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A member registered May 13, 2023 · View creator page →

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Thank you very much for checking out my submission this year. I also love hearing the stories behind each pixel art. I saw that many users who didn't do it last year ended up doing it this year.

About the stained-glass style, I was very inspired by the ones I saw in some Gothic churches I've visited. Since most of them were Catholic churches, it was quite common to see images of angels or people being illustrated in the stained-glass windows, but when that wasn't the case, they were usually flowers. I chose flowers because they would be easier to identify in the art (besides, I'm not very good at drawing humans).

I hope to see you next year too! Good luck!

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Wow, this perspective is surreal. And the use of dithering lighting works really well on small screens. The darkness in the left corner of the image being revealed as the dragon's tail is a great touch.

By the way, I wanted to thank you for organizing this and the last edition of the Pixel Art Jam. I took some time today and yesterday to look through the submissions and wow, so many great works.

I'm looking forward to the gallery's Rom this year too, good luck

Great work! It's definitely a very cozy pixel art, and the objects are very sharp. You made great use of the color palette.

You did a great job with this pixel art, it's definitely one of my favorites this year. These strong lines in the art, combined with this shading, are perfect.

I think Mangavania was a great choice, I think it highlights the colors more, contrasting the elements well.

By the way, it's good to see this message accompanying the art. I hope that people who saw this art in the gallery come and see the page too.

It's great to see you continue to share your art! And wow, what a fluid animation, 215 frames! I put it in an editor to make sure, and it just gave up (But it's fine).

The story behind the art is quite interesting. The situation must have been tense, the battery only had one bar.

Your pixel art concept is great, good job! I'm glad to see more people taking advantage of this palette, especially when the use is also good.

As others have said, it would be great to see a game with your art style someday. I think you'd have a lot of luck trying out the Game Boy game engines (like: GBDK or GB Studio)

Thank you very much! I had a lot of doubts about this color palette, I'm happy to know that you liked it.

<3

This was fascinating. I didn't expect to be surprised by such a good use of optical illusions again, after that submission last year, but here I am again saying "Wow". The use of colors really gives the impression that there is more than what you are actually seeing, similar to what happens with RGB monitors.

This reminds me that I didn't really like the "Blood Tide" color palette at first (apart from its peculiar name and its red tones that are stronger than they should be), but pixel art like this made me appreciate having chosen that palette even more.

Reading the information on this page, I remembered an interesting fact about the Game Boy. The Game Boy was one of the few video games at the time to have games transmitted to an LCD screen. Since almost everyone who had a TV at home at the time had a CRT, this meant that the developers designed the art style for such a screen, and not for LCD or OLED monitors like we have now. This made effects like Dithering common, since the PPU of an analog video game signal favored this type of image, so pixel art was not intended to be "square".

For the Game Boy this was different, mainly due to the cost of small LCD screens compared to CRT. However, with the launch of the Super Game Boy, compatible games would have to be designed for both screens.

I think it is up to each developer to highlight what sparks their interest the most. But this makes me wonder what other unexplored effects other types of screens have.

Anyway, good job, I loved this pixel art!

You did a great job of representing the Mangavania color palette! 

When I chose another palette, I wondered what kind of project I would see using the others, and I can say that you used this palette very well. You managed to bring out the peculiarities of this palette, while still maintaining the characteristics of the source material. Everything is very easily identifiable, and the angle really highlights the objects.

Hi! That's great! If you don't mind, I'll add it to the list of games that used the asset.

I also took a look at your game, it's very impressive what you and your team did in just 10 days of game jam. Good luck with your next projects!

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This turned out very good. Each demo did a great job of showing the evolution of the game engine. 

I discovered GB Studio in 2021, and seeing how it continues to get better every day is very rewarding. 

Happy birthday, GB Studio!

This is wonderful news, I was so excited for this update that I couldn't believe the news as soon as I woke up. All these new features look great, I can't wait for the games that will be made with them in the future.

Thank you for the great work with this game engine!

Thanks! It took me a while to think about this mechanic, and even longer to implement and simplify it. So it's good to know that it's being useful.

Well, I make my assets available as a way to be as accessible and versatile as possible. There are no intentions of receiving anything in return, even through donations. In addition, redistributions are also allowed within the limitations of the license, so I hope you understand why this option is missing from the page.

I admit that I want to play more games using this feature. So good luck in your work!

It's really a bit confusing, I've been told this a lot, so I've put together a small guide to try to help put it into practice, but it's a guide that focuses more on the asset's mechanism.

If you want to delve deeper into how 'sprites behind background layer' works, I recommend the phinioxGlade's tutorial on Github. The tutorial goes into great depth on the usefulness of the function, as well as giving some very useful tips on its use.

