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GB Studio: A game maker for the Game Boy
- unicornporn 6y agoGame Boy and NES were my first consoles, but being an avid retro gamer in these days (hail RetroPie!) I must admit SNES and Genesis is as far back as I'm willing to go. The 16-bit era is when consoles got really good and there are too many games from this period I'm still discovering. I could only dream about a tool like this for SNES games. There's a lovely scene still making awesome games and cartridges for Genesis (with old tools I guess). Check out Xeno Crisis and Tanglewood.
- Agentlien 6y agoBefore the pandemic we had a small group of Nintendo fans at work who would gather each lunch to play through various NES games together and discuss what made them work or not. As a game developer who grew up with SNES it was a very nice way to experience the generation I missed. It was a lot of fun and I hope to get back to it once we aren't all remote anymore. Unsurprisingly, the one I liked the most was the original Zelda. Its sequel, Zelda II: Adventure of Link, is fascinatingly weird.
- daniellarusso 6y agoWow. This is a really cool team-building and morale boosting practice, I think. How would you take turns and decide what games to play?
- Agentlien 6y agoThe way we chose which to play was mainly through civil discussion about what we have been wanting to try or revisit as well as which games inspired or were inspired by what we played last. As for who holds the controller: we usually took turns, switching to whomever was most eager whenever we died.
- sodapopcan 6y agoAs soon as you mentioned Zelda II, I figured an overstatement about how either great or terrible it is was coming. "Fascinatingly weird" is probably the best description I've heard of this rough-around-the-edges game that I love :) I still think the original Zelda is one of the best Zeldas. Yeah, it was the game that got me obsessed with video games as a kid (so heavy nostalgia factor there), but it's still pretty expansive as far as simple games go and the artwork is pleasing while leaving plenty of room to use your imagination.
- NortySpock 6y agoI'll look out for Xeno Crisis and Tanglewood -- can I counter-recommend Micro Mages for the NES? trailer: https://www.youtube.com/watch?v=VFX401vvKTQ https://www.youtube.com/watch?v=VFX401vvKTQ
- rixrax 6y agoPandemic opened up a world of retro gaming to me too. I’ve discovered so many great games that I never had a chance to play when I was a kid / teenager. And my current skillz in Atari 2600 SeaQuest really make my childhood scores look like child’s game! I would also agree about what you say about SNES/Genesis. Raster based games and gameplay really seemed to peak in those years. RetroPie/RetroArch shaders like ScaleFx or Xbrz by the way work miracles on some of these 16bit console titles to make them look slightly more modern (pc / gpu required, I don’t think pi has enough muscle yet). I was learning Godot game engine the other day - It would be pretty awesome to be able to use something like that to output a SNES/Genesis game. Or old skool demo without having to learn snes etc. assembly :D
- SilverRed 6y agoI think its interesting how there is sort of a revival of retro style games and we are now getting brand new games that look like they came out in the 90s. Games like Dusk are awesome fun but don't have all the weird quirks of running old games on a modern system.
- pkorzeniewski 6y agoGame Boy Classic was my first (and only) console and I actually use it quite often nowadays, usually to play Tetris in bed before sleep. I love it because it does one thing only, batteries last a looong time, games are simple but fun and challenging, it's super comfortable to use and I like looking for and buying games in physical form. The only thing I've modded in my Game Boy is the screen, I've replaced it with a modern IPS one and I absolutely recommend it to anyone who would like to use Game Boy - it takes nothing away from the "retro" feel but is sooo much easier on the eyes and games look as good as possible.
- scambier 6y agoI've recently taken an interest in modding gameboys. I was planning on reselling them (at cost price) to fund the next ones, but most hardware can only be bought from US or UK. So since the Brexit, it's literally an unsustainable hobby because of all custom fees :(
- WildGreenLeave 6y agoWow, I never even thought about that. Do you have any place where I can read to get started?
- mattl 6y agoThe Retro Future is a great YouTube channel for such things. His second channel is much more in-depth on the technical aspects.
