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 Post subject: GBjam Pirate Pop
PostPosted: Tue Aug 18, 2015 12:06 pm 
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My entry is up!

you can vote and play here: http://jams.gamejolt.io/gbjam4/games/pirate-pop/84996

It's as authentic as I felt it should be, built in unity c#.

Any votes greatly welcomed!

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 Post subject: Re: GBjam Pirate Pop
PostPosted: Wed Aug 19, 2015 5:51 pm 
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Cool!

Will this be ported to Gameboy, or is it a modern platform only game?

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 Post subject: Re: GBjam Pirate Pop
PostPosted: Wed Aug 19, 2015 5:53 pm 
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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".


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 Post subject: Re: GBjam Pirate Pop
PostPosted: Wed Aug 19, 2015 6:33 pm 
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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.


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 Post subject: Re: GBjam Pirate Pop
PostPosted: Thu Aug 20, 2015 6:58 am 
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How about simply blinking it? Works as transparency on the gameboy fine.

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 Post subject: Re: GBjam Pirate Pop
PostPosted: Thu Aug 20, 2015 9:46 am 
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Whoa, this looks like an excellent game! Nice work.


...also, why is the new topic button directly next to post reply? That is confusing.


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 Post subject: Re: GBjam Pirate Pop
PostPosted: Thu Aug 20, 2015 4:31 pm 
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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"?


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 Post subject: Re: GBjam Pirate Pop
PostPosted: Thu Aug 20, 2015 4:39 pm 
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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?


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 Post subject: Re: GBjam Pirate Pop
PostPosted: Thu Aug 20, 2015 7:45 pm 
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Yes you can, as long as it's actually hblank time, and not 'OAM time'.

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 Post subject: Re: GBjam Pirate Pop
PostPosted: Thu Aug 20, 2015 11:04 pm 
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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

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 Post subject: Re: GBjam Pirate Pop
PostPosted: Thu Aug 20, 2015 11:08 pm 
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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...

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 Post subject: Re: GBjam Pirate Pop
PostPosted: Fri Aug 21, 2015 7:43 am 
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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.


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 Post subject: Re: GBjam Pirate Pop
PostPosted: Fri Aug 21, 2015 9:21 am 
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tepples wrote:
Wacky Races

Good lord! This looks like it could pass off for a worse looking GBA game:

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 Post subject: Re: GBjam Pirate Pop
PostPosted: Fri Aug 21, 2015 10:26 am 
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Enjoy Buster Bros., did you?

Looks nice.


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 Post subject: Re: GBjam Pirate Pop
PostPosted: Fri Aug 21, 2015 10:57 am 
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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)


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