Link: https://github.com/phinioxGlade/gbstudio-background-sprites-tutorial

I played a few times my best performance was: 118 Great, 47 Good and 20 Missed.

I loved playing it, I really like rhythm games, and this one worked really well. He adapted well to the game jam theme, and made an interactive and competent menu with just one button.

The music was cool in the game, and the art has a comfortable style that doesn't interfere with the game's performance.

The game play is functional for the genre, but I must admit that I didn't expect this difficulty, I thought the collision was minor compared to games like Guitar Hero or Taiko no Tatsujin, but it could have just been bad attention on my part. However, once you get used to the game it works very well, and the notes have good spacing, which favors note combos.

Overall it's a great game, if there's interest, it can be easily expanded with new music and levels, that would be great.

Regardless, good luck in your work!

This game reminded me of flappy bird, but more comfortable to play.

The game play is simple, but it fits perfectly with the game.

The art is very charming, the paper plane makes me wonder if it is a 3D model with contours or a well-made animation with great perspective. Hands leave me impressed, I have a lot of difficulty drawing some fingers, and here is a lively hand with a charming style. And finally, a satisfying wind effect that doesn't interfere with game play and leaves a deep sensation in the scene.

I didn't play that much because I'm just really bad at this type of game, my record is 95.

My record is: 788

I had fun with this game, the idea is simply brilliant!

The way the rules are obvious as soon as you start is great, making it a very creative way to deal with track-based movement.

The strategy behind enemies is also good, each hand has its own behavior, this makes you think before proceeding. But there is also a period of time that makes you want to be agile. Which makes it a mix of dexterity and quick thinking.

The game used its idea very well, and brought an authentic vision together.

Oh, now I can understand, thank you!

Engines that use the Java language as a base are much more user-friendly compared to C#, for example. It seems convenient to use them in the context of learning and executing, and at least it worked, because the game is playable, and you can have fun.

Engines like Godot and Unity are much more competent for video games in general, but they are quite complex at times (especially when getting used to them at the beginning). I recommend taking a look when you feel more comfortable and want to do something more robust, they are really great when you understand them better, even so it's good to consider the engine that is most comfortable for you.

Hi, there are several problems with lag in the game, especially when there are a lot of enemies on the screen, largely due to the Game Boy hardware which was made as the basis for the game.

This issue of the animation making the game slow is a little complicated, I purposely made the animation slow at the beginning of the load and increase the speed when the player reached the maximum load. I don't know if when the player reaches maximum speed, it causes the game to slow down because of the fast animation. I'll do some testing and release a version with less lag if I can solve it.

I really liked the gameplay, the way enemies attack reminds me of plants vs zombies. The different power ups help a lot in the game, it is very diverse, and they appear at a great time.

At higher levels, the game becomes a show of enemies and shooting, becoming very satisfying.

I missed a points system, that would be great for the game.

I liked the game, it was a great job!

It's an interesting adaptation of the game "Canyon Bomber", the new rules are very intuitive with the gameplay.

Unfortunately the fps was constantly low for me, I don't know if it was my connection (My internet is very slow these days), but everything flowed very slowly. I don't understand anything about the "libGDX engine", but it made me think that it was the large number of objects that caused the lag.

Even so, I was able to have fun as in the original game, with a little patience the number of objects decreased, this makes the fps much more comfortable throughout the game.

Thanks! I'm glad you had fun :>

This game gave me a nostalgia for flash games.

It presents a good mechanic for a puzzle game, and makes the most of it throughout the levels. In addition, several new objects are revealed that enrich this mechanic.

The art style works well with the game, but decisions like level 3 didn't go down well, I don't know if it's my monitor, but the zoom out of the game caused the pixels to become disproportionate and jagged.

There is also a bug present in level 4, in the right part of the screen it is possible that the rail does not change correctly when it hits the wall, making you fall into a part where you cannot get out.

All in all, it's a really good game, I loved playing it, it would be the kind of game I would play for hours on the weekend when I was a kid.

My record was 126.

I thought the art style was really beautiful. The gameplay is simple, so anyone can play, but the competitive part is painful.

The game's running time is perfect, it shows almost everything you need to know (Maybe there's a fish or two missing in the first gameplay). Unfortunately, its replay factor can be a bit conflicting, forcing you to quickly rest from the game.

The music is refreshing, along with the art this is my favorite part of the game.

I loved the demo, the art is beautiful, the music is charismatic. The level design is consistent, exploring its magic mechanics very well.

I got a great "Super Mario Land 2" vibe, and the details like petting the cat or sleeping in bed add a neat touch.

The game certainly has great potential. Nice work!

Hey, this is pretty cool, the insect designs are great, and tapping into a different detail for each portrait is pretty cool.

The room being represented on the map to the right shows the value in the drawing.

