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Theta and Pi Software

A member registered Jun 03, 2017 · View creator page →

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I decided to take that game down from

If I understand your first issue, you want to be able to run this code. You should be able to assign your macro to an action button (Insert > Shapes > Select an Action button down the bottom).  Then when you run the presentation you should be able to click on the button and that will run your code. That's not the only way to do it but I believe that would be the simplest.

To confirm, this code should be placed on one of your modules (most likely called Module1) in the Visual Basic editor, as opposed to against a particular slide. That may be obvious but, since you're new to VBA, I thought it was worth making sure.

In case it's helpful, I've attached a simple Powerpoint Example of how to do the things you mentioned.  I've tried to keep it as straightforward as possible. Keep in mind you will need to enable editing and enable macros to run this.

Please let me know if this isn't what you're looking for or if you have any questions.

Thanks. I'm glad you liked it.

(1 edit)

In response to your question, I've added a zip version which can be used if people don't want to use the installer.

I made this using MonoGame (with C# as the language).

Thanks. I wasn't any better at your game than it sounds like you were at mine, but I thought it was well designed with a premise I hadn't seen before.

Thanks for your feedback about the frame rate. I'll look into it. Also, I appreciate the invite to the Game Development World Championship. I'll consider submitting my game.

That's great. Thanks for the quick reply and the very useful response.

Forgive me if the answer to this is obvious (I've never been involved in a Gameboy jam before). I understand we have to stick to the original colours and the original resolution. However, given the width/height ratio of the Gameboy screen is different to a computer screen (16:14.4 rather than 16:9 or 4:3) this suggests that the game won't take up the full screen (unless stretched one way more than the other).  Do we have to design the games not to run in full screen or can we make them run on full screen but with the game itself running inside a "game window" which is the correct resolution and uses the correct colours, with a border around it filling in the rest of the space which wouldn't be part of the actual game (and could therefore potentially use different colours to distinguish it)?