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m1s3ry

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A member registered Mar 06, 2018 · View creator page →

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Si el BPM del track es igual o mayor a 60 bpm, entonces este asset deberia funcionar sin adelantarse.

Yo, after a long long time, I finally got around to finish the port

https://vitadb.rinnegatamante.it/#/info/718

Hi there! I liked this game a lot so I would like to ask permission to port it to PS Vita (obviously as free homebrew). I did quite a lot of ports in the past, including but not limited to Minit, Crashlands, Gun Godz and others.

I don't need source code or anything, just your permission to upload it to the web.

Thank you very much!

Yup, thanks!

Amazing! Excited to try this

Ok. If you change your mind, let me know!

Hi there! Just finished this and I like it very much. If you agree with it, I would like to port this to the PS Vita as free homebrew. I don't really need source code or anything, just your consent ofc.

If you want to check my porting works, you can do so in my twitter https://twitter.com/m1s3ry_

Thank you very much :)

Hey! I wanted to ask if I could port this game to the PS Vita? I don't need source code or anything, just your permission to upload as free homebrew. I will of course leave a link to this page as well.

If you want to take a look at my works, you can do that in my twitter https://twitter.com/m1s3ry_


Thanks!

Avoiding heavy shaders like CRT is kinda of a requirement, but overall there's no way to port GMS 2 shaders yet (Working on that), so even if the Vita could handle the CRT shader perfectly, I don't have a way to port it at all. 

Text is never a problem. The only game that gave me problems is Warlord, but it's due to a text parsing issue. It converts the newlines to an square and it doesn't, you know, break  the line. I find this rather strange and I'm not really sure why it's happening at all.

Released! https://vitadb.rinnegatamante.it/#/info/648

I had to code in gamepad support and a reset button, but other than that it was pretty straightforward

(1 edit)

Oh no, I actually love it. My game has the exactly same shader you use, and it honestly would look fantastic on the Vita.

Problem is that with the way I do the ports, shaders cannot be ported easily, and the CRT shader is too heavy on Vita's GPU

Amazingly amazing!
Btw, I could not port Warlord due to some text parsing issue in the Vita (I will get around it). I was thinking in porting this one but I would have to disable the CRT shader as it is too much for the Vita. Is this okay to you?

Hi! I played this game recently and I really liked it. I would like to port it to the PS Vita.

I don't need source code or anything, just permission to upload it as free homebrew. I will leave a link to this itch page on the release page in vitadb as well.

You can check some other works of mine here in twitter https://www.twitter.com/m1s3ry_

Thank you!

Hi! I was playing this game and I really liked it. I would like to port it to PS Vita.

I don't need source code or anything, just permission to release it as free homebrew once it's done. I'll link the itch page to the vita.db entry.

You can check some of my works at https://twitter.com/m1s3ry_


Thank you!

Hi! I played this game and I really, really liked it.

I would love to try and port this to the PS Vita as free homebrew. I don't need source code anything, just permission from the devs to release it for free once it's done (there will be a link on release page in vitadb that links back to the itch page).

If you want, you can check some of my works on twitter.  https://twitter.com/m1s3ry_


Thank you!

Hi there! I really like this game and would very much like to port it as a free PS Vita homebrew. I don't need the source code, just your permission to release it.

You can check some of my works on my twitter https://twitter.com/m1s3ry_


Thank you!

This game was super fun! The engine is GMS 2.3 or an older version?

Hi! I really like this game and I would very much like to port it to the PS Vita. I don't need source code or anything, just your approval to release it.

You can check my twitter to see some of my work regarding this: https://twitter.com/m1s3ry_


Thank you very much!

Great! I'll start working on it and let you know when I release it. Thanks!

I did not! :o

It did indeed. It was ultra simple to port and ran at 60 fps. I could have adjusted (and probably will) some resolution scaling problems that are common with the Vita, but oof.

On top of that, the game was amazingly fun! It's no shit one of my favourite beat em ups

It's a combination of UMT (Undertale Mod Tool) and some experimental scripts that downgrades the bytecode from 17 (GMS 2) to 16 (compatible with Vita runner), and modifying code by doing some sort of decompilations. Sometimes it's a lot of work, but in the case of King of Machines, it was the easiest port I've done in my life. That game is so well coded that it literally worked right away and I had to modify nothing.

Last night I tried to port Warlord and there were some bugs with fonts that I'll look into to these days!

If you want to know more, send me a dm to @m1s3ry_

Hi! I really enjoyed this game and would very much like to port it to the PS Vita.
I don't need source code or anything. Will this be okay with you?

Hi! This game was too much fun, and I really would like to port it to the PS Vita. Will this be okay with you?
(no, I don't need source code)

Hi! I really like this game and I want to port it to the Vita, along with King of Machines. Is that okay with you? (no need for source code or anything btw)

I loved this game so much I am porting this game to the Playstation Vita, I really hope you don't mind.

