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.
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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