do with the sensor and the amount of animation that came out from the spin attack. Might be doing a overhall on it to make it easier on thermo.
When lifting a Pot for example, link would emite a chip that moves to the pots platform and randomly emites 1 item. Need to add on to this as I finish items and apply other follower locations to things like enemies, grass, rocks. So far it only emites Heart & Green Ruby.

Some logic clean up has been done on it.
___________
Other Work:

Over world has been given some work. Started working on replacing the trees. Still on going progress. (Purple and single trees are left)
Slime enemy has a sprite animation working and now emites death animation smoke effect.
Link can use the hookshot on grey floor lamps to pull him across.

- - - - - - - - - -

Status update,
(Link ver.5.0)

Item emiting system is pretty much done. Green Ruby/Blue Ruby/Red Ruby/Heart/Fairy/Bomb x5/Arrow x5 now get emited.
Purple Ruby/Gold Ruby has been created and will be used in Chests only.
Add & subtract logic for rubies is done.

Boomerrange can now grab all rubies, ammo and small keys.
Fairy has its own wandering AI. Touching it restores 8 hearts.
Temp Fix logic has been created to prevent the hookshot from bugging out. It will stop all controls when the hookshot is being emitted.
Lens of Truth Logic & controls are done.
Extra Menu Text has been added to make the UI more user friendly.

http://i2.lbp.me/img/ft/3d26b0796c00c2c46f1e75ebc4b3a7c4ef5ee545.jpg

- - - - - - - - - -

Status update,
(Link ver.5.5)

Sound Effects added when picking Arrows/Bombs/Small Key/Large Key.
Menu System memory logic done. Adds & Removes smalls keys, Adds Large Key, Adds Flippers, Adds Boots, Adds dungeon 1 Trophy, Adds dungeon 2 Trophy, Adds dungeon 3 Trophy.
Lantern flame that gets emitted does same damage as a sword attack.

Extra Adjustments
When the lantern stays lite it makes a sound effect.
Lifting Block sprite added.
Enemies stay damage from flame.
Boomerange now stuns enemies.
Bunch of work done on Dungeon design.

Problems,
Fairy isn't being emitted.
Spin Attack animation is causing issues with the hit box. (Spin Attack isn't doing any damage)

This is near what a Dungeon Room will look like.

http://i6.lbp.me/img/ft/9e6d5ed1205b74bc21deb955aea3a4b4be4c45c3.jpg

- - - - - - - - - -

Status update,
(Link ver.6.1)

Sound Effects added for when the Lens of Truth is on.
Tags turn on when you have obtained Iron & Gold Gloves.
Mini Link faces now appear within the mini map in the menu to display your location.
Fairy now gets emitted and the Fairy size is much smaller to avoid link from picking it up upon spawning.
Logic hookup has been done to Summon Pendant & the bottles.
Bottles now display Empty/Red Bottle/Blue bottle.

Extra Adjustments
Dungeon Blocks make a sound effect when thrown.
Dungeon Blocks require Iron gloves before you can lift them.
Bug has been fixed where you can lift a pot while lifting pot. (This still happens but it no longer overlaps the pots. You toss the pot right away as you lift up the next pot.)
Found out that if I cut the walls into edges I can get rid of those corner pieces and it looks better.

Problems,
Spin Attack animation is causing issues with the hit box. (Spin Attack isn't doing any damage)
Having issues setting the power # for bombs & arrows.

- - - - - - - - - -

Status Update,
(Link ver.6.6)

Sound effect added for Summon pendant
Sound effects added for drinking potions
auto-regen added to Magic that triggers every 25secs
Lantern costumes one Magic.
Blue Potion now restores Health & Magic all the way.
Red Potions now restore Health all the way.

Extra,
Can now push those grey blocks.
Extra collusion has been added.
Push block sprite has been created.
Sound effects triggers having pushing the blocks.
Chest now spawns within that room after lighting those 2 lanterns.
Sound effect triggers have spawning the chest.
All the walls we're readjusted to improve the corners within this room.

http://i6.lbp.me/img/ft/b26e03d91459b8a761ae281a6149734799c13058.jpg

http://i0.lbp.me/img/ft/07064461af47f1de494406d40b32fa980b66694c.jpg

Whats left within this room:
Demon Doorway needs some logic still.
Chest needs to emite a small key.
Zones need to be added.
Chest needs to stay up/not emite anymore keys once its opened.
2016-06-30 14:16:00

Author:
venat
Posts: 715


So I took a week break and played some other games. It sucks that I don't have anyone anymore working with me. (Still stuck on some logic and I need help.)

Link takes damage now. (There has been a damage cooldown so link doesnt take more damage within a short period of time.)
Demon hallway now emites a death animation & destroys.
Worked on animating/some logic on a teleporter pad.
Key now displayed when you open a chest & get 1 key in your menu when that happens. (Sound effect changed for spawning chest)
Cleaned up some more rooms and started adding some finish objects.

So yeah there is like 3 pieces of logic im stuck on/causing bugs/did quick fixes before Link is pretty much 90% done. Still gotta add a swimming sprite/attach some save logic for the tools once the player obtains them and add a simple death sprite animation for link for when he dies.

Those problems are:
Spin Attack doesn't do damage. (this is because the damage hit box that gets emited with or without the spin attack animation doesn't do damage to the enemy. This is because the thermo/info for emiting the animation for the spin attack is causing the sensors to not read the spin attack hit box.)

Arrows & Bombs # logic isn't correctly set so it works with a max cap of 30.
This works with Rubies where the cap is 999/1000 but the cap for Arrows and bombs are 30 and its not adding a full 1 but instead its adding like 0.030 or something like that. Someone that knows this logic set it up for me and I just don't know how to set it so it works with the 30 cap.

Hookshot
I dont know how to disable controls during hookshot. I did a quick fix where I disable all of the controlnator but this also causes the sprite for link to disappear.
2016-07-11 04:43:00

Author:
venat
Posts: 715


So fixed a bug where link was taking damage with his menu top menu screen.
Fixed up some graphics/objects within rooms.
Started working on a new enemy sprite
Created logic for knock backs when attacking enemies.

So there is a issue where enemies and link is able to go through collusion. Not sure why its happening. Thinking its cus the game is too complex.
Also knock back is causing the enemies togo through walls.

Some Sprites were done for town NPCs.
Sprite was done for a statue.
2016-07-12 21:03:00

Author:
venat
Posts: 715


Right so there is some major bug that im still fixing. Its alot of work. It requires me to drop all sprite animations to 4 roughly.
This is because when all the sprites move to a area around the controlnator it causes the game to break. Collusion for dynamic objects are able to clip through other dynamic and static objects. Causing the player or enemies toget out of bounds.

This maybe also fixed by move the logic away from the sprites move to. I think this issue is mainly caused by having too many sprites in one location. I lowered all walking sprites from 7/8 to 4.

Game still has a breaking effect when there is 8-10 sprites on screen. Which means I can only have so many enemies on screen also. Roughly 2 max at once.

I need to change all the attacking sprites. Which is going to be hard. Because they have more animation frames. Roughly 10-12 and dropping them to 4 wouldn't look good. Also spin attack has like 18-22 frames.
So yeah I might need to remove the spin attack from the game.

Also need to look into the standing sprites and see if I can some how lower them.

http://i6.lbp.me/img/ft/b461170171d70d05179f232257d848a541fd237d.jpg

http://id.lbp.me/img/ft/49d681e385c856ac1cb26c942d7f561616a570d4.jpg

http://if.lbp.me/img/ft/dff18d54105d3e1bcc300b5328bd6065131ec8f7.jpg
2016-07-14 17:55:00

Author:
venat
Posts: 715


Omg! I think that I wouldn't have the patience to find solutions for all those bugs! I'm admiring you for your sheer endless energy!
Good luck and have a fine weekend, Jürgen^^
2016-07-15 08:24:00

Author:
CuriousSack
Posts: 3981


Omg! I think that I wouldn't have the patience to find solutions for all those bugs! I'm admiring you for your sheer endless energy!
Good luck and have a fine weekend, Jürgen^^

I have been taking breaks quite often though.
Quite upsetting that once I thought it was all done, I came back and everything was broken.
This is the same issue why the spin attack isn't triggering the hit box of the enemies. Just too much sprite/animations being emited out, causing the logic to not work correctly.

That dungeon room I think I changed it like 3-4 times by now or added to it.
I have been working on other rooms also.
That Eye pillar enemy is only halve done. Got him only looking one direction, need him to look back and forth and to shoot.
Those statues, only one of them you can push but when you it too hard into the other statue it clips through it.
The other guy did the sprites for the villagers. There is 2 more characters he did that I didn't finish animating.
I really need him to finish the inside of links house. Its been like 2 months now and it isn't done.
The inside of the houses inside the village need to be done also. Kinda need those to be done also if I plan to release the village ever.
I want to add a room where you can use the bow in a shooting mini game.
Another room for a shop.
2 extra room for extra.

First region isn't anywhere near done yet but I do wanna finish the links house and all the way to the first dungeon and the first dungeon at least. Everything else is pretty much extra once you finish the first dungeon and have the tools. But by then I gotta make sure the logic is all worked out before I can start working on the second region and the second dungeon.

- - - - - - - - - -

Alright so the clipping bugs are almost finished. (hopefully)

Spin attack is still in the game but there isn't any spinning animation done by link anymore. There is a spinning effect that still in there for the spin attack.
Slime enemy can now drop items after they die. So the base logic for that is done for all enemies.
Hookshot animation is now fixed. Removed the temp fix.
Some gating was done for walking animations during the hookshot and something else.

I will be releasing a small testing area for people to play and test it out. It's going to be a pre alpha test with the features and some of the things in the game. After the clipping bugs I will release it to you guys soon.
2016-07-15 22:42:00

Author:
venat
Posts: 715


Lets see.. its been like 2 weeks since I posted anything. I did take about a week+ break from creating. Last 5 days I have been doing some work on the game and getting some outside help.

Status Update
Link ver.6.8 -> Link ver.8.0

Add counter now works for Bombs & Arrows.
Bombs & Arrows Cap has now been changed from 30 to 20 to allow the counter to work correctly.
Can no longer use Bombs while being at 0 Bombs.
Can no longer use Arrows while being at 0 Arrows.
Can no longer use the fire Lantern while at 0 MP.
Animation delay for shooting arrows has been removed.
Cleaned up some logic which removed 3% thermo.
The amount of arrows that you can shoot before the arrows destroy has been increased.
While reaching 0 HP the Game Over screen will appear overlapping everything. (Menu screen needs more work)

Needs work:
Creation of a returning point for link to return back to Link's house or the start of a dungeon.
Locking the controls while the menu screen is up.
Dead Link Sprite to be displayed on the game over screen.
2016-07-30 07:07:00

Author:
venat
Posts: 715


Got someone else working with me right now hopefully. See how he pans out before I start putting all my effort back into this project again. Playing no mans sky right now. There is actually a mountain of work to do on this still before its really playable.2016-08-18 12:04:00

Author:
venat
Posts: 715


Hi venat,

currently I'm busily working on my "Solar One" project, but if you give me some orders what I can do for you on my own moon, then I will try to do my best! I still have some ground tiles for you.

Enjoy "No Man's Sky", I hope you have a good compass, not that you'll get lost in the endles dephts of space!

Many greetings, Jürgen^^
2016-08-18 12:39:00

Author:
CuriousSack
Posts: 3981


http://i3.lbp.me/img/ft/813bfee821b328ee7611c54942b980acf8456406.jpg

Started redoing the trees for the game. Had to lower the number of stickers & objects. This has caused me to have to change the layout a bit.

This is the older version. Grouping the trees into one photo has lowered the quality of the image and has caused me to have to layout stuff differently.
http://i6.lbp.me/img/ft/f565921f174d3df7a246fb48de7ec500f5286e99.jpg

All the green trees are done. Still gotta work on the purple ones.

Edit

Worked on it some more. Finished up the purple trees and did alot of tweeks and small changes. Still more work needs to be done bring it up to speed.

http://i9.lbp.me/img/ft/aa93f0bd3046f769c558cca4c3b07c95637a0c34.jpg

http://ia.lbp.me/img/ft/96a20c2428f92adb42d8eef3eaedd28378f08134.jpg

http://ib.lbp.me/img/ft/51b9a830e3402f545ce0a703a45b59fd79341b2b.jpg
2016-08-19 23:24:00

Author:
venat
Posts: 715


Link ver 8.0->8.3

Hitbox adjustments for attacking.
Layer adjustments to hearts.
Removed the Map system a bit (Put it to the size and might add it in later. Also had to remove the map since the area layout changed a bit.)
Within the Map area on the menu I added "Quest" items. More Quest items will be created for the game. The quest items will be simple. Pick up item, bring it over to NPC and probably get a heart piece or a bottle etc.
Menu color adjustments for seeing the font better.
Added more text in the menu explaining what everything is sorta.

Tools
Quest Items
Pendants
Upgrades

All the trees are finished. (Might need some more tweeks.)
Collusion is pretty much finished for the area.
Bushes & Tall grass can is now fully updated to current logic. Items can drop from these can you can destroy them.
More area adjustements & new stuff added into the area.

http://i2.lbp.me/img/ft/b2248cf1d7989b0cbc3c8181c0fc7ce65c36756b.jpg
(you can see the triangles clipping through the hearts) that was fixed.

Will be converting the pot/huge brick logic onto the small rocks next. After that I pretty much need to make rooms and cave tunnels & add in zone ways.
2016-08-21 02:31:00

Author:
venat
Posts: 715


Link ver 8.3->8.7

Some more items added to Quest Items menu. Mushroom & Gold Ore.
Bug fix/Added logic, You no longer do a sword attack animation/attack when lifting a object. (Might need to allow it when your near objects you can't lift yet.)
Lens of Truth AOE has function now in game. Small Adjustments added to the emitter. (Will be required to find hidden objects in the game. You won't be able to get this tool until somewhere in the middle of the game. This will most likely be a tool to enter each dungeon after the 3rd Dungeon is completed.)

Some large adjustments were done to the area to add in more puzzles and platforming. Also to place object more ahead in the game.
Area has been created a bit tighter to not allow so much open space.
Spawn Points for enemies have been added.
Spawn Points right now have a 30s-60s cooldown after the enemy has been emitted. Enemies don't spawn until Link is in range. They also despawn if link is outta range.
There has been sections on the map where if link crosses all enemies get destroyed. For example if Link goes into town.
Dark Stones were added into the game. Dark Stones require Golden Gloves to lift up. Small Stones require Bronze Gloves. I had to adjust all the stone rock locations in the field so the player wouldn't find a way to break the game with the hookshot. For example shooting threw a wall or house or a tree and attaching it to a rock and pulling himself through. This also made me have to adjust alot of stuff so players couldn't reach these stones from any way they used the hookshot.

Quest will be added where you need to obtain a Gold Ore somewhere in the game and trade it to the Blacksmith for him to upgrade your gloves from bronze to gold. Mushroom will get you a extra Bottle or give you the option to buy Blue Potions or both. Also the Zora Feed will be used for either a heart piece or to obtain Zora Flippers for Swimming.

I also wanna start looking for someone to do the Field theme & Dungeon theme.

http://i9.lbp.me/img/ft/a89ff3a18cad1a0be74652f5161b7e27fbe1ed04.jpg
http://id.lbp.me/img/ft/13d797e669c45d283d896dec9c8929865c9fb866.jpg

Heart Cap logic im looking into sorta. Current logic is a bit glitchy where its still adding health up i think to hearts you don't have yet and if you obtain more heart pieces it basically goes back to 4 cap again. So right so I have put it to the side.

Also been looking at drop rate today. Couldn't get it to work where it was random. Also might be adding "bee" enemy later to the treasure emitter chip and adding a extra tag to the Bushes. That way the bushes have a chance to spawn the Bee. Cant do it right now since I don't have the Bee enemy ready. Also thinking about adding a magic potion item to the treasure chip.

The Field level is pretty much at 50% right now. Might need to cut out the other 2 Field zones from this level probably.

Also looking for a way to make Bombs more useful. Might add more caverns. I'm looking for more artists and logicteers to help me bring stuff up to speed.
2016-08-22 11:33:00

Author:
venat
Posts: 715


Link ver 8.6->9.2

Tools are gated.
Tools menu display are gated.
All the menu icons go dim if you dont own that item yet.
All Quest items added to the menu.
Quest items & tools have obtain gates and saves.
Small logic layout bug fixed. (Obtain gating the bow prevented the standing animation from being displayed.)

http://i6.lbp.me/img/ft/76695886508bdfcecaef76448767e456a7fd82a3.jpg
http://ie.lbp.me/img/ft/cde060b6be6c51d656f58650199dd4a57fd4c20d.jpg

Kind wanna look into the treasure drop rate chip a bit more soon. I want to prevent arrows and bombs being given out if you don't have the Tools obtained yet. Also kinda wanna add logic which prevents rubies,hearts,bombs,arrows,fairies if you already have it capped out.
2016-08-24 12:04:00

Author:
venat
Posts: 715


Oh venat, this is all looking so cool! 2016-08-24 13:13:00

Author:
CuriousSack
Posts: 3981


Link ver9.2->9.4

What type of Potion you have gets saved. "Like if your holding a blue potion and go into another level"
Arrows now stop/destroy when they a wall with a collusion tag on it. (post to prevent arrows going threw walls and objects.)
Not sure but I think it works on enemies also. You can still shoot objects like bushes and past walls without collusion tag on it. I might need to do more work with the walls making it they're own type of walls.

Did some more work on enemy logic.
There is a knock back that happens on enemy logic. Reworked bit of the logic also for wandering/following Link & argoo triggers.
Tweeked some spawning/despawn music within the level.

Dark Pixie enemy is done.

There is sorta issue where when a enemy dies it doesn't die right away afterwords and there is still a chance of you getting hit by its body hit box.

Edit:

Links house designs done.
Lantern save trigger within the house works.

http://i4.lbp.me/img/ft/844ff104a8affe61b86cea2eec29db91cd903ad6.jpg
2016-08-25 03:15:00

Author:
venat
Posts: 715


Link ver.9.4->9.7

Menu text turns off while the menu isn't up. (Post to hide the white text during a black screen+zoning screen.)
Menu no longer binds you while you bring it up during up while zoning. (post to prevent players going out of bounds.)
Bit of the controls get disabled for walking while touching a zone line. (Holding toward causes the followed to bug out during zoning)

Zoning works now between the inside of link's house and outside of link's house.
(No de-emitting areas are done quite done yet. Spawning works right now with all areas up in the level.)
Music for the Field & Inside of Links house emites+triggers+destroys while link is changing zones.

I took my zoning logic from Rising Fire RPG and gave it more straight forward addressing logic for zoning.

- - - - - - - - - -

Link ver.9.7->10.2

Arrows destroy upon hitting a enemy or a damage target. (This fixes the arrow doing double damage while the enemy is in knock back.)
Links sword hit boxes have been made smaller/more correct. (Link can only cut 1 bush in a link rather then 2 now.)
Bomb hit box was added and made larger for the blast. (Wider range of damage.)
Bombs now flash red when reaching less then 2secs on their timer. (Just a added feature+warning)
Bombs now emite below link's sprite. (Makes it easier for picking up bombs.)
Bombs now damage Link. (Lifting the bomb will not damage link if it blows up.)
Return Address has been added to Link when he dies/reaching game over screen. (He will either Return to the start of the House or Start of the Dungeon)
Link will obtain all his Magic Bar & Hearts upon returning to the save point. (Obtaining health removes the Game over screen and is needed for continuing the game. No items are lost.)

