Final VotingTop 5 Voting has ended. Here are your finalists: Quote: IIIIIIIIII Hypernova IIIIIIIII Cap'n Coconuts IIIIIIIII Guinea IIIIIIIII Nite Shadow IIIIIIII Roo
Unfortunately out: III moonrat II Nacitendo Please vote for the best entry within the next 24 hours! May the best win! Top 5 Voting:Download all at once and vote for your favorite 5 enties within the next 2 days! Quote: Cap'n Coconuts Guinea Hypernova Nacitendo Nite Shadow Roo moonrat "Download All At Once"™-Pack(Thank you, Miles!) UPDATE! Gameboy Color PalettesThe OP contained a mistake, and this new graphic here should give you a bit more flexibility, so please look at it and read the following description: As you can see, there exist actually THREE layers: Background, Objects0 and Objects1. Both Object layers can have THREE colors plus transparency. The Background layer can have FOUR colors. This makes a total of TEN colors as opposed to eight, but please take TRANSPARENCY into consideration! For further reading: Wikipedia on GBC Color ModesSorry for changing the specification, but I think many of you may not even have started yet, so it shouldn't be much of a problem, especially considering it gives you more colors to work with rather than less (that is if you use the layers cleverly). ----- Lu9 and Comp Leader have come up with the following Minigame Competition for you guys: GameBoy Games on a GameBoy Color or Super GameBoy!Let's make a game for the original GameBoy! This means, you need to consider (most) of the technical limitations of the GameBoy, especially the resolution, the button layout, and ideally the graphical capabilities. So far so good. We all know the characteristic 4-color limitation of the original GameBoy. Boring, isn't it? But put a regular GameBoy game into a GameBoy Color, and you get 2 layers with 4 colors each, making a total of 8 colors! Check this out: So, what needs to be done?In order to qualify for a valid entry, your minigame must adhere to a few points of criteria...- GameBoy resolution of 160 x 144 for gameplay (you can put VC-like frames around it, upscale and apply some fancy effects, go wild, anything is allowed as long as the game itself runs in 160x144).
- (Updated) You can (and should) use 3 layers. There is a "Background" layer with 4 colors, and two "Object" layers. The Object layers can have 3 colors each + transparency. So you end up with a total of 10 colors. Check out the image in the update above to see the GBC's default colors. Of course you can just give all layers the same set of colors, but try to take advantage of the multiple layers.
- Consider the button layout of a Gameboy: D-Pad, A, B, Start, Select. Do not under any circumstances use more buttons, and do not pretend the "select" or "start" button are regular face buttons. The game should be playable with a GameBoy-shaped controller (or a NES controller).
- Alternatively, make your game look like it's on the Super Gameboy! Pick any arbitrary 4 colors, provide a pretty frame, and go wild!
- Try to not do anything too fancy, it should at least be believable that this game may have worked on an original GameBoy.
- Try to make your game sound like it's on a GameBoy. Links to tools to achieve this are welcome.
- Do NOT make a GameBoy Color or Super GameBoy game. This is about making a game that looks like an original GameBoy game enhanced by these newer pieces of hardware.
Other than that, your game must adhere to the standard MFGG Minigame Competition rules. Hints- Consider the resolution of a GameBoy. Adapt your gameplay accordingly. Don't just make a regular sized game in a smaller view. (See Super Mario Bros. DX for a bad example.)
- The Super GameBoy had all sorts of fun features besides playing games. Maybe you want to replicate that experience. The GameBoy Color supported multiple color schemes. Think you could do that too? Go ahead. Go wild, this is the time to do some visual trickery to make your games look even more like they are played on these devices!
- There exist genres outside of platforming!
Cap'n Coconuts wrote: Famitracker can be used for this, even though it is meant for NES/Famicom music. However, you will need to set a sound expansion in the Module Properties to emulate Game Boy sound. The GB has two pulse wave channels and one noise channel, which the NES also had. The GB also has a 4-bit waveform channel with 32 repeating samples, which is something the NES doesn't have. To emulate this, you will need to use either the Namco 163 (using only one channel) or the Famicom Disk System expansion. I recommend the N163 for this, as new instruments are automatically 32-sample waveforms, the volume is 4-bit, and the interface is less complicated. N163 sound quality deteriorates as you use more of its channels, but this shouldn't be a problem if the Module Properties are set to use only one. When writing GB-esque music with FamiTracker, do not use the Triangle or DPCM channels. The GB does not have those channels. The competition ends on 24th of June. Entries can be posted as long as there is a timezone somewhere on Earth that is still on that day!I hope some creative work comes out of this! Have fun, and good luck! PS: Feel free to ask questions, this theme may be a bit more complicated in its presentation and limitations than usual!
[size=150][b]Final Voting[/b][/size]
Top 5 Voting has ended. Here are your finalists:
[quote][b]IIIIIIIIII Hypernova
IIIIIIIII Cap'n Coconuts
IIIIIIIII Guinea
IIIIIIIII Nite Shadow
IIIIIIII Roo[/b]
Unfortunately out:
III moonrat
II Nacitendo[/quote]
Please vote for the best entry within the next 24 hours! May the best win!
[size=150][b]Top 5 Voting:[/b][/size]
Download all at once and vote for your favorite 5 enties within the next 2 days!
