Zelda De-make
21–30 of 47 posts
Re: Zelda De-make
#22I've long thought a minimalistic style like this could be very useful in teaching game design and discussing game mechanics. You can learn a lot about a game by breaking it down like this.
Re: Zelda De-make
#23Just wish I could see my current orientation! (Seriously though—from a given screen, I have no idea what the result of A is going to do or what the arrow keys are going to do. If i'm at a square and facing left, hitting the left arrow key will move me left, but if i'm facing any other direction, hitting left will rotate me. It's important that I know which way I'm facing.)
Yeah, I thought about that problem quite a bit. I decided it's just gotta be one of the challenges to playing this thing, otherwise I'd have to cheat and use something more complex than a single pixel (or add some kind of transparent or blinking "cursor" in front of the player).
Re: Zelda De-make
#24Re: Zelda De-make
#25Earlier quoted context omitted.
Yeah, I thought about that problem quite a bit. I decided it's just gotta be one of the challenges to playing this thing, otherwise I'd have to cheat and use something more complex than a single pixel (or add some kind of transparent or blinking "cursor" in front of the player).
How about single-pixels-with-(8-bit-looking-)textures? A slight gradient darkening away from the "front" of the character would make all the difference.
Re: Zelda De-make
#26Re: Zelda De-make
#27Just wish I could see my current orientation! (Seriously though—from a given screen, I have no idea what the result of A is going to do or what the arrow keys are going to do. If i'm at a square and facing left, hitting the left arrow key will move me left, but if i'm facing any other direction, hitting left will rotate me. It's important that I know which way I'm facing.)
Yeah, I thought about that problem quite a bit. I decided it's just gotta be one of the challenges to playing this thing, otherwise I'd have to cheat and use something more complex than a single pixel (or add some kind of transparent or blinking "cursor" in front of the player).
Re: Zelda De-make
#28The associated blog post from Ben Purdy: http://www.benpurdy.com/blog/2014/3/demaking-zelda
What technique is being described here? : "I decided that the map would contain as much game data as possible... I could tweak the placement of things using photoshop rather than having to hunt down data in a text editor." Does this mean he used some kind of PSD to level compiler? If so, where can I find such a software?
Re: Zelda De-make
#29Thank you for taking the time to make it work on mobile devices.