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Porting Zelda Classic to the web

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41–50 of 120 posts

Re: Porting Zelda Classic to the web

#41
post #2

This is an awesome explanation about how to port a real (and tricky) native project to WASM/Emscripten. Sadly, the game itself seems to crash in Safari after walking around for a bit.

>the game itself seems to crash in Safari after walking around for a bit. Apple users need to ask Apple to use a tiny bit of their fortune to make it possible for developers to test Safari and Safari Beta on their preferred OS/device, otherwise small projects can't support it.

I wholeheartedly agree

Re: Porting Zelda Classic to the web

#42
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.

> WoW came along and really defined what a MMO is.

I wouldn't call WoW the first that defined it, or even the first wildly successful one that did. I never played any of them, but EverQuest was huge back in the day. If we are willing to lower the bar of success, there's predecessors to EverQuest as well.

Then again, maybe there's something very different than WoW and EverQuest that I'm not aware of? They seemed pretty similar from the outside.

Re: Porting Zelda Classic to the web

#44

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…

I have been tinkering on something similar - I had no idea this already existed, and so long ago. Absolutely amazing.

Re: Porting Zelda Classic to the web

#45
post #42

Earlier quoted context omitted.

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.

> WoW came along and really defined what a MMO is. I wouldn't call WoW the first that defined it, or even the first wildly successful one that did. I never played any of them, but EverQuest was huge back in the day. If we are willing to lower the bar of success, there's predecessors to EverQuest as well. Then again, maybe there's something very different than WoW and EverQuest that I'm not aware of? They seemed prett…

I don't think WoW did anything particularly new, what it did was completely suck the air out of the room with its runaway success (which also ended up turning a lot of its competition into ghost towns).

Before WoW, there were a lot of different multiplayer games. After WoW, there was almost only WoW and WoW-clones (often down to mimicking the art style).

Re: Porting Zelda Classic to the web

#46
post #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.)

Well, 20-25 is perhaps a good compromise. It had its glory days around 2000-2001 I think.

Re: Porting Zelda Classic to the web

#47
post #43

Awesome! One very minor suggestion: Can you tell me what keys to use (in the UI)? I figured out the arrow keys, but I just don't know what keys map to A & B.

It seems like Z, X, A, and S are mapped to A, B, L, and R respectively! There's some other information as well in the about panel in the top left.

Re: Porting Zelda Classic to the web

#48
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 don't think WoW was anywhere close to the first MMO. RuneScape came before it and Tibia came before that.

Re: Porting Zelda Classic to the web

#50
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.

UO had a persistent world. It even had real estate, and later fully customizable houses. And the custom server scene had some really crazy stuff as well.
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