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Releases: pinobatch/libbet

Libbet and the Magic Floor v0.08

02 Jan 03:33
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Improvement to onboarding new players.

Highlights:

  • Revamp instructions with visual aids and add tutorial floor "Closet"
  • Wait before detecting Super Game Boy
  • Correct note periods to concert pitch
  • Make shadow during jump more visible
  • SGB, GBC: Lighten green to reduce Helmholtz-Kohlrausch illusion
  • SGB: make border tile 0 transparent to reduce flash during fade
  • Add an experimental way of allocating subroutines local variables, using a new feature of RGBDS 0.7
  • Allow building with out-of-tree RGBDS for regression testing (RGBDS 0.7 includes this project as a test case! gbdev/rgbds#1260)

Libbet and the Magic Floor v0.07

19 Jan 02:27
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This release incorporates a graphical facelift based on feedback in various Discord servers.

Highlights:

  • Achievements: Don't get stuck if player earns "No scope" just before reaching the exit
  • Wall facelift: Add volume and top-to-bottom gradient to wall (suggested by Daid); remove shear on side walls (suggested by DragonDePlatino); define door frame (suggested by M-Tee); darken area outside floor on GBC
  • Add a shade to the underside of Libbet's body
  • Floor: Larger dots on black tile (suggested by DragonDePlatino); larger flat areas on dark gray vent/grating tile moving detail to corners; square off corners (suggested by IRCWIP)
  • Compute entire GBC palette before copying it first frame (reported by toxa)
  • Switch to slightly faster random number generator
  • Work around crash on boot related to STAT IRQ in VisualBoyAdvance
  • Document sprite sheet rectangle list syntax (requested by ISSOtm)
  • Switch from dedenter to RGBDS 0.4.0 indented local labels

Libbet and the Magic Floor v0.06

03 Jul 03:43
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Now it's in color.

Highlights:

  • Widen squash in landing cel
  • Super Game Boy and Game Boy Color enhancement
  • Scroll to center between debrief and copyright notice
  • Code size optimizations

Libbet and the Magic Floor v0.05

13 Nov 18:58
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It's been the better part of a year, and still no action on the last part of #6. So I decided I might as well push out what I have.

Game changes:

  • Fix first word of attract text after achievements and combo
  • Improve arm position in many cels
  • Buzz on invalid move (#10)
  • Make fades much smoother (#9)
  • Make skin color distinct from sack color using 7-shade display
  • Add pattern to black cell so as not to be misread as a hole
  • Add intro that wipes away console maker logo
  • Display combo that just ended, with sound effect

Behind the scenes:

  • Build-time option to use tilemap $9C00 instead of $9800 (requested by mattcurrie)
  • Docs: Describe achievement conditions, and clarify that some are harder than others (requested by ISSOtm)
  • Docs: Document metasprite format (requested by ISSOtm)
  • Rules research: Discover that bidirectional evaluation does not appreciably improve speed of floor reachability evaluation
  • Encoding guide: Add SGB aspect ratio and frame blending
  • Sketch larger versions of Libbet and title screen
  • Sketch SGB, GBC, and Genesis floors
  • Add tool to prototype an animation before coding it

Libbet and the Magic Floor v0.04

20 Feb 19:37
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Highlights:

  • A+B+Select+Start during gameplay to reset
  • Combo counter shows number of tracks laid without hesitation
  • Add achievements Completionist, Sink it, Dash for the door, No scope, No peeking, Restless
  • Display achievements in a window when they are earned
  • Display floor scores and achievements after completing all 5 floors
  • Popslide: Option to limit length of +32 runs and literals to save ROM size
  • "Debughex" option to display a variable at runtime even on hardware
  • Rules research: Confirm 92% chance of seeing a dead end in a game
  • Docs: Add guide to encoding video with bgb

9540 bytes used.

Feedback is appreciated:

  • See how big of a combo you can make. I want to know whether players find it unduly difficult to make large combos.
  • Come up with names for the floor sizes for use on the result screen. Currently I have "Corridor" for the 2x8 and "Anteroom" for the 4x4; the 6x4, 6x6, and 8x6 remain.
  • Title screen and ending concepts are still welcome.

Libbet and the Magic Floor v0.03

11 Dec 03:46
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This is a small release, as progress past the fifth floor is still behind writer's block.

Highlights:

  • Rolling and landing sound better fit the material
  • Reduce clicking when sound channel turns off
  • Show squash cel when landing (first of 12 principles of animation)
  • Make hands clearer in push-off cel
  • Dead code removal and other size optimizations
  • Rules research: Confirm that 100+ score for 8x6 is highly unlikely
  • Comparative testing: Add patch to make GBA version work on GBA Movie Player
  • 8611 bytes used

Libbet and the Magic Floor v0.02

31 Oct 01:30
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Highlights include a demo, more obvious indication of the exit, and sound effects. Size is 8848 bytes.

  • Combine identical strips, saving a few bytes
  • Fix head bob when rolling left
  • Draw track and score updates using Popslide, a VRAM transfer buffer
  • Draw exit arrows at top left and right of 8-cell-tall floors
  • Fade from white at 90% and 100% completion
  • Fade to white on exit
  • Tutorial demo (press Select)
  • Separate Libbet's elbows in push-off cel
  • Sound effects
  • Animate falling in a hole and being ejected

Libbet and the Magic Floor v0.01

17 Oct 20:38
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Initial release.

libbet-opt

  • In: floor generation, gameplay, animation of rolling and jumping, instructions, floor size sequence
  • Not in quite yet: fancy title screen, overall score, animation of entering dead end, a proper attract mode, audio

Though the Game Boy's CPU is by no means 6502-like, this ROM coincidentally uses the first 6502 bytes, leaving the rest of 32K padded.