Gameboy Development Forum

Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
(Launched in 2008)

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#1 2017-06-27 07:27:25

Zalo
Member
From: Spain
Registered: 2016-07-26
Posts: 103
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bitbitJAM #4 (June 30th - July 7)

The bitbitJAM is just around the corner

bitbitJAM

anybody joining?

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#2 2017-06-27 07:55:44

rychan
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From: Paignton, Devon, UK
Registered: 2015-12-16
Posts: 103
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Re: bitbitJAM #4 (June 30th - July 7)

Yeah, I'll be making something or other, hoping to get some hours in over the weekend at least, good luck to eveyone entering!

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#3 2017-06-27 09:56:01

ISSOtm
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From: Somewhere in Echo RAM
Registered: 2017-04-18
Posts: 160
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Re: bitbitJAM #4 (June 30th - July 7)

I'd be interested in participating, but I can't do it alone. If anyone wants to do it, and needs/wants a programmer, I can help.

Good luck to everyone participating !


The French Lord Of Laziness.
Legend of Zelda and Undertale fan, I also tend to break Pokémon R/B/Y a little too much.

Twitter | Me on GCL | Discord : ISSOtm#9015 | Skype : isso.tm (I don't login anymore)

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#4 2017-06-27 19:16:16

Tag365
Member
Registered: 2016-06-01
Posts: 41

Re: bitbitJAM #4 (June 30th - July 7)

I'm not going to do it, I don't feel like making a game during the time specified.

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#5 2017-06-28 02:03:48

Ryoga
Member
From: Spain
Registered: 2014-12-21
Posts: 15

Re: bitbitJAM #4 (June 30th - July 7)

I will probably participate. Now I have a little more free time so I can dedicate it to finishing a game for GameBoy that I have stopped for more than a year.

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#6 2017-06-28 06:20:56

Zalo
Member
From: Spain
Registered: 2016-07-26
Posts: 103
Website

Re: bitbitJAM #4 (June 30th - July 7)

We could post our progress here during the week and ask for help

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#7 2017-06-28 23:42:17

cabbage
New member
Registered: 2016-06-10
Posts: 5

Re: bitbitJAM #4 (June 30th - July 7)

I don't think I will have time this year sad but maybe...
bitbitjam is a lot of fun, so I will definitely watch the progress and look forward to playing the entries

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#8 2017-06-29 17:30:50

StonyyBird
New member
Registered: 2017-06-29
Posts: 5

Re: bitbitJAM #4 (June 30th - July 7)

Hi all,

I'm part of a team which will join the bitbitjam. We are using your ZGB engine smile

Best of luck

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#9 2017-06-30 09:06:44

drludos
Member
Registered: 2017-05-11
Posts: 52

Re: bitbitJAM #4 (June 30th - July 7)

Hi everyone,

I'll be joining the BitBitJam too, so it'll be my first attempt at (hopefully) making a GameBoy game! smile

I'll be using GBDK, and I'll either use Zalo's ZGB or start a game using Rychan's GBDK game template.
Both ressources have been incredibly wonderful to learn the basics of GBdev, thanks to both you for creating and sharing them.

I'm eager to see the theme!

And it's great that we'll be able to share our progress and ask for help here.

Last edited by drludos (2017-06-30 09:09:18)


Download ROMs of my games: https://drludos.itch.io/
Support my work and get access to beta and prototypes: https://www.patreon.com/drludos

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#10 2017-06-30 12:19:44

rychan
Member
From: Paignton, Devon, UK
Registered: 2015-12-16
Posts: 103
Website

Re: bitbitJAM #4 (June 30th - July 7)

Hope it helps out drludos smile I'm challenging myself to make a NES game this time around but will definitely play through all the games made here!

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#11 2017-06-30 13:16:22

drludos
Member
Registered: 2017-05-11
Posts: 52

Re: bitbitJAM #4 (June 30th - July 7)

Hi everyone,

So the theme have been announced: Velcro Sheep
And there is a restriction too: One Key

Video of the theme announcement:
https://www.youtube.com/watch?v=1R2phnef_sk

Good luck to everyone!


