it's made in libgb i think it was called. Standard c library that compiled to gb.
Was a few years ago I could dig up the source and make it public on GitHub
Update: Playing around with possibility of non planar terrain, or at least some change in slope.
Currently just setting the cars up vector to the normal below it and apply gravity in same direction as face normal and it works kinda nice.
No interpolation between angles make it very choppy so had to use follow camera to not get a severe headache while playing around.
Gif of unintended skateboard ramp:
Almost one weeks vacation has passed and actually some work has been done :)
Features worked on , and somewhat implemented:
Planned work:
Gif of me racing my earlier run saved to disk.
Can also read from memory which will be done to have a "ghost" after passing through the checkpoint:
Same replay but tested having a trail behind it to more clearly see the path taken:
Thanks yeah that is a very lucky guesstimation which turned out better than expected, at the moment at least :D
Today and yesterday was mostly about building trackpieces in Blender ( which i havent touched i a while) so now there is a set of standard ground pieces, At what i think is the correct size and shape. I think the base size and scale feels right atleast.
Can be played in browser emulator here: http://gamejolt.com/games/gbjam-floppingbird/19626...
G-One is a project i started yesterday but feel so strongly about i felt the need to post a devlog directly.
Its a futuristic racing game drawing from F-Zero and Wipeout.
Latest update: Started thinking about local multiplayer.
Latest gif: Played around more with slerping the rotations and adding back my original camera. Worked out pretty fine.
Day one Screenshot and gif:
This is my project Pn01
Its my first real unity project, heavily inspired by pn03 for GameCube :)
Its going to be made up of a series of rooms where you have to kill all enemies, simple as that.
Mechanics:
Target shot> once fired at an enemy your fire is homed at hit enemy, can be seen as green sphere in img. Without it you fire straight ahead.
Combo> Each shot hit increases your combo bar, when an enemy is killed you have x time to continue on you combo.(Seen as grey and red bar in img)
Jumping> You can jump straight up to avoid enemy fire, strafejump, and a longer strafejump.
Scoring> After each room you will get a score based on you damage, hitcount and combo count.
LVL 2. gif ruins the jump its alot smoother in game. But here you can see the combo increasing after i kill the second enemy.
v
harrypottage: Nice one! I clicked for longer then i would like to admit :D
Got to a point where my island was 1 pixel from hitting the "bird" soo close!!!
Here's my "game": https://chebastian.itch.io/be-a-better-person
I so badly want to post the updated version but that would be immoral guess xD
On of the most helpful sources of information for GBDK was looking through code example of others small projects found across the web.
So i decided to release the source for mine too: http://bit.ly/FloppingSrc
While I dont do anything special with the GBDK I hope it might help someone starting out either way :)
Warning: Nothing in the source is to be concidered good practice :)
I found this tool mentioned in another thread here: http://www.cockos.com/licecap/
Forgot who mentioned it, but works great and have no performance input on my machine.
Just remember to set fps to ~30-60 for smooth gifs :)
Added playable to top.
or:
Play in browser: http://gamejolt.com/games/gbjam-floppingbird/19626...
Download: http://bit.ly/gbjamFlapp
This is still a Work in progress
But please try it out!
Play in browser at gamejolt: http://gamejolt.com/games/gbjam-floppingbird/19626...
News: Added animations for flying and death. Also new spritefont for score.
Or Download from dropbox: http://bit.ly/gbjamFlapp
Not much needed to say about the game, we all know and hate it
But i wanted to make something that could really run on the gameboy, and what better way than to use the GBSDK and make a real gameboy rom.
This is the progress atm, im changing the tiles for the pipes, therefore only top and bottom are rendered, and incorrectly ontop of that.