|
||||||
Views:
752,153 |
Sections: Documents
| Utilities
| ROM Hacks
| Games
| Translations
| Homebrew
| Fonts
| Community
Site: Main | Rules/FAQ | Discord | Memberlist | Latest posts | Stats | Ranks | Online users |
11-21-24 09:03 AM |
||||
Guest: Register | Login |
0 users currently in Projects and Art | 1 bot |
Main - Projects and Art - Cyberspace maze game for Game Boy Color (WIP) (2) |
NovaSquirrel |
| ||
Micro-Goomba Level: 5 Posts: 7/10 EXP: 311 Next: 218 Since: 08-16-24 Last post: 7 days Last view: 1 day |
I've been working on a top-down maze game for Game Boy Color involving my character Maffi going into randomly generated mazes in cyberspace and guiding lost critters to the exit while defending herself from enemies. You can find some screenshots and a build of it on NesDev. It's been really interesting getting to work on something top-down, given that a lot of my games have been platformers, because that brings up new game design and programming challenges. It's also nice to have the gameplay objective be something more than just moving right (though I know that's a massive simplification)? Let me know what you think! Check out my site! It's got a bunch of projects I've worked on, including homebrew and a virtual world about collaborative map building that's RP focused. |
mikumikumewmew |
| ||
Newcomer Level: 3 Posts: 1/3 EXP: 51 Next: 77 Since: 08-16-24 Last post: 5 days Last view: 3 days |
really cute and entertaining. will say i felt like the enemies could swarm really quickly, but i think its a very cool game so far, looking forward to seeing more! |
NovaSquirrel |
| ||
Micro-Goomba Level: 5 Posts: 8/10 EXP: 311 Next: 218 Since: 08-16-24 Last post: 7 days Last view: 1 day |
Yeah I think maybe setting the maximum number of active enemies to 12 was a mistake, at least for early levels. I'll definitely be adjusting that. Check out my site! It's got a bunch of projects I've worked on, including homebrew and a virtual world about collaborative map building that's RP focused. |
Snowshoe |
| ||
Level: 5 Posts: 11/12 EXP: 403 Next: 126 Since: 08-19-24 From: Lunatea Last post: 24 days Last view: 2 hours |
I really like what you did with the SGB colors, and Maffi is very cute. Also I wish I had a flashcart so I could try it on my real GBC. |
NovaSquirrel |
| ||
Micro-Goomba Level: 5 Posts: 9/10 EXP: 311 Next: 218 Since: 08-16-24 Last post: 7 days Last view: 1 day |
Posted by Snowshoe Thanks! And I'm glad you think Maffi is cute, hehe. I want to really take advantage of having as much space as I need for the game (as opposed to when it was originally going to be a 32K game) and have some larger illustrations in there. I feel like a lot of Super Game Boy games are pretty much just shades of a single color and that feels like a waste. I guess my somewhat cartoon-y art style is a good fit for doing something like this, since I have a lot of flat areas of the same colors, and that leads to having a areas that "read" as red, or blue, or white, even if there's others stuff going on. For people who do try it on a real console I'm definitely interested in hearing about how people think it looks on different screens, since I know GBC screens actually have a good amount of variation? I'm also not doing the super saturated colors a lot of games do so it might be a little dark potentially, though I am planning on having it be an option. It does look OK on mine with reasonable lighting. Check out my site! It's got a bunch of projects I've worked on, including homebrew and a virtual world about collaborative map building that's RP focused. |
Snowshoe |
| ||
Level: 5 Posts: 12/12 EXP: 403 Next: 126 Since: 08-19-24 From: Lunatea Last post: 24 days Last view: 2 hours |
Posted by NovaSquirrel That's what I was thinking. Instead of having shades of one color, use several different colors for variety. Then if you need shading, use the different colors for a hue shifting effect. Plus, you can use many different colors while still using the same amount of palette slots. |
Main - Projects and Art - Cyberspace maze game for Game Boy Color (WIP) (2) |
Acmlmboard v2.5.6+neo (2024-08-13) © 2005-2024 Acmlm, Emuz, NinCollin, et al. |
MySQL - queries: 65, rows: 420/428, time: 0.059 seconds. |