The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: zelda

Short animation?

I’m not sure if this will work, but I’ll post it anyways.

Sorry for the awful quality…

It’s supposed to be a short animation (GIF) of how things are progressing with my little… technical demo nightmare. Actually, things are progressing quite well as I’ve had time to sort through a bunch of plausible outcomes. I’m continually making all of the actions, key presses, map events totally robust and flexible.

As from the animation, you can see I’ve settled on a old school screen by screen type of game play a la the original Legend of Zelda on the NES. I was always a big fan of the game. Of course I could always limit this to “dungeons” or other areas, it definitely isn’t totally restricted. This is just simply exiting the frame of the camera by stepping on an exit tile.

Just accomplished this morning I’ve managed to load all of the interactions of the map from a single text file. The plan is to now be able to manipulate the map by placing different objects around the world, saving those new events, and then being able to re-load the map, with the updated changes.

This is basically a small todo/tasklist I’ve compiled
– saving current map on exiting the current map/saving the game.
– finding dialogue/stepped dialogue from text files
– NPC movement (random, fixed)
– changing maps
– new game, load game, settings, exit game options when game is started
– save game, save and exit game, exit game menu while in game.

Back to the grind stone…


I think I’m some sort of master at being side tracked. I have an uncanny ability to not only stare blindly at a computer screen but I can say I have the ability to find other things to do, maybe I have a tiny bit of ADHD.

So this past couple of weeks, this happened…

Yea… decided to just beat the game over the past couple of weeks. It’s been a long time since I’ve really played the game, so it was nice to jump back into it and give it a go and try and remember a lot of the little secrets and such. I did utilize a lot of save states so it made life a lot easier. I tried not using a guide for a lot of it, but I did have to use it for a few things I couldn’t quite remember. Anyways, just a nice little accomplishment to start treading into April.

I haven’t done much of anything on the game lately, I started to roughly line up the menu and finish that, but desire just wasn’t there. I’ve been spending some time on YouTube gazing at aesprite tutorials, tips & tricks to try and help me with some pixel art, but I haven’t really begun to practice with it or play around too much.

I think the biggest obstacle at the moment is truly lack of direction. I think a plan going forward is to turn off the computer and start roughing out/hashing out some sort of map & character web. I just know I need to do a lot more planning that I have been. As I’m doing this I’m going to make lists of tiles and characters that I’ll need to make so I can start hammering off some of these assets for the game.

I should get a job, I feel a lack of motivation hitting me. Ick.

So its been a quick week…

So that week went by a lot quicker than I had first imagined. I actually think I’ve opened up my laptop nearly everyday this past week to try and progress Mouse. Some nights I’ve succeeded and others I’ve been a bit like a goldfish. Either way, I’ve accomplished seven ‘tasks’. And here they are…

1. The first playable area has been decided and is roughly mapped.
2. “Dying Light” style night and day system, Minutes are hours, seconds are minutes.
3. Books/Documents can create skills/recipes.
4. merchants can supply materials and provide services from materials.
5. products of recipes/crafting can be either un-done or permanent.
6. Shops/NPCs are only available during their work hours.
7. I made a bat imagine… like baseball bat.  bat

I’m currently in the process of creating the inventory GUI and making it as clean/minimal and friendly as possible to the player. I’m a bit torn between the idea of an interactive Metal Gear Solid menu (for ease and speed of switching) and old school Zelda style. The main problem I’m having with these are the fact that your backpack could have all sorts of materials in it. From what I’ve got planned, the types of materials is going to be somewhat large, so some form of scrolling menu is best. I’ve toyed with the idea of creating a Diablo style inventory as well, but I want to stray away from mouse support and be more of a classic game-pad type of game play. I’ll continue pissing around with menu ideas and I’ll definitely tinker with as the game progresses. I always feel the menu should come a bit later when the game is a little more polished and you can see what the player wants/needs to see rather than the game dictating it. I’m more or less creating a starting point to modify as the game matures.

(although it’s basically a teen now, a very immature teen….)

I hope to bring you a nice little rash of updates again soon. 7/30 complete!



