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Main - Projects and Art - Cyberspace maze game for Game Boy Color (WIP) (2)


NovaSquirrel
Posted on 10-20-24 02:35 PM, in (rev. 2 of 10-20-24 02:37 PM by NovaSquirrel) Link | ID: 1177

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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
Posted on 10-23-24 02:41 PM, in Link | ID: 1186
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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
Posted on 10-23-24 06:41 PM, in Link | ID: 1187

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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
Posted on 10-24-24 02:42 AM, in Link | ID: 1189

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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
Posted on 10-27-24 07:18 AM, in (rev. 2 of 10-27-24 07:24 AM by NovaSquirrel) Link | ID: 1251

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Posted by Snowshoe
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.


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
Posted on 10-27-24 07:12 PM, in Link | ID: 1254

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Posted by NovaSquirrel
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.

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.


Zoinkity
Posted on 12-29-24 05:15 AM, in Link | ID: 1437

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It's safe to go a step farther and say few games really used any of the SGB features, much less used them well. They'd set a shade for FG & BG, add a border, then call it a day.

Sure, not everyone will find a use for running arbitrary SNES code on the side, but it has some cool 2 & 4 player support. Among the many emulators that muck that up are the official ones embedded in the Pokemon Stadium games. They'll recognize MP games are possible (testing controller count is part of detecting SGB after all) but use controller 1 for all inputs. The horror!

Would be neat is somebody stretched the limits of that one day, like using the SNES-side to do sprite replacements of the MC or something. A sort of "what it the framebuffer does nothing but pass display data?" demo, if that makes any sense. Be more sensible than covering the lower-left corner with an (admittedly kinda cool) graphic.

NovaSquirrel
Posted on 12-29-24 05:39 AM, in Link | ID: 1438

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I did see one project play with going really far with running custom code on the SNES: https://mastodon.social/@eggboycolor/110626022523335370

For me personally I've thought about playing with my own custom enhancements, but I wouldn't want to rob myself of the opportunity to play with the very unique aesthetic you get from the way Super Game Boy normally works. I can just make a regular SNES game alongside it.

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.

Zoinkity
Posted on 12-30-24 01:55 AM, in Link | ID: 1441

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Very true, SGB is quite unique from GBC.
Softer colors--if that makes any sense--and more reminiscent of NES-era sprite colorization. Maybe similar limitations at work? GBC often feels oversaturated and GB on GBA actually was oversaturated. Colorspaces are real.

NovaSquirrel
Posted on 12-30-24 03:35 AM, in Link | ID: 1443

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Color-wise, I suppose on SGB you can just use any arbitrary colors you want, since a TV will do a better job at a wide range of colors than a non-backlit GBC screen. But there's a really unique aesthetic detail in the form of only being able to color screen regions, not on-screen elements like sprites, so you'll end up with setups where the game area itself is all one palette and then the status bar (or other static screen elements) looks a lot more colorful. Having a high-color border that's meant to fit alongside a low-color game area in the middle is also very distinct.

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.

ArceusI
Posted on 01-13-25 07:16 PM, in Link | ID: 1475

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Tried it on Android...Boy is it clunky on Androids. Best for the Real console or other consoles via emulation.

But it is an interesting concept.

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Main - Projects and Art - Cyberspace maze game for Game Boy Color (WIP) (2)

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