looking up and loaf mode. π±π
looking up and loaf mode. π±π
whiskers picked up a power star. π±π
got basic room switching working. the plan is to store only a bump map for each room and decorate on load that so the world can be quite big.
the plan is to stay within 32kb for the rom so it can be flashed on a basic cartridge, but not sure if that will work out. πΎ
ok, the gameboy screen only holds 10x9 tiles of 16x16. so a coordinate is never > 16 (4 bits).
so I can store a level object's x+y position in one byte (8 bits) and extract them using bitshift and save 50% storage.
feeling like a hacker now. π
finally got some time again⦠and procrastinating on the hard stuff, so adding different weather effects.
you almost don't see it's part of the cat's face falling from the sky. π
more randomness to the particles. different directions and floatiness.
to save sprite slots I think I'll use about 4 particles with different fixed behaviours. like the ghosts in Pac-Man that look more random and complex than they really are.
already ran into a case where the #GameBoy chip design really shows itself: doing (x % 2) is fine. (x % 3)? MASSIVE slowdown. :)
made a 8x8 pixel font so I can actually get some debug info on the screen. been doing almost without for too long⦠:)
here's a version with the "fat" side of the letter on the right instead. it looks a bit lighter and more playful.
font folks: what's that called?
hello world!
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strings in C really are a pain! π± but managed to figure it out eventually.
it can only print a string, or max 2 names/values to the screen. but this will be a huge step up going forward. :)
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a bit more automated decoration! π‘
when a single block is sticking out of the floor/wall, it has a chance of turning into a chimney/shelf.
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pretty happy with how much atmosphere such small details add. :)
next: windows! anyone remember this?
bunch of Dutch window styles ready. πͺπ
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@hbons π π yeah, if using SDCC/GBDK then the compiler knows it can optimize modulo powers of 2 to bitmask operations.
This may not have been true for older sdcc versions, but i haven't checked.
I think I got a decent balance going. there are only 4 particles. 1 moves right, the other 3 move diagonally, 2 of which downward.
also the weather resets when moving from room to room.
next: proper tiles and and some fade in/out effects. :)
you can't have atmosphere in a game without these particles apparently. whatever they may be is a mystery. π§
got some block decorating working! π
it's not very efficient as I'm looping the screen data twice (and will likely do more) but it doesn't need to be fast as this game will not scroll. also I prefer several task based loops over a single complex one.
oh yea, the SameBoy emulator allows for several borders and palettes to check the game in different hardware. keeps things fresh too. super nice. :)
improved the block decorations a little. now different sides get treated differently.
next I want to throw some randomness into the mix and seed the RNG with the room number so it will always look the same. π§±
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some more special cases solved. edge/corner decorations now won't happen at the edges of the screen.
platform blocks are 16x16, but decorations get decided in 8x8 sections. I like how this creates unintentionally smooth patterns without even adding randomness or extra tile variations yet. :)
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ok, that was a huge pain.π
collisions now work! in the left/right direction only. I'm sure there are endless bugs with it, but I'm so glad I got something functional.
now at least I have a mental model of the logic to build on it further. :)
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city view. π±π
thinking about making the world a Dutch city style as I haven't really seen that done before.
little fan goes brrrrrrr.
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I've been going about this all wrongβ¦π¬
I was checking the tilemap if a room had fans, calculated the positions, and changed the tiles.
instead you can swap the tiles in the tileset. nothing else to think about. π€―
so much less code and cycles used.
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is the core gameplay for a minimum viable product working? no.
but can you chill about enjoying falling autumn leaves? HELL YES.
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got inspired by game devs on here who were implementing easing by applying simple gravity. this is just horizontal gravity in two directions. :)
should make adding/tweaking effects much easier.
literal tiny updates: π grass, shrooms, and chimney hats. π±ππ
dust particles now also fade in and out which looks a lot better. :)
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