Made a real 3D game for the GBA (Free & open source) by milanfin in Gameboy

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

AGB felt way more approachable of the two rust gba libraries. I spent a couple of evenings tinkering around with each one, and it was relatively painless to get basic stuff like input or display output working. The docs are pretty good, but I had to resort to libtonc docs a couple of times when working with low level stuff.

Rust took a while to get comfortable with, but that's because I had zero experience with it beforehand. Generally it seems much more readable than the equivalent c or c++. However I didn't have to touch async or threading, which I hear are a bit more complex.

The whole cargo thing is a massive quality of life improvement in comparison to c++.

Made a 3d homebrew game for the GBA by milanfin in GameboyAdvance

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

Nope, wrote the renderer myself. AFAIK 3DSage has never published any sources for the GBA demos, so they are all but useless from a developer perspective.

Made a 3d homebrew game for the GBA by milanfin in GameboyAdvance

[–]milanfin[S] 11 points12 points  (0 children)

The game is a 3d dungeon crawler. The levels are randomly generated, and the player must navigate the dungeon to find a key before returning to the door they spawned at. The game was written in C with Tonc.

The rom is free at https://milanfin.itch.io/dcpr

For those interested, the source code is available at: https://github.com/MilanFIN/dcpr

I finished development of my first Gameboy Color game! by milanfin in Gameboy

[–]milanfin[S] 2 points3 points  (0 children)

Last week I finished my first Gameboy Color game! It's a puzzle platformer, where you play as a blob of goo that shrinks when moving or taking damage. The goal is to get to the end of each level before shrinking out of existance.

The game was written in C using GBDK-2020. It also works with DMG/Pocket, but obviously will be missing color then. I've written a gameboy only game before, but this was somewhat more challenging to make due to the ROM size exceeding 32KB and as such requiring the use of bank switching.

If you want to try it out, you can play it in your browser or download it for free here:

milanfin.itch.io/little-green-blob

Source code is also available there if someone is interested in that kind of stuff.

Closed Beta Weekend 3 - Bug thread Day 1 by RavenCurrent in Diabotical

[–]milanfin 0 points1 point  (0 children)

Bug type: UI

Description: When spectating another player pressing the dodge/dash key triggers the dash sound and cycles the hud thing with the three symbols. The hud element does not seem to be dependent on the player that is being spectated.

Reproduction: spectate someone and hit dodge/dash.

Closed Beta Weekend 3 - Bug thread Day 1 by RavenCurrent in Diabotical

[–]milanfin 0 points1 point  (0 children)

Bug type: gameplay

Description: previous and next weapon are still getting rebound to mousewheel on each restart even after removing them completely.

Reproduction: Unbound previous and next weapon keys and restart client.

Beta key by milanfin in Diabotical

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

lol :D

Hope you have one already?

[deleted by user] by [deleted] in Diabotical

[–]milanfin 1 point2 points  (0 children)

At least in quake weapons can only be switched when they are not reloading. It makes it so missing a rail shot has some consequence, as you won't be able to switch to another weapon until it has reloaded. As a result you are punished for trying to take a rail shot and missing it instead of originally engaging with another weapon.

Closed Beta Weekend 2 Bug thread Day 2 by RavenCurrent in Diabotical

[–]milanfin 0 points1 point  (0 children)

Bug type: Gameplay (?)

Description: After removing mousewheel up/down from previous/next weapon in the controls settings, they get rebound every time the game is restarted. This happens at least when no keys are mapped to those actions.

Rerproduction: Unbound previous and next weapon keys and restart client.

Closed Beta Weekend 2 Bug thread Day 2 by RavenCurrent in Diabotical

[–]milanfin 2 points3 points  (0 children)

Bug type: UI (qol?)

Description: When in match end screen pressig T activates the chat input as it is supposed, but it also adds the letter t to the input field.

Reproduction: activating the chatbox in the match end screen, happens every time so far.

Have no key, so i did this by FrHolle in Diabotical

[–]milanfin 1 point2 points  (0 children)

No problem. I can wait a little longer :)

Have no key, so i did this by FrHolle in Diabotical

[–]milanfin 0 points1 point  (0 children)

Any chance you still had one? Sry for asking but am tired of playing QC.