Eep, released a finished game outside of a game jam!
It’s called The Secret LIfe of Probes.
Enjoy~!
Eep, released a finished game outside of a game jam!
It’s called The Secret LIfe of Probes.
Enjoy~!
Valencian Vileplume.
I finally managed to extract Vileplume’s model, textures, and animations from Pokémon Sun.
The forest on Valencia Island, in the southwestern region of the Orange Archipelago, is home to certain Pokémon with alternate colourations.
Professor Philena Ivy lives on the island. She studies these variations.
Train Car.
I was inspired by Minions Art’s tutorials on texturing and modeling.
This is my first attempt at texturing; the lazy unwrapping technique does a great job of quickly getting neat results~
As for the model, I forced myself not to worry about mathematically meaningful values and just went with what felt nice.
Mockup for node-based programming.
Inspired by the reverse-gravity zones of Mighty Gunvolt Burst, I made a small thingie where you try to stay alive for as long as possible without getting hit by your own bullets.
Your shooting constantly becomes more "powerful", and to avoid falling off the screen, you have to shoot… But the paddle reflecting your bullets grows with each hit. What a dilemma!
The game won't work on the dashboard, but you can play it in the original post. You can even reblog this post and play on your own blog~
Hold down the mouse button to shoot and invert gravity.
My record so far is 107.4 seconds.
Good luck!
Faking an infinite lattice.
Added artificial JPEG artifacts inside Unity.
Why? ¯\_(ツ)_/¯
Mockup of a game idea I’ve had for a while.
Square tile transport games like OpenTTD have some annoyances related to diagonals; the diagonal distance to a neighbouring tile is √2 of the tile width, and separate mechanics usually have to govern construction of and travel along diagonals.
Of course, newer transport games like Transport Fever rid themselves of grid-based gameplay altogether. This is pretty cool, but makes it impossible to satisfy my obsession with optimal efficiency – there are simply too many approaches to exhaust the possibility space in search of optimality.
Hexagonal tiles alleviate these annoyances while still limiting the possibility space, prioritising all (albeit only six) directions equally.
I’ve had these aesthetics in my head for a while, but what really inspired me to make a mockup was, admittedly, Voxel Tycoon.
I haven't posted anything since the sudden popularity of my last post, so I figured I should post something kinda related.
I'm certainly not the only fan who uses serebii.net as her primary source of Pokémon news.
The site’s layout and design is a bit of an eyesore to me, though, so I "freshened up" the layout and made a stylish style to make the news on serebii more readable (with a less uh… "interesting" design, I think):
Enjoy~
Hi! I saw ur shiny game and wanted to try it out but the original post got deleted I think? It might just be bc I'm on mobile. So I just wanted to ask if u can play it on mobile or if I just need to hook up the computer to play :o
It doesn’t work in the tumblr app, no, sorry. It does however work just fine in mobile browsers, so you could try that?
Here’s a direct link to the post so you can copy it to your mobile browser if you want:
Hope it works~!
I've been really enjoying your shiny pokemon game! I just wanted to stop by and say you did a really wonderful job! You probably saw my reblog comment and I wanted to apologize if my complaint about 6 gen sprites in any way hurt your feelings. I really love it! ;w;
Naw don’t ever worry, I am just happy you enjoy the game~!
Hey! Just wanted to say that you should probably change miniors sprites for this, considering that it's meteor form, and not core form, and there's LITERALLY no difference between the normal and shiny versions in that form. Other than that, I wanted to say I really liked the game! It was fun!
You’re absolutely right, thanks for pointing this out, and I’m happy you like the game!
I changed it to use Minior’s violet sprite, there’s definitely a significant difference between regular and shiny, there.
As well, I found some shiny sprites for Mr. Mime and Mime Jr., so those are now finally in the game~
Finally, I disabled Marshadow for now, as I don’t have the attack sprites that are different between regular and shiny Marshadow.
Nidoran♂ and Nidoran♀ are still disabled; I haven’t been able to find their shiny sprites.
How do i play the shiny pokemon game?
You can either reblog the game and play it on your own blog, or just play it in the original post – Enjoy~!
It’s quite difficult to tell the difference between some Pokémon and their shiny versions.
If you want to test yourself, you can try this game thing, which won't work on the dashboard, but you can reblog and play on your own blog, or just play it in the original post.
My best streak is 31.
As mentioned earlier, I disliked the bloated boilerplate code found in every introduction to Game Boy development.
Knowing a bit more now, I managed to get visual feedback with a reasonably small amount of code.
section "Header", rom0[$0100] jr Main ds $4e Main: inc a ldh [$47], a jr Main
Again, this is a complete program – very similar to the earlier one, but a bit less unstable; the background is static, and only the Nintendo logo flickers.
By taking advantage of the -v flag of rgbfix, the code is a lot shorter.
rgbasm -omain.obj main.rgbasm rgblink -omain.gb main.obj rgbfix -v main.gb
Enjoy!
A small space flight simulator where you have to control your ship using only instrument panels. The game won't work on the dashboard.
Click to focus once the game has loaded. x to increase thrust, z to decrease.
The altimeter is kinda-logarithmic, so the transition between sub-100 and super-100 altitudes is pretty rough.
Good luck!
Noctis enthusiasts have been naming stars and planets for years.
I wrote a script to extract, format, and display those names.
The script above, which won't work on the dashboard, contains 30'069 names, and displays a new name roughly every 8 seconds.
This is a teaser of what I should technically be able to achieve on a regular Game Boy Color, colour-wise.
As well, the teaser above doesn’t even take advantage of frame mixing – the colours are purely per-scanline palette changes.
When I was doing Game Boy projects, I wanted to emulate the game Voltorb Flip from the Game Corner in HeartGold and SoulSilver.
This meant I had to create some actual graphics; the background tiles:
Placing these properly in VRAM, and selectively applying palettes, I ended up with this screen in BGB:
I never put in the effort to actually make the game work, but I am quite satisfied with this visual result regardless.