Zoning in & out of the Milk Bar works.
Milk bottle now gets saved/triggered ingame.

Some added designs are needed for the milk bar before I can show it off.

Some collusions spot are fixed where you can shoot arrows over water & fences.
2016-08-27 08:29:00

Author:
venat
Posts: 715


No changes done to Link yet.

Basically been creating objects and finishing off the inside of rooms. Kinda still far off from finishing it all off.
All doors now make a sound effect when you open them.
Cavern rocks when blown up make a sound now.
Bookshelf sprite created.
Milk bar sprite table created.
Picture sprite created.
Green carpet sprite created.
Archer mini game tabled created.
Shooting target sprite objects created. (& some of the logic is done.)
Green Libary book pickup logic done.
Bee Enemy 90% done. (need to fix animations & emitting requirements.)
Some NPC layout has been done and some text work also.

Edit:

Link ver 10.2->10.6

Common keys are displayed by the hearts/bombs/arrows now.
Where the key used to be in the menu screen is a new collectible item "Sea Shell".
X now triggers NPC text.
Cant use attack/ sword animation near NPCs.
2016-08-29 10:59:00

Author:
venat
Posts: 715


http://ia.lbp.me/img/ft/49a31acc014fd50cb4c0cd4c211d8d9515116c72.jpg

Finished walls/floor of the caverns. (Still gotta create a doorway.)
Created some walls/floors for the water temple.
Created some random other textures while I was trying to create textures.
Bee Logic is 100% done.
2016-09-01 12:51:00

Author:
venat
Posts: 715


http://i9.lbp.me/img/ft/429104422f3e4ca7472d3c5148d02524bbf943be.jpg

Shop area in town have been replaced with a chest mini game arena. (Still work in progress)
Chest mini game house sign done.
Milk Bar house sign done.
Archer mini game sign done.


Cavern floor texture created.
Adjustments to spawning enemies within rooms.

I have this bug where I can't seem to find a way to remove the point score UI on the top left of the screen for some reason. Might have to port everything order to a empty level just toget around it in the end.
2016-09-04 00:19:00

Author:
venat
Posts: 715


Worked on it all day. Some how the point display fixed itself.

Link ver 10.6->10.8

Arrows have arrow head hit box now. The whole arrow isn't the hitbox anymore. (This was added to allow for the arrow mini game. Back end of the arrow was getting hit by a moving object.)
Bounding chip+logic was added for opening chests in mini game chest room. (Prevents players from picking up 2+ chests in the mini game room.)

Redid the ocean waves sprites. They no longer look like white boxes.
All the chests in the mini game room now all open up and deemitte and emitted when finishing the mini game and talking to the NPC.

-10 Rubies/-20 Rubies/-50 Rubies/1 Ruby/5 Rubies/20 Rubies/50 Rubies Reward chests we're created.

Created a sprite doorway for the cavern also. Not 100% in love with it though. Might change it.
Only one chest layout was created. I need to create 2-3 more chest layouts. Also need to make random selector logic for the mini game and I need help getting the money logic. (Need the game to understand how many rubies im currently holding.) For example I need the NPC to know I have 10 rubies on me for me to start up the mini game.

Started to emitte areas with enemies that emite inside of them. Which caused issues. Fixed them though.

Created a doorway sprite for the cave areas. Not 100% sure about it though.

Adjusted the area a little bit. Also added some chests that can appear in the field under bushes.
Cave walls & floor textures were made more brown to match the doorway sprite.

Libary & Bar are pretty much 100% done. Might go back and add more audio stuff though to things like NPC chat.

The game is starting toget kinda full. Not sure if I will be able to include the other 2 field areas within the same level. I'm not emitting the field area yet but its a huge thermo hog right now.
2016-09-06 03:42:00

Author:
venat
Posts: 715


Link ver 10.8-11.0

Sound gets active when picking up shells.
I had more done with link but the music logic deleted itself when it was saved on link. So I had to remove a few points.

Another cave zone done.
Both mini games remove cash now.
Worked more on the overall stability of the level.
New enemy created for the field.

Redoing chest mini game to be less thermo heavy/less emitters.
Chest mini game has all the sprites done and there is a bug & reward giving logic left to add.

Going to get someone to make a point/ruby sensor for the game hopefully.
Need to redo some of the emitting music logic. Needs to be more simple to manage.

I'm getting closer to being finished.

Need 2 more enemies for the field. (Bush crawler + Crow or some kinda knight)
Inner fortune house designed.
Some logic done for picking up heart pieces+adding them.
Logic adjustments to lifting large rocks.
Bunch of audio work.
Bug fixes. (Quite a alot still right now.)
Some new NPCs. Roughly 2-3
Some animation and logic for Cucu bird.
Cave music.
Tweeking Music tunes logic.
Tweeking Village theme.
Tweeking Field theme.
Mini game music

Bugs:
Bomb blast isn't triggering correctly at Cave2.
Using bombs past 2 bombs without the cooldown timer at 0 causes you to use bombs without emitting any.
Arrow hit box for archer mini game isn't working correctly.
Bunch of audio problems with music/sound effects.

Bit more work on the game over screen. (Death animation)

Extra:
Ledge jumping. (Already sorta done. Going to need another look at the logic and reapplying it to the rest of the game.)

Swimming+Falling animation & logic
(Swimming can be delayed for chapter2)

Thats pretty much all I need to do to finish off the level and bring it right into Beta mode then need to work on the dungeon stuff for chapter1. It should be very quick compared to everything else I had to do for the field.
2016-09-08 17:40:00

Author:
venat
Posts: 715


Hi venat, minigame music and boss theme are done, I'll send it to you afterwards. I'm just working on the cave music now. 2016-09-09 02:00:00

Author:
CuriousSack
Posts: 3981


Hi venat, minigame music and boss theme are done, I'll send it to you afterwards. I'm just working on the cave music now.

Need you to trade me the stuff ingame. Ill get on now and see if your on.
2016-09-09 02:03:00

Author:
venat
Posts: 715


Ok, I'll go on too!2016-09-09 02:08:00

Author:
CuriousSack
Posts: 3981


Wow this is looking fantastic! Your passion for this project is really inspiring, I will definitely stay tuned for more of your progress 2016-09-09 04:56:00

Author:
ratalsoni1
Posts: 30


Wow this is looking fantastic! Your passion for this project is really inspiring, I will definitely stay tuned for more of your progress

http://i3.lbp.me/img/ft/b5305723ea8d1b93a30f6b61709fc7277499ba4d.jpg
http://ia.lbp.me/img/ft/05aabd96b1b41159e2fdfb8d0494f9d1a40454bc.jpg
http://ie.lbp.me/img/ft/9ee5dcfbe1782de3560d56224cc0b47b0748ea6c.jpg
http://ie.lbp.me/img/ft/13e18117c302ab005b3af7351c2299bbf6fdb0ab.jpg

Link ver11.0->11.3

Chest/Objective/Rare item pick up audio tunes added thanks to CuriousSack.

Town Area is no longer apart of the field area. You now zone into the town and field area now. (Cut Town from the field due to lag issues and emitting stress.)
All doors now make a close sound. (Took me a bit toget the logic to work correctly.)
New green slime looking enemy had a gravity chip bug. Its fixed now.
Heart Piece items get now added up and destroyed. (Adds up to 4 & resets but doesn't increase any full hearts yet.)
Heart pieces now trigger musical tune.
Had to switch over the building/cave zone sequncers to a new town area. Also had to change the field sequncers.
2016-09-09 06:21:00

Author:
venat
Posts: 715


Its a cool concept. The only thing I have to ask is if, you take pictures of the sprite sheets or you actually sprite these out? If you need help spriting I'd be happy to help from time to time. It looks good, but if you take screenshots the lighting isnt even, so your sprite maps will come out uneven.

I do a lot of sprite work also, and I'd love to collaborate sometime.
2016-10-27 15:38:00

Author:
LVL58
Posts: 7


Just found this project. It looks amazing! Are you still working on it? With breakes?2016-11-22 12:36:00

Author:
mdkd99
Posts: 1172


Venat hasn't been online here since more than two months now! I'm hoping that he's alright!2016-11-22 13:01:00

Author:
CuriousSack
Posts: 3981


Well, this whole level looks good. He can't just disappear! 2016-11-23 05:42:00

Author:
mdkd99
Posts: 1172


He's done that before. He's kind of like me with long absences. He should be back within a month though (unless something actually did happen :O )2016-11-24 09:34:00

Author:
koltonaugust
Posts: 1382


He's done that before. He's kind of like me with long absences. He should be back within a month though (unless something actually did happen :O )

I might come back. I need someone to help me though. I'm gonna be swamped with real life stuff.

Do people still play lbp3?

I was still a ways off from finishing chapter 1 of the game. Not totally far but it was still at least a month away from being finished.
2016-12-24 05:14:00

Author:
venat
Posts: 715


Depends on what you need. I find making sprites to be a terrible bore, so I probably won't be willing to help too much with that. Anything else I'm okay with helping however long.2016-12-24 07:16:00

Author:
koltonaugust
Posts: 1382


Depends on what you need. I find making sprites to be a terrible bore, so I probably won't be willing to help too much with that. Anything else I'm okay with helping however long.

Without checking it and going off my memory...

Sprites... Need some more enemies/boss and few static small things.

Need few more programmed logic for the enemies. Each enemy has its own kinda movement logic.
Link still needs a swimming sprite still which never got put in. Don't really need to worry about it until Chapter 2.

A few bugs/unfinished tweeks. Audio stuff, Stuff respawning after obtaining it once already.

Memory logic setup needs to be worked on for dungeons.
Bunch of dungeon room layouts and puzzles need to be added.
Archer mini game needs work.

There is gameplay added in the game and it works. Pretty much theres a few odd bugs and just stuff that just need to be add on to and created.

There is 1 or 2 cave zones for Over world that need to be done and the inside of the witch house needs to be fully worked on also.

Over world map is like 85% done for chapter 1.

Dungeon 1 is like 40%ish done. Slime enemy, Roughly 3-4 rooms are done. walls, doors and few puzzle objects are done. Stuff like dungeon music and more enemies need to be added and also room spawn setup needs to be added to as we finish one room at a time.

Stuff like a title screen and short image intro would be nice also but I would like to finish all of chapter 1 before even jumping to that.

Also some small NPC dialogue needs to be added to Witcher NPC and few outside town NPC's. Everything in the milk bar is done.

Everything in my level is up. So I didn't delete/spawn rooms just yet. Basically the level is kinda thermo heavy with everything out.
2016-12-24 20:20:00

Author:
venat
Posts: 715


http://id.lbp.me/img/ft/dbde46e36aea9ac53fb6c4a51a8b6e14bb0facff.jpg

Been working on sprites.

http://vignette2.wikia.nocookie.net/finalfantasy/images/4/48/FFLTnS_Skull_Eater.png/revision/latest?cb=20150702235327
2016-12-26 08:33:00

Author:
venat
Posts: 715


Yeah, you're back!

I can understand your question, but it's kind of a stupid one. People still play LBP3. Levels still get picked by Sumo, good creators still make good levels and the devs still release updates. So yes, LBP3 still gets played. At least by me.
2016-12-27 23:33:00

Author:
mdkd99
Posts: 1172


Yeah, you're back!

I can understand your question, but it's kind of a stupid one. People still play LBP3. Levels still get picked by Sumo, good creators still make good levels and the devs still release updates. So yes, LBP3 still gets played. At least by me.

Pretty much a ghost town on theme forums though.
2016-12-28 05:25:00

Author:
venat
Posts: 715


I notice that this forum in particular is really dead. Everything gets a decent amount of reads, but very few people reply. Also, NOW I am able to help out with the level venat! Just say a time!2016-12-28 10:35:00

Author:
koltonaugust
Posts: 1382


I don't care anymore. If you think it's dead, do so.2016-12-28 14:21:00

Author:
mdkd99
Posts: 1172


Link ver.11.3->11.6

Increased walking speed 4.0-->5.0
Removed Dash logic
Removed boots upgraded and replaced it with bug spray.
Edited boot tags to bee spray tags

Add more Bee spawns.


New Boost item

Bee Spray: Prevents any bees from appearing.

I will add on to this a bit with different enemies.

Link can now lift Large rocks and toss them.
Large rocks require bronze/gold gloves to lift.
Large rocks hurt enemies and get destroyed.
All large rocks on the field map 1 are replaced.

Bug fixed:

Slime enemies now die after leaving the cave 1 from either zone.
Slime enemies now die after leaving the cave 2 from either zone.

Added tag destroyers added for extra zone for enemies.

More or less was trying to add in movement speed with the boots but it was causing issues with carrying objects following you. Same thing with dashes. Anything beyond 5.0 movement bugs the game.
-------------------------------------------------------

koltonaugust was given task to move the slime logic to the skull squirrel enemy and also cut & order animate via enemy movement direction.
2016-12-29 07:45:00

Author:
venat
Posts: 715


Sounding cool2016-12-29 08:54:00

Author:
mdkd99
Posts: 1172


Another cave area has been made.
Floor spikes sprite and animation and hit detection finished.
Link can now fall down holes and lead into other rooms. Falling animation and some control gating still required.
Link can now fall down holes and take damage. Working on getting respawn working after falling down dangerous holes/cliffs.
There is a new hidden zone added in.
Field layout changed little bit.

Lanterns are required to be lift by the first dungeon zone to open the door. (Had to add this in cus I didn't want people going in without the item and getting stuck.)

Changed the wiring for the dungeon door.

Added "Level Link: Shadow Ruins" text for letting the player know where Level link is after opening the door.

Zora Feeder NPC now has 2 Text bubbles.
"Zora Feed for 50 ruby"
"Im outta Zora Feed"
NPC removes 50 ruby. (Need to find a way to gate/require it to 50 rubies though. Can just buy it with 0 rubies right now.)

Can't rebuy the Zora Feed while having "Zora Feed" or "Flippers"
Zora Feed NPC also has a tossing feed animation.
The Zora Feed display by the NPC turns off if you have either item.

Extra fix add ons add in. Some random bugs can happen due to thermo lag.

Placement of one of the Sea shells has been changed.

Extra cave zone way added in.
2016-12-30 05:35:00

Author:
venat
Posts: 715


Really nice! Keep it going.2016-12-30 19:04:00

Author:
mdkd99
Posts: 1172


Jellyfish type enemy nearly done. squirrel enemy is pretty much done. Always leave the audio stuff last. Play my game with no volume until I need to.

Jelly fish does same kinda wand around logic as the slime.
It doesn't move while its shocking.
Gives a 1-2sec tell before it starts shocking.
cant do any attacks with the sword to it while its shocking.

still gotta add in some kinda audio for shocking and probably damage tag changes for stuff like arrows and bombs. Still gotta make sure the stuns reset the jelly fishes shocking sequncer. also shocking sound effects etc.

Squirrel enemy had lots of logic and animations that needed tweaking. That took awhile to finish up.

Can see some of the changes I did.

http://i8.lbp.me/img/ft/688f325b3023d9c5c685db2c1c9e7a309946ddbf.jpg

http://ic.lbp.me/img/ft/99cf7885deb8be926cabbd26cb06668ed0791a3b.jpg

http://i9.lbp.me/img/ft/3f994749abf64bfdc3c364e55925e7748151a102.jpg

http://i8.lbp.me/img/ft/698de78f052865afdc2e46b544835f3882cd1804.jpg
2016-12-31 11:30:00

Author:
venat
Posts: 715


Good work!

When it comes to create mode I am doing everything at the same time. It's a chaos.

But you're making it right.
2017-01-01 01:47:00

Author:
mdkd99
Posts: 1172


Did lots of bug fixes and work on the audio. Lots of logic heavy kinda issues.

I have been doing a check list of issues and going through them.

Lots of audio issues and missing stuff were fixed.
Some save logic has been updated to be smoother due to emitting in full areas. Logic wasn't working fast enough leading to some stuff halve deleted.
Some audio has been added to Zora Feeder NPC.
Feeder plays audio only via range.

House Music now turns on and off while zoning into Link's house and leaving it.

Some rework for logic has been done to all music tracks.
Lots of tag triggers for lots of zone ways for turning off and on music.

Game Over screen turns off any of the tracks I have it labeled. (All tracks in the zone but Links House turns off while going game over.)

Jellyfish enemy Audio is done for its attacks and death.
Stun on jellyfish enemy resets and freezes its shocking animation.
Can't take damage on stunned jellyfish via touch sensor.

Link's house now loads/deletes upon zone in and leaving.

Audio for finding the cave & hidden door has been added and delayed to trigger before destroying the object.

Some of the issues i'm not sure whats causing them yet.

Issues:

Random music tracks triggering for cave zone. (Assuming bad logic on my end or songs aren't getting deleted when they are post to.)
While in the Milk bar audio turns off. (Music Track range I think)
Cave area not emitting while falling down. (Thermo lag/bug. Character placement causing issues.)
Carrying objects into other zones causes the player to not able to lift anymore objects. (Can be fixed by having all areas delete/load 1 by 1.)
Music not triggering/deleting fast enough with some of the zones.
2017-01-01 10:46:00

Author:
venat
Posts: 715


Link ver 11.6->11.9

Unlimited Arrows mode has been added to Link. This triggers for the mini game.
During this mode Arrows will not be added or removed. Players will get to use as much arrows as they want.
While having this mode on the ammo amount for arrows will be changed to a infinite icon.

Falling into hole Animation added.
When a player touches edge they will freeze and disappear and there's a falling down sprite that gets emitted.
(Having some issues getting the emitted walking animations to turn off.)

Some gating has been done to turn off walking, carrying emitters.

Some money logic is being worked on right now by a friend.

Archer Mini game has been changed a lot.
Target sprite has been changed.
Audio now triggers when shooting:

The hand, The wall, and the 2 new target sprites.
Rules of the game have been changed a bit.
If you shoot 9 things the match will end regardless of score.
Shooting the wall or the hand will count as a shot.

Getting 5 of blue or red targets will end the mini game and a reward will be given.
The Targets now blow up when shot at.

(A friend is getting the mini games logic to work correctly. Adjustments of how the mini game plays will get adjusted afterwards.)

Lighting trigger changes have been done leading up to the Shadow Ruins and away from it.

Bug fixes:

Village audio no longer cuts out will in the milk bar.
Village audio plays when leaving the archer's mini game house.
Village audio no longer plays in the cave.
2017-01-02 11:37:00

Author:
venat
Posts: 715


Still working on archer mini game right now and I have been making sprites for the inside of the last building.

CuriousSack did you ever finish that mini game sound track?

https://www.youtube.com/watch?v=DnhbgSVO_Hw
2017-01-03 17:59:00

Author:
venat
Posts: 715


Hi venat,

the songs are waiting on my moon for you. The only song I didn't find has been the milk bar song that you wanted! As a replacement I've done another milk bar song for you, I'm hoping that you will like it!

Many greetings, Jürgen^^
2017-01-03 19:53:00

Author:
CuriousSack
Posts: 3981


Hi venat,

the songs are waiting on my moon for you. The only song I didn't find has been the milk bar song that you wanted! As a replacement I've done another milk bar song for you, I'm hoping that you will like it!

Many greetings, Jürgen^^

place the songs on your earth and make the level copyable. I will let you know when I have them.

