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Author Topic: Build a Zelda fangame with HTML5 + Javascript  (Read 8567 times)

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Build a Zelda fangame with HTML5 + Javascript
« on: January 15, 2016, 09:20:31 am »
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I'm interested in creating a zelda game with HTML5 and Javascript. Seems like a capable platform to me plus it can be played on Android and iOS devices. Are there limitations or things to look out for?


Update: Started experimenting with the Phaser engine.
« Last Edit: January 17, 2016, 01:53:33 pm by Heartless »
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Re: Build a Zelda fangame with HTML5 + Javascrip...
« Reply #1 on: January 15, 2016, 03:26:10 pm »
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It's definitely possible, but on mobile you definitely have to make sure you consider how the player will control the protagonist.
I can suggest phaser as a web framework for making games, it a good free one: http://phaser.io/
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Re: Build a Zelda fangame with HTML5 + Javascrip...
« Reply #2 on: January 15, 2016, 05:46:23 pm »
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It's definitely possible, but on mobile you definitely have to make sure you consider how the player will control the protagonist.
I can suggest phaser as a web framework for making games, it a good free one: http://phaser.io/
I was thinking of remaking the first zelda game(not much buttons needed. ;)) but in a different style. And I was already experimenting with phaser, it's indeed a good and free engine.
« Last Edit: January 15, 2016, 05:54:30 pm by Heartless »
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Re: Build a Zelda fangame with HTML5 + Javascrip...
« Reply #3 on: January 17, 2016, 01:51:47 pm »
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It's definitely possible, but on mobile you definitely have to make sure you consider how the player will control the protagonist.
I can suggest phaser as a web framework for making games, it a good free one: http://phaser.io/

I got the movement done and the shield is a separate object, I'm about to add Link's sword. I would love to divide all the code in different Javascript files, instead of having all the code in 1 Javascript file. Do you have experience with this? (while using Phaser)
« Last Edit: January 17, 2016, 01:55:51 pm by Heartless »
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Re: Build a Zelda fangame with HTML5 + Javascrip...
« Reply #4 on: January 17, 2016, 06:59:20 pm »
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It's definitely possible, but on mobile you definitely have to make sure you consider how the player will control the protagonist.
I can suggest phaser as a web framework for making games, it a good free one: http://phaser.io/

I got the movement done and the shield is a separate object, I'm about to add Link's sword. I would love to divide all the code in different Javascript files, instead of having all the code in 1 Javascript file. Do you have experience with this? (while using Phaser)
I have not personally used phaser for a complete project yet, but yes it is very possible to organize the code into different files. Using vanilla JS you could create global objects, or if you don't like globals (like me) you could look into using angularjs or requirejs for handling separately organized components. One example of an article using angular+phaser is the following: http://www.ng-newsletter.com/posts/building-games-with-angular.html
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Re: Build a Zelda fangame with HTML5 + Javascrip...
« Reply #5 on: January 18, 2016, 02:02:15 pm »
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It's definitely possible, but on mobile you definitely have to make sure you consider how the player will control the protagonist.
I can suggest phaser as a web framework for making games, it a good free one: http://phaser.io/

I got the movement done and the shield is a separate object, I'm about to add Link's sword. I would love to divide all the code in different Javascript files, instead of having all the code in 1 Javascript file. Do you have experience with this? (while using Phaser)
I have not personally used phaser for a complete project yet, but yes it is very possible to organize the code into different files. Using vanilla JS you could create global objects, or if you don't like globals (like me) you could look into using angularjs or requirejs for handling separately organized components. One example of an article using angular+phaser is the following: http://www.ng-newsletter.com/posts/building-games-with-angular.html
Thanks! I will definitely take a close look to angular. :)
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Re: Build a Zelda fangame with HTML5 + Javascrip...
« Reply #6 on: January 18, 2016, 06:29:42 pm »
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It doesn't matter if you have barely any controls - you still have to figure out how it's going to work on mobile. Are you going to put a joystick and buttons on the screen? If so, how are you going to adapt the world to not be completely covered by said controls, since you can't make the controls too small on the screen?
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Re: Build a Zelda fangame with HTML5 + Javascrip...
« Reply #7 on: January 27, 2016, 10:56:41 am »
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It's more than possible with Phaser. It's what I'm using for my GetToGohma engine right now. I'm using that combined with Electron to make it a cross platform desktop application (which I'd advise).

You do need to consider mobiles if you are going to have this on a website instead of as an app. On screen buttons work for the most part, however you might find that you are better off creating intuitive touch screen controls for the movement. I've found this to be tediously difficult though.
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