Thanks! Link's Awakening is my favourite. I'm going to keep working on it, although my small daughter means time is more limited these days! What I'll probably do is finish off all the core components, then create a 'vanilla' version with everything in it that people can download - sort of like a kit that could be used to create your own Excel rpg :) I've also built some tools to help with the development that I could share (the main one is a drawing tool to quickly create the sprites).
Ok, I've added a download link in the description. Please note though, this is really a very early version - it's full of bugs and hugely unfinished in every way. But hopefully it'll help inspire you if you create your own Excel games :)
I'm glad your friend said it couldn't be done because it made you do it. However I believe he should receive a smack as punishment every time this video receives a thumbs up.
Thanks! There isn't a link to download at the moment, mainly because I never really thought people would be interested. Then I saw an article about Cary Walkin's great excel game - Arena.Xlsm and thought I'd put this up here. I think I'll finish off what I've done, then create a sort of 'template' that people can use to create their own versions :)
Hey man, I found this video 2 years ago and it inspired me to begin learning Game Development. I'm making my two year progress video end of this month and was wondering if I could include footage from your video. I went from learning excel, to VBA then found your video, which lead me to Visual Studio C# and Unity & Blender. I will definitely include a link to your video in my description. Thanks in advance!!
This is amazing. That's probably my favorite zelda game. Great job with the excel program-fu. I hope you keep working on this. Are you going to release it for people to play?
Thanks! I'm not sure what the framerate is here, sorry. I never got round to optimising it, and it varied depending on the hardware it was running on. You can definitely see it slow down when there are enemies on screen!
It looks great! Is it possible that you could upload the excel sheet, in case you still have it? I'm working on something similar for a pokemon game, but it looks like your walking animations are much more fluent than mine and I could use some inspiration on how to improve them.
+Dennis Christiansen Hi Dennis, I'm afraid the original is on an old machine, so I don't have easy access to it. I did upload it, but someone complained there was a virus in it so I took it down. The animations are all sprite based, so there's a picture (.png image with transparent background) for each frame of animation, in each direction Link can travel. Only one image is shown at a time, and there's a variable in the code that stores the name of thr currently visible image. A counter built into the main then code loop determines when to change it (every couple of cycles or so), and some logic decides which image to show next (i.e. which direction is he facing, what was the last frame shown, what keys have been pressed, etc). Hope that makes sense?
Yeah, it makes sense, I already have a very similar setup with the png files for each direction and then switch out the pictures based on the direction I'm trying to move him in. But your animations are a lot smoother, since you show the actual walking e.g. "ForwardLeftFoot" - "ForwardRightFoot" - "ForwardLeftFoot" etc. The same with the attacking animation. I can see at 5:42 that you define 3 different sword frames. How do you then use it, do you place the animation, update screen, delete the animation, place next animation, update sceen etc?
Dennis Christiansen Ok, so... Link has only 2 frames of walking animation for each direction, even though it looks like 3 when he’s moving left to right (I can’t take credit - it’s all down to the clever Nintendo artists). So there are 8 images in total, named linkLeft1, linkLeft2, linkUp1, linkUp2, etc. In the code there’s a main game loop, which contains a counter for the frames of animation (stored in a variable called linkFrameCount). Then there’s a variable called linkSprite that stores the basic name of the image to be shown, and a variable called ‘linkSpriteFrame’ that stores either a “1” or a “2”. During play, the game loop runs indefinitely until the player quits. The screen is updated at the end of each loop. During each loop, linkFrameCount continually counts down from 10 to 1, then resets back to 10. As it does, there’s code that first checks which key (or combination of keys) has been pressed to determine which basic direction Link is moving in. It then assigns the basic name of the image to be shown - linkUp, linkDown, linkLeft, or linkRight to the linkSprite variable. Next it checks the linkFrameCount value. If it’s above or equal to 5, then the linkSpriteframe variable is set to “1”. If the counter is below 5, then the linkSpriteFrame variable is set to ‘2” (and of course each time the counter reaches 1 it’s reset to 10). Next, the code assembles the values in the linkSprite variable and the linkSpriteFrame variable into the name of the image that’s to be shown. E.g. if the player pressed the left key, and the animation counter was at 7, the linkSprite variable would be “linkLeft”, the linkSPriteFrame variable would be “1”, so the image to be displayed is linkLeft1. Finally the code shows linkLeft1, and hides all the others. The sword animation works in a similar way, but is trickier, because it has to account for both long and short key presses, and the movement of the enemies (in the video, enemies pause when you swipe the sword, but I did fix that in a later version so they keep moving). Link always pauses when the sword is swung, but you can long press until his spin attack is ready, then move around. That was achieved by adding a counter that increases as long as the ‘C’key is pressed then checking the value to see what action should be taken. Again, it’s not in the video though. That’s the basic premise anyway - I’m sure there are much more elegant ways of doing it!
