A physical cart wouldn't help either since I don't have a Sega Master System. :) Oh well. I'll try it on a Windows machine or something, I guess.
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Hey, I just noticed a Mac version exists! Woo! A shame about the music desync though. I wonder if it's just not starting the music until it has a non-zero volume... maybe loading the B track at like 1% volume at startup would help.
My main guitar is an Ovation acoustic-electric hybrid. I love it because it has great tone for acoustic stuff, and the built-in pickup is decent and works well as an electric. The action is great, and it really gets the sound I want.
When I want a more explicitly electric sound I go with my Epiphone semi-hollowbody. Its action is similar and its pickups are amazing. But I usually prefer the acoustic sound as I feel like it has a very nice contrast with my otherwise electronic production style.
Both guitars were reasonably inexpensive - I think they were $600 each when I bought them (years ago).
I've noticed that if I download a game from itch.io directly, it'll usually be locked out because of GateKeeper or the Windows equivalent. However, if it's downloaded via the itch app, it launches no problem. What fancy mojo makes this happen?
And, because most people download the game directly from the site rather than via the app, all my friends get warnings about the game being unsigned, and many of them aren't tech-savvy enough to get past this (because of course the warnings are scary and hard to bypass). So I feel that it's necessary to get a macOS and Windows signing key, both of which seem to be fairly onerous (and expensive!) processes. How do other developers generally handle this?
recovering from surgery has taken longer than I was expecting and now my fallback idea is a virtual pet of a crotch that you have to keep stroking and soothing to keep happy (it is called Tamacrotchi)
I'm hoping that I'll be able to work on a puzzle-platformer involving being captured by aliens and forcibly turned into living latex goo. (But I am currently recovering from major surgery so I might be overly optimistic about my ability to actually do this.)
Don't forget LÖVE (http://love2d.org). It's what I'll probably be using if I can manage to get off the couch enough to do any dev this month. It's more a framework than an engine (which is also the case for PICO-8/TIC) but it's pretty easy to learn and has a lot of great packages available for it.
I don't know about Python text adventures but I assume you considered one of the classic platforms like Inform et all?
Many years ago I wrote a MUCKlike engine that used Tcl. Sometimes I consider dusting it off, until I remember that Tcl is pretty horrible. :)
Progress so far: on Tuesday I finally learned enough Lua to decide that my wrists are still hurting too much to get back into game dev just yet. I have a bunch of sketches of music to make if people want it though.
I guess I should ask for a bit more information though. :) What sort of style are you going for? Seems like something lush and chiptuney would be appropriate. And maybe have two different mixes, one for when gravity is downward and one for when it's upward (similar to what I did for Elevate) or something. The art style makes me think it should be lush and full of arpeggios and whatnot, maybe different motifs for different areas - are there different tile sets or is it all going to be in one sort of environment?
Also, what existing games do you have in mind, stylistically?
Oh and what engine/platform are you doing this in, and does that have any specific audio restrictions? (format, length, etc.)
Note that Gameboy Color had a completely different set of limitations.
Nothing about this contest is really strictly Gameboy-limitations anyway, though, aside from the display resolution. And that's a good thing - we probably don't want to be stuck writing code for a 6MHz Z80 with 8KB of RAM. :) (Although IMO if someone DOES make a playable gameboy ROM they deserve some special prize!)
It seems to work fine on Mac, although I don't know if there's supposed to be music (there isn't). Also it'd be nice if there were an option to disable input smoothing, since that makes controlling the viewpoint especially frustrating given how small many of the targets are.