modalmodule.bsky.social
Composer for Decline's Drops, Arcus Chroma, Legend of Kendor, and more.
Member of Kinetic Vibe Mind and Shrednobi
Dev for Rise of Leif
DM for commissions!
modalmodule.bandcamp.com
he/him
#vgm #composer #indiegamedev #chiptune #gameboy #homebrew
734 posts
1,475 followers
334 following
Regular Contributor
Active Commenter
comment in response to
post
Dat clipping though
comment in response to
post
Oh wow, this looks great for many reasons, but the very first thing I personally noticed that caught my eye big time was the character reminding me of Lenneth from Valkyrie profile. Not sure if that was intentional, but I love that game/character, so either way it worked on me! 💚
comment in response to
post
I agree with this, but I will assume the positive that it's just a wip and will be updated with other sounds eventually. I definitely like the defense phase that has melodic material to go with it. Definitely a great concept all in all! 👍
comment in response to
post
We do things we love doing, to be able to experience the complete version of them, and feel the satisfaction of their completion (or just the first thing sometimes, which is fine too), anything beyond that is just bonus.
comment in response to
post
Oh wow, what a cool concept, gb timelapse!
comment in response to
post
💚💚💚👒🥊💚💚💚
comment in response to
post
Hey! I was trying to dm but didn't see the option, but I wanted to say assuming this is the one I made, I unfortunately never got a chance to test it as I didn't have a working printer at the time, but I do now, so I could definitely work on iterating to make it better/easier to put together.
comment in response to
post
Quick clarification: rise of Leif was the name of the initial game jam game we are now making a full game of, and are thus reusing the name, so if you Google it and see that one, now you know why.
comment in response to
post
Absolutely not a Kirby X Super Smash Bros inspired solo Adventure :
store.steampowered.com/app/1500180/...
comment in response to
post
It reminds me of one of my fave extreme metal drummers (Eugene Ryabchenko), who spent months away from drums, and could suddenly do a technique (doubles on his feet) that had evaded him outright prior, and he went on to explain that breaks are good, our body does things in that time.
comment in response to
post
We're doing everything in lsdj now that I've gotten that sound driver to work properly. Prior to that we were using hugetracker, which is still a fine solution if you're not trying to be fancy with music fx (which coming from lsdj as musicians we automatically are haha)
comment in response to
post
Oh and also within the sprite data is the specific palette index used (technically they are actually metasprites, multiple sprites bundled together to make for example the player, png2asset also handles that part, though I've had to customize stuff from there a lot), so it's drawn using that index
comment in response to
post
A tool that comes with gbdk is called png2asset, and like it says, it converts pngs to asset data, the data including palettes etc, then you just load the palettes into either bkg palettes or sprite palettes with built in functions. :)
comment in response to
post
Gbdk2020 with the sdcc compiler has settings upon building that tell it what kind of game you're making, which mapper, CGB/DMG/both etc. A lot of what I started out doing was using their example projects to learn, and even just copy-pasting stuff into my own project, including the make file.
comment in response to
post
here you can see the cpu usage on the right, and yes there are definite spikes, but practically speaking this is not felt in-game. I do hope to find even more ways to optimize in the future though.
comment in response to
post
@costelinhadougref.bsky.social not sure if bsky notifies the root commenter for threads branching indirectly from the comment, so lmk if you didn't get notified of the above, and if so this tag was worth doing. Haha
comment in response to
post
I highly recommend using emulicious, not only for debugging your own game, but actually studying tricks used by other games. I think I may have seen this technique in the smurfs' nightmare?
comment in response to
post
Well, I don't think that's what pushed it over the edge, but there was a point where I had to switch to CGB's 2x CPU speed mode, so this game won't run (well) on DMG. But it does run great on CGB, I test on hw often. :)
comment in response to
post
Meanwhile the area below them (where the collision tiles are) has actual tile loading as the player reaches the "edge" of the currently loaded tiles. So basically, a traditional scrolling level underneath, and a wrapping single tilemap-width paralax cluster up above. Hope this makes sense!
comment in response to
post
The trick is that the tiles are actually just loaded once at the beginning of each paralax area, which are the width of the tilemap (32 tiles), and with led interrupts at each "slice"'s y, each having their own speed variables assigned (calculated outside of the interrupt), they simply wrap. :)
comment in response to
post
Now that's great! We've been talking about ren fairing soon, and this is fueling my inspo!
comment in response to
post
I'll join if you don't mind
comment in response to
post
Forgive the tp, recovering from a cold atm.
comment in response to
post
Ugh, if we weren't neck deep in getting our current game demo-ready! 😫
comment in response to
post
store.steampowered.com/bundle/53853...
comment in response to
post
No joke, I've been thinking about this game the last week, wondering what you've been up to, but forgot your and the game's name, so was just hoping I'd see something about it soon, and just opened bsky, and this is the very first post I see!! It's a sign!!
comment in response to
post
Omg I just realized I did leave the burp in after all. Well, my true slobbish ways are out in the open for all to see at this point. Excuse me.
comment in response to
post
This may make it more clear how they work.
comment in response to
post
As you can see here, I'm just using pins to position the keys. A dead simple design, albeit a bit precarious.
comment in response to
post
Fixed that now, and finally forgive the out of tune piano. As a piano technician I have no excuse other than lack of will power. 😅
comment in response to
post
Thank you! Just messing around of course, but shows the value of the "third hand". :)
comment in response to
post
Also the caught note, the Db has a little too much lateral play, so it can get stuck at a wonky angle if I'm not careful. It should go without saying this is merely a prototype.
comment in response to
post
Forgive the tp, recovering from a cold atm.
comment in response to
post
I'm biased but @moulinauxbulles.bsky.social of course. Haha
comment in response to
post
@surasshu.com
comment in response to
post
Fuck cancer
comment in response to
post
I think this is pretty legit. I actually usually push to "finish" a track in one sitting, but with the opportunity to take "another pass" at it at some point later if I feel the need. Doesn't always work out but it does put a fire under my butt to some degree.
comment in response to
post
Oh well that is interesting! I guess I'd just have to get a hold of a blank card then. Still, I think the pitch bender will have to come first. 😅