When you do a fade transition in modern graphics its a gradual process, i.e. it starts alpha from 0 and go to 1 to fully opaque.
But what your game has and other 8bit systems have had is its a discreet provess, meaning alpha jumps for example from 1 to 0.75 then 0.5 and so on.
I want to know do you manually do the fade in steps or you enforce something that causes this to happen automatically and perhaps other aspects to feel 8bit as well.
There are people who better understand retro FX than me. - This video should give you a better clue to what is going on:
But, you have think about it differently. The NES and GB/GBC doesn't "fade" alpha, but shifts the color palettes and lowers brightness of the BG and Sprites. Along with the slower, tick based, processers of the systems is what create that unique NES "Fade".
In retro development, everything is done manually. But I use GBStudio which has the fade built in.
In modern development, you will probably have to recreate this manually as well. Shifting each color closer to black from .25 to .5 seconds each "tick". There probably a billions ways to do this. Mostly likely, someone has already made a shader that can mimic it.
Played the demo and I feel like the game is lacking sound.There should be sound when shooting but there’s only sound when bullets hit enemies which feels odd.The dodge roll might also benefit from having a sound. Anyway the art is really nice
You can preorder the rom here: https://ko-fi.com/s/fb2ded6ae5 But I'm considering releasing the game as "early access" soon. I just need to tidy up some things before I get into polishing the game. But otherwise I'm hoping for a December release.
Gorgeous game, fun music, love the enemies piling into a room even when its cleared. Just when I was getting into the loop you added cars, a boss, a building with hp, etc.
My only suggestion is really particular. It'd be to change behavior of some enemies or add variants of enemies that look the same to mimic less predictable behavior. In most rooms all enemies at start will pile into the center making for a simple spam/wipe.
Thank you very much. I'm going to make a note of enemy patterns. Might interesting to have some extra movement or combined mixture of current movements.
I'd have to reupload the game with a new control scheme. I think a controller will work with the web version too. The best way to play it is on hand held, followed by emulator.
Hi! I found a bug where if I dodge right after the dialogue of the first boss ended, I get out of bound. Also there's enemy sprites clipping through the floor occasionally, but only visually
very cool. Worked on my phone which was good. Great music and very fun. Got to the first boss but did not fancy going all through the rooms again. Maybe use more checkpoints. Well done fab game overall. Maybe mention it can be played on mobile devices to attract more players. Touch controls worked well. Check out my games if u have time :) dark paradise is pretty cool 😎
That's good to know. I feel like web is bit underrated, when it come to playing games. It's perfect for games like these. I wish someone would release a case that doubles as a controller.
It feels like a de-make of Ruiner. Similar theme. I enjoyed the boss dialogues. This game is rad. I would like a red, amber, or switchable monochrome gameboy to play it on.
I know its a gameboy game, but responsive is not how I would describe the controls. I feel like the dodge roll only works about half the time and I end up getting locked into a shooting direction cause there's a delay between firing and when the character can switch directions. Fun though, beat the Demo on the 2nd try.
For sure is subjective and relative to the system. Strafe shooting is really hard to make on a system like this, because the processing speed is very slow. Everything is on a que and has to complete before the next can go. You may notice when shooting (in strafe) once all the bullets are destroyed, the player unlocks.
II The enemies outpower the protagonist by spawning on top of them or filling the whole screen rather than acting with any intelligence. Also, are the two common types of people-like enemies in chapter 1 any different from each other?
III The dodge is not really a dodge.It's more of a dash.
honestly, I didn't really find the gameplay enjoyable, It's just, run over here until the enemies get there, then run over there, over and over again. The story was a bit boring but serviceable for what it's trying to do. Genuinely, I feel like this game is only elevated by the incredible art all throughout. Oh, and as a sidenote, almost every boss fight has a way to glitch behind the boss for an easy win.
It's extremely cool, but some information about the controls for platforms other than GB would be very useful. Still that's a great game with gorgeous art!
Quite a nice game, has a nice nostalgic feel to it. I enjoyed playing! However ...
Wouldn't say it's smooth as butter, in the browser version it starts jittering when there are quite some enemies on the screen. Also, sometimes you don't see the bullets with bigger crowds (approx 5+). Also, Continue did not work. It went back to the Game Over screen and his eyes kept flashing.
I think context is important here. This is a Game Boy Color game.
