I've been fairly disciplined in my recently and kept my prototypes (mostly) to pure gameplay. However, this means I don't have much to share or show because visually it looks like a bunch of squares bumping into eachother. This means I'm not getting any external validation for my efforts - and I *like* external validation! Anyway, here's some squares moving on a Game Boy

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Still haven't settled on a player character design, but here's some of the rejected heroes

Started on environment art. Unsure on whether to have filled or blank backgrounds. The brickwork is pretty subtle on real hardware but maybe a bit too busy in emulators?

slowly progressing, dialogue system working. need to shuffle font etc into limited graphics tile memory without trashing the background and player sprite, and the memory is only accessible during the vblank period between frames 😅

@voxel Nothing wrong with squares! Looking great! Gives me some of the early arcade games vibes. What will the game be about?

I wouldn't even know where to start trying to write something for gameboy - assembly scares the hell out of me :D

@FredBednarski there's good tools for sensible people now, GBStudio lets you make a game boy rom in a comfy IDE with no coding. But I'm writing this in z80 assembly. It's a slow paced, tower climbing platformer

@voxel Yeah, I remember when the first public version of GBStudio came out. Played a bit with it, but still haven't given it a proper try. Probably should.

I'd prefer to write my own code, because I got used to that when I got into gamedev with pico8, and after that I struggled using the more modern/popular/fully fledged engines, but maybe the small limited scope of GBStudio would actually work for me 🤔

@voxel I think your brickwork looks great. Maybe a shade lighter if possible?

@ifixcoinops of the four colours, the lines between the background bricks use the second lightest, and the bricks themselves use the lightest 😅

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