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Porting Zelda Classic to the web

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31–40 of 120 posts

Re: Porting Zelda Classic to the web

#31
post #17
post #9

Zelda Classic holds a special place in my heart. My older brother downloaded it thinking it was just a Zelda 1 clone. I discovered it had a quest editor. And it was a very magical moment for me. I spent hundreds of hours never completing any of my projects. It was the first online community I ever joined and actively participated in. Eventually I yearned for for power and discovered Dark Basic. Now I’m a software dev…

Haha, cool! My developer career also started with gaming. The StarCraft map/script editor was my entry drug.

I didn't do actual scripting there, but through the gui you could set up events to happen on various triggers. That really sparked something in me.

Re: Porting Zelda Classic to the web

#34
post #8

The site's theme makes code unreadable when the OS color scheme is Light: https://i.imgur.com/2Sduvye.png This is happening because the CSS uses `prefers-color-scheme` media queries – you can't use those and also have a site theme switcher.

I guess you and I are the only ones who use a light theme? I _wish_ my eyes were still good enough to read text clearly on a dark theme....

Re: Porting Zelda Classic to the web

#35

I remember about 20 years ago there was a (IIRC) Java Applet-based multiplayer clone of Zelda: A Link to the Past that was sort of a forerunner the to MMORPGs we see today. It changed names to Graal Online because of the lawyers. Thinking back to it, it was really ahead of its time, not only because it was massively multiplayer, but it had a great level editor and was doing user-created content in the late '90s. --ed…

>Here's a nice writeup: link

OP of the writeup: "Goatse" Ah that takes me back.

Re: Porting Zelda Classic to the web

#36
Oh this is super exciting! I used to be on the dev team for ZC as Joe123 back when I was a teenager, I mostly worked on the scripting language. I left the community about 10 years ago and I haven't seen anything about it since then. It'll be great to have a play on this sometime

Re: Porting Zelda Classic to the web

#37
post #18

Earlier quoted context omitted.

There were MUDs and Roguelikes way back. I personally consider Ultima Online is the genesis of modern MMO's

UO is actually roughly the same generation as Graal. There were several of these fairly creative stabs at the problem before WoW came along and really defined what a MMO is. I think in many way Neverwinter Nights' persistent worlds is another noteworthy entry. They weren't massively multiplayer, but I think more like a cross between Baldur's Gate and a MUD.

I did some scripts for a NWN RP persistent world back when I was a teenager. Great memories

Re: Porting Zelda Classic to the web

#38
post #31
post #17

Earlier quoted context omitted.

Haha, cool! My developer career also started with gaming. The StarCraft map/script editor was my entry drug.

I didn't do actual scripting there, but through the gui you could set up events to happen on various triggers. That really sparked something in me.

yes, same for me.

Re: Porting Zelda Classic to the web

#39
post #35

I remember about 20 years ago there was a (IIRC) Java Applet-based multiplayer clone of Zelda: A Link to the Past that was sort of a forerunner the to MMORPGs we see today. It changed names to Graal Online because of the lawyers. Thinking back to it, it was really ahead of its time, not only because it was massively multiplayer, but it had a great level editor and was doing user-created content in the late '90s. --ed…

>Here's a nice writeup: link OP of the writeup: "Goatse" Ah that takes me back.

Our generation's Herodetus will be some random account named xXxPoopFeast420xXx

Re: Porting Zelda Classic to the web

#40

I remember about 20 years ago there was a (IIRC) Java Applet-based multiplayer clone of Zelda: A Link to the Past that was sort of a forerunner the to MMORPGs we see today. It changed names to Graal Online because of the lawyers. Thinking back to it, it was really ahead of its time, not only because it was massively multiplayer, but it had a great level editor and was doing user-created content in the late '90s. --ed…

Sorry, nobody likes to be reminded, but by now that was around 25 years ago, not 20! (I got a little confused when reading because around 2002 the landscape was very different already.)
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