I have played a bit in the past, very cool project, and the sheer amount of available quests makes it worthwhile
02.08.2025 11:47 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0@alexaugerdev.bsky.social
Copycat Fangame Dev: Pretty good at imitating art, not so much coming up with it
I have played a bit in the past, very cool project, and the sheer amount of available quests makes it worthwhile
02.08.2025 11:47 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Any recommendations for wireless controllers to use on PC?
02.08.2025 00:54 โ ๐ 2 ๐ 0 ๐ฌ 5 ๐ 0may be on a break, but that doesn't mean I can't shamelessly repost items >:)
I'm sure you all know the Bow, allows you to move & aim before shooting. Arrows have a new collision animation upon hitting a non-target surface. #zelda #fangame #gamedev #pixelart
Drawings from 2021
22.07.2025 07:41 โ ๐ 7 ๐ 1 ๐ฌ 0 ๐ 0It's likely just for a few weeks, until life calms down a bit :)
21.07.2025 07:35 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0I'm taking a break from the project, I've got too much currently going on. But I wanted to show off one thing: Link's most famous weapon!
In addition to firing beams at full health, it newly has increased spin attack range! #zelda #fangame #gamedev #pixelart
For my project, I've settled on 12 frames in/out, and quick change is available for all slots while using the right stick. Both the menu and quick change work best in certain situations, so hopefully y'all can make the best out of this system.
16.07.2025 14:07 โ ๐ 6 ๐ 0 ๐ฌ 1 ๐ 0The Oracle games are kinder to the player, with 36 frames in/32 frames out. ALTTP, despite only having 1 equippable slot, does 25 frames in/out. Pretty much all of the 2D games memorize the position of the cursor and that's incredibly useful.
16.07.2025 14:05 โ ๐ 6 ๐ 0 ๐ฌ 1 ๐ 0People don't complain about Minish Cap as much in that regard despite having the same freedom as the GB titles. TMC's menu times are approx 18 frames in/28 frames out, while LA's are 50 frames in/46 frames out... Ouch.
16.07.2025 14:01 โ ๐ 6 ๐ 0 ๐ฌ 1 ๐ 0Two factors: Opening/Closing duration & Item layout. The GB games have this quirk of being able to choose where to put your items in the menu, and I ironically think it contributes to the frustration since memorization is now impossible.
16.07.2025 13:58 โ ๐ 3 ๐ 0 ๐ฌ 2 ๐ 0I'm honestly surprised people are having issues with opening/closing up a menu. I've never felt tedium doing so, but I wanted to look at why some felt this way... And I think I may have found an interesting answer:
16.07.2025 13:55 โ ๐ 4 ๐ 0 ๐ฌ 1 ๐ 0I'm looking to bring back this kind of design with the project. I'm conscious that having 4 potential inputs instead of 2 changes the dynamic a bit, but being aware of that fact allows more catered design.
16.07.2025 02:32 โ ๐ 11 ๐ 0 ๐ฌ 0 ๐ 0Link's Awakening (Switch) gives Link access to his shield at all times. The original to me felt more precarious because of my own decision to rarely equip said shield. Thus, my gameplay becomes more aggressive, yet more punishing if I mess up.
And that's incredible design!
One of my favorite things in GB(C)/GBA Zelda is the ability to equip any item to a button. Born from a limitation, perhaps, but it's such freeing idea. It also promotes decision making quite a lot, which dictates how you're going to approach potential obstacles.
16.07.2025 02:23 โ ๐ 45 ๐ 5 ๐ฌ 5 ๐ 0Updated pin by gf collection
07.07.2025 23:37 โ ๐ 7 ๐ 0 ๐ฌ 0 ๐ 0Just a small new detail, but the Fire & Ice Rods now have different overworld sprites rather than being recolors
#zelda #fangame #gamedev #pixelart
Last time, we discussed Favorite Dungeons, with a lots of cool answers :D Now, let's go over Items from the entire Zelda series, with 2 potential questions this time!
What are your favorites? And which are your most disliked?
To this end, lock-on and rolling won't even be required to finish any of the games I'll be making, but they sure will allow you to do neat stuff you wouldn't get to otherwise.
02.07.2025 13:41 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0The original gameboy titles proudly keep things simple while giving enough freedom. I wanted this project to keep the very essence of this fact while also expanding on it in meaningful fashion.
02.07.2025 13:38 โ ๐ 5 ๐ 0 ๐ฌ 1 ๐ 0If it's something you're going to acquire over the course of your adventure, it's going into the item slots category. If it's an ability you'll get at the start of the game, then it'll have its own input, as seen with the triggers/shoulders.
02.07.2025 13:37 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0For example, rolling is now assigned to the right trigger by default instead of being part of an item you somehow have quick access to.
This example for a simplified controller layout hopefully explains what I mean.
I've been working hard on streamlining the play systems I've revealed so far. I felt like some things weren't as natural and intuitive as they could've been, so having a clear set of rules puts everything into perspective quite nicely.
02.07.2025 13:22 โ ๐ 6 ๐ 0 ๐ฌ 2 ๐ 0Custom badge pins my gf made for me with her Zelda drawings. Gonna be putting these on my backpack :)
30.06.2025 00:04 โ ๐ 12 ๐ 0 ๐ฌ 0 ๐ 0Can't really say at the moment, sorry. It depends how easy shader implementation gets for me in the future, but I would love these kinds of options to be available
29.06.2025 03:23 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0I was waiting for somebody to mention this one! I've always loved both iteration of this dungeon, as well as their boss fights
28.06.2025 02:43 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Yeah, although I was recently surprised to learn that a lot of professionals & companies mostly use Macs, which I found baffling at first given how limited the OS is, but ig it works
28.06.2025 01:17 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Thin-ass wallets ๐
28.06.2025 01:06 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Oh yeah, that's Mermaid Cave. The mermais suit was also very memorable
27.06.2025 16:47 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0We're talking the entire Zelda series, may it be 2D or 3D. And yeah those are nice picks, Eagle Tower I've always liked a lot, especially the boss fight!
27.06.2025 15:09 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0