My entry is up!
you can vote and play here:
http://jams.gamejolt.io/gbjam4/games/pirate-pop/84996It's as authentic as I felt it should be, built in unity c#.
Any votes greatly welcomed!
Cool!
Will this be ported to Gameboy, or is it a modern platform only game?
I just have no clue how you'd pull the "transparency" with the bubbles. Well, I mean, I guess the GB uses vram, so I guess it shouldn't be impossible. You'd somehow look at the tiles below, and copy the graphics except make them 1 level darker, possibly through the sprite palette. One problem is that you could potentially have 4 color sprites, but I guess you could use sprite overlapping. That, or you could always just not even have the bubbles be sprites and just have a "frame buffer".
A frame buffer is actually practical for Game Boy, as seen in Qix, Faceball 2000, and Game Boy Camera. It has a long hblank during which VRAM can be updated. If you're willing to make it Game Boy Color-only, you can even take advantage of CHR HDMA.
So use sprites for the edge of the bubble and frame buffer modification for the interior. You might want to arrange the background palette in Gray-code order if it makes the bit plane manipulations to decrease brightness by one level any easier.
How about simply blinking it? Works as transparency on the gameboy fine.
Whoa, this looks like an excellent game! Nice work.
...also, why is the new topic button directly next to post reply? That is confusing.
I personally can't see this being ported to the Gameboy. There's only so many sprites allowed on the real thing, after all.
How is Unity C# "authentic"?
There are 40 with 10 per scanline, right? Anyway, the biggest problem I see are the numerous 4 color sprites which if you layered them on top of each other, which if you do that, you'll have problems running out of sprites and sprite flicker.
Actually, does anyone know if you can change oam on the GB during hblank?
Yes you can, as long as it's actually hblank time, and not 'OAM time'.
nicklausw wrote:
I personally can't see this being ported to the Gameboy. There's only so many sprites allowed on the real thing, after all.
How is Unity C# "authentic"?
to quote myself
hawken wrote:
It's as authentic as I felt it should be
Some of the entries are in full 3D, you'd need a GPU hanging out of your GB...
GBjam is really kicking off, 180 entries!
http://jams.gamejolt.io/gbjam4/games
dougeff wrote:
Cool!
Will this be ported to Gameboy, or is it a modern platform only game?
I'm not sure I have the time or patience, but with some reduction and a port to C it probably could be.
For now, it lives on desktop computers. Oh and arcades...
hawken wrote:
Some of the entries are in full 3D, you'd need a GPU hanging out of your GB...
Faceball 2000,
X, and that
Stunt Race demo show that the Game Boy CPU can do at least rudimentary 3D in software.
Toy Story Racer is pre-rendered, but
Wacky Races isn't.
tepples wrote:
Wacky Races
Good lord! This looks like it could pass off for a worse looking GBA game:
Enjoy Buster Bros., did you?
Looks nice.
Espozo wrote:
One problem is that you could potentially have 4 color sprites, but I guess you could use sprite overlapping.
Not really? One of the levels can't be made darker so you'd need to just use it as-is, which reduces the possible shade count to three.
tepples wrote:
Toy Story Racer is pre-rendered, but Wacky Races isn't.
Sure Wacky Races isn't? I'm under the impression it has a prerendered small texture at different scaling levels and then chooses a different slice every line.
Espozo wrote:
Good lord! This looks like it could pass off for a worse looking GBA game
This title isn't heping matters (this has been pointed out many times already, it still hasn't been fixed)
Something about this on a GBC game makes me feel like I'm taking drugs:
00:20 - 00:38
https://www.youtube.com/watch?v=4jvG4K5oeeM(It's ironic, because the graphics during the gameplay itself don't look good at all. The sound effects are nice though.)
Sik wrote:
Sure Wacky Races isn't? I'm under the impression it has a prerendered small texture at different scaling levels and then chooses a different slice every line.
Yeah, the road textures definitely look pre-rendered, as do the sprites that are scaled from the distance. Maybe tepples meant that the shape of the tracks aren't pre-rendered... but the result isn't real 3D either.
Anyway, Wacky Races reminds me of
Street Racer on the MD/Genesis (the
SNES version is completely different since it uses mode 7).
The biggest problem with these kind of racing games to me is that when there are very sharp turns, I just can't convince myself that those are turns and that the road isn't just being stretched out like taffy. I almost wonder how well it would look if you tried to have a pre rendered turned road texture, and how you'd implement it, because it doesn't look like it's turning, it just looks like it's sheering, kind of like walls in any of the Doom engine games that allow you to look up.
Depends entirely on the game, really. On some it's obvious it's just some dumb deformation, but some take the effort to make the road at a distance match the actual intended turn (it becomes especially obvious when you're going downhill and next ahead is uphill).
Espozo wrote:
Something about this on a GBC game makes me feel like I'm taking drugs:
00:20 - 00:38
https://www.youtube.com/watch?v=4jvG4K5oeeMThat will never get out of my head now.