Posts Tagged ‘gameboy’

Transmog – Not a Pokemon Clone™

Posted by
Sunday, April 17th, 2016 5:17 pm


Not a Pokemon Clone™

© 2016 Ginger Bill


  • Move: [up] [down] [left] [right]
  • Action: [z]
  • Back: [x]
  • Specialized: [x] [c] [v]
  • Change Colour Palette: [1][2][3][4][5][6][7]


  • Software Rendered
  • 2 Bit Colours (4 Colours in total)
  • Swappable Colour Paletts
  • High resolution 160 x 144 display
  • Awesome graphics (Well I’d like to think so)
  • Windows Only (Yes that’s a feature)
  • Not a Pokemon Clone™


One day, you awake to find that there are sentient shapes that have gained fighting abilities! You must work your way through the wild and tall grass and get to the end!

Tools Used

  • Language: C
  • Compiler and Debugger: MSVC2010
  • Text Editor: Sublime Text
  • Engine: Punity Engine (by Martin Cohen)
  • Paint Program: Pyxel Edit
  • Music Program: N/A (Did not have enough time)

Things Missing

  • Ability catch and tame Transmogs
  • Catchy Theme Tune
  • Sound Effects
  • World Map
  • Bicycle
  • Copyright Infringement

Dare to be Retro! – Boss Fight is Nearly Done!

Posted by
Sunday, April 17th, 2016 1:17 pm


I’m loving making this game, the boss fight is nearly done and then it’s on to adding the sound effects and music now!

Pretending I was programming for the Gameboy was fun!

  • No heap allocation
  • 2 Bit Colours (4 in total!)
  • 160×144 Resolution (Who needs more than that, really?!)
  • Swappable Colour Palette
  • “Awesome” graphics (If I don’t mind me saying)
  • Simple controls

This is totally Not a Pokemon Clone™. Most of the content is missing for one as I made this in a weekend… Also it’s no where near as good.


The game is coming along nicely. The map mode is nearly finished and now has the ability to change maps and collide with things. On to battle mode I think.

4 Shades of Grey (only 12.5 as good(?) as that other thing).

Still not a Pokemon clone… *shifty eyes*

Dare to be Retro.

Done! Well, mostly..

Sunday, December 13th, 2015 12:49 pm

I’ve got all of the base game mechanics done, the goal of the game is to grow your crops, but to do this you need water!  And there is none, so you kill rabbits, and use their blood to water your crops.

I’ll get some final touches done if I can, but I’m pretty drained after all of that assembly..


Emulator troubles.

Sunday, December 13th, 2015 10:21 am

Time is closing in and things aren’t going the way I’d like, having a lot of trouble with emulators as each one gives slightly different results with the game.  Though, I did manage to implement some basic collision, so you can kill the rabbits now.  They also come from both sides of the screen.  Writing a game in z80 assembly has definitely been..interesting, I might do something like this again next LD, it has been fun.

Hopefully only a few things left to implement before I can consider my game mechanics done, after that it’s just any finishing touches if I get time.


Assembly is time consuming!

Saturday, December 12th, 2015 3:25 pm

Thing’s are coming along pretty well considering.  I’m writing my game for the Gameboy DMG in z80 ASM so it’s taking a while, I hope to have a semi-complete basic game by the end of the LD!

Here’s a screenshot, we’ve got tile/map/sprite loading, fast DMA routine in HRAM, and movement/shooting!  exciting stuff.


Growing Assets

Posted by
Saturday, December 12th, 2015 7:33 am

The almost completed tile set atlas.PatchAtlasV1Calling it Patches of Adventure for now. ^^

Untitled Monster Mashup!

Posted by (twitter: @@sethpaxton)
Monday, August 24th, 2015 3:13 am


A kick in the Legend of Zelda’s nostalgic pants! Let’s hope I can get this monster finished by the deadline.

Dankest Dungeon – a Gameboy Roguelike Demake

Posted by (twitter: @Dahold)
Thursday, March 27th, 2014 4:17 pm

Greetings from the Victory Garden team. For our Mini LD 50 submission, we demade Red Hook Game’s upcoming squad management roguelike Darkest Dungeon, in the style of a Gameboy classic! The game’s not been released yet, so we had to take liberties here and there, but we did our best to stay true to the spirit of the game. Feel free to share your feedback and High Scores over on the project page!

