Tech Demo Available Now!
Hello LBPCentral, I'm working on a new project on Assassins Creed Brotherhood.
Since no one has made a really quality Assassins Creed level, or at least not that I've seen I decided I ought'a do it, And I love Assassins Creed.
Currently I'm working on the HUD & Logic for Ezio, including fighting and Climbing, ect. I had some before, but It wasn't very flexible. But building on what I did before, I mostly cought up, and its much neater.
As far as features go...
I was planning it to be a Free Roam level, with assorted assassin misson and collectable stuff to find, and the always fun fighting guards
If You guys have any suggestions or tips on what you'd like to see in this level, please let me know.
If you'd like to contribute to this project in anyway, Also let me know.
And now I leave you with some screenshots (Kinda)
Ezio in the Armor Of Brutus, likey an unlockable skin anyone?
Costume for the assassin recruit
And finally the costume for Ezio, exclusively designed by monkeysboys for the level (Thanks monkeys)
Got the updated HUD
Ok thanks for reading, see ya.

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06-09-2011 #1Super Create!
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Assassins Creed Brotherhood (Official Production Thread) Tech Demo Available!
Last edited by SPARTANDUDE924; 06-20-2011 at 04:03 AM. Reason: Updates
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Thanks!
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06-09-2011 #2Incapacitated.
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Looks good.
I've actually got practically all the face button actions Logiced out. I was making a AC level ages ago (first thing I started)
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06-09-2011 #3Super Create!
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How exacly did you go about doing it? I used selectors for weapons and all this other variable stuff. Still doesnt work fully :C.
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06-09-2011 #4Super Create!
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So far I have health, stance switching, and weapon switching done.
Which is weird becuase you'd thing that'd be the hardest...
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06-09-2011 #5
nice the pic you uploaded looks great btw how do you upload pics
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06-10-2011 #6Super Create!
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You take a picture with your popit, then up load it and go to LBP.me and go to your photos and open it in a new tab and copy the image URL
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06-10-2011 #7
Weapons switching was the easiest thing to program in Mythicos... well magic switching, but same thing. It is too easy sometimes to do this stuff and you psych yourself out thinking it will be hard lol
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06-10-2011 #8
that looks really cool from the photo, i hope to see this project completed, and ill give you a hand with logic if youd like, just hit me up on psn

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06-10-2011 #9
That HUD looks awesome...I would suggest having the icons locked onto the edges of the screen however. Take a look at the Creator's Camera System in my sig if you don't know how.
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06-10-2011 #10Super Create!
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Well the thing about that is the way I do my enviornents is that there is a very thin peice of material for the ground, if you look at my metro screenshots, your know what I mean.
Imo, its worth sacraficing for dynamic camera angles and detailed envoirments.
This level focuses HIGHLY on details.
But also great gameplay, however I really need a person who is VERY skilled at logic. Sadly no big creators want to help. :/
I don't blame them, but still.
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06-10-2011 #11Super Create!
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I kinda got the Walk, fast walk, run, sprint. Things working. Problem is, I used movers, and that makes the sackbot trip around when he runs :/
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06-10-2011 #12
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06-10-2011 #13Tarsier Level Designer
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About the HUD:
I've thought about this before actually, but you can do some interesting thing with a persistent HUD and changing game cameras if you use followers. Basically you are going to want to make a large piece of hologram that fills the entire screen and follows the sackbot around. You can put movie cameras right on this, setting their time to be infinite. Then you can communicate with tags to determine which camera is active at any time (selectors are handy here, as you only want one on at a time).
Then to make the HUD make sense, you can make the HUD elements follow tags on the corners of the full-screen holo. When you change the camera zoom/angle, you can change which tag is lit up in the corner. Your HUD will thus move around so that it's always in the corners (assuming you set the tags up correctly). Does that make sense?Mm Picks: Roller INC 2 | Wizard: Chapter 1 | LittleBigPrius
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Thanks!
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06-10-2011 #14Super Create!
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.....About the HUD:
I've thought about this before actually, but you can do some interesting thing with a persistent HUD and changing game cameras if you use followers. Basically you are going to want to make a large piece of hologram that fills the entire screen and follows the sackbot around. You can put movie cameras right on this, setting their time to be infinite. Then you can communicate with tags to determine which camera is active at any time (selectors are handy here, as you only want one on at a time).
Then to make the HUD make sense, you can make the HUD elements follow tags on the corners of the full-screen holo. When you change the camera zoom/angle, you can change which tag is lit up in the corner. Your HUD will thus move around so that it's always in the corners (assuming you set the tags up correctly). Does that make sense?
.....
Comphermc actually responded to me. Thanks man. I'll have to try that out.
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06-10-2011 #15
Different camera angles are easily implemented as comphermc stated.
One thing to keep in mind if you make a persistent HUD using this method is that you need two versions. One for those with 4
Televisions and one for those with 16:9 Televisions. You wouldn't have to remake everything though...just have the HUD pieces follow different tags.
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