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Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
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  •  » How was Faceball 2000 even made for Game Boy?!

#1 2017-03-25 05:50:43

chris
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From: USA
Registered: 2016-11-27
Posts: 100
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How was Faceball 2000 even made for Game Boy?!

So I played Faceball 2000 for the Game Boy and I'm wondering how this even got made. It is so nice, the movement around the maze, the shooting aspect, it makes me feel like I'm playing a Doom-type game on the Game Boy! How did they program this so good? I'm in awe.


MidSpace: The Game Boy game I completed: http://www.atari2600land.com/gameboy/midspace.html

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#2 2017-03-26 01:37:12

Alexander the bat
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Registered: 2017-03-19
Posts: 31

Re: How was Faceball 2000 even made for Game Boy?!

What I can tell from that it used a pseudo 3-d much like the way Wolfstein 3-d work - I do believe the ray casting trick is on that game not sure about it.

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#3 2017-04-05 14:30:51

DU0
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From: Porto Alegre - RS - Brazil
Registered: 2017-04-01
Posts: 21
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Re: How was Faceball 2000 even made for Game Boy?!

I found this:
https://news.ycombinator.com/item?id=13207323

And some code (not from the actual game, but from a generic raycasting engine):
https://github.com/whoisbma/Game-Aesthe … raycasting


Also, if memory serves, Faceball 2000 is the game with the highest number of supported players on the Game Boy: up to 16 using several adapters.

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#4 2017-04-13 23:31:54

Solartics
New member
Registered: 2017-04-13
Posts: 1

Re: How was Faceball 2000 even made for Game Boy?!

Dude i know what i'm going to say is not related to the gb version but midi maze is oooooooold, like, 1987, in fact, it's probably the first FPS created! And you still had the 16 player mode on the Atari ST!

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