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.
https://basxto.itch.io/great-burst
If somebody wants to give my game a shot.
I was a few seconds late, my browser is lagging like hell *shrugs
EDIT: Caution: It's still buggy and unfinished. Only one premade level.
32h left, some game jams are just 24h
3 days left ... slowly I get doubtful about making it in time.
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
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