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!
Zelda De-make
31–40 of 47 posts
Re: Zelda De-make
#32Re: Zelda De-make
#33The 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
#34Earlier 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.
Re: Zelda De-make
#35I'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
#36Really nice. Reminds me of ZZT.
Re: Zelda De-make
#37Really 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
#38Just 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.)
Re: Zelda De-make
#39Just 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
#40Thank 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!