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SALT & PIXEL

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A member registered Mar 30, 2015 · View creator page →

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Yeah! - Join the discord: https://discord.gg/gr9WRcuxJS

Nice!

Do you remember what part of the game you were on?

Awesome and thank you! I'm about to update the web version. I'll update the PC demo soon.

Dang. Thought I fixed that. Thank you.

Ah yeah!

Thank you for sending this. 

No,yes,and no. It's a sketch/photo collage I made, ran through AI to help with the 80s/90s cover feel, then more photoshop/clean up and texturing.

  

Preorder it:https://ko-fi.com/s/fb2ded6ae5

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 liked Ruiner very much. Thank you.

That's good to know. I feel like web is bit underrated, when it come to playing games. It's perfect for games like these. I wish someone would release a case that doubles as a controller. 

Thank you

Thank you. I'm going to upload a fix for the boss, eventually. Enemy sprites on the other hand, have a collision issue that's hard to fix.

I'd have to reupload the game with a new control scheme. I think a controller will work with the web version too. The best way to play it is on hand held, followed by emulator.

Thank you very much. I'm going to make a note of enemy patterns. Might interesting to have some extra movement or combined mixture of current movements. 

Noted. Thank you!

Is while using the web browser?

1.Its a game boy game. You only get 2 buttons and a D-pad.

2.The 2 chasing enemies in the game are the same type.

3.Hard to disagree with that.

Some games are not for everyone and that's okay. But I appreciate you giving it a try and letting me know how you feel.

With an arcade shooter like this, the enjoyment is in the mindlessness of it. It's simple. Some people just need a game like that. 

press A or B on gamepad. Z or X on keyboard.

You are correct! Made some edits.

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. 

(3 edits)

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.

It really has been a long time in the making. Thank you for supporting the game.

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. 

You can't spawn in gbstudio. The object has to already be in the scene. In this game, the "spawn" is faked. What's happening is the enemies are being hidden, repositioned, and then showed.

You can color it yourself.

Awesome and please let me know. I haven't been able to thoroughly playtest multiplayer. I'm thinking about creating a companion web app.

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.   

Oh yeah, you've made some good points. Some of them have already been implemented with the beta.

It's sounding like I need two versions of the game. One for Color and the other tweaked for Original.

Just realized this may answer a question I was looking for an answer to.

If I wanted to do two versions of a game for GB and GBC, I would need two different builds?

Knowledge is power.

It's the file that gbstudio creates. It doesn't give me an option for any other type of rom. 

Thank you!

I love this!!! Absolutely love this.