It does not. Currently, the only available way to save something on disk is to use the file API.
Tony Wang
Creator of
Recent community posts
Hi,
Thank you for the feedback!
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easy zoom using the scroll wheel
- Good idea, will make a plan.
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image panning using the middle click or the space modifier
- Currently, panning is doable by Shift+LMB. Will consider this for integrality.
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(least important) basic symmetry guides
- Define symmetry guides please.
Thank you! Othello is one of my favorite board games. Perhaps you have already noticed that I am using BASIC code to develop this game, but it compiles into GBVM instructions similar to GBS. So I believe you could achieve it as well with GBS, GBVM, or even GBDK C or ASM. The code for this game can be seen when you choose the “Reversi” starter kit while creating a project in GB BASIC, feel free to check out the code if you think it might be helpful. There is a web-based development environment available here: https://tonywang.itch.io/gbbasic
And be sure to tell me when your Othello is finished, I’ll definitely give it a try!
It is a game jam version at this page, see the full version from either of the following:
https://tonywang.itch.io/hyper-dungeon-crawler
https://store.steampowered.com/app/1570290/Hyper_Dungeon_Crawler/
The project supports both the Classic (GB/DMG) and Colored (GBC) devices, as well as an additional Extended mode. Overall, GB and GBC are the primary focuses of GB BASIC, allowing users to set the cartridge type for each project. The extended features are tailored specifically for custom emulators, and you can check out the specific extended functionalities at https://paladin-t.github.io/kits/gbb/extensions.html. It is feasible to differentiate from GB, GBC, and extended devices within a single project by checking them in the code.
They both came from the GBDK-2020 example: https://github.com/gbdk-2020/gbdk-2020/blob/develop/gbdk-lib/examples/cross-platform/metasprites/res/sprite.png
Hi Dear Jared,
Thanks for the words! I’m glad you like it.
The audio backend reads and plays pre-made audio files, it doesn’t synthesize at runtime, so something like a built-in tracker would not happen. However it supports .mod, .mid, etc files on some platforms, so a music/sfx generator would be an alternative, if you would not mind using an external software.
Another approach would be writing a tracker in Lua as a regular Bitty program, someone from the community had done it once, but his site seems to be down at the moment: https://retro-bruno.fr/bitty-engine-retro-tracker/, I’ll ask him for a backup in the Discord server.
Sincerely, Tony
Hi,
Direct access to game controllers is implemented but not yet documented, see Controller for details.
I’ve tested that program with some PS4/NS/8BitDo controllers, I don’t own an XBox one, but I think it would work also.
It depends on the features you would like to include in your game. The current alpha 1 version can be used to paint tiles, maps, and to write code, I think there’s no problem with really really simple games, it is yet not capable for making music, actor and scene, besides, the runtime is lacking in completeness. I’ll improve editors in alpha 2, 3, then move on to improving the runtime in alpha 4. As the version stage implies, I’d rather claim it feature-complete for generic development until all the alpha stages are complete.
Thanks for your interest and understanding!
Of course.
It supports string partially, i.e. print "pi=%d", 22/7 and label #0 "hello", the string are constant literals, this is enough for text representation. As a constrained platform, gb is not very good at dynamic allocating, so it doesn’t support assigning string to variable, concating, etc.
Actually the runtime part is based on the GBVM project, their capability are quite similar.
Hi, TLOP is available on iOS now https://apps.apple.com/app/the-legend-of-pomodoro-timer/id1631659076
