It looks like you do need an account mate, sorry :( You didn't used to, but seems they changed it at some point... probably to try and prevent piracy or something. Bah!
LEGEND OF EXCELDA
Thanks! Link's Awakening is my favourite. I'm going to keep working on it, although my small daughter means time is more limited these days! What I'll probably do is finish off all the core components, then create a 'vanilla' version with everything in it that people can download - sort of like a kit that could be used to create your own Excel rpg :) I've also built some tools to help with the development that I could share (the main one is a drawing tool to quickly create the sprites).
Wow, this is absolutely insane. I know of course this requires VBA, but even then there are so many restrictions. Amazing job!
Looks Excelent :D
I see what you did there XD
This is the most amazing thing i have ever seen in excel!
;)
Excellent! I don't know what's more worrying - that i searched for 'zelda excel' or that you developed this. Great work :)
This is pretty dang cool.
First it was making an os in PowerPoint now it's making games in excel what's next making websites in word?!
I KNOW
what did you said? th-cam.com/video/gE24r0HUhYc/w-d-xo.html
Did you mean: *What next, HTML?*
You inspired me to create a VBA excel game and post it on TH-cam. Thanks.
Ok, I've added a download link in the description. Please note though, this is really a very early version - it's full of bugs and hugely unfinished in every way. But hopefully it'll help inspire you if you create your own Excel games :)
This reminds me of a kid I knew in middle school who made a game like Mario Brothers in PowerPoint.
Haha, yep - and proud of it! ;)
I'm glad your friend said it couldn't be done because it made you do it. However I believe he should receive a smack as punishment every time this video receives a thumbs up.
Thanks! There isn't a link to download at the moment, mainly because I never really thought people would be interested. Then I saw an article about Cary Walkin's great excel game - Arena.Xlsm and thought I'd put this up here. I think I'll finish off what I've done, then create a sort of 'template' that people can use to create their own versions :)
wow how the heck
This is so cool good job!
RIP the guy over here with 2016 Excel and a Mac....
Hey man, I found this video 2 years ago and it inspired me to begin learning Game Development. I'm making my two year progress video end of this month and was wondering if I could include footage from your video. I went from learning excel, to VBA then found your video, which lead me to Visual Studio C# and Unity & Blender. I will definitely include a link to your video in my description. Thanks in advance!!
Yeah of course - go for it! Nice to hear it inspired you and good luck with the game dev - I'll be interested to see your video 👍🏻
@@GamesExcel Thanks, appreciate it!
I am fooking impressed.. amazing
This is amazing. That's probably my favorite zelda game. Great job with the excel program-fu. I hope you keep working on this. Are you going to release it for people to play?
Lol, that's amazing dude
fantastic
awesome!
Amazing job, Zelda LTTP is a wonderful game.
Amazing!
I want to get this!! Please
This is just insane!
Do you still have a file to share? I am really curious to see how did you do some things there
I have this game on my gameboy color. The thing's a freaking dinosaur
fucking amazing, good job on this, link awakening is on the best zeldas of all time.
pretty awesome do you have a download link to check it out
The download link website isn't very user friendly..
you can try google drive for the link
any update on this for a download link?
lol, talk about irony, i just read that article and next thing i look at was this video
I don't see any way to download from 4shared without making an account. Am I missing something? I would definitely like to take a look otherwise...
