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	<title>Comments on: Movement Mechanics in &#8220;The Legend of Zelda&#8221;</title>
	<atom:link href="http://troygilbert.com/2006/10/the-movement-and-attack-mechanics-of-the-legend-of-zelda/feed/" rel="self" type="application/rss+xml" />
	<link>http://troygilbert.com/2006/10/the-movement-and-attack-mechanics-of-the-legend-of-zelda/</link>
	<description>Gamedev 2.0</description>
	<lastBuildDate>Mon, 23 Apr 2012 13:14:00 +0000</lastBuildDate>
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		<title>By: david</title>
		<link>http://troygilbert.com/2006/10/the-movement-and-attack-mechanics-of-the-legend-of-zelda/comment-page-1/#comment-24677</link>
		<dc:creator>david</dc:creator>
		<pubDate>Mon, 04 Apr 2011 20:40:00 +0000</pubDate>
		<guid isPermaLink="false">http://troygilbert.com/2006/10/19/the-movement-and-attack-mechanics-of-the-legend-of-zelda/#comment-24677</guid>
		<description>great article.  if anyone knows of any similar articles to this one post the links</description>
		<content:encoded><![CDATA[<p>great article.  if anyone knows of any similar articles to this one post the links</p>
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		<title>By: Daniel Carvalho</title>
		<link>http://troygilbert.com/2006/10/the-movement-and-attack-mechanics-of-the-legend-of-zelda/comment-page-1/#comment-24620</link>
		<dc:creator>Daniel Carvalho</dc:creator>
		<pubDate>Tue, 23 Nov 2010 10:53:00 +0000</pubDate>
		<guid isPermaLink="false">http://troygilbert.com/2006/10/19/the-movement-and-attack-mechanics-of-the-legend-of-zelda/#comment-24620</guid>
		<description>I&#039;d rather just combine a tile based system for creating levels, then per-pixel collision detection for the objects that reside within the world.

So your characters and such can move freely within the world, one pixel at a time, and yet, building levels remains structured and organized. Kinda like the later example you gave of the Zelda games.</description>
		<content:encoded><![CDATA[<p>I&#8217;d rather just combine a tile based system for creating levels, then per-pixel collision detection for the objects that reside within the world.</p>
<p>So your characters and such can move freely within the world, one pixel at a time, and yet, building levels remains structured and organized. Kinda like the later example you gave of the Zelda games.</p>
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		<title>By: auto insurance rates</title>
		<link>http://troygilbert.com/2006/10/the-movement-and-attack-mechanics-of-the-legend-of-zelda/comment-page-1/#comment-24618</link>
		<dc:creator>auto insurance rates</dc:creator>
		<pubDate>Wed, 17 Nov 2010 05:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://troygilbert.com/2006/10/19/the-movement-and-attack-mechanics-of-the-legend-of-zelda/#comment-24618</guid>
		<description>hi.. 
