Like character assets?
SALT & PIXEL
Creator of
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I do, but I need to setup a new shop online.
I'll update my newsletter list when I'm ready. I don't know how long that will be though: https://zc.vg/hrVkA
GBStudio.
I work in Construct 3. Here are some more of my games: https://saltandpixel.com/arcade-beta-v1-1
This weird graphical glitch. It has to do with the looping bg stopping to fade the stage out. I'm not sure why it happens.
It changes everything not in the loop. It's odd.
1. Is this preventing your from continuing the game?
2. Try using https://mgba.io/ - That's what I play/test the game with.
There will be boxes. I held a pre-order in OCT. '23 for physicals and ordered a few extra PCBs (small window to get a physical game).
I'll also hold another pre-order later in the year. Make sure to be on my mailing list to get first dibs: https://zc.vg/hrVkA
Hey! Thanks for sharing. This often pops up on emulators. I recommend using mGBA (https://mgba.io/)
It has something to do with the emulator trying to mimicking the GBC Hardware CPU.
If this shows up on hardware, I'll need to what was happening before this popped up.
Correct! There are a couple of ways to get the game on hardware.
- One method I use is an EZ-Flash JR. There is also the Everdrive GB X3.
- With a cart reader/writer (https://shop.insidegadgets.com/product/gbxcart-rw/) and rewritable cart: https://shop.insidegadgets.com/product/gameboy-2mb-32kb-fram-flash-cart-ultra-lo...
- It works on handheld emulators too. I have an Anbernic. There is also Chromatic and Analogue Pocket, but I don't have either of those to test on. There is also FPGA emulation, which I'm not too familiar with.
If you wanted to play on PC
- You can use emulation. I recommend https://mgba.io/ (Quickest way)
- If I ever figure out how to package into exe, that could be an option too.
There are people who better understand retro FX than me. - This video should give you a better clue to what is going on:
But, you have think about it differently. The NES and GB/GBC doesn't "fade" alpha, but shifts the color palettes and lowers brightness of the BG and Sprites. Along with the slower, tick based, processers of the systems is what create that unique NES "Fade".In retro development, everything is done manually. But I use GBStudio which has the fade built in.
In modern development, you will probably have to recreate this manually as well. Shifting each color closer to black from .25 to .5 seconds each "tick". There probably a billions ways to do this. Mostly likely, someone has already made a shader that can mimic it.













