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Mypka_Max

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A member registered Sep 24, 2018

Recent community posts

You are welcome!

The Game Boy Advance resolution is 240x160 (3:2 aspect ratio) pixels and the Nintendo DS resolution is 256x192 pixels on both of its screens (4:3 aspect ratio) by the way.

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It does. I increased the width (portrait orientation) of the game from 128 pixels to 240 pixels for this mockup. If Krystman uses the graphics from the mockup nor lets me do the graphics for the remake, it would be great and it would be interesting to compare it to its original platform, in this case being the Pico-8.

Susumu is red and green rather than pink and blue for some reason.

I see the chibi sprite of Mai being used in intermissions on the top half with the portrait on the bottom half.

That's sort of my style. I limit the palettes for sprites that use them.

I increased the resolution to take advantage of the mobile's detailed screen, so it's pixel art but without being too blocky.

Mai's portrait was ripped from the cartridge decal.

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This is not the same Mai-chan.

Also, there's a singer apparently named Mai in a Hudson Soft film Bug-tte Honey: Megarom Shoujou Mai 4622 (1987).

Is there anything missing or too much of?

So I made a mock-up for a remake of Mai-chan's Sweet Buns.

What about tile priority? When a sprite is behind a tile, the background color will be transparent, so the sprite is seen through one of the colors in the tile.

"Shiny, yet deadly coins!" (Super Mario Maker)

                                                                     Ceave Gaming

Genius!

What I meant to say is that you can change the 4 color palettes of the static 8x8 sections of the Game Boy screen to allow the game to display more than 4 colors on the screen when used with Super Game Boy, but the 8x8 tiles still display 4 colors each.

You can make original Game Boy games display more than four colours on static 8x8 areas of the screen with Super Game Boy (SNES).

Here are a few examples: