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TIGSource ForumsCommunityDevLogsHtmlda [untitled Zelda clone in HTML5]
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Author Topic: Htmlda [untitled Zelda clone in HTML5]  (Read 13880 times)
metlslime
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« on: April 02, 2013, 11:01:37 PM »

Hello, I've been developing this game for about a year now (and lurking here for about as long.)  It's probably time to share.


Features:
  • zelda-like gameplay focusing on exploration, item collection, and puzzle-solving
  • custom engine written in javascript/html5 canvas
  • all vector art (screens are made of tiles but the tiles drawn with vectors)
  • slow development (expect to wait for updates and wait even longer for the final game)
« Last Edit: May 21, 2016, 02:20:29 PM by metlslime » Logged

happymonster
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« Reply #1 on: April 02, 2013, 11:28:07 PM »

I like the look!!
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ansimuz
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« Reply #2 on: April 03, 2013, 01:03:49 AM »

I love zelda games, i am also developing something similar. What engine are you using?  Good luck.
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I made Elliot Quest. Now i make Pixel art https://www.patreon.com/ansimuz
metlslime
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« Reply #3 on: April 03, 2013, 09:13:11 PM »

happymonster: thanks!

ansimuz: The engine is custom, I'm writing it as I go. 

Right now I have basic game loop, player input, movement and physics, entity list management (spawning and removing), running .think() and .draw() on each entity, a global palette that can change each frame using time-of-day calculations, some game state persistence using localStorage, a map loader that uses bitmap data to generate tiles, player can transition from screen edge to the next screen, and go between underworld and overworld using cave entrances/exits.
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eigenbom
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« Reply #4 on: April 03, 2013, 10:26:13 PM »

I like the look!!

I knew you would!

Oh .. so do i!
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Thecoolestnerdguy
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« Reply #5 on: April 04, 2013, 04:40:37 AM »

happymonster: thanks!

ansimuz: The engine is custom, I'm writing it as I go. 

Right now I have basic game loop, player input, movement and physics, entity list management (spawning and removing), running .think() and .draw() on each entity, a global palette that can change each frame using time-of-day calculations, some game state persistence using localStorage, a map loader that uses bitmap data to generate tiles, player can transition from screen edge to the next screen, and go between underworld and overworld using cave entrances/exits.

Wow, I wanna see that in action!
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« Reply #6 on: April 04, 2013, 06:55:06 AM »

This definitely looks cool.  I think it'd be neat if the water was "below" the ground level, letting you see the sides of the ground, kind of like the opposite of how the mountains are "above" the ground level.
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nospoon
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« Reply #7 on: April 04, 2013, 08:22:38 AM »

Looks cool.
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metlslime
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« Reply #8 on: April 06, 2013, 10:53:15 PM »

a global palette that can change each frame using time-of-day calculations

Wow, I wanna see that in action!



It looks better without the low framerate and gif compression but you get the idea.
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Thecoolestnerdguy
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« Reply #9 on: April 07, 2013, 05:04:12 AM »

a global palette that can change each frame using time-of-day calculations

Wow, I wanna see that in action!



It looks better without the low framerate and gif compression but you get the idea.

THAT LOOKS AWESOME!  Hand Clap


Reminds me of this: http://www.effectgames.com/demos/worlds/
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happymonster
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« Reply #10 on: April 07, 2013, 05:31:04 AM »

Really nice!
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psyguy
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« Reply #11 on: April 07, 2013, 07:24:25 AM »

that does look pretty great.  Do you think you'll have gameplay tied to the day/night cycle, like people you can only talk to at night?
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Atrus
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« Reply #12 on: April 07, 2013, 07:54:56 AM »

 Hand Clap Smiley Very, very nice. Especially that fire animation.
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Hipshot
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« Reply #13 on: April 07, 2013, 08:41:59 AM »

Nice. Love the name! =)
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metlslime
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« Reply #14 on: April 16, 2013, 10:14:37 PM »

This definitely looks cool.  I think it'd be neat if the water was "below" the ground level, letting you see the sides of the ground, kind of like the opposite of how the mountains are "above" the ground level.

I have considered this too.  I think the main argument for it is that, in zelda 3, they do this to justify why you can jump in the water anywhere, but can only exit at certain points (where there is a ladder to climb up.)  I'm not sure how I'm going to do swimming or rafting, so we'll see.

that does look pretty great.  Do you think you'll have gameplay tied to the day/night cycle, like people you can only talk to at night?

I've thought about this too.  I'd like to make it relevant to gameplay, such as having different enemies at night, or puzzles related to time of day, but I don't want to incentivize boring player behavior, such as sitting still for 3 minutes while the sun sets.
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metlslime
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« Reply #15 on: April 16, 2013, 10:23:54 PM »

I just finished the dungeon and cave tilesets (walls and doors only, not the various props and obstacles yet):



Dungeons are all 90-degree angles.  I tried to create a more interesting perspective by having the walls near the center of the screen appear more edge-on.  This required a second set of tiles for those walls.



Caves have 45-degree angle tiles to help them feel like they are not just recolored dungeons.
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happymonster
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« Reply #16 on: April 17, 2013, 02:41:59 AM »

Love it! (I do have a thing for minimalism in games) Smiley
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♒ben
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« Reply #17 on: April 17, 2013, 04:00:42 AM »

Really great look! The door perspective on the door frame silhouettes seems a bit odd to me, makes the floor pop up a bit. Super interested to see more stuff in motion.
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happymonster
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« Reply #18 on: May 04, 2013, 11:39:03 AM »

Any more progress? Smiley
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metlslime
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« Reply #19 on: September 14, 2013, 08:48:19 PM »

Progress is slow but i do have 2 real enemies now (placeholder octaroks are gone!)

Crabs on the beach:


Snakes in the forest:


What else is new:

  • created a basic map editor and changed map format from png into json
  • made keyboard input code more generalized
  • wrote a converter that can read in a photoshop-generated *.ai file and convert the postscript commands into javascript canvas code
  • created some more puzzle objects like burnable barriers and magic teleport tiles
  • refactored a lot of map and room code so that it could be used by the editor as well as the game
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