There's nothing I can do about the jittering for browser. It's a limitation of GBC and emulation. It doesn't jitter at all on my Anbernic, but will on my PC.
With old consoles, they have a horizontal draw limitation for sprites. Certain emulators can remove this. But only 10 sprites can be displayed per scanline. That's why sprites will disappear. each character is 2 sprites wide 16x16 (two 8x16 sprites).
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How the fade in and out jumps between colors instead of smooth fade? Do you do something rounding the color value to each integer?
Not quite sure what you mean. Screen transition fades have a speed setting.
When you do a fade transition in modern graphics its a gradual process, i.e. it starts alpha from 0 and go to 1 to fully opaque.
But what your game has and other 8bit systems have had is its a discreet provess, meaning alpha jumps for example from 1 to 0.75 then 0.5 and so on.
I want to know do you manually do the fade in steps or you enforce something that causes this to happen automatically and perhaps other aspects to feel 8bit as well.
There are people who better understand retro FX than me. - This video should give you a better clue to what is going on:
But, you have think about it differently. The NES and GB/GBC doesn't "fade" alpha, but shifts the color palettes and lowers brightness of the BG and Sprites. Along with the slower, tick based, processers of the systems is what create that unique NES "Fade".In retro development, everything is done manually. But I use GBStudio which has the fade built in.
In modern development, you will probably have to recreate this manually as well. Shifting each color closer to black from .25 to .5 seconds each "tick". There probably a billions ways to do this. Mostly likely, someone has already made a shader that can mimic it.
Thanks!
Hi, i'm a EN>IT Translator, Would you be interested in an Italian translation?
Yeah! - Join the discord: https://discord.gg/gr9WRcuxJS
ANNIHILATOR Gameplay
Nice!
Do you remember what part of the game you were on?
Just in the first area
Ayyy hell yeah GB devs and hell yeah St1ka. Damn good match.
Looking forward to have a physical cartridge available!
Played the demo and I feel like the game is lacking sound.There should be sound when shooting but there’s only sound when bullets hit enemies which feels odd.The dodge roll might also benefit from having a sound. Anyway the art is really nice
I accidentally found a bug
Dang. Thought I fixed that. Thank you.
Looking forward to have a physical cartridge available!
I've just made some upgrades to my original Game Boy Color.
I'm so happy that the Game Boy Color community is still alive!
what a ride! I was told that I haven't even used all mechanics available. Still a top notch GBC game!
Ah yeah!
I hit a kernel panic after the first few rooms, can I email a picture of it somewhere?
I was playing on a Miyoo Mini running MinUI.
Thank you for sending this.
Great old skool shooter, with just the right difficulty!
When can I buy the rom?
You can preorder the rom here: https://ko-fi.com/s/fb2ded6ae5
But I'm considering releasing the game as "early access" soon. I just need to tidy up some things before I get into polishing the game. But otherwise I'm hoping for a December release.
Gotta hurry, I’m running out of cash buying holiday gifts!
Preorder it:https://ko-fi.com/s/fb2ded6ae5
Probably already commented this but I CANNOT wait until this is released!!
Awesome game, fun, I liked it, looking forward to a psychical release
Gorgeous game, fun music, love the enemies piling into a room even when its cleared. Just when I was getting into the loop you added cars, a boss, a building with hp, etc.
My only suggestion is really particular. It'd be to change behavior of some enemies or add variants of enemies that look the same to mimic less predictable behavior. In most rooms all enemies at start will pile into the center making for a simple spam/wipe.
Thank you very much. I'm going to make a note of enemy patterns. Might interesting to have some extra movement or combined mixture of current movements.
I am playing on a web browser and can use WASD to control player. Is there an alternative to shoot/dodge instead Z/X?
I'd have to reupload the game with a new control scheme. I think a controller will work with the web version too. The best way to play it is on hand held, followed by emulator.
I’ll try that! Thank you!
Hi! I found a bug where if I dodge right after the dialogue of the first boss ended, I get out of bound. Also there's enemy sprites clipping through the floor occasionally, but only visually
Thank you. I'm going to upload a fix for the boss, eventually. Enemy sprites on the other hand, have a collision issue that's hard to fix.
So cool~!!
