Tested with a bunch of files and haven’t seen any import trouble with 0.1.3, looking good!
I’ll do that if the freeze happens again
The shortcuts do seem to work so far.
I noticed a glitchy issue when importing the title screen graphic from Den of Snakes (with gb studio limits turned off in a new project). After importing a second time the image was ok.


But now a problem after closing and restarting the app… it seems unable to open and stuck with some kind of minimal electron (or whatever the ui platform is) base window. It has a web dev tools, etc. Can’t seem to get it to run normally anymore.

Deleting the chromium temp files it had made in /tmp didn’t work. Deleting it’s entire folder in (my user home)/.config/tessarium didn’t work.
Have a system restart I need to do anyway soon, so maybe I’ll see if it’s ok after that.
Love the game, it’s very polished and charming!
One thing is I seem easily distracted by ongoing motion such as clocks incrementing. It might be convenient to have an option to turn off the clock ticking. No worries if not of course, and I’ve rom patched it out for the time being anyhow.
Btw, added it to our gbdk showcase. https://gbdk-2020.github.io/gbdk-2020-gallery/?sortSelector=Featured
Thanks again for making and sharing this!
In the past they’ve said the tag is an engagement hack. :)
I think it’s straight GBDK, at least according to gbtoolsid: https://bbbbbr.github.io/gbtoolsid_web/
Thanks! The flood fill is an implementation of the “span filling” algorithm described in the wikipedia link below. I made a naive flood fill first that used more memory and was noticeably slower, but this one runs pretty well.
It’s kind of fun just to make spirals/mazes and then watch it flood fill them. :)
https://en.wikipedia.org/wiki/Flood_fill#Span_filling
Most of the drawing tools are built on top of the GBDK drawing.h api, which saved a lot of time vs writing them all entirely from scratch.
Looks like you’re using GBDK (based on rom info).
If that’s the case then it could be as simple as builds flags ( -msm83:ap ).
If you are using one of the GBDK cross-platform Makefiles then even easier, just adding “pocket” to the TARGETS= line.
There’s some additional info here: https://gbdk.org/docs/api/docs_supported_consoles.html#autotoc_md144
And here: https://gbdk.org/docs/api/docs_supported_consoles.html#autotoc_md161
The Emulicious emulator supports the .pocket format if you want to test without a Analogue device.
(Really nicely put together game!)
Cool!
Since you seem all in on fitting in 32K, if music gets hard to fit there is a non-maintained fork of hugeDriver/Tracker that supports compression. I’ve used it in a few of my 32k games to squeeze more in.
It was originally documented here: https://github.com/SuperDisk/hUGETracker/issues/105
But now is kept around in my MegaDuck fork (still supports Game Boy): https://github.com/bbbbbr/hUGEDriver/releases/tag/megaduck_compression_v1.1
A ZIP file with all the ROMs can already be found at https://github.com/gbdev/gbcompo25 Direct link: https://github.com/gbdev/gbcompo25/archive/refs/heads/main.zip
Sources for the open-source entries are archived as individual repos here: https://github.com/gbcompo25/
Have a couple games that have been up for 5-6 years now. It would be nice to see their trends on a longer time scale than 1 year.
The current charts are great for recent data, but the limited range (1 year) and narrow aggregation (day or week) make it harder to see how the game is doing over a long time span.
If the aggregation range could be increased to Months and potentially Years, and the range increased to at least 5 years that would be helpful.
Alternately an easy way to export the entire download data to csv format.
Loving this a lot (gameplay and mechanics, difficulty progression, music, aesthetic).
A couple questions after playing it a bunch:
Can’t tell for sure, but it seems like when two different sizes of blocks will be formed after landing a piece, whether they break a 3x sequence depends on the order in which they’re created on the board.
On some of my d-pads that are a little more squirrely (analogue pocket) I occasionally get unwanted direction changes in worm mode (such as UP when pressing RIGHT). Some of this is surely my error, but it doesn’t happen much on better d-pads (clicky gba sp).
(What feels like input buffering seems to work well btw)