@Rychan: I'm looking forward to your NES entry! What kind of tool/sdk will you use to create it?
(I wonder if there is a tool similar to gbdk for NES)


Download ROMs of my games: https://drludos.itch.io/
Support my work and get access to beta and prototypes: https://www.patreon.com/drludos

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#12 2017-07-01 16:10:58

drludos
Member
Registered: 2017-05-11
Posts: 52

Re: bitbitJAM #4 (June 30th - July 7)

Hi everyone,

I've fighting against a stupid bug for the last few hours.

- As a total GBDK noob, do any of you know how to use the built-in "printf" function to debug a variable?
(using printf("%u\n", myVar); print apparently random numbers)

- Fearing that my problem could be due to a "bug" in GBDK, I was trying to install GBDK-N. However, I must confess i'm quite clueless with the install process. I'm using Windows (32 bits). I've downloaded and unzipped the GBDK-N repository on github, and I've also downloaded SDCC 3.6.0, and copied all the "bin" of SDCC to GBDK-n bin directory.
I've tried to compile the examples. The first step goes fine, however, it then stop halfway claiming that it's missing "sdldgb", which I guess is the linker program.
Is there a way where I should get this executable? Or do I have to use an older SDCC version to have GBDK-N to work?

Thanks a lot for your help!


Download ROMs of my games: https://drludos.itch.io/
Support my work and get access to beta and prototypes: https://www.patreon.com/drludos

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#13 2017-07-03 04:15:27

rychan
Member
From: Paignton, Devon, UK
Registered: 2015-12-16
Posts: 103
Website

Re: bitbitJAM #4 (June 30th - July 7)

YY-CHR for spriting
NESASM for coding
and If I get time Famitracker for sound effects.

But I was horrendously wasted on Sunday so missed out on a full day of coding! (Might take a day off work this week to catch up now)

So far I have a title screen, with a rotating sheep and some other sprites drawn up. Yeah, think I'll take Tuesday off from work now XD

https://twitter.com/refreshgamesuk/stat … 4071648257

Last edited by rychan (2017-07-03 05:17:04)

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#14 2017-07-03 09:32:45

Zalo
Member
From: Spain
Registered: 2016-07-26
Posts: 103
Website

Re: bitbitJAM #4 (June 30th - July 7)

drludos wrote:

Hi everyone,
- As a total GBDK noob, do any of you know how to use the built-in "printf" function to debug a variable?
(using printf("%u\n", myVar); print apparently random numbers)

Are you casting the var to (UINT16)? Due to a limitation on the sdcc in GBDK all parameters passed to va_arg must be 16bit values, but it doesn't perfomr the casting automatically

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#15 2017-07-03 19:12:10

drludos
Member
Registered: 2017-05-11
Posts: 52

Re: bitbitJAM #4 (June 30th - July 7)

Hi Zalo,

Thanks A LOT for this tip!
I wasn't casting the var to UINT16, hence the weird results...
Now it's working fine, you're a life saver, it'll be way faster for me to debug code now smile.

GBDK is real a wonderful lib, however there is a lot of undocumented stuffs like this, so I don't know how noobs like me could learn it, if it weren't for people like you and Rychan making such useful tutorials!


Regarding my game, titled "Sheep it up!", here's my progress so far:
https://gifyu.com/images/bitbitjam4_2.gif
(the GIF is supposed to be 60fps, so it may play slowly on some old computers, mine included)

It was quite a fruitful weekend, I was able to code the core gameplay of the game in about 15 hours total.
It's a simple arcade game where you play a jumping sheep (single key), that have to uses floating velcro bands to climb as high as possible.

With with my fulltime job, it'll be harder to work on it this week, but i'll try to polish it (gameplay tuning, sounds, screen title if I have enough time, etc.).

@Rychan: Cool intro screen, I'm really looking forward for the full game!