- - - - - - - - - -

http://ia.lbp.me/img/ft/9ea11bd0d9564e36fc6acd933291b87bade31c7a.jpg

http://ie.lbp.me/img/ft/80e660bb22fad1c1d6b6d3e818bc69381720f66a.jpg

Link ver.12.0

Can no longer use spin attack while having no MP.

More audio bugs fixed.

Added NPC to the town.

Changes with the fortune tellers building logic.

Fortune teller will give you "hints" where to go depending on your progress. The hints are given all the way until chapter 3 is done. These hints are given via dungeon clear/obtained item progression.
That message in the picture only appears if you have not picked up the Lantern item at the beginning before visiting him.

Lots of added music tag triggers to zones pathways to music I don't have yet.
2017-01-04 13:07:00

Author:
venat
Posts: 715


I believe this is a own game!

Are you creating on PS3 or PS4? CuriousSack could share the soundtrack with you.
2017-01-04 17:07:00

Author:
mdkd99
Posts: 1172


link ver.12.0 ->12.5

Sprite logic fix ups with falling animation included. (Redone walking sprites logic to prevent sprites from showing up while falling.)
Standing sprite logic improvements. (Added fix with blocking animations with falling added)
Menu UI improvements, menu target. (All menu items have text.)
Menu UI improvements, added item text. (Text of the item within menu will only be displayed once you have obtained that item)
Item drop rate improvements to game balance. (Drop rate isn't 100% anymore. Its more close to 35%)
Link takes 1 damage when falling into a bottomless hole.

More missing audio fixes. (Chests, items and dungeon door make sound effects once found/picked up.)
More history logic added to "key items" (Prevents the item from spawning within the room again after first pickup)
All the cave dungeons with falling pits are now in working order.
Return to location via pit fall added to all caves with pit falls.
One of the cave rooms has been changed for better game design. (Tunnel cave room with spikes has been redesigned.)
Added grass/bush objects and some redesign in the over world.


To do list:

Fixing new found bugs. (Fix one issue can lead to something else breaking. 0MP = attack sprite glitch)
Drop down logic improvements/locations added in the game.
Finishing the last 2 mini game rooms.
Adding improved money chip.
Creating new NPC sprites for the town area.
Add in more NPC text.
Creation of a new enemy for the field area. (Moving the current one to the dungeon zone.)
Add in monster enemy logic to Chicken.
Destroy all enemy targets via Town area after chicken gets added.
Updating all the vendor NPCs to work with new money chip.
Adding history logic to "shell" items & heart pieces.
Capture & emit final Town zone
Capture & emit final field zone.
Capture & emit final Archer mini game zone.
Capture & emit final chest mini game zone.
Might add a flash light view based logic for cave areas.
Improving the music a bit. (looping it/making it sound better/faster pacing)
Need like 5 music tracks still to be used for stuff the caves, mini game, dungeon etc.

The dungeon stuff afterwords. It should be quicker at being complete since lots of work is already done and tested.
2017-01-05 12:10:00

Author:
venat
Posts: 715


Its a miracle to me how you keep track of your project! I think that I would be hoplessly overchallenged by this!
Good luck and good progress, many greetings, Jürgen^^
2017-01-05 16:10:00

Author:
CuriousSack
Posts: 3981


Got really sick yesterday. So I lost a day of working on it.

Created tree stump sprite & other sprite frame of the Cocoo chicken enemy.
Also adding audio and finished all the logic on him. + he emittes Cocco's after you hit him a few times.

Also showing off the UI.

http://i3.lbp.me/img/ft/213b15f4de9caf8c64d2874c677c04cf331b1c7f.jpg

http://i7.lbp.me/img/ft/3b7112d33f4f78facba3181bbbd396ddcd4e681d.jpg
2017-01-07 11:07:00

Author:
venat
Posts: 715


Looks really good and interesting. Is there some kind of money like XP?2017-01-07 12:50:00

Author:
mdkd99
Posts: 1172


Looks really good and interesting. Is there some kind of money like XP?

You can get rubies and spend them. No exp system in this. You collect Hearts to increase the heart cap.
2017-01-07 13:15:00

Author:
venat
Posts: 715


Lots of work done.

Link ver 12.6

Shells will no longer be a rare item found within areas. It will be a item you collect throughout the game.
Shell count went from 30-> 100
(Doing it this way to not have to make 100's of tags/senors for each shell history logic.)

All town NPCs have text.
Old man sprite added to Milk bar.

6 Sprites created

worm1
worm2
female sprite
old man sprite
spiked square
death skull

Logic bug fixed on the Cocco Chicken.

Town area now is now emitted by itself.

New area has been created.

Field Area -> Town
In between area to help load these areas.
Cocco enemy moved to the hallway area to lower the stress on loading the town.
Cocco enemy now calls for help by hitting it once.

Address zone tags changed.
layout a bit changed for the town/field area to make it look more streamlined for the hallway zone.

http://i9.lbp.me/img/ft/2992d1121604dc9272a0982ec5a435f2cdefb1e5.jpg
2017-01-08 13:17:00

Author:
venat
Posts: 715


Link ver 12.8

Jumping down directions logic has been added.
Jumping direction gating has been added.

Audio bug fixed for bushes within town.
All areas but the town area are finished with jumping down spots.

- - - - - - - - - -

All jump down locations are done now.

Purple forest area is no longer attached with the rest of the field. There is now a zone in.
Some area redesign on both the forest and the field.
zone logic and area emitters work for forest area.
bushes audio fixed for all forest area.
Logic has been added for saving progress.
Saving progress/updating has been added for all Heart pieces besides the mini games right now.

To do list:

Fixing new found bugs. (Fix one issue can lead to something else breaking. 0MP = attack sprite glitch)
Fixing new found bugs. (Carrying object+jumping down= glitch)
Drop down logic improvements/locations added in the game.
Finishing the last 2 mini game rooms.
Adding improved money chip.
Creating new NPC sprites for the town area.
Add in more NPC text.
Creation of a new enemy for the field area. (Moving the current one to the dungeon zone.)
Add in monster enemy logic to Chicken.
Destroy all enemy targets via Town area after chicken gets added.
Updating all the vendor NPCs to work with new money chip.
Adding history logic to "shell" items & heart pieces.
Capture & emit final Town zone
fix bush audio for all of the field zone.
Capture & emit final field zone.
Capture & emit final Archer mini game zone.
Capture & emit final chest mini game zone.
Might add a flash light view based logic for cave areas.
Improving the music a bit. (looping it/making it sound better/faster pacing)
Need like 5 music tracks still to be used for stuff the caves, mini game, dungeon etc.
2017-01-11 22:50:00

Author:
venat
Posts: 715


Hi venat,

this weekend I will publish the copyable level with the music! I will send the key to you! I've done the "Cave" song already, next will be the "light world dungeon", only thing...I couldn't find material for the "The Tower Top Floor & General Onox's Castle", I will try to remake it from listening however!

Many greetings, Jürgen^^
2017-01-12 09:29:00

Author:
CuriousSack
Posts: 3981


Hi venat,

this weekend I will publish the copyable level with the music! I will send the key to you! I've done the "Cave" song already, next will be the "light world dungeon", only thing...I couldn't find material for the "The Tower Top Floor & General Onox's Castle", I will try to remake it from listening however!

Many greetings, Jürgen^^

Just try to get it done. Working my on this a lot and kinda hard getting parts of it done on time knowing asks I gave to other people aren't getting done. (Talking about other people that offered to help that are just lazy.)

All audio bugs with the bushes within field zone are fixed.
Same audio bug was found with the grass and all of the grass has been fixed.

(When zoning the game destroys all the grass and bushes. Those audio chips trigger based on object getting destroyed. What would happen is you would hear bushes get cut when zoning. all the audio chips got replaced with a tag chip and it triggers the audio effect off screen rather then on the bush.)

Working on chest mini game right now.

- - - - - - - - - -

Link ver 13.0

UI changes/New player testing. Added control details.
Items no longer appear within the box if you don't have it selected+obtained in the equip menu.

http://ia.lbp.me/img/ft/d6a39d842782e2e5ac31445504830635516cea47.jpg

New Field enemy done.

Chest Mini game is pretty much done. (Some logic tweaks for a more random selector and some reward audios needed still.)

Some sprites I made this week.

http://i0.lbp.me/img/ft/f60e91e7c21fbbb08334f22d822324d0b251c788.jpg

http://i8.lbp.me/img/ft/6982ada33df1e956ba30f6a14107d93714cc9b4e.jpg

http://if.lbp.me/img/ft/edff2550812ea0e5f47f4d86ca33b3c2cb6d4c87.jpg

http://i8.lbp.me/img/ft/e6814cd6c465576f27d9d569738f2c96060a7927.jpg

http://i8.lbp.me/img/ft/1681bbbfc7a0288d33d6552dec18614a5ca076fe.jpg
2017-01-13 04:33:00

Author:
venat
Posts: 715


This is a big project. You better save your Lbp3 data on a usb device, before you get the message that your data is corrupted.

Nevertheless, I really like, what you do. I would even pay money, to play your game. It's not just a level anymore, it's a whole game in itself.

I like your work.
2017-01-13 04:56:00

Author:
mdkd99
Posts: 1172


Link ver 13.3

0 MP sprite attack bug I mentioned a few days ago is now fixed.
Item drop rate logic is pretty much done now. It now drops Shells & Magic Bottles.

Magic bottle sprite item created. (picking up a magic bottle fills up your magic bar by 1.)

Chest mini game is now finished.

Costs 10 rubies.

Rewards:

20 Ruby
50 Ruby
100 Ruby
Heart Piece
Shell (Gives out shells instead once the player obtains the heart piece from the mini game)

1 Ruby
5 Ruby
-10 Rubies
-50 Rubies
-100 Rubies

The NPC laughs if you lose money and he cries if you win.
2017-01-14 03:42:00

Author:
venat
Posts: 715


Started to work on dungeons right now until I have the music/money chip/bow mini game done from others helping.

Spiked block has logic on it.
Locked door/key required door has better setup logic.

To do list:

Fixing new found bugs. (Fix one issue can lead to something else breaking. 0MP = attack sprite glitch)
Fixing new found bugs. (Carrying object+jumping down= glitch)
Drop down logic improvements/locations added in the game.
Finishing the last 2 mini game rooms. 1 room is done.
Adding improved money chip.
Creating new NPC sprites for the town area.
Add in more NPC text.
Creation of a new enemy for the field area. (Moving the current one to the dungeon zone.)
Add in monster enemy logic to Chicken.
Destroy all enemy targets via Town area after chicken gets added.
Updating all the vendor NPCs to work with new money chip.
Adding history logic to "shell" items & heart pieces.
Capture & emit final Town zone
fix bush audio for all of the field zone.
Capture & emit final field zone.
Capture & emit final Archer mini game zone.
Capture & emit final chest mini game zone.
Might add a flash light view based logic for cave areas.
Improving the music a bit. (looping it/making it sound better/faster pacing)
Need like 5 music tracks still to be used for stuff the caves, mini game, dungeon etc.
2017-01-15 14:49:00

Author:
venat
Posts: 715


Hi venat,

I've sent you the key to the copyable level with the music for you! Please tell me if there are any probolems with capturing the musicsequencers.
I wish you a fine start into the new week, many greetings, Jürgen^^

Btw, I finally found sheets for the "General Onox" song and I've added it already to the level!
2017-01-15 18:01:00

Author:
CuriousSack
Posts: 3981


Hi venat,

I've sent you the key to the copyable level with the music for you! Please tell me if there are any probolems with capturing the musicsequencers.
I wish you a fine start into the new week, many greetings, Jürgen^^

Btw, I finally found sheets for the "General Onox" song and I've added it already to the level!

I can't enter create mode on it. It has DLC.
The night before christmas pack
Tiki paradise pack
Adventure Time

Make sure there isn't any DLC music on the music seq.

- - - - - - - - - -

Link ver.13.6

Adding improved money chip.
Finishing the last 2 mini game rooms are done.
Capture & emit final field zone.
Capture & emit final Archer mini game zone.
Game over dead sprite made.

Getting game breaking issues right now. Think its because of how much is within the level logic wise. Even though only parts of it are out at a time. The game isn't triggering on the item spawn tag sensors when cutting down bushes but its only working when you defeat enemies or in small rooms.

Thinking about cutting out the archer mini game and moving it to Chapter 2. Will need to do more then that also. I need to lower the amount of logic on the link character.
2017-01-16 09:43:00

Author:
venat
Posts: 715


Omg! Sorry, I didn't consider this! Lets first try to put away the decoration of the level itself and see, whether this helps! I will also check whether I've used DLC instruments from theses packs, but I think that the decoration in the level has caused the issue! .2017-01-16 18:34:00

Author:
CuriousSack
Posts: 3981


No instruments of the level packs and no decoration of the level packs. BTW, on which console do you create? You could make a easy 'from friend to friend sharing' action.

@Jürgen: If he creates on PS3, create a closed level on PS4, publish it and copy the level on PS3 and send venat the music.
2017-01-16 22:37:00

Author:
mdkd99
Posts: 1172


Updating the to do list.

To do list:

Fixing new found bugs. (Carrying object+jumping down= glitch)
Fix item emitter glitch.
Fix collusion glitch.
Updating all the vendor NPCs to work with new money chip. (Chest Mini game still needs it)
Add music for ???? building.
Add music for Mini game.
Add music for caves.
Add music for milk bar.
Add new field track in.
Add new town track in.
Improve new Movement controls to help with collusion glitch.


Fixed some of the tags with music triggers.
Fixed up some of music curious gave me. (Sounds better looped/removed some of audio repeats to save on room)

Been trying to fix this item spawn glitch with my game ever since I started to emite the field area. I delete pretty much 80% of the level to try to get it to work again and the tag sensor still doesn't trigger in play mode on bushes and grass. It does work on enemies in both create and play mode. I think its something to do with how much active logic is going on with link or to many emitters or some kinda random lbp bug thats glitched out the game.
2017-01-17 02:50:00

Author:
venat
Posts: 715


Wow, so complex. I hope that you don't loose your mind.2017-01-20 00:01:00

Author:
mdkd99
Posts: 1172


Did you finally get the music? I've removed all dlc content, I hope that I haven't forgotten anything! Have a fine weekend and good progress, Jürgen^^2017-01-20 10:08:00

Author:
CuriousSack
Posts: 3981


Did you finally get the music? I've removed all dlc content, I hope that I haven't forgotten anything! Have a fine weekend and good progress, Jürgen^^

yeah i got it. im gonna get back to the project in a few days.
2017-01-22 00:12:00

Author:
venat
Posts: 715


Link ver.13.8

Bug fix: Sprites no longer go invisible when slightly moving the joystick.
(Bug was happening cus even if the joystick is slightly off center the logic will think that your holding a direction but you aren't. Because of this the directions emitters were not getting refreshed correctly. If it was stuck on left and you pressed left again the sprite animations wouldn't get emitted. Now the chip doesn't turn on till you press the button correctly fixing the problem.)
2017-01-29 07:11:00

Author:
venat
Posts: 715


Cool fixes. Good work.2017-01-30 04:54:00

Author:
mdkd99
Posts: 1172


Link ver.14.1

Menu system improvements on thermo memory.
Bommerange & Bomb icons redone and whole menu boarder redone to save on memory.


All of the Link controlnator and all the logic is being redone by someone else to see if the controls/games memory get improved.
(basically everything needs to be redone in some aspects.)

Game currently having a major game breaking bug which im looking around to fix before going forward before finishing off the Field area.


Some work as been done on dungeon enemies.
Some work as been done on the dungeon.
2017-01-30 08:55:00

Author:
venat
Posts: 715


I'm keeping my fingers crossed that all will work fine!

Many greetings, Jürgen^^
2017-01-30 09:24:00

Author:
CuriousSack
Posts: 3981


Me either. I really like the idea so far.

Good luck venat!
2017-01-30 14:17:00

Author:
mdkd99
Posts: 1172


Link ver 14.9

Walking & attacking sprites no longer get emitted. They're always out.
Quite a bit of logic has been removed that was suited for emitting and destroying sprite emitters and sprite tracking.

This was done as a way to fix one of the major bugs with the game. But because of doing it this way the game lags quite hard and you lose quite a bit of FPS. Might be removing all but one attack sprite animations to fix the lag issue. The issue with item emitters is still around and some testing has been done with this new version and there is other logic issues not triggering correctly.

I'm basically gonna need to do another 14.1->14.9 rework and remove roughly 15 or 23 sprite animation frames to just make sure it doesn't ever bug out. Even at 45%-60% level thermo the game can't handle anything else without being a logic or object overload. This might be easier handled on something like a PS4 PRO.
2017-01-31 06:14:00

Author:
venat
Posts: 715


I think you are right. A PS4 Pro would probably handle it, but I think you need to optimize it for the PS3 players too.2017-01-31 09:13:00

Author:
mdkd99
Posts: 1172


Link ver 14.1->15.6

Game over screen time increased.
Sprite frames for walking have been dropped from 5/4->3.
Sprite frames for attacking have been dropped from 7 to 3.
Carrying+walking sprite frames have been dropped from 3 to 2.

29 sprites animation frames removed from Link.

Sprites no longer get emitted. Ton of logic changed.

Logic for grass & bushes have been redone.
All of the field area is having the item emitter working correctly. As for other areas they still need to be updated with the new bushes.
Enemies within field area working correctly.
Story event halve way being added in.
Object placement changes done to the field area.

Bug: Shooting animation emitter needs to be changed.
-----------------------------------------------------------------------

Im probably gonna have to cut out swimming & I have been thinking of cutting the field area in halve. That might make the game more stable. Also been thinking of adding more content just not in the dungeon or field area level. Also might end up moving the start of the dungeon in its own level so I can make the current level smaller & less thermo heavy.
2017-01-31 14:42:00

Author:
venat
Posts: 715


Hi venat,

I'm not sure, whether I would have the endurance that you have, I probably already would have given up frustratedly! So you have my full admiration and I'm sure that your level will become breathtaking!
I wish you that all the bugs will give up and elope and that all will function well!

Many greetings, Jürgen^^
2017-01-31 18:54:00

Author:
CuriousSack
Posts: 3981


You are having some problems with bugs, huh. I guess you can clean your project. Good luck, man.2017-02-01 15:44:00

Author:
mdkd99
Posts: 1172


My profile is corrupted thanks to a family member closing the game while the profile was loading at the starting screen.

Is there anyway for me to fix my profile data or download files from it? Levels on my moon for example? If not if I do backup PS plus online storage backup from its from 12/17/16. Basically losing 2 weeks of work. Losing stuff like enemies, dungeon design, mini games, bug patches, different versions of updated Link.

Pretty much before the title screen appears it says that the profile is corrupted. X to delete/ O to Retry.

Edit:

Looking at my save data and there is 2 files that say 1/2/17. One of them has no picture and it says its corrupted and the other one looks fine but it save created at the same time the game was closed and broke. That file is the user profile.
2017-02-01 21:09:00

Author:
venat
Posts: 715


My profile is corrupted thanks to a family member closing the game while the profile was loading at the starting screen.

Is there anyway for me to fix my profile data or download files from it? Levels on my moon for example? If not if I do backup PS plus online storage backup from its from 12/17/16. Basically losing 2 weeks of work. Losing stuff like enemies, dungeon design, mini games, bug patches, different versions of updated Link.

Pretty much before the title screen appears it says that the profile is corrupted. X to delete/ O to Retry.

