Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

878099 Posts in 32905 Topics- by 24327 Members - Latest Member: MasterFenrir

May 21, 2013, 06:24:37 AM
TIGSource ForumsDeveloperFeedbackDevLogsDungeon Crawler (GameBoy Color homebrew)
Pages: [1] 2 3 4
Print
Author Topic: Dungeon Crawler (GameBoy Color homebrew)  (Read 3741 times)
Kramlack
Guest
« on: February 18, 2012, 07:32:13 PM »

Title: TBA
Release Date: TBA
Programming: Overkill
Design: Kramlack
Platform: GameBoy Color

So Overkill and I have been working on a currently unnamed Dragon Quest-like dungeon crawler on the GameBoy Color. This project started out last year as a sidescroller, but quickly shifted over to an rpg a month or two later. The goal of this project is to try some funky tricks on the hardware while just making a fun, old school RPG. Hopefully this DevLog will serve to chart our progress and changes.

Saturday, February 18, 2012
We have screen scrolling, text boxes appearing on screen, and a makeshift menu that doesn't fully work (but looks like it does)! The assets used in the images below are about a month old now, and most have been updated since then, but not yet put into the game.
Some images showing what we have working.
« Last Edit: February 18, 2012, 10:31:03 PM by Kramlack » Logged
Jasper Byrne
Level 10
*****


Twitter: JasperByrne


View Profile WWW
« Reply #1 on: February 18, 2012, 07:35:45 PM »

Love it man.
Logged

Hangedman
Level 10
*****


Two milkmen go comedy


View Profile WWW
« Reply #2 on: February 18, 2012, 07:59:44 PM »

Very neat stuff.

I'd love to hear more about the programming end, i'm very curious about the whole structure behind it, how deep you have to go.
Logged

AUST
Yamato - ITIAMOSIWE - Vision
If this is the life why does it feel so good to die today
jmac
Level 0
**



View Profile
« Reply #3 on: February 18, 2012, 08:18:43 PM »

Very cool, has always been a dream of mine.
Logged
baconman
Level 10
*****


Design Guru


View Profile Email
« Reply #4 on: February 18, 2012, 10:36:25 PM »

Sweet. I too, would like to hear how much of a similarity/difference there is between making PC-related and Nintendo-related software; as well as what design plans you have for this bundle of joy...
Logged

Kramlack
Guest
« Reply #5 on: February 18, 2012, 11:15:28 PM »

Maybe overkill can do a post-mortem after we finish the game, just sort of shedding some light on how this was done. Short of that, if you want to PM me, I know a bit about the programming side, and just about everything regarding the restrictions.

EDIT: Here's a bit from Overkill when I talked to him about doing a post-mortem.

Quote
A lot of the stupid shit to do with the gameboy is not having enough memory, or not being able to multiply shit efficiently. Or their weird, weird, weird hardware registers. Not having multiplication, the bane of my existence. You can make a thing that can times two numbers by hand, but it'll be slow as hell. Thankfully the RPG can do this for damage calculations, but things that draw, or figure out where to put things in the memory, need stupid limitations so things are fast. And yeah this is brainmelting basically because there are so many things that are possible in high-level programming languages that can't be done easily in assembly. At least old assembly.

But yeah, simple things like textboxes and cameras and stuff take very little time in a language like C, and like ridiculously fast to write in Python/Lua/JS or something, but you can't really realistically use that on the Gameboy. Tasks that would take me a day tops are taking me MONTHS ;_;
Logged
baconman
Level 10
*****


Design Guru


View Profile Email
« Reply #6 on: February 19, 2012, 12:05:43 AM »

YIKES. So it's harder than TI-84, basically, and that everything has to be measured arithmatically, instead of geometrically? Even in 2D, that's a tremendous pain in the tookus. I couldn't imagine! ~.~

And yet now, that obscure leveling system that GB RPG's used and alternative physics engines that their platformers use makes total sense. There's a good reason why SML2 feels floaty and vertically steady compared with other titles...
Logged

Ashkin
Level 10
*****



View Profile
« Reply #7 on: February 19, 2012, 01:44:51 AM »

Man, FINALLY.
Logged
Franklins Ghost
Level 10
*****



View Profile WWW
« Reply #8 on: February 19, 2012, 04:10:10 AM »

Liking the sound of this, interested to see how the process goes  Smiley
Logged

Birdorf
Level 1
*


View Profile
« Reply #9 on: February 19, 2012, 05:11:16 AM »

The tech side sounds fascinating/annoying. Looking forward to your updades.
Logged
Manuel Magalhães
Level 10
*****



View Profile WWW
« Reply #10 on: February 19, 2012, 05:21:13 AM »

Wow, the screensshots look really nice. Looking forward to this. Smiley
Logged

       

Kramlack
Guest
« Reply #11 on: February 19, 2012, 02:57:15 PM »

@baconman: Glad that little bit of info was able to help you understand a few things.

@everyone: Here's an update. Or, wait a minute... Huh?
Logged
C
Level 9
****



View Profile WWW
« Reply #12 on: February 19, 2012, 03:07:54 PM »

All of my love.
Logged

rdein
Guest
« Reply #13 on: February 19, 2012, 03:08:10 PM »

release date: 2105, after kramlack rage-quitted approximately 58 times and nagged eternally

~ obligatory ass post thanks for cloning final fantasy ~
Logged
Udderdude
Level 10
*****



View Profile WWW
« Reply #14 on: February 19, 2012, 03:09:49 PM »

Pretty impressive coding for that system.  It's not an easy one to deal with by any measure .. good luck with it.
Logged
Pages: [1] 2 3 4
Print
Jump to:  

Theme orange-lt created by panic