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Sheets of Graph Paper Were Used to Design Super Mario Bros (2016)

58 点作者 raytopia大约 1 年前

7 条评论

anon373839大约 1 年前
Low fidelity prototypes (like these sketches) are one of the best ways to explore and understand a problem space efficiently. It's tempting to rush into implementation, but usually being patient and investing more time in paper and pencil will lead to a better result at the end, and a smoother development process too.
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mch82大约 1 年前
Neat insight…<p>&gt; &quot;Most times I start by making a course I want to play, which is usually like 2-1 (World 2, Level 1) or 2-2 (World 2, Level 2),&quot; said Miyamoto while discussing the difficulty of the game. &quot;Once that&#x27;s done, we try to make it a little easier, so we move on to making 1-1 (World 1, Level 1).&quot;
HumblyTossed大约 1 年前
Used to do sprites with graph paper on my C=64 back in the day. I mean it’s kinda what graph paper is good for.
fsloth大约 1 年前
I still default to pen and paper when approaching problem that lacks a predetermined fixed schema.<p>Computer editors are not ready yet. There is nothing that is as powerful and immediate as pen and paper (and yes, I&#x27;ve seen a lot of them).
omoikane大约 1 年前
This reminds me of:<p><a href="https:&#x2F;&#x2F;news.ycombinator.com&#x2F;item?id=29657343">https:&#x2F;&#x2F;news.ycombinator.com&#x2F;item?id=29657343</a> - Street Fighter II paper trails – allocating sprite space by hand (2021)
rightbyte大约 1 年前
Interesting. I would have thought they used some pixel editor? But the simple approuch maybe saves time. It was probably way easier to get an overview of the map during design.
amelius大约 1 年前
I mean, why not? Writing a level-editor is a lot of work.<p>(A spreadsheet could be another option)
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