Edit:

Looking at my save data and there is 2 files that say 1/2/17. One of them has no picture and it says its corrupted and the other one looks fine but it save created at the same time the game was closed and broke. That file is the user profile.

Its a lesson I learned a long time ago. It really sucks. As a developer, backing up your data is just as important as creating it. There "should" be a PS + backup with some backup of your data-hopefully. Go to storage management and you should see the PS saves there.
2017-02-01 23:11:00

Author:
Rpg Maker
Posts: 877


Its a lesson I learned a long time ago. It really sucks. As a developer, backing up your data is just as important as creating it. There "should" be a PS + backup with some backup of your data-hopefully. Go to storage management and you should see the PS saves there.

I did lose quite a bit of progress but I think it might be recoverable by me redoing it.

Luckly I recorded my progress here and I was able to recover everything to the point of Link ver.13.3.

I might be able to recover some of the assets from Curious Sacks and some of it from the other person helping me.

I found the exact point where I didn't update the level. Which was the point where I didn't add any of Curious Sacks Music.
(The Post where I mention Link Ver13.6 and up is not added)

Following patches are missing:

Link ver.13.6

Adding improved money chip.
Finishing the last 2 mini game rooms are done.
Capture & emit final field zone.
Capture & emit final Archer mini game zone.
Game over dead sprite made.

Add music for ???? building.
Add music for Mini game.
Add music for caves.
Add music for milk bar.

Fixed some of the tags with music triggers.
Fixed up some of music curious gave me. (Sounds better looped/removed some of audio repeats to save on room)

Link ver.14.1

Menu system improvements on thermo memory.
Bommerange & Bomb icons redone and whole menu boarder redone to save on memory.


All of the Link controlnator and all the logic is being redone by someone else to see if the controls/games memory get improved.
(basically everything needs to be redone in some aspects.)


Some work as been done on dungeon enemies.
Some work as been done on the dungeon.

Link ver 14.1->15.6

Game over screen time increased.
Sprite frames for walking have been dropped from 5/4->3.
Sprite frames for attacking have been dropped from 7 to 3.
Carrying+walking sprite frames have been dropped from 3 to 2.

29 sprites animation frames removed from Link.

Sprites no longer get emitted. Ton of logic changed.

Logic for grass & bushes have been redone.
All of the field area is having the item emitter working correctly. As for other areas they still need to be updated with the new bushes.
Enemies within field area working correctly.
Story event halve way being added in.
Object placement changes done to the field area.

Some Redesign of Upper/Lower Field area.

Edit: okay got the music from curious moon.
2017-02-01 23:53:00

Author:
venat
Posts: 715


Puh! Thats been close! As soon as I'm at home I will do a backup of my data too! 2017-02-02 08:34:00

Author:
CuriousSack
Posts: 3981


Welcome to LBP3. Save your data everytime you make big progress.

Sorry for losing your progress.
2017-02-02 14:16:00

Author:
mdkd99
Posts: 1172


Re updated: Link ver 14.3

Menu system improvements on thermo memory.
Bommerange & Bomb icons redone and whole menu boarder redone to save on memory.
Sprite going invisible while walking slowly is fixed again.

(As of right now the game isn't breaking so I don't need to remove the sprites emitters right now.)

Add music for ???? building.
Add music for Mini game.
Add music for caves.
Add music for milk bar.
New Field Music + Intro Music logic added.
All music trigger bugs have been fixed again.
Improvements on Music triggers in the hallway zones.
Cave hookshot Puzzle fixed.
Adjustments to Field Area zone emitters and spawn triggers.

Field Area is now split into 2 areas now to improve quality of the game.

http://i9.lbp.me/img/ft/6e9cc4fc1e27e1209f6edf8f58a424540f762f16.jpg

http://ia.lbp.me/img/ft/cea33b0d060288c883ee3f2e1c48d18c3620bfa5.jpg

Pathway between the field and the town has been changed.

http://i9.lbp.me/img/ft/6895c94a8650d5ece7bc13b134cdce518cae97aa.jpg

Extra cave area made.
Puzzle created.
2017-02-02 15:46:00

Author:
venat
Posts: 715


Hallway zone changed a bit again.

http://ic.lbp.me/img/ft/a3cde7f53c54453615a51a0b392673d6c80cf967.jpg

New areas added:

http://ie.lbp.me/img/ft/a5e2429ff7367a2a81d9849c905532279e022de5.jpg

http://id.lbp.me/img/ft/28d42406afeeebb189648af3aa5af2f44d5669af.jpg

http://ib.lbp.me/img/ft/6dbdeaef1d69c77f4b31bc0f4fc10c5d4cc791da.jpg

Fence sprite, cave hole sprite.
7 zone ways/spawn locations.
History update for the new heart piece.
Added enemies.
2017-02-05 07:28:00

Author:
venat
Posts: 715


Wow! Looks good. So you split it into two levels?2017-02-05 16:44:00

Author:
mdkd99
Posts: 1172


Wow! Looks good. So you split it into two levels?

For the main dungeon yes. But everything new that has been shown is still part of the main field level.

I had a few cave areas made for further parts of the game in the beginning level. Made a extra cave zone cus I wanted players starting off with the option to at least do some cave stuff. So I added in 2 cave areas and a extra field area zone and redid the chicken path zone to be bigger and the field zone you exit outside at the start of links house was cut in halve so less stuff is emitted out at once.
-----------------------------

Cave wall pattern textures fixed.
Return- falling logic readded to one of the caves.
Better version of bushes added to dark forest and town areas.
Replaced one of the cave holes in the town area with a new texture I made yesterday.

In the process of getting rid of the bow mini game area.
2017-02-05 20:04:00

Author:
venat
Posts: 715


Ah okay. It's good for saving space in LBP. Especially in LBP.

Have you changed the thread title? Looks like you got a name for it. I like it!
2017-02-06 09:56:00

Author:
mdkd99
Posts: 1172


No Domenic, the title is the title since several weeks, I haven't noticed any change so far! Correct me if I'm wrong, venat! 2017-02-06 15:17:00

Author:
CuriousSack
Posts: 3981


The Legend of Zelda Sight of Shadows. I think the 'Sight of shadows' was added.2017-02-06 16:30:00

Author:
mdkd99
Posts: 1172


I'm rather sure that this title is the title since several weeks already!
If I'm wrong then we make a collab music together, what do you think about it?
2017-02-06 19:03:00

Author:
CuriousSack
Posts: 3981


(Offtopic: OK, we can do so. )
However I think that Venat could publish his Zelda adventure for LBP3 still this year. That makes me happy. One more great level/game in LBP you are busy with for hours. I appreciate the work.
2017-02-07 00:41:00

Author:
mdkd99
Posts: 1172


Link ver.14.7

Game over sprite recreated
"Link" tag now turn off while zoning to other areas. (Helps to prevent enemies from spawning. But there is some follower walking animations do bug out in between zoning.)

Enemy placement changed.
Heart piece location changed.
Added & removed objects.
Ruby Chests added in.
Archer building turned into reg house.
Town NPC moved to the inside of the reg house.
Mini game music triggers removed from reg house.
Boomerang item added in.
New NPC text added.
zone way cave/field audio trigger fixed.
Some Story progress triggers done.
Spawning area bug fixed.
Lighting trigger removed for game overs. (had to remove it to show the game over sprite longer then halve a second.)
Sprite object made.

Sight of Shadows is still the same title. Might change it to Eye of shadows now after thinking about it... maybe.

The games first part is almost done. Just need to add in the money chip & update the shop NPCs and fix up a story bug.
Started working on the title screen right now. Its a lot of work so I might change how I do it.
2017-02-07 01:46:00

Author:
venat
Posts: 715


Oh OK, my fault.

Sounds interesting.
2017-02-07 14:42:00

Author:
mdkd99
Posts: 1172


http://i1.lbp.me/img/ft/861c124f226d37185edf53bf9f789ca687c67177.jpg

Working on logo still + some basic menu/camera stuff.

Didn't create the text for the bottom part yet. Just seeing if the word placement is too long.
Testing for Eye of Shadows. Sight of Shadows is a bit longer to fit in nicely.
2017-02-08 09:52:00

Author:
venat
Posts: 715


Looks cool so far.

For the start menu I would suggest settings for the player. Does he want music? Which difficulty does he want? Stuff like that.
2017-02-08 16:19:00

Author:
mdkd99
Posts: 1172


Looks cool so far.

For the start menu I would suggest settings for the player. Does he want music? Which difficulty does he want? Stuff like that.

Yeah i'm setting that stuff up now. I just finished a bunch of stuff. Not quite done with the first screen yet. Its gonna have like a slide show/background behind the main title.

http://ib.lbp.me/img/ft/0cbaa230508fc0f072d665d5060b1c434daacd7e.jpg

http://i5.lbp.me/img/ft/e752bd42c015a774a219e2066e2de5d6b6ce1d96.jpg

There isn't increases in difficulty. That's something i'm just gonna scale up as the player plays through the game. The game is pretty easy at the start. Still have link running at max health cap though.

The menu screen will show you how much progress you have made, items collected, holding how much money, bombs, arrows, hearts collected, currently health cap etc.

I don't have any music ready for the title screen yet.

http://i0.lbp.me/img/ft/f5023e7daae1de5e1b2cca3bc2dca40b2e381e5a.jpg

Did some basic hookups. Only the top character will work. Bottom 1 is just a gimic.
Still gotta add in the character name.

Might consider doing language selection. Would take me to long to add in 3 different versions of text that pop up depending on what your select on the starting screen.

English/French/German/Japanese. Maybe not Japanese. That one I think is tricky to convert english over to Japanese.
2017-02-08 19:17:00

Author:
venat
Posts: 715


Making different languages is a good idea. My new level has two languages.

Ah OK, thats also cool.
2017-02-09 03:06:00

Author:
mdkd99
Posts: 1172


Memorizor save data port info:

Zelda Items

1 Bow
2 Boomerang
3 Bomb
4 Lantern
5 Hookshot
6 Lens
7 Seal
8 Bottle 1
9 Bottle 2

10 Book
11 Feed
12 Milk
13 Gem
14 Mushroom
15 Gold

16 Dungeon 1 Trophy
17 Dungeon 2 Trophy
18 Dungeon 3 Trophy

19 Heart Piece Amount
20 Shells Amount
21 Bug Spray
22 Swimming Flippers
23 Silver-> Gold Gloves upgrades

24 Amount of Rubys held
25 Amount of Arrows held
26 Amount of Bombs held

27 ?
28 ?
29 ?
30 ?
31 ?
32 ?
33 ?
34 ?
35 ?

Optional:

Play time
Amount of times KO'd.

(Trying to add in memorizor logic. Not 100% sure how the chip works exactly.)

Link ver 17.9

Memorizor logic working up to port 18.
Basic Ko'd counter added.
2017-02-10 06:11:00

Author:
venat
Posts: 715


I am not sure if thr memorizer still works. Maybe you should use the objectsaver if the memorizer dorsn't work.2017-02-10 18:10:00

Author:
mdkd99
Posts: 1172


I am not sure if thr memorizer still works. Maybe you should use the objectsaver if the memorizer dorsn't work.

It works.

Not sure why its not included with lbp on the ps4.

(Can only have 50 labels and each label have 35 ports.)
Basically 50 save files with 35 things you can score within that save file.

Will likely have another save file for World stuff. But the game does already save progress locally.
2017-02-10 19:36:00

Author:
venat
Posts: 715


Each label can actually have 100 ports if you use a "glitched" one. It is found on enigmas logic tutorial as a giveaway2017-02-11 00:18:00

Author:
koltonaugust
Posts: 1382


Each label can actually have 100 ports if you use a "glitched" one. It is found on enigmas logic tutorial as a giveaway

it safe to use?

plus i don't need that many ports.
2017-02-11 15:42:00

Author:
venat
Posts: 715


Glitched objects are cool, but I heard of many problems where players had to delete everything because of that.2017-02-11 18:25:00

Author:
mdkd99
Posts: 1172


Running into issues with the logic in saving amounts.

Heart pieces save data is pretty much done but didn't do a in game test yet.

I'm looking for people to help me with logic.
2017-02-12 05:55:00

Author:
venat
Posts: 715


I have some knowledge about LBP logic, but I don't think I am able to make something that complex.2017-02-12 07:25:00

Author:
mdkd99
Posts: 1172


Link ver 15.2

Heart Piece memorizor done
Heart Cap Increase Logic tiers done.
2017-02-12 07:30:00

Author:
venat
Posts: 715


Link ver.15.5

Shell memorizor done.
Bug spray memorizor done.
Swimming Flippers memorizor done.

So the issue was I couldn't save into "scale" based timers. This is going to have to change how ammo and money works.

Memorizor save data port info:

Zelda Items

1 Bow
2 Boomerang
3 Bomb
4 Lantern
5 Hookshot
6 Lens
7 Seal
8 Bottle 1
9 Bottle 2

10 Book
11 Feed
12 Milk
13 Gem
14 Mushroom
15 Gold

16 Dungeon 1 Trophy
17 Dungeon 2 Trophy
18 Dungeon 3 Trophy

19 Heart Piece Amount

20 Shells Amount

21 Bug Spray
22 Swimming Flippers
23 Silver-> Gold Gloves upgrades

24 Amount of Rubys held
25 Amount of Arrows held
26 Amount of Bombs held

27 Health Cap
28 Bottle 1 (SAvED POTION)
29 Bottle 2 (SAVED POTION)
30 ?
31 ?
32 ?
33 ?
34 Amount of times Ko'd
35 Play time
2017-02-14 04:19:00

Author:
venat
Posts: 715


Looks like a lot of stuff to save.

I wish you some luck so that saving stuff of another level works too.
2017-02-15 13:59:00

Author:
mdkd99
Posts: 1172


edit

Link ver 15.5-> 16.0

Lifting gloves done for memorizor.
Money chip done for memorizor.
Bomb chip done for memorizor.
Arrow chip done for memorizor.
Heart cap chip done for memorizor.

Bombs & Arrows cap has been increased from 20 to 50.

http://if.lbp.me/img/ft/b1f3f1d4a0369f093de26d587e5adfe5cfba1423.jpg

Memorizor stuff isn't done yet.

There seems to be a bug with # with arrows and bombs being displayed or saved correctly.
Also i think there is a bug with the quest items.

File Select Screen

Memorizor displaying

Ports finished
1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,20,21 ,22,24,25,26,27

Option select audio added.
Deleting file audio added.
Controls added.
A option to delete the Memorizor data added.
Deletion animation added.

http://i6.lbp.me/img/ft/7e660cb67c7443c5c876c392a1719e640ada8f27.jpg

The game feels balanced now with the 4 heart cap when starting out. Kind of challenging now but there's lots of places to pick up health. The game now studders when picking up and using items. Nothing major but you will see it when playing. This is because the game is saving your progress every time you pick up or use a item thats either ammo, cash or a important item. The game tends to miss important logic saves. For example you game might not add important items into your bag. If this happens reenter the room for it to reload back to unopen state and open it up again and see if you obtain the item. The game only saves your progress if you obtained the item within your menu.

For Dungeons the memorizor will not save keys. Only other important items or progress within the dungeon. If you leave the dungeon and reenter all the keys and doors will remain there and locked.
2017-02-16 22:38:00

Author:
venat
Posts: 715


I am impresed!

So are there are some autosaves too? And are there some quests?
2017-02-17 16:08:00

Author:
mdkd99
Posts: 1172


I am impresed!

So are there are some autosaves too? And are there some quests?

There are side quest items you can pickup and turn in. But you can't turn in anything until Chapter 2. Can pick up a few items in chapter 1 if you find them. Some of them you will see but can't be picked up without a power up from like chapter 2, 3 etc. The game has been designed for the player to return to Field Area levels to re explore them with there obtained power ups from other levels. Everything pretty much gets saved and ported over to other levels.

- - - - - - - - - -

So I did some tests and somethings on the memorizor logic is bugging out.

Heart Pieces aren't adding beyond 1 with the memorizor active. (counter for every selector port) Easy fix.
Buying items with no money causes the money logic to completely break. Basically going from 0 to negative number. (Will require a money gate to fix this)

Quest items are being saved but once you reenter the level it its causing the game to forget to resave I think.
Quest items aren't being saved fast enough/correctly.

Shells aren't adding anymore for some reason.
Money is getting added weird. Might be cus of the negative number thing.

Bombs/Arrows and even money is getting saved in correctly and shown at different amounts when reentering the level.
2017-02-18 01:48:00

Author:
venat
Posts: 715


What a mess. It's really hard with that logic. Man I hope you can get a solution. I personally can't help right now.2017-02-18 08:21:00

Author:
mdkd99
Posts: 1172


Sorry its been a week or so since any work has been done. The game will be worked on for the next few days but I will be very busy again. I couldn't spend any attention towards the game since I had to open up more free time towards it. Very hard for me to say the game will be aimed for full completion at this point. I'm talking about the updates beyond chapter 1 of the game. We will see once chapter 1 is done and if I still have time to play little big planet anymore.

link ver 16.3

Heart cap increase bug fixed.
Heart piece increase bug fixed.
2017-02-25 06:24:00

Author:
venat
Posts: 715


Why don't you have time?2017-02-25 16:59:00

Author:
mdkd99
Posts: 1172


Why don't you have time?

Setting real life goals for myself that will likely take up all my time and some real life stuff that I need to do like work.
Again working will slow down my progress alot so getting stuff beyond chapter 1 will be very hard.

My friend is not helping me with logic right now so I can't find the save issue/pick up issues right now. I have looked into it alot.

Stuff created:

Large Heart piece sprite + Logic. (Reward from the dungeon boss)

Did extra logic to:

Dungeon Gate Door
Dungeon Key Door
Small Key
Boss Key
Large Chest

Small & Boss key display text of what they are after pickup. Also History logic has be tweaked on it.
Large chest now displays item & shows text of what it is and History logic has be tweaked on it.
Dungeon Doors have history logic on them and on/off physic tweaks when they are open/closed. Also Zone hit detection gets turn off/on when doors are shut/open.

I did do some of this earlier on but I lost all the progress when my data got corrupted.

World Map ver1
http://i1.lbp.me/img/ft/cb14721c0086e1453e01f6f3a7bc85a2c2fdffcd.jpg

World Map ver2
http://i6.lbp.me/img/ft/5f69c2457b4c34f40eca5d14de2b4d7e3383f69c.jpg

Will likely change a bit of this while I continue working. This is just the open world part of chapter 1.
2017-02-26 07:49:00

Author:
venat
Posts: 715


Basically 11 hours of dungeon work as been done.

(Up to 5-7 dungeon rooms finished, last 2-3 rooms need new enemies.)
New starting doorway sprite created.
A few dup bugs with keys where the player would be able to cheat fixed.
New dungeon rooms created.
New puzzle mechanics made.
Arrow eye sprite+logic created.
New enemy made.

Locked doors got a bunch of tweaks in logic:
Cant attack doors.
Doors remove a key.
Doors have been made into a NPC where you talk to the door to open.

Lots of zone/spawn ground work has been done and laying out logic.
Dungeon music has been tweaked and the new music plays within the dungeon.

