It seems the "maintenance" message cannot be change on Prestashop.Right now, mmy publishing activities are on hold and I don't know when it will comme back. And if it come back, it will probably be only for Lynx games, not GB ones.
I will "soon" send the remaining stock of Sheep It Up and DMG Deals Damage to Broke Studio, so they will put it on Homebrew Factory as they have now open this fullfilment option.
Fadest / Yastuna Games
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Title screen on GB color (and GB Color emulation) use high colour routine to display more colours, Maybe Gameyob & Lameboy are not accurate enough for this ?
About the crash, I don't know how it occured but my advice is to never use savestates as the game rely heavily on the content of the data saved on SRAM. If there is a discrepancy between what is stored in SRAM and what is in RAM, I cannot guarantee the game will work (we just discovered this recently on Analogue Pocket and Lynx version)
Thanks you for the devlog, and nice to see I did not chosed also a Dungeon Master like (this was one my ideas)
Just a small remark
- adjust hpos and vpos accordingly : +width if you HFLIP, +height if you VFLIP
You can define the action point of the sprite and this impact the FLIP (and also TILT & STRETCH)
For example, if you have a 17x17 sprite and define action point in the middle at (9,9), flipping horizontally or vertically will not require to adjust coordinates.
But as you use TILT & STRETCH also, it may imply some side effects...
Hi,
Once again great work!
FYI, I used the assets for a small prototype (still unfinished and not 100% the same game) and tutorial on JagStudio for Atari Jaguar
<a href="https://forums.atariage.com/topic/346698-tuto-step-by-step-prototyping-a-jagstudio-game-in-a-few-hours-flappychicken/" ]<tuto="" -="" step="" by="" step]="" prototyping="" a="" jagstudio="" game="" in="" few="" hours="" flappychicken="" atariage="" forums<="">[Tuto - step by step] Prototyping a JagStudio game in a few hours - flappyChicken - JagStudio - AtariAge Forums</a>
I will put the digital version here on itch.io, still for free.
I will probably put it 1 or 2 days before the physical release (Animasia Festival on October 9 & 10, then internet sale on October, 12 at https://yastuna-games.com )
Thanks you for taking time to give feedback :
- Music : You are right, I did not took time to add standard "homebrew" key feature, such as Flip, or Option 2 to mute music, but an option to just mute it would be fine also (and music were just placeholder as I am not musician)
- Tutorial was intended to be a "real" tutorial : when a new kind of tile entered in game, corresponding screen was displayed , but it was a bit confusing, so I removed it. Moved all instructions screens to be seen via the Tutorial button in options (yes, would be better to rename it as Instruction) but first feedback from a new tester was that he did not understand the game without instructions, so I finally put them just before the start of the game. I will rework on structure and content of help screen also.
Thanks for the feedback.
I can of course speed up movements, need to decide if it must be done via a button, via progressive acceleration (you press a direction since a -long- time, you go faster), or just a standard behaviour.
Yes, switching from no gun to gunn is not optimal :D in this version. I just added the sprites and a way to switch. I have to think of all possibilities and the smal Lynx button layout. Right now, I do not use Option 1 & 2 but I guess I will have to see what is better scheme for them.



















