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GreenF0x

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A member registered Feb 26, 2019 · View creator page →

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I’m getting pretty good frame-rate on at least one of your games. Did you use the version from this website? Did you compile it yourself, and if you did, did you use the --release flags? Do you mind sharing a ROM that has more immediate problems? I’d really like to figure out what is causing these kinds of issue for you in case it’s happening to other people or end-users. image.png

Ooo, I’ve been thinking about doing some touchscreen controls for mobile exports. That could be useful.

I haven’t looked into it lately. I have a lot of plates spinning right now. Day job nearing major release.

I’d love to get back to improving GodotBoy, but it’s hard to justify spending time on it right now.

I can usually run dozens of instances before multithreading and often hundreds once I do multithread with Godot.

I’m curious about your project if you’re having issues. Does it have similar issues in other emulators? Have you tried on real hardware?

I would love a wood wall and a fireplace.

Also: Your Twitter link seems down and I can’t find you on BlueSky or elsewhere. If you are open for commissions, I’d like a character as well.

The asset lib version is old. It will always be old. Godot AssetLib is not a good platform for automating updates. It says as much in the AssetLib listing.

If you can find a legal homebrew ROM that can replicate this error, I will look into it. But I cannot spend time on a fix for an ripped cartridge ROM, even if it’s for personal use copied from a legit cartage that you own. This emulator is intended for publishing homebrew games on modern hardware.

I suspect that game doesn’t quite follow the spec and that’s what’s causing this error. I would be curious to see if it causes other emulators to crash. Regardless, investing that is outside of the scope of this project. Sorry.

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I’d love to see what else is in your 3d emulation system. But I’d also like to see what causes that error. Do you have a ROM that will reliably reproduce it? Does the error result in a ROM crash or does it continue normally after the error?

Blib_buf is used for sound. I find it strange that it would error like that. It does lots of checks before hitting that line to insure it won’t read out of bounds.

If you’d like to file a bug on gitlab that would probably be easier to talk about code with.

I don’t think it’ll make a difference but: did you download an old version or do you have the latest version here.

What part of it was “inscrutable”? It’s outlined very simply: install rust and run the build script. Not sure what part your caught on.

How has it been going?

Try the instructions as written on the repo and tell me if you have any trouble. I’ve written buildSystem.sh, refined, and reused it for quite a few projects at this point. And others hasn’t had any problems. One person didn’t install the prerequisites, but they figured it out. It’s pretty battle-tested at this point. But please try it for yourself and let me know how it goes! If you have any trouble, it’ll be worth learning what happened to further refine the buildSystem.

Really, anyone trying to use this tool is likely trying to publish on Steam or similar. They’re gunna NEED to codesign for themselves.

I apprentice the offer to build it for me, but I have no way of knowing if what you built was really what I sent. This itch build is compiled on GitLab. Anyone could audit the log (I should install install checksums if anyone was concerned). Ultimately though the project does get updates pretty regularly and I don’t think people will want to have to call someone else to get them builds.

I could pay for GitLab to use one of their Mac build machines, but this project already makes less then nothing, so I can’t invest in a Mac build pipeline when I get Windows, Linux, and Android for free.

Really the best way is to refine buildSystem as much as possible. If you find any pain points, I’d love to hear about them.

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I don’t own any Apple hardware and I don’t have a subscription to Apple’s developer program, so I can’t deliver Mac binaries for codesign reasons. BUT if you check out the repo, there are instructions on how to compile it for yourself and those instructions work for Mac. You’ll have to figure out codesigning for yourself too.

That’s also mentioned in the text above.

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If you’re having trouble playing it, here is a video: https://youtu.be/Li4AvQnlrxo?si=9GV3Ro5JjPO87nqZ

I think it’s actually more CPU bound generating meshes. Does the framerate recover if you stand still for a bit?

I did most of the development on mobile integrated framework and I get pretty okay framerate on my phone. So I’m wondering if something else is wrong?

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In Godot Editor, press F1, search GodotBoy. The memory functions aren’t well documented yet, but they’re pretty self explanatory. The next release of GBStudio includes some files to help figure out script variable bindings.

https://github.com/chrismaltby/gb-studio/issues/1750

Cool, if you can do a Merge Request on GitLab, I can merge that. Otherwise, I’m out of town and can’t review/fix it properly for a bit.

But thank you for bug+fix!

Godot 4 came out in 2023. This shader is from 2021. I wouldn’t expect it to run out of the box, but you might be able to fix the 3.x->4.x changes.