Took a bit of a break from game creation to hit up an old console classic, Final Fantasy. No, not the original one. I hooked up the old Playstation (yes, PS1), scoured through the games that I have and had a bit of a toss up between Final Fantasy VII, Final Fantasy IX and Metal Gear Solid (the original, 32 bit era that is). I knocked MGS off the list nearly immediately for a couple of reasons, firstly, I’ve been beating Destiny to death lately and wanted to walk out of any first person shooter/guns type of game.

I started with FF7. I loaded up a super old saved game to see where I was at, yea, no. Just got shot down in the duster so I skipped that over, I’ll continue that game on Steam instead where I have all the goodies. So instead I stuck in Final Fantasy IX.


What a beautiful game. I haven’t got very far in my first session as of yet, but I plan on playing this to kill some down-time (which seems to be limited greatly recently), definitely missing the times I could just delve into full RPGs for hours on end.

I’ve been thinking about my next project as I give Traders a bit of a break and just be happy with the release. I want to work on Mouse because I feel like it needs to be done for myself, but I don’t want to take the work in the planning aspect of the game which is needed dearly. The other problem hindering the game is not necessarily the graphics (which is a battle itself), is my in-ability to make a decision. I’m awful for it. If I’d just make some concrete decisions the game could easily progress further and more things can get created. If you look in the “mouse” section of the site and go through the screenshots you’ll see basically three different games. A full out RPG and what appears to be a Zelda knock-off.

Maybe I’ll just vanilla-it and do something simple with it’s story and add in flare when I get a bit further on. My dreams are absolutely huge, it’s the time, devotion and ability that hinder!

I Had To…

screenshot 2013.04.27


I used to hang out on for a long time. Basically it’s a bunch of nerds that broadcast themselves. Either they’re broadcasting a movie, watching a sitcom, sporting event or my favorite, they’re playing a game. I prefer to watch people play old games from my childhood, that mainly being the NES or SNES.

One of the most entertaining channels I watched was when I watched a guy play through the entire first Zelda game. It was about a 5 hour shift. Half way through the stream I decided to fire up my emulator. I got all the way to the 8th dungeon, then something unfortunate happened… my save game got fubarred. I was angry. So I stopped and watched him kick Ganon’s ass. I was happy.

Anyways, the point of this post was to talk about Angry Video Game Nerd. If you haven’t watched any of them before, you may want to. Especially if you grew up with a Nintendo in your house, this is a must. Makes you think about the games you played as a child. And, he swears like a sailor. Awesome.

Gold Jerry, Gold!

Crisis Adverted….

I had a bit of a panic attack the last few weeks. I’ve been working on Canasta, implementing the AI, thinking I’ve had the first set of logic completed, ran the test and then I saw a nasty error message.

“Out of Memory”

Fuck me.

I left the project for a couple weeks. I was pretty frustrated. I kept running the code through my mind trying to find the problem and figure out what was causing the leak. Then BOOM! I found it. I use an animate handler that was getting overflowed with information. So in turn I created a animate Query handler to hold the next animate object before it needs to be processed. Thus cutting all the information required to be held at any given time to nearly nothing.

I’ve worked out the kinks the last couple days and now I’m good to hit the next step in the AI, hand control and going into their foot. Bring on the logical nightmares!

In other bloated news, I’ve been slowly documenting odd ideas and pieces of information for Mouse, but in all honesty, I’m not sure where to start. I have this great big vast idea for this game, but not sure how to present it. I have two main dilemmas, first being the perspective, I can’t decide if it going to be a side scroller (think Zelda 2 and Castle Crashers), or do I want to do a more traditional style (Zelda LTTP, FF series). The second dilemma, enemies and user drive. In one way I want to have a world of puzzles and misconception, then in the opposite direction, I want the world to play out like Diablo/Guild Wars type of world. The best, ultimately, would be a good mix of both ideas.

Its been a long day…

So Saturday night I decided to dabble in the world of alcohol, I fought an epic battle, and in the end I died. I woke up with a mild headache and hunger for thirst. In all this, I decided to sit down, and be lazy. All day. It was wonderful.

