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Baŝto

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A member registered Jun 15, 2017 · View creator page →

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(1 edit)

That sounds more like a sandbox mode. With a floor where you can spawn items and monsters. But that would ruin the evolution, where you die the first time you run into a new enemy.

Though it might help playtesting new items and changed balancing.

ShPD already has progression since you can’t use all classes from the beginning and only use challenges after you win.

There are also Hero’s Remains, where your run gets influenced by your last run. That’s not progression, but not very rougelike-ish either.

Rather "learning by dying"

There are play styles with which you can get to floor 25 nearly every run. The learning curve is steep indeed. You need to know how the enemies and bosses behave. How alchemy works. What the talents can do etc.

Then you might want to try the desktop and the new version. It feels quite a bit different to play with keyboard/controller and mouse. Aside from balancing changes there were bunch of new features added over time like trinkets and the duelist class recently. 

https://antifandom.com/pixeldungeon/wiki/Shattered_Pixel_Dungeon/1.X (2021-2023: new traps, spells and rings; spectral necromancer, alchemy rework, divine inspiration gets you more talent points, metamorphosis gets you talents of other classes, crystal key [see-through doors and chests], gas room, firewall room, laser room, reintroduction of sacrifice room, seeded runs, daily runs, more badges, ascension curse, scores for exploration, bosses and quests; score multiplier for ascension and challenges; lore pages)

https://antifandom.com/pixeldungeon/wiki/Shattered_Pixel_Dungeon/2.X (2023-2024: duelist class, blacksmith quest on subfloor with new enemies, trinkets, alchemy rework )

Maybe you wanna tag this with "Fighting". On a different note: Would you mind uploading this to https://opengameart.org? CC-BY is one of the licenses allowed there. Many enter their itch page as website on their profile. Submission descriptions also allow links, so it can link to the full version.

In contrast to newer assets, this one is not tagged with "Fighting". On a different note: Would you mind uploading this to https://opengameart.org? CC0 is one of the licenses allowed there. Many enter their itch page as website on their profile.

I honestly have no idea what you are talking about. Everything from the previews is in the zip, even the previews themselves. According to archive.org the previews didn’t change since you commented. Neither does the time machine show an RPG maker tag.

This post points to the files of 0.14 release. Maybe itch requires to first upload the files and then write the blog post.

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No, I don’t have this issue. But

  • Check if data folder exists and is writable: Settings -> Game Data -> Open Data Folder
  • Check if data import/export works: Settings -> Game Data -> Export Data
  • Quickly checking whether save game works: Custom Game -> <any> -> Play ; Menu -> Save & Quit

If at least import/export works, you can store your progress somewhere.

That is actually quite weird since datetime should start 1 JAN 1970 UTC, which can be at most 31 DEC 1969 with time zones

cc by-nd still allows to redistribute and resell, it only disallows to modify it

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The tagged license is assets-cc4-by and not assets-cc4-by-nd like in the description. The link after the cc by-nd badge also goes to cc by.

From the can't list by-nd explicitly allows reselling and redistribution of the unchanged assets as long as it's properly credited. And that probably also includes making them part of game-making tools or code templates, but I'm not 100% sure.

And if I understand this text correctly, you are not allowed to use the creative commons "trademarks, names, and logos" if you modify the license: https://creativecommons.org/faq/#can-i-enter-into-separate-or-supplemental-agree... https://wiki.creativecommons.org/wiki/Modifying_the_CC_licenses


cc by is pretty much a "you can edit and redistribute" and cc by-nd a "you can redistribute unchanged", without the redistribution part it's somewhat pointless to use creative commons licenses in the first place.

The license in the description (cc by) and the tagged license (cc0) are not the same. Which one is it?

> You CANNOT resell and/or redistribute this asset pack;

clashes with the given license CC0, which basically emulates public domain and therefore allows any kind of redistribution

What are you talking about? The source is linked under "More information"

Please remove the Creative Commons Attribution license tag. All Creative Commons licenses are incompatible with "You can't publish" restrictions

Please remove the Creative Commons Attribution license tag. That license is incompatible with disallowing to sell it

Please remove the Creative Commons license tag. All Creative Commons licenses are incompatible with "you cannot redistribute"

I got to 82453 with the desktop version, but I got bored at 65k (8 lives) and just let it run.

