drone

the good kind, like sunn o)))

  • she/her

♥️ trans / bi / poly
📸 @loni

posts from @drone tagged #gb studio

also: ##gbstudio, #GBStudio

MxAshlynn
@MxAshlynn asked:

Heyhey~
I was wondering how you created the Android Pocket palette for The Heart of Arel? Did you just type it in in a hex editor or is there another tool you used?
Thx!

heya :eggbug:

This web tool makes it nice and easy! However I don't know if this site was up at the time so I just did it the old fashioned way with Microsoft's Hex Editor plugin for VS Code, which is still a perfectly cromulent option if you like to fine tune it that way.

Just open the .pal file (you could download a premade 54 byte template using the link above), press Open Anyway, then choose Hex Editor from the list that appears and go to town!



Play on Game Boy or browser (desktop/phone):
~ https://meadowdrone.itch.io/the-heart-of-arel ~


Eionn (she/they), Aoba (she), Eryr (they) and Harthe (she)

It's a radically soft, short game about four partners travelling to stop a deadly natural threat. Cook, cuddle, flirt and encourage each other to overcome the miasma, and explore both the lands, and each other's feelings on the way.

As an beginner at game development I wanted to challenge myself to make something competely my own, an uncompromising look into where I've been at in my life recently, and something of my own visual and sonic style, and embrace the imperfections that come from it. I wanted to make a really small, 5-minute long thing as a newbie game dev, but as I fleshed out these characters I enjoyed them too much to have their adventure end prematurely and I really enjoyed how creatively fulfilling it ended up being.

It's probably about 60-70 minutes long, is mechanically light with no reliance on reaction speeds or precise/multi-button inputs, with a focus on area exporation and the characters' relationships.

All money earned from this game will go to fundraising Dandelion, a Bristol (UK) based harm reduction information centre and needle exchange for trans+ people self-medicating their HRT. Thank you so much!



anyway good morning

I have 1.5 pieces of music to write for my game and then I can start testing it in earnest! Even though the game wasn't done, finishing the ending and "credits" scene and seeing it play out and back through to the title screen was an incredibly cathartic moment. There'll no doubt be some polish to add, and I might go through and add some more facial expressions for the characters too.

After the ending, I had two more updates to the game logic I had to make (adding counters to 100%ing each area individually, and changing cutscene backgrounds dynamically depending on the map you're in), which seemed like they'd be an absolute pain, but I found a far easier solution than I expected for both!

I've been deciding whether or not I want to move on to another game, start a sequel, or make a Riverbank Snaps DX type deal where (if I can find any other creatives willing to partner up) I can turn it into a more full-fledged Game Boy Color type deal with more detailed character art an slightly more breathing room for the explorative elements. All options are really appealing to me! But I think it'll depend on feedback, and people actually playing it outside of my friends - I'm not too fussed either way, I made something by myself, that I like.

I might just do some prototyping and make some super small scope momentary distractions. Snaps is very easy-going mechanically as a game, with no reliance on reaction speeds or multi-button inputs, so it'd be nice to try something on the other end of that spectrum. I really really love fast platformers, and have often wanted to make one. It'd be a hell of a challenge on a Game Boy, but I wonder if there's much trickery you can do to pull off that illusion...