Yeah! - Join the discord: https://discord.gg/gr9WRcuxJS
SALT & PIXEL
Creator of
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You can preorder the rom here: https://ko-fi.com/s/fb2ded6ae5
But I'm considering releasing the game as "early access" soon. I just need to tidy up some things before I get into polishing the game. But otherwise I'm hoping for a December release.
For sure is subjective and relative to the system. Strafe shooting is really hard to make on a system like this, because the processing speed is very slow. Everything is on a que and has to complete before the next can go. You may notice when shooting (in strafe) once all the bullets are destroyed, the player unlocks.
I'm adding and repurposing a artwork to benefit the story. I want to do something different for the title, I really liked the crush intro. I'll figure something out.
I feel like I have 3 solid Game Boy game ideas that I can't wait to hash out. It feels like Annihilator may be a catalyst to get to other titles moving.
This thread explains the name change: https://twitter.com/saltandpixeldev/status/1705719912059011339
But the TLDR is that I'm making a fresh start at game dev.
I'm repurposing the art to better fit the story I'm trying to tell. If you have full health you can't pick up hearts. Sometimes they get stuck in the walls.
Hey! Thank you!
I think context is important here. This is a Game Boy Color game.
There's nothing I can do about the jittering for browser. It's a limitation of GBC and emulation. It doesn't jitter at all on my Anbernic, but will on my PC.
With old consoles, they have a horizontal draw limitation for sprites. Certain emulators can remove this. But only 10 sprites can be displayed per scanline. That's why sprites will disappear. each character is 2 sprites wide 16x16 (two 8x16 sprites).
the continue thing is a bug. I'm updating it now.
Hey!
In a single word: optimize
The trick is understanding when to place actions/updates with the CPU's ticks. Example is the enemy movement - I place a wait at the end of each update. One enemy as 0.4, another has 0.6 - It's a test and see kind of thing, but what you don't want is all your enemies moving on the same tick. Think of it like creating a drum track.
Another thing is hit animations - sprite switching on an update requires at lot more memory, than palette swapping on a hit.
Also, the CPU doesn't like camera movement while 2 sprites are overlapping.
Funny, that's what I was working on today. https://twitter.com/saltandpixeldev/status/1520519215823917057
I have some ideas about the sides. But I'm not sure if they will work. I'm limited on what I can do. I'm already close to maxing out sprites and frames. I may try palette switching and do a lighting effect around the door. As if a light is flashing. But my bg colors from floor to floor will start to look the same. Fun problem solving. First I need to figure out what to do with the B button.