Last edited by drludos (2017-07-03 19:12:57)


Download ROMs of my games: https://drludos.itch.io/
Support my work and get access to beta and prototypes: https://www.patreon.com/drludos

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#16 2017-07-03 19:56:42

rychan
Member
From: Paignton, Devon, UK
Registered: 2015-12-16
Posts: 103
Website

Re: bitbitJAM #4 (June 30th - July 7)

Hopefully I'll finish this game off somehow XD

ASM is still weird to figure out but I think I'm getting there bit by bit. Loading in backgrounds as 16x16 blocks is proving tough but I'm getting there!

https://twitter.com/refreshgamesuk/stat … 9020274688

Looking forward to playing sheep jump on the Gameboy, looks cool! And wow, Polka Sheep, daing!

Last edited by rychan (2017-07-03 19:57:46)

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#17 2017-07-06 03:59:36

rychan
Member
From: Paignton, Devon, UK
Registered: 2015-12-16
Posts: 103
Website

Re: bitbitJAM #4 (June 30th - July 7)

Bowing out of this one, unless I get crazy lucky with ASM tonight after work, this isn't going to be finished / playable before 7pm tomorrow!

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#18 2017-07-06 08:53:49

drludos
Member
Registered: 2017-05-11
Posts: 52

Re: bitbitJAM #4 (June 30th - July 7)

Sad to hear that, but even an incomplete built is better than nothing!

The screenshots you posted on twitter looked promising, so I hope you'll able to submit something to the compo smile.

Isn't there any way to code in C for NES? Because ASM is indeed crazy harder to use, especially in such a short timeframe?


Download ROMs of my games: https://drludos.itch.io/
Support my work and get access to beta and prototypes: https://www.patreon.com/drludos

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#19 2017-07-06 11:56:50

drludos
Member
Registered: 2017-05-11
Posts: 52

Re: bitbitJAM #4 (June 30th - July 7)

***************************
*** BETA TESTERS WANTED ***
***************************

Hi everyone, I'm nearing the completion of my tiny GB game, "Sheep It Up".
http://test.ludoscience.com/sheepitup/sheepitup.png http://test.ludoscience.com/sheepitup/sheepitup.gif

It's a simple one-button game where a sheep has to climb up by jumping and hanging to flying velcro straps.

If anyone got a few minutes to kill, I'm looking for beta-testers for the game.

You can download a beta rom of the game here:
http://test.ludoscience.com/sheepitup/sheepitup.gb

Any feedback is welcome smile

Thanks for your help!


Download ROMs of my games: https://drludos.itch.io/
Support my work and get access to beta and prototypes: https://www.patreon.com/drludos

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#20 2017-07-07 04:23:46

rychan
Member
From: Paignton, Devon, UK
Registered: 2015-12-16
Posts: 103
Website

Re: bitbitJAM #4 (June 30th - July 7)

drludos wrote:

Sad to hear that, but even an incomplete built is better than nothing!

The screenshots you posted on twitter looked promising, so I hope you'll able to submit something to the compo smile.

Isn't there any way to code in C for NES? Because ASM is indeed crazy harder to use, especially in such a short timeframe?

There are C compilers out there but I'm determined to learn ASM on this one, I got some quicker collision routines in-place and working the last night and the first level is almost all working but when I get home from work today it'll be past the cut-off, which is cool, I'm going to complete this game anyhoo, there should be space for ~32 levels inside the game when it's finished.

It'll be finished soon though and I'm looking forward to playing everyones games also!

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#21 2017-07-26 18:13:05

drludos
Member
Registered: 2017-05-11
Posts: 52

Re: bitbitJAM #4 (June 30th - July 7)

Results are in:
http://jams.gamejolt.io/bitbitjam4/games

Congrats Zal0 and Sergeeo for a well deserved #1 place!


Download ROMs of my games: https://drludos.itch.io/
Support my work and get access to beta and prototypes: https://www.patreon.com/drludos

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#22 2017-07-28 03:16:39

Zalo
Member
From: Spain
Registered: 2016-07-26
Posts: 103
Website

Re: bitbitJAM #4 (June 30th - July 7)

I am happy to see so many good games. And also happy that people are using ZGB ^_^

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