gbadev
Game Boy Advance homebrew development forum
pmprogprofile picture

pmprog

Member
Last seen 1 week ago
Joined:
Posts:
25
Topics:
3

Awesome, nice work, already set everything up :cheesygrin:

I've been watching some C64 intros to get some ideas. Might have a scoot at some Amiga too, and maybe a few other platforms

Great stuff... Thanks

Yeah, I had to fix a few things and add an extra function to the input controller, but overall, I think it puts me in a good starting point to build a game-maker tool on top too.

I am a little confused over the music bit though... there was no music in the game, I didn't even get around to picking one...
Oh...
I didn't realise I'd left that in the GBA version. That's Ma2e/DSR's music for the Luma game I ported to the GBA. I was using it as a stop-gap whilst I worked on the game part.

I'm a little torn now on whether to try and finish it off a bit now there's no time constraints, however, it feels a little bit odd to work on a Christmas game in Janurary.

Is it possible to get email notification if somebody posts in a topic you're tracking?

exelotl wrote:

It's really coming together! Entities all seem to start & stop very suddenly in the video, so maybe some horizontal acceleration/deceleration would be good? Picking up the goblins is pretty funny and unique lol, will be fun to see how that fits into the gameplay. Good luck on the last day!

Yes, I considered the physics "workable" with a plan to review them if I had time... we've been out with the family most of the day, so just not been able to finish the more important parts.

I also discovered that due to the way I coded player states, you could jump super high by throwing an object at the early part of the jump, because when the play moved into the Throwing state, momentum carried on, but no physics were applied (so acceleration basically paused). Would definitely do that differently next time

Well, the jam is pretty much over, or at least it is for me. I'm not going to have any more time for coding. Here's the final release (containing GBA, Win64 and Linux64 builds). Unfortunately, it is in no way a complete game, or even a game in the slightest. I removed the "random" AI to start building rule-based AI, but was out of time, so now the goblins don't do anything at all. I'll upload here just for the sake of "completing" the secret santa jam. It's just a shame I couldn't have got more of a game into it...
https://tins.amarillion.org/entry/269/

I now have presents in the level, and goblins! The goblins don't have any AI (other than every 16 frames pick something new).

An unintended "feature" I found out whilst testing was that you can be picked up by the goblins, and vice versa. Could lead to some interesting gameplay, so I'm going to leave it in for now.

I need to start thinking about finding some public domain music and sfx for the game.

All in all, I'm actually quite happy how this is working out. I don't know how "playable" or fun it will be, I guess we'll find that out, but I'm running out of time.

https://youtu.be/AReGskgp_wo

Yippee... Snowballs incoming
https://youtu.be/pXNYaS7oZrM

After a bit too much family time over Christmas 😀 I've managed to struggle my way through getting an object system running.

You can now control the player, though can't really do much more, and the jump height needs adjusting so you can actually get up ledges

https://youtu.be/JE7o5KeSt_Q