This is definitely some quality work. Nice job!
Conan
Creator of
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Thanks for playing!
I do actually test on a real GBC, along with an analogue pocket (and yes, a GBA), using an everdrive.
Unfortunately there is no “real”, fixed palette I can go for - especially in the current era where everyone is using aftermarket screens.
I recently taught myself GLSL and started implementing shaders in the online emulators, as well as trying other, non-shader approaches.
I have an (in-progress) emulator at http://www.jmkdev.net/assets/gbtest/ that attempts to simulate a GBC screen more faithfully; you may have to enable controls and set the system to GBC instead of DMG. I’d love your take on how well that matches your GBC experience.
I also have another emulator in progress that has a slightly more complete version of the effect: https://i.imgur.com/4o7ppYv.png
But that one isn’t publicly available yet.
For any Gameboy devs who want to do something similar, I wrote a breakdown of how this all works at:
https://www.shacknews.com/cortex/article/5213/enhancing-gameboy-games-on-the-web
Just realized I forgot to comment here, but I have implemented a new super gameboy border that will show up in the next version - it looks a bit better than the placeholder grid I put up earlier.
And yeah, I was planning on cycling the palettes I use for pickups so that they “shine” periodically - I know at the small size they can be hard to see/identify as pickups.
I don’t know if I’ll bother for the demo but it’ll be there in the full game.
I hear you. Also 45, and while I don’t need glasses I will admit playing on a real GBC can be taxing in a way it wasn’t 30 years ago.
The slightly larger screen of an Analogue Pocket is fine.
I’ll think about how to handle this. It may be that I go with a slightly larger font, but I don’t want to go big; I was trying to avoid the massive fonts you got in games like Dragon Warrior III: https://i.imgur.com/MwAFdZO.png
Where you have to scroll text constantly. Maybe there’s a middle ground.
Thanks for trying the demo!
I will try to balance the need for tutorials better in the full game - I’m almost considering a sort of “training” room you can access from the menu for the very basic stuff - experienced players can ignore it, that way.
And yeah, I am evaluating vertical firing along with adding a crouch. Whether it’s done by allowing aiming or via an alternative weapon, you will eventually have more options in combat.
A preview option on the chameleon circuit is a good idea, and yes, it should be doable. I’ll be reworking the menus for the full game and I’ll try to incorporate that sort of affordance wherever I have an option like that.
The issue where you sometimes drop down quickly is a real one and known. It’s been surprisingly hard to track down, but it’s on the list and will be fixed.
As to your final issue - I have an Everdrive X3 and it saves on that, though I have to press the button in the cartridge to go back to the menu for it to persist - if I shut the gameboy off it just disappears.
I am also on Linux and Firefox - it runs okay here, but that’s going to be heavily dependent on hardware and how your system is set up - I’m on Wayland and KDE6 with latest Nvidia drivers.
The game itself does have a handful of screens where you can see slowdown, but not generally just by firing with no enemies present. The Observation Deck uses some complex parallax that has a performance impact, and you can see some dropped frames there while all three enemies in the room are still active. The long corridor in Medical can have some because of the AI for the sniping enemies, and the first room of medical can slow down when you approach the door to Surgery if the enemies are still alive and active.
If you don’t mind, what emulator were you using outside the browser? And does the performance of the Demo seem worse than other Gameboy Color games in that emulator?
Thanks for your comments, and I’m glad you enjoyed the demo!
The full game is going to have a few more movement options, though I’m still experimenting with how much to do as far as aiming - being able to aim changes how you deal with enemy encounters, so I’m seeing what works there on both sides of that.
And yes, I know what you mean about it not being clear where the scene transitions are as in Docking. This happens on some vertical rooms due to some early decisions I made in structuring the demo, but it shouldn’t be a problem in the full game.
Thanks for trying the demo and thanks for the bug report.
It may be that the caps lock key on your keyboard got hit - the emulator the web embed uses apparently differentiates between capital and lower case letters.
One other user also reported not being able to shoot after a certain point on the web build, and the caps lock key was all I could see that might cause that.
I’ll add a note to the instructions when I push the next update.
Well, just for presentation stuff, I might suggest communicating more outside the game - stuff like posting the controls on the game page - I like to know how to play before I start something up.
The ‘how to play’ screen in game is fine, you did good there.
Also your web build doesn’t work if not full screened and there may be other issues - just a bit of text to let people know the state there would be helpful.
Awesome to see pinball on here! I definitely recognize the more sparse layout from the earlier electromechanical pinball games, though I will say the layout of the bumpers and flippers makes it feel like I have very little control over the ball - the flippers almost seem to be angled to make them ineffective.
But you should totally take this engine and do some other boards!