The level of polish in this is amazing! The art is top notch, the music is nice, and the writing is neat and amusing. I love it.
My only complain is that is a lot RNG based and can make it frustrating a little bit some times. Maybe that was intended but I would have prefered less RNG.

Still, this game is amazing, and I'm truly amazed you got all of this done in a week. Congratulations!

O' boi, I wasn't expect this kind of review! Thanks! I'll try to address point by point.

Yes, I've failed to communicate that you could buy multiple heroes. This could have been easily fixed with a 0/4 text that increased with each ninja bought. That was a clear case of "because I coded this I know it but I forgot to communicate other players". 

Sadly, I did want to improve in character powers but didn't have time to do so. Bullet time ended up being useful only on the 2nd and 4th level, maybe a bit in the 3rd, but it was very situational. I have many ideas of improvements to do to these powers, but they have to wait until the ratings.

I originally wanted to have a dedicated tutorial level, but didn't have time to implement so I opted for the in game texts. I wanted the text to come out of the player because that would made more sense with the ending of the game, but I never thought about slowing time during the tutorial, which now that you say it it's a great idea that I'll definitively implement.

The letters at the top sadly were just placeholders that stayed in the long run because they weren't high priority.

The button placement never gave me any problem. That being said, I wanted to have remappeable controls as well as gamepad support. I'll be sure to add that.

And with the subpixel drawings like sprite stretching and full rotation, for the final version of the game I'll leave them, and I'll only stick with the 4 color scheme (probably adding alpha blending), but it's true that, for the GB Jam, these effects did detract from the retro feeling. The problem is as follows: GMS 2 camera system makes it very difficult to disable subpixel drawings, so I opted to have selectable scale. If you go to settings you can set scale 1, which will give you a window of 160x144. Of course, this makes it very hard to actually see what's going on, but then the rotations and the sprite scaling will be on grid with the resolution, thus making it more gameboy-ish.

Thanks a lot for the review! It gave me great points and I'll be sure to apply them in a future version of the game, as well as (I hope) my next jam!

Thanks a lot! Upscaling the game does not actually change the resolution of the game, at least not in the logic side, but sadly the camera system of GameMaker Studio 2 makes it very difficult to disable subpixel drawing, that's why I let an optional 1x resolution. 

While this of course doesn't look very gameboy-ish, I was actually surprised to learn that the og GB did have subpixel calculation that obviously couldn't be displayed due to hardware limitations. Of course, that's no excuse, but a fun fact 

I'm not entirely sure how this got made in a week, but I guess it did, and for that I'm amazed.

Every nitpick I have about this game gets obsolete by the fact that this can running on a real, actual, freaking gameboy, and it was done in one week.

You have my respects.

I finally played this and yes, it was as fun as they say. I personally didn't find much of a problem with wall jumping. My time was 9 minutes, but I'm quite confident I could make it 4 or 5 at most. 

It's good to play a game without violence for once too. I really liked this one!

This is super addicting! I love it and hate it at the same time, at the end I was practically rushing through the level but I was so stressed by making a single mistake than I ended up doing plenty lol.

I really like this game, it's super Super Mario Land like others here said. My only petition would have been having the respawn time to be shorter. 

This game has an amazing amount of polish in the graphics and animations. The combat feels weighty and nice overall (reminds me of games like Dark Souls or Blasphemous). Sadly, the game is too short (which is understandable given the level of polish) because this is a game I would play in it's full form.

A recommendation would be making the combat more dynamic with more options like blocking or dodging, and maybe a mana system, but overall really good!

The music is nice but what I think this game does best is the use of the color palette. First of all, it doesn't feel like it's just 4 colors, the contrasts are great and each color works perfectly.

I wish there was a little bit more variety, and I think overall the health bar is too large (in my second run I basically past run every fire and didn't die) but I like this game! I hope you develop the idea further

Amazing that you could create the skeleton of a beat 'em up in such a short time. The graphics are nice and the characters look really charming! My only two critiques would be a bigger viewport (maybe scale the resolution by 4 or 5) and add invulnerability time. Overall, really neat!

It really reminds me of a game I loved when I was a kid called "Marble Madness". This is like a top down demake of that, and I love it. The only critique I have is that the enemies patterns are too random, but other than that, this is really fun!

Amazing polish in animations and really nice music. This feels super gameboy and I love that!

I can't reproduce it consistently, so it may vary from PC to PC, but I think it's related to room changes in GMS 2.3. I'll have to take a look into that :(

Hey, I'm sorry to hear that! What button are you spamming for it to crash?
GMS 2.3 is having some weird bugs in room changes too