Thank you so much, and I'm so happy that you've been enjoying the game! π
objetdiscret
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My favorite is Picross DS for the original Nintendo DS, which just has a bunch of great puzzles to solve. If you have Switch Online, you can get the SNES app and play Mario's Super Picross, which also has a lot of good puzzles.
If you want something that mixes nonograms with other gameplay, I heard Murder by Numbers is fun (but I haven't played it myself). I like Luna Story on mobile, and I'm recently playing Konami's Pixel Puzzle Collection, which has been alright.
The GBC version runs slicker than the GB version--I actually had to make changes to the puzzle controls based on whether the game is played on GB or GBC! Both versions of the game have four colors, but the GBC version has a nice blue palette (which can be seen in the screenshots). π Columbrine says the framerate is better on the GBC version as well. One nice thing about the GB version is that is has a special border in the Super GB (which you can also see in one of the screenshots).
Thanks very much for your kind comment! I'm always happy to meet a fellow nonogram fan. π
GG on completing all the puzzles, and I'm so happy to hear that you enjoyed it! π
I totally hear you about having the cursor not overwrite existing fills/Xs! It's a feature that I really appreciate in a nonogram game, and I can clearly envision the programming logic for it, but I'm worried about how I would implement it in a resource-efficient way. Sometimes there were things I thought would be really straightforward but ended up taxing the engine, and maybe now I'm kinda wary, lol. (For example, in the first TaiFab, I used to use a while loop to set up all the squares in the puzzle area, but it ended up being a bit slow to load puzzle scenes. I unraveled that loop, and the puzzle scenes loaded almost twice as fast!)
Surely, if I were writing these games in C and ASM, I would happily be able to fulfill your request. Maybe someday I'll get good enough to dig into the guts of the GB Studio engine and optimize it for my particular games' needs. π (I have definitely made improvements to puzzle architecture in the second game, but most of that is useful for me as the developer. The major QOL update for players is larger puzzle sizes and the ability to cross out numbers.) At any rate, I really appreciate your feedback and thoughts. Thank you from the bottom of my heart for playing my game!
Thanks! It was tough for me because I'm not a professional musician, but I did remember how to read music a little bit from when I was in high school choir. It's helpful that there are interactive transcriptions of classical music out there, such as on flat.io.
I guess my best advice is just to give it a try! I was dreading the prospect of sequencing music for my game, but it became easier as I worked on it more. Best wishes for your games and music!
Thanks for your comment! Have you tried talking to the innkeeper behind the counter? π There's different dialogue if you talk to her in front of the counter and behind the counter.
Sorry for the trouble! I was trying to reward players for being extra curious, but it ended up causing some confusion. (In the past, I played some games in which a shopkeeper has different dialogue behind the counter, and I thought that was funny, so I used it as an opportunity to hide a puzzle.)
Thank you so much for your kind comment! I'm happy to meet a fellow nonogram fan and GB dev. π
This project was a really helpful starting place for me to make a nonogram game in GB Studio: https://dionofspice.itch.io/gb-picross (You can see DionOfSpice in the Special Thanks section in my credits because of that. π) Maybe it will help give you some ideas too!
Through the course of building TaiFab, I learned a lot about GB Studio, and I'm already building a bigger and (hopefully) better puzzle architecture for my next game. π
Normally, if you saved by talking to the floppy disk at the Looong Gallery, the title screen has a 'continue' option.
I'm not sure if you're playing in the browser or with a downloaded copy. If the browser didn't save your game, you might have some browser setting that is clearing your cookies.
I really recommend downloading the game and playing on your own emulator. I'm sorry to hear if you lost some saved progress.
Oh my, that's a new one! If you still have that save, can you send me a screenshot of your completed puzzle albums and the dialogue from the innkeeper? I will take a look at the code for the innkeeper's puzzle when I have time later.
The last bubble has one final 12x12 puzzle. If you need, I can send you a screenshot of it. π Thanks so much for your kind comment, and I'm sorry that you ran into an issue!
Thanks so much for your kind comment! I also wanted to provide some darkened dividing lines, but I was having a tough time managing the tile constraints of GB Studio. π I wish I had deeper knowledge of the hardware and knew how to do this stuff efficiently! At any rate, thanks for your feedback, and I'm really glad you enjoyed the game.
Thanks for helping out a fellow player! Good on you for figuring it out, and sorry if it was a pain to find.
I tried to signal the location of the item with a couple of cues: it has the most complex puzzle in the area, and the outline of the sprite on the wall is the darkest color in the palette, unlike the rest of the display items. (In fact, I use the darkest color in the palette throughout the game to signal interactivity, except in underwater areas, where I use the lightest color in the palette.)
That clearly hasn't been obvious to everybody, and I will absolutely keep that in mind on my current development project. Thanks so much for the helpful feedback!