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(+1)

Oh I’m certainly it’s technically feasible, including the animation. I did it to spec, and I’m certain the number of moving sprites and changing characters is actually well within the CPU’s capability. What I meant was whether as a game it would be readable on a DMG. I saw one again for the first time in a long while a few years ago and was shocked at how low contrast the screen really was! And the ghosting! I could have sworn I remember is being more eligible, but eh, rose tinted glasses right? With contrast that low, it feels like big blocky shapes are essential for readability, little 8x8 characters moving too quickly would just be an invisible blur.

Right. I thought you were referring to the animation complexity.

In the meantime, I started converting the GIF into a GB ROM and found out it’s not as easy as I’d imagined. You have the independently moving scales, which are exactly ten tiles wide. That means that if I want to render those as sprites, the cat has to be background.

Regardless, I’d love to see your imaginary game become a reality!

Lol yeah, the thought occurred to me that the cat was one tile too far. On the other hand, if he never moves out of his 8x8, he can just be a bg tile swap, right? He’s intentionally standing against a blank background too :)

Yes, the cat is a very nice touch. The eyes, on the other hand, are 9 pixels wide. Not a huge problem, but took me a while to catch.

(+1)

Yah, that’s just me getting lazy by that point and animating the eye blink across 3 bg characters. If I shifted the whole boss right by a pixel I think I could probably cut that down to 2 individual characters and it would be just about the same.

Man, this convo is nostalgic. My very first job aeons ago was as a GBA artist/engineer. I only did a few quick things before we moved to 3DS games, but now I get to look back on that with more than a bit of nostalgia. Thanks :)