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bbbbbr

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A member registered Jun 08, 2019 · View creator page →

Creator of

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Posted a reply on github and adding a copy here in case you may not have gotten notification:

Thanks for opening this.

There are several different changes combined together in this PR and I’d like to know which specific ones were necessary to resolve the problem and which ones are precautionary but not essential.

In addition, while there is some free WRAM I am reserving that for other uses, so using a substantial amount of that for the ~2.3K tile cache isn’t the right approach right now. I’ll think about how else I’d like to approach that and may do a different implementation to achieve that.

Thanks, should be fixed in the next release. I thought I’d guarded against all the cases where that would happen but I found a spot I missed.

Fun little math puzzle game!

Your image QRCode scans ok. There seems to be variability in QRCode scanners, some work and some don’t.

If the app you’re using doesn’t work you might try one of the ones known to be compatible (Binary Eye, Google Camera).

Here’s the image from your QRCode.

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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.

Yesssss!! Very happy for Wink to make an appearance. :) :)

Thank you for sharing your drawing! Fun that you used the QR format. :)

Congratulations, it’s awesome!

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!)

Thanks! Confirming that when downloaded it’s a changed ROM file.

Great! Thanks again for checking with them.

Thank you!

Do you know if they will send a message about it, or how they will transmit the new download? Checked the existing order download link it is currently identical to the 1.0 version.

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

Oh, cool! Still glad to see them in your version. Might be time to brush up on my pong history perhaps

Some fun variations on pong! Squash pong is neat idea. 4X pong breaks my brain :)

Cool to see a new version of this!

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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/

We (GBDK maintainers) came across your youtube channel earlier in the year and have recommended them to our users, especially those using the NES and SMS/GG ports. We appreciate that you made them!

Love these detailed updates that you share, thanks for posting them! And cool to see your games ported to various GBDK platforms.

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.

Oh… maybe it’s worth revisiting this at some point now that I have a 4-player adapter implementation. :)

Thank you!

Thanks for the answers, looking forward to a full release!

I got this crash as well. I was intentionally running the older compo/jam version though. Had a good time playing it.

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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.

  • Is that actually the case?
  • If so, it would be nice to have special handling which either always broke the sequence or always didn’t so that it was predictable.

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).

  • Does the input handling filter out diagonals entirely (i.e. blocking both in cases where UP and RIGHT are pressed)?
  • Or in the case of a diagonal does it pick one of the two directions based on some criteria?

(What feels like input buffering seems to work well btw)

Well put together little game, love the cat presence.

Stealth K only car? :)

Hope it’s not a spoiler: Go Right

This is such a cool and fun way to have made a Game Boy program/ROM, very impressive that you pulled it off!

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These additional instructions are helpful and make the game easier to get into!

Having them on the main game page (along with a note about how the monster card next to the weapon fits in) might make it easier for other people too.

(An instruction page in the ROM would be a great option too)

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No worries, just reporting so the issue is known.

Would be great if someone made a baba is you demake. A while back I looked around but haven’t seen one yet. There are some open source clones which would make a port more feasible.

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Found a small bug in tile editing mode:

Enter Tile Edit mode -> START -> B -> some times the location cursor sprites are no longer visible.

I think they are still getting moved in the OAM, but their tile is set to one which is all clear. Mainly happens for the first 3.

Edit: The tile select mode copy/paste instructions look like they might be reversed? START seems to paste and SELECT seems to copy.

And, a lil drawing:

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Very cool to see this project released. I’m looking forward to seeing what people make with it!

I suggest adding a #gbbasic tag to projects on itch that use it so they’re easy to find.

There isn’t, the closest is the “GB-Wordyl Box Preview Artwork” image file which is not 300 dpi.

The way to get a box (or one to scan) would be to pick up the Ferrante Crafts boxed cart version.

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Have played quite a bit of this now. Looking forward to reaching the 2k crash while it’s still an option. :)

It could be that making it randomly fair (as opposed to designed levels) might be algorithmically challenging, but perhaps there are ways to do that reliably. And/or ways for the game to ease back under certain conditions (such as halting lava climb while there aren’t enough landed blocks above the high water mark).

I guess it shouldn’t be surprising, but with more practice it’s become easier to get out of jams and jump around some edges. Fun to feel some progression.

Cool to see so many types of puzzle games packed into a single rom. The interface and ui have a nice feel.

Awesome!