Such an honor to hear that from you! Glad you enjoyed it <3
Coffee 'Valen' Bat
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Ive actually been coding in the same language as the game (LUA) pretty recently for a different project, the problem is moreso with the "engine". PICO-8 is like a sandbox (What's called a "Fantasy console"), so it takes care of low level things like talking to the operating system about controllers and keyboard and stuff - The engine (PICO-8) is closed source too so I can't do much about how it handles controllers without looking for an alternative engine or something, which again, probably don't have the time to do for a game I finished many years ago 😵💫 I'm still interested in making a port of this game at some point (once I'm done with my current project, Pizza Delivery ReHeated), it's one of my favorite original games I've done.
Thank you for enjoying it! It's insane for me to think people are enjoying it many years later. <3
Are you on Mac? Must be some Apple shenanigans I can't really debug... You can always download the .P8 file and load it up in PICO-8, either via the standalone executable or the free Education edition online (This game was made for a fairly old P8 version so maybe it wont work on recent versions tho).
Oy! Sadly no, this is a PICO-8 game, not a Game Boy game.
I could at some point make a GB port as I do GB Homebrew now, but the adapting the mouse/touchscreen gameplay would be tricky... I guess I could make a gb accesory for a mouselike device or add support for the SNES's Mouse via the SGB but that's pretty niche.
It's not cancelled that's for sure 😅I just have been struggling with certain engine caveats to finish the final few bosses, plus being busy with college and my personal life. I'm the only dev for this game besides asset collaborators so the destiny of this thing falls exclusively on me. I promise to at least release *something* at some point and not leave this cancelled like other PD related games
In short, First I render the text layer in software, which is not very expensive CPU wise since scrolling the text up just means moving everything one byte backwards.
Afterwards I overlay it into the background layer in RAM and copy the blended buffer into VRAM using some special GBC DMA features, this second part IS very CPU expensive, since it means ORing 4KiB of data.
The background layer is just a normal piece of GBC artwork with the exception that color 3 of every tile is reserved for the text color.
I got inspired to code this by a GG tech demo!
https://www.pouet.net/prod.php?which=56575
Heya, guessing you got the file from the hT sample songs - Feel free to use it, although explaining it's origin ("Song taken from hUGETracker sample songs, composed by blah blah blah") might be useful for people looking up the song. For any questions not related to this pack, you can reach me on the GBDev and GB Studio Discord servers or any of the other contacts in the pack description.
I wrote that function into the original PICO-8 demake, but haven't implemented it yet as my GB engine doesn't have a popup menu like PICO-8 does - I'll definetly try and implement it as an optional button configuration once I start adding settings to the game! Do you think it would work best as a single "Auto-dash and shoot with B" option?
Hey! Game's composer here, here's a quick patch for that, you can apply it with something such as https://www.marcrobledo.com/RomPatcher.js/
Glad you enjoyed the music!
Patch:
https://cdn.discordapp.com/attachments/779430316968247306/1053478971469205514/Ge...
Ay thanks! I'll make sure to add your game to the page later. I've thought of making another sfx pack but I'd need more ideas for SFX developers may need (lmk if you've got any ideas), as for the delay, I believe that's actually GB Studio's issue, since the built in emulator has some pretty middling sound emulation with some sound delay.











