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Zelda De-make

labs.benpurdy.com

1–10 of 47 posts

Re: Zelda De-make

#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.)

Re: Zelda De-make

#8
Pretty good work. Didn't like it at first but then ended up playing it for a few minutes, even though I wasn't in the mood for playing games. I noticed one thing though, I looked into the code (it's neat and tidy!) and the game logic (updates) was built into the render function that gets called with requestAnimationFrame. Might be a problem on devices that aren't refreshing @60 hertz because the game runs as fast as the user's monitor.

Re: Zelda De-make

#10
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?

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