The main thing I did was really explore the idea of an alternate means of creating games, I fell into ROM hacking. I won’t go into specifics but my idea behind it was this, why not use an engine/means that was designed for that particular purpose. Bring the NES’ “Legend of Zelda” and SNES’ “Legend of Zelda: A Link to the Past”. I basically played around and searched around, read article after article about ROMs, editing them and changing them. Here I thought it was a challenge to script in Sphere, Hex editing and level editing for a ROM, that’s something else. Yes I guess the entire engine and mechanics would already be laid out but, thus mechanics would be awfully hard to modify, unless I learn a great deal of both hex editing, C and ASM. Which would be great in the long haul as I’m totally for it. But I think Sphere would be do a better job for what  I want right now. I will dabble into this world in the future, possibly with something smaller (graphic editing or minor adjustments) at a later date.

What’s the plan then? I’m going to fire up Sphere and start scripting away with a dummy map. Add in all the game play mechanics while on the side I’m going to be doing layout designs for the areas of the game. So when I finish this entry I will either be plugging away in Sphere or I’ll be sleeping. We’ll see who wins.



I’ve been running around with a bunch of ideas in my head about the ‘new’ mousetrap and have been thinking about the original Zelda game quite a bit. I’ve come to the conclusion that I really enjoyed the puzzles in previous Zelda games, mainly The Legend of Zelda: A Link to the Past (LTTP). So right now I’m a bit torn between the idea of a puzzles/story/drama game to more of an adventure-like/puzzles/combat game. Both in turn would be great, but one must decide to know where to draw the focus to. Both games are incredibly hard to pull off, a game without combat must have an engaging story and meaningful puzzles, while as a adventure game needs to have solid purpose (normally story driven) and a combat system that is not only (somewhat) unique, but something more importantly, not boring.

The biggest stumbling block for me currently is creating the map. I want to adhere to the style of the original Zelda, but I’m also exploring the idea of making it more like LTTP. I guess it depends on the type of game I want to create. Maybe I’ll post some notes that I’ve been making for the game soon. Also expect more pages added to the site in the coming days. My goal is to start doing a bit more editorial work like I’ve done in the past. I like articles.

I’ve also dabbed into the world of emulating a PlayStation. This is mainly to play Valkyre Profile, which is nearly impossible to find for a reasonable price. Oh how I wish I would of saved my copy. On a similar note I recently got my hands on a copy of Parasite Eve, I remember playing this with a friend and truly loving the game, even though it was a shade on the difficult side. I plan on testing that out in the near future.

I’m afraid I may go into the shadows in a couple weeks as NHL 10 rears its head into my living room soon. I can’t wait, it should absorb my life. Anyways, toodles!

Eventful, long Saturday night…

I spent most of my Saturday lounging around and relaxing as I was just in a lazy mood. I spent a good portion of the earlier morning hours watching 8-bit Death on Rob was playing the original Legend of Zelda on an emulator and broadcasting it for us all to see. Anyways, either he wasn’t familiar with the game or just not very video game savvy, so I decided to fire up my own play through. I ran all the way up to the 8th dungeon and my RockNES decided to freeze on me. I was pissed. Although it was a lot farther than I’ve been able to get on my actual NES, since that decides to reset or die periodically, I was still mad. So i was like, ok, whatever, I’ll restart and load up the save state. Yea, figures, just finished level six. So I stopped and watched Rob knock out Ganon.

Anyways, getting to the point of the story, I’m putting Mousetrap on hold for now (and for story issues), and have decided that I either want to make a re-tooled version of the original, a complete remake of the original on Sphere, or… make an entire new game but with the Legend of Zelda feel, basically the same mechanics (roughly) but with alternative graphics and objectives. Which bring me to another point, basically making a Mousetrap/Zelda cross. Which in theory (for me) would be ideal and rewarding experience for myself, something I’ve always wanted to do. I’m quite the fanboy. So maybe see some progress in the coming while, as long as I work on it. *snicker*