Or maybe "Proudly using open game art" ... and a glitched version that shows for a fraction of a second "Proudly using odd game assets" ... okay I stray a bit
"Art found on OGA".
Btw ... what's that banner licensed as?
@Spring: There are a few players avalaible. For XPMCK compiled music (wla-dx assembly), for .gbs exports of deflemask (rgbds assembly). GBT Player (rgbds assembly) converts a .mod file to a custom format, but it will sound different from the original. But those are incompatible with the GBDK (assembler of sdcc) I'm using. There is also mmlgb for GBDK, but I did not manage to make any music with cannels 3 and 4. https://github.com/gbdev/awesome-gbdev
EDIT2: They convert music to an assembly or c file which can be included into your program then.
I'm looking for a way to get music into my game and try to avoid to manually program the synthesizers. I think I'm close, I just have to understand how I wrap that assembly with C.
Creating an animated OGA splash on gameboy does take quite some time :D
But because of you guys I want to slide out O and A.
And also let sara blink in the end.
Who needs a story if you can have a cool splash screen?
> there should be a windows default build available for download.
*mhm I planned to bundle it with an emulator. When you make a game with godot it would also need to bundle it with it's executables.
Advice: don't try to combine 16px wide blocks with UINT8 and pythagoras ... 16*16=1
Or maybe "Proudly using open game art" ... and a glitched version that shows for a fraction of a second "Proudly using odd game assets" ... okay I stray a bit
"Art found on OGA".
Btw ... what's that banner licensed as?
@Spring: There are a few players avalaible. For XPMCK compiled music (wla-dx assembly), for .gbs exports of deflemask (rgbds assembly). GBT Player (rgbds assembly) converts a .mod file to a custom format, but it will sound different from the original. But those are incompatible with the GBDK (assembler of sdcc) I'm using. There is also mmlgb for GBDK, but I did not manage to make any music with cannels 3 and 4. https://github.com/gbdev/awesome-gbdev
EDIT2: They convert music to an assembly or c file which can be included into your program then.
I think I will allow to play random levels where you can enter a seed.
Looked fun when a bug resulted in a random level.
I gave up on music ... a rhythmic pling plong must be enough.
I'm looking for a way to get music into my game and try to avoid to manually program the synthesizers. I think I'm close, I just have to understand how I wrap that assembly with C.
@chasersgaming: I use http://gbdk.sourceforge.net/
Screenshot is taken from gambatte core of retroarch.
Source assets are https://opengameart.org/content/breakout-set and https://opengameart.org/content/monkey-lad-in-magical-planet
I don't know what I would do without Buch and Surt
mtpaint is capable of loading gimp's .gpl palettes and therefore easily swap palettes in indexed 8bit .png
https://github.com/wjaguar/mtPaint
Creating an animated OGA splash on gameboy does take quite some time :D
But because of you guys I want to slide out O and A.
And also let sara blink in the end.
Who needs a story if you can have a cool splash screen?
> there should be a windows default build available for download.
*mhm I planned to bundle it with an emulator. When you make a game with godot it would also need to bundle it with it's executables.
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