Archive for the ‘Programming’ Category

Working on a Zelda Clone, Part 26 and Part 27

Kinda fell behind with these posts. The other day I posted this video: I’m still up in the air about it and have been trying various different transitions too. Right now I’m using something that’s used sometimes in Zelda 1. I’ve done all kinds of new stuff over the past few days, the biggest of […]

Working on a Zelda Clone, Part 25

Only got a teensy bit of time to work on this today. I didn’t think I was going to get much done, but somehow that always results in more actually getting done. Weird. Debug message queue I realized that it’s going to be very helpful to have on-screen cues for debug-related stuff in the near […]

Working on a Zelda Clone, Part 24

A couple more things done today! Event handler I figured it was time to start working on an event handler. It only took like a minute to make, although I know it’s going to get a lot more complex down the line. I then made it so that I can turn objects and NPCs on […]

Working on a Zelda Clone, Part 23

Got some more stuff done today. Input class I forgot to mention that I put together a basic user input class, which simplifies handling user input a lot for me and cleans up the code nicely. Right now it supports the keyboard and an Xbox 360 controller. I really want to add support for non-Xbox […]

Working on a Zelda Clone, Part 22

I’ve been feeling a little burned out on this lately, so today I decided to do some simple code clean-up and organization. It definitely helped. Later, I decided it was finally time to learn more about HLSL/pixel shader stuff. None of this existed back when I was doing most of my crappy game programming, so […]

Working on a Zelda Clone, Part 21

Dang, 21 parts already??? I feel like barely any time has passed and that so little progress has been made. Still so much more to do… Today I decided I wanted to try to get used to editing maps on a larger scale, so I did a really quick and ugly full-world map. Given that […]

Working on a Zelda Clone, Part 20

The last couple of days have been mostly map editor-related, which is a lot of tediousness and frustration, so today I decided to work on something a little more fun. Text boxes and NPCs Unlike Zelda 1, I wanted to give the player the ability to take to non-enemy things (like people, NPCs, signs, etc.) […]

Working on a Zelda Clone, Part 19

Map Editor I dedicated today to trying to improve my map editor and speed up the drawing process. Using the advice of many friends, I was able to accomplish this. Yesterday it took 15 to 20 minutes for the program to initialize/redraw the entire world map of my game. Thanks to lower-level pointer voodoo magic, […]

Working on a Zelda Clone, Part 18

Yesterday I fought with Windows programming some more. After a lot x 500 of hair pulling, I decided I should at least make an Export function to make it save stuff into a file my game could use, even if the editor program itself was still limited and crappy. I tried it out, and my […]

Working on a Zelda Clone, Part 17

Today I had a good deal of time to play around with stuff, but have very little to show for it. Map Data Until now, the maps/rooms have all been hard-coded into the game or randomly-generated. I need to be able to edit the entire world map (and submaps) with an editor of some sort, […]

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