Live data from Hacker News

Zelda De-make

labs.benpurdy.com

31–40 of 47 posts

Re: Zelda De-make

#31

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!

I would have loved to get that in there, but I finished the win/die screens just minutes before midnight at the end of the 48 hour limit, it almost wasn't winnable at all.. Putting Ganon in would be fun, but I need to call this project finished or I'll just keep adding stuff forever. :)

Re: Zelda De-make

#33
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 did that once to rip zelda's entire map. With one java app, I ripped all tiles (fixed size). With the other, I just compared the grid tile by tile with my sprite-pallete and then created a map file. Pretty straight forward if you use a single layered map.

Re: Zelda De-make

#34
post #12

Earlier quoted context omitted.

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?

Presumably it just means that the engine constructs the levels from an exported image (such as a png, not a psd), instead of creating the levels from a more complicated data system. Because he knows the exact sizes of things, and "sprites" are a 1 to 1 mapping to game objects, he can easily do this. In a more complex game this would be impossible, but it works very well for his purposes.

Simcity 4k uses a similar technique for the region definitions. They're actually just an image file, each pixel represents the size of the different city zones, and IIR the RGB color of the pixel had some property as well. So if you wanted a region with all small or all big cities, you just opened up the file and edited it.

Re: Zelda De-make

#35
post #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/

Interested is too mild a word. This is fantastic, Jeremy Parish is also a legend in the retrogaming community. Retronauts (old and new) is a must listen to podcast.

Re: Zelda De-make

#36

Really nice. Reminds me of ZZT.

ZZT was brilliant. So simple and abstract visually, but it was programmable! I don't know where I'd be if it wasn't for all the hours spent writing ZZT-OOP.

Re: Zelda De-make

#37
post #36

Really nice. Reminds me of ZZT.

ZZT was brilliant. So simple and abstract visually, but it was programmable! I don't know where I'd be if it wasn't for all the hours spent writing ZZT-OOP.

We all know Tim Sweeney as a god in game development these days, but he is also a very accomplished language designer.

Re: Zelda De-make

#38
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.)

It also could have used a way to "soft-tap" to change your direction without moving the character. Pretty cool though.

Re: Zelda De-make

#39
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).

[deleted]

Re: Zelda De-make

#40

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!

Mostly works... The buttons tend to get "stuck" on or unclickable.
Post reply on HN