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Zelda De-make

labs.benpurdy.com

21–30 of 47 posts

Re: Zelda De-make

#21
I'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

#22
post #21

I'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.

You may be interested in Jeremy Parish's "Anatomy of a Game" series: http://www.anatomyofgames.com/anatomy-of-a-game/

Re: Zelda De-make

#23
post #6

Just 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).

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

#25
post #23

Earlier 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.

This is exactly what I had had in mind for a solution. It's an aesthetic compromise but, in my opinion, a boon to gameplay.

Re: Zelda De-make

#26
Memory is an interesting thing. I haven't played the original Zelda in many many years and immediately knew where to go when I was dropped into the game.

Re: Zelda De-make

#27
post #6

Just 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).

I don't think it needs a solution, it's not hard to remember which direction you last moved.

Re: Zelda De-make

#28
post #5

The 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?

I use www.PyxelEdit.com which allows you to edit levels/tiles visually and then export the tileset and an xml file with tile locations. It also supports multiple layers so you can have a layer that is for art but then another layer that isn't visible that you can use for spawn points/interactions etc.

Re: Zelda De-make

#29

Thank you for taking the time to make it work on mobile devices.

It works?!? hehe.. I jammed mobile controls in late last night after seeing a lot of mobile traffic on the analytics, only had my phone for testing so I'm assuming it's buggy depending on the device, glad it's working for you!

Re: Zelda De-make

#30
This has been awesome. Thanks! I was kinda disappointed that I didn't need to get to Death Mountain after getting the 8 pieces. A 1-pixel Ganon would be cool!
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