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(3 edits) (+1)

* Gameboy games do try to avoid the sprite flicker by trying not to overload the scanlines with more sprites than possible
* Some games utilise the sprite flicker
* Hardware blending and other tricks do not apply to the GBjam and we are not interested in explaining the subtleties of what is or isn't applicable for the competition.
* Render interrupt introduces more than four colours to the screen. The gameboy colour has more than four colours. Fingerpainting on the screen introduces more than four colours.
* Games made for GBJam have to display four colours on the screen at a resolution of 160x144 with the same limitations for input as the gameboy.
* SGB borders can be shown
* You are correct, it's ten sprites per scan line. I had forgotten.

The jam rules are as arbitrary as 1bit jam. Please accept this.

The GBJam is for all users at all levels of skill, and as such is very simplified. If you would like a more challenging jam, seek out Gameboy Compo when it returns.

(-1)

>Gameboy games do try to avoid the sprite flicker
i guess it depends on the game, usually theres not enough sprites to hit the limit
>[...]we are not interested in explaining the subtleties of what is or isn't applicable for the competition.

sounds reasonable to me

>Render interrupt introduces more than four colours to the screen.
(raster/STAT/LYC/scanline interrupt, first time hearing render interrupt, unless you mean vblank)

not really, the PPU still has the hardware limitation of 4, SGB is just post processing, and GBC isnt an "original" gameboy

>SGB borders can be shown

thats nice

>The jam rules are as arbitrary as 1bit jam. Please accept this.

i can accept that, i was just looking for anwsers as to why theyre so arbitrary

>If you would like a more challenging jam, seek out Gameboy Compo when it returns.

i have yet to finish a game in the first place, and the next compo is 2023, so no thanks

thanks for the quick reply, and have a nice day

This is why it's important not to bog yourself down in details of technical implications. The jam is open and vague enough so that anyone can make a game using any tools available to them without worrying about technical specifications.

I hope you enter this year or next and give a go at making a simple game!

(-1)

> This is why it's important not to bog yourself down in details of technical implications.

thats kind of how i manage scope, especially since i really want to develop gameboy homebrew.

>[...]anyone can make a game using any tools available to them[...]

as of right now the tools available to me are :

- RGBDS, which is literally a gameboy assembler (even then my main issue is chasing meaningless cycles (overoptimizing))

- Godot, which i simply dont understand, and refuse to understand

>I hope you enter this year or next and give a go at making a simple game!

by the time 2023 rolls by ill forget about this. willing to bet ill forget within a week, and i doubt id be happy with 'simple'

also you replied 22 hours sooner than i expected :p