Keys have been created to die if zoning. This has been done so player doesn't redo the same puzzle and spawn a extra die.
Gated doors don't open until the reward/objective is finished within that room.
Bunch of History logic has been made for rewards and puzzles and locked doors.
The rooms have been added onto to look better.
Hit detection has been added to every outer wall.
Pixie Enemies spawn in room2.
Demon Door enemy can now damage you now.
Key logic on link has been improved. -(Using a none memorizor version of link right now)
Large Chest- Bow & Arrow/ You obtain the bow and get 5arrows
Large Chest- Bronze Gloves/ Increases lifting power/obtain bronze gloves.
Small key chest/ will spawn opened in the room if you already picked up its key. Also will block it from spawning its unopened version.
Some of the rooms have been made smaller.
Ledge jumping has been added to room2.

http://ib.lbp.me/img/ft/e7b20686647fba0e974033b2dbd97a6a3a57258f.jpg
2017-03-01 08:09:00

Author:
venat
Posts: 715


http://ic.lbp.me/img/ft/fccdf622d05a0cb4c55ba5c2c27fbe5a3a0302df.jpg


Dungeon:

Lighting/shadow work.
2 rooms created.
Door+key bug fixed.
Sound trigger logic tweaks
Zone lighting adjustments
History logic done.
Improvements on current rooms/change of layout.
Warp logic/sprite created. (Gives you the ability to warp to the boss room after you unlock it. Warp pads will be unactive at the start of the dungeon.)
2017-03-02 12:39:00

Author:
venat
Posts: 715


Made a bat enemy for the dungeon but I think it still a bit more work even though its pretty much done. I think it might need a bigger hit box or some speed adjustments. Kinda hard working around limitations within lbp toget stuff to work correctly.

Another room is pretty much near done also with the bats added in it.

I'm gonna need to add more creative wall designs. The dungeon itself seems too copy and past right now and get real creative on the designs.
Also the dungeon seems really unforgiving, I need to add in somethings to balance the game right now. Also need more enemies.

Gonna do some changes with some of the pots in each room so they always give a heart piece or something like that.
Gonna make the pixie enemies easier and improve them.
Add in some more History tweaks.
Add in a tutorial hint puzzle to show how things work so its not a huge mystery when you see it for the first time.

My goal is to have roughly 18-19 dungeon rooms for it to feel like a normal Zelda dungeon and have it easy enough for a normal player to clear with just 4 hearts. Testing the dungeon with max hearts right now and 4 hearts just isn't enough with completely random item drops and some enemies just don't die easy.

- - - - - - - - - -

Pixie Enemy logic improved:

Will now stop its hit detection if stunned.
Can be killed in one hit with a arrow.
Its body collusion will turn off after you hit it once.

New enemy: Worm Crawler

Will now stop its hit detection if stunned.
Pretty much dies in one hit with anything.

Dungeon:

Starting room has been changed a bit.
One of the rooms has been changed a lot.
One of the rooms now has worms instead of one pixie.
One of the gates now open always when you clear the room of worms.
New pixie enemies added to the rest of the rooms that had them. + Bat enemy.
Added objects were added to show hints of what to do.

Pot items for a bunch of rooms have been changed so they always give the game item. There is still pots within some rooms that will give random items.

Recovered some of the sprite images I lost. How I created them worms.

Dungeon layout has been setup on paper. I was worried I created a issues where players would open doors in different orders then intended and prevent there progress if they did the wrong order.

- - - - - - - - - -

http://i4.lbp.me/img/ft/c8456f5c6bf48f4525efc306a3cfbbdb78a651fa.jpg

Dungeon room done, redone all with dungeon rooms with new wall design added.
Arrows now go on fire if their shot through lamps.
Bonus reward added to one of the rooms.
Switch fixed.
History Updates to key5 chest & Ruby Chest.

First 8 rooms are done but there is one room that needs a new enemy still but its pretty much done besides that.

- - - - - - - - - -

link ver 16.3-> 16.9

Memorizor bugs fixed for
arrows
money
bombs
shells

Dev option added
NPC money check logic added.
Fire arrows added

dungeon:

key reward added
zone way bug fixed.
2017-03-05 23:54:00

Author:
venat
Posts: 715


Link ver 16.9->18.1

http://i9.lbp.me/img/ft/0e95c164020f04b6f1a3440936d068cdd4f14bf7.jpg

The Seal Item has been replaced with a Ocarina.
While Equipped and Pressing R1 brings up a Song Menu.
There is 4 Tracks you can play.

Zelda's Lullaby
Song of Shadows
Song of the Ocean
Song of flames

Ocarina sprite icon made for menu.
X,Square,Circle,Triangle can use to bring out notes.
Can select bottom Music Tracks you earned to play them so you remember how to play them.

You can pause the game when going into the Ocarina Menu & Item's menu.
(This will take more work to add in. Not all things might be paused though.)

Pause feature will only turn off enemies, this will make them unkillable and they will not move or be able to damage you if you happen to pause right next to them.


Dungeon:
Hit detection bug fixed for one of them "enemies" within the dungeon, You couldn't kill them with the sword.
One of dungeon puzzles and rooms have been made much smaller and more straight forward.

Overworld:

Inside Links house: all pots you give you hearts 100%.
Ocean Side: 3 Bushes will give you hearts 100%
Front of the Dungeon: 3 Bushes will give you hearts 100%
Lantern trigger bug fixed. Caused by thermo lag.
Updated Pixie enemies added.

Did a bunch of play testing with a few randoms and found out parts of the game were too hard or not straight forward enough for new players to understand how the game works yet.

In terms of too hard the game was not giving rewards to players when they needed it and somethings like the enemy hit detection I fixed was done even though there were other ways to defeat the enemies without attacking.

The Overworld needs alot more work done to it to make it more balanced for new players. Hence why im adding in 100% Heart in some locations.

I will have to re tweak all the enemy locations in the dungeon and the over world so the Pause Feature works. Its only been tested with one enemy.

Menu System is getting a small text tweak also so new players that never have played a Zelda Game can understand better how to equip a item.

Work on Memorizor is still going on with Bottle1/Bottle2. Memorizor work will have to be done also for obtaining Music.
2017-03-07 19:34:00

Author:
venat
Posts: 715


Choose what's important for you. If the progress is less, that's OK, as long as there is progress.2017-03-08 12:09:00

Author:
mdkd99
Posts: 1172


http://i3.lbp.me/img/ft/e034004fffa7904b0651d0f3d8d909cfc77a5f3a.jpg

UI

Sword Level
Number of Songs Collection

Text display after you have played the song correctly.
Equip text display on every item you select within the menu.

Bug fixes:
Song bug fixed.
A few loading/spawning in issues fixed with new dungeon rooms.

On going:
Memorizor/update on songs.
Patching another music bug issue.
Memorizor/update bottles.

Looking into changing enemy logic for a new HP system the new sword upgrades can play off of.
If not. then the sword upgrades will be used to unlock skills like the spin attack, sword beam etc.

Dungeons:

Close around 3-4 dungeon rooms are finished. One of them needs a new boss door design and updated enemies added into it.

There is 4 rooms afterword until all the dungeon rooms are complete. Making it 18 rooms total.
2017-03-09 05:40:00

Author:
venat
Posts: 715


Sounds like great news! Cool!2017-03-10 19:16:00

Author:
mdkd99
Posts: 1172


Some new dungeon designs added such as:

Boss door carpet.
Boss door.
Stairs up.
Stairs down.

Gorz Enemy created for the game is pretty much 90%ish done. Gotta fix a few small issues with it.
2 dungeon rooms pretty much done.

Working on mini boss room right now and then boss room after.
Some History tweaks improvements redone for Warping to the last boss and also audio for it.

I need 3 enemies done and another dungeon room designed and update all the old enemies still, add a event at the end of defeating the boss then the dungeon stuff pretty much done. Update all the enemies within over world, Add save data for bottles, songs. Add in trigger/save event for the ocarina. Add in events for Ocarina's use. Update memorizor data for Starting screen, Adding start screen music & character select music. Adding in small intro to the game. Its pretty much ready for release of chapter 1.

Enemy creation+logic setup and memorizor logic takes lots of time to get right. Gorz enemy took me 3 hours at least.

Also need to do another update to the link to add in new logic improvement/adjustments for the use of dungeon keys working correctly. (It works on a ver 14.1 test version of link and will be added towards the 18.1 version.)

As of the sword upgrade feature it will probably be delayed for Chapter 2 and it will only be used for obtaining skills.

Thinking of removing the option of obtaining the Lantern at the very start of the game from Links House since you get the item at the very start. Just remove the requirement of obtaining it and also saving it in the memorizor. As I posted before I added up 35 memorizor port slots. Which it really only has up to 32 ports. Which has made me scrap those last 1-2 features I wanted to save. So Might just use the lantern save slot for something else.

I have someone that might be helping make more sprites for Chapter 2 right now. Hard to say if he is willing to do it. I don't think its gonna happen though.

Some small tests and a water rock has been made to be used mainly in chapter 2. Will probably add it to Chapter 1 water after the dungeon stuff is done.
2017-03-10 22:22:00

Author:
venat
Posts: 715


Cool to have you back venat!

Does it mean, that every action in the game gets saved? Is that your plan?
2017-03-11 13:43:00

Author:
mdkd99
Posts: 1172


Cool to have you back venat!

Does it mean, that every action in the game gets saved? Is that your plan?

Memorizor saves
Pickup a item, using bombs, using arrows, earning money, using health drink, buying health drinks, obtaining tools, leveling up your health cap, earning heart pieces, pickup trophies, playing new songs, upgrading sword skills.

Within level saves:
Like breaking rocks, opening dungeon doors, obtaining keys, finishing puzzles.

I'm gonna have to make a 2nd memorizor just for heart pieces that are within all the levels. that way players cant just replay the level and earn same heart pieces.
2017-03-11 18:08:00

Author:
venat
Posts: 715


Sound cool and complex. Do you think it can work at 3 levels at once?2017-03-12 15:51:00

Author:
mdkd99
Posts: 1172


Memorizor saves
Pickup a item, using bombs, using arrows, earning money, using health drink, buying health drinks, obtaining tools, leveling up your health cap, earning heart pieces, pickup trophies, playing new songs, upgrading sword skills.

Within level saves:
Like breaking rocks, opening dungeon doors, obtaining keys, finishing puzzles.

I'm gonna have to make a 2nd memorizor just for heart pieces that are within all the levels. that way players cant just replay the level and earn same heart pieces.

To get the most of memorizers, I often use a saved 100 input/output memorizer with all of their outputs linked to their input. This way, if I want to save 1 new value, I simply change the input of that one value and everything else stays the same. Also 100 is way better than 32 . I believe enigma has a giveaway of this memorizer, though you might want to find a copyable level with it instead to avoid annoyances.
2017-03-13 00:48:00

Author:
koltonaugust
Posts: 1382


Cool tip, I'll look around for that level.2017-03-13 12:59:00

Author:
mdkd99
Posts: 1172


Sound cool and complex. Do you think it can work at 3 levels at once?

Gonna redo the character select screen memorizor logic when everything on the character memoizor is done. It will be a simple drag over and deletion of whatever extra logic that's on the controlnator.

As for the intro... Not sure anymore. I was gonna release some kinda picture cut scene. Kinda hard right now to work on adding a main story. More or less there are chapter objectives & quests. No "real" story features really added in yet. Might not end up adding it in unless I get someone on board to do the art for it. My time & energy is all taken up right now.

Chapter 1 overworld is pretty much 99% done. so enemy replacements and Ocarina trigger and option added in.

Dungeon level is where all my attention is going towards right now. Adding bit more mechanics to the mini boss right now ironing out the logic. I didn't get anything really done over the weekend but I was able to design sprite art on my PC for the mini boss and today made it again ingame and started toget the boss room and some of the mechanics worked on.

I still have no idea what to even do for the main boss yet.
2017-03-14 05:16:00

Author:
venat
Posts: 715


Mini boss fight is done. i had to cut some of the mechanic/add on's out. was getting to be too much of a hassle to get it to run and had to redo the logic quite a bit.

Fixed some more graphical issues and mistakes with spawn addresses.

Pretty much need to work on another normal enemy and the dungeon boss fight. Also still need to design the boss.
Maybe add in a intro to the mini boss later. Update all the enemies that still need the pause feature, fix the movement with the Gorz enemy. After that the dungeon is done.

- - - - - - - - - -

Link ver 18.3->18.5.

Controlnator/Camera placement changed. Logic chip location changed for keys to work correctly.

New enemy made, Cursed Skull.

Logic:

Can only be damaged while stunned.
Arrows & Boomerang & Hookshot can stun it.
Makes a missing sound if you attack it without stunning it.
Makes a stun sound. Resets timer every time you restun it.
Animations change/stop if you stun or get close to it.
Has 2 types of animations. Skull animation & Blue flame animation.
Walking sound added.
Gets knocked back after you hit with a sword while its stunned.
Death animation.
Logic freezes while in pause mode.
Pots can damage it while its in stun mode.
Spin attack can damage it while its in stun mode.
8 Hit points.
Can trigger a random item drop.
Enemy gets destroyed if there is a game over or a zone change.
Can be stunned in idle mode.

I was making a boss but I ended up not liking it so I sorta changed it into a new normal enemy.

All enemies are updated with the pause feature.
Audio update to all the following enemies in the photo. They're more lively now.

http://i7.lbp.me/img/ft/037b0da968491f12ddec1d32e5ff52acdd02dc5e.jpg

Follower Speed, Dash Speed, Gravity Tweaks+placement changes, Game over destroyers fixed in the above enemies.

- - - - - - - - - -

All enemies within over world are pretty much replaced with a updated versions.

Link ver 18.7

Money gate logic.

Mini game & Zora feed npc updated on there logic to read correct amounts of the players money value.
Zora feed costs 200 rubies now.
To play the chest mini game it cost 20 rubies now.
Fortune tellers house now gives you the Ocarina after you obtain the lantern.
Fortune tellers help text has changed for picking up the lantern.
Fortune tellers house no longer gets destroyed after leaving it.
Playing Zelda's song anywhere in front of the Shadow Ruins now opens the dungeon.
Can now learn how to play Zelda's song in front of the Shadow Ruins.
Ding sound will now trigger if you R1 your Ocarina while inside a zone that requires a song.
Song help display shows when you have the Ocarina+Near Song tablet.

Bug fix: Zoning bug fixed from going inside of links house from the back. (Added zone)
Bug fix: Bushes are no longer glued together in the graveyard.
Bug: Grammar npc text fixed.

The overworld is pretty much done. Just need to patch in the Level Link when I finish the dungeon.
2017-03-17 07:23:00

Author:
venat
Posts: 715


Took a break for awhile. Coming with some designs/boss mechanics thought out.

I'm thinking of making a public strategy guide for the game for everything you can do in chapter 1+. Up to you guys.
It's not a lot of work for me to do it. I kinda want to cus I don't want people to miss out on stuff I created. There is quite a bit of stuff within Chapter 1 that can't be accessed until later Chapters.
Chapters being like Major Updates/Large parts of the that become released as I finish them. Basically a chapter is like 1 Field Area + Dungeon + Quests. Chapter 1 has at least 15-35mins of gameplay. Depends on how long it takes you to find everything.
2017-03-20 06:56:00

Author:
venat
Posts: 715


http://i4.lbp.me/img/ft/664efdb97d41af43503b510ffbcda31f7eb901ab.jpg

Link ver 19.2

Dev options added, Can now reset earned keys and the boss key. (Secret PW Option)
Bounce/Knockback logic added on Link. Will be used for upcoming boss/puzzles.
Game Pause text added for Ocarina Menu & Items Menu.
R1 text placement changed.

Dungeon:

All dungeon rooms have been pretty much replaced with updated enemies.
Spiked Object can be paused.
All enemies but spinning floor can be paused.
Large Chest minor bug fixed.
Gorz Enemy removed from the dungeon.
Skull Pots added.
Cursed Skull enemy replaced Gorz enemy in all locations.
"Prepare room" created just after you open the boss door and enter. You can fill up on ammo/health etc before the boss.

Working on boss mechanics still.
Created a sprite effect for the boss.
Outer boss room created.

Still roughly need a week to finish everything. Thats if I get help with patching the bottle & music logic.

- - - - - - - - - -

link ver.19.6

dev reset for bottle1,bottle2.
Red/blue/empty bottles saves added for memorziors.

Title screen:

Logic changes/display changes.
Character Selection screen music added.

Dungeon:

Boss music speeds up when hitting phase2 of the fight.
Dungeon boss sprite created. (Needs alot more work still.)


Basic Logic setup for Sword Leveling added. (Its not working correctly atm.)
2017-03-22 07:29:00

Author:
venat
Posts: 715


Major update here..

link ver.21.2

Music can be earned and saved in any order.
Music gets added within your menu and unlocked in any order within your Ocarina menu.
Sword Skills Saves added.
Sword Skil # gets added to your menu and you can obtain them in any order.
Players are required to unlock the ability "Spin Attack"
Some Gating has been added to Spin attack.
Dev reset options added for both sword and music saves.


Link is pretty much done. Will be improving the sprites and adding swimming and 2 Sword Skills. Blade Beam and another Skill.
This will not be worked on until Chapter 2 is being worked on.

Heart Piece+Music+Extra Memorizer Chip created. (A 2nd Memorizor that saves rewards and other data)

Title Menu:

Major Work has been done. The Title Menu is roughly 90% Complete now.
One Small Bug still in the menu system right now.
All the Memorizer Data is finished for the character Selection screen. (Port from the ver.21.2 Link)
Title Screen Music added.
Help Menu Added. (Chicken/Old guy picture)
Target Arrow back loops added. (hard for me to explain but its a quality improvement within menu UI)
Sound UI
Text menu changes
Can reset all the memorizer data now within the menu.
Can only reset memorizer with 1 player within the level. (Prevents others/you from deleting other players data that join you)
1 Player can only enter the level.
Camera Work.
Update Box added.
Play station Community text Box added.
Special Thanks Text Box added:
Special Thanks: Rxlivsm807 added.
Special Thanks: Unknowncreator87 added
Special Thanks: CuriousSacks added.
Special Thanks: LBP Community Added.
Logic that prevents Selector looping.
O/X pictures with every menu screen.
Text added in character screen that explains that the memorizer displays your game progress.

http://i7.lbp.me/img/ft/3a7f14ab0bc78a7e862fc6c3230ee1d26469a3c3.jpg

Title screen/Character screen has 4 menu frames.

Title
Help Text
Character screen
Enter Level Link...

THE GAME IS ALMOST READY.
2017-03-23 10:53:00

Author:
venat
Posts: 715


Wait, do you only get a certain amount of memorizer saves for played levels? I thought each user gets their own save slot in your system.2017-03-23 17:07:00

Author:
koltonaugust
Posts: 1382


Great! I like he idea of playing a retro game like Zelda. 2017-03-24 00:43:00

Author:
mdkd99
Posts: 1172


Wait, do you only get a certain amount of memorizer saves for played levels? I thought each user gets their own save slot in your system.

The game only uses 2 memorizers for the whole game. There is "only within level" that get saved as you play but they don't get resaved upon replay.

Lets say you play the game. open a bunch of doors and pickup a bow and arrow. Then replay the level, the game says you have bow and arrow obtained already through the memorizer and every door from Room1 to Room 5 that you unlocked reads... If you have the bow and arrow, this door will open.

That's just an example of what kinda History checks I have in place in some locations of the game so the game knows that you already taken this path or opened this chest before when you revisit the level or at this stage in the game. The first level has stuff that will check from chapters 2 and 3 and will give you "hints" on where to go.

