its technically a bat but thanks xD this version is a lil harder, ill upload a complete-able build after the jam
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nwver played this kind of game before, this is a first for topdown survival wave based levelling up game....we need a genre name for that XD I imagine it being on a sega dreamcast or ps2 PSP? nice game quite the quirky character. THAT WALK ANIMATION THO
snappy animations! dont know how many things I can fish and I'm too lazy to find out, what console this game could've be on, i wonder? its not gameboy since its too adv for that, great game tho, would love to have a fish/trash compendium someday
This is nice...simple yet somewhat nostalgic...dont know if this is an actual lost cart or something since baseball is a pretty common game back then on consoles esp game n watch ones, but I love the presentation. goodjob
U cant actually se the final marker as its obtained after the end boss aka the demo finishes. The device is broken in the original demo too so idk abt that lol. Keep in mind that my take on the game wont be in the original tho
sorry, but i believe this project is pretty much done atp. there are people remaking dread in other plaforms but I don't know if they will port it in those consoles. but the from .gbc can be read by gba so that's that. thank you
i have never encountered diff keyboards apart from qwerty so I'm sorry if the controls arent quite optimized, I can suggest another trick on the GJumps, hold your jump on the last gjump then only reload when u need te extra jump, gives u a lil hang time then
Hello, while yes this is a great idea it will eventually be taxing to the engine when you run into more enemies and bigger sprite bosses. Sadly the game wont be having updates now, thank you for the suggestion!
Anyone used gb senpai for gb studio before? using it on a vanilla build is alright but modding engines and having plugins seem to break things, any help will do, we cant use anny other engines coz....idk how to code
this demake aims to remake the original and make it work in the original game boy / game boy color, so the switch to unity is likely to happen since the original is already made using unity [i think]. gb studio may not be very powerful as some engines are, the limitation it has sparks creativity in making games like this work esp on the actual hardware. gb studio is growing and i dont plan on switching engines just to make the game "like hollow knight" its a demake for a reason, thank u again XD
hello, you mean the aspids after u meet cornifer? that room is a battle arena room like in the original game, and im not quite sure on what caused the glitch for your enemy to be unkillable. does it take too many hits and not dying? does it die then spawn 2 more aspids? if u could give me a detailed explanation as to how the glitch may have occured maybe i can help? but overall the game is finished now and any updates i may do will be on a newer gb studio version so it may take some time, thanks for trying out the game, pls support the official game by TEAM CHERRY
thank you! the game was mage using gb studio 2b4 so a lot of its "difficulty" is the result of the engine limitations, i plan on demaking the whole game [as ;long as its within my and the engine's capabilities] once new versions of gb studio comes out, but i do believe hk is best demake on gba. thank u for playing, happy that og hk players play this garbage i made too
facing right then attacking when pressing down bugs the player state to nothing, the prototype is clean enough for a new templated. i suggest screen shakes for last hit on enemy or when they drop dead on the ground. the feed back on punch and kicking isnt telegraphed well, make it snappier or faster. the medicine as health is a cute touch, havent seen that in a while XD the template is good enough for a new mode. Chris or GBS community needs to implement this in future updates. How did you so player not advancing when colliding to enemy or is it a bug, how still?