20×1; 4×2;  4×5

> finding the right balance in solar cells vs attack towers etc


1112115 ×4 works quite good

Great Burst was a submission to OGA Summer Game Jam 2019. Great Burst 2 is rewritten wrom scratch, only few graphics are reused and code to generate the same sounds, but it uses and reinterprets the same source assets I used back then.

The milestone is d2bb111 commit from last night.

Screenshots ×2 Great Burst (left) and Great Burst 2 (right):

Great Burst:

https://basxto.itch.io/great-burst

Great Burst 2:

https://basxto.itch.io/great-burst-2 (pw: ogaSPRogaING)

(gburst2_d2bb111.gb is the rom, gburst2_d2bb111.zip is bundled with webasm version of binjgb and will likely become unusable when I upload the final zip)

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My take on it so far.

The fonts are recreated and the pants use line dithering.

And it has different  resolution (fullscreen; 160x144).


EDIT:

Improved version:

And Game Boy Color (split into background and sprites; background maxed out at 8 palettes)


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I’ll update it later and add an HTML5 emulator (currently a placeholder)

Okay, that is pretty much the final version. Can be played with any gameboy emulator.

Is it enough if we build the overworld from premade parts and  just generate the path?

I mean I wanna add randomization to those parts, too.

But I wonder how far I have to get until I can submit it.

All music must be created during the jam

It’s called a Game Boy

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Don’t forget that you might need time for these:

  • gameplay testing
  • polishing (maybe)
  • putting up your itch page / understanding itch
  • slow  internet etc.

(I uploaded my last game a few seconds before deadline with the description copied from my README.md and asdf in all other required fields)

I’d say, you either have to use 64x64 (8x8 tiles) or 128x128 (upscaled) and leave the rest black.

Game Boy is capable of that, but I neither know if that can be done in GBStudio.

> There are 4 rating categories; Gameplay, Graphics, Audio and Authenticity. Authenticity is the most subjective category here, some people see it as a hard rule where if your game isn't perfectly 64x64 or less, or has sub-pixels going on, you'll get a low rating, some people see it as how your design works given the restriction.

is it also allowed to manipulate the loaded images (palette swapping, changing pixels, merging parts of tiles, rotating mirroring)

that's quite unlikely

Woah, awesome character sprite.

Can you maybe place that note more prominently on this page? Or maybe put it under cc0 for better international compatibility.

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No, this is a full-fledged GameBoy Color game, which is also compatible with the original GameBoy, running in a JS emulator.

You can also download the rom (.gb), play it with an emulator or put it on a GameBoy cartridge.

SDCC is a compiler that can compile C into GameBoy machine code and pack it into a rom.

GBDK-n is a library for accessing the GameBoy hardware in C.

Most tiles are from https://opengameart.org/content/zoria-tileset

Detailed licensing information can be found here: https://github.com/basxto/doavi#licensing

I only drew the muffin and the font wholly myself. I mostly adapt and improve existing tiles.

Well you can basically just walk around and read signs.

It’s basically a walking simulator, since that is nearly all I’ve implemented. There is one working chest, though.

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https://itch.io/jam/paint-jam-2020/topic/729141/is-mtpaint-also-okay is related

There is apparently MS Paint for XP on archive.org https://aur.archlinux.org/packages/mspaint-xp-bin/


It appears that jspaint can also be launched as an electron app:

git clone https://github.com/1j01/jspaint && cd jspaint && npm i && npm start


And there is also GNU Paint https://en.wikipedia.org/wiki/GNU_Paint

Is mtPaint also okay?

http://mtpaint.sourceforge.net/

As to what I am hoping to gain from this jam, the following are all my goals (just an FYI, I use GameBoy Color):

* Optimize spritesheets and palettes

* Maybe getting better at pixel art

* Manage to somehow play music on a GameBoy

* Using one of my favorite spritesheets (zoria)

* Doing and getting better at hardware hackery

* Build/improve my toolchain