- cableshaft 6y agoGame Boy Classic has a lot of interesting puzzle and action puzzle games that didn't really get ported to any other platforms. Kwirk, Mole Mania (designed by Shigeru Miyamoto, even! super underrated), Amazing Penguin, Dexterity (kill enemies by flipping tiles Othello style), Catrap (one of the first games with rewind mechanics, predates Braid), Ishido, Quarth, Daedalian Opus, and Mario's Picross, which started the whole Picross line, still going on today. If you include Game Boy Color, then you can add Hexcite (weird rules at first, but once it clicked I started loving it), Rox (drop dice, clear out everything between two matching dice), and Klustar (almost katamari-like, but with tetris blocks, very addictive). I missed most of these the first time around, became aware of them mostly from Jeremy Parish's Game Boy Works retrospectives. It's still on my bucket list to, one day, port my simple strategy game Proximity to either NES or Game Boy (or both). It's just a hex grid and number tiles that capture surrounding lower number tiles when placed, lots of fun, and the flash game went viral a long time ago. Unfortunately most of these NES/GB game making software assume either platformer or adventure games, so to make my game I'll have to do a deep dive into the architecture, but that's okay, assuming I can find the time to do it. Still need to finish my Pico-8 port, first though, which is close enough I really should probably just release it. And I'm working on the third game right now, which I'm planning to add some fun Twitch support to, so hundreds of viewers can play the game along with the streamer.
- keyle 6y ago"no knowledge required" -> game development without knowledge... YMMV.
- nicetryguy 6y agoIt's great for making "Pokemon style" top down RPG's, if that's what you want to make, but as of the latest release you are fairly locked into that style of game. The tools feel very nice to use, and the developer is still actively adding features. I'm excited to see where it progresses.
- djxfade 6y agoThe new 2.0 (which is currently in beta), adds support for several new game types, including side scrollers (with parallax), platformers, and point and click. It also has support for ejecting the game engine, so you can easily customize it even further
- TulliusCicero 6y agoYou mean you can actually code then? Do you know what language the engine is in? Is modifying it difficult?
- djxfade 6y agoI have contributed a bit to the 1.0 branch. The engine is written in C utilizing GBDK. It's not hard, but it has a few caveats.
- segmondy 6y agoThis is really neat, I wonder if there was a gameboy studio that really used such a tool to churn out gameboy games.
- nicetryguy 6y agoNot likely. Engines were not reused back then, each game was coded from scratch. We know this because there are few similarities between disassembles, even of games from the same company or even the same series that look and play similarly. Companies would roll their own assemblers and asset tools, but that is only known anecdotally and sometimes from pictures, and the majority of that software is lost to time.
- Agentlien 6y agoA lot of people are really nostalgic about development back then but I'm honestly happy to have entered the industry at a point where excellent tools are readily available. Apart from engines, the evolution of graphics debuggers such as RenderDoc, NSight, and PIX over the last ten years has been amazing.
- nicetryguy 6y agoI can't speak for modern gamedev, but as far as the classic console homebrew scene goes, most popular systems have extremely accurate emulators with step-thru debuggers that make writing and testing code exponentially easier. Testing on real hardware is easier too, aided by flash-carts with micro-SD cards. I'd imagine devs back then would have killed for such luxuries.
- Agentlien 6y agoFrom what I've seen they at least had hardware which allowed for memory dumps and step debugging. But yes, modern tools for emulation and development targeting older consoles are really impressive.
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- bricemo 6y agoIs there a way to load these onto actual Game Boy cartridges?
- deelowe 6y agoThere are tons of cartridge solutions available. Just search typical sites like tindie. That said, the most highly recommended solution is going to be the everdrive.
- zwirbl 6y agothere exist flash carts where you can insert SD cards and load them on your gameboy at least the guy who wrote https://news.ycombinator.com/item?id=26857743 https://news.ycombinator.com/item?id=26857743 has custom cartridges for his games
- scambier 6y agoEither flashable cartridges (so you need to also buy a flasher), or more expensive cartridges with an embedded µSD card reader. Just be careful to buy cartridges with enough storage for your game(s). I personally own an "El Cheapo" from Australian maker BennVenn, but they only make small batches a few times a year.