There are a lot more features we wanted to get to, including more monsters, Camp and passive Party Leader skills, a surface and dungeon shops, and a classic Text String save feature. If people like this well enough, we’ll put together a Post-Compo Version with these features and more. But after a few day’s rest… it’s been intense!

...or the stone tile floor, as the case may be.

…or the stone tile floor, as the case may be.


All assets, design, and the game engine itself were produced for the Mini LD 50 Jam. Other than a pre-existing Java code base, and a handful of graphical assets, all content and features were created within 72 hours (with a small break taken between sessions, because it was a practice run). The game was coded using LWJGL, and managed via Trello. Audio was produced using BFXR, Reaper, and featured the Elder Thing VST plugin. Story stylistic development was inspired by Jean-Paul Sartre’s Huis Clos and Joseph Conrad’s Heart of Darkness. Character names came from Behind The, and additional names and literary references run the gamut from European and Greek Mythology, classic Combat RPGs, and H.P. Lovecraft, to works of gothic literature

If you like our stuff, feel free to check out our new devblog, Victory Garden Games, where we’ll be talking about LD plans, as well as some of our upcoming projects! Thanks a ton, and I hope you have a great time playing our game.

Credits and High Scores:

Fireh9lly: Music and Audio Effects (High Score: Infinity + 1)

Magma McFry: Programming Forever (High Score: 5,759)

Solifuge: Director, Graphics, and Game Design (High Score: 4,867)

Vector: Writing and Entity Data Scripting (High Score: 2,923)

ADD Kiwi Postmortem – LD27 48HR Competition

Monday, August 26th, 2013 12:30 pm

AAD Kiwi screen capture 1 AAD Kiwi screen capture 2AAD Kiwi Graphics

In this 48 hour competition, participants created video games from scratch based on the theme of “10 seconds.” I had a difficult time deciding on a solid idea for my entry, discarding ideas like:

  • A timed destroy the targets test.
  • 10 second dungeon crawler.
  • Time traveling machine with a range of 10 seconds.

I finally settled on an idea based on Simon Says, a game which everyone already knows how to play. This is important because 10 seconds doesn’t allow you much time to teach new rules. The goal was to help players grasp the game’s rules quicker before they get frustrated by the time limit.

My idea combines 2D platforming and Simon Says, an idea inspired by Wario Land II and the Simon memory game that you unlock after beating the game. I also drew artistic inspiration from that game, adopting a retro Gameboy look.

What Went Wrong

I struggled a lot more with time this competition than with the last competition. I worked 5 hours Friday night and 9 hours Sunday morning for a total of 14 hours. There are several aesthetic bugs left in the final product due to not having time to work on the game on Saturday.

If I had another 5 hours to work on the game, I would have ironed out the visual appeal of the game by fixing bugs, adding particle effects, adding scan lines, and improving animations. Another aspect that suffered due to time is the unclear game directions. I planned to implement a graphical cue to let players know when a condition is met or failed, but that did not make it into the game.

Currently, the only thing that hints success or failure are sound clips which do not sufficiently get the point across. New players will be lost, not knowing if they are winning or loosing until the end. However, I could be wrong. It will be interesting to hear the feedback I get on this game.

What (I Think) Went Right

I was happy with the graphics for the most part. The character design was something I did in the tail end of development. The name of the game was coined somewhere along development as I scampered around the level in testing trying to accomplish rapidly appearing demands like a small bird with short attention span who flutters about with no obvious goal or purpose. I settled for implying a story with the title rather than spelling everything out for the player to maintain the simplicity needed for such short play sessions.

I was happy with the main character’s walking animation and sound effects. They’re kind of derpy, and it makes me happy. Although I’m not sure if I pulled my original vision for the game, I was proud of my concept, and it’s an idea I think I will return to some day when I have more time.

My tools of choice in making this game included Unity 3DGraphics Gale, and Photoshop. I used the platforming framework I posted via Youtube for most of the player physics. I also constructed a horribly inefficient 2D sprite generator for this game using techniques I need to research more.

If you’re interested in playing the game, follow the link below.

Likewise, I’d love to hear your feedback. Comment can be posted here:

My Twitter:

My Tumblr:


Posted by
Monday, April 29th, 2013 7:01 pm

I’ll just leave this here;)

HINT: You can’t kill the Destroyer when it is moving fast or slamming the ground. Also – click / drag to use catapult!

3h 30m left!

Posted by (twitter: @davidllanos22)
Friday, April 20th, 2012 2:31 pm

C’mon guys! This is gonna be awesome!

My desktop right now, I’m ready for everything:





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