Glad you liked it! Always love to hear of people playing it on real hardware!
Michirin
Creator of
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I must admit, kinda laughing a bit at your guesses as to why it's lagging lol
It lags because it's a real Game Boy game, and GB Studio's platformer engine is a little too much for the good ol' GB CPU to handle...
But the GBC CPU has double the clock speed than the original GB one, and I'm working on a colour version right now and well... Literally just ticking the colour box and doing nothing else has already eliminated the lag!
Frankly, the only reason why I didn't do it to begin with is because this is the GB Jam, not the GBC Jam xD
There's some serious potential here, the controls are quite polished, but gosh it needs invincibility frames, it feels like I get knocked about into other parts that deal damage every time I get hit, and getting hurt during the hurt animation where I can't move, making some parts feel impossible, particularly with that aggressive fireball spawn rate...
Oh and a visible lifebar would be nice too...
2nd Castlevania clone you played this Jam? There's another one?!?! I should check it out!!
And yeah, I've actually already started working on a colour version of this with some improvements, just activating colour mode alone already eliminated the lag lol (Blessed GBC doubled clock speed)
I'm thinking perhaps a difficulty setting, maybe rework some boss patterns a bit, it's a bit difficult to get melee attacks working on GB Studio cuz projectiles are finicky, and they're the only good way of doing hitboxes of any kind... But I'll see if there's anything I can do to improve that too.
Thank you very much!
Thank you very much!
I'm pretty sure it's not the parallax causing lag, but the enemies being too close together so the DMG has to process two of them at once...
As for the jump pads, just hold the jump button, you're not supposed to time it lol
And yes, the whip is a static invisible projectile, but to make it feel better, the whip hitbox is 4 pixels larger than the actual whip in every direction, and the hitbox only lasts 0.1 second, so it doesn't have enough time to drift too much from the whip while you're mid-jump, oh and, setting the walk and run speeds while on the ground to 0 for the duration of the attack also helps, but don't forget to reset it to the normal movement speed when the attack is done!
And as for the kappas (turtles) jumping out, it's actually pretty simple! I adjust their speed mid-movement to simulate gravity! 8 pixels below the peak I half the movement speed, then I hold them in mid-air for half a second, then move them back down 8 pixels still at halved speed, then I set the speed back to normal and move the rest of the way down! Oh, and the splashes are a static projectile with no collisions!
I normally already do the usual Skeletons, Bats, Spiders and Ghosts and so on whenever I do a 'spooky' theme, so I figured I'd try something I haven't really done for a change for this one, glad it's being appreciated!
And yes, I Would quite like to give it some extra dev time, but frankly I need a good break after 10 days of nonstop work >w>';
Thank you very much!