Hi, thanks for your kind words. I am sorry but I am no longer actively working on this game now, as I am developing a Super Nintendo version.
BriG78cx
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Thanks, I may consider joining if i get more involved with creating music between now and then. I have a load of videos on my Youtube channel on SNES Dev in C using PVSnesLib and also my own custom graphics converter if you are interested. The Graphics converter code is supplied with the App if required. The GUI is my own simple immediate mode and the Converter works via simple drag and drop of your image onto it. Retro C Game Programming is the channel.
I don't yet, but I will check out the Spriters Resource though, when the time comes to add them. Unless you already have spritesheets that you would like me to use? The core Snes game is complete now, just need to tweak the graphics as this version will be different to the GBA version. As I plan to add Mario and some of his pals into the mix this time and open the themes up.
Not a problem, funny to see the spritesheet. I didn't know there was anything like that for the pacman character. I first saw that version of him in back in the 80s in a game called pac-Land, didn't know he was still being put into fairly recent games.
I am currently making a Super Nintendo port of this GBA game, but with larger levels, so may look to add them in there in the future.
Ok, I have put in Pacman using the above spritesheet. With a few amendments to his chomping animation. Let me know what you think. Some minor issues with the graphics sheet. Was this for a PC version? As there were a lot of colour variations, which i had to shift through to make into a 16 colour sprite.
Thanks for posting this, as others would encounter this, if they use that version of visualboy advance. I did try an old version i have in windows 10, which worked, but I don't know the version of it. It is quite old, I have had it for ages. Some times the emulators seem to target the official libraries that were used and not emulate the hardware of the machine. Which is the case for the N64, most ROMs for that which I build with DragonLib only work on actual N64's and a few emulators that actually emulate the N64 not its libraries. Thanks for sharing this.
Hi, thanks for pointing this out. I have gone in and double checked and it plays fine on a real Gameboy advance, I have a Sp101 version - which i use to test the ROMs on after testing in the emulator that i use. I have been testing in an emulator called mGBA. I just downloaded VirtualBoy Advanced-M and tested those levels in that and they work fine for me also. But I code and test on Linux Mint. Unfortunately not all emulators are coded equally and some only emulate actual functions from the main Library files of the official Developer Libraries - like the N64. I do try and catch all bugs before posting up, but I can't test in every emulator. Can you post up the version you are using please, so others can avoid using it in the future? Many Thanks Bri
I checked out the Sonic Advanced and Pink edition and just went with the Pink edition at the time. However after checking out her sprites on sonic CD and sonic origins, I have changed her to a mix between them both. She now looks like a hedgehog. I hope you like the new version, let me know what you think?
Thanks for you review. I like maze like games, so try to keep the levels quite fair and avoid too many cheap gotchas. I now have a more dynamic level system working, where I can expand the size and change the shape of levels, so I will both expand and add more levels soon. I also have 2 more new players to add to the game now. Dr Robotnik and Motobug, also coming soon. :)
Thanks for noticing, I have a number of versions of this type of game and I missed this :); I will fix the title to Boulder Crash on the page graphics. With regards to the delay with any updates to the NES version, its due to issues I was having with banking. The code doesn't fully fit into 32k which is what gbdk's NES ROM Mapper uses. I will sort out the crashing, though as that can be easily fixed. Not sure when or if I will extend the NES version after that.
It depends what that is and what you need me to do? :)
I can give out info on coding on retro consoles in C if that is what you need?
And I am happy to provide some tools for converting graphics from .png's to those systems. I have a few command line tools already, posted up on line on my SourceForge page, links for the tools can be found on my YouTube channel 'Retro C Game Programming' for the MegaDrive, Gameboy, Master System and GameGear.
I have some knowledge on the following consoles: PS1, N64, Wii, C64, Vic20, BBC Micro, GameBoy, GameBoy Advanced, Master System, Mega Drive, NES, Super NES, DS, and i do some coding on Linux and Windows using SDL2 / OpenGL. So maybe able to help with topics on them. I am also putting out tutorials on YouTube around 1 a week now and will go through those consoles eventually. I may also put out some retro games on those systems, still not sure if Itch is best for them, but haven't looked at any alternatives.
Thanks for your review. Yep the camera view does make the game a bit harder. Coding on the GBA, does have a learning curve to it, but it is ok once you get past that. The SNES is harder. If you are interested in learning to code on the GBA, you should check out my Youtube channel, as I will be starting a series on it in a couple of weeks. Currently finishing off with my SNES coding tutorials. Retro C Game Programming. So far i have covered Gameboy, GameGear, Master System, NES, Mega Drive and currently on SNES.
Its still going on, hopefully will be in a finished state soon. Good luck with your MAG, looks good. Hopefully I will have some stuff for you to check out in the future. Currently also working on a GameBoy Advanced port of one of my DS games, when it is in a more finished state, I will post it up for people to check out - which might be next week sometime.