If you are looking for Auto insurance rates then please visit out site.  Auto 

insurance is required by law.Auto insurance is something that you should have 

for your vehicles to protect yourself. If you have your vehicles financed then 

it is  mandatory . Auto insurance can be expensive though and that is what often prevents people from purchasing it.  You can find this at our site so don’t stress about it. That information is important so you can make sure you have adequate coverage on the vehicle.</description>
		<content:encoded><![CDATA[<p>hi..<br />
If you are looking for Auto insurance rates then please visit out site.  Auto </p>
<p>insurance is required by law.Auto insurance is something that you should have </p>
<p>for your vehicles to protect yourself. If you have your vehicles financed then </p>
<p>it is  mandatory . Auto insurance can be expensive though and that is what often prevents people from purchasing it.  You can find this at our site so don’t stress about it. That information is important so you can make sure you have adequate coverage on the vehicle.</p>
]]></content:encoded>
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		<title>By: I discovered two interesting articles. Read them. &#171; Threeli.com</title>
		<link>http://troygilbert.com/2006/10/the-movement-and-attack-mechanics-of-the-legend-of-zelda/comment-page-1/#comment-24198</link>
		<dc:creator>I discovered two interesting articles. Read them. &#171; Threeli.com</dc:creator>
		<pubDate>Fri, 10 Sep 2010 21:08:00 +0000</pubDate>
		<guid isPermaLink="false">http://troygilbert.com/2006/10/19/the-movement-and-attack-mechanics-of-the-legend-of-zelda/#comment-24198</guid>
		<description>[...] Gilbert has a website.  On it I found a fascinating article about how moment auto-corrects in the not-so-tile-based tile-based &#8220;The Legend of [...]</description>
		<content:encoded><![CDATA[<p>[...] Gilbert has a website.  On it I found a fascinating article about how moment auto-corrects in the not-so-tile-based tile-based &#8220;The Legend of [...]</p>
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		<title>By: Demon Exh</title>
		<link>http://troygilbert.com/2006/10/the-movement-and-attack-mechanics-of-the-legend-of-zelda/comment-page-1/#comment-23741</link>
		<dc:creator>Demon Exh</dc:creator>
		<pubDate>Thu, 01 Jul 2010 07:08:59 +0000</pubDate>
		<guid isPermaLink="false">http://troygilbert.com/2006/10/19/the-movement-and-attack-mechanics-of-the-legend-of-zelda/#comment-23741</guid>
		<description>st... stop being a dickwad. HCI can stay the fuck out of video games thanks. It ruined personal computing software enough.</description>
		<content:encoded><![CDATA[<p>st&#8230; stop being a dickwad. HCI can stay the fuck out of video games thanks. It ruined personal computing software enough.</p>
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		<title>By: Design roundup #3. &#171; Significant Bits</title>
		<link>http://troygilbert.com/2006/10/the-movement-and-attack-mechanics-of-the-legend-of-zelda/comment-page-1/#comment-23596</link>
		<dc:creator>Design roundup #3. &#171; Significant Bits</dc:creator>
		<pubDate>Fri, 12 Mar 2010 00:49:18 +0000</pubDate>
		<guid isPermaLink="false">http://troygilbert.com/2006/10/19/the-movement-and-attack-mechanics-of-the-legend-of-zelda/#comment-23596</guid>
		<description>[...] Movement Mechanics in &#8220;The Legend of Zelda&#8221; &#8211; A fairy detailed article on Link&#8217;s moveset in the original game and its sequel, and another example of why Nintendo&#8217;s games often just &#8220;feel&#8221; so good.   &#124;  &#124;  &#124;  &#124;  &#124;  &#124; [...]</description>
		<content:encoded><![CDATA[<p>[...] Movement Mechanics in &#8220;The Legend of Zelda&#8221; &#8211; A fairy detailed article on Link&#8217;s moveset in the original game and its sequel, and another example of why Nintendo&#8217;s games often just &#8220;feel&#8221; so good.   |  |  |  |  |  | [...]</p>
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		<title>By: Rebekah</title>
		<link>http://troygilbert.com/2006/10/the-movement-and-attack-mechanics-of-the-legend-of-zelda/comment-page-1/#comment-23696</link>
		<dc:creator>Rebekah</dc:creator>
		<pubDate>Wed, 17 Feb 2010 21:40:32 +0000</pubDate>
		<guid isPermaLink="false">http://troygilbert.com/2006/10/19/the-movement-and-attack-mechanics-of-the-legend-of-zelda/#comment-23696</guid>