Thank you
very cool. Worked on my phone which was good. Great music and very fun. Got to the first boss but did not fancy going all through the rooms again. Maybe use more checkpoints. Well done fab game overall. Maybe mention it can be played on mobile devices to attract more players. Touch controls worked well. Check out my games if u have time :) dark paradise is pretty cool 😎
That's good to know. I feel like web is bit underrated, when it come to playing games. It's perfect for games like these. I wish someone would release a case that doubles as a controller.
It feels like a de-make of Ruiner. Similar theme. I enjoyed the boss dialogues. This game is rad. I would like a red, amber, or switchable monochrome gameboy to play it on.
I liked Ruiner very much. Thank you.
I know its a gameboy game, but responsive is not how I would describe the controls. I feel like the dodge roll only works about half the time and I end up getting locked into a shooting direction cause there's a delay between firing and when the character can switch directions. Fun though, beat the Demo on the 2nd try.
For sure is subjective and relative to the system. Strafe shooting is really hard to make on a system like this, because the processing speed is very slow. Everything is on a que and has to complete before the next can go. You may notice when shooting (in strafe) once all the bullets are destroyed, the player unlocks.
on the first boss a=battle i was able to glitch myself in the i=side of the screen by rolling into the spikes while getting shot at
Noted. Thank you!
This is an amazing game that I want to see succeed. Do you have a newsletter for updates?
Can I dm? I'm seeing some criticisms, but I don't think they're deserved. Just a passionate fellow dev.
Truly, inspiring.
Great job ! The game would be a huge hit if it was released at the GB time !
Some issues I have with this one:
I The controls feel very limited.
II The enemies outpower the protagonist by spawning on top of them or filling the whole screen rather than acting with any intelligence. Also, are the two common types of people-like enemies in chapter 1 any different from each other?
III The dodge is not really a dodge.It's more of a dash.
1.Its a game boy game. You only get 2 buttons and a D-pad.
2.The 2 chasing enemies in the game are the same type.
3.Hard to disagree with that.
honestly, I didn't really find the gameplay enjoyable, It's just, run over here until the enemies get there, then run over there, over and over again. The story was a bit boring but serviceable for what it's trying to do. Genuinely, I feel like this game is only elevated by the incredible art all throughout. Oh, and as a sidenote, almost every boss fight has a way to glitch behind the boss for an easy win.
Also, I understand that other's may find it fun, I personally don't though
Some games are not for everyone and that's okay. But I appreciate you giving it a try and letting me know how you feel.
With an arcade shooter like this, the enjoyment is in the mindlessness of it. It's simple. Some people just need a game like that.
get stopped on "wake up." text, what should i do?
press A or B on gamepad. Z or X on keyboard.
Cool game, I get this error when entering the room after the corridor with big health in center
Is while using the web browser?
yes using web browser
Who was the artist for the cover art?
It's AI art, isn't it :)
No,yes,and no. It's a sketch/photo collage I made, ran through AI to help with the 80s/90s cover feel, then more photoshop/clean up and texturing.
It's extremely cool, but some information about the controls for platforms other than GB would be very useful. Still that's a great game with gorgeous art!
You are correct! Made some edits.
Awesome !!!!! 😊👍
Really cool aesthetic! I like the story and cutscenes as well.
That was fun. I enjoyed how crunchy everything was, good work within the limits of the GBC!
Loved it.
Quite a nice game, has a nice nostalgic feel to it. I enjoyed playing! However ...
Wouldn't say it's smooth as butter, in the browser version it starts jittering when there are quite some enemies on the screen. Also, sometimes you don't see the bullets with bigger crowds (approx 5+). Also, Continue did not work. It went back to the Game Over screen and his eyes kept flashing.
Hey! Thank you!
I think context is important here. This is a Game Boy Color game.
There's nothing I can do about the jittering for browser. It's a limitation of GBC and emulation. It doesn't jitter at all on my Anbernic, but will on my PC.
With old consoles, they have a horizontal draw limitation for sprites. Certain emulators can remove this. But only 10 sprites can be displayed per scanline. That's why sprites will disappear. each character is 2 sprites wide 16x16 (two 8x16 sprites).
the continue thing is a bug. I'm updating it now.
Thanks for the elaborate response, didn't even realize this was a GBC game (oops).
Smooth as butter and super fun! Looking forward to the full release :)
This is going to be awesome
Nice. Really enjoyed this!
Nice! Well done!
thank you!!!