[quote]Cap'n Coconuts
Guinea
Hypernova
Nacitendo
Nite Shadow
Roo
moonrat[/quote]
[url=https://app.box.com/s/2y09q12ybb494rn3sgfw][size=150]"Download All At Once"™-Pack[/size][/url]
(Thank you, Miles!)
[size=150][b]UPDATE![/b] Gameboy Color Palettes[/size]
The OP contained a mistake, and this new graphic here should give you a bit more flexibility, so please look at it and read the following description:
[simg w=640 h=480]http://i.imgur.com/owMPfgJ.png[/simg]
As you can see, there exist actually THREE layers: Background, Objects0 and Objects1.
Both Object layers can have THREE colors plus transparency.
The Background layer can have FOUR colors.
This makes a total of TEN colors as opposed to eight, but please take TRANSPARENCY into consideration!
For further reading: [url=http://en.wikipedia.org/wiki/Gameboy_Color#Color_palettes_used_for_original_Game_Boy_games]Wikipedia on GBC Color Modes[/url]
Sorry for changing the specification, but I think many of you may not even have started yet, so it shouldn't be much of a problem, especially considering it gives you more colors to work with rather than less (that is if you use the layers cleverly).
-----
Lu9 and Comp Leader have come up with the following Minigame Competition for you guys:
[size=200][b]GameBoy Games on a GameBoy Color or Super GameBoy![/b][/size]
Let's make a game for the original GameBoy!
This means, you need to consider (most) of the technical limitations of the GameBoy, especially [b]the resolution, the button layout, and ideally the graphical capabilities[/b]. So far so good.
We all know the characteristic 4-color limitation of the original GameBoy. Boring, isn't it? But put a regular GameBoy game into a GameBoy Color, and you get 2 layers with 4 colors each, making a total of 8 colors!
Check this out:
[img]http://i.imgur.com/HupBY.png[/img]
[size=150][i][b]So, what needs to be done?[/b][/i][/size]
[b]In order to qualify for a valid entry, your minigame must adhere to a few points of criteria...[/b]
[list]
[*] GameBoy resolution of 160 x 144 for gameplay (you can put VC-like frames around it, upscale and apply some fancy effects, go wild, anything is allowed as long as the game itself runs in 160x144).
[*] [b](Updated)[/b] You can (and should) use 3 layers. There is a "Background" layer with 4 colors, and two "Object" layers. The Object layers can have 3 colors each + transparency. So you end up with a total of 10 colors. Check out the image in the update above to see the GBC's default colors. Of course you can just give all layers the same set of colors, but try to take advantage of the multiple layers.
[*] Consider the button layout of a Gameboy: D-Pad, A, B, Start, Select. Do not under any circumstances use more buttons, and do not pretend the "select" or "start" button are regular face buttons. The game should be playable with a GameBoy-shaped controller (or a NES controller).
[*] Alternatively, make your game look like it's on the Super Gameboy! Pick any arbitrary 4 colors, provide a pretty frame, and go wild!
[*] Try to not do anything too fancy, it should at least be believable that this game may have worked on an original GameBoy.
[*] Try to make your game sound like it's on a GameBoy. Links to tools to achieve this are welcome.
[*] Do NOT make a GameBoy Color or Super GameBoy game. This is about making a game that looks like an original GameBoy game enhanced by these newer pieces of hardware.[/list]
Other than that, your game must adhere to the standard [url=http://phpbb.mfgg.net/viewtopic.php?f=26&t=15826]MFGG Minigame Competition rules[/url].
[size=150]Hints[/size]
[list][*]Consider the resolution of a GameBoy. Adapt your gameplay accordingly. Don't just make a regular sized game in a smaller view. (See Super Mario Bros. DX for a bad example.)
[*]The Super GameBoy had all sorts of fun features besides playing games. Maybe you want to replicate that experience. The GameBoy Color supported multiple color schemes. Think you could do that too? Go ahead. Go wild, this is the time to do some visual trickery to make your games look even more like they are played on these devices!
[*] [b]There exist genres outside of platforming![/b][/list]
[quote="Cap'n Coconuts"][url=http://www.famitracker.com/]Famitracker[/url] can be used for this, even though it is meant for NES/Famicom music. However, you will need to set a sound expansion in the Module Properties to emulate Game Boy sound.
The GB has [b]two pulse wave channels[/b] and [b]one noise channel[/b], which the NES also had. The GB also has [b]a 4-bit waveform channel with 32 repeating samples[/b], which is something the NES doesn't have. To emulate this, you will need to use either the Namco 163 (using only one channel) or the Famicom Disk System expansion. I recommend the N163 for this, as new instruments are automatically 32-sample waveforms, the volume is 4-bit, and the interface is less complicated. N163 sound quality deteriorates as you use more of its channels, but this shouldn't be a problem if the Module Properties are set to use only one.
When writing GB-esque music with FamiTracker, do not use the Triangle or DPCM channels. The GB does not have those channels.[/quote]
[size=150]
The competition ends on 24th of June. Entries can be posted as long as there is a timezone somewhere on Earth that is still on that day![/size]
I hope some creative work comes out of this! Have fun, and good luck!
[size=150][b]PS: Feel free to ask questions, this theme may be a bit more complicated in its presentation and limitations than usual![/b][/size]
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