Nope. DLLs must be separate files for security reasons. Windows gets upset when you break that paradigm. In theory, someone could make a GameBoy emulator that compiles with Godot. But I’m not working on that.

There are tools to change the Icon of Godot at export time. It’s documented in their docs. Since most people are using this project for Steam distribution though, the DLL usually fine; most games have LOTS of ancillary files.

GBA was a rough prototype that has had a lot of problems. I was working on another tool for GBA and other emulators, but it’s a bigger project than I’m able to do on my own.

I heard from someone about the Stream Tearing issue. They said they fixed it by changing the renderer to Compatiblity, instead of Forward+. Can you see if that helps you?

Yeah, not sure what the best way to deal with that is yet. The game is updating the screen out of sync with emulator updates. I think this might happen if you have high refresh rate monitor, but maybe without high refresh rate too.

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Godot4.4 issues are outside the scope of this project. This template was built for 4.3. It should work in 4.4, but if it doesn’t, it’s likely this is a 4.4 issue, not a GodotBoyTemplete issue. Read their docs for more. Try deleting your .godot folder first though. That forces projects to reimport assets and sometimes fixes issues.

The template here was behind the Git repo a bit. Looks like there are some old bugs with the export that were fixed on the main branch. I updated the build here. Try your export again.

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RcEdit is a tool for changing your games icon. If it’s missing, the export will still work, but it will have the Godot logo. Nothing wrong with that, but if you want to change that, you can install that.

Read Godot’s docs for more.

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Well, it looks like it’s not loading your ROM. Did you put it in the right place? Does it have a matching file extension?

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Hrm. Did you copy the exe to a new folder on it’s own? It needs the dll and (if you didn’t bundle it with the exe) the pck files.

Try running it from command line and seeing what the error messages are.

Yeah! I’ve chatted with him. I think there are a couple of edits I would make: debug checkbox in the export screen should be off for releases and PLEASE save it to a new folder, not just on your desktop. It creates a DLL file that you need for export.

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I love these materials, but I do wish they were higher resolution, like 128+. Not more detail, just 4x the scale with 4x the noise. Like for the brick texture have 4x as many bricks per side without just tiling.

I’ve been tempted to downscale some of your higher resolution materials to get that effect.

yeah, I think it’s a controller issue. even if you don’t have a controller, I think it’s reading something weird. or is web issues.

I just did an update with a proper win condition if you wanna try it again.

I just did an update with a proper win condition if you wanna try it again.

Controller input should work fine, but it’s not well tested. Right trigger should shoot.

I just did an update with a proper win condition if you wanna try it again.

Well Damn, that’s news to me. I guess this is dead then. That’s a shame. It was completely dependent on Gotm’s multiplayer. I might publish the P2P UDP version or a hot-seat play version. But I’m not going to put effort into it any time soon.

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I made a VERY similar project recently, but I took a different approach to it. I made a game about mining, instead of road tripping.

I turned it into a desktop widget. It sits as a semi-transparent window that lets you see and interact with text behind it. Instead of taking a whole screen, it’s a small floating window that you work around, but can always see.

My next steps are adding session notes, for when you launch the app, and iteration notes, to say what you did for each 25 minute sessions.

I planned on gamifing it with reward every time you “complete” an iteration that lets you do “number go up” style idle game unlocks.

I haven’t published any of this, but I’m curious what you think.

BTW, you have to be careful using “pomodoro” or “tomato” timer in productivity. It is trademarked. And the owner is kinda litigious.

At one point there was a hint there that you’re supposed to hold the jump button and hover (not glide) between the pillers. It’s intentionally very difficult to jump across, but if you run through while holding the space, There is a hover mechanic. I think I forgot or ran out of time to put hint and NPC back in.

Me too.

I don’t know if I would call this “finished”, but I also don’t know if I’ll actually work on it after this.

I updated the build and the description:

This game did not get finished on time. I’m very proud of the systems I implement, but the content did not get finished in time.

This level and all the content was written in the 9 hours before the jam ended using systems created in the previous 3 weekends. Some systems got better intigration, but mostly I was just learning TrenchBroom and Ink to make a level that shows off the systems. I’m hoping I work on it until Thursday Show and Play.

I ran into wishing this had L/R stick input again. I love this font, and being a font means I can inline in into NPC conversation REALLY easy, but I keep having to swap to your sprite sheets for controller inputs which looks really jaring and harder to inline.

skimming your comments. what are you the cops? asking everyone for their license! =P

yeah, I probably should do that. But I doubt it will help very much.

Do you know if this theme works with Godot4? I know some needed updates, but as I understand, it’s generally mild.

I appreciate you playing, but it’s pretty broken.