I was surprised when I looked at the jam page and there was yet another new pixel art, but it was good to have taken some time to look.

A very creative game overall, the sound design reminded me of "Bravery of the Coward" but with a happier vibe.

The game mechanics are interesting, the use is simple, but punctual with the proposal offered. The time system is great for Speedrun, my record was 39 seconds.

The art is a little inconsistent, normally in a pixel art game the same pixel resolution is maintained on the screen. In short, the pixel size must remain the same for all objects on the screen, making it easier to identify objects on the screen. If a larger pixel is needed, its resolution should be an exact multiple. This is a problem you notice by seeing how the objects look next to each other, on the other hand, I think they looked great separately.

I also liked the graphics. The colors oscillating on the screen add a great touch to the art as a whole, being vibrant and captivating.

The game's gameplay is fun, not perfect, with some small problems with jumping, but it managed to entertain me well enough for me to try and get through the level as quickly as possible several times.

I really liked this game, it manages to bring a creative and fun dynamic.

An interesting version of the original Atari home brew. It's missing some things that the original game has, but the concept is here.
The time I spent playing the game was fun.

A fun traditional platformer.

It bears a striking resemblance to the classic "Donkey Kong". Unlike its original adaptation to the Game boy, this game maintains the traditional formula, where all that is required is skill in the attempts.

Even so, the game remained creative, creating several mechanics that made the levels unique and challenging. Bananas for example, one of its collectibles, demonstrate the real challenge behind the level design. Chasing them is not easy at all, you need skill in precise jumps.

The other example is the "jackhammer" which completely changes mechanics and physics. It's easily my favorite thing, its physics are accurate, making it fun to control. The only thing I found bad was the jump time. I played a few times in places where I couldn't play sound, so nothing signaled the jump time. Maybe just making the animation slower would be good, so you could count the number of times he blinks before jumping, but I don't think it was possible in GB Studio at the time.

When I finally reached the last level, it was a surprise. I really liked how it was introduced, and the fact that the level changed during battle was visually impressive.

I only had a few bugs related to the game. I believe some of it is related to the GB Studio 2.0 version.

The least relevant was when I died after being hit by a can, right after respawning the character did a death animation, but no lives were taken.

What bothered me most was in the level where I got the 'jackhammer', I was finishing the level when the character didn't respond to the jump button or take damage. This caused me a soft reset.

All in all, I really enjoyed every second of the game (minus the soft reset part, I still want those lifes back), it's a game with great design and polish. I certainly would have become interested in GB Studio sooner if I had seen projects like this at the time. GB Studio has improved a lot, but even with its limits, games like this show how a good game concept can work in any circumstance.

Now I have to get the rest of the bananas, unfortunately I left one behind on the last level.

That sounds great to me. I chose 'platformer' because it was what I had programmed in my game, in addition to the lack of a vertical sprite for the robot.

I believe that with a little adjustment it should work well in other GB Studio styles.

Thanks! I really love this art style!

It was also my favorite touch too. :>

Thanks! I wanted it to look like a big forest in relation to the little raccoon.

Thank you for the kind words!

The raccoon was my first original design done a long time ago, I'm happy you liked it.

Thank you for your analysis, the poem is a follow-up. If the feeling wasn't caught at first, I wanted it to help the value I placed on the drawing.

The border is yes and no intentional, there were a lot more lines illustrating the trees in the beta design, but I opted for a dark border, so I can illustrate the light from the lake.

The combinations were something that just worked, I made the characters with more detail so that it would be easier to notice them. But when I finished placing them in the scene I was sure that now all that was left was the rest of the pixel art.

This is really interesting to know, I haven't tried to create a game with colors for Gameboy Color yet, so I don't know the limits faced by projects like this. The effect in just 4 colors is great, so using these effects with more colors sounds very exciting.

I took a quick look at your DE '22 game, and it's really well produced, the cutscenes are quite impressive. When I'm done, I'd love to tell you what I thought.

Thank you for your comment, your pixel art is really good, so it's very easy to appreciate it.

I was happy that I liked how the tiles were used, it was an intense battle lasting several hours, but it was good when I won.

The poem is just a silly extra, but I'm glad someone read it. :>

Nice way to showcase your work!

It seems repetitive at first glance, but the more you look at the pixel art, the more you can see all the effort put in.

I think the design is very charming, I could easily see it as an enemy of ULTRAKILL. And the perspective was well thought out, paying different attention to details.

Your words are great, I discovered a lot with this community too, I think this was the first time I felt accepted in a place, I don't have that much time yet, but I hope I can still learn a lot here too.

Keep up the great work, as a developer and at GB Studio Central.

Impressive like a painting. I liked how the colors circle the sun and that visual illumination.

Glad you weren't left out.