artemis

art "semaphore" everfree

serotonergic daydream

prismatic swarm

fractal multitudes

evershifting

theta delta ampersand

bi/pan/poly

this user is a furry


Do you talk to the computer as if it could hear you? Does it ever talk back?



my other thoughts right now about a gameboy rhythm game is that the pixel response times on the orignal DMG/CGB really impose a significant game design challenge for implementing hard difficulties without cramming a lot of objects on screen. i personally get kinda overwhelmed and have a hard time reading fast maps with lots of slow moving objects, i like a smaller visible window of time for hit objects. but usually that kind of thing is configurable, so it might not be unreasonable to say if you want to play difficult maps on original hardware you should just use a larger time-window to deal with the screen response time, or otherwise either use an IPS-modded DMG, an AGS-101, or an emulator. but maybe there's a way we can telegraph these things a long way out without making them just be a simple list of hit objects scrolling down stepmania style


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in reply to @artemis's post:

move a line that shows what notes need to be hit, not the notes themselves. main place i've seen this is dj maniax (that's an old flash copy of some actual arcade game but i don't know what the arcade game is called)

now that i think about it um jammer lammy would probably be the best kind of note display style for a rhythm game for the gameboy. you don't need lanes for the button layout, it scrolls slow enough, and is easy to understand.

probably just take care to make sure everythings still readable in the scrolling direction