Day 210. Y'know, this part that I'm working on is really more of a Victory Road parallel than an Elite 4 parallel. Well, whatever you call it, I finished implementing its maps today. I won't spoil any of the details, so best I can do is share this blacked out overview.
Day 209. Worked on the "Elite 4" zone's maps. Again, no spoilers, so here's some more text parser bts: $ is a special char that instead prints an icon based on the following char. It can also inject variable words or numbers, but I never ended up using that in this project. #gbdk
Day 208. Wrote some endgame dialog today. Since it's spoilers, here's some early game text instead. My text parser reads ASCII strings and word wraps when needed, but also: \xFC means to show a yes/no prompt, \xFE adds a line break, and \xFF indicates the end of the string. #gbdk
Day 206. Got most of the merits screen functionality working. Pretty much everything but pagination. Still needs a lot of polish though. In particular, I'm really not satisfied with how the trophy icons came out. Except for the gold one. That one looks good.
Day 205. Did some code stuff, but this is ironically the most presentable thing that I worked on today. A WIP mockup of the merits screen layout. Believe it or not, it took me like an hour of messing around with different ideas to arrive at this. Initial implementation tomorrow?
Day 204 of nonstop #gameboy dev action. Double feature today. Made it so the player and NPCs get hidden when they're in the way of the pop-up. Also wired up the pop-up to some real data on the run summary screen.
Day 203. Yesterday's initial pop-up implementation was fast and loose, so my dev time today was focused on cleaning it up. There's still more to do on it though. Probably tomorrow.
Day 202. Worked on adding a little "trophy get" pop-up when you earn a merit. Just focused on the visuals today, so it's not wired up to any real data yet. In case it's not clear, the pop-up is manually dismissed by the player. It's not timer based.
Day 201 of daily #gamedev. Short dev session today. Just focused on some easy bugfixes and polish. Minor graphical things like fixing how NPCs used to get undrawn too soon when they were at the bottom of the screen.
Today marks my 200 day streak of daily dev work on my gameboy game, Ningami Trilogy. Here's the first publicly available build: https://t.co/MFMTnDRNJx Please give it a try. The deadline for this project is the end of the year, and I'll be tweeting out frequent updates.
Version 1.1 of the Yu-Gi-Oh! Monster Capsule GB English translation patch is now available. Special thanks to @starlitepony for reporting some errors that needed fixing.
https://t.co/6i5lQY7vmo
Here's a big new update to ring in the new year. With this Alpha 2.0 release, Logue is yet another step closer to reaching its final form: the best and most replayable RPG on the #Gameboy.
#gbdk#homebrew#indiedev#gamedev
https://t.co/aWdh4gOg09
Everyone loves gacha machines, right? Well this was a pain in the neck to animate, so you'd better love them! You can earn money from completing dream dungeons, and then blow it all here to pull new items and skins.
(Prices subject to change. Terms and conditions may apply.)
I can't guarantee that playing my #GBJAM12 entry will make you healthier, wealthier, and wiser... but you'll never know until you try. Better go play it just in case. https://t.co/eDHeJU5Lkp
@HIMARSWill@starlitepony Nope, sorry. I never had any reason to hunt down that data. The game could definitely benefit from having a revamped exp system though. Good luck to you if you plan on taking on that challenge.
After nearly 16 long years, the https://t.co/GUfm2hrBym team is overjoyed to announce that the translation patch for Keitai Denjuu Telefang 1 (both Power and Speed versions) is complete!
Read more and download here: https://t.co/gKdplkugix
Just put out a huge update for my current project, Logue. Give it a try--it's free! Just think how cool you'll be, playing the game now before it inevitably goes down in history as the greatest RPG on the #gameboy. https://t.co/aWdh4gOg09
#screenshotsaturday#gbdk#gamedev
Wrote some movement AI for a chess knight enemy. It tries to chase down the player using only chess-legal moves. It's actually pretty hard to outmaneuver. ...Or maybe I'm just bad. #screenshotsaturday#gameboy