The Legend of Zelda
Posted: Sat 13 Aug, 2005 11:28 am
I find it funny that everyone who tries to make a zelda game (well, just about anyways) wants to remake or at least use graphics from the 4th (Link's Awakening) game but completely ignore the first. Why?
People argue that the graphics are much easier to convert, but what about the engine? Theres no live-scrolling in the very first zelda game (although unless you make tiles 6x6 or redesign the maps a bit you'd have to for the calc), and the graphics themselves are very simple, the items are simple, the engine itself is simple. But it's unfortunately neglected!
In question of why it's ignored, I made a few grayscale screenshots (just images, not actual footage or anything) of what it could look like in grayscale. Well with crzybl making a b&w zelda in xlib, I got a bit inspired this previous night to further break the first zelda (of what I did) down to 1bit as well. And I was somewhat successful... to see the full comparison, almost like a tree, look below!
If someone would like to start up a LoZ1 project in either 1bit or 2bit, I'd be more than willing to do the graphics for it.
People argue that the graphics are much easier to convert, but what about the engine? Theres no live-scrolling in the very first zelda game (although unless you make tiles 6x6 or redesign the maps a bit you'd have to for the calc), and the graphics themselves are very simple, the items are simple, the engine itself is simple. But it's unfortunately neglected!
In question of why it's ignored, I made a few grayscale screenshots (just images, not actual footage or anything) of what it could look like in grayscale. Well with crzybl making a b&w zelda in xlib, I got a bit inspired this previous night to further break the first zelda (of what I did) down to 1bit as well. And I was somewhat successful... to see the full comparison, almost like a tree, look below!
If someone would like to start up a LoZ1 project in either 1bit or 2bit, I'd be more than willing to do the graphics for it.