Update on progress,

Boss sprite animation frames have been worked on. Its a large sprite/has lots of pixels. So its gonna take awhile to finish. Got the face sorta halve done and the legs are done.

Pretty much the title screen/camera has been redo a bit to fix a graphical issue. The background of the title screen is redone so it looks exactly like the in game background rather then just a single blocky image blown up.

The menu logic was redone sorta to fix a issue but there are new issues that need to be fixed still. Some graphical improvements have been added into the title screen level like blinking UI.
2017-03-24 23:29:00

Author:
venat
Posts: 715


Amazing technology you have used here. I love to see, how much effort some players put into their levels and games in LBP. Good work Venat! 2017-03-25 05:30:00

Author:
mdkd99
Posts: 1172


Title screen is 100% finished. Just needs a correct Level Link added in it. Few bugs were fixed.

Some boss sprites have been worked on/boss sprites are pretty much done.

Right now setting up movement/mechanics on the boss. Not 100% sure what boss mechanics it will have yet. I just have one or two ideas im playing around with right now.

http://i1.lbp.me/img/ft/1211f1284066ed64b9d2dae1d9d7d52e1431c7f4.jpg
(Couldn't take a large enough photo in playmode.Looks alot clearer and better with the camera in play mode. Also the Press text has a x button icon that blinks.)

http://ie.lbp.me/img/ft/f9ee5b7dffd82dbcb2759e865e33c083548f982e.jpg

http://i0.lbp.me/img/ft/90095506e6ab25f7771a63bc7642fd69dc9d54a1.jpg
Had this sprite saved for like 5 months. Just wanted to show it off in case I use it soon.

- - - - - - - - - -

More boss work done.

Having some major issues again with the game breaking the logic again in the boss arena. It has made me stop adding to the boss fight which is a problem cus there is not much there.

I think I will have to find ways to edit down the boss. Which is probably gonna have to create sorta custom logic for the bosses legs. That will probably help alot with the issue. I think I can also look at the projectiles again to see if I can make them have less corners in them.

- - - - - - - - - -

Fixed some of the issues with the boss design to save thermo and that fixed its collusion bug. Nothing I could do with the projectiles. It should 5 objects at you which have different ways it acts with the arena. Not 100% sure its all fixed though because Link isn't even in the arena where its being built. So I don't know if it well break again once I start testing it game play wise.
2017-03-28 03:50:00

Author:
venat
Posts: 715


Still having issues with the boss room. The game can't seem to handle everything within the boss room. More or less looking into ways to improve the logic so it prevents these types of issues. From what it seems its a emitter & "too much stuff active issue".

I'm changing like 95% of all the tag sensors to remote sensors on Link and will be doing the map & dungeon layout tag sensors. Pretty much overhauling the tag sensors. Hopefully it will improve the logic and hopefully remove the chance of logic hiccups.

Another Change I might do is moving the menu UI menu very far away from the active parts of the game and change the camera settings on it. Doing that might make it less active.

This has been very frustrating to work on this and have this happen alot.

I will look to change the boss fight in some way so it doesn't break. Doing this though will probably remove the bosses ability to move around and projectiles unable to link together or attached to the wall.
2017-03-31 12:17:00

Author:
venat
Posts: 715


Does it lag? Is the boss room very detailed? You should remove a few details. It can help. How many logic peaces do you have? You can press r2 on your microchips to view that.2017-04-01 10:44:00

Author:
mdkd99
Posts: 1172


Does it lag? Is the boss room very detailed? You should remove a few details. It can help. How many logic peaces do you have? You can press r2 on your microchips to view that.

A crap ton lol. Like close to 3000 on the character alone. Its okay I kinda got a work around.

Right so bit of a update here.

Boss Audio added in for walking, throwing etc.
Music kinda redone cus of the lag it causes the music looping to delay. Music is longer so that delay is much less.
One extra dungeon room was made.
One of the rooms has been changed a bit to make room for another doorway into the new room.
Zone bug fixed.
Bow Chest has been given ton of tag signals to make sure you obtain the bow every time.
Boss Health Has been set to the correct amount for the fight.
Links Walking animation has went from 6 animation frames to 2 to make the game run more stable.
(Option will allow players to bring it back to 6 on PS4 PRO mode)
Title Screen objects are cleaned up.
Character Menu has "System: PS4" text added on it. Will be able to change it to PS4 Pro later.
Typo on the tool menu fixed. Ocarina.
Heart piece tag fixed on one of the memorizers and the range increased to max.

Issues:
Chance of a dungeon bow room not being emitted.
Obtaining full Heart piece isn't correctly being saved afterwords.
Glove Upgrade isn't being reloaded I think...

Still need to do:
Battle music needs to stop after defeating the boss.
Event needs to trigger for defeating the boss.
Boss can't respawn after obtaining the Full heart piece.
Green Knight enemy still needs to be created.
Lifting object needs to be fixed within the Knight room.
Improve hit detection shown for the boss.
Lower the attack animations on link.

http://if.lbp.me/img/ft/4efe387c7aa3d3fe5e3d8c069b91d9a3e0146237.jpg

PS4/PS4 Pro settings planned after the release of the game.

Menu Settings will be added at a later date. The games default will be on PS4 and will be toned down to prevent issues from happening. PS4 Pro player will be more animations and a smoother game. As of right now there has been no tests done with PS Pro and will require player feedback that have it to see if there is any issues or if it even works. A PS3 mode will not likely be added unless there is a huge amount of changes done to the whole game. I do think the PS4 PRO mode will fix all the issues that are going on with better hardware.

I was doing the wireless tag sensors but ran into 2 issues with some of the tags. I can't read tags within the same microchip and some tags require range and wireless to trigger some logic. Adjustments will be on going but slow.

- - - - - - - - - -

Got some of the stuff above finished.

Green Knight is pretty much finished. Just need to fix a small emitter bug with it.
Boss music ends now after defeating the boss.
Lifting object has been changed to something else. That fixed the bug.
Improve hit detection shown for the boss is now done.
Lower the attack animations on link is now finished. Which fixed most of the issues with the boss fight.
Some setup has been done for finishing off the boss and obtain the dungeon clear trophy.

New Issues found:

Room just before the boss room isn't spawning in. Its probably something blocking the area from being emitted. Gonna just to move the area in a different place.

Did a play through and watched someone else play the dungeon. The dungeon was a bit bugy near the very end but I think the dungeon could use a bit more hidden things in it like money chests or just straight out more chests for free stuff. Not alot more just 2 or 3 more chests in few locations.
2017-04-03 17:40:00

Author:
venat
Posts: 715


All bugs with the green knight are fixed.
Mini boss has boss music and defeating him stops it.
New dungeon room has been created.
One of the gated puzzles has been removed so there is less back tracking. Will be able to pick up the key after the first item instead of the last item.
New puzzle has been created within the new room. New Money reward added.
Save history logic has been added for the new chest reward.
Extra enemy has been added.
One of the rooms has been changed to add a new zone way to the new room.

Some boss cutscene work has been done but there is issues with it right now. I will need to adjust the start of the fights.
Mini Boss didn't die after a game over which caused some issues reentering the boss room.
Mini boss room has some issues. Will be changing the location of the exit so it doesn't cause issues.
Attack range of Link will be decreased so it will work better.
Time Limit logic still a work in progress but its almost done. Will probably not use it though for this dungeon.
I want to add another money reward in the dungeon.
Also want to alter one of the rooms so its less annoying and add in a extra room.
Game over triggers need to be tweaked so upgrading the health cap doesn't trigger the game over anymore.

Heart Piece at the end of the boss fight needs to turn off as soon as its picked up. Its adding more then one health cap increase. Also the heart piece & dungeon clear needs to be destroyed after a game over screen.

Right now there is 21 dungeon rooms. Most of the issues right now are after you defeat the boss.
2017-04-06 00:02:00

Author:
venat
Posts: 715


Are you kidding me? 3000 logic pieces? That's a lot! How is that even possible? That makes me ask, how many features the character has and how you connect your logic.

Have a good create session.
2017-04-06 00:09:00

Author:
mdkd99
Posts: 1172


Dungeon music wasn't playing after a game over with the boss or defeating it. Both bosses fixed.
Both mini boss forms now die right away/main form destroys right away when having a game over. fixed.
Placement changes on one of the puzzles so its more in frame.
Menu screen changes.
Money puzzle added into one of the rooms.
Object placed where a key spawns.
History save for that money reward.
Player spawn placement changed for the mini boss room cus the Menu was in the way in the mini boss cutscene.
Both bosses have text display in there cutscenes./They both have names now.
Dungeon Rewards now gets destroyed if you have a game over or change areas.
Starting room changed a little bit.
Cutscene trigger added for the reward that spawns in after defeating the boss.
Link's Attack range has been shortened.
Zone way for defeating the mini boss has been moved.

- - - - - - - - - -

Game over screen no longer triggers when upgrading your health bar.
Game over screen no longer triggers when re entering the level and having the memorizer update your health bar cap.
Game over screen no longer triggers when reseting all memorizer data. (dev option)
Walking sprites delete upon zone screens to prevent a graphical bug.
Dungeon boss gets destroyed at the end of the dungeon if you already obtain the dungeon heart piece.
Boss music ends if the boss gets auto destroyed.

The dungeon is finished now. I beat the dungeon and replayed it with all the items obtained from it. Only thing that not set in place is the level link settings.

Issues:

Game over screen isn't on long enough. Should be a easy fix.

I will try to update the field area. Add in a cutscene trigger for playing the first Ocarina song to open the dungeon up and play through the game.
2017-04-06 18:45:00

Author:
venat
Posts: 715


Sounds great. Do you think your game could be published in summer 2017?2017-04-06 19:42:00

Author:
mdkd99
Posts: 1172


Sounds great. Do you think your game could be published in summer 2017?

Working on the trailer and putting all the levels in a Adventure level right now. Also need to tweak the field area still and hook all the level links together correctly. Right now I got a cold or the flu and thats kinda holding me back. I think it will be published in like a week or sooner. I would like if you could put up a gameplay video or something up for me on Youtube.

- - - - - - - - - -

Right so everything is working very smoothly but there is still some issues. The trailer is almost done. Took me a little while to understand how to use it. Still need to fill 4secs on it and might start working on Chapter 2 of the game right away so I can add a small clip in the trailer.

Right so the issues:

Mini Boss needs walking audio.
Green Book isn't being saved correctly.
Mini Boss music re triggers after you defeat him and walk back into the room.
Dungeon Exit Level Link isn't working.
Music Note Tracks aren't being displayed correctly after you obtain them. You can use the play back feature within the Ocarina.
Need more black background for one of the cave areas.

Fixed issues:
Ocarina Typos are fixed.
Music cutscene trigger added and fixed.
Lantern Save Fixed.
Inside of Links house has been changed to fix a issue.

I was able to playthrough all of the game up to the end of the last boss room. No major issues are really around anymore that will halt all progress. All save data is working correctly in every level.

Edit:

Got into a save data issue with lbp. So all issues fixed above aren't fixed anymore.
So I can't bundle all the levels inside one advnture level cus there is a limitation on how much you can place within the adventure level memory wise. So I will need to single publish all the levels on my earth I guess then.
2017-04-07 21:03:00

Author:
venat
Posts: 715


Doing final play testing right now.

Most/all of the issues above are fixed.
Still need to work on the last bit of the trailer also.
2017-04-11 19:56:00

Author:
venat
Posts: 715


Sounds cool. It's the final countdown! 2017-04-11 22:02:00

Author:
mdkd99
Posts: 1172


sounds cool. It's the final countdown! :d

the game is out now!!!!!!!!!!!!!!!!!!!!

TRAILER

https://lbp.me/f/339cfa7dfc9ea47b549a0d8ca581d02db58aeeb8/more_by_user?p=1&l=12

Edit:

Having some issues with the linking of levels. Might wanna hold out till its fixed. The levels dont link together while the levels are locked.
2017-04-11 22:44:00

Author:
venat
Posts: 715


Great. I will play it tomorrow.2017-04-11 23:52:00

Author:
mdkd99
Posts: 1172


The Game is Out Now!!!


TRAILER:

https://lbp.me/f/339cfa7dfc9ea47b549a0d8ca581d02db58aeeb8/more_by_user?p=1&l=12

Update:

Okay the level links are working correctly right now.


STARTER GUIDE

Load into the title screen.
Look at the few of the items you might be getting in the character select.
Load up the level link and it will spawn you in Links house.
Make sure you open the first chest inside Links house and exit south.
Now that you have the Lantern already make your way to the building top right of the area and enter it.
Make sure you pickup the Ocarina when you're inside.
Make your way West from that building and enter a purple Forest.
Go to the Broken part of the Ruins and a Music Sheet will appear.
Press Triangle and go into your Menu and Select the Ocarina and exit out of the Menu.
Press R1 to use the Ocarina.
Toggle up to press notes.
Triangle, Circle, X, Triangle, Circle, X.
You will get a quick cutscene of the gate opening.
Toggle your menu down and press R1 to exit the Ocarina menu.
Go to the gate and start up the next Level Link.

Now the Dungeon has most of meat of the game there. But there is more content before after the dungeon if you look for it.

All Rewards you can obtain in Chapter 1

Full Heart Piece
Small Heart Piece
Small Heart Piece
Boomerang
Lantern
Bow & Arrow
Ocarina
Bronze Gloves
Dungeon Trophy
Green Book
Milk
Zora Feed


-----------------------------------

Changes:

Might be nerfing the need to pickup the Lantern & the Ocarina. Making the start more streamlined and removing the need to do busy work at the start of the game. I will see how many people can find the dungeon.
2017-04-12 04:02:00

Author:
venat
Posts: 715


Omg!!!! This is fantastic news!!! I will play it tomorrow! I wish your level luck and that Nintendo will invite you and offer you a job as project leader for a new Zelda retro game! I admire you that you didn't give up during this mammoth project!

Many greetings, Jürgen^^
2017-04-12 08:21:00

Author:
CuriousSack
Posts: 3981


Yes, I guess it was a big and hard project.2017-04-12 10:46:00

Author:
mdkd99
Posts: 1172


Chapter 1 Update 1

Dungeon level is no longer a sub level and you can see it on my Earth now.

The Movement Controls will lock up and a message will appear on screen if you don't didn't reach a item checkpoint.
(You must have earned Zeldas Lullaby in order to have access to the dungeon.)

http://i9.lbp.me/img/ft/3b911588c5dffa4871c511dae12510dcbfd08eda.jpg

Tutorial & cut scene triggers have been added.

http://ic.lbp.me/img/ft/26c3c41a7791996629dfeeabf1b8e2a980457f4d.jpg

Cut scene trigger added in the Fortune tellers room.
Text added for the Ocarina.
Text changes and new dialogue added for before and after you pickup the Ocarina.

Bug fix: Lantern text now displays when you open the chest.

History tweaks added in so you don't see the tutorial again after doing it once.

3 Field cut scenes have been added.

After finishing chapter 1. Going back to the fortune teller there will be extra text saying (Chapter 2 Update required)

Where you need to go play the Ocarina in chapter 1 there is a tutorial on how to open the equip menu, and use the ocarina.

http://i0.lbp.me/img/ft/840a9dd0b13a3d5b9b14553794043b77a87bb25c.jpg

Link version has been updated.

The game can now sense when your in the Ocarina menu.

Ocarina menu auto closes now as soon as you unlock/play a song. This was added so its easier to use.

The cave can now be accessed north of links house now. (You can't do anything with it though.)

Known Issues:

Game Over screen doesn't go black within the field area.
There is no text for the Boomerang after you open the chest.
There is a chance toget multiple large heart piece upgrades at the dungeon boss.
2017-04-14 05:05:00

Author:
venat
Posts: 715


Wow, venat, this is so fantastic! Its compelling, its thrilling, I love the little riddles and wow, I'm still just in the beginning! Absolute fantastic work!
You should do a thread in the published levels showcase so that our members notice that its already published!

This level has definitely been worth all your efforts and work! I wish your level luck, many greetings, Jürgen^^
2017-04-14 10:22:00

Author:
CuriousSack
Posts: 3981


Wow, venat, this is so fantastic! Its compelling, its thrilling, I love the little riddles and wow, I'm still just in the beginning! Absolute fantastic work!
You should do a thread in the published levels showcase so that our members notice that its already published!

This level has definitely been worth all your efforts and work! I wish your level luck, many greetings, Jürgen^^

I will try toget around to it.

Known Issues:

Game Over screen doesn't go black within the field area.
There is no text for the Boomerang after you open the chest.
There is a chance toget multiple large heart piece upgrades at the dungeon boss.
Lifting pots will sometimes auto throw. (Can't really be fixed. LBP has errors with its touch sensor depth.)
Sprite doesn't turn off all the way while falling. (Minor issue, will be fixed later.)
Getting a -50 rubies chest or - value with 0 rubies will return that into a +50.
Holding the walking direction while zoning keeps the walking sprite alive and causes it to follow the player across the level while its reaching its location. (Will try to find a way to fix that.)
Bushes are harder to destroy now because of the attack range adjustment that was done. (Will try to readjust it so there is a middle ground.)

- - - - - - - - - -

Chapter 1 Update 2

Falling down holes now turn off the sprite. That way you only see the falling animation.
Ocarina menu UI has been made visible even when you have not collected the songs.
Field Area now goes black when you get a game over.
Boomerang now displayed text after you pick it up and extra tag triggers were added to the chest to make you players got it.
Getting double full heart pieces at the end of the boss is fixed or alot less likely.
Getting the boss trophy is fixed. There is alot more delay before the level link gets triggered now and repeated tags going off so it confirms that you picked it up.
Dungeon boss was given a bit more health. 17HP ->22HP.
"Missing items/Jump ahead" message now has darken background after the text so you can see it better.

Dungeon Level & the Field level have the same Link version.

There is like 22 dummy link levels that gets republished on my main account/extra psn accounts on lbp3. Its post to direct traffic to the Title Screen so new players can start the game.

(Only 9 outta like 80 players have even enter the Dungeon.)

Someone asked me for a image for twitter so I sorta made one up that looks good.

http://ie.lbp.me/img/ft/49e4257974d1ba734ce1d12793c2927bcb24ea1e.jpg

http://ic.lbp.me/img/ft/08c9237523ff1874586b15bf9d5e0cecd720796f.jpg

New issue:

When on the character selection screen and you delete your save data the number of hearts you have don't go down. Its only a display issue, if you replay the level it says your at the start with just 4 hearts.

---------------

Most of the issues are fixed now.

Few things I wanna see added. Not sure if they are a must right now.

Toggle On/Off option on link for Playstation Pro + Memeorizor to save the option.
Playstation Pro Config settings within the title screen of the game.

I forgot to add this in for the boss. Anyone wanna help me?

https://www.youtube.com/watch?v=k2G_uYSEdSY

Rework the logic for the dungeon front door. It will stay open once you earn Zelda's Lullaby. Right now it stays shut if you leave the level and come back or exit the area I think.

Add in more Bees? I have a item in the game thats a upgrade that prevents them from spawning.
Might make a Wasp version of the same Bee logic and give it more health.

Shadow Monster... enemy. Game is called Sight of Shadows after all. Might just make this a thing that spawns in all areas of the game once you hit chapter 2.

A option to load back into the field area but from the dungeon.
A option to exit the dungeon level through the entrance.

After playing Zelda's Lullaby there is a actual Music track that goes off. If I do this though I will need someone like curious sack to do the music for the other tracks. The other music tracks do follow a musical melody already so you need to make a song based on that melody.