		<description>&quot;even tough the environment is tile-based&quot; was probably meant to be &quot;even though...&quot;&lt;br&gt;&lt;br&gt;Excellent article!</description>
		<content:encoded><![CDATA[<p>&#8220;even tough the environment is tile-based&#8221; was probably meant to be &#8220;even though&#8230;&#8221;</p>
<p>Excellent article!</p>
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		<title>By: Rebekah</title>
		<link>http://troygilbert.com/2006/10/the-movement-and-attack-mechanics-of-the-legend-of-zelda/comment-page-1/#comment-23567</link>
		<dc:creator>Rebekah</dc:creator>
		<pubDate>Wed, 17 Feb 2010 13:40:32 +0000</pubDate>
		<guid isPermaLink="false">http://troygilbert.com/2006/10/19/the-movement-and-attack-mechanics-of-the-legend-of-zelda/#comment-23567</guid>
		<description>&quot;even tough the environment is tile-based&quot; was probably meant to be &quot;even though...&quot;&lt;br&gt;&lt;br&gt;Excellent article!</description>
		<content:encoded><![CDATA[<p>&#8220;even tough the environment is tile-based&#8221; was probably meant to be &#8220;even though&#8230;&#8221;</p>
<p>Excellent article!</p>
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		<title>By: Required Reading &#171; Roll For The Drop</title>
		<link>http://troygilbert.com/2006/10/the-movement-and-attack-mechanics-of-the-legend-of-zelda/comment-page-1/#comment-23554</link>
		<dc:creator>Required Reading &#171; Roll For The Drop</dc:creator>
		<pubDate>Fri, 22 Jan 2010 02:48:46 +0000</pubDate>
		<guid isPermaLink="false">http://troygilbert.com/2006/10/19/the-movement-and-attack-mechanics-of-the-legend-of-zelda/#comment-23554</guid>
		<description>[...] Required&#160;Reading  http://troygilbert.com/2006/10/the-movement-and-attack-mechanics-of-the-legend-of-zelda/ [...]</description>
		<content:encoded><![CDATA[<p>[...] Required&nbsp;Reading  <a href="http://troygilbert.com/2006/10/the-movement-and-attack-mechanics-of-the-legend-of-zelda/" rel="nofollow">http://troygilbert.com/2006/10/the-movement-and-attack-mechanics-of-the-legend-of-zelda/</a> [...]</p>
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		<title>By: Will</title>
		<link>http://troygilbert.com/2006/10/the-movement-and-attack-mechanics-of-the-legend-of-zelda/comment-page-1/#comment-23539</link>
		<dc:creator>Will</dc:creator>
		<pubDate>Tue, 05 Jan 2010 13:44:51 +0000</pubDate>
		<guid isPermaLink="false">http://troygilbert.com/2006/10/19/the-movement-and-attack-mechanics-of-the-legend-of-zelda/#comment-23539</guid>
		<description>I did something similar with an Ant simulator.  There is a grid based tunnel system, while moving through a tunnel having a one pixel tile overlap with a filled in tile next to an empty tile was very annoying.  My solution was to move the player in the right direction the rest of the way if they are blocked (i.e. they are slightly more than half way between two tiles and want to move up, that will cause them to move right until up is a valid move).&lt;br&gt;&lt;br&gt;Here&#039;s a video: &lt;a href=&quot;http://www.youtube.com/watch?v=ZOkAxh378T0&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=ZOkAxh378T0&lt;/a&gt;&lt;br&gt;You can try this nds image out with a Nintendo DS emulator: &lt;a href=&quot;http://github.com/drovor/DSAnts/raw/master/DSAnts.nds&quot; rel=&quot;nofollow&quot;&gt;http://github.com/drovor/DSAnts/raw/master/DSAn...&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>I did something similar with an Ant simulator.  There is a grid based tunnel system, while moving through a tunnel having a one pixel tile overlap with a filled in tile next to an empty tile was very annoying.  My solution was to move the player in the right direction the rest of the way if they are blocked (i.e. they are slightly more than half way between two tiles and want to move up, that will cause them to move right until up is a valid move).</p>
<p>Here&#39;s a video: <a href="http://www.youtube.com/watch?v=ZOkAxh378T0" rel="nofollow">http://www.youtube.com/watch?v=ZOkAxh378T0</a><br />You can try this nds image out with a Nintendo DS emulator: <a href="http://github.com/drovor/DSAnts/raw/master/DSAnts.nds" rel="nofollow">http://github.com/drovor/DSAnts/raw/master/DSAn&#8230;</a></p>
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