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Nathan Heffley

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A member registered May 24, 2018 · View creator page →

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Thank you for the thorough review! I have to admit I haven’t used this in a while, so I’ll have to boot it up and try to fix the undo functionality as that is definitely a must have feature.

And if I’m revisiting it for an update, a new feature would be a nice addition. I have had some interest in GBC games, and with the number of people mentioning a desire for colors it’s certainly near the top of my list. Problem is I’d have to learn how the color maps work in GBDK haha.

EDIT: Speaking of it being a while, I forgot that there doesn’t seem to be an undo button? Is that in a menubar somewhere on Windows? I build this on a Mac (hence why I don’t just use Gameboy Tile Designer) so I likely just didn’t realize that Windows shows an undo button, which is why it isn’t actually hooked up.

Thanks for the feedback Albey! I can’t believe I haven’t already implemented an indicator for the previous move 😅

I can’t remember if I tested out larger boards very much during the initial development but I’ll see if it works and think about including that as an option.

Hope you’ve been enjoying it!

Hey! No, this doesn’t have any Gameboy Color pallettes included currently.

Oh wow, I totally missed that as an option, thank you!

The code is open source so if you have interest it would be somewhat straight forward to make the UI show different colors, although there is no output format for anything other than GBDK at the moment.

Haha, nice, yeah I stripped out over half of my original idea to make it in time, so not having time to adjust a small feature isn’t bad at all 😂

Yeah, once I am at my computer with the simulator I’ll be able to give it a go 🙂

When trying to upload this via Sideload in my https://play.date account it complains that “The buildNumber value in pdxinfo must be an integer”

I love how it is controlled mostly with the crank, very satisfying!

Oh man, I love this idea! Really hope that you come out with a version with more levels. If that does happen, I’d love to be able to keep the current commands on screen. Fun for the jam, but if there were more levels I’d get frustrated by it 😅

Yeah after a little bit of testing in the simulator manually I turned up the auto cranking slider to save me some effort and realized that an auto shred feature was a must 😂

Thanks! 😁

If you do read the notes, you can organize them before shredding and deduce which of the notes you don’t need. It was going to be a bigger part of the game originally where there would be only one correct note and you’d have to find it to move to the next pile, but I didn’t end up having enough time to write enough notes for that to be more fun.

Arcade nostalgia to the max! 😍

That’s what my Playdate games tend to be 😂

I know, I wanted to add so much more but ran out of time ;-;

You can start over pretty quickly (other than the tutorial note which I’ll probably release an update soon to skip after the first time) and trying to see the comments on every note would take a bit of time to do XD

An infinite mode where more papers drop down would be pretty easy to do, I’ll just have to come up with a random text generator.

I would love to make the pages look prettier, introduce some custom designs for types of pages, make the background have some visual flare, background music, etc. Ended up only having about 10 hours of free time though really made this a crunch haha.

Stumbled across Fuego and specifically the simple players, which all work based on one move analysis which meant it was feasible to implement on a Playdate, so that’s I did!

It’s very bad, but I kind of like crushing it after losing in an online game against a real human haha.

That being said, the code for this is open source and if someone implemented a way to export the sprite sheet in a format that works with GB Studio, I would definitely merge it in.

I haven’t used GB Studio very much, but I don’t think it has a way to import the hexadecimal format that this outputs.

I could theoretically implement a way to export to JPEG, but if you want a JPEG it’s probably easier to use just about any other fully featured image editing tool.

I could see some use for backgrounds, but Tiled works well and is still maintained.

This is really just intended to support GBDK because the only tool recommended for generating the kind of byte code you need for GBDK sprites hasn’t been updated for literal decades.

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Even on a 9x9 board there is a mind bogglingly large number of variations that a board can be in.

https://senseis.xmp.net/?NumberOfPossibleGoGames

Even if you tried to narrow that down by eliminating mirrored/rotated positions it would be far too large.

Literature on Go AIs is actually pretty sparse.

I could have it look for a couple of josekis though 🤔 All I’ve thought of is to find the group with the least liberties and surround it. It’d be a very, very simple bot to say the least 😂

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Glad you like it!

Any other features you’d like? I want to have a single player feature, maybe like a joseki practice mode, or if there’s enough interest in a paid version (which there clearly is some, thank you very much BTW 🥰), I could look into whether or not the Playdate could handle a 9x9 Go AI. Probably wouldn’t be very hard to beat though if it’s even possible to run something that actually makes non-random moves 😂

Not yet. Took a bit of a break working on Playdate stuff but shipping for my group should start soon so I’m going to pick this back up first to try and finish porting it over.

Not yet. Took a bit of a break working on Playdate stuff but shipping for my group should start soon so I’m going to pick this back up first to try and finish porting it over.