Songs actually do something. Right now they're just keys to access dungeons. Not sure what I can do it to make anything else happen within the world right now.

If I get help:

The start of the game location redone to be more epic to the story of the game. Link's houses was always post to be a place holder to where you started the game. Since I didn't have the story & Intro set in place yet there was no reason to change it. Plus being swamped with working on the game already I didn't have time to add anything more.

Story board Cut Scenes and New Starting point in the start of the game. With some new areas added into the first field area.
2017-04-15 03:01:00

Author:
venat
Posts: 715


Playstation Pro Update

Its a System Settings update. Where you can change between PS4 & PS4 PRO within the title screen.
While playing on PS4 Pro mode you will able to experience better sprite animations for walking and attacking.

These were cut from the Default version because emitter lag was too high so a less sprite version was added for the default ps4 version. This new version is still on going a trial to see if playstation pro players can actually run it. If you do run there is a chance you will break the game collusion and touch senors and tag sensors might toggle on and off while walking and attacking. This will cause things to not save or run correctly also.


Link ver 22.3

Playstation Pro
It will update save data on your system settings. Its default on PS4.

Systems

Auto Level Link Directing for System Settings

If you don't have any save data on System Settings then you basically just entered the game without going through the character screen first.
Within the first 20s of entering the level the game will check for it for it and if you don't have any save data then it will Auto Level Link to the Title Screen where you can set it up.

Title Screen Update

There is another Menu added for System Settings. You can choose between 2/3 options. Two of them if clicked on will just direct you to set on PS4 and the other is for PS4 Pro.

Update text box color and info changed and updated.

Deleting data, If you select your data it will also delete your system settings.

Character Screen

The game now displays on the character screen what your system settings are.

Level Link Screen

Added Graphics added and after you delete your data and enter the level link screen a Message will appear saying you need to set on a system settings. This was added so there would be no issues with players entering the level link without system save data.

Bug fixes:

Audio sound removed that wasn't post to be there.

Known Issues:

No text display for milk bottle.
No text display for the green book.
No text display for the Mushroom. (Can't grab it tho.)
Link is currently loaded on the PS4 mode and so when loading into a level it will have the PS4 sprite already out before its deleted. So there is a chance you will see both the PS4 & PS4 Sprites up at once for alittle bit.
2017-04-16 07:45:00

Author:
venat
Posts: 715


Omg! Now I have to save my money for a PS4 Pro! Have a Happy Easter and many greetings, Jürgen^^

P.S. One of the two further songs is done now, I will send it to you next week!
2017-04-16 08:12:00

Author:
CuriousSack
Posts: 3981


Omg! Now I have to save my money for a PS4 Pro! Have a Happy Easter and many greetings, Jürgen^^

P.S. One of the two further songs is done now, I will send it to you next week!

Oh which 2? Wasn't sure if you were working on anything.
2017-04-16 08:13:00

Author:
venat
Posts: 715


Hi venat,

I've done the "game selection screen" music, which is also the the "Fairy Fountain Theme", and I will do the "Great Victory!" theme for you! ...oh, and the "Light Overworld" from "FourSwords" also! ...I have some Easter holidays!

Have a Happy Easter and many greetings, Jürgen^^
2017-04-16 19:10:00

Author:
CuriousSack
Posts: 3981


Hi venat,

I've done the "game selection screen" music, which is also the the "Fairy Fountain Theme", and I will do the "Great Victory!" theme for you! ...oh, and the "Light Overworld" from "FourSwords" also! ...I have some Easter holidays!

Have a Happy Easter and many greetings, Jürgen^^

Those are already in the game.
2017-04-16 20:23:00

Author:
venat
Posts: 715


Oh,thats fine! I'M still in the first dungeon, so that I didn't notice it! 2017-04-17 06:03:00

Author:
CuriousSack
Posts: 3981


I played the level.

Positive:
Cool scenery, great design of the sprites, cool sound atmosphere and cool game mechanics.

Negative:
The music annoyed me. It was so wild and loud. Maybe it's my own taste of music, but I wanted to mention it. The attack is overpowered. You can spam the button and defeat every enemy like that. What also bothers me is the respawning of bushes and boxes. You can refill your HP/LP unlimited times. All you need to do is enter a different are, return and smash all boxes and destroy all bushes. It's a unlimited source of HP/LP. What also bothers me is the despawning of enemies while I am attacking them. They aren't even out of range. The display design is okay, but it features too many information on screen. Remove the information about the system and the game version. It's unneccesary for the gameplay. You only need HP, EP (Or EXP) and the ammo of the distance - weapons, if it is enabled in the inventory. The animations of the sprites are OK, but the player gets invisible for a moment while returning to the standard animation. Use selectors instead of sequencers.

About the PS4-PS4 Pro option: It can be useful since the PS4 Pro could handle more details on screen. In theory the spawning and respawning of sprites is the same when it comes to performance. The PS4 pro has a updated GPU, but not a new CPU.
---
Maybe some of those points are useful for you.
2017-04-17 14:04:00

Author:
mdkd99
Posts: 1172


Hi Domenic,

I've experienced the music and the info in the display design different from you! The music tracks are all tracks from different Zelda games, they are near the original music, some of the tracks are sounding even better than in the original game, cause of not rebuilding them in the typical 8-bit music sound, they are sounding smoother and more vibrant! To me the music is supporting the typical Zelda game feeling pretty good! And the display design is also rather similar to the "A Link to the Past" game. I'm totally happy with the design. Maybe cause I've played the original so much a long time ago!

Many greetings, Jürgen^^
2017-04-17 21:01:00

Author:
CuriousSack
Posts: 3981


I played the level.

Positive:
Cool scenery, great design of the sprites, cool sound atmosphere and cool game mechanics.

Negative:
The music annoyed me. It was so wild and loud. Maybe it's my own taste of music, but I wanted to mention it. The attack is overpowered. You can spam the button and defeat every enemy like that. What also bothers me is the respawning of bushes and boxes. You can refill your HP/LP unlimited times. All you need to do is enter a different are, return and smash all boxes and destroy all bushes. It's a unlimited source of HP/LP. What also bothers me is the despawning of enemies while I am attacking them. They aren't even out of range. The display design is okay, but it features too many information on screen. Remove the information about the system and the game version. It's unneccesary for the gameplay. You only need HP, EP (Or EXP) and the ammo of the distance - weapons, if it is enabled in the inventory. The animations of the sprites are OK, but the player gets invisible for a moment while returning to the standard animation. Use selectors instead of sequencers.

About the PS4-PS4 Pro option: It can be useful since the PS4 Pro could handle more details on screen. In theory the spawning and respawning of sprites is the same when it comes to performance. The PS4 pro has a updated GPU, but not a new CPU.
---
Maybe some of those points are useful for you.

The music annoyed me. It was so wild and loud.

Not sure, all of the music is from Zelda games. So not really my fault. loud maybe.

You can spam the button and defeat every enemy like that.

That's how it is in a zelda game though. The change from 8 sprites to 2 has made it faster though since there is less emitter lag.

What also bothers me is the respawning of bushes and boxes. You can refill your HP/LP unlimited times.

Thats how a zelda game works though. The drop rate was much more random as before, so I had to make some chests give 100% the same rewards all the time so there wouldn't be issues with poor drop rate or players not having any ammo in a trapped room toget themselves outta of. Going back into a room and having all the enemies and objects respawned is how a Zelda game works though.

What also bothers me is the despawning of enemies while I am attacking them.

Thats a system limitation I had to place in the game in order for the game to run more smoothly and not have players break the game.
I can only really have 2-3 enemies grouped together or within the area at a given time. The dungeon rooms are much smaller and im given more lee way have it run better then I would in a field area. Whats happening is when you drag a enemy away from its spawn area it will despawn, even when you're fight it or its just chasing after you.

It's a unlimited source of HP/LP.

Its still start of the game. I plan to make it harder in each chapter and dungeon of the game. I will be putting less pots in dungeon rooms and harder enemies. I plan on tweaking the treasure drop rate system to only give rewards if you already have the upgrade. You will not be able to get arrows for example until you have the bow. Will probably tweak the Fairy drop rate also. I think its too increased right now.

The animations of the sprites are OK, but the player gets invisible for a moment while returning to the standard animation. Use selectors instead of sequencers.

This will never change or be fixed. Its a limitation of LBP that will never be fixed unless Sumo fixes emitter lag and it works better.

Im not using any sequncers at all. I'm using a sprite that turns its animation based on speed sensor which is linked to a selector. The whole logic+ sprite is emitted and it gets destroyed if the player stops moving and its switches to a standing sprite which doesn't get emitted it just turns on and off based on players direction and if he is moving or not.

What you're seeing is a emiter destroying delay after you stop moving the sprite or if you change direction. The sword and bow animations also trigger this way. Its the only way I can have up to 90 Link Sprites without the game lagging 10 frames a second and breaking all the logic. Its a fair trade off.
With the PS4 PRO version its 90 and for the PS4 its close to 50.
2017-04-17 22:46:00

Author:
venat
Posts: 715


I only can agree, this is how Zelda works! And to me you've done a perfect job! 2017-04-18 02:33:00

Author:
CuriousSack
Posts: 3981


So right now my time is being spent outside of the game creating areas on paper and getting stuff layed out. It greatly speeds up the creating process knowing everything before hand. I will have to adjust stuff as always though since not everything on paper works exactly in game. So far I have like my first draft of the chapter 2 field area. Not quite happy with it so its gonna be redone a few more times.

Also any of you beat Chapter 1's dungeon yet?
2017-04-18 06:11:00

Author:
venat
Posts: 715


Now the feast is over and I will have the rest of the week for gaming and creating! The dungeon will be my main concern for today!
Many greetings, Jürgen^^
2017-04-18 07:37:00

Author:
CuriousSack
Posts: 3981


The music was annoying for me, even when it was a remake. It's how I felt about it so I wanted to notice it.

90 sprites are much, but if you use selectors without emitters, there is no delay. You have to make some experiments with that. That's the least you can do there.

The respawning loot is a mechanic of Zelda, but it's a bad mechanic for RPG like games/levels. You can reduce the drop rate. That's one solution.

The despawning of enemies and the possibility to defeat a enemy through spamming the attack button could be fixed. Make a 'global enemy' counter that counts enemies. After 3 enemies on the field the emitter could be deactivated. It's a mechanic of Zelda, but I personally think it's a bad thing when enemies are down after 2-3 hits. Create a cooldown of 0.3 seconds or give every enemy more HP.

@Jürgen: I think it's OK to give feedback since I personally don't think the level is perfect.

EDIT: The PS4 Pro has more GPU power, but not more CPU power. I don't think it will change too much bcause the GPU thing is for details on screen and graphics. The CPU is for spawning and loading times. This is why the PS4 can handle more active emitters as the PS3.
2017-04-20 21:21:00

Author:
mdkd99
Posts: 1172


Hi Domenic,

of course its OK to give feedback, it shows that different players can experience a game in totally different ways! And thats absolutely OK!
I'm sure that noone will ever try to do a similar project, so "Sight of Shadows" will definitely reamain a unique experience!

Have a good night and many greetings, Jürgen^^
2017-04-20 21:56:00

Author:
CuriousSack
Posts: 3981


Working on Chapter 2 right now. Still a ways off though.


http://i6.lbp.me/img/ft/c86f9ba004892d5c3c4602cee033ae405696c010.jpg
http://i1.lbp.me/img/ft/5116537e9aada9cce1583b725ecd68ec4e1ba171.jpg
2017-04-21 05:20:00

Author:
venat
Posts: 715


Yeah, thats fantastic! I nearly had the fear that after all the work on chapter 1 you would need a longer break! However you seem to be a real workoholic! Nevertheless, don't forget to pause sometimes for eating and drinking and sleeping!
Have a fine weekend and many greetings, Jürgen^^
2017-04-21 05:36:00

Author:
CuriousSack
Posts: 3981


How do you even get to be a MM pick exactly?2017-04-21 22:36:00

Author:
venat
Posts: 715


Looks good so far. Be sure to fix the despawn of the enemies while fighting them and give them more HP.2017-04-22 00:19:00

Author:
mdkd99
Posts: 1172


Looks good so far. Be sure to fix the despawn of the enemies while fighting them and give them more HP.

I really do that for the first screen of the game "field" area. Area is just too large. Anyway I will not make that mistake again. So yeah enemies will only spawn once when you zone in and only despawn when you zone out.

Area layout a bit different now. I finished animating the ocean waves on the beach and smoke animation comes outta the building now. The flower bushes are done now and I just started working on the bomb plants. So that picture I posted is like the 2nd field screen you see. I just started working on the first screen. The collusion for the first 2 screens are sorta done. There is so work I need to do for turning off collusion for when players are jumping into the water.

So work really was done to setup swimming so thats gonna be a huge task. I'm gonna be redoing how the doors open/close this time so it looks better. I'm also considering moving the Zora Feed NPC to chapter 2 to make sure players dont miss the chance to buy it.

I have some new enemies in mind but nothing has been done yet.

Chapter 1 will get more improvements/bug fixes when im ready to publish Chapter 2. I need to update the chapter 1 anyway so players can access chapter 2 from there.
2017-04-22 01:42:00

Author:
venat
Posts: 715


How do you even get to be a MM pick exactly?

Hi venat,

the MM picks or officially named team picks are given from StevenI, who is the community manager of lbp. The criteria for getting picked are quality criteria and I think also some personal preferences of StevenI! I think that your "Sight of Shadows" is a high quality level and its unique, which alone would already justify to get picked! But you can have the best level and nevertheless don't get any pick, if StevenI doesn't notice that your level exists at all! StevenI is also member of lbpcentral and he is visiting the site from time to time! Maybe you should start a thread in the showcase section, so that more people notice that your level is already published! I will ask jwwphotos what to do, could be that the admins prefer to move this thread to the showcase section instead!

Many greetings, Jürgen^^
2017-04-22 04:15:00

Author:
CuriousSack
Posts: 3981


Hi venat,

the MM picks or officially named team picks are given from StevenI, who is the community manager of lbp. The criteria for getting picked are quality criteria and I think also some personal preferences of StevenI! I think that your "Sight of Shadows" is a high quality level and its unique, which alone would already justify to get picked! But you can have the best level and nevertheless don't get any pick, if StevenI doesn't notice that your level exists at all! StevenI is also member of lbpcentral and he is visiting the site from time to time! Maybe you should start a thread in the showcase section, so that more people notice that your level is already published! I will ask jwwphotos what to do, could be that the admins prefer to move this thread to the showcase section instead!

Many greetings, Jürgen^^

Hmm so yeah. 208 players have entered the title screen + field area but only 34 people have even entered the dungeon level. If I add in another field area that number is just gonna get even smaller since you're required to clear the first dungeon to have access to it. I bet there is a very small number of people that has even beat the first dungeon.

Any of you guys beat it at least?

So I disabled popit for the game but I was looking for a way to add in controls+picture camera. That way can see what pictures people take while they play my game. Also been redoing some extra tweaks on the logic on the hookshot. Now it bounces off of walls if you can't grab them and makes a sound effect. Which I needed to add in to prevent players exploiting object placement from different directions. I have done this with some aspects of some of the bow puzzles within the dungeon.
2017-04-22 08:09:00

Author:
venat
Posts: 715


Sounds great. Although the play thing doesn't sound good. At my level less than 10% have hearted the level. Many people get 0-500 points although you can get 10000 easily. LBP3 players in a nutshell.2017-04-22 22:22:00

Author:
mdkd99
Posts: 1172


Sounds great. Although the play thing doesn't sound good. At my level less than 10% have hearted the level. Many people get 0-500 points although you can get 10000 easily. LBP3 players in a nutshell.

Yeah players don't really wanna invest anytime in a lbp game unless its like it gets MM picked. I think the game might not be even that fun at the start of the game. So its really important toget this MM picked. I have been publishing a empty level with a auto level link trigger to the title screen so it would get more players playing it. That seems like the only way for me toget plays at least. Which is kinda funny cus I found a way to lock players in a auto level linking loop and the only way for them to get outta of it is to close the game. If there was a way to add in a publishing level bot on lbp then it would break the community dive in feature.
2017-04-22 23:34:00

Author:
venat
Posts: 715


When a level gets team picked there is a big chance that the wanted audience plays the level and has fun.2017-04-23 12:01:00

Author:
mdkd99
Posts: 1172


Link ver. 22.5

Can press L2 in either having the menu open/closed and take a photo. (Doesn't work yet)
Quite a bit of logic was done for the hookshot. bug fixes and the hookshot tip bounces off of walls.
All of the UI text is now within the menu section.
Top UI was spread apart more.
Some help text was added into the menu section.

http://i5.lbp.me/img/ft/fa5ba2422406fc729ad53f4c07dd610df5c20af6.jpg

Updated:

Link ver 22.7

Option to take photos was removed. (Caused a major bug in the actual game. Froze game camera forever. Plus could never get it to actually take photos.)

Small UI bugs fixed, Layout reverted back to older version.

Extra menu appears while you're in the Equip menu. Pressing R1 brings up the Help Menu.
Some Menu Quality of Life added ons were done for the text UI.

http://id.lbp.me/img/ft/2edb9c1bfe784abf8a1c00477e53243342e5747a.jpg

None of this is published yet.
2017-04-30 09:02:00

Author:
venat
Posts: 715


Stopped working on the game for awhile. Mainly because of burn out and the fact that not many people are playing the game.
Not really gonna work on chapter 2 anymore. I think the best way to fix the issue of players not playing through the game is to change somethings with Chapter 1. The reason for this change is only roughly 1-5% of players are reaching the 2nd level. Pointless to add in more content later on if noone is getting to that point.

Things i'm looking to change are:

New starting location of the game.
Create at least 2 new areas in Chapter 1 Field Level.
Change Location of the Lantern.
Add in Intro Story.
Make the start of the game linear and block splitting paths. That can't be accessed until the player obtains the gloves.
Create a new NPC to be placed within Link's house. (Its not gonna be his house anymore.)

Add in the most updated version of Link with the new UI help text.

Because of this change you will not be able to access links house or the town area or the majority of the bottom field area until after you either get the gloves or beat the dungeon.
2017-05-10 04:30:00

Author:
venat
Posts: 715


This is a common problem in LBP3. Try to share the level in the forums. Maybe you can reach out to the right audience.2017-05-10 07:17:00

Author:
mdkd99
Posts: 1172


Started working on Chapter 1 2.0

http://i2.lbp.me/img/ft/86285bd602f5fa15b37c5888f87de788fb67a262.jpg

Some more adjustments coming.

Started adding in some field area adjustments and bottom start of the game is blocked off.

http://ib.lbp.me/img/ft/d8bd3d1da126ba93bb6e838ac09bd9fbe9e13f05.jpg

http://i6.lbp.me/img/ft/606d29ead78779326b990d3aad297cb793a7fc48.jpg

Some animations are done.
Walls are done.
Basic testing is done.
First halve of zone logic is done.
Area design is done.

It will take a few more updates toget stuff where I want it.

Adjustment/Changes/Add ons to Chapter 1 2.0 I want to do.

