Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

999740 Posts in 39246 Topics- by 30655 Members - Latest Member: Oscarno

April 24, 2014, 11:48:08 PM
TIGSource ForumsFeedbackDevLogsHtmlda [untitled Zelda clone in HTML5]
Pages: [1] 2 3
Print
Author Topic: Htmlda [untitled Zelda clone in HTML5]  (Read 3130 times)
metlslime
Level 0
**


View Profile
« 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)

(the game will not have octaroks, those are just placeholder enemies)
Logged
happymonster
Level 10
*****



View Profile WWW
« Reply #1 on: April 02, 2013, 11:28:07 PM »

I like the look!!
Logged

SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
ansimuz
Level 0
***



View Profile WWW
« 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.
Logged


metlslime
Level 0
**


View Profile
« 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.
Logged
eigenbom
Level 10
*****



View Profile WWW
« Reply #4 on: April 03, 2013, 10:26:13 PM »

I like the look!!

I knew you would!

Oh .. so do i!
Logged

Thecoolestnerdguy
Level 2
**

Can't code without autocomplete.


View Profile
« 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!
Logged

Sad minecraft didnt copyright squares
psyguy
Level 0
***



View Profile WWW Email
« 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.
Logged
nospoon
Level 1
*


View Profile Email
« Reply #7 on: April 04, 2013, 08:22:38 AM »

Looks cool.
Logged
metlslime
Level 0
**


View Profile
« 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.
Logged
Thecoolestnerdguy
Level 2
**

Can't code without autocomplete.


View Profile
« 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/
Logged

Sad minecraft didnt copyright squares
happymonster
Level 10
*****



View Profile WWW
« Reply #10 on: April 07, 2013, 05:31:04 AM »

Really nice!
Logged

SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
psyguy
Level 0
***



View Profile WWW Email
« 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?
Logged
Atrus
Level 0
***


Terrifical


View Profile Email
« Reply #12 on: April 07, 2013, 07:54:56 AM »

 Hand Clap Smiley Very, very nice. Especially that fire animation.
Logged
Hipshot
Level 1
*


GOTTA GO FAST!


View Profile
« Reply #13 on: April 07, 2013, 08:41:59 AM »

Nice. Love the name! =)
Logged

metlslime
Level 0
**


View Profile
« 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.
Logged
Pages: [1] 2 3
Print
Jump to:  

Theme orange-lt created by panic