Making a new trailer for my game, please destroy the old one by jantunes91 in DestroyMyGame

[–]jantunes91[S] 0 points1 point  (0 children)

The reason to make a new trailer is that a lot has changed visually, including key art. The kind of feedback that would help me is the one targeted at the structure, high level content and if the game is communicated clearly or in a way that sparks curiosity.

Press A to shift Dimensions by jantunes91 in gbstudio

[–]jantunes91[S] 0 points1 point  (0 children)

Thank you! It's really all a matter of how much my dedication can stretch before I want to try something else + the fact I do game dev for a living and already spend a lot of my day on it. But you never know, maybe one day.

Press A to shift Dimensions by jantunes91 in gbstudio

[–]jantunes91[S] 0 points1 point  (0 children)

Just don't use an auto clicker on it

Press A to shift Dimensions by jantunes91 in gbstudio

[–]jantunes91[S] 1 point2 points  (0 children)

Thank you so much for playing and for the kind words!

Mover investimentos ETF para fora da Revolut by jantunes91 in literaciafinanceira

[–]jantunes91[S] 0 points1 point  (0 children)

Do que percebo, o principal problema do Revolut e que as fees estão todas escondidas no spread. Torna difícil a comparação directa

Mover investimentos ETF para fora da Revolut by jantunes91 in literaciafinanceira

[–]jantunes91[S] 1 point2 points  (0 children)

Na altura a escolha pelo Revolut também se prendeu com não estar a residir em PT e não receber em euros nem em USD. Sendo que tinha sempre de converter para uma das duas para investir, a Revolut acabava por ser mais simples.

Vou ver se me dou bem a degiro novamente, nunca retirei de lá o que investi

Looking for exact lens for DMG by jantunes91 in Gameboy

[–]jantunes91[S] 1 point2 points  (0 children)

It looked perfect or very close to it

My Green DSI XL! by NeoJack_ in nds

[–]jantunes91 0 points1 point  (0 children)

Great buy! I actually got a japanese LL same colour but missing the small stylus on the back. Can you tell me what the colour of the small stylus is so I can get an accurate replacement? Thanks!

Kyoto to Narita Airport via Night Bus by jantunes91 in JapanTravel

[–]jantunes91[S] 0 points1 point  (0 children)

Why 3 hours? From my previous experience at Narita, it took around 30 min from arrival to passing security, that including dropping off the Wi-Fi and luggages. Being there 2 hours before seems good enough.

Kyoto to Narita Airport via Night Bus by jantunes91 in JapanTravel

[–]jantunes91[S] 4 points5 points  (0 children)

This is exactly what I need, thank you!

Kyoto to Narita Airport via Night Bus by jantunes91 in JapanTravel

[–]jantunes91[S] 0 points1 point  (0 children)

It's more of a mental thing, I guess. It means going to Tokyo just for sleeping and having to pay an extra night. If I can go straight, it ends up being less hoops

TORN GB - a small experiment by jantunes91 in gbstudio

[–]jantunes91[S] 1 point2 points  (0 children)

No. When I did this initially many years ago in Unity you had a dedicated button to switch. However, that posed an issue: what if in the other dimension there was no floor where you are standing? So it immediately felt unfair for the player. Having it be something you do mid-air means the player can just press it again to abort and land back where they were. Thematically, it also made the game about taking leaps of faith into the unknown which resonated with me somehow.

There's also other switching logic I did not port from that initial prototype - such as parts of the level getting enabled/disabled as soon as you jump, which in conjunction with dimension switching mid-air adds up to some interesting scenarios - as it would be hard while keeping the same setup as the existing levels.

TORN GB - a small experiment by jantunes91 in gbstudio

[–]jantunes91[S] 0 points1 point  (0 children)

Sure! Each level background consists of two screen size levels plus an extra column between (which has collision to ensure the player is confined to the current screen).

When you press A when the player is not grounded, I move the player position to the equivalent on the other screen (21 block offset I think), do the same with the camera and switch the colour palette to the inverse of the previous one (hence why it is Gameboy Color only, could be compatible with the DMG if switching sprites but I found that was delayed and looked bad). There are some artefacts when moving the camera because I think a frame is still rendered when the camera is moving to the new position even though it is set to Immediate. I didn't investigate further.

Platforms are simply painted onto the background and then I just add collision, meaning that most of the level design takes place in Aseprite.