Game Intro from the title screen level
Blocking off bottom start of the game so its more linear at the start to direct players in the right direction.
Changes to Lantern Location.
Change to starting location (reload)
Start of location x for story.
History x area spawn logic (Like leaving the dungeon and reloading at the entrance of the dungeon instead of the normal starting point)
Zone lines for Field to Field locations.
Text Bug fixes for Milk & Bottle & Mushroom.
Sheika Stones completely changed. (Will no longer need to use Lens of Truth to find them)
Removing 2nd hidden Sheika Stone from Chapter 1.
Removing 2 enemy spawn locations.
New Field Enemies.
New Game over location
Story+Playable content at the start.
Cut scene after you finish the first dungeon.
Text changes for fortune teller house.
Hookshot Spots adjusted. (Pretty much done now.)
Dungeon Music: Boss Defeated Fanfare.
Special Content added to the Sheika Stones: Hard Battle Dungeon content
Zelda Walking Logic.
Field Music Trigger Adjustments.
Field Area 3 will no longer have a access point in Field Area 1.

These changes will not effect you're progress. If anything some of progress you already made might not trigger stuff like cut scenes that get added in and might auto-update the world of the game when you return. The dungeon might not get any changes done to it. There might be a cut scene added to it after picking up the dungeon pendant.
2017-05-11 06:41:00

Author:
venat
Posts: 715


Omg, venat, if I could give you a team pick then you would already have got it, I have already sent a message to StevenI to attract his attention to your level, but there still has been no response of him! But I won't stop to try to contact him! At least he should have a look at your level no matter whether he will like it or not!
Many greetings, Jürgen^^
2017-05-11 07:53:00

Author:
CuriousSack
Posts: 3981


So done some walk bits with Zelda and starting to work on another area just before the one in the photo.
Looking into making the start of the game within the title screen level. Sorta like a playable intro that has no UI or options at all. (Might use like version 3.0 of Link in it.) That way I can save some space probably.

Also did some more animation and testing the walking and stuff and tweaked it a few times where players can't break the intro.
(Example: Pushing Zelda into event trigger spot instead of letting her follow you there.)

I need to design a horse carriage and 1 frame of Zelda thats looking left.

I might have 2 versions of the intro area. One in the title screen that you play through then halve of it that you can bring the UI'd verion of Link in it.

Before and after warp

http://i7.lbp.me/img/ft/5a76dc925ae7adbcaedc6acc08665e9eb8b55f3b.jpg

http://ie.lbp.me/img/ft/f1ef4354ffc4c1b96244641dca46895336240e96.jpg

Can see Link and the chest in the same spots. Only need to fix the chest and its a bit more detailed then this right now. You will have to pickup the lantern at that chest but lantern doesn't save anymore. It will be already obtained when you play the main level with the UI version of link.
2017-05-12 00:01:00

Author:
venat
Posts: 715


Another update

http://i5.lbp.me/img/ft/6c59a4d2c6ef7feaf46476da4c79ea4f91532f38.jpg

http://i7.lbp.me/img/ft/e67c16092882152dded34c391a4999c2fc62b90d.jpg

http://id.lbp.me/img/ft/f7d9944a3ef5489a48782582a4acaa642ef236ff.jpg

Made a custom link for the intro. It has all its animation frames. He doesn't attack though.
I had to redo some of the logic for it and I removed all the attack animations. He can open the chest.
Chest text isn't a issue now. It goes away after opening.
Bunch of sound effect work has been done to the cut scene.
Some music work has been done.
Another starting area has been created.
Wheels/Carriage sprites been made. (Still need to make the horses.)
Bunch of things like the ocean/cave/rocks/bushes/grass/flowers were added.
Camera work is improved so you can actually see the area change during the cut scene.
2017-05-13 06:53:00

Author:
venat
Posts: 715


None of these changes have been published. (It will take awhile before stuff is published.)

So I added a destroyer chip to at least 90% of everything within the title screen level. (This will greatly lower the levels thermo for playable intro.)

Started to add some logic for spawning in areas within the title screen.

Updated the level with some of the new updates areas/new area.
Tested the barriers that I added in.
Increased some of the despawn ranges of the field enemies and got rid of one enemy.
There is no triforce barrier in the main playable version of the new area.
Changed the location for the new Game Over.
Fixed the animation line that was added in the field area.
And more...

Got reports that the dungeon room before and after the "Bronze Gloves" room isn't spawning.

Edit:

Been thinking of adding in passive skills. By removing the Bug Spray icon and changing the icon to something more wide term. Instead of 1 passive skill that just destroys bees I might add a bunch. I'm thinking this will be a extremely useful upgrade for the "Extreme mode" trial Dungeons. Plus I kinda need rewards for clearing it. I do have plans for Chapter 3 to upgrade the Boomerang to a Thunder Boomerang and maybe the Lantern. Noone has the bug spray item yet so its easy for me to change the logic for it. (If someone had it they would have all the skills right from the get go when I release them. Since the memorizer has it saved at 100% value for them.)
2017-05-15 04:54:00

Author:
venat
Posts: 715


Title screen menu has been changed.

Updates & Special Thanks info has been removed from the title screen.
http://i2.lbp.me/img/ft/692ea9386cbe7d8b67a3553d2abec576267830aa.jpg

Pressing X after the title screen appears the Update & Special Thanks info.
http://i0.lbp.me/img/ft/660b62c7f544721c2259cb915fe73f76052f7221.jpg

Custom Link has been given zoning logic & chest opening logic.
Title Screen level has the playable intro all linked together now and it now level links to the first level.

Need to improve Zelda's NPC still and I think the game needs more of a watching intro before the playable intro.
2017-05-16 05:15:00

Author:
venat
Posts: 715


Worked very little today in terms of progress. Little on Chapter 2 and a bit more on Sheika Dungeon.

Just playing around with ideas.

http://ic.lbp.me/img/ft/c1c0be0533cdaf4db4fdc9907fac7f85de71ed63.jpg
2017-05-17 06:29:00

Author:
venat
Posts: 715


Then I wish you a good inspiration while playing around with ideas! Have a fine day and many greetings, Jürgen^^2017-05-17 07:55:00

Author:
CuriousSack
Posts: 3981


Then I wish you a good inspiration while playing around with ideas! Have a fine day and many greetings, Jürgen^^

Jumping back and forth between keep working on it or not. I would like to work on it but my time working the game isn't as fast as I would like right now. What I really need is some more people on board to help often as they can. I think the Shieka Dungeon would be a good idea at the end of the game though as a endgame dungeon. But as right now there isn't enough enemies, & time to work on it now.

- - - - - - - - - -

Zelda has 3 way walking animations now. Its added to the title screen level+area emitters.
Book now displays text after you pick it up.
Links house house has been made into 2 rooms and has been changed.
New NPC sprite created. (Still needs text trigger logic etc.)
Majora's Mask Painting created.
Old Return logic removed from Links house.
Added in new zone area spawn logic in the field area for the zone changes and extra room.

Extra Sprite created. (Will show it off later once the logic is done.)

http://i1.lbp.me/img/ft/5410ad7b7a536ae65f06a81c697ab9c1e6fdbb01.jpg
2017-05-19 12:50:00

Author:
venat
Posts: 715


Do you still use emitters for the animations?2017-05-23 07:01:00

Author:
mdkd99
Posts: 1172


All npcs have audio triggers when you talk to them.
Added more zone lines in.
Fixed text & missing sound trigger bugs with the milk bottle & Book.
Added and worked on logic for Sign posts. You can cut the sign post in two and display text if you read them.
Some Npc text has been added and changed.
Some object placement has been changed.
New area is being worked on and cave zone has been moved.
Locations have been given names.
Gameover no longer triggers the house music since the gameover location is in a outside location.
Sheika Stone was made larger and logic has been added to stop the beam and change the color of the stone when owning the pendant after finishing the first dungeon. (only for the field area)
Few closer collision tweaks were done behind zones.

http://i8.lbp.me/img/ft/2a82d3336c9196152a04ac9090ee4a39b67bd9d4.jpg
2017-05-27 05:40:00

Author:
venat
Posts: 715


Sounds good2017-05-27 10:07:00

Author:
mdkd99
Posts: 1172


More zone lines added to older zones.
More work done on new zone. Pretty much near done.
New Sprite hole designed.
Started to make another cave zone and will be adjusting how you enter the cave room just before the you obtain the boomerang.
Replaced one of the post signs I missed to replace.
Sheika Stone/Triforce beam logic has been worked on so it displays the pendent and turns off the beam in the location where you start.
Some zoning logic setup has been done but its still uncomplete.

- - - - - - - - - -

All zoning logic is in working order.
Last of the zone lines were added.
Mushroom text bug fixed & audio added.
Design bug fixed x2 with new zone added.
Audio added for finding hidden hole.
Horse sprite made.

- - - - - - - - - -

http://i1.lbp.me/img/ft/0a13d8e5750cc053c6f2bfc4dc705d828b67859f.jpg

Is there anything you guys think I should add/work on in chapter 1 2.0?
2017-05-29 05:06:00

Author:
venat
Posts: 715


Did alot of work today on the game.

New field music added.
Field music sped up/History trigger. (Field Music changes after you beat the first dungeon.)
Guard enemy added to the field area. It can destroy bushes on his own.
Village Music changed.
Bottom field area is now split in 2 now.
New music added to Intro.
Text added to Zelda.
Horse sound effects added to Intro zone.
Horse sound effect player trigger added.
Horse sprites added to intro zone.
New field zone music added to Intro.
Link has Text box triggers.
Zelda & Link were given text box audio sound effects.
Zelda & Link were both given walking sound effects for the intro characters.
Quite a large number of audio bugs were fixed.
A few layer bugs were fixed.
Some redesign of the bottom field zone.
New water sprite animation created+logic.
Custom Fairys were created to fly around the pools of water.
Cave zone added in.
enemy placement were changed/added with zone split.

Some new horse sprites were made. Planning to use them later.

Few unfinished things still need to be addressed and some new bugs were found with the stuff i added.

My PC is broken for good. I will be unable to keep up postings as much as I did before.
2017-06-04 07:09:00

Author:
venat
Posts: 715


I know that you will say that the original game was like this but when it comes to gameplay elements, I would recommend using a cooldown at the attack mode. I don't want to be able to walk around and spam a button and win every fight in a matter of 3 seconds. A cooldown would be good.

I don't know if you fixed it, but I don't like it, that the enemies on field are despawning in a fight. It's simple tag sensor logic to make enemies spawn and despawn, when you are away from them.

I appreciate your work on the Zelda remakes. I enjoyed playing it.
2017-06-04 14:47:00

Author:
mdkd99
Posts: 1172


Well my profile got corrupted again.
Was able to recover the data from the 28/5/2017.

More or less trying to find what data I lost right now.
Not sure yet but it seems I lost whatever I worked on all day today and yesterday.

All this was lost but either way, I will post it.

Green Guard bug fixed for good. (Had to redo logic.)
Top field zone split into 2 zones now. More enemies added and redesigned a lot of the top right of it.
Redesigned bottom right field zone a bit and added an entrance to the Sheika Dungeon.
Redid the boss fight for the dungeon and moved the rewards in a different spawn location within the room.
Since the areas were split I had to add in zone pathways and zone emitters and move around a bunch of the current zone logic.
2017-06-06 05:45:00

Author:
venat
Posts: 715


I'm sorry for you and I hope that you can reconstruct the lost data! After all your efforts and all those experiences with building your "Sight of Shadows", the development of any electronic game will be child's play to you!
Many greetings, Jürgen^^
2017-06-06 09:57:00

Author:
CuriousSack
Posts: 3981


I am sorry to hear that. Lost progress in LBP is always sad. I hope you can get into creating again. Good luck!2017-06-07 00:42:00

Author:
mdkd99
Posts: 1172


So after about 12 hours of getting back to where it was. Only thing kinda missing is the boss fight adjustments and some minor bugs I missed and i didn't get a chance to update any of the few dungeon rooms I fixed and saved up. Some new UI designs were lost but it wouldn't take long to add it back in.

I did a bunch of extra stuff though like adding in a attack cooldown that Mdkd99 wanted. Not much of a cooldown but you can't spam it as much anymore. Also I did a bunch of work adjusting some logic around and got rid of most of bugs where the animations don't turn off while you drop down a hole.

Also added in stepping on water sound effect with the walking logic.
Link Ver 23.2


Since I lost a bunch of stuff I ended up redoing it and the water sprites came out better.

http://i0.lbp.me/img/ft/b90d9b3478bad3a6d1f1883987d0016630386ae2.jpg

Started to work on some new enemies, they aren't done yet.

http://i3.lbp.me/img/ft/bb374d278de6723c488ca68f90133b834039093f.jpg

I have until like the 15th toget the update out. So i'm trying to finish or include or redo somethings before that date. Cus I will be off of lbp for at least a week plus.

I still need that boss fanfare win music for defeating the boss. I need someone to create it. Just look for any Zelda link to the past boss and make the music that triggers after defeating the boss.
2017-06-07 10:00:00

Author:
venat
Posts: 715


For some reason my stuff isn't being saved. I lost everything that I worked on yesterday. There is a good chance the game is going to be delayed with all these game issues happening to me. I worked on redoing the dungeon boss and the new plant enemy was fully done and added in the game but all of that didn't get saved even though I had it captured. Its like all the new data didnt get added to my profile.

http://ie.lbp.me/img/ft/a5e400d75936cf37e62897186fc2098519242a33.jpg

Gotta rebuild halve of the logic for that again.
2017-06-10 02:46:00

Author:
venat
Posts: 715


The bad LBP ghosts are around! Be careful and good luck.2017-06-10 12:37:00

Author:
mdkd99
Posts: 1172


http://i6.lbp.me/img/ft/a162c0d2bb7d1953d7ea0b3be06d85257517c17f.jpg

Link ver 2.32->2.39

Swimming feature is being worked on more so. It's somewhat 50% or more done. Just added a bunch of swimming audio in and animation gating and animation inbetween swimming and walking hit box and movwment speed adjustment swapping while in the water.
Not everything has been tested yet item wise. So example not being able to use the bow, boomerang etc in the water.

Also no save data is required for the Lantern. So some logic was changed so it wouldn't need saving. You will have it right from the get go.

Stuff that wasn't saved is saved.

Something new is being worked on that I will either keep it a secret or show off when its all done.

Some new title screen/Update page has been given quite a bit of more work.

edit:
http://i5.lbp.me/img/ft/9d581302d5778241c0101f4429266d0dd362822e.jpg
http://ie.lbp.me/img/ft/dfe0e88481c68d3aeeeb335899ee826d1fa97d5c.jpg

Most of the stuff is done but there's issues with that large heart piece being added twice for some reason.

I plan to add in some more stuff in the game before the chapter 1.5 update is released.

There might be another update to chapter 1 to fix any issues people have with it. That might be weeks until that happens though.
2017-06-14 01:48:00

Author:
venat
Posts: 715


Trying to publish chapter 1, ver 1.5.
(Has lots of changes and stuff added to it from whats currently on my earth.)

LBP giving me issues publishing it right now.

There is a chance that stuff will not be saved correctly tho. I will try to do another pass on it.
There is still a issue where the boss will add 2 full hearts instead of 1. Not much I can do to fix that it seems. Sometimes it adds 1 sometimes it adds 2. Also Silver gaunlets might not be reupdated/saved correctly.
2017-08-24 20:58:00

Author:
venat
Posts: 715


NEW UPDATE IS OUT

okay the new update is out with lots of changes.

There is issues still but I fixed all major issues that halted progress.

Known issues:

Quest items aren't being updated/saved correctly.
2nd Field music isn't playing once switching back to a field zone.
Mini game seems to bug the adding money if the player moves while its loading in rewards/decreasing money.
Boss trophy isn't being saved reupdated/saved correctly.
Boss heart is adding 2 full hearts instead of 1.

New logic added in to handle some of these issues.

So if you obtain a item in the game further up ahead it will reobtain older items in the game.
Example:

You would get the silver gloves then the bow. If you have the bow saved correctly it will reload that you have the silver gloves.

This will take awhile to make sure this is applied to a bunch of items.

As of right now:

Bow-> Silver gloves
Boomerang/Book -> Boss trophy
2017-08-28 01:36:00

Author:
venat
Posts: 715


Good news!2017-09-03 05:14:00

Author:
mdkd99
Posts: 1172


Right so i'm going to be releasing some quality of life updates to the current game such as. Looking over logic getting ready for dreams. Don't have any plans in updating zelda anymore.

#1 Save Game, Option to save your game whenever your in the Equipment menu.

#2 Cheats, Option to turn on Cheats to unlock all the items in the game.
Some tools are not fully developed so they will not work.
Also some locations my soft lock your game cus they were not developed for chapter 2 and onward.

#3 Changes what auto saves. Gonna try to remove auto save from cash and ammo. However might not work since how the game stacks # values within the memorizer.

Link ver 23.9 -> 24.1
2018-12-27 11:34:00

Author:
venat
Posts: 715


Wow, venat, long time no see, I'm hoping that you've been fine! To me your "Zelda"-project has been the probably most ambitious project in LBP that I know. And its been the proof to me that creativity in LBP nearly had no limitations.
I'm so curious what creator like you can do with the tools of "Dreams" when it will get published! I wish you a happy new year,

many greetings, Jürgen^^
2018-12-28 02:58:00

Author:
CuriousSack
Posts: 3981


Holy smokes this is amazing!!! Is there a semi playable version of this?2018-12-28 07:16:00

Author:
L-I-M-I
Posts: 611


Holy smokes this is amazing!!! Is there a semi playable version of this?

https://lbp.me/v/q12fy2r/trailer?p=1&l=12
2018-12-30 15:44:00

Author:
venat
Posts: 715


Wow, I went into your levels and watched the trailer. This is amazing and link to the past is one of my faves, I keep a cib copy of it on top of one of my game shelves.2018-12-30 15:55:00

Author:
L-I-M-I
Posts: 611


Link ver 24.7

Improvements on swimming controls & swim sprite.
Added sound audio for attacking.
Fixed issue Game over screen not appearing.
Fixed zoning issue with the player spamming attack button during zone transition.
Disabled attacking sprites & sound during zoning.
Fixed text issues not being reset correctly.

Known Issues:

Attacking & sustainability issues happening right now with new link version with reg & pro sprites. Unable to publish it yet.
Extended character binding after zone transition. (Will need to create sequencer reset on every appeared area.)
2019-01-02 16:38:00

Author:
venat
Posts: 715


Able to publish the new version of link to the current game.

It seems to work fine.

Noticed some small bugs I will address later on probably. This is mostly caused with cheats option & game over screen fixed.

Such as:

being able to use potions while having a game over.
being able to open equip menu while having game over screen.
being able to move/attack during game over screen.
being able to earn hearts while in game over screen.
character movement is locked for a bit after traveling while between areas.

Hidden Commands:

While in Equipment Screen you can use these 2 commands. These commands are for me personally to test and reset the game items and to reset the memorizer. However making them public so I can work on Dreams.

Unlock Items:

While in Equipment Screen hold all these buttons

L3, R1,R2,X,O,Triangle

unlocks the following

bow
boomerang
bomb
lens of truth
blue bottle
blue bottle
hookshot
musical item
all keyitems
all boss trophies
Boss key
Flippers
Gold Gaunlets
1 dungeon key. (Repeating the cheat adds 1 key.)
All music songs


Delete Memorizor/Delete All items

While in Equipment Screen hold all these buttons

L2, R1,R2,X,O,Triangle

This will reset your PS4/PS4 PRO settings and will likely get you kicked out of the level make to the title screen level.
2019-01-03 22:06:00

Author:
venat
Posts: 715


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