Earlier quoted context omitted.
Yep, I thought they'd just include some user made quests/content to showcase the web port but it defaults to loading a replica of NES Zelda.
I'm wondering if it could be prudent to at least make the default quest be one of the custom quests. And maybe remove the remakes of the original games (1st, 2nd, and BS Zelda). For the classic quests that remake original games, they are made in the ZQuest engine so I'm not distributing any ROMs. However, there are some videogame music files which may be ripped from the ROMs (not sure on their origination). And the g…
Porting Zelda Classic to the web
91–100 of 120 posts
Re: Porting Zelda Classic to the web
#92Earlier quoted context omitted.
Seconding graal being hugely formative for me, and I still think of it often. It was my first real social experience online, and inspired in part the hobby projects that led me into software as a career. Thanks so much :)
I think it's pretty sad how a lot of these projects, that not only had a lot of effort put into them, but also had an impact on a lot of people's lives, they just sort of unceremoniously fade away into obscurity. Graal Online doesn't even have a Wikipedia article. Like there ought to be a tomb stone.
[0] - https://de.wikipedia.org/wiki/Graal_Online
[1] - https://archive.ph/77B1o
Re: Porting Zelda Classic to the web
#93Earlier 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.
Ultima Online was actually ahead of its time in many aspects (it sort of still is). The concept of 'shards' which many MMO games embraced (sometimes not even supporting as many players). Only Eve Online really rejected the idea. The in-game 'economy', by having player craftable items, done in a way that IMHO was way better than what WoW came up with. It wasn't restricted to crafting. Mages could charge for portals, d…
Re: Porting Zelda Classic to the web
#94I 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’m Chris Wright, mentioned in the 2nd link. I had the original idea, as the article says I commissioned Stefan to write it for me as I had next to no coding skills back then (apart from HTML and PHP). I ran a fairly successful SNES emulation site (I knew the teams behind Snes9x and Zsnes well) and was looking for a gimmick to boost traffic. Stefan took things off in his own direction with the Graal makeover (we neve…
Re: Porting Zelda Classic to the web
#95Zelda 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.
Re: Porting Zelda Classic to the web
#96Earlier quoted context omitted.
I think it's pretty sad how a lot of these projects, that not only had a lot of effort put into them, but also had an impact on a lot of people's lives, they just sort of unceremoniously fade away into obscurity. Graal Online doesn't even have a Wikipedia article. Like there ought to be a tomb stone.
There is a German Wikipedia article[0] and it's mostly readable through Google Translate[1] (I made a static snapshot). [0] - https://de.wikipedia.org/wiki/Graal_Online [1] - https://archive.ph/77B1o
Re: Porting Zelda Classic to the web
#97Earlier quoted context omitted.
WoW was accessible in a way that previous MMOs were not: instead of repetitive grinding from the very start players are hand-held through levelling with the quest system and a story line. The levelling dungeons have comparatively generous static loot tables, with the rare drops from those dungeons just a nice little bonus. It's not until endgame that WoW reverts to genre. WoW IMO killed Star Wars: Galaxies, which was…
I loved Star Wars Galaxies, that was the last MMO I really played.
Re: Porting Zelda Classic to the web
#98I 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’m Chris Wright, mentioned in the 2nd link. I had the original idea, as the article says I commissioned Stefan to write it for me as I had next to no coding skills back then (apart from HTML and PHP). I ran a fairly successful SNES emulation site (I knew the teams behind Snes9x and Zsnes well) and was looking for a gimmick to boost traffic. Stefan took things off in his own direction with the Graal makeover (we neve…
Random memory: using infinite gold hacks and the suicide dagger (which would the drop gold for other players) over and over hour hours inside the throne room or the castle west of Burger Refuge.
Re: Porting Zelda Classic to the web
#99Earlier quoted context omitted.
Well, you need some sort of underlying platform to run primitives on. Wasm just isn't enough, and isn't meant to be. But yes, Wasm is not just for the browser, you can run it in Node. Or a custom runtime: https://wasmer.io/
I am very aware of all of that. The idea that web assembly is not meant to be the platform to run primitives on stems from the political and technical approach initially used to get web assembly inserted into browsers. The basic concept is that it was much easier for people to accept if it was "only the compute part" and also practically speaking only made sense to leverage the extensive UI and other functionality of…
And your solution is... start bundling Other APIs (mouse, keyboard, presumbly touch, a frame buffer) into wasm runtimes?
Then I guess later people will also want, midi, serial/pipes, audio, simple GUI, shaders, opengl, accessibility, screen readers, sockets, account sign in, webcam acess, notifications ... All in a nice cross platform bundle
Re: Porting Zelda Classic to the web
#100Oh 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