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undergroundmonorail

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A member registered Aug 17, 2017 · View creator page →

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What do you mean "a day"? Everyone has been able to vote since voting started.

If a series about making Game Boy games in ASM is something folks might be interested in, I'd consider it :P It's a lot of just breaking down problems to solvable chunks, the same way any kind of programming is, but to a greater extent.  There's still a lot I don't know, though, and right now only really simple games make sense with my skill level. But hey, maybe one day!

The ghosts are actually already limited to 8 at a time :P The Game Boy can have 40 objects (read: anything represented by a sprite) in memory, but it can only handle 10 sprites on any given line. The player and the bullet are both sprites so I capped ghosts at 8 so I'd never have to worry about it.

That said, having it feel good is a lot more important than hitting a specific target number, so that's definitely something I'll have to play with when I go back after the jam and tweak it.

What pains me is that I even considered capping your switch speed while I was developing the game, but the only playtester (me) didn't end up playing in such a way that it was necessary. *sigh* It's like I like to say: Show me a game dev who says "damn, we have too many playtesters" and I'll show you someone who forgot they promised food.

I did consider something having something like a cooldown on the swap mechanic, but I talked myself out of it somehow. Maybe after the jam I'll make a version with cooldown and see how it plays.

Thanks for the rating and feedback! c:

This is 100% hand crafted ASM :) I have seen things like GB Studio around but I haven't given them a shot yet.

Thank you!

I was going to suggest that it should maybe colour bumpers differently if they've been bumped, but then I looked a little closer. Maybe instead it should be a bit more accessible to people with a hard time distinguishing colours? :P


Still though, this one's fun! Good job.

aha, thank you. i did it partially because game boy assembly is the only game dev experience i have at all (i threw together a simple proof of concept a couple years ago), but i could have learned something else and it probably would have been easier. the main reason i did it is that i thought it was very funny to write a game boy game in assembly for a 48 hour game jam :P

if gore on the level of hotline miami is allowed then you can essentially do no wrong :P

i wouldn't worry too much about it, it lists hateful visuals, and gore doesn't really fit that imo