Cool, how many fps is this. Almost looks better than real gb version
Thanks! I'm not sure what the framerate is here, sorry. I never got round to optimising it, and it varied depending on the hardware it was running on. You can definitely see it slow down when there are enemies on screen!
GamesExcel haha extremely cool nonetheless!
Please make tutorials!!! Please!!!
It looks great! Is it possible that you could upload the excel sheet, in case you still have it? I'm working on something similar for a pokemon game, but it looks like your walking animations are much more fluent than mine and I could use some inspiration on how to improve them.
+Dennis Christiansen Hi Dennis, I'm afraid the original is on an old machine, so I don't have easy access to it. I did upload it, but someone complained there was a virus in it so I took it down. The animations are all sprite based, so there's a picture (.png image with transparent background) for each frame of animation, in each direction Link can travel. Only one image is shown at a time, and there's a variable in the code that stores the name of thr currently visible image. A counter built into the main then code loop determines when to change it (every couple of cycles or so), and some logic decides which image to show next (i.e. which direction is he facing, what was the last frame shown, what keys have been pressed, etc). Hope that makes sense?
Yeah, it makes sense, I already have a very similar setup with the png files for each direction and then switch out the pictures based on the direction I'm trying to move him in. But your animations are a lot smoother, since you show the actual walking e.g. "ForwardLeftFoot" - "ForwardRightFoot" - "ForwardLeftFoot" etc. The same with the attacking animation. I can see at 5:42 that you define 3 different sword frames.
How do you then use it, do you place the animation, update screen, delete the animation, place next animation, update sceen etc?
Dennis Christiansen Ok, so... Link has only 2 frames of walking animation for each direction, even though it looks like 3 when he’s moving left to right (I can’t take credit - it’s all down to the clever Nintendo artists). So there are 8 images in total, named linkLeft1, linkLeft2, linkUp1, linkUp2, etc.
In the code there’s a main game loop, which contains a counter for the frames of animation (stored in a variable called linkFrameCount). Then there’s a variable called linkSprite that stores the basic name of the image to be shown, and a variable called ‘linkSpriteFrame’ that stores either a “1” or a “2”.
During play, the game loop runs indefinitely until the player quits. The screen is updated at the end of each loop. During each loop, linkFrameCount continually counts down from 10 to 1, then resets back to 10. As it does, there’s code that first checks which key (or combination of keys) has been pressed to determine which basic direction Link is moving in. It then assigns the basic name of the image to be shown - linkUp, linkDown, linkLeft, or linkRight to the linkSprite variable. Next it checks the linkFrameCount value. If it’s above or equal to 5, then the linkSpriteframe variable is set to “1”. If the counter is below 5, then the linkSpriteFrame variable is set to ‘2” (and of course each time the counter reaches 1 it’s reset to 10).
Next, the code assembles the values in the linkSprite variable and the linkSpriteFrame variable into the name of the image that’s to be shown. E.g. if the player pressed the left key, and the animation counter was at 7, the linkSprite variable would be “linkLeft”, the linkSPriteFrame variable would be “1”, so the image to be displayed is linkLeft1. Finally the code shows linkLeft1, and hides all the others.
The sword animation works in a similar way, but is trickier, because it has to account for both long and short key presses, and the movement of the enemies (in the video, enemies pause when you swipe the sword, but I did fix that in a later version so they keep moving). Link always pauses when the sword is swung, but you can long press until his spin attack is ready, then move around. That was achieved by adding a counter that increases as long as the ‘C’key is pressed then checking the value to see what action should be taken. Again, it’s not in the video though.
That’s the basic premise anyway - I’m sure there are much more elegant ways of doing it!
Thank you very much for the long and the very long explanation! I went for a little different approach but this was vey usefull.
Dennis Christiansen You're welcome :) I've actually managed to find a copy of the original, but not sure how to get it to you.
wow very amazing, is there a download link to the thing?
how tho
The old download link is too unfriendly!!!
Is there any other download links?
甘蜜柑 He removed the download link now.
You are God?
ようできとるな
omg
It looks like you do need an account mate, sorry :( You didn't used to, but seems they changed it at some point... probably to try and prevent piracy or something. Bah!
Money is what they want
WTF
It's cool but excel is completely obselete