I like that the contrast is pulled back ever so slightly. Gives a nostalgic film feel to something that is otherwise so characteristically digital.
ERIC_MACK
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Hello! I've followed GB Compo over the years but never entered. I'd like to do something for the Tool category this year, but have a question about the start date:
For the Tool category, can work on that be started now? Or should it be held off on until May 31st when the jam opens?
I wanted to ask since the Tool category doesn't follow the theme-inclusion rule that the Game category does, so I wasn't sure how that shakes out with the fine details.
I am glad you enjoy it!
While I didn't intend on doing something as off the wall as last year, it did lean that way a bit since I did want to explore fun approaches to the theme. These jams are, in my eyes, an opportunity to get a little funky so I will likely take a similar approach next year as well.
Interesting stuff about the screen types, thanks for sharing! Talking about the use of the original Game Boy's LCD display made me think of the Game & Watch and what a different style that is. Video games, and handheld devices in particular, are a platform to build something that feels like so much more than displays. Displays that are often, in comparison, much smaller than the vast worlds that they spark in a player's imagination.
I like what you mention about each developer highlighting what sparks their interest the most. That feels particularly apt for this jam as I've seen a lot of different approaches to the art. Each piece reflects their respective creator and showcases something new to the viewer. It's been a blast seeing all of them!
Woo hoo!
I just finished browsing through all of the submissions and will do so in more detail later. Just wanted to say congratulations to everyone who submitted. So many folks joined this year and it's been a really fun weekend to create, chat, and enjoy some cool creations :)
Excited for next year!
Beautiful artwork as always.
Interesting twist for this game, both the themes and the gameplay, I'm excited to see this expanded!
Particularly I wanted to note about when the grandpa says something along the lines of "It's been so many years since I've started, I only have these three now" - I thought that was a fantastic way to juxtapose this game to Pokémon. Normally you'd expect someone who's experienced to have quite the haul of 'mons, so the "only three left" really showcases well the darker themes and elements here.
Thank you so much for your engagement with the game! It is NOT an easy game, especially when going for all of the bananas so I'm happy to hear that you were invested in it.
The glitches that occur are, as far as I know, related to the GBS 2 Beta 5 engine as opposed to a logic issue in the scripts. Many OnUpdate scripts are used simultaneously for enemies, camera, and other things. I believe that in running so many, some events are either skipped or even overloaded in the RAM. So while the logic is good, the design does not make the proper accommodations for this, though there was certainly attempts! Level 3 is actually a good bit different because the original layout triggered these glitches far more easily. However, it was still not enough to be totally glitch-free.
That being said, I had a blast getting all that I could out of the engine (even if I pushed a little too hard) and who knows? Now that GBS 3 is out and has all of its great features, it could be a good time to build out a game closer to the original plans.
Thank you again for playing and for your thoughtful post! I'm glad to hear that you enjoyed :D
It's nostalgic to see that old-style YT playbar :,)
This is a cool choice for subject since that era of the UI lends itself so well to recreating in GB (as opposed to the current day YT) with its 4:3 ratio and big visual elements that it itself needed due to SD monitors of the time.
I like seeing personal discoveries with this jam theme. And it being the mid 2000's adds more flavor to it. I've always thought it was interesting the idea of playing a console past it heyday by a few years and, while this may not have been intended, displaying a 2000's subject matter on a console from (mostly) the 90's feels very much in the spirit of discovery to me. I can imagine it being the mid 2000's, browsing YT and playing GB, perhaps still finding out about new games from online or getting the most out of the games one has had for years.
Nice entry :) And congratulations on your very first jam submission!!
Very nice, I enjoyed reading the poem alongside it. Though I feel that you did a good job capturing the essence that the art stands on its own!
It's very cozy, and I think the view-port border helps with that. I wonder, was that originally part of the composition or born out of matching the tile limit?
The pose and light of the raccoon and leaf make it feel like a proper Zelda setup when the player finds a new item, which is super neat to have that GB DNA in the composition. Though, the diagonal line of elements from the top left to the bottom right gives it more of a feeling of a traditional painting. That's a cool balance!
Thank you!
Originally, I actually wanted it to be a totally linear succession of unique tiles starting at the top left and then having the remaining 168 tiles be just a blank bottom half. That would've really hit home the "192" idea. However, since the point of the piece was to push to the limit with what new techniques I could discover, I took that opportunity to make the two large sections of plain/dithered tiles to explore how they would look blending into one another.
The limitations of GB/C can be a lot of fun to max out though. The gorilla face on the left is from my game DE '22 and you might have noticed that some of his face is dark green instead of light green. This is because I needed a different color palette to help show the buildings in the background too. So in the final game, his face is all one solid color. That was a technique a lot of GBC devs will come across and I first discovered it for myself on that game hence its inclusion here.
Working within 192 is certainly tough! It can be frustrating and take some patience and testing, but I think it's very rewarding to have the final product.







