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I decided it'd be better to turn my devlogs into videos. This first one is a bit looser than my devlogs usually are, the next few should be a bit more straightforward.
This is my programming equivalent to sheet music which plays Hall and Oate's Out of Touch. A little devblog of how this chunk of code came to be for this year's final Thursday ❤️
For @b0tster's birthday Gameboy cart, I wanted to get the Gameboy to play Out of Touch. My hands were also in rough shape with an RSI so I was programming using a combination of voice dictation and the onscreen keyboard. Because of this, rather than figure out something better, I had to rework my old music code which was an already reworked version of the sound.c example code that comes with GBDK.
A list of notes and their frequencies, graciously provided by the sound.c example.
This code takes one of the notes, and uses the frequency to set the registers correctly for playing that note on the first sound channel. The frequency is a bit more than 8 bits of info so it gets split between the bits in register 13 and 14. The other registers affect the kind of note played in ways I couldn't hope to fathom. Those were figured out with trial and error.
To get the timing better, I also had to add FF and SD which raised and lowered the tempo (by doing the opposite to the tempo variable). I also added HOLD which if put before a note, doubled the length of the note. This was just enough to get the tune working and not sounding terribly off.
The code for playing the song isn't terribly interesting, this function is called once every frame with a delay of "tempo" ticks between them. FF, SD, and HOLD all call the function again to avoid this delay while still playing the actual next note. Also the note value is subtracted by 12 because I wanted to lower the tune by an octave but didn't want to use the hand energy change all the numbers.
And the rest of the playing code is terribly simple! Play a note, wait a bit, repeat. Which brings us back to this:
This is an array of the note enumerators from before The song goes through this and plays each note in sequence. I wrote this by looking at some sheet music for the melody of the chorus and just feeling it out from there. I eventually added little comments above the notes to help me keep track of it!
No human writes music like this
but, it worked, which means it was good enough which means it was perfect!
The resulting video:
[spritework by the lovely @abbytorade]
This was a weekend project that ended up taking me a bit under a month due to life but it was a very fun little coding puzzle to work on when my hands would allow me. Lilith is a great friend and I am so glad to have been able to make this made for her!
You are Daisy — spunky, ambitious, and totally fed up with your town's local cult and their "deity": a giant sunflower. Under the gaze of your powerful father, a gang of anarchists send you on a secret mission with an unspeakable objective... to exterminate the Godflower.
Made in 10 days for GBJAM 10!
Play it here: wombok.itch.io/children-of-the-flower
Classic-vania fans rejoice! Nyghtmare is out now! The real full game! Thank you for waiting! https://elvies.itch.io/nightmare-tnk-gbc/devlog/479285/nyghtmare-released
The gameboy color port of my nes game TV-Chan's Great Escape is now live!
This is ofcourse only the early Jam-Build of this game!
The final release will include 25 levels, a variety of additional sound effects and a couple more tunes to go with it!
Please feel free to share any and all feedback since I'm still actively working on this game. Your feedback could contribute towards a better finished game!
This is my last game dev log for The Nays Origins! Included here is the link to the final game playable in both browser and on Game Boy. I talk through some final playtesting and physical aspects to wrap it all up!
Progress I have made:
-Implemented a debug start option so I can cut down on the time it takes to test out problems I am experiencing with core game mechanics
-Fixed the issue regarding David being unable to exit his bedroom during a flashback sequence, something which previously rendered the rest of the game unplayable
-Changed the battle system from a first person battle system (i.e. what earthbound and mother has) to a side view battle system. And tried my best to get it into a somewhat playable state (however things like skills have yet to be fully implemented because the code to do so will be nightmarish (the code for getting basic attacks and animations to work in gbstudio is itself a nightmare just for ONE party member and ONE enemy so, as I have repeatedly said on Twitter, I apologize in advance if your gameboy catches fire while you try to play this))
-Added a little animated multi-ocular o to the title screen (not something too impactful in the grand scheme of things but I wanted to give the title a bit of personality)
-created some more voices for the dialogue so once I have it confirmed that I can properly implement voiceless voice acting it will be slightly less work to put in the game (most of the work will come in the form of tediously separating dialogue blocks and copy/pasting events over and over)
-working on yet another version of the intro (is this style of development inefficient? yes. Do I have any reason to care? No, not really since I don't have a time limit to get the project out and the game will probably be pay what you want when it comes out)
Things I need to do:
-implement the skills button in the battle system
-compose and transcribe more music for the game
-properly add sound effects to the game
-finish drawing the detailed versions of the sprites for the instant messenger sections
-finish the rest of the fucking game