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You Can't Do That In Zelda!

Isrieri

My father told me this would happen
Seven years ago I made a quick and dirty game in Zelda Classic for fun. Its just made with the default stuff in the engine and is rough around the edges but I still think it came out alright considering I had no clue how to design a zelda-type adventure. The whole idea was to take elements that didn't normally go together in zelda and shuffle them around, and to defy the typical conventions. All this time has passed and it never once occurred to me that I am allowed to post it here. I guess I figured people wouldn't be interested. Well I'm gonna post it anyway so you can try it if you want. Its not very long - seven dungeons in all.


zelda016.png

I think this island was a good idea.

I've been thinking about making a sequel recently but I have no idea where to even start or if anyone would be interested.
 

Kishi

Little Waves
(They/Them)
Staff member
Moderator
I've never touched Zelda Classic before, but I got it working for this. I may stream it at some point. I hope you didn't make it too brutal!
 

Red Silvers

Pokemon Red w/ 1 Nidoran
I love the idea of Zelda Classic so much and I've fooled around with it so much back in the day.
 

Isrieri

My father told me this would happen
I've decided I am gonna try and make a sequel to this. I want to get better at using Unity but haven't touched it since 2017 because I was perplexed by the interface. If I can make a simple game from start to finish I think I'll become more confident with it. I'm gonna use this as a personal blog and see how far I can get. Even if I end up not making the game maybe I can learn something useful in the process. Zelda is a complicated game but its also a style of game I'm very familiar with so I think I can do it.

I've always wanted to make a gameboy styled zelda in the vein of the Oracle games. I'm only a rudimentary programmer but even I can make things move with ifs & elses. What I don't have experience in is structuring a game and having to actually use my brain to solve problems of efficiency: Like, what is the best way to move the camera when you reach the edge of the screen? How does a hole know to drag link toward it and have him fall into it? How do you draw a hitbox for a sword swing? What's the difference between a door and a wall? How do you make two doors on two different screens tie to each other? What is a room? Its one thing to know how I can define these things, but I also want to try to do so as efficiently as I'm capable. When you don't know how to do that best way is to throw yourself in and figure it out.

The to-do list right now is as follows:
  1. Make a class hierarchy. What are the absolutely essential objects the game is gonna need?
  2. Figure out how to import a tileset into unity, slice it, and store it in an Assets folder.
  3. Make the player character move around.
  4. What are the basic actions and states of the player character?

As to the structure of the game itself (what's the story, overworld design, items, number of heart pieces, etc) I have a vauge idea of where I want to take things but that's all going on the back burner until I can prove to myself I can make one full screen and a basic HUD.

I've never touched Zelda Classic before, but I got it working for this. I may stream it at some point. I hope you didn't make it too brutal!

Thanks for checking it out! I wouldn't say the combat is brutal but the ""puzzles"" are a bit janky. I could do a better job now.
 

Balrog

(He/Him)
Good luck on this. I've been horsing around with a Zelda game thing in C# and FNA for almost a year now but I haven't been super motivated to work on it recently. Here's how I did stuff if you're wondering:

Like, what is the best way to move the camera when you reach the edge of the screen?
Within a gameplay class, I have a game state and when the player is one pixel or more outside the bounds of a "room" I change the state to be a CameraMoving state, lock the player's movement, stop updating enemies, and move the camera to the next room then transition back to a normal gameplay state.

How does a hole know to drag link toward it and have him fall into it?
I run a check to see how deeply (pixel-wise) the character is colliding with a pit and if it's greater than a certain threshold, I lock the player's movement and start moving the player's center to the center of the pit (using a timer and a lerp function).

How do you draw a hitbox for a sword swing?
I have a hitbox for the player and determine the sword hitbox based on the player's position and whatever frame of animation the sword is. There's a lot of ways to do this.

What's the difference between a door and a wall?
There's a lot of ways to do this too. I have a Tile class and an Entity class. The Tile class basically just holds collision info and what sprite to use. The Entity class is enemies and everything else like doors. So there's an Enum for type and if the type is a door and the player is colliding with it, I perform a certain function (like stopping the player or unlocking the door if they player has a key, etc.)

How do you make two doors on two different screens tie to each other?
I've done this several ways. Right now I load the whole dungeon in at once and have Entities in the corners to determine the size of the room. So if the player moves outside the room, I figure out what room they're moving too. You could do rooms as separate things (like separate maps) but that seems like a lot of work.

What is a room? Its one thing to know how I can define these things, but I also want to try to do so as efficiently as I'm capable. When you don't know how to do that best way is to throw yourself in and figure it out.
Like I said earlier, I have the whole dungeon loaded in memory and only "update" and draw one room at a time. You could break out the rooms into separate files and all that but then you'll have to load/unload each time you change rooms. My way is more memory intensive but loading and unloading seems like overkill.
 
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