- t8y 6y agoI worry about things like this trivialising the difficulty of the past. Something like this is more like modding a game than making a new game in terms of tech. It makes it seem like it's really easy to make a Game Boy game, when the creators of this put in heaps of work (more than just making a game) into making a tool that gives people the ability to reskin their base game. Homebrew that's designed to run in an emulator isn't the same as running on actual hardware either. In the past people had to think about things like how to fit a 20hr RPG into less than 1MB. Now you could make tile sheets for each room because the game can be much shorter. Other things like how art assets can look good on a modern LCD monitor when on an actual Game Boy they would be a blurry mess also contribute to a misunderstanding of retro games. People already have an unrealistic view of "retro" games because in GameMaker or Unity it's easy to have 1000s of sprites, shaders and 32bit colour(You can even have HDR sprites if you want) when that isn't possible on the actual hardware. I'm not trying to hate on GB Studio it looks great, just some thoughts.
- numlock86 6y agoDespite your gatekeeping thoughts I think things like this are great. You make it sound like it's a bad thing that you abstract the difficulty from past times away, but what actually will happen is that it makes this stuff much more accessible to get started with it at all. There will be a few people among those falling down the rabbit hole and end up at reading and writing raw code for the Game Boy because stuff like this will always limit you in some way.
- t8y 6y agoI think there's lots of good things about GB Studio I just didn't want to write some kind of HN manifesto on Game Boy game development. For example I'm sure with GB Studio it's possible to run into hardware limitations like sprites per line, music causing lag etc.
- le-mark 6y agoGP makes some valid points, why would one accuse GP of gatekeeping? I think anyone who jumps to such an unfounded, uncharitable conclusion should consider their own biases first.
- sneeuwpopsneeuw 6y agoIf anyone is interested in making a Gameboy game from scratch. Tonc is basically the resource that everyone is using to do that. https://www.coranac.com/tonc/text/ https://www.coranac.com/tonc/text/
- propertymagnate 6y agoI think that's only for the gameboy advance, although it is what most people are using for the GBA. For the gameboy people use raw assembly or I think GBDK if using C, although I think there are some problems with GBDK. https://github.com/gbdev/awesome-gbdev#c https://github.com/gbdev/awesome-gbdev#c
- bbbbbr 6y agoGBDK went mostly unmaintained for around ~20 years, and so it stagnated a bit. It has recently been upgraded to a modern version of the SDCC compiler with better optimization, and has seen bug fixes and a bunch of other improvements. https://github.com/gbdk-2020/gbdk-2020 https://github.com/gbdk-2020/gbdk-2020
- propertymagnate 6y agoOh that's excellent, I didn't realise it had been picked up again. Cheers!
- anthk 6y agoAlso, for a different approach, there was GBForth, but sadly is not as complete. https://gbforth.org/ https://gbforth.org/
- yowlingcat 6y agoOP, thanks for posting this and bringing it onto my radar again. The GBP (with a copy of Pokémon Red) was my first foray into the world of gaming as a wide-eyed 8 year old. In the past, every time I've tried to put something together game dev wise, the toolchain onramp has scared me away and any project I've tried to work on has inevitably failed. I wonder if things might be a little different in this case just because of the creative constraints. Of course, the cranky engineer side of my brain is saying "just suck it up and learn Unity" because of the ecosystem. But speaking of creative constraints! I've spent a while looking into an active corner of the Pokémon fandom that is concerned with making custom Pokémon games. It hinges around a pretty complete and powerful toolchain called Pokémon Essentials [1] which uses RPG Maker XP as its base. It seems to have reached critical mass enabling fans to make custom Pokémon games which faithfully reproduce Pokémon's admittedly complicated mechanics without having to reinvent the wheel. Sadly, Nintendo took it down once it reached critical mass for understandable if regrettable reasons. I keep thinking to myself that something along these lines would be incredible for game dev. RPG Maker in particular seems to be unique in how specialized it is compared to more generic ecosystems such as Unity and UE. Can anyone who has more experience in the industry tell me why that is? Is it just an economics and market reach thing? [1] https://essentialsdocs.fandom.com/wiki/Essentials_Docs_Wiki https://essentialsdocs.fandom.com/wiki/Essentials_Docs_Wiki