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jeana helver

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A member registered Jan 07, 2018 · View creator page →

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you can as long as you increment every position by 10 pixels

it is. but it makes it a little more accurate to the original and limits the type of games possible. I have used these displays before on Arduino and just like the original Gameboy had ghosting you have to work around it. but I might look into turning it off if it's a problem

check out nok.js on github

made this for myself and anyone who wants to put out a game for this jam.
already have the 12 inputs mapped to what i think is somewhat logical
simulating the LCD ghosting these displays where known for and have intentional reduced frame rate ( 15fps but you can change it in the library file if desired)
some preset shapes and patterns just to get you started, i hope the documentation and example explains all you need to know.

you might be looking at the relaunched model there. this jam is about the original nokia 3310 and many of the other early cellphone models nokia made had this display and is 1.5 inches backlit monochromatic 84x46

yes pretty much see that you have a working pipeline to draw stuff on screen, if your not to fermiliar with the engine your using try making a simple pong (or snake clone) to see everything is working just something to check the display functions, sound and inputs. little helper functions I would also still consider if there generic enugh like printing text, drawing shapes, or key rebinding and screen scale options. this would be the maximum amount you could do in my opinion.

fair enough, would love to see how you will setup Godot to emulate the lcd look

(2 edits)

is it 3by4 ratio exactly? iv been writing my engine and went with 7by9 pixel ratio that seems approximately alright to me.
also would it be alright to do ghosting and low fps?
if you wanna check out the html5 engine

interesting concept, would have liked to see some variation, the fish are a nice touch

thank you, apologies about the rather poor game play

should be fine, games used come with instructions or manuals, just put the instructions on the itch.io page

(1 edit)

i was wondering what resolutions everyone will be using?

im thinking if ether going 32x32 or 96x96 since there not that commonly used

i think so

here is the bare bones setup ill be using

<!DOCTYPE html>
<html>
<head>
    <title>RRJ2</title>
    <style>
        *{
            margin: 0;
            padding: 0;
        }
        .body {
              min-height: 100vh;
        }
         #screen{
            margin: auto;
            display: block;
             width: 100vmin;
              height: 100vmin;
             image-rendering: -moz-crisp-edges;
            image-rendering: -webkit-crisp-edges;
            image-rendering: pixelated;
            image-rendering: crisp-edges;
         }
      </style>
</head>
<body>
    <canvas id = "screen" width = "32px" height = "32px"></canvas>
    <scrip>
        var canvas = document.getElementById("screen");
        var ctx = canvas.getContext("2d");
        
        ctx.fillRect(0,0,32,32);
    </script>
</body>
</html>

thank you for trying it out, yes totally understand its a bit harder then i expected it was bit of a rush to make. since the jam said no words i forgot to mention that backspace and even delete work since this started as a no words text adventure but very simplified 

I'm very sorry i made them a little to difficult with not enough visual representation of the changes and it just ends up trial and error.

Do not worry about it though, you pretty much seen all the game had to offer.