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Tony Wang

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A member registered Oct 16, 2016 · View creator page →

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It does not. Currently, the only available way to save something on disk is to use the file API.

(1 edit)

Updates in v1.4.1(rev3)

  • easy zoom using the scroll wheel

Make sure the edit area is focused, then Ctrl+Mouse Wheel to zoom.

  • image panning using the middle click or the space modifier

Assigned to middle click.

  • (least important) basic symmetry guides

Not determined yet, but noted.

Ok, I’ll do some test.

(2 edits)

Hi,

Thank you for the feedback!

  • easy zoom using the scroll wheel

    • Good idea, will make a plan.
  • image panning using the middle click or the space modifier

    • Currently, panning is doable by Shift+LMB. Will consider this for integrality.
  • (least important) basic symmetry guides

    • Define symmetry guides please.

Does it refuse to install or launch?

Thank you so much! Really glad you’re excited about it. Great idea, I’ve added it to the page to encourage creators to use it. Can’t wait to see what we come up with!

It is so well polished! And I like what you’ve choosen to include in your game.

Thank you! I’m happy you like it.

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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!

Nice!

Thanks Starsickle! Currently this page hosts the web version, the desktop version is available on Steam for Windows, SteamOS/Linux, and MacOS.

Hi Oscar, The Web version on itch.io and Win/Linux/MacOS one on Steam are totally free to use for making GB games, they can all export to GB compatible ROM, and the Steam version can also export to HTML package. The only paid part of the application is the optional desktop exporter DLC on Steam.

Thank you!

The first public release of this software - GB BASIC v1.1 - is now available:

itch.io Steam

They both use Lua as programming language, but other than that, the API, editors, use experience, etc are completely different. So you can share your Lua skills, but they don’t support each other in other aspects.

Hi,

This project is still in active development for the moment. There’s not yet a dedicated support page or discord. Feel free to email me directly: hellotony521 [ AT ] gmail [ DOT ] com

You can change it in the settings tab, or just press “Alt+Enter” for short to toggle fullscreen.

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/

Thanks! Will not be supported in the upcoming beta version, but I have plan to support IR.

I see, thanks for the info, will make 32-bit binaries in the next version. No worry about that :)

Which specific OS and CPU? The alpha version does not support 32-bit, but maybe I would make one in the beta version.

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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.

GB BASIC Alpha 4 is available now.

Sorry for the late reply, but a new Alpha 4 version is available now!

Yup, yup. I’ve been getting a lot from the GB homebrew community.

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

多谢支持

GB BASIC Alpla 3 is available now.

Yes, I plan to introduce it to MacOS in beta 1.

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.

Ah not yet, everything is so primitive for the moment.

Yes, there’s a link cable example, which is called “30. Serial.gbb”.

Haha, the work flow is compiling BASIC directly to ROM, neither C or BCX would involve in. But yea, we’ll see what power could be borrowed from C and others.

The web version stores in a browser’s “local storage” area, where is “local” on your hard drive. I’m afraid itch doesn’t provide such functionality, sry.

Hi, TLOP is available on iOS now https://apps.apple.com/app/the-legend-of-pomodoro-timer/id1631659076

Np. Keep up your work, you’ll achieve it someday.

Yes, a sidenote about the pause rules will help understand it.

I’ll think over the ticking sound.